Ah, the delay when one has Flickr sets to sort... Or, y'know, is lazy.
Anyway, I played a number of games in preparation for a tourney at the Chicago Battle Bunker this past Monday. This particular one was against John (not of Plastic Legions, though he's a good guy too!) and his Tomb Kings. Those that play against me in WHFB on a regular basis know a basic truism- I *%#$ing HATE the Undead. So any chance to give them a kicking is a good time, though given my record against them, maybe not...
Here's my standard "castle" deployment. Warmachines on the hill, Thunderers on the flank with a Dragon Slayer to discourage people from just rolling up the thin line of shooters, Slayers on the other flank, and my three major combat blocks filling up the center (Left to right, Warriors, Longbeards, and Ironbreakers). The best laid plans, of course...
http://www.flickr.com/photos/conspyre/3676978951/sizes/m/in/set-72157619335123663/
And the view across the table. Chariots on my left (led by his bitchin' flaming Tomb King chariot), more Chariots, a thin line of Skeleton Archers, two Screaming Skull Catapults, some Tomb Guard, and Yet More Chariots. That many S7-vulnerable units should be a Good Thing for my Bolt Thrower and Cannon, but that remains to be seen.
Turn one was a bit more eventful than usual. The Tomb Kings advanced, with a little magical assistance speeding up a couple of Chariot units, and the Screaming Skull Catapults dropping a couple of Slayers, while the Tomb King's unit reminded me that yes, TK Chariots have bows by killing two Thunderers. The Dwarfs retaliated, powdering a Catapult crewman with a cannonball, and destroying a Chariot between the Thunderers and the Organ Gun.
Turn 2: The Slayers square off against the fast-moving Undead
Turn 2 was a quiet Magic phase for the Tomb Kings, as between a Rune of Spellbreaking and some solid Dispel dice, they didn't see a single spell go off. The shooting phase was a bit nastier for them, with a (obviously huge!) shot from the Screaming Skull Catapult demolishing the Organ Gun, leaving the crew a bit puzzled as to what to do with themselves. Like all good Dwarf gun crews, they ended up parking themselves behind the hill to have a quick pint or five until they were needed. The Dwarf shooting wasn't quite so stellar, with the Cannon failing to hit, though the Thunderers and Bolt Thrower each destroyed a Chariot.
Turn 3: It Came From Below!
As is traditional, turn 3 was Interesting. All of John's reserves showed up, namely two Tomb Scorpions and a swarm of three bases. The last chariot in his second unit attempted to charge the Thunderers, only to be gunned down by their Stand and Shoot reaction. Using my last two Runes of Spellbreaking effectively shut down his Magic phase again, leading neatly into one of the Screaming Skull catapults misfiring. His Tomb King's chariot regiment easily cut down the Thunderers, despite their earlier triumph, and overran into the Dragon Slayer. Despite it landing practically on top of them, the Warrors easily defeated the first Tomb Scorpion in combat resolution, and the Bolt Thrower crew bravely defended their machine against the other one. The Slayers, alone on the right flank, managed to hold up against the Swarms and his right-flank Chariot unit. On the Dwarf side of the round, the Cannon managed to do two wounds to one of the Screaming Skull Catapults. The Tomb Scorpion fighting the Bolt Thrower crew cut them down, demolishing the machine, while the Dragon Slayer found his glorious end against the Tomb King. The Slayers were whittled down by the Chariots and Swarms, the Chariots claiming their banner for the trophy halls of Khemri.
Turn 4: Surrounded, the Dwarfs try to regroup.
After the frenzy of combat in Turn 3, Turn 4 was relatively sedate. The Magic phase was again quiet, while the Skeleton Archers dropped a cannon crewman. The Cannon responded by destroying one of the Swarms with Grapeshot, but otherwise it was mostly preparation for Turn 5, which would inevitably be the decisive turn.
Turn 5: I somehow don't have a good picture. Please enjoy this kitten.
The Ironbreakers got charged by both the Chariot and the two remaining swarms. Again the Magic phase was silent, though I can't say the same for shooting, with four Longbeards killed by airborne craniums. One Tomb Scorpion killed off the Cannon crew, overrunning into the Organ Gun crewmen, while the Ironbreakers fled and were cut down.
Turn 6: The Tomb King and his retinue fight the Warriors.
Without the Runesmith to help with magic (he was killed with the Bolt Thrower crew), the Tomb King was able to advance his unit into the Warriors, while the Tomb Guard got the rear of the Longbeards. The Warriors broke and fled, cut down by the chariots, and the Longbeards fled, running into the Skeleton Archers, leaving the table clear of Dwarfs.
This was a tricky game for me. I'm used to the Vampire Counts, where if you can stymie their magic, they're in a great deal of pain. In this game, John didn't get very many spells off, but his Chariots were still more than enough to crush my infantry blocks.
Friday, July 17, 2009
I'm not dead!
Thursday, July 2, 2009
Robots!
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