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]
After our success in round 1, we would get to face ateam that we fought last year too. They are all international tournamentveterans, and were sure to give us a good run for our money. The armies thatthey brought were a fast WoDG army, a four-varkolak Strigoi VC list, aCuatl-led 3-block Saurian army and, finally, my opponent’s Pestilence Daemons.
I actually played against Michel @Gandarin the last year, and wehad a very fun game. So I was excited to be facing him again. He is an ESC regularand had brought the following list:
Harbinger of Pestilence on Blight Fly, Halberd,Contamination, Nauseating Aura, Adept (Evocation)
Harbinger of Pestilence on Blight Fly, Halberd, Tokenof Pestilence, Bloated Putrefaction, Adept (Evocation)
Harbinger of Pestilence on Blight Fly, Halberd,Nauseating Aura, Bloated Putrefaction
19 Tallymen, Full Command, Banner of RelentlessCompany
15 Tallymen, Musician
15 Tallymen, Musician
5 Blight Flies, Full Command, Contamination, Banner ofSpeed
4 Blight Flies, Full Command, Contamination, Banner ofSpeed
5 Furies of Pestilence
5 Furies of Pestilence
A very straightforward list: it hits hard, can soak upa lot of ranged and close combat damage and has the advantage of flying hard-hitters and good redirectors. Wegot Frontline Clash and Breakthrough as a secondary objective. For spells,Michel picked Ancestral Aid, SpectralBlades, Whispers of the Veil and the Daemonic Hereditary spell. I went fordouble Rune of Resilience, Gleaming and Revocation.
The game plan here was to try and win the objective,and hopefully isolate one of the two Blight Fly units and grind it down. Frompast experience, Blight Flies are surprisingly resilient and their 4+regeneration save makes attacking them a risk. This has only gotten worselately, since the new Unstable rules protect them from taking a lot of damageon an unfortunate Ld roll.
We dropped units one by one, and we ended up with thedaemons in a pincer strategy and my dwarves more cenrally deployed, with theshooters and the dwarf king’s unit facing off against the small fly unit andthe seeker/hold guardian duo against the bigger one. This is how things lookedafter vanguard:
Despite my opponent’s +2 bonus for the first turn, Imanaged to win the roll and grab the initiative. My shooting would beineffective, but this would allow me to limit the daemons’ space for maneuvers.
TURN 1 – Dwarven Holds
The Seekers moved up to threaten the right Flies, withthe Hold Guardians close by in case they decided to fly past the dwarvenbersekers. On the left side, the King’s Warriors moved up as well, with theForge Wardens in close support. Shooting put a single wound on the leftmostflies, while the magic put -1 to wound on the seekers.
TURN 1 – Daemonic Legions
The leftmost flies flew 14”towards the center, leavingmy King’s unit slightly out of position. One unit of furies flew right in frontof the seekers, allowing the rightmost blight flies to move past them and outof LoS of the Hold Guardians. The small tallyman units moved forward towards mydeployment zone, and the bigger one reformed to a wide formation and steppedout from behind its cover.
Magic was inconsequential, since there were no goodtargets for the evocation augment spells.
TURN 2 – Dwarven Holds
Knowing that I’d have to first deal with theredirectors if I was to get any meaningful charges off, I sent the seekersagainst the furies. The Warriors moved up to threaten the big Tallymen unit andthe Hold Guardians reformed to block off the advance of the blight flies to theright.
The rune of Resilience was once more cast on theseekers, all the rest of the magic getting dispelled. In shooting, 3 tallymenfrom the left unit died, as well as another two from the bigger, central unit.The seekers predicably made short work of the furies and reformed to threatenthe right flies’ path to my warmachines.
TURN 2 – Daemonic Legions
In an unexpected move, the big tallymen flank chargedmy victorious seekers. I didn’t expect this to happen, as the odds are reallynot in favor of the daemons there. This allowed the right flies to move up nearthe Flame Cannon, while their counterparts to the west moved behind theimpassable terrain in the centre. After the initial split of the daemonicforces, my adversary was now trying to get both Blight Fly units on one flank,which is what I was more wary of. On both flanks, the Tallymen continued theirmove towards the touchdown zone.
A big magic phase saw the Whispers of the Veil cast onthe Seekers, then the Spectral blades too. Thankfully, I stopped the ancestralaid spell. That combat was brutal: the charging Tallymen performed an almostperfect round of combat, killing 10 seekers out of 13 attacks! They replied inkind, dropping 9 tallymen between their attacks and the deathblows.
TURN 3 – Dwarven… [Read More]
For the first round we had been randomly paired against the "Halfling team", comprised of a nasty mono-Wrath daemon list, an EoS mixed arms list, an infantry-heavy WoDGlist and finally a Dread Elf mixed arms list.
My opponent, Jean, had brought a balanced EoS list:
Marshal,GW, Pistol, Imperial Seal, Lucky Charm, Mantle of Ullor
Marshal,BSB, Pistol, Shield, Blacksteel, Legion Standard, Potion of Strength
Prelate,Great Weapon, Destiny’s Call, Locket of Sunna
Wizard Master, Exemplar’s Flame, Magical Heirloom, Cosmology
Artificer w/ Long Rifle
47 Heavy Infantry, Spears, Full Command, Household Standard
20 Light Infantry, Crossbows, Standard, Musician
20 Light Infantry, Handgun, Full Command, Marksman’s Pendant
3 Knight sof the Sun Griffon, Lance and Shield, Standard, Musician
3 x 5 Reiters, Brace of Pistols
6 Imperial Rangers
2 Imperial Rocketeers
So an all-around force, with a focus on shooting and damage-dealing magic. We gotSecure Target as secondary objective, and deployment was Dawn Attack. For his spells, my adversary picked Ice and Fire, Perception of Strength, Unity inDivergence and Fireball. In return, I opted for double Rune of Resolve, Rune of Gleaming and Rune of Resilience. The Hold Guardians got +1 S/AP.
Winning the roll for picking sides, I gave my opponent the side with a big impassable terrain breaking up the deployment zone. With such an amount of high strength shooting I knew I’d have to move fast with the Seekers and the Warriors to avoid getting shot to pieces. The downside to that was that the big unit of spearmen with 4 characters inside and detachment support could win the fight against my warriors and force them to flee(especially if depleted by shootingat first), so I’d have to find away to keep the support units occupied.
We placed the Secure target objectives in diametrically opposite positions, influenced by the Dawn Attack scenario (each placed his marker near the opponent’s “weak”side. My adversary chose to keep a unit of Reiters and the Sun Griffon knights in reserve.
After exchanging some drops (warmachines for me, the light infantry for him) I stole the initiative and got the first turn. The seekers and the Forge Wardens both vanguarded full steam ahead.
TURN 1 –Dwarven Holds
The King’s unit used its Relentless company banner to close the distance to the light infantry right in front of the Spearmen. The Seekers angled themselves so as to be able to threaten the Handgunners on turn 2. The Marksmen, too far away to be able to shoot at somebody, marched up to the objective next to the tower.Finally, the Hold Guardians stayed behind the safety of the hill, not too keen on getting hit by 2 rocket batteries and a cannon!
In the magic phase I got a good card, giving me a 9-5 pool. By the end of it, the Seekers had the Rune of Resilience cast on them, while the Warriors got to move a further 6” towards the enemy battleline thanks to the Rune of Resolve.Shooting dropped three of the centrally placed Reiters.
TURN 1 –EoS
With the Dwarven Warriors 3”away from them, the Crossbows decided to stand their ground.The Flagellants moved up to threaten the Forge Wardens, while the Reiters onthe left threatened my left flame cannon. The Rangers chaffed up the seekers.
In magic I had to let the Ice and Fire through on the Forge Wardens, losing 6 models in the process. Then Altered Sight was cast on the rightmost Rocket battery.Shooting bounced harmlessly off the seekers thanks to the rune of Resilience,but the augmented rocket battery shot true and managed to kill my rightmost Flame Cannon. The left Reiters put a single wound on the left Flame Cannon,too.
TURN 2 –Dwarven Holds
The Seekers charged against the Imperial Rangers, while the Warriors fell upon the Light infantry detachment. The magic phase saw me put Rune of Gleaming on theseekers, all the other runes getting dispelled. The remaining flame cannon took a shot at the reiters harassing it, killing four out of 5 and sending the lastone fleeing. The Forge Wardens and Marksmen opened fire on the Flagellants,leaving just 4 of them alive.
In combat,the king and his retinue killed 7 crossbowmen for no wounds back, but the lightinfantry held its ground thanks to the Parent unit’s proximity. The seekers did short work of the Imperial Rangers, and reformed to face the Handgunners.
TURN 2 –EoS
The flagellants charged the Forge Wardens, losing another 2 of their number to stand and shoot. The two remaining central reiters flanked the King’s unit,while the fleeing reiter fled out of the table. The final unit of reiters held in reserve arrived and moved up towards the remaining flame cannon.
In the magic phase the Crossbowmen were boosted with Perception of Strength, while the Unity in Divergence was dispelled.… [Read More]
With the new version of T9A just released and the hotfix discussions still ongoing, I bring you a report of my latest games. This time last year, some mates and myself attended a team tournament organized in the nearby city of Lille, France. We did pretty well for ourselves, playing very good French teams and finally getting first place! But more importantly, we had great fun in a well-run team event, which is why we decided to go back for another go this year.
The event was ran by Myreille Strategic Team ( @Tartignolle ) , who this year surpassed all expectations and brought us an even better experience: In total, 12 teams of 4 players attended, making this a pretty big event by local standards. Teams from Paris and generally the north of France attended, as well as two teams from Belgium.
Our team (the Belgian Chocolates) comprised of @gregor with a polytheist Daemon Legion army,@'PrinceCharming' with his Quatl saurian ancients, @IHDarklord and his Undying Scara…ehrm, Dynasties, and yours truly with Dwarven Holds (you can find all of the lists in this pdf: fichier-pdf.fr/2018/01/24/listes-msteamii-v4/).
The pairings would be done in a scaled-down ETC manner: every team pushes one army forward,and the opponent gets to propose two matches for that army. The rest of the matches are decided on the choices of either team and the army left “in hand”. Essentially,it allows one some freedom, but getting the right army into the right match can be a challenge.
Since the v2.0 has been released, I’ve been trying out some Sylvan Elf lists and generally having fun with them, but I’ve also been painting some Dwarven Holds miniatures. So I jumped at the chance of giving the stunties a go, and decided to bring the following list:
Dwarf Kingon Warthrone, Holdstone, Rune of Destruction, Rune of Might (x2), Shield
RunicSmith, 3 spells, Shield
36 Dwarf Warriors, Shields, Full Command, Banner of Relentless Company
20 Clan Marksmen w/ Crossbows and Great Weapons, Standard, Musician, Banner of Dismay
24 Seekers,Vanguard, Musician, Champion
6 Hold Guardians, Musician, Champion
18 Forge Wardens,Standard, Musician, Banner of Swiftness
ENGINES OF WAR:
2 x Flame Cannon, Runeforged
So a variationof a list I’d previously used back in v1.0: three solid combat units, backed up by two multi-tasking support units, runic magic and a couple of those 24” flamethrowers for good measure. The list was designed to be able to deal with a multitude of threats and be able to grind it out against most enemy combat lists.It has the speed needed to compete in all secondary objectives, an attribute that would come in handy since the tournament rules stipulated that deployment type and secondary objectives would be randomly decided for every game.
The army is pretty compact and has very few loose points outside of the five main units.These can take some punishment from afar, especially when backed up by therunic magic. It is definitely a departure from my usual MSU combat elf armies,but it keeps the close combat focus. Another common point is the lack of “chaff”,which I’ve found to be redundant provided you can position things correctly.
Despite the presence of some ranged support units, the army is essentially a “push” list, very frequently ending up on fighting inside the enemy deployment zone. With high resilience, some very decent anti-character and anti-monster capabilities and a good splash of unbreakable and steadfast it can create difficult situations for opponents.
Over the course of the weekend, I’d get to test out the new bound spell magic phase,play all the new and weird deployment scenarios and generally have a great time. I’ll be sharing this experience with you in the coming reports, stay tuned for game 1 against Empire of Sonnstahl!
Smith [Read More]
Well we step into the final game of the UK GT Final, Game 6 and I was drawn against Dwarves and to the shock of no one I was still on the bottom table. However, there is a chance I can avoid the wooden spoon if I can get a big win. Always a big ask against Dwarves though. My Opponents list:
Dragon Seeker: Rune of Precision, Rune of Quickening, Rune of Smashing
Engineer: Forge Repeater, Shield
Thane: Army General, Shield, Shield Bearers, 2x Rune of Might, 2x Rune of Shielding
Runic Smith: Rune of Gleaming, Rune of Reckoning, Rune of Resilience, Shield, Rune of
Devouring, 2x Rune of Aegis
12 Marksmen: Guild-Crafted Handguns, Musician, Shields
27 Greybeards: Champion, Musician, Standard Bearer, Great Weapon, Shield
1 Flame Cannon: Rune Crafted
2 Attack Copter: Skirmish
25 King's Guard: Champion, Musician, Standard Bearer, Runic Standard of Shielding
15 Seekers: Champion, Skirmish
1 Vengeance Seeker
So 2 big nasty fighting blocks with great weapons that will chew me up if I fight them dead on. A fair amount of shooting, the cannon is big worry for me as it will no doubt shoot off my big monsters and the flame cannons D3 wounds could do some damage to me too. I need to take out the warmachines as early as possible with the dogs or Fallen and hopefully get some combo charges on those blocks, preferably a flank charge.
My Opponent had a lovely scenic bases for the seekers with them walking through a town with a bridge, a stream and a little troll poking it’s head out of the sewer.
(I'n not sure if my opponent is on the forum or not otherwise i would give him credit for this awesome bit of hobby)
Dwarven Holds 1
Dwarven Holds 2
Dwarven Holds 3
Dwarven Holds 4
Dwarven Holds 5
Dwarven Holds 6
Gabe with Gabe of Thrones Studio is back with an epic Warriors of the Dark Gods army facing off against David’s Stout Dwarfs backed by a cannon and Vengeance Seeker. There’s plenty of carange in this battle!
5,000 Point 9th Age Version 1.3 Battle Report, played January 2017
David’s Dwarven Holds vs Gabe’s Wasteland Warriors of the Dark Gods
Deployment: Refused Flank
Secondary Objective: Breakthrough
youtu.be/ZL69KJYNAso [Read More]
Ok everyone it's been a while, but I'm back with a good handful of battle reports to share. I'll start off with my pre-tournament prep for the Mayhem in the Mountains GT in Denver Colorado! So excited to show what battles I've been up to.
For those who might be interested, here's a little vid where I briefly explain my hiatus.
So this video is all about getting a cheaper army to learn the game, I personally built up this army list for less than £15. Yes you trade quality for value but as a first army, I'm pretty excited!
Grey Beards - em4miniatures.com/acatalog/Copy_of_Fantasy.html
Characters - snmstuff.co.uk/product/reaper-bones-dain-deepaxe/
Thanks for watching guys [Read More]
Hey guys! So as you might know by now I am a 9th Age novice with little to no experience playing any Rank & File miniature game so I might need a little bit of hand holding to get used to this all. Here are my plans for my Dwarven Holds army up to 2000pts though I will be taking it in 1000pt Steps as you'll see later on the channel.
Thanks for watching and please leave suggestions below! [Read More]
Hello, Hello, Hello, Andrew is back today with long time friend of the show Corey Lenigar! Those who remember past casts would Corey as a the Long time Dwarven Hold player who created the following models:
Corey and Andrew don't do a full review, rather they do a high level of the Dwarven Hold 1.0 release - only covering some favorites and disappointments. This is part of a series of Xtra Points Episodes where Andrew will be covering rules and highlights from all the 1.0 books, while the Prime Casts take care of full book/army reviews.
If you enjoy the show, tell others about it and check out our other shows that are part of the Ohiohammer Network (Countercharge, Countercharge Xtra, Xtra Points, and Model Citizen).
Lastly don't forget to check out our miniatures convention - OhCon!
Ohiohammer Xtra Points - Ep 123 [Read More]