So there we are, game 3 and we get to play against Team Portugal. Team Portugal is far from being a new-comer to the scene: most of the players are actually active French players (some with a double nationality), with previous ETC and other international experience. They had beaten both of their previous adversaries soundly, meaning that the result of the round would determine the winner of the Benelux Cup!
I got to play against Jose Paulo and his Daemonic Legions:
Harbingerof Pestilence on Blight Fly, General, Apprentice (Divination), Halberd, BloatedPutrefaction, Nauseating Aura
Harbingerof Pestilence on Blight Fly, BSB, Apprentice (Evocation), Halberd,Contamination, Veil of Shadows
10 Horrors,Musician, Champion
10 Horrors,Musician, Champion
18Slaughterers, Musician, Champion
2 x 5Crusher Cavalry, Musician, Champion
5 BlightFlies, Full Command, Rending Banner
2 x5 Furies of Pestilence
Having played against daemons a lot, I knew that the Blight Fly star would be impossible to pin down and very hard to deal with. We got Secure Target as secondary objective and Dawn Attack for deployment. My plan here was to stall the flies, using the King to prevent them from landing anywhere near my other, more vulnerable units.
For those who haven’t come across the Blight Star, it has Toughness 5, 4+ Regeneration, -1 tobe hit from afar, and has Poison (5+). With the banner of Rending, the amount of AP3 hits makes even my Dwarf king a bit wary of them.
We exchanged some drops, and in the end I opted for the first turn so as to limit the fly movement. I placed my Secure Target token far to the left, where the Marksmen would be able to easily get it. My opponent went for the far right side, where my scoring was weaker.
The Hold Guardians took +1S/+1AP, and I chose rune of Resolve/Resilience/Gleaming twice for my battle runes. The Seekers and Forge Wardens in the middle vanguarded forward to put some pressure on the daemonic troops.
TURN 1 -Dwarven Holds
The seekers and forge wardens pushed up the middle, while on the right flank the warriors and hold guardians angled themselves to prevent the flies from moving around my flank. Magic succeeded in putting rune of Resilience on the Seekers. Shooting didn’t amount to much, only dropping a single horror from the leftmost unit.
TURN 1 –Daemonic Legion
The Crusher Cavalry behind the hill could see the Forge Wardens, so they declared a (long) charge on them. A unit of furies had to flank the seekers to make this happen, but in the end the crushers failed their charge. The Blight flies repositioneda bit further to the right, and the Crusher cavalry on the right moved up aggressively towards the right objective.
In magic a Hand of Heaven went off on the Forge Wardens, killing three of them.
The seekers made short work of the charging furies, and prepared to charge the Crusher cavalry that had stumbled on the hill.
TURN 2-Dwarven Holds
The seekers went into the crusher cavalry. They were probably going to die in the process, but in this way they were protecting my flank quite effectively. In the middle the dance between the Warriors, Hold Guardians and the Flies continued. Unfortunately, I was careless when I moved the warriors and I didn’t make sure that the Seekers were in range for the Smith’s spells. It turns out they weren’t, so my opponent was happy to dispel the two augments from the Anvil onthem, letting the rune of Gleaming go off on my warriors.
Shooting was aimed at the Slaughterers, who had stepped into a Field in the meanwhile: when the two Flame Cannons and the Forge Wardens were done shooting, 10 daemons had died, reducing the unit from a combat block to chaff!
In combat the Seekers gave as good as they got: they dealt 9 wounds to the Crushers, taking 10 wounds back. The Dwarves won by 1 but the daemons passed their instability check.
TURN 2 –Daemonic Legion
The rightmost Crusher cavalry moved up into the dwarven backline, safely behind the building. The depleted Slaughterers moved aggressively against my Forge Wardens, while the Flies held their ground, defending the wall.
In magic I let through both Hands of Heaven, but my opponent rolled very low for them and failed to put a dent on the Forge Wardens. Shooting was also ineffective.
In combat, the seekers and crushers continued to exchange wounds: the seekers lost 5 of their number, dealing 3 wounds back.
TURN 3 –Dwarven Holds
I decided not to charge the Forge Wardens into the Slaughterers, since failing to breakthrough them would allow the flies a way out of the corner. Instead, they shuffled a bit backwards and took aim at the daemons. The king and the HG both moved up a bit, still locked in a Mexican standoff against the flies. Magic saw me put Distracting on the Seekers and Resilience on the Forge wardens.
In shooting, the combined efforts of the left Flame Cannon and the … [Read More]
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]