Articles Tagged with “Battle Report”

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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • New

    For the second round of the tournament I’d get to play against one of my favorite opponents in the French/Belgian scene, none other than @Tartignolle, the organizer of the Myreille Strategic Tournaments that I have enjoyed attending over the couple past years! Tanguy is a very good player, and most of all a very great guy to play against! What was a bit more disconcerting was his ability to write very effective army lists that go against any kind of trend and surprise his adversaries!

    He had brought the “weak” Ogre Khans, and a list that would prove to be a nightmare toface!



    So lets see: 99 Bow Shots, 2 (6x6) Catapults, 2 Cannons, Pyromancy magic, and six anti-push models that are immune to stomps! I was very worried about this matchup, especially since the scenario we’d be playing was Capture the flags.

    My opponent went for Flaming Swords, Burning Embers, Pyroclastic Flow and Cascading Fire for his spells, whereas the Acolytes got Grave Calls/Breath of Corruption and Crippling Fatigue/Altered Sight.

    Thankfully, he won the roll for picking sides, which gave me the opportunity to deploy my entire army for the first turn! That meant that I’d be getting one less turn of cannon fire and the opportunity to put some cover between my monsters and the cannons!
    I deployed wide, keeping the Krakens and Dragon relatively central and my infantry units packed, so as to avoid the giants rushing in to kill them. The ogres responded by hugging the long table edge, with a cannon and a Scratapult on each flank and the giants evenly spaced , two on the flanks and one right in the middle. The trappers put all sorts of traps into the various terrain pieces, and the hunter scouted up my right flank, right where my scoring Dread Knights were.



    TURN 1 –Dread Elves

    With limited options available, I pushed forward: both krakens moved into the forest, followed by a medusa. The Dragon relocated to the left flank, putting the hill and the impassable terrain between itself and the cannons. The dark raiders on the left moved up aggressively, tempting the Scratapult to charge them, so as to pull the beast closer to my Dragon. The infantry stayed 24” away from the bows, not eager to get a first turn volley without incurring any penalties.Finally, to the right the dark raiders moved up to pin down the hunter, with the Yema acolytes and Dread Knights in close support.
    In the magic phase I got the “1” card, and powered through a boosted Grave Calls on the hunter: unfortunately, only one wound was suffered by the ogre character!





    TURN 1 –Ogre Khans

    The ogres took the dark raider baits: the ones opposite the hunter stood and took it, while the left ones fled from the Scratapult towards my lines, hoping to pull it out of position. The giant to my right caused a terror check on the yema acolytes, who failed and fled, leaving the Dread Knights somewhat isolated. On the left, the scrapling trappers pushed the dark raiders further back, through my lines, and the scratapult failed the charge, moving a disappointing 2”.
    The rest ofthe ogre army maneuvered a bit, not really hard pressed to engage my units. The scrapling trappers moved up the hill and inside the forest, putting traps on both terrain pieces.
    Magic sawthe Shaman try to fry the kraken with a pyroclastic flow, but it failed to do any damage: I then dispelled burning embers on the dancers of Yema. Shooting went better for the ogres: the right cannon took aim at the rightmost krakenand scored a hit, causing four wounds! A scratapult managed an indirect hit onthe mddle spearelves, killing five of them. Finally, the second cannon, that had moved past the impassable terrain towards the left, failed its shot against the dragon.
    In combat the Hunter dealt with the Dark Raiders with ease, but not before suffering a wound from the riders’ attacks.

    TURN 2 –Dread Elves

    With a Kraken already half-dead and a couple of units fleeing, I knew I had to push forward as fast as possible: the Dread Knights charged the victorious Hunter,the Dragon declared a long charge against the Scratapult and both medusas charged the scrapling trappers near them: the ones in the forest fled but didn’t go far enough, allowing the medusa to catch them and reform on top of the hill, with very good views of the cannon, the Shaman’s unit and the nearest Scraplings. The dragon failed its 11+ charge on the scratapult, and moved 5” forward.
    The medusa breaking through to the right was all the signal the rest of the army needed: The left acolytes moved up to block the middle giant,… [Read More]
  • 2nd Tower Conquest – a tournament report

    Greetings, once again! Welcome to the second installment of my 2018 Dread Elf adventures.
    On the last weekend of October I participated in what was to be the best T9A singles tournament in Belgium, and probably one of the best in the world: The 2nd Tower Conquest! Organized by friends and T9A team mates that are members of the Ebony Tower club in Ath, this tournament attracted no less than 42 players, a record for our small country, with another 10 or so being in a waiting list and finally declined because of space/infrastructure issues.
    So picture this: the event takes place inside an actual Medieval tower, in the heart of the small city of Ath in southern Belgium . The organizers had thought of everything: lists and rounds posted online before the tournament, a nice and comfortable tournament schedule, great food for Lunch, drinks on demand at your table and, finally, lots and lots of prizes! I cannot congratulate them enough, and will start this report by saying that I strongly recommend this tournament to any player that would be within driving distance of the city of Ath.

    Continuing my foray into everything Dread Elf, I took the same list as I’d taken in the Challenge tournament last month: with no time to test anything else, I went with what I knew!

    List:

    SmithF wrote:



    For thoughts on the list, you can visit the List-building thread in the Dread Elf subforum.

    For the first game of the day, I was to fight Cedric, who came all the way from France with a couple of his mates! He brought a very old-school looking Saurian Ancients army which reminded me of the first real army I ever owned, the 5thedition WHFB Lizardmen!

    His list:


    Ceddur wrote:

    Quatl Lord,General, BSB, Essence of a Free Mind (Pyro/Divination), Grasp of the Immortal
    Saurian Warlord, Shield, HA, Ranger’s Boots, Dusk Forged, Basalt Infusion, Touch of Greatness
    Skink Priest, Adept( Druidism), Magical Heirloom
    23 Saurian Warriors, Totem of the Serpent, Spears, Full Command, Rending Banner
    20 Skink Braves with 2 Caimans, Standard, Musician
    17 Skink Braves, Musician
    20 Temple Guards, Full Command, Flaming Standard
    10 Skink Hunters, Blowpipes
    2 Spearbacks
    3 Pteradon Sentries, Shields
    Taurosaur w/ Engine of the Ancients.



    So an all-around force with very good ranged output due to magic, two mobile threats in the Taurosaur and the Warlord on foot, and a couple of durable blocks. We would play Frontline Clash and Breakthrough. My opponent picked Pyromancy for his Cuatl, and got Fireball, Pyroclastic Flow, Burning Embers and Cascading fire, while the Skink got Healing Waters and the Summer Growth. In return, I picked Ice and Fire, Crippling Fatigue, Pentagram of Pain and Breath of Corruption for the acolytes.

    Going into the game, I knew I had to rush forward in order to limit the amount of shooting and magic that the krakens would have to weather, but I’d have to do so while covering my advance and denying any easy charges to the Taurosaur. After deploying my fast troops in a balanced manner, I dropped the rest for the first turn, placing both krakens and the dancers centrally, with medusa/dark raider/legionnaire detachments on either flank and the dragon ready to move on either side of the hill for second turn charges. My opponent went for a denied flank approach, using the Temple Guard to protect the center and weighing heavily his right flank.







    (If you look closely you'll notice @IHDarklord photobombing one of the deployment shots!)

    While this approach was valid, it gave me an opening: the Skink Hunters were in a position where they’d block the Serpent Warriors if I placed my dark raiders in front of them, meaning that I’d be able to push aggressively with no fear of retaliation for a turn or two, from either the Warriors or the Warlord.


    TURN 1 –Dread Elves

    With the above in mind, I pushed the dark raiders forward, aligning the rest of the left flank contingent for counter-charges if my opponent decided to charge the dark raiders instead of shooting them The dragon parked on the hill with clear view of the entire Saurian battleline, eager to use the reroll for charges on the following turn. Both krakens moved as far forward as possible, while the Dancers also made a full march move, in a calculated risk: they’d have to take the Spearbacks’ shooting to the face with no penalties, but their huge charge range meant that I’d be rid of the Spearbacks on turn 2 no matter what.… [Read More]
  • Game 3 –Undying Dynasties

    So after two wins, I was up in the top tables and would be facing Yann @'Shizuu' and his beautifully painted Undying Dynasties. You might remember his army from a previous battle report, but now he has completed the painting and it looks amazing(Asian/Japanese theme where Sphinxes are Dragons).

    He hadbrought the following:


    So a list that has a bit of everything, good long ranged shooting and magic, someredirectors and a couple of good anti-push elements in the form of the sphinxes and the chariot unit.

    We got to play Frontline Clash and Breakthrough: I picked sides, giving the UD the side with an impassable terrain potentially breaking the battle line in half, and my opponent opted to drop his entire army once he’d seen where my (scoring) Dread Knights were going. The UD deployment was heavy on the left flank, with the Sphinxes guarding the one flank and the other one protected by the table edge, and a unit of shabtis on each side. This allowed me to pit all of my monsters AND the acolytes against the two sphinxes, safe from the left Shabtis, at least for the firstturn. I took a lot of pictures before we started the game, so here you go:










    For magic the hierophant got Stars Align, Scrying, Know thy enemy and Unerring Strike.The Pharaoh got Altered Sight and my Acolytes chose Ice and Fire/Crippling Fatigue and Grave Calls/Breath of Corruption.

    Turn 1 – UD

    The Sand Stalkers saw the opportunity to use their gaze at the Dread Knights and moved up aggressively. The sphinxes spotted my fast cavalry near the wood and one of them moved up towards it,with the other and the pharaoh’s unit moving slightly forward.

    With Unerring Strike out of range for the first turn, the magic phase was low impact, aided by my opponent failing a couple of 3d6 casting rolls! Shooting was aimed first at the fast cavalry to the right, killing all of them with a combination of the Sphinx’s Breath Weapon and the bows of the Scouts. The Shabtis targeted the yema Acolytes and felled a couple. Finally, the Sand Stalkers couldonly wound the Dread Knights once, killing a knight but now comfortably within charge range!

    TURN 1 – DE

    My opponenthad given me an opening that I tried to exploit: the sphinx that had used its breath weapon presented its flank to my Acolytes: with 11 poisoned attacks plus charge + flank theodds of killing the beast were too good to pass up. They promptly failed their charge, though! The dread knights charged downhill on the Sand Stalkers, making it in.
    In remaining moves, I pushed both Krakens aggressively towards the rightmost Sphinx, threatening the advance of the other monster, too. The Dragon followed suit, screened from shooting by the two monsters’ footprints. A medusa was thrown right in front ofthe chariots and pharaoh, buying me a turn.

    In magic,the Yema Acolytes cast Breath of Corruption on themselves, to deter the sphinx from charging them (that would have been an ill-advised charge anyway; with poison and 4+ aegis they’d probably hold that charge and allow my Kraken the countercharge).
    The Dread Knights made short work of the Sand Stalkers and reformed to face towards the center.



    TURN 2 – UD

    My adversary had a lot of possible charges this turn, although half of them were traps. He saw right through them, though: the chariots crashed into the medusa -killing it without breaking a sweat- , the left Shabtis declared a charge into the Dread Knights which I promptly fled. The sphinxes elected not to charge, repositioning instead: the right one failed its march test, meaning that it would have to take the kraken charge on the following turn! The scorpion appeared and moved rightin front of the Dancer unit.
    In magic the Hierophant managed to cast Scrying on the rightmost sphinx, but all theother spells were dispelled. Shooting resulted in another two Yema Acolytes dying.




    TURN 2 – DE

    The Prince sounded the attack, and a good chunk of the army charged: the dancers charged into the Sand Scorpion, the left Kraken and Dragon combo charged the farthest Sphinx, but only the kraken made it in, with a very nice overrun path into the chariot unit. The second kraken and the unharmed Acolyte unit combo charged the second sphinx.
    In remaining moves the Dread Knights rallied and the infantry moved up more aggressively, now that both sphinxes were tied up. I had to push my last yema acolyte forward… [Read More]
  • Welcome back Ninth Agers and this the write up of fifth and my final game of the Breakthrough tournament.

    So far I’m on 3 losses and a win but that put right down on the bottom table where I was drawn against Orcs & Goblins, not a great match up for the Kingdom of Equitaine due to their ridiculous number of anti armour things they can bring to the battlefield, Git Launchers, Gnasher Wrecking Teams, Mad Gits and Trolls to name a few, all are perfect for squishing expensive knight blocks. Luckily my opponents list didn’t contain all of those things:



    Iron Orc Warlord, Wyvern, General, paired Weapons, Shield, Shady Shanking, Talisman of Shielding = 645

    Common Orc Chief, War Boar, Paired Weapons, Hero’s Heart, Basalt Infusion = 255

    Iron Orc Chief, BSB, Shield, Crown of the Wizard King = 270

    1 Feral Orc Shaman, Wizard Master, Shamanism = 440

    Common Goblin Chief, Wolf Chariot Light Lance = 135

    25 Feral Orc ‘Eadbashers, Champ, Standard Bearer, Green Tide Banner, Paired Weapons, Mammoth

    Stabber = 660

    3 x 5 Feral Orc Boar Riders, Paired Weapons = 465

    2 Goblin Wolf Chariot = 225

    20 Iron Orcs, FCG = 470

    Gargantula, Web Launcher = 550

    2 x 1 Skewerer = 180

    1 Git Launcher, Orc Overseer = 205

    Total = 4500



    My List can be found in my game 1 blog post here.


    So my opponents list doesn’t contain the worst offenders in the Orcs and Goblin army but there is still plenty of things in that army for me to fear. The War Machines always have the potential to ruin my poor knights and they definitely mean I can’t run my Duke solo so he’ll be hiding in with the Pegasus Knights. The Gargantula is not a monster to be taken lightly and hopefully I can get my Questing Knights or my Duke into it and kill it quickly or else it will destroy my knights. The Warlord on the Wyvern presents the same problem too as he packs a punch but is even more mobile. There’s two medium sized blocks of Orcs, the Ferals and the Iron Orcs. Hopefully I can whittle them down a bit with magic and shooting and then smash through them. If I can get a successful double charge off on them then I should win that fight but there is plenty of chaff in my opponents army to stop that from happening. There’s 2 Hero characters who may not be the toughest of fighters they can certainly cause me problems, 3 units of scoring cavalry could be problematic depending on the scenario or they could just chaff me up.



    The Deployment type for this scenario turned out to be Frontline Clash and the Secondary Objective is Hold the Ground, not a great one for the Kingdom I think, we’re not great at sitting on objectives, the horses need to be moving!

    For my spell selection I pick Breath of the Lady, Swarm of Insects (might get lucky and get a wound or two on a monster or kill a Warmachine), Totemic Summon and Break the Spirit. My opponent picks Awaken the Beast, Swarm of Insects, Totemic Summon and Break the Spirit, the best 4 Shamanism spells out of the 6 by a mile, Chilling Howl has it’s uses but it’s to circumstantial and does anyone ever take Savage Fury? The Orc Chieftan gets Cosmology on his Wizard Crown and takes the Signature spell for Orcs & Goblins, Bring the Pain and takes the first Cosmology Spell, Altered Sight.



    Deployment

    Kingdom of Equitaine 1



    Orcs & Goblins 1



    KoE 2


    O&G 2


    KoE 3



    O&G 3


    KoE 4



    O&G 4


    KoE 5



    O&G 5




    So that’s the end of the tournament, in the end I finished 40th out of 44, so not bottom at least! I did win Best painted though and to be honest that’s all I was hoping for. After this tournament I definitely need to have another look at the Kingdom of Equitaine to find a list that works for me, some of the units I took certainly didn’t pull their weight (I’m looking at you Pegasus Knights) and some choices were solid but just had the misfortune of being pushed about by a terrible general.

    One thing that I will definitely keep is Shamanism, that is a fantastic lore and if it wasn’t for Totemic Summon I may have faired even worse in my games, them Totemic Beasts netted me a lot of points! I am tempted to take 2 Damsels next time though just for the extra channel and a bit of spell variety.

    The Crossbows were very meh if I’m honest, they are certainly better than just bows but the cost of them is exorbitantly high for what they are, it would be a rare occasion that they ever got their points back. The Brigands weren’t much better, they did do some killing but they were more just poor chaff, I’d rather take another unit of Yeomen Outriders. The Yeomen are very good for what I needed them to do, I just need to use them better, I either use them at the wrong time or I just have them in bad positions, I often move them as an afterthought and that’s not what they are there for.

    I was happy with the Aspirants who I thought did a sterling job in this tournament and I definitely prefer running them 5 wide because getting their extra attacks on the charge is good and not having such massively long flanks is good to, means… [Read More]
  • So, after a very big win on round 1 and a couple of hot dogs kindly offered by Pink Horde's BBQ, I moved up the tables to find Gregory @Gregus and his Empire of Sonnstahl!
    He had brought a fairly static gunline, clearly inspired by the German ETC list of this year and geared towards team play: he and some of his mates will be attending team tournaments and his role is the defensive one!


    Gregus wrote:

    HEROES:
    Marshall, General
    Marshall ,Shield, BSB, Talisman of the Void
    Wizard Master (Divination), Binding Scroll, Magical Heirloom
    Wizard Adept (Pyromancy), Book of Arcane Mastery
    Wizard Adept (Alchemy), Binding Scroll
    Artificer, Repeater Gun


    CORE:
    21 Heavy Iinfantry, Standard, Musician, Household Standard
    21 Heavy Infantry w/ Spears
    17 Light Infantry w/crossbows
    18 Light Infantry w/crossbows
    18 Light Infantry w/crossbows


    SPECIAL:
    10 Reiters w/Repeater Guns
    10 Reiters w/Repeater Guns
    Cannon


    SUNNA'S FURY
    30 Flagellants
    Steam Tank
    So a true gunline with around 120 S4 shots, two cannons and backed up by no less than three mages, with a total of 9 spells!
    The objective was Hold the Center and the deployment type was Refused Flank.
    Going into this game, I knew that I was at a disadvantage due to the deployment type, that would allow my opponent to put more space between the two battle lines. On the flip side, this allows one to predict more or less where the bunk of the enemy forces will be sitting, due to space limitations.

    So when I won the roll for sides, I opted for the configuration that a) placed a forest right in the middle of the table, great cover against cannons and small arms fire, b) had an impassable terrain limiting enemy deployment even further. My opponent didn't elect to deploy his entire army in one go, which gave me the opportunity to drop all for the first turn!

    I went for a central deployment with the 3 monsters tightly packed and heading for that forest, the right flank held by the dancers of yema and some legionnaires while the left flank had all the fast troops and my remaining scorers. The reasoning behind this was to put pressure early on, keeping the enemy away from the center and forcing him to split his shooting while I advanced. My adversary deployed his shooting troops literally hugging the table edge, using the Steam Tank to protect his left flank and the flagellants to anchor the right.



    [/image<br /> ][image=20956,'large']




    For spells, I got Pentagram of Pain/Grave Calls and Ice and Fire/Crippling Fatigue, while my opponent got Altered Sight, Unerring Strike, Stars Align and Scrying for the Divination wizard, Fireball and Molten Copper for the Alchemy wizard and Quicksilver Lash and Flaming Swords for the Pyromancy wizard.

    TURN 1 - DE

    All three monsters rushed to the forest's cover, both krakens combining their footprints to keep the Dragon Safe from either cannon. The dark raiders spotted a blind spot next to the leftmost reiters and moved there threatening to charge on the following turn. The legionnaires both advanced cautiously: these didn't need to move too aggressively, as I was going to need them for scoring early objective points. To the right, the Dancers of Yema were assigned to Steam Tank duty: these would have to keep the tank busy from turns 2 to 4, while the rest of the army pounced on the relatively soft shooting battery.

    In magic I attempted to cast magic on both the cannon and the Reiters to the right who were too far away from the general and bsb, but no wounds were caused.




    TURN 1 - EoS

    My opponent responded to my baits by simply ignoring them: the flagellants moved up to intercept my monsters, the tank just pivoted to get good firing lanes to the krakens and the leftmost reiters retreated behind the Flagellants to a spot where all of their possible assailants would have to suffer a stand and shoot reaction if they wanted to get into combat.

    In the magic phase I had to let through Altered Sight on the cannon, as well as a Fireball on the kraken that dealt a single wound, so as to dispel the Unerring strike that inevitably targeted a kraken. In the shooting phase the cannon hit my left kraken and did maximum damage, killing it outright! The steam tank thankfully failed to hit the second kraken, and the rest of the shooting amounted to 4 dead legionnaires from the right unit, as well as a couple of dead dark raiders.


    TURN 2 - DE

    The casualties were mounting fast, but I was still too far to declare any significant charges against the gunline. So I sent the dancers of yema charging into the Steam Tank, to hold it in place for a couple of turns. Now free from the threat of the Steam Cannon, I was able to push the Kraken and Dragon forward, still staying within the safety of the forest but inching closer to the enemy. Both Medusas and a unit of Dark Riders moved into positions from where they'd be able to charge on turn 3, and the same… [Read More]
  • Challenge 13: A Dread Elf tale

    Greetings, fellow gamers! I’m just back from one of Belgium’s biggest singles tournaments,run by no other than Pink Horde and @IHDarklord, and thought I’d share my experience with you:

    Pink Horde is a gaming club near the French border of Belgium, who has been very active in promoting T9A amongst other games. Their yearly fantasy gaming event has been going on for more than 10 years, and last year's echoes from friends were so positive that I just had to attend: I wasn't disappointed, since the tournament was a blast! The venue was big and very bright with huge windows on every side allowing us to witness the rare sight of Belgian late-September sun rays, the tables all equipped with battle mats and a combination of 2D and 3D terrain for maximum gaming comfort and immersion, and most of the armies were beautifully painted!

    The tournament managed to gather a crowd of 32 people, including fellow ETC team mates but also an array of players of all levels from all over Belgium. For my first game, I got to play a Pink Horde member, Tino, @badman341980 who is a fantasy wargaming veteran, dusting off his WoDG:


    badman341980 wrote:

    HEROES:
    Sorcerer Master (Evocation), General, Veil Walker, Destiny's Call, Magical Heirloom
    Chosen Lord BSB, Sloth, Halberd, Master of Destruction, Blessed Inscriptions, Talisman of Shielding
    Barbarian Chief on Wasteland Behemoth, Paired Weapons (Touch of Greatness), Wyrd Stone


    CORE:
    2 x 5 Fallen
    16 Warriors of Sloth, Full Command, Flaming Standard, Great Weapons


    SPECIAL:
    2 x 6 Wrath Chosen w/Great Weapon


    Marauding Giant, Giant Club
    Marauding Giant, Monstrous Familiar
    So a monster mash list that can be deceptively hard-hitting, especially when one underestimates the hitting power of Agility 6+ chosen with Great Weapons.
    My opponent chose Whispers of the Veil, Hasten the Hour, Ancestral Aid and Touch of the Reaper for his spells, and the magic giant got Breath of Corruption.
    In return, I picked Breath of Corruption/Grave Calls and Ice and Fire/Crippling Fatigue for my acolytes.

    We played Counterthrust and Capture the Flags.
    We exchanged a few drops and then my opponent placed his entire army for the first turn. My opponent split his army into two squads: each had a unit of fallen, a giant and a unit of chosen. On the left flank they were supported by the Behemoth whereas on the right/center they were accompanied by the Sloth Warriors. I replied by weighing my right flank and the center, leaving only a unit of acolytes, a dark raider unit, a Medusa and a Kraken to keep things honest and prevent my opponent from performing a pincer maneuver early on.






    TURN 1 - WoDG

    Wary of my Kraken on the left, Tino approached cautiously, careful not to give me an easy charge. The middle also inched forward, using the impassable terrain as a flank anchor. In the magic phase the Sorcerer target the Dancers of Yema with a boosted Hasten the Hour, killing 3 of them. The Hellfire was dispelled and I let through the Breath of Corruption on the giant.

    TURN 1 - DE

    The Dancers of Yema, on top of the hill, declared a long charge into the left unit of Fallen: if they made it in, that unit would probably be dealt with and they'd be deep within enemy lines to case all kinds of trouble. They failed, despite the reroll. On my left flank I used the dark Raiders to block the advance of both monsters and the chosen of wrath, which allowed me to move the spears and the kraken at the 12" mark from the redirectors. The Acolytes of Yema outflanked the monster contingent, while in the center the Kraken and Dragon moved closer to the big block.

    In magic I only managed to cast the Breath of Corruption, dealing one wound on the left giant. The Medusa cast Deceptive Glamour on the right Fallen, giving the Dragon movement 9.




    TURN 2 - WoDG

    The chosen of wrath charged myredirectors, and killed them to an elf easily. Not willing to get flanked by poisoned Acolytes, the Behemoth moved backwards towards the hill, while the giant moved past their arc of sight and threatened the flank of my Kraken. In the center the Sloth Warriors moved up a bit, keeping both the Giant and the Wrath chosen in close support.
    Magic was once again focused on the Dancers of Yema: a boosted Hellfire managed to drop 9 more, leaving only 5 of them remaining! Then the Hasten the Hour killed three Dread Knights, relegating them to redirector duty!




    TURN 2 - DE

    I spotted an opening and took it: the Sloth Warriors were in such a position that if I charged with my monsters, only the Giant could countercharge them on the following turn: I combo charged with the Dancers of Yema and both the Kraken and the Dragon, but only the monsters made it in. The right Legionnaires declared a charge on the fallen but failed, while the left kraken and Legionnaires combo charged the left fallen. Only the… [Read More]
  • Hello again ninth agers, thanks for joining me in what I’m sure will be a fun and informative battle report and in what will no way be an absolutely embarrassing performance from myself. So I start Day 2 way down on the bottom tables after a big loss in Game 3. SO for Game 2 I was drawn against another Dwarven Holds army, I have already beaten one of them, can I beat another? My opponents list:



    King (General) 2x Rune of Iron, Great Weapon, Ancestral Memory, Rune of the Forge = 365

    Anvil of power = 185

    Thane, BSB, shield, 2x Rune of Iron, 3x Rune of Lightning = 330

    29 Clan Warriors, Full Command with spear and Shield = 514

    40 Clan Warriors, Full Command , Shields = 650

    26 King’s guard, Full Command, Runic Standard of Wisdom = 723

    6 Hold Guardians, Full Command = 646

    Grudge Buster = 350

    2 Attack copter = 305

    1 Attack copter = 175

    Flame Cannon = 150

    Dwarf Ballista = 105 (Wish the Scorpion was this price!)

    Total = 4498


    My List can be found in my Game 1 Battle Report, here.


    So this army is very different from the one I though in Game 2, very light on shooting and several big blocks of Dwarves. The addition of the Clan Warriors was a nice surprise, I think this is the first time I’ve fought Clan Warrior blocks rather than Greybeards or little scoring units of 10 Clan Warriors. The unit with Spears scare me a bit as I’ve not actually come across spears in v 2.0 of the game, I know they aren’t as bad as they used to be but they were horrific to cavalry in v 1.3. The King’s Guard could do some very nasty things to me indeed and although the King isn’t a tough to kill as some Dwarven Kings out there I just don’t think I have anything that could kill him. My Duke possibly could but if he messes up his one chance to kill him then he’s dead. The Copters are an annoyance for me , they’re almost too good to be called chaff as with Resilience 5 they can take a lot of punishment to bring down, I know that they will inevitably cause me some pain, hopefully I can shoot them off with Crossbows but it’s a big ask for them. Going in my basic plan is to avoid all the blocks and try and mop up the copters and war machines.

    The TO rolls for Deployment and secondary objective and we get refused flank (diagonal) for the deployment type and the worst possible secondary objective for me, Capture the Flags. With 3 big blocks of Dwarves I have little to no chance of capturing any standards, unless I can get some nice flank charges and break steadfast but I’m sure the Dwarves won’t make that easy for me. I plan on just getting the Hold Guardians, leaving the rest and hope my units are still alive at the end.


    Deployment


    Dwarven Holds 1


    Kingdom of Equitaine 1


    DH2


    KoE 2


    DH 3


    KoE 3


    DH 4



    KoE 4


    DH 5


    KoE 5




    That could have gone better for me but I have nothing to blame except myself for that unmitigated disaster. I deployed badly and turning the Knights of the Realm around to give my opponent a rear charge with the Grudge Buster was a huge mistake compounded by further mistakes of letting myself get cornered with the Knights Aspirant meaning they had to charge. I should have deployed my Knights of the Realm where the Knights Aspirant were and put the Aspirants on the left flank and back far enough so that the Steam Copters couldn’t get behind me like they did. I really seems to struggle fighting against flyers and I just don’t know how to handle them, the Steam Copters are a particular tough nut to crack as well as they can take a lot of punishment with Resilience 5 and a 4+ Armour Save. I may have to consider taking the Storm Clarion to help combat those flying menaces.



    I thought going into turn 2 I was still in a good position though, the Questing Knights were going to flank the Clan Warriors next turn and net me some big points. The Pegasus Knights were going to murder the Hold Guardians and then we avoid the rest of the army, didn’t quite work out that way though. I still think the Pegasus Knights and my Duke should have done more damage to the Hold Guardians, at least enough to stop them being steadfast, that was the only bit I felt I was unlucky at. I completely didn’t even think about the Grudge Buster overrunning into the Pegasus Knights but I don’t think that mattered all that much. The Pegasus Knights were never going to win combat against the Hold Guardians after the charge, they just aren’t strong enough. Having everything be steadfast against the Pegasus Knights is a real problem for them, they great in a support roll but they cannot go toe to toe with units that they can’t break on the charge, I mean any unit too, even a big block of lowly infantry will eventually grind them out. As for my Duke, the less said the better. I think for Game 5 my basic plan for him is just to keep him out of harm’s way and hope he survives.



    So that concludes Game 4, hope you enjoyed. One final game to write up for this tournament and then I’m done for this one. See you next week. [Read More]
  • Hello Ninth Agers and I hope you enjoy the battle report for my third game of the Breakthrough Tournament. You can see my list for this tournament in my first game of tourney. For this game I was drawn against Daemonic Legions, not an army I’ve fought very often, even in the world what was I rarely fought them so I didn’t really know what to expect in this game. My opponents list:



    Weaver of Change - General, Wizard master, Thaumaturgy, Power Vortex, Aether Wand, Shackles of Reality = 1185

    Harbinger of Lust - Siren Chariot, Barbed Claws, Clawed Caress, Trident of Torment = 365

    2x 10 Horrors = 375

    20 Sirens = 315

    20 Tallymen - Banner = 440

    Blazing Chariot = 260

    2x Siren Chariot = 370

    2x Carnal Chariot = 380

    4 Crusher Cavalry = 470

    Blood Chariot = 345

    Total = 4500pts


    The first thing that struck me about the list was the insane number of Chariots, 7 Chariots! Chariots can be hard work to fight against with my KoE list as to charge them can leave my units out of position and being in the Lance Formation always means I have very long flanks on my Knight blocks so it can be difficult to get my knights safely out of counter charge positions with overruns. The fact that there are 7 chariots knocking about means I’m inevitably going to get charged by most of them at some point. The Lust chariots have movement 10 as well giving them a crazy long 22” Charge range, that’s better than my Knights so they’ll easily be charging me anyway. Also those Carnal Chariots have AP 10 so they are going to make a mess of my Knights once they get in, hopefully I can take them down with shooting before they can get near me. I know all about the Blood Chariot, I’m sure everyone has had run ins with those flaming cannon balls before. Never seen a Balzing Chariot on the table before though so I’m not overly familiar with what they do (except fly)

    The core units of infantry don’t worry me too much, my knight blocks can take care of them. If I let the Crusher Cavalry charge me then that could be problematic. The main threat that worries me is the Weaver of Change, my Duke has the potential to take it down but it can never be guaranteed and if he doesn’t then he’s dead, especially as the Aether Wand will give the Weaver a ridiculous number of attacks by the end of the game.

    The Deployment Type and secondary Scenario was determined by a roll of the dice by the TO and we were playing Encircle and the secondary objective was Breakthrough AGAIN! (Which again was the best choice for me). My opponent won the roll off to see who picks sides and so he decided to be the defender in this deployment type so I was left with the big flanks and small middle.

    For Spell selection I picked Awaken the Beast, Totemic Summon, Break the Spirit and Breath of the Lady, in hindsight Swarm of Insects would have been a good choice as that would have taken some wounds off the Weaver if I had cast enough. I was thinking that I would need combat buffs to try and do as much damage to the Daemons as fast as possible and try and pop them quickly. My opponent took Thaumaturgy on the Weaver and selected Hand of Heaven (D6 hits at Strength D6), Cleansing Fire (Breath Weapon with Strength D3+2), Trial of Faith (both roll a D3, caster adds 1, lose the difference in wounds) and no one takes Thaumaturgy without taking Wrath of God (No description necessary)!



    Deployment



    Kingdom of Equitaine 1


    DL 2


    KoE 2


    DL 3


    KoE 3


    DL 4


    KoE 4


    DL 5


    KoE 5


    DL 6


    KoE 6



    That was a horrific beating for the brave knights of Equitaine, the Daemon magic was far worse than I was expecting, I was so focused on stopping Wrath of God that Cleansing Fire and Hand of Heaven were free to just absolutely wreck my army. Magic alone wiped out the Knights of the Realm in like 2 rounds! I definitely could have handled the magic phases better but we both had some stinking rolls in the magic phase.

    The main big mistake I made was not putting the Duke in with the Pegasus Knights to at least give him some protection from the Daemonic shooting. Even if he wasn’t shot off I’m not sure how useful he would have been in this game anyway, he will kill whatever he charges but then he would just get hit by like 2 chariots and a Weaver of Change and die. I should have deployed the Pegasus Knights in the centre of the board to cover the advance of the rest of my army up the left flank as they tried to get some scoring done.

    I foolishly gave away my Pegasus Knights when I didn’t need to. By turn 5 I should have just kept their points safe or put them in a good position for a last turn charge. Still amazed at how easily the Pegasus Knights fell to the Blood Chariot when the Knights Aspirant just refused to die to chariots at all.

    As a side note I thought that the Questing Knights +2” to their Charge move against units that cause fear would be great against Daemons but it turns out it’s not because the vast majority of Daemon units do not cause fear anymore so that was… [Read More]
  • So with the first September rains, this blog is back in action!

    Since the ETC,my gaming focus has changed. Some of you may have followed my list building thread for Dread Elves (link here), where I try to explore how to best put some of the cool concepts of DE to use. So 2019 will probably the year of the Dread Elf, since it will allow me to use a nicely painted army that I acquired a while back!
    This first report is from a game I played against our local Vermin Swarm expert and fellow ETC Belgium team mate @valmir. It turned out to be such a great game, that I decided to make diagrams on UB and share it with you!

    Our lists:


    SmithF wrote:

    Prince of Yema, General, Dragon, Repeater Crossbow, Paired Weapons (Hero's Heart), Beastmaster's Lash, Lucky Charm (860)

    2 x 22 Dread Legionnaires w/spears, Full Command, Rending Banner (405)
    2 x 5 Dark Raiders (160)

    17 Dancers of Yema, Musician, Standard, Banner of Speed (444)
    2 x Medusa, Halberd (150)

    5 Dread Knights (255)
    5 Yema Dark Acolytes, Champion (375)
    5 Dark Acolytes, Champion (355)

    2 x Kraken (390)
    You can find the reasoning behind the choices in the list-building blog, but the main idea is to make use of fast and hard hitting elements in the Dread Elf book. The list doesn't have any shooting, focusing instead on maneuverability and the ability to focus close combat force in a small frontage. The Acolytes and Medusas provide something to do with the dice in the magic phase, and often they end up helping a bit.

    Valmir wrote:

    Vermin daemon (general), divination: 800
    Chief, bsb, binding scroll, ratlock pistol, shield :230
    Magister, thaumaturgy, binding scroll : 255
    Rakachit Machinist, ratlock pistol, scurrying veil : 230

    45 rats at arms, standard, musician, legion standard : 445
    25 rats at arms, standard, musician, champion : 280
    10 footpad 120

    20 giant rat : 140
    20 giant rat : 140
    5 jezzail: 190
    4 jezzail: 150
    Dreadmill: 290
    Dreadmill: 290
    Meat grinder: 150
    Rat swarm: 90

    13 plague disciple: 255
    6 vermin hulk :445
    So looking at the lists, two things were clear: I couldn't win this game from afar, and I would have to be very careful of my movement due to the Dreadmills.
    We got to play Counterthrust and Capture the Flags. After exchanging some drops, I decided to grab the first turn and put some pressure on the vermin early on.

    For magic, my yema acolytes got Pentagram of Pain and Grave Calls, the non-marked acolytes got Crippling Fatigue and Ice and Fire, while my adversary picked an array of close combat buffs (Scrying, Stars Align, Smite the Unbeliever) and magic missiles (Vermin Hereditary, Hand of Heaven, Fate's Judgment and Unerring Strike).

    Our deployment ended up looking like that:



    Legend:
    Vermin deployment, left to right: Dreadmill, Jezzails, Giant Rats, Vermin Daemon, Rat Swarms, Rats-at-arms with Meat Grinder and Machinist, Rats-at-arms with BSB and Magister, Jezzails, Dreadmill, Vemin Hulks, Giant Rats, Footpads (back), Plague Disciples (front)
    Dread Elf deployment, left to right: Medusa, Yema Acolytes, Dancers of Yema, Dragon, Dark Acolytes, Raptor Knights, Dark Raiders, Legionnaires, Kraken, Dark Raiders, Kraken, Dread Legionnaires, Medusa

    Not knowing where my opponent would deploy the bulk of his forces, I opted for a central deployment, putting my fast units in a position where they'd be able to rapidly relocate if the vermin abandoned the left flank. The piece of impassable terrain and the house close to my opponent's zone acted as flank guards for his units, but also gave me a unique opportunity to box in the rats from turn 1. So in vanguard I pushed both my raider units forward.



    TURN 1 - DE

    Normally I'm averse to sacrificing redirectors early on, but the long range potential of the vermin meant that I had to be aggressive. So both dark raider units moved up, effectively blocking the entire vermin battle line and leaving no room for redirectors to cross the cavalry line and redirect my hard hitters. The kraken both took cover in the woods, to make the most out of their Hard Target rule: now Jezzails and the Dreadmill would need 6's to hit. With the center pinned down, I pushed the entire army aggressively, relocating the Prince on Dragon towards the center.

    In the magic phase I managed to cast the Pentagram of pain on the left jezzails, killing one.



    TURN 1 - VS

    My adversary responded to my screening tactics by charging! The Vermin Hulks charged into the right Dark Raiders and the Meat Grinder solo-charged out of the Rats-at-arms unit and hit the flank of the second unit (this was something that I could have avoided, by placing my Dark Raiders closer to the rats!). The Disciples took the Medusa bait, and the giant rats closeby turned tail and moved back into the vermin deployment zone and too far from my units for second turn charge purposes. The vermin daemon[Read More]
  • Hello and welcome back, now we move onto game 2 of Breakthrough and this game I was drawn against Dwarven Holds, often not a great match up for the Kingdom of Equitaine as Dwarves rarely run away and if we can’t break units on the charge then we just sit there waiting to get flank charged. My opponent list:
    King - Army General, Shield, Rune of Destruction, 2 x Rune of Might, 2 x Rune of Iron, Rune of Shielding = 480
    Runic Smith - Shield, 3 x Battle Runes = 235
    Thane - Great Weapon, Rune of Dragons Breath = 185
    Anvil of Power =185
    12 x Clan MarksmenShields = 262
    10 x Clan Marksmen - Shields = 220
    26 x Greybeards - Shields, Full Command, Banner of Speed = 657
    20 x Rangers - Shields, Crossbows, Musician = 489
    20 x Rangers - Shields, Crossbows, Musician = 489
    20 x Seekers - Champion, Vanguard = 505
    Vengeance Seeker = 130
    Cannon = 255
    Cannon = 255
    Flame Cannon = 150
    Total = 4497

    So not your typical Dwarven Holds list, a lot of shooting which would normally worry me but at least they’re crossbows and not handguns. I’m going to have to close the Dwarves down quickly and hopefully smash through the small units as fast possible. The Pegasus Knights should be very useful in this game with their -1 to hit thanks to skirmish and the Banner of Roland meaning the opponent can’t stand and shoot against them when they charge as well as the extra Aegis Save. The lack of a rank may be problematic for them but I’m hoping they hit hard enough for it to not matter.
    The Seekers could cause me all kinds of problems with them being unbreakable, I am going to have to wipe them out to a stunty because they’re not going anywhere and with vanguard they are going to be breathing down my neck in no time. Hopefully my shooting and magic can whittle them down enough for me to finish them off with a Knight Block.

    Deployment

    Dwarven Holds 1

    Kingdom of Equitaine 1

    DH 2

    KoE 2

    DH3

    KoE 3

    DH 4

    KoE 4

    DH 5

    KoE 5

    DH 6

    KoE 6

    The game ends there and the objective is drawn so it’s just down to points scored. I manage to kill 2199 points of the Dwarven holds and lost 1436 points giving me a 12 – 8 victory, yay!
    I thoroughly enjoyed that battle and not just because I got a win. It was a very swingy battle and after the shooting of the Dwarves in turn 2 I thought I was out of it, that was a lot of knights they murdered in one round of shooting! The stars of the show were the Knights Aspirant, well those last 2 Knights Aspirant in particular, how they managed to survive that long is beyond me, I guess there survival made up for my shocking armour rolls beforehand.
    One thing I kept forgetting about for the whole game was The Oriflamme, I only ever remembered when it came to taking break tests, I always forgot to make my opponent take fear tests at the start of each round of combat. It could have made a big difference but it probably wouldn’t have as those Dwarves never failed a single discipline check all game, sturdy gits!
    I was extremely disappointed in the Pegasus Knights at the very end, how on earth could they not kill more than 4 Rangers! They had the 4 Duke attacks, 6 Knight attacks, 6 Peg attacks, 4 stomps and the Totemic Beast as well. After their poor showing in Game 1 I’m going right off the Pegasus Knights, I find people are more scared of them than they should be so I’ll just let them keep that feeling whilst I fly about and try not to die.
    One thing i could have done better was deploying the Crossbows on the flank rather than the centre so that the Dwarves had to work for those points if they wanted them, by putting them right in the centre it just made them an easy target for them. Also i should have been shooting those Seekers with my Brigands for the whole game, probably could have finished off those last 3 guys.
    Still can’t get over how quickly those Dwarves crossed the battlefield, if for a second I thought about how quick they can move I would have deployed very differently and spread my big units out a bit more so there’s no way they could have cornered me like they did with the Knights of the Realm. Anyway, a win is a win so I can’t complain too much.
    Game 3 coming next week.


    [Read More]
  • Hello fellow Ninth Agers!

    After breaking my ankle earlier in the year and then getting married I’ve had a quite the break from the 9th Age. Well, I’ve finally been able to attend a tournament in what feels like forever! So it was time to shake off the rust and attend Breakthrough 2018. I’ve not played as much 2.0 as I would have liked in the last few months as I’ve just been super busy with real life stuff sadly so it was nice to get myself back into it. For this tournament I was going to use my Kingdom of Equitaine, one of my favourite armies that I have been pushing around now for a couple of decades. The Knights in shining armour and the bright multi coloured heraldry always appealed to me as a fan of history and as a painter so I think that’s why I’ve stuck with them for so long.

    I only had a few practice games using a variety of different lists and unfortunately the list entry deadline crept up on me and I ended up just submitting one of my practice lists, a decision I would come to regret.


    So, my List


    Duke on Pegasus: General, Grail Oath, Virtue of Audacity, Divine Judgement, Faith of Percival, Basalt Infusion, Potion of Swiftness, Lucky Charm, Lance, Shield = 625

    Paladin, on a Barded Warhorse: Battle Standard Bearer, Questing Oath, Shield, Crusaders Salvation = 365

    Damsel on a Barded Warhorse: Wizard Master, Shamanism = 385

    10 Knights Aspirant, Full Command = 480

    12 Knights of the Realm, Standard, Musician, Banner of the Last Charge = 688

    16 Crossbowmen = 238

    10 Questing Knights, Full Command, Oriflamme = 615

    11 Brigands = 188

    2 x 5 Yeoman Outriders, Light Armour, Shields = 270

    5 Pegasus Knights, Champion and Standard Bearer, Banner of Roland = 635

    Total = 4489




    There’s a few odd choices in there but there was method to my madness (well some anyway). The Duke build is far from optimal, I wanted a precision missile that could pick and choose his targets and then devastate them. The Virtue of Audacity and Divine Judgement should make him the king of slaying monsters, with rerolls to hit against large models and rerolls to wound against towering presence whilst doing D3+1 wounds on the charge there isn’t a monster alive that could withstand that charge. I took the Grail Oath with the mistaken belief that that would give him Divine Attacks, sadly it does not but I only realised that too late. The Faith of Percival was there to keep him alive from cannon balls and the Basalt Infusion will help him survive from those pesky Flaming cannon balls!

    The Paladin is nothing special, he has a 1+ re rollable Armour Save and he’s just going in with the Questing Knights.

    I picked Shamanism for the Damsel as I’d tried the other lores and found them somewhat lacking. Druidism is just too high a casting value for the good spells and I always found myself just never getting any spells off. I like Divination but found the range for the spells to be too short. So Shamanism it was for me, I was particularly looking forward to bringing on some Totemic Beasts!

    I like big knight blocks which explains my choice of cavalry. I thought I’d try out the Oriflamme for the Questing Knights just to see how it fairs, on paper it sounds good but I’ve not heard great things. The Banner of the Last Charge on a big unit of Knights of the realm is a must and 2 units of 5 Knights Aspirant would probably be better than a unit of 10 but I like big units. I’m running them 5 wide so maximise on the +1 Attack on the charge.

    The Crossbows are there purely so that I had an excuse to paint my old Marksmen of Miragliano models that I’ve had knocking about for ages. Now that KoE can take Crossbows I had to bring a unit of them to the party. The Brigands and the Yeomen are the chaff, I don’t have high hopes for them, just hope they die a glorious death.

    I’ve taken 5 Pegasus Knights as a bunker for the Duke when there’s Warmachines or dangerous magic knocking about. I always find Pegasus Knights to be one of those units that people hate to fight against because they’re so manoeuvrable and hard to catch but I always found them to be expensive and a liability but we’ll see how they fair.

    Anyway, for Game 1 I was drawn against Saurian Ancients and an army that is going to completely shut down the speed of my Knights as there is so many flying units they’re will be nowhere to hide.



    My opponents list



    Cuatl Lord, General, BSB, Symbiosis, Trained from birth, Essence of a free mind (Alchemy/Pyromancy) =725

    Saurian Warlord, Alpha Carnosaur, Paired Weapons, Touch of Greatness, Starfall Shard, Spirit of the Stampede = 950

    Skink Priest, Wizard Apprentice, shamanism = 115

    15 Saurian warriors, Champion = 275

    15 Saurian warriors, Champion = 275

    15 Saurian warriors, Champion = 275

    15 Skink Braves, Musician = 160

    5 Rhamphodon Riders, Champion = 399

    5 Rhamphodon Riders, Champion = 399

    3 Pteradon Sentries = 190

    3 Pteradon Sentries = 190

    Taurosaur, Engine of the Gods = 540

    Total =… [Read More]
  • Happy Friday to you all! Something for the weekend Ladles and Jellyspoons.

    Misfortune is rife, hi-jinks are in abundance. Stap yourselves in for a right royal dust-up betwixt venerable Lord @Nemeroth and his legions of Dread Elves and King @Ulthred and his sexy new army of Infernal Dwarves! Enjoy:

    The Disgruntlement Of Lord Nemeroth

    Kind regards

    The Satyr.
    [Read More]
  • Hello folks!

    I'm just back from the Zagreb ETC 2018, where I participated with DH as part of the Belgian team. The event can only be described as a great wargaming and social experience!
    With very few pictures taken (broken phone cam) and time constraints, full battle reports may take a while to get posted, if ever. So here's a recap of my six games of the ETC, and how the team did.

    Game 1 - Switzerland (EoS)

    The Swiss have made a habit of beating us in tournaments, they have a very good set of players and a coach with deep understanding of the game. Their lists were well constructed and had few weaknesses. I had estimated that playing against the Empire would allow me to score a good chunk of points (15+) since it had practically no threats for my king: Cosmology master, 18" Ld bubble/BSB combo, 4x10 Militia, 2x Sun Griffon Knights, Steam Tank, Cannon, 3x small swordsmen and a Knight Commander on a Young griffon with S7 ap3 and 1+ rerollable save.

    The scenario was Secure Target and I managed to keep both objectives close to each other: The game was focused on one side of the board, with my Seekers vanguarding towards the steam tank and a unit of Griffon Knights, the two units of crossbowmen facing the smaller, halberd-totting, Griffon knights and my Hold Guardians and Warriors between the two and in proximity for supporting either side.

    Highlights of the game:
    - the EoS took first turn and the starting volley and magic dropped an impressive 8 seekers. The seekers then succeeded a 10+ charge into the tank, but despite hatred and S7 ap4 only managed to do one wound to it. They'd subsequently get ground down without putting as much as a dent into the hated contraption.
    - The king's unit had to mow through four units of militia chaff, masterfully positioned for double flee shenanigans. By turn 3 I got the big break as one of the flee moves fell short and allowed me to go behind lines and then charge into a protracted Tank-Seeker-Sun Griffon combat. It ended with the KotSG fleeing off the table, the last seekers dying and the king then pursuing into the steam tank. This fight would go on for a while, at first because some swordsmen charged into my flank and denied my king his make way move, then because it took 4 rounds of combat to bring the steam tank to one wound. In the end, I didn't even manage to kill it!
    - The Knight Commander relocated towards my shooting units and then got stuck in a protracted combat against my rangers. He beat them with the help of the second KoTSG and sent them fleeing.
    - With so many combats/magic/shooting going on we were runing late, so we agreed not to play a rushed sixth turn: on turn 5 a couple of things happened that really cost me. The Marshall and some swordsmen charged into my Marksmen, and proceeded to kill 8 dwarfs despite -1 to hit on the unit. I fluffed in return, and failed my LD test, getting run down. This gave my opponent one of the secure target markers. The other one was snatched from right under my nose by a unit of 5 fleeing swordsmen: they rallied with the Coldblooded Order, allowing them to march normally: boosted by a second order (+4" march) they ended up exactly within 6" of the second counter.
    Add to that the fact that the king couldn't finish the steam tank to reform and charge them off the objective, and the game saw a 7+ point swing!

    In the end, DH lost 6-14 in a very good, strategic game.
    Our team didn't fare better (they had less favorable matchups than mine) and we lost the round 64-96.




    Game 2 - Latvia (KoE)

    The scenario here was Hold the Centre and the deployment was Refused Flank. My opponent had brought an MSU-ish KoE force spearheaded by a big Pegasus knight unit accompanied by a killer Duke (virtue of Renown, Blessed inscriptions for 4 s6 attacks rerolling to wound, with lethal strikes dealing D3w), a Divination master Inside a 10-strong questing knight unit, the Green Knight and two trébuchets.

    It became apparent in deployment that my adversary was planning on softening my units up for a turn 6 charge, since he deployed very deep and abandoned the central objective. I managed to vanguard my seekers out of sight of the trébuchets, then used them to control the approach of the lances and the landing zones for the Pegasus knights. The combined efforts of crossbows and flame cannons managed to make 3 units of Aspirants or Realm knights flee off the board, giving me the edge point-Wise. Not needing more points since the team was winning, and with the opponent reluctant to commit, we ended the game on a 15-5 win for the Dwarves.

    The team managed very good results overall, getting a maximum tournament point score of 100-60.

    Game 3 - Belarus (VC)


    On the second day of the tournament, we got paired against Belarus! The team included several ETC vétérans from Russia and France. As luck would have it, I got to play @benj and his Vampire Covenant army. Benji was part of last year's France ETC team and is well known in tournament circles… [Read More]