Seattle GT – Day 1.

Ok… so, first of all, I finished the day 1-1-1… I will post a brief summary of each game below but first a few pointers. There was a total of fourteen (14) gamers for the Warhammer Fantasy portion of the GT so that left me with a bad taste in my mouth… I was told there was at least 24 gamers and apparently some of them didn’t bother to show up (even though they paid their money). In total, there were over 70 players for the 40k portion of the GT and there was some pretty sweet lookin’ armies. There were lots of well converted armies as well as excellently painted armies. Overall, I’m not thrilled with how this GT is being ran but I guess I have to go with the cards that I was dealt. Apparently, this GT has had some problems in the past with cheatin’ gamers (and apparently there’s a youtube video of this) and the Fantasy portion has continued to plummet with each passing year. I even heard that this year would probably be the last year for this particular GT. They have a Lord of the Rings section for this GT, as it is a qualifying tournament, but, alas… there is only 2 gamers…. so both of them will get invited to participate in the Las Vegas GT in June. I guess the thing I really don’t like about these types of tournaments is that out of the 14 armies there are a total of about 7 of them that are fully painted… Some guys simply have some straight cheese lists with no painted armies are are leading the boards with 59 – 60 battle points in 3 games. So far today, I have 37 battle points and have posted a 1-1-1 record. I have faced Daemons of Chaos, Dark Elves, and Vampire Counts. I thought it was cool that they tournament organizers made it a point to not play the same codex more than once (if possible) and so far that has worked well. Here’s my army:

So, onto some lessons learned… yea… I had originally put the “Banner of Eternal Flame” into my list and had the BSB carrying it but ultimately opted not to include it… I truly believe that if I had included it in my army then I’d be 3-0 right now… it would have come in handy in both games and would have really tipped the scales in my favor.. But, oh well, I decided to take it out and now I know better. One other thing is that I included 2 Razordons in my list in lieu of 2 Salamanders… even though they have done me very well so far to this point I know that they have been in much better position to do more damage if they were actually Salamanders. I didn’t get the chance to finish them up before the tournament so I had to go with what I had painted, which were the 2 Razordons. I have come to discover that flaming attacks in the 8th edition are key and if I had made those 2 changes in my list then I’d be sitting pretty right now… Oh well, a lesson I’m glad I learned, though I wish it wouldn’t have been the hard way…

A quick summary of my games:

Game 1: vs. Daemons of Chaos

First of all, this guy was really cool and a very good player. He had 2 big brick units of Daemons that I believe were Plaguebearers and Pink horrors. A couple of the highlights of the game were that my Oldblood and Carnosaur charged in with a unit of Saurus warriors on the Plaguebearers… this is where I had a problem because of the lack of “fire” power. Had I had the banner that gave me flaming attacks I would have made short of work them (or at least killed them a little bit easier). He ultimately killed my OB with The Skulltaker as he did the Heroic Killing Blow on him with only 1 wound and I failed my 4+ ward save… The Carnosaur eventually finished him off so that got me my 2 extra battle points. We stayed in combat for a few more rounds and then he eventually killed the Carnosaur, ran off a unit of big Saurus and finished off some other units… There were plenty of chances for me to end him but I couldn’t because of his ability to have a 4+ regeneration roll…

Game 2: vs. Dark Elves

This game was one of my favorite today. We played the “Meeting Engagement” scenario and I had to basically kill twice as much as his army in order for me to win the game. In the beginning, I rolled 1’s on my OB and a Razordon so they both had to come in as reserves. He held in a unit of Witch Elves and Crossbowmen. This game got pretty bloody and even though he was able to kill off several members of several different units, he failed to kill an entire unit of something and so he scored very little victory points. I had a killer turn 3 in which I took a calculated risk and kept my EOTG still just so that he could use his Burning Alignment special ability. He had about 6 different units about 7″ away from my EOTG, one of which was his level 3 wizards… So I kept the EOTG in place and withstood the charge from the hydra the next turn but was able to kill off several Dark Elves due to the Burning alignment and even his wizard… The risk was worth the reward. After that, my Carnosaur mowed down the Hydra and the other units finished him off and it turned out to be a Massacre, in which I scored more than 1,200 points more than him. Another good game and the opposing General was one of my favorite opponents so far. So, at this point, I’m 1-1…

Game 3: vs. Vampire Counts

My opponent’s name in this game is Joaquin and he turned out to be a real cool guy. So much so that afterwards we went out a grabbed a few beers. He’s part of a gaming group here in Seattle and there are a few guys in this tournament that are all affiliated. They all seem pretty cool and have showed it in their games in which I’ve played them so far in this tournament. Joaquin went with the “all eggs in one basket” approach for this army list. He had 4 characters in one unit of Skeletons and a banner that gave them the 4+ regeneration roll… I must have wounded, on average, abou 15 skeletons a turn but he was able to cut that in half because of the banner… Since we were stuck in combat for the better part of the game, he eventually got his other units in the rear and the flank and it went down to the end. We played the watchtower scenario and we both had it contested, so it ended up a draw. It was a very good game and a longer story to tell at this point but if really came down to a dice roll.

I’m typing this in the lobby of the Hotel right now and so far we have 4 games down. I just played Empire and won the game so I’m sitting at 2-1-1 at the moment, with the final game looming. I’ll post more info on it this afternoon. Check back!

1,000 Point Battle vs. Beastmen.

Well… I played my second game of the ongoing escalation league at the local Games Workshop today. It was going to be a rematch between Mr. J (I found out his first name is Paul) and myself, and he was going to bring his Beastmen again, except this time the points total grew by 500, bringing the total to 1,000 points. I have been toying with some lists lately, trying to figure out what the best combo is for my style of play (which happens to be hand-to-hand combat rather than magic heavy) and have been receiving a lot of constructive criticism (mostly… see below on Current Army List, V2.0 so I did what I could in only a 1,000 point list. I was looking forward to this game since it had been a whole week since I played last and I am very eager to get more and more games under my belt in this newest edition. Here’s what I brought to the table:

Heroes

Scar-Vet w/Enchanted Shield, Light Armour, Gold Sword of Sigil, and a Luckstone.

Skink Priest w/Level 2 Upgrade and the Plaque of Tepok.

Core Units:

20 Saurus w/hand weapons and shields.

18 Saurus w/hand weapons and shields. (Proxied from current models w/spears… changes coming soon…)

10 Skink Skirmishers.

10 Skink Skirmishers.

Special Units:

6 Chameleon Skinks

Rare Units:

1 Salamander w/extra handler. (Proxied from a Razordon.)

My main objective was to form the battleline with the 2 block units of Saurus who, bolstered by the Scar-Vet, would make for a pretty tough fight for most armies. The Skink Priest went into a unit of the Skinks for some added protection and the Salamander was put to the right flank of the furthest Saurus unit, giving some flank protection. Per the Scouts special rule, the Chameleons would set up where they would be most beneficial, peppering the enemy with poison darts from their blowpipes.

Mr. J brought the following:

Gorebull w/Blackened Plate, Talisman of Protection, and Gnarled Hide.

5 Minotaurs w/Great Weapons.

24 Gors w/hand weapons.

20 Gors w/hand weapons.

1 Chaos Spawn.

His army was truly a “shoebox” for those that are familiar with the term. I had never faced Minotaurs before and was thinking they would be somewhat of a problem. I was hoping my magic would help me out since he didn’t bother to bring a caster at all.  For the spells, I rolled 3 dice (+1 spell from Plaque of Tepok) and got Curse of the Midnight Wind, The Comet of Casandora, and Chain Lightning. I traded out the Comet of Casandora for the signature spell, The Iceshard Blizzard. This was going to get bloody…

The Setup

Turn 1

If you look at the Beastmen list you’ll notice there’s no magic or shooting, which makes for a very short turn once movement is completed. The time it took you to read that last sentence is about the amount of time Mr. J’s first turn took… He moved the Minotaurs forward, closer to the awaiting Saurus Warriors and the unit of Gors closer as well, towards the unit of Skink Skirmishers that were positioned in front of the 18 block unit of Saurus. A random movement roll of 6 (I believe so, anyways) moved the Chaos Spawn closer to my chameleons. For his ambush roll, the dice gods didn’t look down on him favorably, and so, after rolling a 2, he passed it over to me for my Turn 1.

I started by moving my Saurus warriors (with the Scar-Vet) closer to his Minotaurs. I figured he’d get the charge off so I braced myself for impact, hoping that the parry save (that Khorne53 has suggested to me, several times) would see me through. I moved the skinks forward slightly and I refrained from moving my skink shaman out of the unit. It would come back to bite me later and I knew I should have done it at the time but I figured that he wouldn’t roll so high to get his Gors into combat with my skinks. Anyways, I inched the Chameleons closer to the Spawn, hoping to get a few shots off into it and cause some damage and moved the Skink Skirmishers closer around the forest for a shot at the unit of Gors. The Salamander also moved up 6″, hoping to get some flame action onto the Minotaurs.

Onto the magic phase, I rolled a total of 9 for the casting pool, a 6 and a 3, so his dispel pool was 6 dice. This was where I made a big mistake that I soon realized once I checked my casting pool.  I cast the Iceshard Blizzard on the unit of Minotaurs (which causes -1 to hit and -1 to Leadership until the beginning of my next turn) hoping that if he did get into combat this would help me out. It turned out to be successful and he let it go through without a roll of the dispel dice. I then cast Curse of the Midnight Wind on the unit of Gors (which means he’d need 6’s to hit, to wound, and for armour saves). He tried an attempt to dispel but fell short. It was at this point that I realized my mistake. Of the 9 dice that I had for my casting pool I had discovered that I already used 7 of them (I was holding onto some dice in my hand and it made me think I had more, for some reason…). Needless to say, Mr. J had saved most of his dispel dice waiting for me to cast Chain Lightning and I knew I wouldn’t get it off now, only having 2 dice. My only hope was Irresistible Force. It fell short and so I didn’t get the spell off, however, 2 units were already affected by the 2 successful spells that were cast earlier. With the magic phase out of the way, it was now time for the skinks to shoot off some poisoned darts. On the unit to my left, the Skinks were able to fell 2 of the Gors with the poison while the Chameleons on the right side failed to get any darts into the lumbering Chaos Spawn.  Lastly, the Salamander attempted to spout flames at the oncoming Minotaurs and managed to hit one however the To Wound roll came up short, and, with that, I ended my turn.

Turn 2

It was time to get down to the hand-to-hand battles and I knew Mr. J was looking forward to this, as this is what his army list was geared to do. He started off by declaring charges against my Saurus Warriors with his Minotaurs and then the Gors into the Skinks (with the Shaman…) Both rolls to charge came up successful and it was only a short matter of time until battle was met! He tried to get the other unit of Gors by way of the Ambush! rule but only mustered a 2 on the die roll. This meant that I could place his unit on any table edge and so, I chose the furthest away, which was his side. So the Gors moved on and it would take a least a turn for them to get involved. The magic went quickly, as Mr. J rolled 7 for his casting pool and quickly dispelled the two Remains in Play spells that I had on his Minotaurs and Gors and so spoiled my plan… It would have to be the sheer toughness and Cold-blooded wit of the Saurus that would have to see them through… and I was not so sure at this point… The shooting phases passed right by and onto the Close Combat phase we went.

We started with the Minotaurs and the Saurus (the Main Event) and those big bulls started things off by killing 3 of my Saurus Warriors by way of their Impact Hits, felling them before they ever got the chance to swing back. However, since my Scar-Veteran was equipped with the Gold Sword of Sigil (Initiative 10) he had the chance to go first, and, having witnessed 3 of his fellow Lizardmen fall to the thundering charge of the Minotaurs, he was sent into a frenzy (not literally, he doesn’t have the Frenzy rule…) With a bellowing roar, he hacked and slashed at the Minotaurs and caused 4 wounds, killing a Minotaur where it stood and further wounding another. The rest of the Saurus Warriors, inspired by their Champion’s efforts, were spurred on and began hacking and slashing as well, causing 5 wounds total, killing 2 of the raging beasts. The Minotaurs would not be outdone and raised their Great Weapons along with their leader, the Gorebull, and dropped 7 more Saurus Warriors, bringing the total to 10. After the CR was calculated, I lost in total by only 1 and so after rolling a 5 on my Leadership test, the Saurus Warriors prepared themselves for another round of combat.

The Gors charged into the skinks and, even though the Skinks were quick enough to strike first, it was not enough to withstand the charge and were routed and chased down. This brought the Gors head to head with the other unit of Saurus warriors, who were more than ready for the fight…

On my turn 2, I didn’t have any charges to declare since they were all either in combat or preparing to shoot. And having lost my shaman to the Gors I figured this would go pretty quickly. I was surprised by the Saurus Warriors and the Minotaurs and was hoping that they could make it through another round. The Chameleons sat still and concentrated on taking out the Chaos Spawn, it was now close enough to charge next turn and so I knew that I would need to kill it this turn or watch the Chameleons go down…

We skipped the Magic Phase (obviously) and went onto shooting, where the Chameleons readied their blowpipes and let off 12 shots into the Spawn, and, to my surprise (and luck) 3 dice were showing 6’s… the Chaos Spawn had been failed by the poison darts of the Chameleon Skinks.

On to the Close Combat phase, we started with the Minotaurs/Saurus again and this time Mr. J issued a challenge with his Gorebull to my Scar-Veteran, to which I accepted. The Scar-Vet only hit on 2 dice and wounded on just 1… the Gorebull retaliated by swinging his Great Weapon at the Scar-Vet, hitting on 3 and wounding on 2… I was able to save one of them and my Scar-Vet was able to survive the onslaught, living to fight another round. The remaining Saurus Warriors were still inspired by their comrades and did a whopping 6 wounds to the remaining Minotaurs, killing 2 of them. This left only one Minotaur to attack and he was able to kill 2 of the Saurus but it proved to not be enough. With the Standard Bearer now gone and the strength in numbers in my favor, a break test was issued to the Gorebull and remaining Minotaur. They fled from combat as the Saurus gave chase and were eventually ran down. The Saurus looked up and readied their attention to a last unit of Gors off in the distance. This is where they would go…

Remainder of the Game:

To sum up the remainder of the battle, the other Saurus unit made short work of the Gors (their needing 5 to wound me made it very difficult to Mr. J… it also didn’t help that my dice rolling was, seriously, on fire! I can remember Mr. J saying he hates my dice a couple of times… and I gotta admit that I made several parry saves and high armour saves.) and then both units of Saurus gave chase to the remaining unit of Gors. While he was able to obliterate the unit of skinks with his Gors the Saurus again proved to be too much as we fought for 2 rounds before I was finally able to roll high enough to catch him, which happened to be on Turn 6. To finish the game off, I finally chased down his fleeing Gors by rolling double 6’s… perhaps a telling sign of the game. In total and for the purposes of victory points, I had full units of both Saurus Warrior units, the Chameleon Skinks, and the Salamander. Definitely a “Massacre” in terms of gameplay.

This was the second game I have played with Mr. J and he is a very good opponent to play against. We are both polishing up on the rules so we always take the time to get it right if we think it may be something different. We have agreed to go to a full scale 2,250 point game next Wednesday and so I’ll have the results of that one as well. He said he’s going to make changes to his list so I’m not sure what to expect next week but I’m sure that either way we are going to have a good time. Thanks for checking it out and make sure to check back often as I’m still in the process of finishing up my Lizardmen! Leave a comment too!

500 Point Escalation League.

A new escalation league began yesterday at the local Games Workshop that consists of small warbands starting at 500 points. Each week the army size will increase by 500 points so this week we started with 500, next week will be 1,000 points and so on, and so on… The small battles will each have an objective (we have to randomly roll at the beginning of the battle to determine what it will be) that can range from “Take and Hold!” to “Assassinate!” I thought it was a good idea for me to get involved and get a few games (albeit small ones) under my belt, especially since I have only played 8th edition one time…

I was only able to get in one game but it was enjoyable one. My opponent is known around the GW as “Mr. J” and his army of choice was Beastmen. I’m not too familiar with the Beastmen army but his list looked very similar to this:

* Wargor

* 15 Gors w/shields and Full Command.

* 15 Gors w/shields and Full Command.

* 6 Ungor Raiders.

* Chaos Spawn.

I set my models out and prepared for battle. My list consisted of the following:

* Scar-Veteran w/light armour, Enchanted Shield, Golden Sword of Sigil.

* 10 Saurus Warriors, Standard Bearer and Musician.

* 12 Skink Cohorts w/a Kroxigor.

* 6 Chameleon Skinks.

* 1 Salamander (proxied from a Razordon.)

The Setup

There were only 2 pieces of terrain on my side so I decided to set up my (small!) army in between both of them to give them natural flank protection. I placed my block unit of Saurus in the middle with the Skrox unit to it’s left and the Salamander flanked to the right. Since the Salamander is a Skirmisher I didn’t worry about the trees that were there, knowing that I would be able to move right through them. Naturally, the Scar-Vet was in the first rank of the Saurus. Lastly, I placed the Chameleon Skinks about 18″ away from his Chaos Spawn, knowing that they would get to fire off several shots before he got too close, and, with no armour, I figured they would make easy work of it…

His set up was pretty basic as well, with a unit of Gors placed in the middle along with the Wargor. The Chaos Spawn was to it’s right, the Ungor Raiders were to the left of the Gors and the other unit of Gors were held in reserve, awaiting an Ambush roll…

The Game

So he rolled higher and chose to go first. His Chaos Spawn lumbered towards my Chameleon Skinks only 7″ and he advanced the rest of his army their full marching distance. Since there was no magic on either side, we knew this game would go pretty quickly… With nothing to shoot at (yet!) he ended his turn and turned it over to me.

Keeping in mind my objective (which was to Assassinate his Hero), my first move was to get the Chameleon Skinks at least 6″ away from the Chaos Spawn in case they didn’t kill him, knowing that I would be able to Stand and Shoot on the next turn if he decided to charge me (somebody correct me if that’s wrong, I don’t know all of the rules…) I then advanced the rest of my army forward and left about 10″ between his units and mine, hoping he would fall short on his charge roll next turn. The Salamander marched forward and so wasn’t able to shoot (a mistake I later realized). It was onto the shooting phase and I let loose into the Chaos Spawn. The chameleons, being BS 4, were going to need 6’s to hit since they were double tapping (which still auto-wounds due to the Jungle Poisons rule) and so on twelve dice, I managed to roll only one… sigh… Shooting = ineffective for this turn. I would have to only hope that their stand and shoot would deliver the knockout blow… On to Turn 2.

To start things off for his Turn 2, Mr. J rolled for his ambush and was unsuccessful so his Gor unit would have to wait another turn. Afterwards, he basically charged everything he had. The Chaos Spawn into the Chameleon Skinks and his unit of Gors into the Saurus. He opted to keep the Ungor Raiders where they were at, hoping to shoot up either the Skrox unit or the Salamander… Either way, I was ok with it. The Chaos Spawn charged in and I made my stand and shoot reaction… Another 12 dice needing 6’s to wound and only rolled 1. Again. So with 2 wounds on it already, the Spawn charged in was sure to make short work of the Skinks. The Gors rolled high enough to make the charge and so moved base to base with the Saurus. In the Shooting Phase, The Ungor Raiders shot into my Skrox unit and managed to only kill 1, to my relief. They would be waiting for a charge next turn! Onto the CC phase, my Scar-Vet went first due to the Gold Sword of Sigil. It gives the wielder Initiative 10 and, at only 15 points, is definitely a good investment on a Hero level character. And since WHFB is trying very hard to be like WH40K (that’s another discussion) we all know how important Initiative has become in this 8th edition. He also has 4 Strength 5 attacks with a Toughness of 5, not too shabby. All said and done, I issued a challenge since my objective was to kill his Hero character and I was able to only inflict 1 wound. His Gors struck next and even passed their Primal Fury special rule and so were able to re-roll their misses to Hit. He did a considerable amount of hits but needed 5’s to wound and that proved to be too much for him. Only 2 wounds went through and I saved one, so, in total, I lost only 1 Saurus Warrior. It was then my turn to attack back with nearly the full compliment of attacks. I did a total of 5 wounds to his Gors and with the wound to his Wargor, I now had a total of 6 wounds. After CR, he lost by 2 but still benefited from the Steadfast rule. It didn’t really matter since his roll ended up being an 11… so of he ran. I chased him down and stayed hot on his heels to within 1″ and next turn his Ungor Skirmishers were staring at a unit of Saurus Warriors, a Skrox unit, and a fire-spouting Salamander… It would not be good for him. Up at the other combat, the Chaos Spawn did a total of 2 wounds to my Chamelons and the promptly ran off the battlefield… they were mowed down when they tried to run and so I was now at a total of 8 models lost…

When it came back to me I charged the fleeing unit of Gors and ran them down. The Salamander and the Skrox unit charged into the Ungor Skirmishers as well. To sum it all up, the Ungor Skirmishers were splattered onto the battlefield and both units overran about 12″ away from the Chaos Spawn. My Saurus Warriors close to his original deployment zone since they ran a total of 12″ to run down his Gors. It was looking pretty good so far, but he still had one unit that was needing to come on the battlefield: the other unit of Gors held for Ambush!

On his Turn 3, he turned his Chaos Spawn around and readied himself for a charge next turn. The Gors made it onto the battlefield but, due to a bad roll, they had to come on his board edge and he opted to put them in front of my Saurus Warriors. In the shooting phase the Skinks tried to throw javelins at the Spawn to rid the world of it but came up short, and failed to do any wounds.

On my Turn 3, I charged the unit of Skrox into the Chaos Spawn and moved my Saurus closer to his Gors, as well as the Salamander. In the CC phase, a lone skink was able to jab his javelin into the eye(s) of the Chaos Spawn and finally drop him. The other units would wait for the Gors to make their final stand…

On what would prove to be the last turn Mr. J charged his Gors into my waiting unit of Saurus Warriors. He was able to successfully roll for the Primal Fury and was able to do slightly better in combat this time, however, so was I… My Scar-Veteran hit and wounded on all 4 attacks and the Saurus did another 3 wounds to his 3 wounds total. There was no Steadfast rule to help him this time and he eventually fled the battlefield and was ran down and hacked to pieces by the bloodthirsty Lizardmen… The Lizards looked around the battlefield and seen only corpses of their once former foes littered across the ground… Licking their lips with their forked tongues, each member of the Lizardmen, having successfully defended their precious jungles,  strode back towards the steaming jungles of Lustria, smiling in a way that only Lizards can…

So the game only last 4 turns and I had a couple of pretty good rolls and, as you can tell, he had a couple rolls that should have gone differently. I guess that’s why you have to roll the dice! It was a fun, quick game and we are going to rematch next week with 1,000 point lists. So, all told, I lost only 11 models and it turned out to be a Massacre in my favor. More to come next week!