I’m back after the broken ankle. I’m pretty much back to normal now so I was finally able to get a game of ninth age in so I set a game against a friend to dust off my ‘skills’ and get back on it. I used my Kingdom of Equitaine and my list looked like this:
- Duke (General), Barded Warhorse, Virtue of Might, Divine Judgement, Crusader’s Salvation, Potion of Swiftness, Shield = 535
- Paladin, Barded Warhorse, Virtue of Daring, Battle Standard Bearer, Wyrmwood Core, Basalt Infusion, Shield = 365
- Damsel, Wizard Master, Druidism, Barded Warhorse, Wafers of Penitence = 410
- 15 Knight Aspirants, Full Command = 670
- 12 Knight of the Realm, Full Command = 608
- 16 Bowmen, Musician = 210
- 16 Crossbowmen = 238
- 12 Knights of the Quest, Full Command = 630
- 2 x 5 Yeoman Outriders, Shields and Light Armour = 270
- 2 x Trebuchets = 560
I’ve had some crossbowmen knocking about for a few years now and have never used them so this was basically an excuse to get them out an see how they fair. Now that Knight Errants are a reasonable price again I had to take them and I’m still persevering with the Questing Knights but I have yet to be impressed with them. I’ve got 3 main threats with the 3 big blocks of knights. I’ve taken a fairly shooty army to hopefully draw my opponent to me, weaken up any big blocks with the Trebuchets and then smash them off with the knights. That’s the plan at least.
My opponent is using the Empire of Sonnstahl and his list:
- Marshall (General), Great Tactician, Death Warrant, Imperial Seal, Lucky Charm
- Marshall, Battle Standard Bearer, Dusk Forged, Black Steel, Shield
- Wizard mounted on an Arcane Engine, Wizard Master, Basalt Infusion
- Prelate, Plate Armour, Shield
- Prelate, Plate Armour, Shield
- 45 Heavy Infantry, Halberds, Full Command
- 18 Light Infantry, Crossbows, Standard and Musician, Support Unit
- 18 Light Infantry, Handguns, Standard and Musician, Support Unit
- 33 Imperial Guard, Great Weapon, Full Command, Household Standard
- 2 x 6 Reiters, Brace of Pistols
- 2 x 3 Knights of the Sun Griffon, Musician
So my opponent has a general with discipline of 10 and an 18” range on it with the Household Standard so I’m not expecting them to do a lot of fleeing. I hate the Reiters so I will definitely be trying to shoot them down with the Bowmen, their pistols are lethal against my knights and despite being chaff they cannot be underestimated. My number most hated unit in the Empire book though is the Arcane Engine with Arcane Shield, the -1 to hit on all units with 6” will severely limit my ability to get kills and I don’t need any help normally to rubber lance so that will just add to my frustration. It’s also got the Wizard on it so I’d like to Treb that if I can but I should be sensible and go for the Imperial Guard, weaken them up and then smash them off (I’m not sensible by the way). The Sun Griffons always give me a worry, they can’t be underestimated either, a unit of just 3 of them can put a severe dent in my units, even if I charge them.
We roll for scenario and get Marching Columns, one I’ve not had the pleasure of playing, the secondary objective is Breakthrough. For my spells I pick Breath of the Lady, Summer Growth, Master of Earth and Stone Skin. I decided to not pick The Oaken Throne as it takes up one of my spell slots and I generally find it wastes dice as opponents let it through with the aim of dispelling everything else. Plus with taking the Hereditary spell it would only leave me with 2 other spells if I took it. I wanted to take Magical Heirloom, which would have gotten me around this problem, but I ran out of points.
Until next time, Axel Vicious out. [Read More]
- Duke (General), Barded Warhorse, Virtue of Might, Divine Judgement, Crusader’s Salvation, Potion of Swiftness, Shield = 535
You lucky people!
Another bout between the nefarious @Nemeroth s naughty elves and the killy kin of King @Ulthred s Dwarven Holds.
N.B. No expense was spared in bringing you this latest offering, however the photos are blurry, the dice were loaded, my computer is on the blink and there wasn't any beer...enjoy!: The Pond of Doom
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:
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
5 Furies ofWrath
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]
Spring has sprung, the grass has grun;
Now all you little elvies, come and get some!
A short, light read for a lovely spring weekend.
A distinctly malty report with some seriously citrusy overtones from @Nemeroth dread Elves coupled with the reassuringly foamy head of @Ulthred dwarves.
Lets lob some dice!: The Reclamation of the Abbots' Ale
LBM was using trying to imitate this year’s rules for the ETC when it came to secondary objectives. In short, in each round every participant would get to play the same secondary objective, which was predefined in the rulespack. For round 1 the objective was to be Hold The Ground.
I got to play Frederick’s Beasts, a list similar to what he’d brought last year to the ETC with team Australia:
Soothsayer Master (Evocation), General, Crown of Autocracy, Dark Rain
Beast Chieftain BSB, Banner of Discipline, Crown of the Wizard King
Beast Chieftain on Raiding Chariot, HA, Lance, Shield, Basalt Infusion,Seed of the Dark Forest
Beast Chieftain on Raiding Chariot, HA, Shield, Alchemist’s Alloy,Hawthorn Curse
32 Wildhorns, Full Command, Paired Weapon, Banner of the Wild Herd,Blooded Horn totem
2 x 15 Wildhorns, Ambush
10 Mongrel Raiders
3 x Briar Beast
2 x Jabberwock
3 x Cyclops
So overall a very fast list with decent shooting potential, Ld-lowering spells and abilities, several auto-hitting abilities (breath weapons/impac thits) and five Stomp (D6) monsters to cap it all off. One might say that not bringing cannons was a mistake, but on the contrary I wouldn’t know what to target first in such a list. One thing became obvious, though: the Seekers had to get stuck in ASAP, as they wouldn’t be able to withstand a couple of turns of pounding from 3 catapults.
We rolled the Counterthrust deployment, and my opponent won the roll for picking sides: he kindly gave me the side with a considerable impassable terrain breaking up my deployment. Since the objective was to hold the center, I went for a central deployment with the warriors right opposite the central hill and in position to threaten the bulk of the Beast Herds army. The Hold Guardians supported the king’s unit, while the Handgunners went wide to the left, where a Jabberwock was already deployed. When I saw the Wildhorn herd deploy right on the 20” mark I grabbed the opportunity and dropped everything to get that first flame cannon volley off.
In the end, the BH performed a semi-circle deployment around the King’s unit, with the two chariots zoning my Seekers and one Jabberwock on each flank. The Rangers had to deploy on the far left, to make sure that the Jabberwock wouldn’t be able to fly past them and go for the warmachines on turn 1.
For spells, I picked double rune of Resilience, Revocation and Gleaming. The Soothsayer picked Spectral Blades, Hasten the Hour, Whispers of the Veil and Touch of the Reaper, while the Beast Chieftain got Know thy Enemy from Divination. With so many monsters in the opposing army, the Hold Guardians picked +1S/+1AP and the king nominated the three cyclops for the Grudges. The Beast Chieftain used the Seed of the Dark forest to summon a forest right next to the hill and exactly where I had planned to push my Warriors on turn 1.
The Beast general invoked a Dark Rain, and battle was joined!
TURN 1 – Dwarven Holds
With the shooting weapons almost useless, I decided that my marksmen would be of more use if they actively hunted the Jabberwock instead! They vanguarded up, then moved within march-blocking range of the left Jabber. The King and Co. scaled the hill, using their Banner of Relentless company: the faster they got stuck in, the less risk I was running of losing characters to Evocation Snipes and/or failing a terror-bomb Ld test. Additionally, with the newly-conjured forest where it was, I knew that reinforcements and redirectors were coming, and had to make sure I cleared the forest on time. So I made sure that all Cyclops and both Chariots were in my front arc, and that the Jabberwocks were too far away to charge my flanks. On the right side, the Seekers moved up to threaten the advance of the Wildhorn Herd.
In magic I managed to push through the rune of Gleaming on the Warriors, as well as the Rune of Resilience on the Seekers. The Flame cannons both opened fire at the Wildhorn herd, killing 10 Wildhorns in one go!
TURN 1 – Beast Herds
My king used the Rune of Storms on the rightmost Jabberwock, rendering it incapable of flanking the warrior block or affecting it with its aura. My adversary took a look around, and saw that the rest of the games were very dicey. So after a lot of thought, he took the Warrior bait: all 3 cyclops and the two chariots went into the block. With one cyclops failing, the warriors braced for impact.
The left Jabberwock charge the marksmen, who took a wound off with their stand and shoot. The right Jabberwock spied the corner of the seekers and flanked them to pin them down. The mongrel herd lacked the necessary movement to redirect my Hold Guardians, thankfully. A couple of Briar Beasts appeared inthe edge of the forest, ready to silence my cannons. Finally, the Wildhorn herd moved up towards the seekers.
In magic, I put all of my dispel… [Read More]
Greetings, one and all!
This is the tale of my Dwarven Holds’ adventures during one of the biggest team tournaments of 2018, the Luxembourg Bash Masters. For those who have never heard of it, this was the second edition of a team tournament in (surprise) Luxembourg: 18 teams of 5 players each had signed up, including international players from France, Norway, Germany, the Netherlands, Italy, Switzerland and, of course, Belgium.
In the context of our preparation for the ETC, our captain had suggested that Belgium participate “en force” in the LBM, and so we sent two teams. He then proceeded to abandon us due to RL commitments, meaning that we couldn’t bring the Lille lineup (see previous series of Battle Reports).
So instead, we went for the following players/armies.
@PrinceCharming with his Saurian Ancients ( @Blonde Beer keeps insisting that we’re forcing him to play this, but in reality he has such a beautiful army that he cannot stop himself from going Coldblooded).
@Arthur with his Highborn Elves. Ancient Dragon + FlameWarden/MoCT block
@IHDarklord with whatever was his latest attempt to break the UD book. See his thread right here, always worth reading! IHDarklord's 2.0 experiences
Merlijn, our trusted driver and Sylvan Elf player with the manliest SE list in the entire tournament. (fun fact: during our pairings I’d keep forgetting that he was playing such an aggressive list, and I’d suggest that he take on X or Y by shooting at it. He repeatedly looked at me, puzzled, and pointed out that his only shooting was the Treefathers…)
And, finally, yours truly with Dwarven Holds: after the latest hotfix, I was obliged to change the list due to the Forge Warden incident. So after a lot of thought, I decided to try and address a couple of small issues that I’d noticed in the Lille and Benelux tournaments as well.
Here is what I came up with:
Dwarf King on Warthrone, General, Holdstone, Shield, Rune of Might x2,Rune of Destruction, Rune of Storms
Thane BSB, shield
Runic Smith, Shield, 3 Battle Runes
Anvil of Power
20 Clan Marksmen, Great Weapons, Handguns, Musician, Standard, Runic Banner of Swiftness
35 Clan Warriors, Full Command, Banner of Relentless Company
6 Hold Guardians, Musician
18 Rangers, Crossbows, Great Weapons, Musician
24 Seekers, Vanguard, Musician, Champion
2x 1 Rune Crafted Flame Cannon
The idea behind all of my DH lists so far has been to have the ranged support units double as close combat support units. Which is why Forge Wardenswere so nice, with their 4+ save and S4 attacks. Trying to replace them, I opted for a unit of 20 Marksmen with Great Weapons, Vanguard and Handguns. I called them “poor man’s Forge Wardens”, but I figured that their extra Strength and extra range in shooting may come in handy. With my core points already covered, I upgraded the Crossbowmen unit to Rangers with Great Weapons, giving me a Scouting unit to either grab an objective or reinforce a flank after deployment was done.
Truth be told, I wasn’t expecting either unit to have a great impact onthe game with their shooting: but having 38 long ranged shots means that you can try to play the ranged game as well, especially against avoidance lists.
The final change was the addition of the Rune of the Storms on my King. It simply adds so many tactical options against flyers, be it to prevent a flying redirector from landing where he wants to, to keeping an Ancient Dragon honest for a turn. It turns out I was right about it, as it ended up helping a lot in several games.
With the lists sorted out, all we had to do was reach the snowed-in Luxembourg on a Saturday morning. And when I say morning, I mean 5:00 in the morning. On a Saturday.
American readers will probably consider this trivial, but in Brussels we consider that Liege is very far away. That’s a 60 minute drive. So imagine the energy required to wake up, grab a cab, go to the train station, get the 5:56 train to Liege, arrive just on time for the pickup car, then drive another 2 hours to Luxembourg center. When we entered the (spacious and very well organized) gaming hall at 8:45, I felt already exhausted. And the day was just beginning!
For the first round we’d get to fight team TGH: these guys are all either current or former ETC Germany members, counting amongst their number Yannick (who has already featured in two of my reports, beating me each time) and @Frederick. You may recognize the latter for his involvement in T9A, but also as a tournament organizer ofthe best Team event that I know of: Herford WTC.
As it turns out, Frederick and his Beast Herds would be my first opponent of the day! Already relieved that I wouldn’t get to face Yannick’s avoidance Dread Elves, I was even more glad to finally get to play Frederick after all of these discussions in the forums!
Stay tuned for game 1!
Smith [Read More]
So there we are, game 3 and we get to play against Team Portugal. Team Portugal is far from being a new-comer to the scene: most of the players are actually active French players (some with a double nationality), with previous ETC and other international experience. They had beaten both of their previous adversaries soundly, meaning that the result of the round would determine the winner of the Benelux Cup!
I got to play against Jose Paulo and his Daemonic Legions:
Harbingerof Pestilence on Blight Fly, General, Apprentice (Divination), Halberd, BloatedPutrefaction, Nauseating Aura
Harbingerof Pestilence on Blight Fly, BSB, Apprentice (Evocation), Halberd,Contamination, Veil of Shadows
10 Horrors,Musician, Champion
10 Horrors,Musician, Champion
18Slaughterers, Musician, Champion
2 x 5Crusher Cavalry, Musician, Champion
5 BlightFlies, Full Command, Rending Banner
2 x5 Furies of Pestilence
Having played against daemons a lot, I knew that the Blight Fly star would be impossible to pin down and very hard to deal with. We got Secure Target as secondary objective and Dawn Attack for deployment. My plan here was to stall the flies, using the King to prevent them from landing anywhere near my other, more vulnerable units.
For those who haven’t come across the Blight Star, it has Toughness 5, 4+ Regeneration, -1 tobe hit from afar, and has Poison (5+). With the banner of Rending, the amount of AP3 hits makes even my Dwarf king a bit wary of them.
We exchanged some drops, and in the end I opted for the first turn so as to limit the fly movement. I placed my Secure Target token far to the left, where the Marksmen would be able to easily get it. My opponent went for the far right side, where my scoring was weaker.
The Hold Guardians took +1S/+1AP, and I chose rune of Resolve/Resilience/Gleaming twice for my battle runes. The Seekers and Forge Wardens in the middle vanguarded forward to put some pressure on the daemonic troops.
TURN 1 -Dwarven Holds
The seekers and forge wardens pushed up the middle, while on the right flank the warriors and hold guardians angled themselves to prevent the flies from moving around my flank. Magic succeeded in putting rune of Resilience on the Seekers. Shooting didn’t amount to much, only dropping a single horror from the leftmost unit.
TURN 1 –Daemonic Legion
The Crusher Cavalry behind the hill could see the Forge Wardens, so they declared a (long) charge on them. A unit of furies had to flank the seekers to make this happen, but in the end the crushers failed their charge. The Blight flies repositioneda bit further to the right, and the Crusher cavalry on the right moved up aggressively towards the right objective.
In magic a Hand of Heaven went off on the Forge Wardens, killing three of them.
The seekers made short work of the charging furies, and prepared to charge the Crusher cavalry that had stumbled on the hill.
TURN 2-Dwarven Holds
The seekers went into the crusher cavalry. They were probably going to die in the process, but in this way they were protecting my flank quite effectively. In the middle the dance between the Warriors, Hold Guardians and the Flies continued. Unfortunately, I was careless when I moved the warriors and I didn’t make sure that the Seekers were in range for the Smith’s spells. It turns out they weren’t, so my opponent was happy to dispel the two augments from the Anvil onthem, letting the rune of Gleaming go off on my warriors.
Shooting was aimed at the Slaughterers, who had stepped into a Field in the meanwhile: when the two Flame Cannons and the Forge Wardens were done shooting, 10 daemons had died, reducing the unit from a combat block to chaff!
In combat the Seekers gave as good as they got: they dealt 9 wounds to the Crushers, taking 10 wounds back. The Dwarves won by 1 but the daemons passed their instability check.
TURN 2 –Daemonic Legion
The rightmost Crusher cavalry moved up into the dwarven backline, safely behind the building. The depleted Slaughterers moved aggressively against my Forge Wardens, while the Flies held their ground, defending the wall.
In magic I let through both Hands of Heaven, but my opponent rolled very low for them and failed to put a dent on the Forge Wardens. Shooting was also ineffective.
In combat, the seekers and crushers continued to exchange wounds: the seekers lost 5 of their number, dealing 3 wounds back.
TURN 3 –Dwarven Holds
I decided not to charge the Forge Wardens into the Slaughterers, since failing to breakthrough them would allow the flies a way out of the corner. Instead, they shuffled a bit backwards and took aim at the daemons. The king and the HG both moved up a bit, still locked in a Mexican standoff against the flies. Magic saw me put Distracting on the Seekers and Resilience on the Forge wardens.
In shooting, the combined efforts of the left Flame Cannon and the … [Read More]
With the spirits high after the first round win against the Netherlands, we prepared to face the home team, Luxembourg! They were all excellent guys, and we had eight very fun games: I got paired against Sebastien, an ETC veteran who brought the following Infernal Dwarf list:
Prophet,Alchemy Master, Shield, Besheluk’s Mechanism
3 x 10Citadel Guard w/Flintlock Axe, Shield, Musician
10 InfernalWarriors w/Blunderbuss, Shield, Musician
5 WolfRiders, Shield
22Immortals, Infernal Weapons, Shields, Full Command, Flaming Standard
2 x GunneryTeam, Volley Gun
VolcanoCannon Bound Daemon
We got to play Breakthrough with Encircle deployment. My opponent got the pick for sides and opted for the big center. Given that the secondary was breakthrough, I couldn’t just go for a flank since that would mean I’d be probably giving up the objective: we ended up with a good old central stand-off instead. We exchanged drops for a while, then I noticed a small opening: my opponent had deployed one of his Kadim units 2-wide, just outside of the BSB/General bubble and right across my seekers. I went for the first turn to try and capitalize on that.
For spells, I picked double Resolve, Gleaming and Resilience. The Prophet opted for corruption of tin, molten copper,quicksilver lash and the ID hereditary spell.
I used the vanguard to push my forge wardens and the seekers forward, and my opponent vanguarded the wolf riders to the safety of his backline.
TURN 1 –Dwarven Holds
I figured that a Ld5 frenzy check on the kadims was too good an opportunity to pass up, especially since the Seekers were in a very bad spot out in the open (flamecannon/volley guns/magic and the such). So I moved up the seekers some more, trying to bait the kadims. The downside to that was that I had to keep all of my other units more than 18” away from my targets, to avoid giving my opponent any alternative charge targets. On the left flank, the forge wardens moved upinto the forest.
In magic I got the flux card no1, giving me a 2-dice advantage. Despite my efforts to boost the sacrificial seekers, my opponent gambled and 1-dice dispelled two of my runes,blocking the entire magic phase.
Shooting saw me get first blood, killing 5 citadel guard in the middle between crossbow bolts and forge guns.
TURN 1 –Infernal Dwarves
I waited with baited breath as my opponent rolled his Frenzy check: he succeeded in rolling a 5! He then checked for the second unit, within range of BSB and general…he failed! Not an optimal result, but at least the seekers were in combat with one of their intended targets and they’d not die in vain to ID shooting. The volley guns and citadel guard advanced into shooting positions,and the second kadim unit repositioned in the flank.
Magic was relatively uneventful: I let Quicksilver Lash go on the warriors, then watched as the prophet failed to cast molten metal. The seekers became flammable,though, due to the metal attribute. Shooting was aimed at the king’s warriors,but a combination of penalties on to hit and the high toughness and armour ofthe dwarves meant that only 5 died.
Close combat was a complete bloodbath: 14 dwarves died, and in return they dealt 11 wounds to the kadim, leaving them on 4 wounds!
TURN 2 –Dwarven Holds
With the flank secured for a turn thanks to the seekers, it was time to advance: I used the Banner of Relentless company and sent the warriors forward towards the Immortal block. The hold Guardians moved up to threaten the kadim should theycharge the seekers, and the forge wardens repositioned slightly inside their forest.
In the magic phase I tried to buff the seekers first, but two of the runes got dispelled. I then cast the rune of resolve on the warriors, shoving them forward 6” more, right in front of the immortals and without a possibility for redirection. The runic smith then succeeded in casting rune of Resilience onthem, too.
Shooting was totally uneventful, the plate armour and aegis of the infernal dwarves proving too much for my flaming shots.
In combat,the kadims killed five more seekers, only sustaining a couple of wounds back: one kadim on two wounds was left fighting five seekers.
TURN 2 –Infernal Dwarves
The big Kadim unit failed its ld5 frenzy check, and opted for a long charge on my hold guardians instead of the seekers. They made it in. The immortals charged my warriors, and the flame cannon and flanking citadel guard failed their charges since the volley gun team failed to clear the path (my opponent declared acouple of conditional charges that would have made my life difficult had they succeeded).
Magic predictably succeeded in making my warriors flammable. Shooting was yet again of little use, with all good targets engaged in combat.
The lone kadim fighting the … [Read More]
Ahoy there Ninth-Agers! Happy Monday to all!
I bring you a cataclysmic confrontation of cosmic proportions! A colossal clash starring the venerable @Ulthred with his EoS army verses some extremely naughty elves wielded by the cunning @Nemeroth . Although almost a year on since its original inception I couldn't help post as it was such a great game with immense twists throughout.
Come be entertained: Shiny Peak Tower
PS. warning! contains proxies!
Greetings, fellow gamers!
About a month ago Team Belgium played in the first BeNeLux cup, organized in Luxembourg by @kiri .Being a part of the team, I attended with my Dwarves, in all of their pre-hotfix glory. Time has passed and now Forge Wardens hunt skirmishers instead of monsters, but I thought that some of you might enjoy reading about my adventures in the fiscal paradise of Europe.
A total of four 8-player teams competed for the title: Belgium, Netherlands, Luxembourg and team Portugal as a ringer (which is actually mostly comprised of French nationals). Over the course of a very long day we’d get to play 3 games with ETC-style rules for pairings and scoring.Whoever scored the best, would get the Benelux champion title!
After the very positive experience in Lille in January, I used the exact same list:
King on Warthrone, Shield, Rune of Might x2, Rune of Destruction, Holdstone
Thane BSB, Shield
Runic Smith, 3 Battle Runes, Shield
Anvil of Power
36 Dwarf Warriors, Shields, Full Command, Banner of Relentless Company
20 Marksmen, Crossbows, Great Weapons, Standard,Musician, Banner of Dismay
24 Seekers, Champion, Musician, Vanguard
6 Hold Guardians, Musician, Champion
18 Forge Wardens, Standard, Musician, Banner of Swiftness
Flame Cannon, Rune-crafted
Flame Cannon, Rune-crafted
For our first game we got to face the Netherlands,captained by none other than our @Blonde Beer ! As he has stated in his videos, the actual team that attended is a mix of experienced players and relatively new faces to the tournament scene. As luck would have it, I got to face Menno, an Ogre Khan player and a tournament regular.
He had brought the following list:
Shaman Adept, Thaumaturgy, LA, Magical Heirloom
Khan BSB, Trolleater, LA, Paired Weapons, Cleansing Light, Wrestler’s Belt, Potion of Swiftness
Shaman Adept, Pyromancy
9 Tribesmen, Full Command, Paired Weapons, Pennant of the Great Grass Sky
5 Tribesmen, Standard, Musician, Paired Weapons,Banner of Discipline
3 Tusker Cavalry
2 x 1 Sabretooth Tiger
5 Bombardiers, Musician
5 Bombardiers, Musician
2 x Thunder Cannon
Slave Giant, Ironfist
So a list with very decent shooting potential but also solid counterchargers. We got to play Dawn Attack and the King of the Hill scenario. For spells, he got Flaming Swords and Pyroclastic Flow from Pyromancy, as well as Hand of Heaven, Smite the Unbeliever from Thaumaturgy and the OK hereditary spell. I picked Rune of Resilience, Gleaming and Resolve twice.The Hold Guardians chose the +1S/AP upgrade.
I won the roll for sides, and decided to impose the deployment zone with the impassable terrain on my opponent, forcing him to split his forces. I picked the forest to the right as my target objective and he picked the central hill. We alternated deployments for a while, and once Isaw where the Tusker Cav would go I went for a full drop and the first turn. Menno reacted to that by deploying fairly deep, since he had the ranged advantage.
The Forge Wardens and Seekers vanguarded forward,ending up with a pincer-like deployment:
(In the diagram I actually forgot to place the bruiser dart, just to the left of the thunder cannon on the left flank)
My adversary, Menno, not the slightest bit worried about the approaching dwarves:
TURN 1 – Dwarven Holds
The dwarven combat contingent moved up at full speed, the seekers placing themselves opposite the tuskers and giant, urging them tocharge. The Hold guardians had to stay a bit back due to the Trolleater BSB: 5 attacks s6 with MW(2) is not something I was looking forward to facing!
Magic was concentrated on the seekers, but none of my augments went through. However,I was able to get off the rune of resolve on the king’s unit, moving them forward another 6” for an impressive 21” first turn movement! The Forge Wardens took pot shots at the big Tribesmen unit and caused three wounds, killing an ogre.
TURN 1 – Ogre Khans
After a bit of thought, my adversary sent both the Giant and the Tusker Cav into the seekers. I was fine with that, since I’d rather have them die in combat and take the enemy with them in the process! A tiger moved up to redirect my combat block, and the big tribesman unit advanced so as to be able to charge the forge wardens on the following turn.
In the magic phase I dispelled a boosted Flaming Swords, and had to let go the Smite the Unbeliever on the seekers, resulting in -1 resilience. The bombardiers aimed at my king’s unit and killed 7 warrior swith their first volley. The cannons took aim at the left flame cannon and one struck true, dealing two wounds.
Combat was bloody: between impact hits, close combat attacks and stomps, 11 seekers died to the attacks of the Ogres.… [Read More]
Our final opponents for the tournament were the players from Normandy (team Hot n’ Bash).They had brought a super-fast super-hitty WoDG list, a Change-Wrath DL gunline,Von Karnstein VC with double shrieking horror and my final adversary with Orcs and Goblins.
Gaspard @gaspacho is a veteran of many a tournament, and was the team’s captain. He had brought the following combat list, which I had rated as a good matchup for my dwarves:
Feral Orc Shaman Master (Shamanism), War Cry!, Crown of Autocracy, Magical Heirloom
2 x Cave Goblin Chief on Cave Gnasher
8 Goblin Raiders on Wolves
20 Orcs with Bows and Shields, Musician
35 Feral Orc Eadbashers, Paired Weapons, Full Command, Flaming Standard
2 x 15 Iron Orcs, Musician
8 Cave Trolls
2 x Giant w/ Nets
Great Green Idol, BSB.
So a list with very few ranged threats, but instead relatively cheap monsters that synergize quite well with the solid infantry core, and backed up by good combat buffs.
We got Secure Target as secondary objective, and the Marching Columns deployment type.We alternated deployments for a while, and once I was sure of where his main combat block could go I deployed the rest of my army and forced my opponent to play first.
The Hold Guardians got +1S/+1AP, and I picked double Rune of Gleaming, Resilience and Revocation for my spells. The orc shaman opted for the OnG Hereditary spell,Beast Awakens, Insect Swarm, Totemic Summon and Chilling Howl.
This is how the game looked before vanguards:
And a shot after my Forge Wardens and Seekers moved up. My plan was to secure the objective on the left flank (Where I had my shooting units and a flame cannon)and tempt the feral orcs to charge in the middle against my Warriors and Hold Guardians. The seekers had the task of keeping my flank protected and keeping the monsters relatively honest.
TURN 1 –Orcs and Goblins
The trolls failed their stupidity test and stumbled 6” forward. The orcs in the middle held their ground, wary of the 24”threat range of the flame cannons. The goblin raider cavalry backed up, and the giant on the left decided to move towards the center. The Great Green Idol moved more to the east, so as to cover the trolls for next turn’s stupidity check.
The magic phase started with the Insect Swarm going off, dealing 4 unsaved wounds to my rightmost flame cannon. The totemic summon was then dispelled.
TURN 1 –Dwarven Holds
The King’s retinue used the Banner of Relentless company to move up, with the Hold Guardians close by protecting their flank. The seekers angled themselves to prevent the trolls, cave gnashers and giant from outflanking my army. The Forgewardens moved up on top of the leftmost objective. The runic smith managed tocast -1 to hit and -1 to wound on my king’s unit. In the shooting phase the Forge Wardens and crossbows opened up against the orc archers, killing 4 of them.
TURN 2 –Orcs and Goblins
The feral orcs passed a shaky Ld7 to avoid charging due to frenzy, and moved back a bit instead. The archers moved up a bit to be able to take pot shots at my flame cannon. On the right flank,the trolls wheeled past the building , dangerously close to my lines. One giant and two cave gnashers were also in close support.In the magic phase I dispelled the Insect Swarm this time, letting the chilling howl go on the leftmost Flame Cannon. Shooting put a wound on the same warmachine.
TURN 2 –Dwarven Holds
This turn the dwarves declared some charges: the King’s unit charged into the Orc Bowmen, who were 8” away. They chose to hold, and I promptly got snake eyes formy charge distance, failing. The seeekers charged into the giant right next to them, who fled through the trolls. The seekers then redirected into the Cave Trolls and made it in.
In the magic phase I managed to cast the Rune of Gleaming on the charging seekers, to help stack the combat in their favor. The rune of revocation was also cast on the savages, to prevent any augment spells getting cast on the following turn. Shooting was yet again aimed at the orc bowmen, dropping 7 of them. They did not panic,though.
In combat,things didn’t go as planned: The seekers attacked first with paired weapons,and despite Hatred rerolls and having s5 on the charge they only managed to sneak two wounds past the armour and regeneration of the trolls. The trolls retaliated and killed a whopping 9 seekers back! Their deathblows were also regenerated without breaking a sweat. The dwarves held their ground and reformed to a wider formation, preparing for the grind.
TURN 3 –Orcs and Goblins
The feral orcs passed yet another Frenzy check to not charge my king’s retinue. They moved further back from the king’s unit. The fleeing giant rallied, the Gnashers repositioned slightly and the rest of the army held back for now. In the magic phase the Insect Swarm was cast on a… [Read More]
Next up in the list of adversaries was a team from Lille,who had had also a pretty good run so far with 2 big wins and a draw. Their team comprised of Highborn Elves with 8 levels of magic and two Lion Guard hordes with Distracting, monster-mash Saurian Ancients with an Alpha Carnosaur,3-lance Kingdom of Equitaine backed by hippogriff lord and Druidism and,finally, Infernal Dwarves.
Alex @hayaze , the team captain, brought a mixed arms list based around a huge immortal block and a maxed out Kadim unit, backed by warmachines, small arms fire and Pyro/Alchemy combo.
Prophet, Engineer, Wizard Adept (Pyromancy), Shield
Prophet, Wizard Adept (Alchemy), Magical Heirloom,Shield
Vizier BSB, Infernal Weapon, Shield, Basalt Infusion,Lucky Charm, Mask of the Furnace
20 Citadel Guard, Flintlock Axe, Full Command, Flaming Standard
25 Hobgoblins, Bows, Musician
26 Hobgoblins, Bows, Musician
28 Immortals, Infernal Weapon, Shield, Full Command,Flaming Standard
5 Hobgoblin Wolf Riders, Bows
Titan Mortar, Bound Daemon
6 Kadim Incarnates
So overall a list with better shooting than me, and a big block capable of breaking my warriors on the charge if they were depleted. We would play Counterthrust and Breakthrough as secondary objective. For his spells, he chose Fireball and Flaming Sword with the pyromancy adept, Molten Copper,Glory of Gold and the hereditary spell for the Alchemy adept. I picked twice Rune of Resilience, Rune of Gleaming and rune of Revocation. The Hold Guardians picked +1S/AP.
I won the roll for sides, and opted for the side with better cover so as to prevent the ID from taking refuge inside ruins and castling. In return, my opponent claimed a huge deployment advantage by deploying his wolves in a snake formation and pushing my deployment zone back.
After we’d exchanged 3 drops, he grabbed the initiative and went for a full drop, opting to play first. I had to modify my plan based on this: giving the entire bowline the opening shot on the seekers was a bad idea, so I deployed with most of my units behind the hill, the flame cannons in position to threaten the advance of the shooters and then used my vanguard to move the seekers back and out of the shooting range of bows and flintlock axes.
TURN 1 – Infernal Dwarves
With all of the shooting out of range, the infernals moved up. The Kadims pushed up on my left flank, squaring off against the Forge Wardens. The Immortals entered the building. In magic, my opponent managed to get off the molten copper on my left flame cannon, killing it outright. The warmachines opened up on the seekers, bringing four down.
TURN 1 – Dwarven Holds
With the kadims dangerously close, I decided to push and try to trap them. The Forge Wardens moved up out of the forest, with the Hold Guardians closeby to support. The Warriors scaled the hill, and the seekers moved up, making sure to stay in long range from the citadel guard. In magic I managed to put -1 to hit on the Forge Wardens, all the other spells getting dispelled. Shooting was directed at the Immortals inside the building,now flammable: despite their plate armour and 5+ ward save, 8 elite ID fell to the shot.
TURN 2 – Infernal Dwarves
The Kadims charged the FW, while the hobgoblin fast cavalry reformed to sneakily redirect the HG and one unit of hobgoblins did the same for the King’s retinue. The Citadel guard moved up within short range of the seekers. The Immortals came out of the building, threatening the flank of the seekers and the flame cannon at the same time.
In magic, I dispelled the hereditary spell on the Forge Wardens, then had to let through the Molten Copper on the flame cannon, resulting in 3 wounds. The Fireball failed to cast, thanks to Hewn from the Mountains. Shooting was directed once more on the seekers, and this time took a heavy toll: 9 dwarves lay dead when the barrage ended.
In combat, things went south: despite needing 5’s to hit, the Kadims produced an impressive amount of 6’s to hit, resulting in a grand total of 15 wounds! What didn’t help was that I assumed that the Forge Wardens had lost their fireborn attribute when they lost the 6+ ward save. Turns out I was wrong, but I only noticed it after the game! The plate armour of the dwarves saved two and allowed them to hold on a steadfast roll. A kadim also died to the return blows.
TURN 2 – Dwarven Holds
The FW combat didn’t go as intended, I had expected them to keep steadfast for a couple of turns and pin the Kadims into place. I settled for the second best thing: the HG charged the wolf screen, the King’sunit charged the hobgoblins, hoping to reform to threaten the bulk of the ID shooting next turn. The seekers also moved up to be really close to the Citadel Guard, hoping to force some charges and pin the enemy down.
Magic put -1 to wound and -1 to hit on the seekers, and… [Read More]
After two big victories, we were set to face a team from the “big league”: Paris has a very active tournament T9A scene, and our next opponents were frequent tournament goers. Their team, Friday Night Punto Fever, comprised of Orcs and Goblins, Empire of Sonnstahl, Undying Dynasties and -my next opponent- Dread Elves.
Juan @Xso hadbrought a mixed arms dread elf list with good counterpunch ability:
Dread Prince of Nabh, Great Weapon (Death Kiss), Destiny’s Call, Potion of Swiftness
Oracle Master (Cosmology), Wandering Familiar
Cult Priest of Nabh BSB, Essence of Mithril, Banner of Relentless Company
15 Dread Legionnaires, Musician
36 Dread Legionnaires w/spears, Full Command, Academy Banner
2 x 5 Dark Riders
28 Dread Judges, Full Command, Flaming Banner
10 Raven Cloaks, Great Weapon
9 Raven Cloaks, Great Weapon
3 x Dread Reaper
Looking at my opponent’s list, I had put this down as a good matchup: the dread judge deathstar is dangerous for my dwarf king, but the rest of the army should be easier to handle. We got Dawn attack for deployment and Spoils of war as secondary objective.Juan picked Altered Sight, Ice and Fire, Unity in Divergence and Touch the Heart for his spells, while I went for double runes of Gleaming, Resilience and Resolve. The Hold guardians elected to vanguard.
While deploying I noticed that my opponent was going for a deep deployment, wary of my flame cannons’ range but also looking to capitalize on the superior range of the Dread Reapers and his magic. To counter this, I opted for a full army drop and got the first turn. The board looked like this after vanguards:
TURN 1 –Dwarven Holds
The dwarven army moved up, the Seekers and Crossbows taking the long road around the building. The Forge Wardens stepped on the loot counter in the middle, as did the hold guardians to the west. With the dread judges out of position, I could threaten the Spearmen early on without fear of retaliation; if my opponent opted for the charge into the hold guardians, odds were that I’d be able to kill the Oracle and possibly even hold my ground thanks to Hatred and stomps. Magic boosted the hold guardians with the rune of gleaming. The left flame cannon moved up, while the right one opened up on the Dark Riders hiding behind the tower, killing 3. The Forge Wardens took aim at the Harpies, and managed to kill four of them! Unfortunately, the last survivor did not panic.
TURN 1 –Dread Elves
My opponent unfortunately didn’t fall for the Hold Guardian bait, but instead opted to play the redirection game: the last harpy moved in front of the Warriors and the left unit of Dark Riders moved up in front of the HG, tempting them to charge into Dread Judge Land. The shades moved around my flanks and the Dread Legionnaires moved back a bit.
Magic started with a successfully cast Ice and Fire on the Forge Wardens: 12 hits later, 7 ForgeWardens lay dead! I also let the Altered Sight go on the left shades, keeping mydice to dispel the Unity in Divergence on my seekers. Shooting was less effective, a combination of poor rolls for my opponent, cover and distracting meant that the HG only suffered one wound.
TURN 2 –Dwarven Holds
The Hold Guardians shunned the dark rider trap, but my warriors with king charged into the lone harpy. The Forge Wardens stepped into the tower in the middle, taking their loot counter with them. The Seekers advanced into the centrally placed ruins, the marksmen stepped on the rightmost loot counter and the right flame cannon advanced towards the elven lines.
In the magic phase I used rune of resolve on my seekers to burn through some dispel dice, allowing me to buff the king’s unit with Rune of Gleaming and Rune of Resilience.If the Dread Judges wanted to risk the charge, they’d have a hard time punching through them. Shooting started with the Marksmen killing the two remaining Dark Riders by the tower. The flame cannon misfired its flank shot against the second unit of Dark Riders, meaning that I wouldn’t be able to get rid of themas quickly as their counterparts. Finally, the Forge Wardens opened up on the Dread Judges and managed to kill five of the elves! The king dealt with the harpy and reformed.
TURN 2 –Dread Elves
After a bit of deliberation, my adversary elected not to charge my King’s Retinue. He instead positioned his combat units around the 13” mark away from mine, giving me long charges on his units in exchange for more certain charges if I failed. The entire army moved away from the flame cannon range. Magic failed to impress this time; I let Altered sight go, and managed to dispel Ice and Fire on the Forge Wardens. Shooting again was less than impressive: the hold guardians took all the elves had to throw at them and emerged with just 2 wounds suffered,losing a single model.
TURN 3 –Dwarven Holds
At… [Read More]