Articles Tagged with “Dwarven Holds”

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  • Just_Flo von Fantasy Battles The Ninth Age = T9A in Bayern spielt beim 14CR9 seine Dwarven Holds gegen die Beastherds. Hier ist der Schlachtbericht dazu. Eine gnadenlose Analyse des Aufeinandertreffens eines eigentlich unbewegbaren Objektes (Dwarven Holds) und einer alles mit reißenden Kraft (Beastherds).



    Wie immer gilt, wenn dir der Beitrag gefallen hat, lasse uns bitte ein Like da und abonniere den Kanal. [Read More]
  • To recap, we’d so far gotten a draw against the Russians, two big wins (Canada and Mexico), and a small loss against the Italians. The field being very tight, this performance had left us on table 3 with a clear shot at the podium! Standing between this goal and our team were the good folks from team Frozen Lions (Team Finland and friends). They are no strangers to international events, and regularly vie for the same spots as team Belgium.

    Once again my dwarves had a pretty comfortable pairing matrix, especially considering that the final secondary objective was Hold the Ground, something a Dwarf King on a Warthrone is normally well suited to. And I say normally, because I was drawn against Pyry @Byybel and his Dread Elves:




    So basically a list based around three big combat blocks, with decent shooting and magic support, an AP6 cowboy and then a couple of Assassins threatening to pop out where they’re least expected. That’s a lot of bodies to go through with shooting, and a lot of close combat attacks for the Shieldwall to deal with. The issue these kind of lists seem to have is that Black Cloaks can be zoned out and kept from approaching their prime targets quite easily, and the Forge Wardens seemed like the perfect unit for that job.

    The battle plan here was simple: keep the black cloaks honest, forego the objective on the first couple of turns to get a maximum number of cannon shots into the Altar, then force the combats wherever possible; I was expecting the Dwarves to get battered, but figured that through steadfast and good grinding ability I’d be able to come out on top in terms of points.

    The deployment was Encircle, and I was fortunate enough to win the roll for sides: while this meant that the DE would get the first turn, I was more worried about not having good lanes of fire or of the DE blocks deploying too close to my lines. So I gave Pyry the big flanks, and then deployed in a denied flank manner, using the Hold Guardians (who got +1 S/AP) and the Forge Wardens as anchors in the center. The black cloaks deployed near the hold guardians in the weak flank, as there were no good scouting positions on the left side of the board. The Rangers occupied the left flank, with good lanes of fire to close to half of the board. Using Vanguard, I reformed the Forge Wardens and sent them to the north, careful to stay more than 34” away from the Outcast: they would be important in keeping the Cloaks at bay, and I couldn’t risk them taking any early casualties!



    For magic, the Temple Legate picked Word of Iron and Glory of Gold, the Outcast Altered Sight, Ice and Fire, Perception of Strength and Unity in Divergence. I got double rune of Revocation, Resilience and Gleaming for the runic spells. The Dread Elves grabbed the initiative and the game was on!

    (disclaimer: apologies, a PrtScn mishap meant that for the first couple of turns I copy-pasted the deployment picture instead of the correct turn picture. I tried my best to reconstruct that using paint!)

    TURN 1 – Dread Elves

    The elves moved up to claim the center of the board, a comfortable distance from the king’s block. The black cloaks had to respect the 21” bubble around the Forge Wardens, which meant that they couldn’t get close enough to the Hold Guardians to shoot them. In a surprising move, the Acolytes with Prince moved up and stood right in front of the Hill, tempting my Hold Guardians to charge them.

    In the magic phase the Warlock Outcast forced through a highly cast Unity in Divergence on the Dwarf Warriors, which prompted the use of my Rune of Devouring. The spell thankfully only killed three dwarves after a below average roll. I also had to let a small Word of Iron through on the Acolytes, giving them all the nice spell-related bonuses. Shooting put a single wound on the Hold Guardians.

    TURN 1 – Dwarven Holds

    After some thought, I decided to decline the Acolyte bait. While they were a lot more points to be had for me if I managed to break them on the charge, the 4++ save and the incoming attacks meant that they would probably be able to stand their ground, and I’d be… [Read More]
  • In the fourth round of the W8MW tournament we were fortunate enough to be paired against team Canada and friends; besides being proud “best sportsmen” of the 2018 ETC, the Canadians have made their mark in the recent online tournaments, with very decent final positions. And while @DougL seems to be at the forefront of that veritable Canadian wargaming renaissance, there is one other person who is the Maple Syrup to Doug’s pancakes (here’s hoping that this wasn’t an inadvertent Canadian sexual reference, I apologize in advance if it is the case! ) ; that’s no other than @awww jeeze , Sylvan Elf general extraordinaire. I’ve been following his results with the Sylvans, and he seems to always be placing high in the scoreboard, so I was happy I’d get to face him and his sylvans with the following list:


    Awww Jeeze wrote:


    So a mix fast close combat units, decent shooting and magic, as well as a couple of big blocks anchoring the line if the SE ever wanted to form one. The scenario was Capture the Flags and we’d be playing Frontline Clash. Going into the game I had rated this as a positive game, mainly due to the vulnerability of the characters and wild huntsmen to cannon fire and small arms fire respectively. So I figured that outside of a coordinated combo charge that would be able to break my steadfast, the big blocks were relatively safe and could outgrind the opposition. Fighting against such a mobile enemy means that you need to get your deployment just right, so I spent a bit of time theorizing on the correct approach, and ended up with a refused flank deployment where there would be no blind spots from the cannons and I would be able to use the Impassable terrain to cover my flank while advancing. My opponent won the roll for sides and so I opted for a full drop to get the first turn.
    Matt replied by putting as much distance between our two armies as humanly possible, taking care to shield both of his characters from first turn cannon fire. After scouts were deployed and vanguard was done we ended up like this:



    The Hold Guardians evidently selected vanguard as their upgrade, and for magic I opted for double runes of Resolve, Resilience and Gleaming. My opponent took Awaken the Beast and Swarm of Insects on the shamanism adept, whereas the Druidism master took Healing Waters, Entwining Roots, Stoneskin and Regrowth.

    TURN 1 – Dwarven Holds

    With the first turn in the bag, I’d shoved everything forward using vanguard. The goal was to close the gap between the two armies as fast as possible, while taking as little damage as possible. The Greybeards, joined by the BSB during Vanguard, moved up using the Banner of the Relentless Company, hoping to reach combat by turn 4 or so, while the Hold Guardians braved the sylvan forest so as to try and box in the Pathfinders. Magci had a single goal, and that was to protect my shooting troops from counterfire: I was able to put Rune of Resilience on both the Forge Wardens and the Rangers. In the shooting phase the Forge Wardens opened fire at the Heath Riders and killed them to an elf, while the Forest Rangers shot at the Pathfinders furthest away (they were providing cover for the Wild Huntsmen and I figured that killing two of them to open up the possibility of a cannon snipe on the Prince was too much to ask). As it turned out, these rangers had gone to sharpshooter school, and they managed to drop three Pathfinders! The cannons tried to reproduce their success but failed.



    TURN 1 – Sylvan Elves

    After that initial setback, the elves applied their battle plan, which was -fittingly- quite querilla warfare-like. The archers moved up to shoot at my king’s unit, the wild huntsmen passed frenzy and started outflanking the same unit, and the rest of the army stayed relatively still, the characters careful not to give the cannons any good targets. The leftmost pathfinders failed their march test and could only move backwards 5”.

    In the magic phase I stopped the Swarm of insects cast on my rightmost cannon, and let through both the Oaken throne and an entwining roots that resulted in a raised Pathfinder. (it’s possible that an attempt at Regrowth on them… [Read More]
  • 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:




    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]
  • After the hard-fought first round, we found ourselves comfortably in the middle of the ranking, and got to play a USA/Mexico joint team in the form of El Jeffe’s Mercenaries. The online tournaments being an excellent way to meet new people who play the game, I was looking forward to this round!

    I was lucky enough to get paired against Neil @hamil302 , an experienced tournament player and a team Mexico veteran in past ETCs. He had brought mixed arms DE with an Academy focus and a couple of the more “fun” choices such as the Thunder Pack!




    The secondary objective for the round was King of the Hill, and the deployment was Marching Columns. Going into the game, I really hoped that I’d get to pick sides, which would enable me to always keep the two terrain pieces nominated close to each other (one side had limited options for terrain picked). Other than that, I hoped that my shooting would be enough to scare the cowboys into hiding while I forced the combat blocks to face my shieldwall dwarves in a losing grind.

    Things started well, since I indeed won the roll for sides and promptly decided to defend the ruins in the middle of my deployment zone, ensuring that whatever the pick of my opponent was I wouldn’t have to spread my forces too thin. After the mandatory three drops Neil dropped the rest for the first turn, giving me the opportunity to counter his deployment. I ended up with a weighed left flank, cannons in the backline and far enough from any warmachine hunters, and the Hold Guardians as an anchor in the middle of the board; I was expecting to get outflanked, but hopefully the Banner of the Hold would allow them to stay in the fight even engaged to a flank. The warlock Outcast selected Altered Sight, Ice and Fire, Perception of Strength and Unity in Divergence for his spells, while I took the usual duplicate runes: Revocation, Resilience and Gleaming.

    The Rangers were used to reinforce the line on the left, blocking any easy turn 1 moves towards my warmachines by the Shadow Riders. Vanguards saw both the Forge Wardens and the Warriors move up a bit to prevent a first turn rush, while the Shadow Riders started their flanking maneuver. The king’s grudges went on the Obisdian Guard, the Dread Knights and the Auxiliaries, since they were the units I’d most likely get to fight over the course of the game.



    TURN 1 – Dread Elves

    The DE started the game with an intricate maneuver: the right flank moved as fast as possible towards my lines, the Manticore braving the imminent double cannon shot, while the backbone of the army moved away from my blocks, putting some further distance between us.

    In the magic phase I let the Ice and Fire through on the Warriors, losing three of them to the magic missile and then the outcast failed to cast anything else thanks to the Hewn from the Mountains rule (it’s possible that the bound Wheel Turns was cast to give the Obsidian Guard +1 Advance) Shooting killed another dwarf from the king’s unit and a couple of Forge Wardens fell to the Shadow Riders’ shots.

    TURN 1 – Dwarven Holds

    After some hesitation, I decided that the Shadow Rider bait was a trap my Forge Wardens wouldn’t be able to fight their way through, so I decided not to charge and put my faith on the dwarven shooting: the battle line angled a bit and generally held its ground.

    In the magic phase I managed to cast Rune of Resilience on the Forge Wardens to help them in the shootout. Shooting started with both cannons trying to hit the Legion Legate on manticore and both failing, followed by the Forge Wardens killing four Shadow Riders but failing to panic them. The Rangers showed everyone how it’s done by putting no less than four wounds on the Thunder Pack though!



    TURN 2 – Dread Elves

    With no favorable charge available, the elves opted for some more maneuvering: the wounded Shadow Riders redirected the King’s retinue, while their colleagues moved past my Hold Guardians and within charge range of the Cannon next to the house. The Manticore flew over the hill and in relative safety, staying hidden from the furthest cannon, while the chariots edged forward towards the hold[Read More]
  • Greetings, once again, dear reader!

    Since the last entry in this blog, a lot has changed for the game: a new DE book, a couple of armybook updates, updated magic paths… all of this got me thinking about where to head to next in terms of army. One of the books that went a good deal of changes was Dwarven Holds: with the combat infantry blocks getting cheaper and cheaper, it felt like a good time to go back underground and see if the gaming experience was any different from when I last used the army in 2018.

    So I wrote some lists, played a couple of games, and finally came up with the following setup:



    The basis of the list is roughly the same as three years ago: a big dwarven block carrying the dwarven king on throne, then two more combat blocks (the Greybeards replacing the Seekers – more on that later) and some ranged units that can also act as combat support. The points changes allowed me to get a big unit of Greybeards off core, while the price drop on the Forge Wardens made them a good choice – for roughly the price of a warrior unit of the same size you get an elite fighting unit with a ranged attack that does something unique for the army. Where before I had Flame Cannons, this time I splurged and added a couple of regular Cannons: with the removal of the seekers, the anti-monster potential of the list went down a bit so I figured that some S10 D3+1w should help keep any dragons honest.

    Why drop the seekers ? I hear you ask. Mainly because they are the only good Pyro/small arms fire target in the entire army, in a gaming scene where a lot of players are tooling up for the elven matchup. So in my opinion spending 600 points to include a vulnerability to the list is a poor use of points, even if the vanguarding seeker block can work wonders against the right opposition.

    The first test run of the list will be none other than the first 8-man team tournament of the year: Who 8 my Wings? Is an online team tournament hosted by team USA, and the Belgian lads decided to participate once more! A total of 24 teams signed up, with a very good international mix of teams.
    Spoils of War was the objective of the first round of the tournament , and we were drawn against none other than Team Russia (named Sputnik V for the purposes of this event), and I got to play against @Allor and his Orcs and Goblins:



    So a combat – heavy list aided by Thaumaturgy, with a good deal of mobility thanks to the two mounted characters. The deployment would be Refused Flank, so I knew that we’d be in combat relatively fast and that delaying the fight would mean giving up the scenario advantage. The good news was that I could deploy deep and face the Orcs in waves as opposed to one coordinated attack. I decided that I’d have to accept the fact that a Comet was eventually going to drop on my army, and made a mental note to deploy the two cannons roughly 24 “ apart, in order to prevent the spell hitting both cannons at once. Other than that, the plan was: deal with the Wolf King, the BSB idol from… [Read More]
  • Hello

    Welcome to another round of Battle Reports from the latest tournament I attended, the excellent Siege of Strivelyn III. This was a 3 man team event and I was taking my KoE list that I discussed previously here. My fellow team mates were running an all cavalry Warriors list and a Saurian list with a big block of Caimans.
    The tournament had different custom scenarios for each round which certainly made the tournie much more interesting compared to your bog standard tournie and meant that you had think about how some of these objectives were going to be tackled. So the first scenario for Game 1 was “Storm the Bridges”, it is like Secure Target, where there are two objectives that have to be secured, but they are 2 bridges that are on the centre line. There is also a river running across the middle of board which counts as Dangerous Terrain 2 for Standard Infantry and Beasts, everything else is Dangerous Terrain 1 and Gigantic ignores all Dangerous Terrain for the river. Any unit beginning its movement phase in the river takes Dangerous Terrain and you cannot march into or out of the river.
    The draw had already been done for the first round and once we arrived on Saturday morning and did our pairings I was drawn against a Dwarven Holds list and an unusual one at that:
    Engineer, General, Wyrm-Slayer Rocket, Shield 155
    Thane, Crossbow, Shield, Rune of Dragon's Breath, Rune of Kinship, Rune of Shielding 240
    Thane, Crossbow, Shield, Rune of Dragon's Breath, Rune of Kinship, Rune of Mining 230
    Thane, Pistol, Shield, Rune of Dragon's Breath, Rune of Kinship 210
    Thane, Shield, Rune of Kinship, 2x Rune of Lightning, Rune of Returning 225
    Thane, Guild Crafted Handgun, Shield, Rune of Denial 230
    10 Clan Marksmen, Guild-Crafted Handgun, Shield 250
    11 Clan Marksmen, Shield 23010 Clan Marksmen, Shield 210
    3x 10 Greybeard, Shield, Throwing Weapons 245
    10 Miners, Great Weapons 205
    10 Rangers, Crossbow, Shields 225
    10 Rangers, Crag Warden, Throwing Weapons, Shields 215
    Attack Copter 180
    Steam Bomber 215
    Cannon 250
    2x Flame Cannon 145
    2x Dwarf Ballista 100
    So a load of small units and a load of characters to contend with plus 5 war machines! Quite a scary list and I was a little bit stuck about how to approach this match. The biggest threat in the list to me is the Flame Cannons, they could absolutely murder my Peasant Levy and put a dent in the Knights Forlorn. There’s so much shooting to contend with as well and with so many small units I may struggle to get into combat due to fleeing my charges and just shooting me with the other units. I’ve got no real good targets for my Trebuchets but I’ll probably try and take out the copters, artillery and the handgunners if I can.
    The Pegasus Knights will be useful in this battle as they can just fly over the rived and put pressure on the Dwarves right from the beginning. I’m going to run the Knights through the river and try and pressure one flank. I’m going to put the Peasants on one of the bridges and the Knights Forlorn to capture the other.
    For my Shamanism spells I picked Awaken the Beast, Swarm of Insects, Chilling Howl, Totemic Summon. This is probably the first time I haven’t taken Break the Spirit, due to the small shooting units of the dwarves I just didn’t think it would really be of any use, especially when the other spells are so much more useful.
    The deployment for this game is Frontline Clash and we alternate deployment for a while before I eventually drop everything to go first, my opponent had so many drops that I had no chance of out deploying him really so it was probably the right thing to do. I also did not pray as I wanted to guarantee first turn to limit the shooting of the dwarves, I didn’t want them taking out the trebuchets early on.

    I positioned the Knights Forlorn on the left flank to cover that bridge and the Peasants on the right to get the right hand bridge. I sat both my Peasant bows and crossbows in the centre to cover their advance. Trebuchets were each in sepearte corners of my deployment so the Miners couldn’t get both. The Pegasus Knights were on the left flank and the Grail Knights and Knights of the Realm were on the right flank. I’m going to push the Knights across the right hand side of the river and the Pegs are going to fly over the left side, with their vanguard I should be able to get behind the dwarf lines in turn 1. The damsel is in the Knights Forlorn along with my BSB, as there are no Fear causers she won’t limit the Knights charge and it is the safest place for her.
    The Dwarves deploy across the whole of their deployment, I would talk about it but there are just so many units. The Engineer is in the Clan Marksmen 1 unit and the Handgunner Thane is in the Clan Marksmen 2 unit. The Lightning Rune Thane and one of the Breath Weapon Thanes are in the Rangers 2 unit on the left and the other 2 Thanes are in the Rangers 1 unit on the right. The Grey Beard unit 3 are in the ruins but in the pictures it may look like they aren’t,… [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 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 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]
  • Time passes fast, and with it memory of games played 4 months ago fades. With hobby time currently at a minimum, I decided to give you *something* instead of making you wait for complete reports that may never see the light of day.

    So what will follow is a short picture-report of the last three games of the Luxembourg Bash Masters.
    Disclaimer: this game's photos are remarkably bad due to bad lighting, and remarkably few due to rushing to play the last few turns of the game. So apologies for that!

    For game 3 we faced Team Switzerland and I got to play Victor Rossier and his Vampire Counts. Victor is the captain of the team, and usually plays Sylvan Elves. But due to the unexpected absence of the Swiss Vamp player he had to assume his role and play the undead:




    Going into the game, I felt confident since there was no killer vampire to speak of, meaning that my king would be able to grind whatever he came across, as long as it wasn’t a unit of 60 zombies. We got Spoils of War as our scenario and the deployment was Encircle. I got the big center, and the vampires got to play first. My opponent went for a balanced deployment with a unit of Vampire Knights and a Dark Coach on each flank, with the centre occupied by the main blocks.




    I decided to play for the two rightmost scenario points, and deployed accordingly: I used the Seekers to keep my enemy’s right flank occupied, placed both my flame cannons to threaten the advance of the main units towards the objectives and placed the Hold Guardians and King in the middle, with the two shooting units on the right flank.


    TURN 1

    The menace of the Flame Cannons and the seekers kept the vampires at bay: the flanking forces repositioned slightly, and only the Ghasts moved up more aggressively towards the center. Magic was aimed at my seekers, and a magic missile managed to drop 5 of them in one go.


    On the right flank, the Vampire Knights were in a position where they could charge the Marksmen and potentially break through my lines. So I used the Relentless banner to push my king’s unit right into their path,essentially making them a 2000-point redirector! (this trend would continue). So that left only the Dark Coach to threaten my shooters. The units angledthemselves in such a way such as to support each other, and on the left the Hold Guardians moved up a bit to threaten the Ghasts. My shooting was ineffectiveagainst the Dark Coach to the right, and it would continue to be on the following turns.

    TURN 2

    The Vampires shied from any charges, and started pulling off some Elven tricks: the vampire knights to the right had barely enough move to perform a swift reform and move past my king’s arc of sight! The Coaches both repositioned along the flanks. The Bats flew right in front of my Hold Guardians’ path, which allowed the Ghasts to push up more aggressively. This turn the magic was focused on summoning zombies, and both units were bolstered to around 50-strong.


    I spotted a mistake in my opponent’s plan: by pushing the ghasts forward, he had taken them to within 12” of the Flame Cannon. So the Hold Guardians charged in, and the cannons prepared to whittle down the vampiric creatures. The Seekers continued the cat and mouse dance with the Vampire Knights and the Coach: I kept them at a distance where a combo charge was risky business, meaning that no vampire scoring unit would come close to the objective. The king’s unit once more repositioned, getting again right into the path of the Vampire Knights. In shooting disaster struck: the s5 Flame Cannon misfired, and the s4 counterpart only dealt a single wound, meaning that the Ghasts would get in combat intact. The Hold Guardians killed the bats and, augmented by Rune of Gleaming, prepared for the Ghasts.

    TURN 3

    The Ghasts charged into the Hold Guardians and the Coach charged into the Rangers. The big unit of zombies redirected my king’s unit, while the Vampire knights moved to threaten the Warriors’ flank. Magic saw the Ghasts get bonus AP and rerolls to wound from the Alchemy/Glory of Gold combo, and some pretty good rolls from my opponent meant that three dwarven constructs were killed. They killed a single Ghast in return, and a lucky break test meant that they held their ground. This was actually bad news for me, since this denied me the opportunity to flame the undead with 2 S5 D3w flame cannon shots, while postponing the inevitable for the Hold Guardians. The Dark Coach killed some Rangers and got two wounds in return. The rangers failed their steadfast Ld 10… [Read More]
  • Hello all



    Sorry I’ve been silent for a while and not done any blog posts or bat reps for a couple of months. Last month I went on my Stag Do (Bachelor Party for our American friends) to Amsterdam and whilst there I slipped on some mud and managed to break my ankle! To make matters worse I waited two days before going to hospital because never in a million years did I think I had broken my ankle, I mean I slipped on some mud, how could that break a bone? So I’ve been in out an out of hospital and had to keep off the foot for a while. Sadly this meant missing TEC 18 this month and pretty much missing out on any hobby, except painting, I am getting lots of painting done at least.



    Anyway, I’ve decided to write up a Bat Rep of practice game I did back in March. My Kingdom of Equitaine vs Dwarven Holds.



    My List:



    Duke Mounted on a Pegasus: Faith of Percival, Virtue of Might, Divine Judgement, Shield

    Duke Mounted on a Barded Warhorse: General, Questing Oath, Basalt Infusion, Virtue of Renown, Shield
    Paladin Mounted on a Barded Warhorse: Battle Standard Bearer, Crusaders Salvation, Virtue of Daring, Lance, Shield

    Damsel Mounted on a Barded Warhorse: Wizard Master, Divination (Breath of the Lady, Know Thy Enemy, Scrying and Unerring Strike), Lightning Vambraces

    13 Knights of the Realm, Full Command, Banner of Roland

    6 Knights of the Realm, Musician

    6 Knights of the Realm

    11 Knights of the Quest, Full Command

    2 x 5 Yeoman Outriders, Light Armour, Shield

    5 Pegasus Knights, Skirmish, Full Command, Flaming Standard


    Basically running a triple threat with three big blocks hoping that they will carry the day , do lots of killing and stay alive long enough to deny my opponent any points. Playing against Dwarves though this may be difficult, they don’t die easily and they can easily hold a charge against one unit of Knights so I’m going to need some multiple charges. The little units of Knights of the Realm are there to be a pain to my enemy and redirectors if necessary, the Yeoman are there to die.


    My Opponents List:


    King, Shield, Crossbow, Shield Bearers, Rune of Destruction, 2x Rune of Might

    Thane, Battle Standard Bearer, Shield, Crossbow, 2x Rune of Iron

    Runic Smith, Shield, 3 Battle Runes (Rune of Gleaming, Rune of Oaths, Rune of Resilience)

    14 Clan Marksmen, Crossbow, Shields

    14 Clan Marksmen, Crossbow, Shields

    24 Greybeards, Banner

    20 Deep Watch, Banner, Runic Standard of Wisdom

    6 Hold Guardians

    Grudge Buster

    Grudge Buster

    2 Attack Copter

    2 Attack Copter



    So my Opponent has two blocks of Dwarven infantry that I probably won’t be able to take down without a triple charge and at least 15 rounds of combat. So I’m probably best off leaving them well alone and trying to pick off everything else, especially the Grudge Busters.


    The Deployment type was Frontline Clash and the Secondary Objective was Capture the Flags, a difficult objective for me as the small units of Knights of the Realm will easily be killed and I’m going to struggle to kill more than 2 of my opponents scoring units, my best hope is to wipe out the Crossbows and possibly the Greybeards if I can catch them with a multiple charge.

    Deployment



    Dwarven Holds 1


    Kingdom of Equitaine 1




    Dwarven Holds 2




    Kingdom of Equitaine 2




    Dwarven Holds 3




    Kingdom of Equitaine 3




    Dwarven Holds 4




    Kingdom of Equitaine 4




    Dwarven Holds 5




    Kingdom of Equitaine 5




    Dwarven Holds 6




    Kingdom of Equitaine 6




    Now that my Ninth Age career is on hold as I can’t get to play any games at the moment and have no tournies planned until the summer (getting married in June so nothing until after that) I’m probably not going to have any more bat reps for a while. I’m going to try and set up a big game but it depends how my ankle holds out. Keep your eyes peeled anyway, I’ll have something up next month. [Read More]
  • After the success in round 1, we moved up the tables to find our next opponents: the Old WiseMen (Vieux Sages), comprised of french tournament veterans. As luck would have it, I’d get to fight another very experienced player, @humblr , who was part of the very successful 2016 ETC team France.

    He had brought a Daemon Legion list that frankly nobody wanted to face:


    humblr wrote:

    Scourge of Wrath, Eternal Fury, Eternal Sword, Shackles of Reality, Elixir of Souls
    Harbinger of Pestilence on Blight Fly, BSB, Apprentice (Evocation), Bloated Putrefaction,Halberd, Nauseating Aura

    11 Slaughterers, Onslaught
    10 Slaughterers, Onslaught
    2 x 10Horrors, Champion

    5 BlightFlies, Standard, Champion, Flaming Standard
    3 CrusherCavalry
    5 Furies ofWrath
    2 Plaguelings

    BloodChariot


    So basically a list revolving around a Blight Fly unit and the Scourge of Wrath.The latter is really bad news if you haven’t got cannons, and I was worried that he could take on the Warrior block and come out on top. Our scenario would be King of the Hill, which was a small consolation; I would have hated to play breakthrough against this.
    Going into the game, my objective was to try and deal with the scourge by throwing my Seekers at it, and I knew that the Rune of Storms would be very important for that. The Blight flies also worried me, and I made a note of trying to achieve two things: prevent the flies from outflanking and try to isolate them from the Scourge.

    The deployment type was Encircle, and my adversary picked the defender role,getting a big central deployment zone. I elected to protect the forest that was right in the middle ofthe board, while the Daemons had to protect the hill to my right. The way this was playing out,I thought I could try and win the objective with my vanguarding units and scouts: I started by placing warmachines, placing both cannons in range of the forest that the daemons were supposed to desecrate. One of the flame cannons was placed at the 15” mark of the left flank, which prompted my opponent to drop his entire force to get that charge off.

    We ended with the Scourge of Wrath and furies ready to charge the flame cannon, with Seekers waiting right across them, the Flies and BSB in the center squaring off against the King and Hold Guardians, and two small scoring contingents on each daemonic flank. I responded by weighing my right flank with the Marksmen and Rangers, confident that the two fighter/shooting hybrid units could easily take on anything the daemons had to throw at them on that side of the board, and score the objective.






    For spells,the Evocation Harbinger took Spectral Blades, and I picked twice the runes of Resilience, Gleaming and Oaths. The Hold Guardians took yet again +1S/+1AP, andI nominated the Scourge, Flies and Crushers as the targets for my Ancestral Grudges.

    TURN 1 – DaemonicLegion

    The Scourge drank his potion of souls, and combo-charged the Flame Cannon with the Furies. Both units made it in, unfortunately: had only the scourge succeeded, theSeekers would have had a very nice countercharge into the greater daemon. Withthe scourge threatening the left flank, the Flies relocated towards the right flank to prevent my rangers and marksmen from overrunning it. The scorers advanced slowly towards the central forest.
    In the magic phase, a Hand of Heaven killed four marksmen, but I managed to stop the same spell cast on the seekers. Shooting was ineffective.
    The Scourge predictably made short work of the Flame Cannon, and elected to pivot to threaten both the Seekers and the Hold Guardians. Since the furies also made it in, they were able to overrun right into the seekers, preventing them from countercharging.

    TURN 1 –Dwarven Holds

    The first Daemon turn had put me in a defensive position: I couldn’t advance aggressively with the King’s block as long as the Flies were threatening to outflank me and the Scourge could easily countercharge. So I advanced cautiously with them,making sure that the Flies hiding behind the impassable terrain had no space to land out of sight. The Hold Guardians angled themselves to threaten the Scourge if he charged the Seekers, and the marksmen/rangers stay put for fear of getting charged by the flies.
    Magic saw me put -1 to wound on the Seekers, to help in a potential fight against the scourge. In the shooting phase, the Flame Cannon, Marksmen and Rangers opened fire at the Blight Flies and managed to kill one of the daemonic elite.
    The seekers swiftly dealt with the charging furies and angled themselves to try and trap the Scourge while also supporting the Hold Guardians.






    TURN 2 –Daemonic legions

    At the start of the DL turn, the king used his Rune of Storms to ground the Scourge:my opponent debated whether to charge, and in the end passed his march test and settled for a small fly move to the left of the seekers and out of LoS (it wasa very… [Read More]