MSU-Battle-Reports (English)

  • CanCon 2014 - Summary

    In short another CanCon was a blast. Even more so due to the fact we had 122 participants, which is huge difference if you take into account the fact that last year there were 90+ players and two years ago only 70+ were present. There were a lot of interstate players and that definitely added to the uniqueness of the event. But what about the details?

    Venue

    CanCon traditionally is taking place in the EPIC centre in Canberra and that means space is not an issue. I really liked the fact that tables were arranged in pairs that helped enormously with Battle for the Pass as one edge was freely accessible. WFB tournament was only one of the many other tournaments and activities that took place during that gaming event but spectators never were a problem and in fact players were very happy to chat to strangers and explain what they are actually doing.

    Tables/Terrain

    It is very important to highlight that terrain was provided by the whole community, be it individuals or clubs, who responded fantastically to the call for help by TO's. Initially they had space for 80 players but due to popular demand they managed to secure more space and tables. But it turned out that they were short of terrain pieces. Fortunately, many players were simply top blokes and brought whatever they could. Thanks to that tables looked very good and terrain was varied.

    Some players were of an opinion that the quality of the terrain was not good and that it was not well distributed on the tables, creating some problems during the games. If that was the case then I was lucky not to experience such problems and I liked all the tables I played on. The terrain provided very good options for both players and games were definitely more interesting because of that.

    Things always can be better but in my opinion it was great anyway!

    Organization/Player's Pack

    Dave and Tom did a great job as organizers. It also shows that community is great as 2 referees were more than enough for solving problems for 122 players! It was an enormous effort to make that tournament happen and I cannot say how much I am grateful for what they did to run it very well. Fantastic organization guys! Well done! =D>

    This year the players pack used Swedish Comp to modify the games results instead of adding fixed points to the overall score. It meant that Dave and Tom had to spent hours to check the army lists so that all was in order. It is definitely a huge responsibility for the organizers. However, I think it also created a situation where people started bringing things that are not usually seen on the tournaments. I believe many discovered that what they thought might be a liability was in fact a very good choice. If the goal was to achieve variety among the lists then it was there for sure!

    My performance

    I will not deny that I had high hopes when entering completion this year. After being 4th last year and making to the Masters I think I got used to good results. I had two goals in terms of competitive performance. Win more games than I won last year (5 out of 8) and get more points than last year, possibly getting more than 100 out of 8 games (last year I earned 94 points).

    I accomplished first goal winning 6 out of 8 games which I was very happy with. Unfortunately, I earned only 85 points and that was way too low. I ended up on 49th place that was, to be honest, huge disappointment for me :( The conclusion from that result is simple, in order to place well one has to win but has to win big. In fact, it is better to lose and then win big instead of keeping the clean victory record with small wins only.

    The winner of the tournament collected 121 battle points giving the average of 15+ per game. With the brackets used at CanCon it means one has to win by 1201+ points at least. It is not a small victory.

    I think I made a mistake when I assumed in many of my games that I simply cannot touch the most powerful enemy unit/character and chased the smaller regiments that were easier to kill but were not nearly as expensive. I rarely got enemy characters either. My games were more passive than usual and I tried to hunt down support troops of the enemy as main goal, not to clean the paths for the assault troops. As a result I was winning only small victories. One massacre threw me back by a lot too.

    Another reason is that my opponents often knew already what not to do against MSU. That meant I needed to come up with new tricks and with passive play it was not going to happen. Does it mean that the army list is not good enough? Not at all! But I decided to make changes in order to help me get back to the more aggressive and combat orientated play style. I will talk about options I am considering in the army list topic soon.

    Acknowledgements

    First of all, great thank you to the TO's, Dave and Tom once again! Then to all my opponents who gave me the opportunity to play 8 fantastic games. Thanks, guys! =D>

    Special thanks go to Il Meastro for his brilliant stories. I wish he had time for all reports but I am sure all readers appreciate what he has written so far a lot! =D>

    And to all the forum members who took their time to comment on the games, it was great chatting with you and I am glad you enjoyed the reports enough to leave your very valuable feedback!

    Thanks for reading!

  • hi guys,

    I have 3 more reports in the pipeline but before I post them I would like to ask a question. I have noticed that the reports are read but it seems that there are fewer comments than before. I wonder what is the reason and what can I do better to spark some discussions? Your feedback is very important so please, don't be shy! :)

    Thanks in advance!

  • Hi Swordmaster,

    I still enjoy reading your reports. Many questions I had about MSU in general have been answered in my own battles. Your reports are still entertaining and I`m having a lot of fun reading them in the evening when coming home from work.

    It has been some days since I read the last report and I don`t know if I had any questions. Well I didn`t ask and so I assume I had none. But here`s something where I can need your professional expertise :O

    I`ve started playing Tomb Kings and one question that occured in the board was if Tomb Kings can also build a competitive MSU-army. Here are my thoughts on it:

    pros:
    - they have a great shooting even when moving and beeing long range etc.
    - they have lots of cheap units (staff) that they can use
    - with their special "entombed beneath the sands"-rule they have a high potential of surprising the enemy
    - causing terror might let your opponent flee and you don`t even have to fight
    - chariots are core and their impact hits strike before ASF
    - their magic is build for MSU:
    1. movement spell is great
    2. extra attacks are great for small units
    3. killing blow also makes small units a lot stronger

    cons:
    - as they`re not allowed to march it will be hard to get some good positioning during the game even with the movement spell from their lore.
    - they have no small-sized heavy hitters except for the necropolis knights (which are almost 200 pts for 9 wounds)
    - they rely so much on their hierophant that if they lose them the whole army might collapse

    As one can see there are more pros than cons but I think the cons are more important. Not having a good movement phase will be the most disadvantage when playing MSU. Magic is always very randomly. What is your opinion?

    Universal Battle: Aemkei81

    9k Druchii
    8k Khemri

  • Hey swordmaster,
    I agree with Aem_kei, that i really enjoy reading your reports.

    I play High elves myself but still need more miniatures to play games like you do. I am missing the number as well as the variety of models. Since i have the phoenix guard, i play it an my opponents hate it :D but the PG doesn't really fit into MSU-ARMY like you play. Right now i want to testplay a 15model-PG for games up to 2000 points. My plan is to combine it with white lions and dragon princes and a few bolt throwers (or a frost heart phoenix) but I'm not sure which characters to use.
    I like the loremaster but i think an archmage can be more potent without any or just really cheap equipment.

    Sorry, if there's something wrong with my english. Please don't hesitate to ask, if there are weird sentences. :)


    Gruß Julius

  • Hey, I still read the reports, although it's got a bit busy at work in the last weeks. But your reports are one of the few things I try to read eitherway.
    And you are rights: It is more interesting to post, if people comment and discuss you postings. Having a bit time I will do so again.

  • I just read your summary again and I agree, that you cannot have big wins without facing your opponent's big blocks. I think, that you have the tools for it, so maybe it needs some courage in these situations. E.g., a high elf prince with some dragon princes is really not that unkillable, that you have to avoid close combat all the time. I think you could have thought about shooting some of his dragon princes and dealing with the rest of them afterwards with white lions and/or swordmasters, while distracting the prince in a challenge.
    So maybe you should really add some heavy hitters, that you trust more in such combats. Maybe a frostheart phoenix or lion charriots (against other elves with ASF) would help. I think you Seaguard could be replaced. I target to play it like this:

    Archmage with Book of Hoeth
    BSB on steed with Reaver Bow and Potion of Strength
    3x 5 Ellyrian Reavers with bows
    3x 5 Silverhelms
    12 Swordmasters
    11 Swordmasters
    2 x 10 White Lions
    5 Dragon Princes
    Frostheart Phoenix
    2x 5 Sisters
    2x Bolt Thrower
    2x 1 Eagle

    Taking only musicians for the regiments (which is of course not a good idea when playing with scenario rules) it is 2.500 points.
    It is very similar to your lists, but maybe with a bit more close combat punch and mobility (and less, but still quite good shooting).

    I am curious, how you are going to change your army and waiting for more of your amazing reports.

  • Hi guys!

    Thanks a lot for your feedback! I am very happy to know I haven't bored you with the reports yet! :) I will try to add some more soon but let me first address the comments you have made.

    @ Aem_Kei

    Thank you for your kind words! I really appreciate them!

    As to the Tomb Kings they are indeed a tricky army. I do believe every army has the ability to build a MSU version of their own. But that still means using their relative strengths to the maximum and minimizing their inherent weaknesses. Having said that I don't have gaming experience with other armies than HE and even with them I offer my observations based on game experience rather as a food for thought. Some things worked form me so I am sure they can work for others. Unfortunately I am not able to provide real game examples to support some of my ideas so I hope they can work in the case of other armies or players.

    I believe you have identified the pros and cons properly. MSU is about movement phase and it is true if you build an army that is combat orientated, combined arms or shooting + avoidance type. When your army cannot march it means that you are at a disadvantage. In order to make the units work you need to be even more careful with the deployment as well as their relative positioning. You can't fully rely on magic either. However, there are things to do in order to improve your situation:

    - plan as if you are not going to march so that if you can cast a spell it is more like a bonus rather than something that you absolutely have to have
    - use entombed beneath the sands units, that is also risky but at least allows you to use the opportunities during the game and position the regiments in good spots
    - magic can still be your friend and you may try to get more dice with casket and use hierotitan too to draw dispel dice to save your power dice for safe movement spell casting

    I think TK might be better at counter attacking rather than attacking as that allows you to mitigate the disadvantage due to lack of marching. In order to do that you need the enemy to move towards you and a catapult or two + casket may be incentive enough to force the foe to do so. Your shooting is a great support anyway and you should use it mainly to hunt down some of the support units of the enemy. You may also need some time before the regiment dig out and you may not have the advantage of outdeploing the enemy due to the ambushing troops being out of the table.

    The type of troops and their relative size and number is always up to a player. There are no rules really and even if you field some bigger regiment(s) it can still be MSU. Think what you want to achieve in the first place, what kind of player you are and tailor your army accordingly. You may have a look at special characters if they are allowed. I know a friend of mine won a tournament with MSU-ish TK but he had Arkhan as a general and Death magic was great for him. I am always great fan of less popular choices so maybe even Ushabti or Collosus can make it to your army. After all, they have high S attacks that are needed for the army.

    As a reference point have a look at the force Nick Hoen, Oz ETC player took in 2013:

    I hope that helps. I will try to find some more information on possibilities for TK, maybe examples of the army lists but my general approach would be to ask yourself first, what kind of player you are, what units you like and which you think would support your preferred style from the TK army book.

    @ Julius

    Thanks a lot! I am very happy you enjoy reading the reports! Will try to provide them soon! Oh, and there is nothing wrong with your English! :)

    Actually, some people suggested PG is a very good choice for MSU because they have resilience other small units don't have. What is more, in comparison to Swordmasters and White Lions their advantage also lies in having re-rolls to hit. S4 might not be great on its own but they can co-operate nicely with other regiments, they can also be boosted by magic, Wyssan's Wildfrom being probably the most popular spell here. If you enjoy using them and they work well for you there is no need not to include them!

    I think the Loremaster vs the Archmage debate is the one that may last forever and in the end it will not provide definitive answers! :) I prefer to look at them as two good options. I started to use Loremaster simply to see what the new character is because my Archmage was already great. Loremaster has fantastic choice selection and there is always something he can cast so he is good offensively. In defence Archmage has the advantage. For me the very important thing is that I can use Loremaster as a warrior too. He is ok in close combat, he can handle himself in the fight against rank and file and even add a wound or two to the fight. He is not super hero so you have to be careful with him but I like that fact that I can move aggressively with his unit and not keep one regiment in the second line to babysit him.

    @ amadil

    As you can see real life interferes with my hobby time too so I was not able to reply when I hoped to do so. My apologies for the delay!

    I would like to highlight that I am happy when people read the reports. I understand it takes time to make comments to one and if you rather use it to reply elsewhere or focus on other aspects of your free time then I have absolutely nothing against it. Why would I? My main concern, however, was that maybe there is something wrong I should improve or maybe they are boring since they feature the very same approach I have started with two years ago (if not more!).

    I am also happy to tell you that indeed, more aggressive approach does pay off and in the recent tournament I have attended (and I am currently writing reports from) such more decisive action was much more fruitful. I agree that some units look more scary than they are and I simply didn't use the potential I had to get at them. It does not mean I need to be reckless but definitely more aggressive. Even with the army list I have, although I made some changes in it as you will see soon.

    That is a very interesting list and I like the large number of cavalry there! I have two questions to the choices you have made:

    1. What magic lore would you give to your archmage?
    2. How do you feel about Frosty in the MSU? My concern is that he is standing out a lot and may attract too much attention than he really deserves.

    Thanks a lot for your comments, very much appreciated!

    Cheers!

  • Dear Swordmaster, thanks very much for your detailed answers. I am glad to hear that your more aggressive approach has already proven its power. For I am going to play a game today, I will only give short answers to your questions.

    1. I actually like the lore of shadow very much for MSU concept, because it has two or three really helpful curses, that can help all your units in the main combats (whereas support spells can only help one unit. Furthermore it can counter some weaknesses of the concept, I guess: kill warmachines, monsters (and hellcannon) and/or deathstars with spell no. 5 and provide one unit a very high strength to counter even the hardest armour or toughness. So it is quite flexible and works well with multicharges.
    One other option could be lore of death, because it might be a good idea to kill mighty characters before they kill whole units. And it has also two fantastic curses (-1S, -1T and -3LD) that should make winning the big fights easier, because the opponent's main unit won't be that heavy and/or is even steadfastly only testing on bad LD.

    2. I haven't testplayed the frosti, because I do not have one yet. My thought is, that he can attract some attention and help in big multiple combats with his aura and a big damage output. Together with one of the two lores your opponent should not be able to get the bulk of your army with his full strenght (which seems to me quite appreciated with elves).

    So far for now. Now I have to testplay my Chaos MSU against lizardmen again.
    Looking forward to your new reports.

  • Greetings!

    I have just returned from a local tournament hosted by ANU Wargaming Society. It was a small event that attracted attention of 18 players. I really hope that number will swell in future years, as they guys did fantastic job and it was a great pleasure to attend again! It was 2 day tournament with 5 games at 2400 points total. It had scenarios, some of them modified. I will explain them when I write the report from the particular battle where they were used. There was also a nice addition to the players pack that allowed to take allies. One could either enter with monolithic army or get main force at 1800 with allied contingent at 600. Both forces had to be composed according to the rules as if they were separate armies. Only alliances from trusted allies were allowed, as per rulebook.

    Unfortunately, I didn't have a chance to play against allied force and I didn't field one either. But I know some armies were composed according to the rules for allies.

    After some deliberation I decided to take only painted models, although I was considering some changes to the core unit set up. I decided against unpainted models because I really enjoy playing against painted armies and I wanted to make sure my opponent had such a force assembled on the other side of the table. I perfectly understand when somebody does not field painted force. It is a process and many armies are simply new ones. New players in particular were encouraged to come along so there was no painting score in this event. However, one could be still selected for a best painted army award and I admit I wanted to see if I can get a shot at this one too! Last but not least, it is also well known that painted models simply fight better :D

    Outcasts - Army List

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    Larry the Loremaster, Book of Hoeth, Talisman of Endurance – 315
    Bob the Battle Standard Bearer, Heavy Armour, Shield of the Merwyrm, Golden Crown of Atrazar – 124
    Noble, Barded Elven Steed, Heavy Armour, Shield, Star Lance, Dragon Helm, Potion of Foolhardiness – 136
    Noble, Barded Elven Steed, Heavy Armour, Lance, Enchanted Shield, Dawnstone, Potion of Strength – 145

    15 Archers, Full Command – 180
    15 Sea Guard, Full Command – 210
    5 Ellyrian Reavers, Musician, Bows, Spears – 105
    5 Ellyrian Reavers, Musician, Bows, Spears - 105

    5 Dragon Princes, Banner of Eternal Flame – 165
    5 Dragon Princes – 145
    10 Swordmasters, Bladelord – 140
    10 Swordmasters, Bladelord – 140
    10 White Lions, Gleaming Pennant – 145
    10 White Lions, Standard of Discipline – 155

    Bolt Thrower – 70
    Great Eagle – 50
    5 Sisters of Avelorn – 70

    Army Total: 2400

    As you can see the main change was in the Characters section. Larry and Bob got some new equipment and two (at the moment nameless nobles) were also added to the army. I got rid of the musicians in many units and I also made some compromises here and there in order to accommodate new additions. It is still WiP army and I am sure I will try to tweak it again, after learning a few things during that tournament. But that is a discussion for the Army List topic! :)

    In the next weeks I will try to write the reports from the games I played and hopefully I will be able to provide regular updates. In the meantime a teaser with pictures:

    Game 1 - Dave - Dwarves - Battle Line

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    Game 2 - Adam - Beastmen - Dawn Attack

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    Game 3 - Spencer - Tzeentch Warriors - Meeting Engagement

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    Game 4 - John - Monsters of Chaos - Blood and Glory

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    Game 5 - Charles - Warriors of Chaos - Battle for the Pass

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    Stay tuned!

  • Greetings!

    As it seemed it could have been my last tournament in Canberra (at least for time being) I wanted to use the opportunity and grudge one of the players I met plenty of times but have never had an opportunity to play against. It was of course my fault and I am sorry I didn't organize myself better to play earlier or in fact, regularly.

    Game 1 - Dave - Dwarves - Battle Line

    Dave is a very well known person in the Australian community of warhammer players as he is one of the most active tournament organizers. Thanks to him (and his helpers!) the biggest and longest event in Oz, CanCon, took place in January. Fortunately, there are also some other TO's in the local scene, so he can have fun with rolling dice and pushing mandollies forward too!

    Not only he kindly agreed to accept my grudge but he also brought a brand new Dwarven army! It was my first encounter with Dwarves after they got their book revisited. Dave had a lot of alternative models as well as new ones in his army and I can't wait to see all these great miniatures and fantastic conversions painted!

    Below is his list with all the details (Many thanks to Dave himself who also provided all the lists of my opponents so I have all the items right for a change :)).

    Dwarves - Army List

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    Dwarf Thane, General, Great weapon, Master Rune of Gromil , 2 X Rune of Iron - 146
    BSB, Shield, Master Rune of Grungni - 153
    Runesmith, Shield, 2x Rune of Spellbreaking , Rune of Stone - 118

    28 Longbeards, Shields, Full Command, Ancestor Rune - 442
    10 Thunderers, Shields, Musician - 140
    10 Quarellers, Shields, Musician - 140
    28 Hammers, Shields, Musician, Standard - 440
    28 Slayers , Musician, Standard - 356
    Gyrocopter - 80
    Gyrocopter - 80
    Grudgethrower, Rune of accuracy, Rune of forging , Rune of penetrating - 170
    Grudgethrower, Rune of accuracy, Rune of forging , Rune of burning - 135

    Army Total: 2400

    Let's have a look at this army with some more detailed description:

    Thane General - with the defensive tool kit he sported 1+ armour, was T6 and had 3 wounds. Quite economic yet efficient version of a general that does not die easily but still provides Ld10 bubble. His Great Weapon can bite too, in particular on the charge. I could also be sure that at least he will hate my own general so these 3 attacks may hit more often.

    BSB - with 3+ armour save and 4++ ward from the banner he was quite well protected too. In addition he helped nearby troops by waving his flag high and proud but also giving regiments in 6" radius 5++ against shooting and missiles. As if the toothpicks I had at my disposal were to impress Dwarven warriors much any way :)

    Runesmith - Another well protected character with 2+ armour save and 5++ parry if charged (fortunately for me only for one turn). 2 runes of spellbreaking ensured that once a game that powerful spell could be dispelled and what is more it can be destroyed on a 4+ roll.

    All in all quite very reasonable and good price for value set of very useful characters.

    Longbeards - anvil unit of the army. Dave chose shields for 4+/5++ saves if charged or 4+/6++ if attacking but thanks to the new rules they have S5 then. Against fragile elves they can deal a proper damage for sure and deflect many blows. The trick to defeat them would be to surround them from as many sides as possible but not from the front where they can use their shield wall. Even then their Ancestor Rune means they can take a single break test on d6 so they might hold their ground and let the other regiments to counter.

    Shooters - Both thunderers and quarrellers provided some needed support and small arms fire. With Shields they are again well protected against my longbows and could withstand the charge for a while too!

    Hammerers - well, who else to be a better hammer for the Longbeard anvil than Hammerers? With 2 attacks each and S6 or even 7 on the charge these guys can hit really hard. Being Stubborn means they are also extremely good at war of attrition. Such units can only be destroyed if engaged on both flanks and even then the grind match might prove to be very bloody. If I were to isolate them I would also need to make sure they are separated for as long as it takes to kill them all. Probably both units of Swordmasters at full strength might do the job.

    Slayers - the unit that can hold against anything but due to lack of armour very vulnerable to shooting and I wanted to use that to my advantage and make these arrows count for something. Of course I was sure they would stay close to BSB to benefit from 5++ ward but it is still better to shoot at them than other two blocks. And I needed to shoot at them also because I might not have enough time to kill them all. Besides, they can hit back hard this time and with their additional Deathblow attack. Since these are resolved with any bonuses for weapons the slayers have I could be in trouble against their S5 attacks. Yet another unit that can hit back no matter what.

    Gyrocopters - a priority to be destroyed, possibly with shooting attacks in the first place. They can mess up my movement phase greatly and their steam cannons can inflict a lot of damage on my small units. I wanted to advance in 2 waves to make sure I don't provide safe landing zones for them or to force Dave to risk their loss if he wanted to land behind my lines.

    Grudgethrowers - tooled up war machines. Both are super accurate. Both are well protected from unlucky misfires. One has flaming attacks (which does not bother my troops that much) but the other hits with even higher S that can further demolish my small units. It was obvious I had to start the game with Archers and Sea Guard deployed in 2 ranks!

    The plan still depended on the terrain and deployment. I expected that Dave would deploy defensively and try to use his fire power to discourage my troops from advancing. I was also taking into account a possibility where he would advance along one of the edges. In both cases I had to move around his flank or flanks fast but at the same time not recklessly and try to pick up gyrocopters and shooters first before engaging any of his big blocks.

    Deployment

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    War of the Beard - yet another episode!

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    Deployment of the armies after shy vanguard moves

    When I saw the terrain I expected Dave to deploy in the corner with the hill. The option of deploying in the opposite half and use the building was also a good idea. I was a little surprised he chose the middle but it didn't make my life any easier and suggested he might actually move forward too. I had to be careful!

    Surprisingly enough I won the roll off and Outcasts were to move to their first battle!

    Outcasts - Turn 1

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    Outflanking!

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    Moving forward - but don't rush, just yet!

    Elves move forward in a controlled fashion. Three big blocks of Dwarven infantry seemed like a castle wall or a rock. But Elves knew that even the most solid rock may be moved by water and started to send little streams of units on the flanks first.

    Shooting and magic was not particularly spectacular but it was enough to get rid of one of the nasty gyrocopters and confuse Thunderers with miasma so that their shooting abilities were severely limited.

    Dwarves - Turn 1

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    No need to move when the enemy comes to you!

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    Gyrobomber attack!

    The Rock remained steady. The grudge throwers threw their boulders but even with runes of accuracy they sailed long and wide. Gryobomber made a bomb attack at the cavalry but the bomb also scattered. Fortunately, it hit nearby Lions who suffered some minor casualties.

    Outcasts - Turn 2

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    Dwarven flanks are under attack!

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    First charges!

    Dragon Princes on the East levelled their lances and attacked quarrels. They greeted them with crossbow bolts and quickly locked the shields. Even in small numbers such formation ensured the safety and only few Dwarves were killed by Elves. They also held easily as they remainded steadfast.

    Lone Gyrocopter was a little too close to rampaging Lions the Chracians didn't miss the opportunity and charged Dwarven pilot. He had to hold or flee the battle entirely and decided to fight but was not a match to expert axe wielding Elves.

    On the Western flank Reavers advanced carefully, Dragon Princes moved through the woods at moderate speed and the rest of the units focused on the Thunderers. They suffered quite a large amount of casualties but as expected, stubbornly refused to move anywhere.

    Dwarves - Turn 2

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    The flanks are still holding

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    Hammerers change their formation

    Dwarven castle reforms slightly to extend their formation and block the clear path towards the artillery. Quarrellers keep fighting and hold the cavalry for one more turn. Unfortunately, grudge thrower engineers can't hit a barn door and more grumbling is heard from among the ranks of the Longbeards.

    Outcasts - Turn 3

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    More charges on the flanks!

    Light cavalry charged stubborn Quarrellers and this time Dwarves broke. But Dragon Princes refused to restrain as they wanted to pursue and catch the survivors to make up for their poor performance where they failed to brake the small enemy unit on their own.

    On the West second unit of Dragon Princes charged remaining Thunderers, destroyed them and overrun towards the grudge thrower. Nearby Slayers where the target of Elven shooting and somehow the runic standard carried by the Longbeards was not protecting them at all!

    Dwarves - Turn 3

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    Dwarves tighten their ranks

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    And their artillery finally hits somebody!

    Dwarves kept solid formation, only Slayers reformed to be ready to counter the cavalry that seemed to be ready to charge the grudge thrower.

    Dwarven engineers, ashamed due to their performance so far, measured the distance accurately and this time a boulder landed right on the top of the elven noble and reduced him and his mount to a nice bloody pulp!

  • Outcasts - Turn 4

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    Outflanking continues

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    Elven cavalry in the back yard!

    It was too crowded for the heavy cavalry to get the momentum for the charge and they simply reformed. Other units closed the distance and on the Eastern flank reavers managed to sneaked into the back yard, directly putting grudge thrower in danger!

    Larry the Loremaster was trying to engage Dwarven thanes in some mindwars. Previously he did so with the Dwarven BSB but his runic standard protected him. This time Dwarven general was the target and he even got the wound but the magical feedback was not possible to contain and Larry as well as a few of nearby warriors were wounded.

    The shooters kept peppering Slayers with bolts and arrows and a few more orange hair fanatics died in not quite honourable way.

    Dwarves - Turn 4

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    Dwarven Rock rolls forward!

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    Dwarves march towards their enemies. (Edit: I haven't noticed that I didn't reform DP properly on the map so that they cannot see the Slayers and are lined with reavers as above pictures shows. Ups! Sorry!)

    Young thane decided it is time he and his unit carries fight to the enemy. Longbeards grumbled that it is a trap. Some other grumbled that it is about time to do business. A few grumbled about those who grumbled. But the unit moved forward in perfect order.

    Nearby Hammerers also moved towards their chosen enemy while Slayers reformed once more and blocked some Elves advancing behind their backs.

    Dwarven Engineers, seeing that they are about to fight themselves, loaded their grudgethrowers one more time. One of the boulders sailed sure and hit Larry the Loremaster straight into his head! However, instead of explosion or some simple splat-like-sound there was a crack of the barrel and some stinking liquid washed poor Elf from head to toes. As it happened, the Engineers by mistake loaded their last barrel of the finest Bugmans XXXX. More grumbling was heard from the ranks of the Longbeards but at least they had fun looking at an Elf whinging about destruction of his perfect hair and dress!

    Outcasts - Turn 5

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    Artillery is destroyed!

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    Elves charge again!

    Elven cavalry charges both grudgethrowers and finish them both in a vicious combat. Reavers and Swordmasters combine their efforts to destroy the Slayers but they cannot finish them all yet. Even with the help of the Iceshard Blizzard!

    Other units manoeuvre to use the fact that the Dwarven blocks are now isolated and picked Longbeards as a target.

    Dwarves - Turn 5

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    Breaking through?

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    Lonbeards overrun to increase the distance from the elven cavalry

    Longbeards charged the lone eagle and overrun to gain as much distance from the enemy. Hammerers also charged the only visible target, White Lions, but failed to reach their enemies.

    It was now clear the Elves were in a position to attack Longbeards from all sides. Would that be enough though?

    Outcasts - Turn 6

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    Charge from 3 sides!

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    Elven speed vs Dwarven Shieldwall!

    Many Eelven units charged against Longbeards. Swordmasters with Bob the BSB were a little late and although they could have made it to the combat, Dragon Princes galloped passed them and there was no way they could participate too. Ah well.

    Elven Noble challenged Dwarven thanes and BSB picked up the gauntlet. The brave Dwarf fell, however, as Elven Noble aimed true with his magical lance. Half of the regiment perished when Elves swung their blades. The attacks back were miserable in such tight formation but one Sea Guard fell and the Longbeards remained steadfast.

    Dwarves - Turn 6

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    Vicious combat continues!

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    Ancestors protect!

    Hammerers tried desperately to catch some enemies but White Lions didn't fancy meeting them head on. Longbeards fell in droves to the merciless blades of the Elves. In particular Swordmasters were responsible for majority of casualties. Only Thane General and three veteran warriors remained standing. However, when they invoked the power of Ancestors they were filled with bravery and decided to hold on!

    Seeing such a determination, Larry the Loremaster decided his enemies fought well enough to be granted his mercy and he ordered the army to disengage.

    After-battle thoughts

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    That Ancestor Rune was worth its price in gold! Longbeards suffered horrendous casualties but held as if they were unbreakable! I must admit I was actually happy Dave made that roll as after his bad luck with grudge thrower (nothing like rolling a 1 to wound when you hit enemy general!) he definitely deserved some epic moment and the dice gods smiled upon him :) It is also great for story writing! Everybody likes to read about heroic deeds when a few prevail against many having the odds against them!

    I was definitely very happy with the victory I have achieved. Dwarves are always hard army to play against. I have great respect for the Shieldwall. It helped a lot in that game and was the main reason I didn't attack with the Archers from the front. However, looking at the situation again I think I could have made that last charge better.

    You see, I declared the charge with three units from the rear area. 2 heavy cavalry and Swordmasters. I allowed heavy cavalry to charge in but if I added Swordmasters instead of small DP's then I think that would have been a better move. I didn't count on breaking steadfast and I assumed we will have 2 rounds of fighting. In that scenario more Swordmasters in the fight is definitely better even if DP's have re-rolls and better armour. I also wonder if adding Archers, just for the sake of adding more attacks, would have helped. In general I think it was a powerful charge on its own but could I make it more powerful? I guess so, at least with 2 Swordmaster units.

    I missed musicians on 2 heavy cavalry units. Once, when I failed test for restraint I could have simply reformed and move again. I was "lucky" to lose the noble and my small unit had the frontage narrow enough to wheel and move full speed. Second situation was with the unit on the other flank. It was funny because we both thought they are going to charge the grudge thrower but there was not enough space to wheel. So I had to reform only. It was only because the Slayers were in wide formation that they could not charge me shortly after.

    I think Dave should have corner with the hill. Not necessarily to castle. But if he moved with one flank secured by table edge it would have made my double envelopment impossible. I also think, after looking at the maps, that he should have reformed hammerers and move them towards the centre. In that way his units would have supported each other better.

    In any case I am very happy Dave honoured my grudge and we finally had a game against each other! Once again, well done on that last break test! I am sue the Ancestors are proud! :)


    Thanks for reading!

  • What a nice report again. I love it! :D

    I didn't have your detailed list in mind so i was wondering because your maneuvering of the Dragonprinces. But it showed again that musicians are worth taking, i think.
    Do you think the nobles performed well with the DPs? Aren't they to expensive for what they do (except for bringing the star lance into a challenge ;)?

    Your opponent had some bad luck on his war machines but he made also some mistakes i think. You already mentioned the deployment but i think he shouldn't have waited for his grudgethrowers to die to move his infantry. And then he split his troops up by himself so it was easier for you. I don't want to say that it was all easy for you as i know how tough dwarves can be also in close combat.... you finished the game very good.
    Thanks again.


    Gruß Julius

    By the way: hopefully i get my first try for a 2000 points list (kind of Msu style) on demons today. I try to make some notes and/or pictures.

  • Hi Julius!

    Thanks! I am glad to hear you liked the report! Thanks for the comments too!

    I missed musicians on a few occasions this tournament but fortunately it was nothing crucial this time. However, I will need to revise the list again. The nobles are great addition and I am sure I haven't used their full potential. Musicians gave me points for them so now I have to reconsider what I need more. Technically I can make mounted BSB and have 3 characters total but I will talk about it after the tournament reports are done.

    I definitely didn't use nobles well this game but even with grudge throwers only I felt I don't want to risk them being hit so they had to join dragon princes. But they offer quite nice versatility and add to the punch as they have higher strength on the charge.

    Dave, my opponent, made mistakes and that contributed to his loss. Maybe some of them were due to the fact that I had so many units and he could not make up his mind if it is better to remain static or to move towards me. I think that made things worse for him. I guess he should have opted for one or another but changing plans dramatically in the middle of the game is not good idea. Capitalising on opponents mistakes is part of the game and I will never deny it. But I am glad I could spot the right opportunity and I think it also demonstrated that in right circumstances I can take on very big blocks and dismantle them relatively quickly too. I didn't get points for Longbeards but in two rounds of combat they were almost all gone which for me is impressive in itself.

    What was more important was the fact that I did it with the tools I had in the army list before. Of course noble was very helpful and I am not saying his contribution was negligible but the units themselves killed many longbeards.

    Looking forward to reading about your game!

    Cheers!

  • Just want to add my thoughts on musicians:

    When I first tried MSU I had them in every unit just to be able to reform and/or get the +1 on the rally. Then I started to analyse how often situations occured where it was so important that one will spend about 100 points for musicians. I thought about spending the points in another unit or increasing some units by 2-4 models. In the end I decided to use my musicians as follows:

    - fast cavalry must have a musician
    - first infantry row usually gets musician
    - second row and scouts no musicians

    The fast cav are for sure the most important units in my amies so it is always worth it. Playing Dark Elves I love to use Dark Riders and Warlocks to threaten my opponent with bolts and doombolts. These are the units that might be attacked by the cc-units of my opponents in the first 2 rounds. So I decided I want to have units that can flee far and rally quick.

    My first infantry row often consists of corsairs, mostly armed with handbows. They are a fantastic shield against shooting and the opponent is scared of the double shots when charging with light armoured or T3 units. Even if they are not high damage dealers they have made themselves essential for my games. But as they have to react on every move my opponent makes they need musicians.

    Second row usually consists of Executioners, Witches, Cold One Riders or Black Guard. They have a great output but have to be protected. As they are normally not the first target they can react slower than all my other units. There is also no reason to rally them because when they come to attack it is all or nothing.

    So I spend about 50 points per game for my musicians. The above mentioned is a tactic I played for the last let`s say 10 games with my Dark Elves and it worked very well.

    Universal Battle: Aemkei81

    9k Druchii
    8k Khemri

  • Hi Aem_kei ,

    Very good approach showing that there are different roles for units and that is why they may need different equipment. If the upgrades for musicians were less expensive it would have been possible to include them everywhere but as the total cost for commands adds up quickly one has to make some decisions. Personally, I still like having musicians in my combat troops because I have found out that sometimes they are just faster when they can change the direction and still move after swift reforming. But you gave me some food for thought and I will definitely reconsider my approach to the command groups in general. Thanks a lot!

  • Greetings!

    Game 2 - Adam - Beastmen - Dawn Attack

    Adam is a very active tournament player, a fellow Master player and the guy responsible for that unique 8-dragon slayers Dwarven army that was on everybody lips before Masters tournament. Somehow, despite taking part in many other tournaments at the same time and often being very close to each other on the ladder, we have never played a single game. This time fate finally pitched us against each other.

    Adam is also known for having multitude of armies and for taking different forces to different events. This time he chose Beastie Boyz:

    Beastmen - Army List

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    Doombull , Heavy Armour, Shield, Sword of Swift Slaying, Ramhorn Helm, Dawnstone, Gnarled Hide
    Great Bray-Shaman, Level 4, Dispel Scroll - Lore of the Beasts

    Gorebull, Great Weapon, Talisman of Preservation
    Gorebull, Great Weapon, Glittering Scales
    Wargor BSB, Heavy Armour, The Beast Banner

    47 Gor Herd, Extra Hand Weapon, FC
    5 Ungor Raiders, Musician
    5 Ungor Raiders, Musician - Ambush
    Tuskgor Chariot
    Tuskgor Chariot
    5 Harpies
    6 Minotaurs, Standard, Musician
    3 Razorgor Herd

    Quite character heavy army list if you ask me. Let's look at the details!

    Doombull - the most dangerous model on the field. He can take care of any of my unit all by himself. With 1+ armour save and re-rolls to that he is very resilient. Single bolt or any of my nobles could harm him, however, especially if he chose to hunt alone. If he was to stay in the unit of Minotaurs there is a better chance for me to contain him though.

    Gorebulls - As dangerous in combat as the Doombull but fortunately less protected. They also don't have ASF, in fact, they are ASL with GW so that there is always a chance to sneak a wound or two on them. Since they are pretty expensive at around 200VP each, it may be good idea to direct some attacks at them. Again, a lot would depends how they are deployed. Since they are more vulnerable I thought they would start the game in the unit of the Minotaurs anyway but I should be always careful not to give them a chance to charge some units alone.

    Great Bray-Shaman - very respectable spell caster with Beast Lore that suits Beastmen very well. He is not protected at all so if given the chance I should try to assassinate him. His spells can affect his characters in a great way, even more reason to keep them together. Wildform on Gors is awesome too as T5 is their best defence (apart from sheer numbers).

    BSB - quite typical choice for beastmen army. His banner affecting gors is fantastic. THey have S4, 2A each and with primal fury they re-roll their to hit rolls. Simply great! However, another naked but valuable characters so I would be looking for a chance to get him down as soon as possible.

    Gors - horde of them. Despite no armour there are so many of them that it would be tough to trim them down to the manageable size. With potential Wildform I was looking at a unit that has a very large amount of S5 attacks (as long as Beast Banner is there). However, horde formation also means I can fit more units into their frontage and that they lose rank bonus faster. There is no mistake, however, there would be blood.

    Ungors - total opposite to the big hitting regiments, they are there to be annoying and be sacrificed. One unit with Ambush is going to hunt down my Eagle claw. However, it is not known which table edge they are going to enter and fortunately, they cannot charge then. Need to take care of them as they potentially can mess up my movement phase.

    Harpies - a very useful unit indeed. They might not be the most disciplined unit around but they fly and skirmish offers some protection from shooting. Again, another annoying unit I need to take care of and with potential to do some damage to some of my less fighty units, such as reavers if attacked to the flank.

    Chariots - Always annoying due to impact hits. Pair of them can ensure that small units can be annihilated on the charge. Can be dealt with by heavy cavalry due to longer charge distance but used well can be painful. Also, they accompany other fighting units perfectly.

    Minotaurs - second fighting unit. They can deal damage on their own pretty well but with potentially 3 characters in them, Mino-Bus is terrifying opponent to hold. Even their frenzy is not that easy to exploit as they overrun/pursue only d6". On top of that, after each won combat they get additional attacks. Very powerful indeed. I still need to divert them and try to separate them as I cannot fight Minotaurs at full strength and I need time to soften them up with magic and shooting.

    Razorgors - quite interesting unit with very good hitting potential, especially on the charge (as they get +1S). despite no armour they are T5 and relatively fast so that I needed to employ my cavalry to hunt them down before they add their powerful attacks to these of gors, minotaurs and chariots.

    We played modified Dawn Attack scenario. We deployed as per rulebook but there were additional conditions to regular victory points. If you moved your most valuable unit from the deployment zone you got 200VP. If you hunted down the most expensive enemy unit/character then you get 200VP extra. Finally, if you moved the units with at least 2 ranks to the enemy zone you got 200VP more.

    Deployment

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    Armies emerging from the morning mist

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    Deployment after vanguard moves

    Dawn Attack is tricky because you don't quite know where units are going to show up. What is more, I won the roll off and had to deploy my army first. I decided that I am going to deploy at the back anyway so that I have more time to act against Adam's Beastmen. I decided to deploy as evenly as possible but some rolls meant my units were leaning towards left flank.

    Larry was with Lions on the left flank, Bob joined nearby Swordmasters. The noble with Potion of Strength was in the centre while Star Lance hero guarded right flank.

    As expected, Minotaur heroes were with Minotaurs and Bray-Shaman with BSB joined Gors. Support troops of the Beastmen all were lost in the morning mist and emerged on the opposite flank of the deployment zone.

    Bastmen Great Shaman had the following spells:

    Wyssan's Wildform,Pann's Impenetrable Pelt, The Curse of Anraheir, , The Savage Beasts of Horrors

    Adam showed some great skills at rolling dice and promptly obtained a "6" to steal the first turn! Deploying at the back line definitely paid off! :)

    Beastmen - Turn 1

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    Beastmen in steady advance

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    Main horde surges forward

    Minotaurs and Gors move forward keeping cohesive battle line. Nearby Razorgors keep a little more distance to protect the flank better. Support units do not move much in order to threaten the elven flank or stay safe. They also follow the order to disperse so that demise of any one of them does not panic another.

    Small unit of Ungor Riders shows up nearby the Eagle Claw but their poorly aimed arrows do not harm the crew.

    Outcasts - Turn 1

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    High Elves do not remain static

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    First blood for Elves!

    High Elves use the opportunity to redress the ranks and move towards the enemy. On the right flank ellyrian reavers try to shoot at ungors and chase them away but small beastmen managed to avoid casualties. Their brethren near the Eagle Claw were not that lucky and they indeed were not brave enough to stay and fight.

    Magic and shooting was focused on Minotaurs and at least one of the brutes were dead after the missiles reached them.

    Beastmen - Turn 2

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    Beastmen are getting closer

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    Great Bray Shaman prepares himself and his horde for the incoming combat!

    Minotaurs and Gors wheeled towards the centre of the Elven battle line. It was clear that the close combat is inevitable. Great Bray Shaman didn't wait any longer. He first was allowed to cast a protective spell on himself and then managed to get Wildform through, to make his Gor horde a very formidable foe indeed.

    On the other flank a manoeuvre and counter manoeuvre between support troops continued.

    Outcasts - Turn 2

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    Closer look at both battle lines.

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    Noble sacrifice by Dragon Princes

    Seeing an enemy standard bearer at the head of the formation Dragon Princes moved as one. It was their right to charge gloriously into the thick of the enemy. They knew it was a suicidal charge but they had one mission to accomplish. They all aimed at the enemy army standard. The beast was incredibly tough but Dragon Princes were experts with lances and foul creation of chaos was pierced by the Caledorians. They tried to use the impetus to impale a few more beastmen but the sheer number of the enemy was enough to swallow the whole squadron alive.

    The rest of the army formed a line in grim determination to make the noble sacrifice of the knights count. Light troops continued their dance but still could not pin down beastmen skirmishers

    .

    Beastmen - Turn 3

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    Left flank after combat and ...

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    ... bigger picture

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    Beastmen counter attack!

    Beastmen great shaman, outraged at this display of bravado and the demise of his personal standard, ordered his horde to charge. They made contact with small unit of Swordmasters who fought bravely and fell many beastmen but also suffered casualties and had to withdraw. They managed to avoid pursuers who, having not much space to manoeuvre, hit another elven unit without a chance to reform. (Edit: It was peculiar situation as Gors hit one model in the other Swordmaster unit and there was no way for beastmen to wheel to maximise any better, so here they were, touching almost corner to corner :))

    Razorgors were not fast enough somehow to join the fight and dangerously exposed themselves to the counter charge by elven knights. Minotaurs hunted down annoying eagle and devoured the carcass immediately.

    Outcasts - Turn 3

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    The result of Lions counter attack!

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    Double pincer charge!

    White Lions, using the opportunity, counter charged horde of gors from both flanks while Bladelord challenged Great Shaman to a single combat. Lions hit hard, as was expected from expert huntsmen, and suffered minimal casualties in return. Gors, no unruly due to lack of standard bearer and great shaman being occupied in the challenge, decided to retreat. Fortunately for them, they outpaced pursuing elves. (Edit: Another hilarious situation! With 3 attempts to catch fleeing enemy I failed all of them! What is more, for 2 units I rolled double 1's #-o :lol: )

    Fortunately, nearby Sisters could distract minotaurs while razorgors were charged by dragon princes led by one of the heroes. Two razorgors died but the third managed to escape pursuing knights. Just.

    On the right flank, a lone hero misjudged the distance to isolated chariot but nearby reavers blocked beastmen from counter charging the noble knight.

  • Beastmen - Turn 4

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    Beastmen Gors rally!

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    Doombull charges alone!

    Gors and single Razorgor manage to rally to face the Elves one more time. Gors, despite losing almost half of their numbers, were still in great strength. Great Shaman one more time made them even more wild and mutated than usual, increasing their strength and toughness.

    Nearby charioteers considered charging the exposed flank of the elven cavalry but they spotted the elven hero picking up some magic bottle and gulping its contents. After that his form seemed to grow and glow with magical light and they decided they don't want to face him just yet.

    In the meantime Doombull, bored with hunting some lesser prey, charged White Lions alone and killed them all to an Elf! Fortunately for nearby Swordmasters, he was distracted by the fresh flesh and blood and didn't use his momentum to hit them too!

    On the opposite flank, Reavers drew the chariot into their ranks and sacrificed their lives so that the noble knight could avenge them and destroy the enemy!

    Outcasts - Turn 4

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    Gors still hold!

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    Elves in another counter punch!

    Archers and Lions charged together against the rallied Gors to pin them down. Behind the enemy formation, lone hero charges out from among the Dragon Princes and finishes last Razorgor while his unit reforms and prepares to charge Gors next. Unfortunately, nearby Sea Guard was a little late to join the party (Edit: Needing 4+ I had to roll 1 and 2 :))

    As the vicious combat started Larry the Loremaster challenged enemy great shaman. That distracted the servant of chaos and as a result elven archers became stronger and tougher while beastmen were suddenly fighting against the cold even they could not ignore. Archers and Lions inflicted huge amount of casualties and defeated the enemy but Gors were filled with some insane, savage courage and held against all odds! (Edit: Adam simply rolled double 1 when he needed it the most!)

    Another knightly noble made the successful charge against another chariot this time and destroyed it, avenging brave reavers. Second unit of the fast cavalry finally hunted down some enemy skirmishers.

    Beastmen - Turn 5

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    Tuskgor chariot failed to help

    The last attempt to turned the tide by beastmen failed. Their chariot was too late to join the fight and this time defeated Gors were successfully chased down by Archers! Even doom bull failed to reach elven units in the last charge.

    Outcasts - Turn 5

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    Archers tried to reach enemy deployment zone but were a little bit too late

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    Elven noble hunts down last chariot

    With the time for the game reaching its end I only did a few moves to speed it up and finish the game. I charged the chariot with the noble and caught it when it fled. I also tried to reach Adam's deployment with the Archers for extra VP points due to scenario but I was still too far away. I didn't cast any magic as there was no time for it.

    With that last move the game was finished!

    After-battle thoughts

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    It was extremely enjoyable game and I would like to thank Adam for the opportunity to play against him. I am very happy we finally had a chance to play against each other and it was a very tense contest but in very positive meaning. We both tried hard to outsmart the opponent and all was decided in a vicious combat rather than by some tricky magic or shooting. Although one has to add that magic did play a very significant role.

    I think Adam had bad luck with his support units as he needed them to prepare his advance better. Because he didn't have any screen I could charge his gors with my knights and use the opportunity to assassinate his bsb. That was crucial for the combat as you saw when Beastmen failed their Ld8 steadfast break test. With a bsb alive they would have been there for sure, not to mention the fact that gors would have had S5! It is truly a formidable unit in terms of how much damage it can deal and having them in horde formation meant they could soak up casualties and keep fighting.

    That is the reason why I was so impressed by the Archers! I was thinking if I should charge with them or should I simply move more units to positions but it was a good move to attack. It was not guaranteed that I could even win that combat but I guess fortune favour the bold and I could aid my units with timely Iceshard as well as Wildform. Before I tried to chip away a few wounds from minotaurs with small magic missiles but after losing 2 of them Adam could allocate hits and I kept failing my to wound rolls against tougher gorebulls.

    There were moments where I took the risk, as with holding against Gors with Swordmasters but I think it was calculated risk. I didn't see them stopping by contacting Swordmasters again. I thought I would be able to receive the charge with archers and add Swordmaster + Lions from the flank and Sea Guard from the front. I didn't expect them breaking while being steadfast either but then Ld8 is not that great without bsb. To balance it out, Adam got the insane courage result exactly when he needed! Not to mention stealing the initiative!

    I was very happy with the performance of the mounted nobles as they aided cavalry but also operated as single units themselves, which was very helpful.

    I still wonder what would have happened if Adam used his Minotaur heroes separately, say from turn 2. I could try to kill one but probably not two and Doom bull would have been free to go earlier. AS he demonstrated he was capable of killing entire unit in a single round of combat!

    In the end I was very happy to gain upper hand after great game and against fantastic opponent! I hope we are still going to have a chance for a rematch!

    Thanks for reading!

  • These have been two very enjoyable reports and as a Beastmen player I have to say, that deployment was very bad luck for your opponent. His bull characters could have eaten quite a lot of your army on their own, if the Gor unit would not have been killed like this (because of the death of unprotected BSB) and would have given them some time. So with some Ungor raiders there, it could have been another game.
    What I do not understand is, that he plays the Razorgors in a unit of 3. Playing three lone Razorgors seems a better way of enabling the big blocks and characters to get the combat matchups, he wants, and they do not loose there strenght though.

    Whatever - really two great reports that made me want to finish my Highelf MSU army even faster.

    Einmal editiert, zuletzt von arnadil (7. Juni 2014 um 21:05)

  • Great Reports :) I enjoyed reading them what was the end score of the Beastmen game? ^^

    Im glad an happy to read your reports again :)

    Into Battle we ride with gods by our side,
    we are strong and not afraid to die!
    -Ensiferum

  • Hi guys!

    Thanks a lot for your comments! I really appreciate them!

    @ arnadil

    Thanks!

    I agree that the random deployment affected Adam more than me. I think that is a small advantage of MSU where you can still create a cohesive battle line even if the regiments are not exactly where you wanted them to be. I have a lot of respect for beastmen and I fought against Minobus before so I know how deadly it can be. And I totally agree that with skirmishers and supporting units around the game would have been different. However, Adam tried to play to his strengths and be aggressive enough to choke my small units in the deployment. I am very happy I spotted the opportunity to assassinate BSB as it is a very important task to get rid of him. It was possibly a mistake by Adam to position him in the middle of the unit, if he positioned him next to Great Shaman or even in the corner, then I would have been limited in the number of attacks against him.

    But that is also the idea of scenarios, which introduce some unexpected circumstances to the game and players have to adapt quickly. Please, note, that I had 5/6 chances to start first and inflict some more casualties with magic and shooting but Adam rolled well and stole the initiative! In such situation I also had to change the plans quickly :) Trust me, it was not easy game to win and I am happy I did but I also know that next time the result may be completely different.

    As to Razorgors Adam said it allows him to use them more as a unit of their own and losing one does not create a panic check. Single Razorgors are very useful but for different tasks. They can be great at fighting other support units but not exactly on their own if needed. Both options are very good and I guess it is simply up to a player to choose one or another.

    I am also happy to know you want to finish your HE MSU faster! Let me know when you do and better still, post some pictures!

    @ Goblinspießa

    Thanks!

    I won 16-4 which was a very good result for me, also because the brackets in this tournament were a little wider than in other tournaments in Europe for example (as far as I have noticed in some players packs).

    Thanks again! I will try to post some more soon!

    Cheers!