The moment you’ve all been waiting for, the last installment of the March to War IV tournament in which our intrepid heroes, the Sea Dragon Host, look to expand their power and influence in a new trading zone. Apologies for how long it has taken me to complete this!
As a quick recap, I was sitting on 51 points with two big wins, a draw and a loss going into round 5 and I came up against Josh and his Beast Herds. Josh is a staple in the West Coast tournament scene and has been taking a fairly similar BH list for the past couple of years with little variation. As a quick reminder, here’s my list…
Sea Dragon Host:
Josh’s List:
Soothsayer (Druidism Master) on Raiding Chariot: Trickster’s Cunning, Ancestral Carvings, Talisman of the Void, Potion of Strength
Beast Lord on Razortusk Chariot: Throwing Weapons, Aghor’s Affliction, PW- Touch of Greatness, Crown of Horns
Minotaur Chieftain BSB: Wild Form, PW- Super Dex
3x Raiding Chariots
3x Raiding Chariots
15 Feral Hounds
8 Feral Hounds
7 Minotaurs: PW, Champ/Std- Rending Banner, Blackwing Totem
7 Minotaurs: PW, FC
5 Minotaurs: PW
5 Gargoyles
5 Gargoyles
Deployment/Objective: Frontline Clash/Hold the Ground
Thoughts on the Match up:
I had this rated as an orange for me as it’s just a lot of beef to get through and my hitting units can’t be everywhere at once. With 3 minotaur units, 2 chariot units and two tough chariot characters there was a real risk of getting rushed/overwhelmed. Fortunately, there were no ambushers!
Hold the ground was not great as I’d likely be giving up at least Turn 2 and potentially Turn 3 to my opponent as he raced across the table towards my lines.
I needed to figure out a way to give my shooting time to have an impact and to try to cut his force into pieces so I could defeat them in isolated engagements.
The terrain was a bit odd for this objective because there was a huge impassable tower right next to the center of the table. This would help in my goal to split his force apart but would complicate the objective substantially.
Magic:
MoCT: Awaken, Healing Waters, Ravenswing
Cosmo Master: Hereditary, Altered Sight, InF, Perception of Strength
Druid Master: Stone Skin, Healing Waters, Summer Growth, Entwining Roots
Deployment:
I won the roll for picking sides and I had a dilemma. I really didn’t like taking the top because it would give my opponent a water feature on my side of the board for healing waters and give him a hill to zone about half the board. However, you can see from the pic below that the center objective was just slightly on the upper side of the table relative to the tower, which meant it would be harder for me to get to it if I took the bottom. I decided to take the bottom ultimately, as I knew I’d already have a disadvantage on the objective and didn’t want to introduce additional risk to the rest of the battle. My opponent dropped everything for first
BH Deployment (from left to right): Raiding Chariots, 7 non rending minos, 8 hounds, Gargoyles, 5 Minos, Soothsayer, 7 Rending Minos w BSB, Beast Lord, Raiding Chariots, Gargoyles behind, 15 hounds
Sea Dragon Host Deployment (from left to right): QG on hill, GE behind hill, Spears w MoCT BSB and Cosmo Master, 2 SGRs, AD, GE, Lancers, SGR toed into forest, Lions
I felt pretty good about my deployment here, an aggressive advance by my opponent would open up a lot of charge opportunities to take advantage of any mistakes and I could hopefully use my QG/SGR to clean up an entire flank.
Josh’s BH Turn 1:
Movement: My opponent essentially just rushed forward across the board as far as he could go with one cautious move to pull his BSB back into the 5 man mino unit and keep this unit as sort of a reserve behind the tower it seemed.
He also chaffed both the spears and my lancers with his hounds and brought the gargoyles up for chaff positioning in Turn 2.
Magic had little impact as typical with Turn 1 Druidism and there was no shooting.
Sea Dragon Host Turn 1:
Movement:
I charged the hounds chaffing the lancers and they stood
I backed up the QG slightly, wheeled the spears to face the left and backed them up a bit to keep them out of mino charge range. I backed the lions up a bit and used the GE on the right to chaff the Rending Minos in the middle. I needed one more turn to clear his chaff so that I could set up the charges I wanted in Turn 2.
Magic:
My main goal was chaff clearing, my opponent stopped Altered Sight on the QG and let through Ravenswing on the Spears, this let me back them up further and killed 4 hounds with the sweep which caused a panic. We had an even dice on InF on the gargoyles behind the tower which I won and with a lucky roll wiped the gargoyles out. Very successful phase.
Shooting:
All was not roses as my shooting underwhelmed, I failed to do any damage to the gargoyles on the right and did a combined total of 7 wounds on the Minos on the left with the QG and 2 SGR which felt underwhelming given the SGR were in short range
… [Read More]
As a quick recap, I was sitting on 51 points with two big wins, a draw and a loss going into round 5 and I came up against Josh and his Beast Herds. Josh is a staple in the West Coast tournament scene and has been taking a fairly similar BH list for the past couple of years with little variation. As a quick reminder, here’s my list…
Sea Dragon Host:
Josh’s List:
Soothsayer (Druidism Master) on Raiding Chariot: Trickster’s Cunning, Ancestral Carvings, Talisman of the Void, Potion of Strength
Beast Lord on Razortusk Chariot: Throwing Weapons, Aghor’s Affliction, PW- Touch of Greatness, Crown of Horns
Minotaur Chieftain BSB: Wild Form, PW- Super Dex
3x Raiding Chariots
3x Raiding Chariots
15 Feral Hounds
8 Feral Hounds
7 Minotaurs: PW, Champ/Std- Rending Banner, Blackwing Totem
7 Minotaurs: PW, FC
5 Minotaurs: PW
5 Gargoyles
5 Gargoyles
Deployment/Objective: Frontline Clash/Hold the Ground
Thoughts on the Match up:
I had this rated as an orange for me as it’s just a lot of beef to get through and my hitting units can’t be everywhere at once. With 3 minotaur units, 2 chariot units and two tough chariot characters there was a real risk of getting rushed/overwhelmed. Fortunately, there were no ambushers!
Hold the ground was not great as I’d likely be giving up at least Turn 2 and potentially Turn 3 to my opponent as he raced across the table towards my lines.
I needed to figure out a way to give my shooting time to have an impact and to try to cut his force into pieces so I could defeat them in isolated engagements.
The terrain was a bit odd for this objective because there was a huge impassable tower right next to the center of the table. This would help in my goal to split his force apart but would complicate the objective substantially.
Magic:
MoCT: Awaken, Healing Waters, Ravenswing
Cosmo Master: Hereditary, Altered Sight, InF, Perception of Strength
Druid Master: Stone Skin, Healing Waters, Summer Growth, Entwining Roots
Deployment:
I won the roll for picking sides and I had a dilemma. I really didn’t like taking the top because it would give my opponent a water feature on my side of the board for healing waters and give him a hill to zone about half the board. However, you can see from the pic below that the center objective was just slightly on the upper side of the table relative to the tower, which meant it would be harder for me to get to it if I took the bottom. I decided to take the bottom ultimately, as I knew I’d already have a disadvantage on the objective and didn’t want to introduce additional risk to the rest of the battle. My opponent dropped everything for first
BH Deployment (from left to right): Raiding Chariots, 7 non rending minos, 8 hounds, Gargoyles, 5 Minos, Soothsayer, 7 Rending Minos w BSB, Beast Lord, Raiding Chariots, Gargoyles behind, 15 hounds
Sea Dragon Host Deployment (from left to right): QG on hill, GE behind hill, Spears w MoCT BSB and Cosmo Master, 2 SGRs, AD, GE, Lancers, SGR toed into forest, Lions
I felt pretty good about my deployment here, an aggressive advance by my opponent would open up a lot of charge opportunities to take advantage of any mistakes and I could hopefully use my QG/SGR to clean up an entire flank.
Josh’s BH Turn 1:
Movement: My opponent essentially just rushed forward across the board as far as he could go with one cautious move to pull his BSB back into the 5 man mino unit and keep this unit as sort of a reserve behind the tower it seemed.
He also chaffed both the spears and my lancers with his hounds and brought the gargoyles up for chaff positioning in Turn 2.
Magic had little impact as typical with Turn 1 Druidism and there was no shooting.
Sea Dragon Host Turn 1:
Movement:
I charged the hounds chaffing the lancers and they stood
I backed up the QG slightly, wheeled the spears to face the left and backed them up a bit to keep them out of mino charge range. I backed the lions up a bit and used the GE on the right to chaff the Rending Minos in the middle. I needed one more turn to clear his chaff so that I could set up the charges I wanted in Turn 2.
Magic:
My main goal was chaff clearing, my opponent stopped Altered Sight on the QG and let through Ravenswing on the Spears, this let me back them up further and killed 4 hounds with the sweep which caused a panic. We had an even dice on InF on the gargoyles behind the tower which I won and with a lucky roll wiped the gargoyles out. Very successful phase.
Shooting:
All was not roses as my shooting underwhelmed, I failed to do any damage to the gargoyles on the right and did a combined total of 7 wounds on the Minos on the left with the QG and 2 SGR which felt underwhelming given the SGR were in short range
… [Read More]