With the spirits high after the first round win against the Netherlands, we prepared to face the home team, Luxembourg! They were all excellent guys, and we had eight very fun games: I got paired against Sebastien, an ETC veteran who brought the following Infernal Dwarf list:
Prophet,Alchemy Master, Shield, Besheluk’s Mechanism
3 x 10Citadel Guard w/Flintlock Axe, Shield, Musician
10 InfernalWarriors w/Blunderbuss, Shield, Musician
5 WolfRiders, Shield
22Immortals, Infernal Weapons, Shields, Full Command, Flaming Standard
2 x GunneryTeam, Volley Gun
VolcanoCannon Bound Daemon
We got to play Breakthrough with Encircle deployment. My opponent got the pick for sides and opted for the big center. Given that the secondary was breakthrough, I couldn’t just go for a flank since that would mean I’d be probably giving up the objective: we ended up with a good old central stand-off instead. We exchanged drops for a while, then I noticed a small opening: my opponent had deployed one of his Kadim units 2-wide, just outside of the BSB/General bubble and right across my seekers. I went for the first turn to try and capitalize on that.
For spells, I picked double Resolve, Gleaming and Resilience. The Prophet opted for corruption of tin, molten copper,quicksilver lash and the ID hereditary spell.
I used the vanguard to push my forge wardens and the seekers forward, and my opponent vanguarded the wolf riders to the safety of his backline.
TURN 1 –Dwarven Holds
I figured that a Ld5 frenzy check on the kadims was too good an opportunity to pass up, especially since the Seekers were in a very bad spot out in the open (flamecannon/volley guns/magic and the such). So I moved up the seekers some more, trying to bait the kadims. The downside to that was that I had to keep all of my other units more than 18” away from my targets, to avoid giving my opponent any alternative charge targets. On the left flank, the forge wardens moved upinto the forest.
In magic I got the flux card no1, giving me a 2-dice advantage. Despite my efforts to boost the sacrificial seekers, my opponent gambled and 1-dice dispelled two of my runes,blocking the entire magic phase.
Shooting saw me get first blood, killing 5 citadel guard in the middle between crossbow bolts and forge guns.
TURN 1 –Infernal Dwarves
I waited with baited breath as my opponent rolled his Frenzy check: he succeeded in rolling a 5! He then checked for the second unit, within range of BSB and general…he failed! Not an optimal result, but at least the seekers were in combat with one of their intended targets and they’d not die in vain to ID shooting. The volley guns and citadel guard advanced into shooting positions,and the second kadim unit repositioned in the flank.
Magic was relatively uneventful: I let Quicksilver Lash go on the warriors, then watched as the prophet failed to cast molten metal. The seekers became flammable,though, due to the metal attribute. Shooting was aimed at the king’s warriors,but a combination of penalties on to hit and the high toughness and armour ofthe dwarves meant that only 5 died.
Close combat was a complete bloodbath: 14 dwarves died, and in return they dealt 11 wounds to the kadim, leaving them on 4 wounds!
TURN 2 –Dwarven Holds
With the flank secured for a turn thanks to the seekers, it was time to advance: I used the Banner of Relentless company and sent the warriors forward towards the Immortal block. The hold Guardians moved up to threaten the kadim should theycharge the seekers, and the forge wardens repositioned slightly inside their forest.
In the magic phase I tried to buff the seekers first, but two of the runes got dispelled. I then cast the rune of resolve on the warriors, shoving them forward 6” more, right in front of the immortals and without a possibility for redirection. The runic smith then succeeded in casting rune of Resilience onthem, too.
Shooting was totally uneventful, the plate armour and aegis of the infernal dwarves proving too much for my flaming shots.
In combat,the kadims killed five more seekers, only sustaining a couple of wounds back: one kadim on two wounds was left fighting five seekers.
TURN 2 –Infernal Dwarves
The big Kadim unit failed its ld5 frenzy check, and opted for a long charge on my hold guardians instead of the seekers. They made it in. The immortals charged my warriors, and the flame cannon and flanking citadel guard failed their charges since the volley gun team failed to clear the path (my opponent declared acouple of conditional charges that would have made my life difficult had they succeeded).
Magic predictably succeeded in making my warriors flammable. Shooting was yet again of little use, with all good targets engaged in combat.
The lone kadim fighting the … [Read More]