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Right after wrapping up the first day of the tournament, Kiri and friends had organized dinner and drinks in the center of Luxembourg: so the following morning we weren’t exactly fresh! It certainly didn’t help that our opponents were some of the best players in Europe: TG Play is the team of Frederick and friends, bringing together three of Germany’s best players along with two of team Switzerland’s best players!
As you may imagine, our predictions for that round were quite pessimistic as all the usual suspects were present: full shooting/magic Vermin Swarm, an EoS gunline, full construct UD, Frederick’s 16-unit WDG MSU army and, finally, Kingdom of Equitaine led by the usual Might Duke. It was the latter that I’d have to face, in a round where the secondary objective was Breakthrough!
@Xavier had brought the following list:
Duke, Barded Warhorse, General, Questing Oath, Virtue of Might, Shield, Lance , Divine
Judgement, Basalt Infusion, Potion of Swiftness, Fortress of Faith
Paladin, Barded Warhorse, BSB, Questing Oath, Shield, Alchemist Alloy, Crown of the Wizard King
Damsel, Barded Warhorse, Wizard Master, Divination, Storm Clarion
12 Knights Aspirants, Musician, Standard, Banner of the Last Charge
9 Knights of the Realm, FCG, Flaming Banner
2x5 Yeomen Outriders
11 Questing Knights, FCG, Aether Icon
2x3 Pegasus Knights, Vanguard, Loose Formation
The deployment we got was Encircle, which is always tricky against KoE: luckily, I won the roll for sides and elected to give the big flanks to the knights, kind of forcing them to pick a side instead of plonking everything right in the middle of the board.
Spell selection was the usual for me (Ice and Fire/Crippling Fatigue and Breath of Corruption/Grave Calls) while my opponent got Evocation for his Crown of the Wizard King (= Spectral Blades) and a mix of buffs and damage spells from Divination (Scrying/Know thy Enemy/Fate’s Judgment/Unerring Strike).
I think that the most challenging part of this battle was deployment: my DE army is designed to rush the enemy and break through the lines with superior force concentration, before the adversary’s support elements can move into position to help out. But that’s exactly what KoE excel at doing, too! The main difference was that the knights had enough staying power to ensure that my Krakens wouldn’t be able to punch through before the support (Read: Might Duke and Green Knight) could come to the lances’ aid.
As a plus, the Questing Knights and the Duke both projected a huge threat zone thanks to the Questing Oath. Simply put, if I allowed Xavier to kill my redirectors early on I’d be in trouble. If I committed my units in the fight and failed to break the knights, I’d be in serious trouble. Finally, I had 3 scoring units that could simply not fight 2+/6++ knights, could be frenzy-baited into said fights and had little to no armor. With all this facts in mind, I elected to not place my entire army when my opponent gave me the opportunity, but to play the deployment game instead:
The knights had four units that could rapidly redeploy, and placed them one after the other near the middle, so as to avoid giving away too much information. I replied with my fast support, with the same plan in mind. At that point my opponent dropped all 3 of his lances to my right flank and elected to force me to play first. And that’s where things got complicated for me: normally, getting the first turn with an army as fast as mine is a boon since I’m able to close the distance and can assure that my chaff won’t be killed before they redirect. But here I wasn’t so sure that I wanted to directly confront the KoE, since it would give them a lot of time to reposition and get my softer units if they won the initial fight. On the flipside, giving the first turn to cavalry that can move 16” means risking getting charged on turn 2, which can be worse.
So I did what I thought was best: I took my time-out (in team tournaments you’re entitled to a 3-minute discussion with a teammate/coach once per game) and let someone else decide for me! I ended up deploying in a cautious manner, one would say against my nature:
So the scoring units as far away from the action as possible, the Manticore BSB nearby to keep the Pegasus knights honest, then my redirectors and heavy hitters in the center to try to prevent the knights from relocating towards the scorers.
The knights prayed, meaning that the first turn would depend on a dice roll. I won the roll, and forced the KoE to play first!
TURN 1 – Kingdom of Equitaine
The knights didn’t take the fast cavalry baits that I had set up for them, opting instead to push up my right flank, and keeping the Yeomen close to the general and far from my units, to my disappointment: as long as the fast cavalry was in range to redirect my kraken, I would have a hard time committing.… [Read More]
By the time round 3 started it was 5PM and we had already been awake for 12 hours. Who said that wargaming isn’t an endurance sport? Luckily, we got to face the friendliest guys ever: Team Hambo’s from the Netherlands. My opponent was to be Bas @bas_2312 with his wonderful Halfling Empire army. I’d admired his models online before, and some of you may have also seen his gaming club’s Minihammer exploits, too. Here’s a link to his Instagram, where you will find among other stuff his take on the Steam Tank: a giant morphin’ robot!
The halfling list he had brought was the following:
Marshall, General, Paired Weapons, Imperial Seal, Lucky Charm
Marshall, BSB, Shield, Death Warrant, Blacksteel
Prelate, Plate Armour, Shield, Hammer of Witches
Wizard, Adept, Pyromancy, Magical Heirloom
42x Heavy Infantry, Halberd, M, C, S
20x Light Infantry, Handgun, S, Marksman's Pennant
10x State Milita, Irregulars
5x Electoral Cavalry, Lance, Shield, S
24 x Imperial Guard, M, C, S
Arcane Engine, Arcane Shield
6x Imperial Rangers
2x5 Reiters, Heavy Armour, Brace of Pistols, M, C, Repeater Pistol
24x Flaggelants, C
So a good mix of magic/shooting and staying combat power, along with good scoring. A good recipe for a challenging fight! This round the scenario was Spoils of War, and the deployment type was once again Marching Columns. My adversary won the roll for sides and picked the side with the hill and the least amount of blocking terrain. This meant that I could grab first turn though, always welcome against a list with considerable shooting power.
For spells I went with the usual Ice and Fire/Crippling Fatigue and Grave Calls/Breath of Corruption combo, while the pyro wizard got Fireball, Pyroclastic Flow and the Flaming Swords.
Going into the game I decided that I’d keep my scoring units near the center, use the fast elements to control the flanks and ram the imperial battle line with my monsters. If all went according to plan, it would create enough of a diversion for the small scorers to grab the loot and run with it!
TURN 1 – Dread Elves
First turns in such games are all about controlling battlefield space, and this one was no different: the medusae pushed forward to threaten the mortar and prevent the cavalry from outflanking me. To the right, the yema acolytes and a single kraken would try to keep the Steam Tank, Flagellants and Reiters honest. The Pegasus Prince saw an opening between the Flagellants and the Halberdiers and used his movement to land there, threatening the Arcane Engine and potentially the Handgunners. Finally, the two kraken pushed forward using the forest as cover. To avoid the Halberds/Imperial guard charging headlong into my monsters, I had to sacrifice my Dark Raiders: while infantry is not a bad target for stomping krakens, you want to be charging and not the other way around!
In the magic phase the Breath of Corruption went off, killing four Reiters from the rightmost unit, but the last survivor didn’t panic.
TURN 1 – Empire of Sonnstahl
The halfling didn’t take the bait, and elected to maneuver instead of charging into the dark raiders. The steam tank moved up slowly, and the two reiter units pushed forward to open fire against my fast support. Magic started with a miscast Flaming Swords on the Handgunners: the result of the miscast being Amnesia, I elected to let it through so as to get rid of the spell. A small fireball killed three of the right Dark Raiders and put a wound with Blaze on the paired weapon Medusa.
Shooting started with a volley from the left reiters that put another wound on the Medusa, while to the right the Steam Tank and the lone Reiter failed to wound the kraken. The Mortar hit my corsairs killing six of them and the Handgunners couldn’t hit the Kraken thanks to the forest’s cover.
TURN 2 – Dread Elves
The bulk of the army charged: the middle Kraken went into the Handgunners, its mate failing to charge into the Imperial Guard. The wounded medusa charged into the Imperial Rangers and the second one fell upon the Electoral Cavalry inside the water feature. The Pegasus Prince charged the Arcane Engine, and the left Blades of Nabh went for the Reiters but failed. Finally, the Kraken to the right charged into the Steam Tank, and the Acolytes of Yema right behind took advantage of that to charge into the lone surviving Reiter.
The corsairs now picked up the middle Spoils of War token and started their way back into my deployment zone. The Manticore maneuvered in a position where it would grant the Beastmaster rerolls to the kraken fighting the Steam Tank. The depleted dark raider unit stepped in front of the Flagellants to direct them away from said manticore, but while fiddling around with positioning I actually repositioned the manticore right into the flagellants’ overrun path! Oops!
Magic… [Read More]
So its been a while since I've had some time to do blog stuff and so this comes a little bit later than i had hoped but the first in a series about the recent ART of War tournament in Bristol. Not only did we attend in good spirits, but we actually got invited to 'cover' the event by way of our channel. We would still do the Battle reports and tournament review as usual, but we would also be getting the opportunity to do a bit more to promote the event and to show how awesome going to events is for war gamers, and how fun it can be. With this in mind our vision for the tournament coverage was to provide:
- List Reviews
- Draw sneak peek
- Table #1 Livestream
- Short (& Friendly) Player Interviews
- Bat Reps
- Mid-Tournament (& Saturday evening shenanigans) Videos and Snippets
Anyway, the main thing we wanted to get across to people was how easy going this tournament was - especially to new players, which we were this time last year. We attended simply as players last year and it was our first tournament. Not knowing what to expect, we turned up very anxious (and also excited), but this quickly changed and we had a great time. Big shout out to @Fthunder who was my first opponent back then, gave me a proper schooling in my first ever tournament game (20-0) but then sat with me and talked the game and some other tactics through, making me feel very welcome and not just upset that I couldn't hack it at tourneys. This I think helped me to just relax and play the rest of my games in the right spirit - and i think that was not a special case at this event, in either years. So yeah, good job in organising an event that is suitable for noobs (like we were last year), gamer's, average players and elite players alike.
So, first up from our point of view were the list 'review' and revealing the draw to the public! Here are the videos for those of you that missed it...
Apologies for the echo sound on this one, first time we have used skype so bare with us lol
Plenty more to come from this event too, but we'll leave you with that for now! [Read More]
- List Reviews
So for Game 5 I was paired against the Orc traitor "Pretty Boy" from the Green Dragons who was playing Dwarves.
He has not posted the report on his site yet but when he does be sure to check it out and see if he has any excuse for this betrayal
I felt it was my duty to the Orcs to have a good showing, lets see what happens
Game 5 at Colonial Carnage
Orcs and Goblins
Dwarven Holds (Green Dragons Pretty Boy)