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With a medium win in Game 4 I was within striking distance of the top spots and with a feeling of déjà vu stepped up to the same table from Game 4 fighting an army that was virtually identical to the one I faced in Game 3 generaled by my clubmate Drew.
Oracle Adept- Alchemy (General)
Cult Priest BSB on Divine Altar, Basalt Infusion, Moraec's Reaping
10 Blades of Nabh
11 Blades of Nabh
2x6 Dark Riders- crossbows
2x5 Acolytes of Yema
Sea Dragon Host:
Thoughts on the match up:
I felt like I had the tools to deal with this list, pyro was going to be huge as there was circa 1k points in 25 wounds of low save fast cav.
However, the kraken and Divine Altar BSB were a real threat to my dragon along with the acolytes breath weapon so he had the tools to deal with some of my critical elements. I felt like this was a yellow/green match up for me.
Objective and Deployment:
We got refused flank and secure target. I can’t remember exactly what my special objectives were
MoCT: Healing Waters, Lash, Ravenswing
Pyro Master: Scorching Salvo, Pyro Flow, Hereditary, Cascading Fire
Alchemy Adept: Glory of Gold and Lash
He took the magic missiles on his acolyte units
Terrain and Deployment:
Hill on the left, Forest upper left (Krakens are behind it, hard to see), Tower impassable centrally, Forest center right, hill at the top corner and bottom right corner
Looking at the board and how I could use the impassable in the center I decided to drop everything for first turn (from my left to right I had):
Reavers, Ryma Knights and SGRs on the hill, Green Spears, Dragon Mage, Wardens w Spear Prince and MoCT, Blue Spears to the right of the tower, Reavers and Sloop (the sloop suffered a terrible blow between Game 4 and 5)
His deployment from my left to right:
Dark Riders, Acolytes, Kraken, Kraken, Medusa, Medusa, Chariot, Chariot, Chariot, Corsairs with Adept Mage behind, Divine Altar, Witches, Witches, Acolytes, Dark Riders barely in shot on the right
Sea Dragon Host Turn 1:
Movement: I saw no reason to be aggressive, I had a good defensive position I moved up slightly on both flanks and threatened charges.
Magic/Shooting: I manage to kill off the left acolytes and damage a medusa and dark rider unit
Chariot/Kraken Spam Turn 1:
Movement: My opponent moves up giving me long charges, trying to tempt me out of my defensive position.
He brings his dark raiders up on the right and left to threaten my shooters
Magic/Shooting: He pings a wound off the sloop and the Ryma Knights
Sea Dragon Host- Turn 2:
I make a charge into the dark riders on my right with the sloop
My dragon mage swings around the tower to support my right flank
Green Spears move up into my line setting up combo charges with the Ryma Knights
Magic/Shooting: I get the hereditary up and kill the dark riders on my left in addition to pinging wounds on the chariots, acolytes and krakens
Combat: My sloop kills a few dark riders who flee off the board and reforms to face the center
Looking back I had set myself up for a really bad time on the right of the tower with my movement here
Chariot/Kraken Spam- Turn 2:
He announced charges with the witches, two chariots and the altar and made all but one chariot into the Blue Spears, I think I didn’t think of the likelihood of getting all of these at once
The rest of his line consolidated in the center threatening plenty of countercharges for my units
Magic/Shooting: He managed to vaporize the sloop with the acolytes
Combat: Hereditary helped the Blue Spears stand up to a heck of a beating but took 12 wounds, but did enough wounds to the witches to keep their steadfast
Sea Dragon Host- Turn 3:
I take the dragon mage into the Witches on the right
I use a unit of reavers to chaff up the kraken on the left so I can make an aggressive move forward with my Flame Wardens
Magic/Shooting: I continue to ping wounds off his acolytes, chariots and krakens finishing off one chariot
Combat: The spears get beat up pretty bad, but the dragon beats the witches up badly killing almost all of them and we win this one sending the chariot running
Chariot/Kraken Spam- Turn 3:
The second unit of witches charges the dragon mage
A medusa chaffs up my Wardens
The krakens back off
The dragon kills about half the witches from the fresh unit and the spears kill the last witches from the first unit before getting wiped out by the Divine Altar. The combat is split now and the Altar doesn’t have much flexibility to reform
Sea Dragon Host- Turn 4:
Wardens charge medusa
Reavers chaff the divine altar on the right
Ryma Knights swing out wide to start penning in the kraken with the help of the Green Spears
I’ve been trying to take down the acolyte champion and am again unsuccessful.
I start picking on… [Read More]
Jack is once again joined by Jordan to discuss list building for new armies as well as why we choose the armies we play.
Outro: In Moment - Our Hollow, Our Home
The definitive 9th Age tournament hub and rankings page: the9thagerankings.com
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!
Shaman Master, Essence of a Free Mind(Pyromancy/Shamanism)
Ogre Hunter,Dragon Staff
6 Tribesmen, Full Command, Banner of Discipline
33 Scraplings w/Bows, Scrapling Foreman, Musician
2 x 33 Scraplings w/ Bows, Musician
3 x 5 Scrapling Trappers
2 x Scratapult
2 x Thunder Cannon
3 x Slave Giant, Great Weapon
2 x Kin Eater
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]