söndag 15 januari 2017

Building an army worthy of winning a tournament

By the end of 5:th edition I decided to go with Empire as my new tournament army due to their cheap characters & abusable troops.
 
The list turned out like this:
Empire General: Flail of Skulls, Armour of Fortune, Crown of Command, mounted on steed with lance, shield & greatweapon.
 
Empire Hero: Potion of Strength, Heart of Woe, Lance, shield, heavy armour & riding a Pegasus.
 
Wizard Champion: Horse, 2 Dispel scrolls.
 
Wizard: Dispel Scroll.
 
Champion: Light armour, shield, lance, horse & Black gem of Gnar.
 
8 Kislev Winged Lancers: Standard bearer with Standard of shielding.
 
18 Flagellants.
 
9 Halfings with bows.
 
5 Kislev Horse Archers.
 
5 Kislev Horse archers.
 
1 Hellblaster

1 Hot Pot
 
Golgfag's Ogres.
 
The idea behind this army was to apply pressure via shooting to force the enemy to come at me.
I had 3 regiments that were tough in combat & next to impossible to break, the lancers had a 3+ save & a nice 16" charge range, the general added much needed punch to the unit.
The flagellants were a bargain, they nearly had the same profile as a chaos warrior for less than half the price & were unable to be broken!
Golgfag's Ogres were the toughest Regiments of renown available (toughness 5, LD9 & 3 attacks each & Golgfag himself had a massive 6 attacks), they were hard to shift.
The characters were support, the hero & the champion were to take out the toughest stuff my opponent could throw at me, while the wizards were mostly there to protect me from enemy magic.
All in all I was very satisfied with this list & the coolest part was that each model was made of metal rather than plastic, I liked the weight of it.

Before the tournament I played a few practise games with it, winning all 4 of them, I had a good feeling about this.

Onto my first tournament with my newly painted army (note, I have the notes from this tournament, along with a few minor details that happened each game, but in no way am I able to remember each game at its fullest), just as earlier it was held at Tradition, in Malmö, the rules from my previous post was used along with an extra rule that said that no more than 50% of the army regiments was allowed to be made up by models costing 50 pts each or more (probably to avoid Chaos Knight, Dragon Ogre spam lists whih were becoming more & more common).

My first game was vs a Dark elf player, he had a very friendly list imo, looking like this:

General on Cold one with Sword of Might, Amulet of Fire & some wardsave.
Master sorcerer with Crossbow, Skull staff, Dispel scroll & Jade Amulet.
Assassin: I think he had Sky Arrow of Naloer on this one as I made a note to not fly high.
Witch elf champion.

19 Witch elves with champ & assassin ^
11 Corsairs with crossbows, Sorcerer here
12 City guard
5 Dark riders with crossbows
5 Cold one Knights with command & Banner of Might
5 Harpies
2 Bolt Throwers

The only thing that really worried me was the Cold ones & that he had such a huge amount of shooting, sure it was weak, but it was close to 50 shots excluding the Bolt Throwers!
We rolled for spells, I got Destruction & Net on my level 2 & Destruction on the level 1.
He got Deathspasm and Blade Wind & some other I haven´t written down in my notes.
I don´t ante anything, he antes my Heart of Woe.

I got first turn, I didn´t move much except letting the flagellants move into a better position & getting the Horse Archers to prevent him from marching. I took down one of the Bolt Throwers in the shooting phase along with a pair of witch elves. My magic drew out his Dispel Scroll.

He moved everything forwards as fast as possible while positioning his harpies between the flank of his witch elves & my horse archers. He shot a few flagellants, killing 4 as well as 1 horse archer. His magicphase didn´t do anything due to a very low roll of 3.

Turn 2 I flew forwards with my Pegasus hero to threaten his remaining Bolt Thrower. I poured some shooting into his witch elves but didn´t do much damage. The magic phase was quite weak & he dispelled my net which I cast on his Cold Ones.

He charged my horse Archers with his harpies, which held due to the short range between them, he also tried to charge my second unit of horse Archers with his dark riders but I fled out of reach. The rest of his army moves forward.
In his shooting phase he managed to hit my Winged lancers with his bolt thrower killing 3 of them, his other shooting took out yet another pair of  flagellants and wounded the Pegasus hero (but thankfully not killing him). The harpies break & kill my pistoliers.
I scrolled both spells he casts due to no dispel cards.

Turn 3 I charge his Bolt thrower with my Pegasus hero. The Horse Archers rally. I shoot his Dark riders with my helblaster, wiping them off the board. I then kill 1 crewmember from his bolt thrower with my hero, but the other one decides to be brave & holds his ground.
In the magicphase I try to cast Destruction on his Witch elves, my opponent dispels it via rebound & he casts Deathspasm on my general. Up until this point the magic phases has been quite uneventful with every spell cast becoming dispelled in one way or another, I hold my breath, knowing that this could very well be the end of my general, which kind of ruins my plan for the next turn, he needs to roll a 5+, but thankfully only rolls a 3.

In his turn he flies high with his harpies, while the Cold ones get stupid. His witch elves move to be within 10" of my flagellants, but as it turns out, still outside my charge range.
He focuses fire on my halflings, killing all but 1 & the wizard hiding among them. I kill off the remaining crewmember. His Blade wind is dispelled.

Turn 4 is where it all happens, I charge my lancers into his Cold one Knights, my Flagellants charge his witch elves but they are 1" too far away, the ogres charge his City guard, which flee. I shoot them down with my helblaster before it explodes due to misfire, killing 6 of them. My remaining Horse Archers move into a position to contest a board edge.
My general challenges his, I cause 1 wound after saves which is doubled to 2, he causes 1 wound. My lancers & champion kill off 2 Cold one Knights, he kills one in return, I win combat & breaks his unit, netting me loads of VP's. I cast destruction on his City guard, but it gets dispelled.

Harpies charge my Hot Pot, his witch elves charge my flagellants, his corsairs kill my hero on Pegasus via shooting, the mount fly off, he tries to score as many points as possible, but it´s not enough & I get a solid victory.



Game 2 I face Beastmen, he has a solid list which looks like this:

Beastlord: Chaos Runeblade, Helm of Many Eyes, Armour of Protection
Master Shaman: Golden Crown of Atrazar, 2 scrolls
Champion with Black gem of Gnar

5 Harpies
3 Minotaurs with additional weapons, not sure whether here was a champion or not.
8 Ungors, skirmishers
19 Gors with standard & musician, Banner of Defiance, he put the Shaman & champion here
19 Bestigors with standard & musician, Banner of Rage, Beastlord deployed here for a nasty 8 Always strike first attacks without armour saves & causing D3 wounds!
3 Chariots with scythes.

This army had me much more worried than the Dark Elf one, I knew I had to avoid his Bestigors, since I had nothing that could stand up to them. Beastmen chariots are probably the toughest & most dangerous chariots in the game, goblin & wood elf chariots are good due to being able to have plenty of animals, chaos warrior chariots are good as their steeds have Toughness 4, but beastmen chariots are amazing, Toughness 4 on both riders & animals as well as 2 wounds each, & they cost less than a warrior chariot!

We started by rolling spells, I got Fireball & Heal on my champion & Net on my level 1. He got Glean magic, some assassin spell & Boon of Tzeentch.  He got 5 Chaos Gifts the only intresting ones killed one of my Horse Archers & giving him a free dispel scroll from Wrath of Khorne.
I used my ante to remove his Helm of Many Eyes & he used his to remove my Black gem of Gnar.

He got first turn & moved everything forwards, his harpies flew high, his ungor skirmishers screened a pair of his chariots. He casts the assassin spell in an attempt to kill my level 1 wizard but I use the same wizards scroll to dispel it & then store my cards.

In my turn I try to position my horse Archers in a way to delay his chariots as much as possible, my hero flies high & I start to shoot, I target his bestigors with my halflings & my hot pot, killing 3 models. Ugh, I thought I had a good shooting phase, but 2 wounds each is tough. 1 harpy plunges to his death from high above, impaled by my heroes lance.
My net is dispelled by a Wrath of Khorne, & he manages to roll a 6 to destroy the spell, so now my lowbie wizard is useless without any spells nor a scroll....

By the start of turn 2 his harpies charge my Helblaster, the rest of his army tries to maneouver into favorable positions. The harpies break & kill my Helblaster volley gun crew, taking them off the board. The magicphase does nothing.

I once again do very little movement, I put 1 unit of horse Archers into a position which will force his frenzied bestigors to charge them, while my other horse Archers run around his chariots trying to threaten his rear. I charge my hero into 1 of his chariots. My shooting do very little damage, the halflings do 1 wound to a bestigor while the horse Archers kill 1 ungor.... In combat I kill one crewmember & manage to break his chariot but fail to catch it.

Turn 3, Bestigors charge my horse Archers which flee, leaving his unit in a vulnerable position.  His other units moved around a bit to get into better positions & protect his Bestigors flank, the harpies return to the table while the chariot rally. He once again casts the assassin spell, this time targeting my level 1 wizard, I try to dispel it via a normal dispel card but fail, which results in 1 dead wizard.

In my turn I charge his minotaurs with my Ogres, my hero once again charges his chariot. In the shooting phase I use the halflings to shoot & kill 1 harpy which is enough to get them to panic off the board. The hot pot misses & the horse Archers kill 1 ungor....
My Ogres inflicts a massive 8 wounds on his Minotaurs, the lone minotaur strikes back with 3 attacks & manage to kill an Ogre by rolling like a god! Nevertheless he flees & gets caught by my ogres, which are now in position to get a nasty charge from one of his chariots.... My hero bounces off his chariot, none of them doing any damage.

His final turn, his Gors charge my Flagellants. The Bestigors position themselves ready for a charge from my general & winged lancers. 2nd chariot charges my Ogres, His 3rd chariot try to charge my halflings which flee, his ungors charge my horse Archers which stand & shoot.
In combat he inflicts 4 wounds on my ogres, they return the favor by causing 1 wound, I lose the combat, but manage to hold. His Gors Bounces off my flagellants, it doesn´t matter that he has a static combat resolution of 7 when they are unbreakable, he will need to kill them to the last man.....

In my turn I charge the last chariot with my Winged lancers, Golgfag position himself to be able to fight, my halflings rally. My hero gulps down his potion of strength in an attempt to finally kill his chariot. Shooting does very little, the only thing I can shoot at is his Bestigors, I cause 2 wounds with my hot pot, killing another bestigor. My general kills his chariot, Golgfag manages 2 wounds on the 2nd chariot, which deals 1 in return, it loses by 1 but holds, my hero kills off the crew of the final chariot but the tuskgors kill the rider in return, I still win the combat & the chariot thankfully breaks. The gors kill a few flagellants, which kill 1 gor in return, my troops hold despite a massive loss in CR. His ungors have a lucky round of combat & kill 2 horse Archers which breaks & flee, with no chance of rallying.

All in all a very close fought battle, I managed to avoid 2 of his 3 chariots & his Bestigors didn´t see a single combat which was good for me, my plan worked, I had hoped for a minor victory, but the margin was so close that we got a draw.
After the battle we had a nice chat about his army, I pointed out the weakness his army has from the minotaurs, changing them to a pair of Dragon Ogres would probably be better due to higher toughness, strength & save, while not losing more than 1 wound & 1 attack, & also gain a smaller footprint.
I also asked why he uses the Chaos Runeblade instead of Flail of skulls, which literally does the same for less points & gives him an easier time to wound his opponents, which he doesn´t really have an answer to, I might have given a good opponent some bad ideas.....



Final game of the group-play, I am up against High Elves.

Army looked like this:

General: Armour of Meteoric Iron, Bow of Loren, Potion of Strength & a Halberd
Level 3 wizard: Staff of Osiris, Destroy Magic Scroll, Jade Amulet
Champion: Sky Arrow of Naloer
Champion: Black Gem of Gnar

Big unit of White Lions (champ & general here)
14 Lothern Seaguard (champ & wizard here)
2 Units of 8 Archers

2 Bolt Throwers
1 Chariot

Most of his army is built up by using the plastic models from the 4th edition starter, however it´s nicely painted so it still looks real good. I ain´t worried to lose this game tbh, he has lost both his first games vs my earlier opponents big time & he doesn´t really have anything to threat my units with, his White lions strike last meaning I will probably be able to kill enough before they strike back with those massive axes of theirs. I don´t have many notes from this game, not sure whether I got caught up in the moment or if I was just a bit ignorant.
I have written down my own spells: Move unit, Blast & lowbie got Curse, all very useful spells in this game. No notes of his spells.
I ante away his Staff of Osiris, he antes my Standard of shielding.
I got first turn, & for once I am the one moving forwards, my artillery & halflings kill off some sea guard. In the magicphase I cast Move unit on my wizard who has joined my general's unit, he dispels it via his scroll but fail to destroy the spell, I then cast curse on 1 Bolt Thrower, which gets through.

He stands still with his entire army, his general gulps down his potion of strength & then everything he has but one unit shoots at my Winged Lancers, resulting in 6 dead lancers, but they hold. His last Archer unit kill a pair of horse Archers, which also manage to hold.

Second turn I start to charge, my general & the few lancers left alive charge his Seaguard, while my Ogres & Hero charge his main unit. Not much happen in the shooting phase.
He challenges Golgfag, but his personal standard which also count as a champion take up the challenge instead, leaving Golgfag free to act like the Hulk. The ogres smash apart his White Lions, killing 6, while my champ inflict a single wound on his general, which does none in return. My hero kills another 2, while a single White Lion strikes back & take off a wound from his Pegasus. I win the combat by a lot, breaks & catches them.
The second combat doesn´t go so well, my general is caught in time by the Black gem of Gnar, my champion, wizard & remaning 2 Winged Lancers only manage to kill 3 Seaguard, however while I do lose the combat due to his musician, he does zero wounds in return & he doesn´t break me.

At the start of his turn his chariot countercharges my winged lancers & I elect to flee rather than take the impact hits, he shoots at my Ogres, killing 1 of them.
The magicphase does nothing, I scroll & dispel everything he casts.

Turn 3 see me turning around my Ogres, hero & winged lancers into favorable positions, my general returns from his stint in time, kills the enemy champion but lose big time due to ranks & standard, however unmodified LD10 keeps him hanging in there. I also move my helblaster forward a bit to get into range, while I shoot some Archers with the rest of my shooty stuff. In the magicphase he casts drain magic, ending it quickly.

My general kills his wizard in my opponents turn 3, however he survives due to escape, his chariot charges towards my Winged lancers who flee once again. No spells are cast, not sure whether he didn´t have Power cards or I dispelled them all.

In my final turn I charge the ogres into his Sea guard, my flagellants charge a unit of Archers, my hero charges his wizard.
I kill off 1 bolt thrower with my Archers, while my helblaster kills an entire unit of Archers. Sea guard lose horribly & are run down, same with the Archers. My hero end up killing his wizard. I cast Move unit to get my winged lancers to charge his chariot & this is when my opponent gives up, he has a chariot in combat & a single bolt thrower, while he hasn´t killed off any of my units, his last chance of doing any real damage had been if my unit of Winged lancers had been outside combat.



This guy was a really friendly player, he had a sound tactic developed which just didn´t work IRL due to his Archers not having a higher strength. I asked why he used White Lions over Swordmasters, & his honest reply was that he didn´t own any.
Having a second chariot instead of 1 Archer unit might have been more useful as well, providing him with some more Heavy hitters.

So 2 wins & 1 draw took me to the quarter finals, which I will get into next time. See you soon!