Articles Tagged with “Dwarven Holds”

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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • 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:


    Victor wrote:



    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 check… [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:



    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]
  • 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:



    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:


    SmithF wrote:

    HEROES:
    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

    CORE:
    20 Clan Marksmen, Great Weapons, Handguns, Musician, Standard, Runic Banner of Swiftness
    35 Clan Warriors, Full Command, Banner of Relentless Company

    SPECIAL:
    6 Hold Guardians, Musician
    18 Rangers, Crossbows, Great Weapons, Musician
    24 Seekers, Vanguard, Musician, Champion

    ARTILLERY:
    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:


    Paulo wrote:

    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:

    Sebastien wrote:

    Prophet,Alchemy Master, Shield, Besheluk’s Mechanism
    Vizier BSB,Shield

    3 x 10Citadel Guard w/Flintlock Axe, Shield, Musician
    10 InfernalWarriors w/Blunderbuss, Shield, Musician
    5 WolfRiders, Shield

    5 KadimIncarnates
    6 KadimIncarnates
    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]
  • 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:

    SmithF wrote:

    HEROES:
    King on Warthrone, Shield, Rune of Might x2, Rune of Destruction, Holdstone
    Thane BSB, Shield
    Runic Smith, 3 Battle Runes, Shield
    Anvil of Power

    CORE:
    36 Dwarf Warriors, Shields, Full Command, Banner of Relentless Company
    20 Marksmen, Crossbows, Great Weapons, Standard,Musician, Banner of Dismay

    SPECIAL:
    24 Seekers, Champion, Musician, Vanguard
    6 Hold Guardians, Musician, Champion

    CLAN THUNDER:
    18 Forge Wardens, Standard, Musician, Banner of Swiftness

    ARTILLERY
    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:

    Menno wrote:

    HEROES:
    Shaman Adept, Thaumaturgy, LA, Magical Heirloom
    Khan BSB, Trolleater, LA, Paired Weapons, Cleansing Light, Wrestler’s Belt, Potion of Swiftness
    Shaman Adept, Pyromancy

    CORE:
    9 Tribesmen, Full Command, Paired Weapons, Pennant of the Great Grass Sky
    5 Tribesmen, Standard, Musician, Paired Weapons,Banner of Discipline
    3 Bruisers

    SPECIAL:
    3 Tusker Cavalry
    2 x 1 Sabretooth Tiger

    POWDER KEG:
    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:


    gaspacho wrote:



    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.



    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:


    Xso wrote:

    HEROES:
    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

    CORE:
    15 Dread Legionnaires, Musician
    36 Dread Legionnaires w/spears, Full Command, Academy Banner
    2 x 5 Dark Riders

    SPECIAL:
    28 Dread Judges, Full Command, Flaming Banner
    5 Harpies
    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:

    Gandarin wrote:

    HEROES:
    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

    CORE:
    19 Tallymen, Full Command, Banner of RelentlessCompany
    15 Tallymen, Musician
    15 Tallymen, Musician

    SPECIAL:
    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:


    Jean wrote:

    HEROES:

    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

    CORE:
    47 Heavy Infantry, Spears, Full Command, Household Standard
    20 Light Infantry, Crossbows, Standard, Musician
    20 Light Infantry, Handgun, Full Command, Marksman’s Pendant

    SPECIAL:
    3 Knight sof the Sun Griffon, Lance and Shield, Standard, Musician
    3 x 5 Reiters, Brace of Pistols
    6 Imperial Rangers

    SUNNA’S FURY:
    15 Flagellants

    ARTILLERYTRAIN:
    2 Imperial Rocketeers
    1 Cannon



    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.

    Deployment:

    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]
  • Greetings,fellow gamers!

    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.

    The Team:

    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.

    The list:

    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:


    SmithF wrote:

    HEROES:
    Dwarf Kingon Warthrone, Holdstone, Rune of Destruction, Rune of Might (x2), Shield
    Thane BSB,Shield
    RunicSmith, 3 spells, Shield
    Anvil ofPower

    CORE:
    36 Dwarf Warriors, Shields, Full Command, Banner of Relentless Company
    20 Clan Marksmen w/ Crossbows and Great Weapons, Standard, Musician, Banner of Dismay

    SPECIAL:
    24 Seekers,Vanguard, Musician, Champion
    6 Hold Guardians, Musician, Champion

    CLANTHUNDER:
    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]