In the third round of the tournament we were in for a treat: after dodging each other in one Luxembourg Bash tournament after the other, we’d finally get to play QTL, an Italian team that always competes for the top spots. Once again, the pairing matrix of the dwarves was pretty favorable, and I ended up facing
Warriors of the Dark Gods, which I'd rated as a favorable matchup:
830 -
Exalted Herald, General
830 -
Exalted Herald
220 -
Sorcerer,
Wizard Adept,
Alchemy,
Light Armour
593 - 17
Warriors,
Paired Weapons,
Great Weapon,
Halberd, Greed,
Standard Bearer (
Zealots' Banner),
Musician,
Champion
310 - 10
Warriors,
Standard Bearer (
Banner of the Relentless Company),
Musician,
Champion
386 - 3
Feldraks,
Paired Weapons,
Musician,
Champion
355 -
Chosen Chariot, Pride
335 - 5
Warrior Knights,
Lance, Pride,
Musician,
Champion
160 - 5
Flayers,
Bow,
Champion
480 -
Hellmaw, Two Ominous Gateways
The way I looked at it, there was no combat that wouldn’t go my way in this game: my blocks beat the
warriors on a one-on-one fight, and I’ve got the shooting (cannons!) to get points and threaten the Exalted Heralds. The scenario here was
Secure Target, which I was expecting to draw. Once the pairing was done and I started looking at the list more closely, I realized that it was NOT in fact a combat list, but an
avoidance WDG list based on the
Hellmaw. Bear with me, because this is about to become very enlightening – it was for me at least.
My main goal going into this game was to avoid getting outflanked: with the Ominous Gateways this meant that I’d have to adapt my deployment according to their initial position, and potentially sacrifice a unit to stand all game on top of a portal to prevent any massive redeployments. Another consideration was the
Wrath of God: my deployment would have to be wide enough to prevent a game-winning comet, and make sure that it would be difficult to hit both cannons with one. Finally, I wanted to make sure that the
Hellmaw (integral part of the
WDG strategy) would have a hard time hiding from the cannons.
In deployment we alternated a couple of drops, and then once I saw where the
Feldraks were going I dropped the rest of my army to get that first volley off. We ended up with something like this:
I will not do a play-by-play description of the game, because as you’ll see a lot of it was quite uneventful. So here are the highlights:
Turn 1: The dwarves advance towards the middle of the board, cautious not to let the EH slip past their arcs of sight. In shooting the
Rangers manage 4 wounds on the
Feldraks, panic them and they run off the board. The
Forge Wardens shot at the
Flayers inside the
ruins and killed them to a man.
Turns 1-2: The cannons try to hit/wound the
Hellmaw, to no avail; the
WDG start the great migration; using the portals the entire army starts teleporting to the east.
My opponent does a great job using the LoS-blocking
terrain, and by turn 3 my cannons have no real targets. I let through
Marked for Doom on my centremost
cannon that had -1 to wound on it, but it still suffers maximum
damage. One comet later, the
cannon is no more and I’m left with no options for shooting at the
Hellmaw.
Turn 3 DH: It now becomes apparent that as long as my positional game is good, my opponent has no intention of engaging me. I briefly consider leaving an opening for him, but decide it’s a bad idea. I’m content with a small win, even if the game will be more boring for it. So
Greybeards +
Warriors zone the entire eastern flank and I take potshots at the
warriors.
Turn 4 WDG: A very successful magic phase sees the EH kill no less than 14
Greybeards (!), which means that now there’s a possibility that the unit will give up half points. By now the entire
WDG army is packed in the upper right quadrant, and the dwarves are left staring at emptiness.
Turn 5 DH: I go into full point conservation mode, the GBs are boosted by double
Rune of Resilience and the
Forge Wardens start moving towards the objective.
Turn 5 WDG: my opponent finally makes a more aggressive move. The Knights teleport to the left, threatening my
Forge Wardens, and the
Chariot and
Exalted Herald (general) both move past the hill and behind my lines.
Turn 6 DH: I have an 11+ charge into the
Chosen chariot with the
Hold Guardians, with an overrun into the flank of the EH; I take it, but fail. After that it’s once again a case of holding on to the points and the objective draw (currently 11-9 for the dwarves). The
forge wardens move as far away from the Knights as possible, and the
Greybeards use the
BSB’s Relentless company banner to also move away from danger. I try to
cannon off one knight to deny them a rank, but fail.
Turn 6 WDG: there’s only one play for the
Warriors – the knights have an 11+ charge into the rear of the
Forge wardens (boosted by
Rune of Resilience), and they…
[Read More]