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After a good night’s sleep, we headed back to the venue on Sunday morning, where we would find our round 4 opponents waiting for us: They are tournament regulars in the region, and most of them ETC veterans with either team France or team Portugal (UN). They were lining up Carnosaur Saurians, Full monstrous inf/cav UD, Double Rock Aurochs OK and shooting-heavy SE with double treefathers and Elk lord. I got paired against the Undying Dynasties, a matchup that I considered relatively favorable due to my list’s mobility: Renato ( @Kermit ) had brought the following list:
Death Cult Hierarch, Hierophant, wizard Adept, Evocation
Death Cult Hierarch, General, Binding Scroll, wizard Master, Soul Conduit ,Divination
2 x Tomb architect
6vskeleton chariots, M, C, Legion charioteers
2 x 5bskeleton scouts
20 Skeletons, M, S, C, Banner of the Relentless Company
2 x 6 Tomb Cataphracts, M, C
8 Shabtis Archers , M, S, C, Rending Banner
3 x 1 Sand Scorpion
So a no-nonsense undying dynasties list based around the reliability of the 3+/5++ Cataphracts and the help of a very potent magic phase. The scenario was Spoils of War, and the deployment we rolled was once more Marching Columns. Going into the game I knew that I had an advantage when it came to objectives: my opponent had lots of scoring units, but all of them were his main line units. So if I played my cards right, I’d be able to face at least one less unit while it grabbed the spoils of war token and then maneuvered back into place.
For magic my druid got Forest Embrace, Beast Awakens, Savage Fury, Totemic Summon and Break the Spirit: with a lot of combat phases ahead of us, I figured that I’d be better off with a good mix of augment spells that would help tip the combat in my favor. My opponent opted for the Spectral Blades and Hasten the hour for his hierophant, while the Master took Scrying, Know thy Enemy, Stars Align and Unerring Strike.
My adversary started deploying his units from his right corner towards the center, and once we had both placed 3 units took the opportunity to start the game, keeping two of his Scorpions in reserve. This allowed me to counter his deployment, keeping my scoring units far from his battle line and creating a fast but hard hitting center with the Kestrels, Prince, Dancers and the Eagles.
TURN 1 – UD
My opponent was cautious with his first turn of movement, maneuvering into a slightly oblique line, and unwilling to advance far: the placement of my kestrels meant that if he moved up too far he’d have to deal with flyers behind his lines. So instead, both of his cataphracts maneuvered to zone my kestrels and eagles, while the shabtis moved into a better shooting position.
Magic started off with a boosted Hasten the hour on the left kestrels, which I dispelled with my dice, leaving the Stars Align to go off on the Shabtis: these took aim at my Eagles protecting the Prince, dealing a couple of wounds.
TURN 1 – SE
The first order of business for the sylvans was to put pressure on the UD, so as to force the Scorpions to appear near the enemy battleline and not behind my lines; to do so, I advanced the big line of Forest Eagles to block both cataphract units, and in a position where ignoring them would give the eagles a turn 2 charge on the hierophant bunker. This way a unit of cataphracts would have to charge, and risk a failed restrain pursuit test that would put the enemy scorers within combo-charge range from the bladedancers, kestrels and the Prince. The rightmost part of the army advanced to provide cover fire and claim the right-handside objective marker. I then used my second eagle unit and the small bladedancers to create no-go zones for tunneling scorpions.
Magic was a complete failure this turn: the totemic summon was dispelled, but at least I kept some Veil Tokens for the next phase. Shooting proved to be more effective, killing a Shabti and putting two wounds to the scorpion in the enemy backline.
TURN 2 – UD
The leftmost Cataphracts charged into the eagles, and both Scorpions appeared: oneright next to the left-hand impassable feature, trying to flush out the kestrels hiding behind and preventing the chariots’ and shabtis’ advance, and another right behind the building to keep my second kestrel unit under control.
Magic started with a high casting of Unerring Strike on my Eagle Prince: I let it through, and suffered two wounds for my troubles despite the 3+/4++ save. This allowed me to dispel the buffs on the Cataphracts, making them easier to deal with if I charged: the shooting bounced off the Prince’s armour harmlessly, which was a relief. In combat, the cataphracts dealt 5 wounds to the eagles, suffered one back and forced the birds to flee through my lines, where they’d rally on the following turn. Unfortunately, the Cataphracts’ restrain pursuit test was… [Read More]
So we’re now in the third game of the day, and now the weariness is setting in: we’ve been awake since 5am, who said that tournaments are not an endurance sport! What made things easier was the news that we’d get to play against our friends and neighbors from Luxembourg! We’ve met them a couple of times now on the battlefield, but we often travel to the same tournaments and it’s always a pleasure to get together and share a drink, exchanging war stories.
They had lined up Vampires, Vermin Swarm, Sylvan Elves and Daemon Legions, and I got one of the more favorable matchups against @zlatanlux ‘s vampires. This time the scenario was Hold the Ground, and the deployment type was to be Frontline Clash once more.
The vampiric list was one of the most magic-heavy lists I’d seen all tournament:
Vampire Count of Lamia, General, Adept (Witchcraft), Commandment, LA, Paired Weapons,Destiny’s Call, Obsidian Rock, Touch of Greatness
Necromancer Master (Evocation), Necromantic Staff, Talisman of the Void
Necromancer Adept (Alchemy), Book of Arcane Mastery
32 Skeletons, Halberds, Full Command, Banner of Speed
28 Skeletons, Spear
2 x 2 Bat Swarms
Court of the Damned, Lamia Blood Ties
9 Ghasts, Champion
1 x 2 Great Bats
So all in all a relatively compact vampire force with a good amount of redirectors, an unkillable anvil in the form of 9 Ghasts with 4++ regeneration save, and a magic phase with enough raising ability to ensure that both skeleton units would be 60-strong in no time!
When doing the estimation for this match I hadn’t taken into account the secondary objective: hold the ground is one of the easiest ones for vampires due to their big, immoveable units. So I had to get creative about how to approach this game! One thing was for certain: engaging the big units to the front was a very bad idea!
For magic,I got Forest Embrace, Beast Awakens, Insect Swarm, Totemic Summon and Break the Spirit. My opponent got three times the hereditary spell, then went for Raven’sWing, Glory of Gold, Spectral Blades, Danse Macabre and Touch of the Reaper for his other spells.
My opponent chose sides, and I then gave him the first drop: against vampires playing second is usually a good idea, especially when playing the central objective. So I was kind of relieved when he dropped his entire army to get the first turn. He went for a central deployment, weighing one flank with the Ghasts and the Varkolak. I responded by pushing both kestrels and the two eagle units up the flanks, keeping only the bladedancers in the middle, with the scorers a good distance away from any undead unit but still in a position where they’d be able to start contesting the objective from turn 3 onwards.
TURN 1 –Vampire Covenant
As is customary for the vampires, the entire army surged forward, the varkolak making use of his movement + vanguard to come close to my lines. In the magic phase I was reminded how difficult it is to contain a magic phase when your opponent channels 5 veil tokens per turn! My priority here was dispelling the movement spells, meaning that the hereditary spell was cast thrice in the 6” aura version: a good chunk of skeletons were raised, bringing the units to around 45-strong each.
TURN 1 –Sylvan Elves
While I knew I’d have to try and deal with the magic in an aggressive manner relatively fast, the previous magic phase made it clear that I should really make it a priority: all of the flying units moved up both flanks, within charge range ofthe zombie bunkers. The Eagle Prince spotted a 4” gap between the Ghasts and the big skeleton block, and landed there, with the necromancers’ unit in his sights. The slower parts of the army maneuvered, trying to keep a healthy distance from the Varkolak.
The magic phase started with a Treesinging that put a forest right in front of the big skeleton block. The Insect Swarm was then dispelled, meaning that the Totemic Beast could be cast! Shooting was aimed at the Varkolak, putting three wounds on the beast despite its regeneration.
TURN 2 –Vampire Covenant
With a single wound remaining, the Varkolak didn’t dare declare a charge; the Cadaver Wagon solo-charged into the Eagle Prince, though, threatening to pin him in place long enough for the Ghasts and the Varkolak to come to the rescue. Both of the aforementioned vampire elites maneuvered to get clear charge lanes on my prince in the following turn. The big skeleton block moved up, and the other units consolidated their positions a bit, in an attempt to contain the flying threat.
In the magic phase I used my Binding scroll on the Spectral Blades, since it was the only way that the cadaver wagon would be able to punch through the Prince’s defenses. I let through a couple more raises, which offset whatever losses the big block had suffered by marching through the… [Read More]
Jack and Jordan are rejoined by Hristo to talk about the Masters 2018 and the side event.
Outro: "Electrifying" ► The Rock 24th Theme Song
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