Thursday, April 3, 2014

WaaaghPaca 2014: Round #5 (Tzeentch's Revenge)

For the last round of WaaaghPaca, I was sitting at a decent 3-1 record with most, but not all of the bonus points. So I was expecting a hard final game, and I was not disappointed. My final opponent for the tournament was playing a Tzeentch-heavy Daemons of Chaos army that included: three units of screamers, three units of horrors, several heralds, a Lord of Change, and - of course - two Khorne Skullcannons (because what near mono-themed army wouldn't bring two cannons to the table). This list looks like it was designed to just demolish monsters and I knew I had to keep my units away from the screamers or I was going to be in big trouble.

My notes for this game are not great (read: nearly incomprehensible), but I was able to reconstruct the game as best as I remember. Now if only I could remember (or read) my opponent's name, things would be looking up.

Deployment:
For this battle there was a river running down the center of the board along with a large tower on the right flank that allowed for some interesting deployment options. My opponent deployed his army in a right-flank oriented manner sitting the bulk of his force off-center. In the direct center he deployed a unit of screamers and a small unit of horrors directly behind. Next to this deployed the first "skill cannon" and the larger unit of horrors. Then another unit of screamers and the last horror unit backed up by the Lord of Change. The last cannon held the right flank while the last unit of screamers deployed on the extreme left flank.
Lined up against things that just devour monsters.
I deployed hard on the right flank with all the monsters lining up to have a go at the units of horrors. From the far right I deployed the medusa, a hydra, the kharybdiss, manticore rider, BSB, and the other hydra. On the left flank I deployed all the fast cavalry with the warlocks holding the center line to hit as many units as possible with Soulblight. I won the roll off for first turn, and set about trying to close distances with the daemons.

Turn #1: Dark Elves
With a strong position on the right flank, I pushed forward with all my monsters trying to maintain a consistent battleline while trying to prevent the screamer units from being able to single out unit or double charge one unit.

On the left flank, I moved up more cautiously to make sure that the screamer units could not fly over my small units and destroy them before they had an opportunity to play their part in the game.
Pushing forward, slowly.
Dark Elf magic and shooting are really ineffective as I fail to cause a single wound. Looks like first blood will go to the daemons.

Turn #1: Daemons
After watching my opening moves and my careful placement of fast cavalry units and monsters my opponent looked shocked. He even turned and said "nobody plays that smart against my screamers." Well, when one unit of screamers could wipe a unit of Dark Riders just by flying over them, you learn to be extra wary.

With his initial plan of just flying over my units stalled, my opponent only moved up slightly. The left-most unit of screamers moved to the edge of the river and the center unit moved to face off against the warlock units. On the right flank the cannon and screamers moved forward while the Lord of Change swung around to be out of charge range from the manticore rider who would have easily killed the greater daemon in combat.
Cannons move into position.
The Tzeentch magic phase proved to be middling as although several magic missile spells were cast, the random nature of the missiles meant that only a single Dark Rider died from the left-most horror unit. There were a lot of strength 1 and strength 2 hits rolled!

In the shooting phase, the first cannon landed right in front of the nearest hydra, barely missing the gigantic creature. One the right flank, the other cannon took advantage of poor placement by the Kharybdis and fired a cannon ball at the sea monster which, if it killed the creature would also slam into the manticore rider. Luckily, the cannon only caused two wounds and the Kharybdiss continued its press towards the horror units.

Turn #2: Dark Elves
Taking a couple of openings, I declared a lot of long charges with the Dark Elves. The BSB long charged the skull cannon in the center (needing an "11") and made it into combat. A hydra charged the flank of the center screamer units (needing a "9" which is a long charge for a unit without swift stride) and also made it into combat. On the left flank, two Dark Rider units also charged and slammed into the screamer unit on the bank of the river.

After making every declared charge, the remaining Dark Elf units moved forward in support. The monsters continued towards the horror units while the dark riders and warlocks moved to support the center. Finally, the medusa moved into the building to bring its deadly gaze onto the unengaged cannon.
Many successful Turn 2 charges!
In the magic phase, both warlock units failed to cast Soublight on the screamer units. Meanwhile, in the shooting phase, the Dark Elves were quickly proving themselves incompetent. The Dark Riders failed to kill a single horror with all their bolts and the medusa managed only a single wound on the cannon, thereby guaranteeing at least one more round of shooting.

In combat, the combined might of two Dark Rider units (and their combat resolution of charging and a banner) sent the screamers back to the warp freeing the left flank for all the fast cavalry. The BSB, with its Cloak of Twilight, smashed through the cannon with a flurry of blows, but rolled poorly on the overrun and was unable to make it outside either horror unit's line of sight. Finally, in the combat with the hydra and the screamers, the hydra rolled poorly and managed to only kill a single screamer with all its attacks (I opted not to waste the breath weapon at this point). Unfortunately, even with the -4 combat resolution, the screamers managed to stay and would fight again next round.

Turn #2: Daemons
My opponent wasted little time in taking advantage of my BSB's poor overrun. But rather than charge it with both horror units (which is what I would have done to guarantee higher combat resolution) he solo charged with the smaller unit into the BSB's flank. The rest of the daemons turned to face the bulk of the Dark Elves with both the cannon and the Lord of Change moving around the tower.
The Lord of Change flies around the building to see the small, unprotected units of fast cavalry.
In the magic phase, the daemons and Lord of Change finally began making their presence known, and in a big way. The large horror unit in the center wiped an entire unit of Dark Riders with a bolt of change (six hits at strength six) and the Lord of Change wiped a unit of warlocks with a couple of spells which the Dark Elves were unable to Dispel.

In the combat phase, the hydra killed the last of the screamers and turned to face the flank of the small horror unit. In the BSB combat, the BSB killed several horrors but took a wound in return. Luckily, the BSB passed his break test (only losing by musician) and turned to face the unit.

Turn #3: Dark Elves
The hydra, seeking to free the BSB from several turns of combat, charged into the flank of the small horror unit hoping to crush it in a single round. The other hydra, spotting another flank charge, charged the last screamer unit. Finally, the manticore rider charged the large horror unit looking to cause some serious havoc.

On the left flank, the remaining fast cavalry moved forward and away from the Lord of Change. Finally, the Kharybdis moved toward the last unengaged horror unit.
The Dark Elves engage the core of the daemon units in bloody combat.
As usual, both the Dark Elf magic and shooting phases were ineffective. The remaining warlock unit failed to cast a boosted Soulblight and the medusa failed to wound the remaining cannon.

In combat, however, the Dark Elves went on a rampage. In the combat between the hydra, BSB, and horrors, the Dark Elf units wiped the horrors off the board and turned to face the right flank. The mancticore and beastmaster went on a tear and sent two ranks worth of horrors back to the warp, only their Steadfast nature kept them from dissipating completely. Finally, on the right flank, the hydra kills one screamer outright, for only a single wound in return. Another screamer is then sent back to the warp to join its kin leaving only a single screamer left on the board and in combat with the hydra. At the end of the turn, the hydra then regenerated its lost wound (awesome!).

Turn #3: Daemons
With most of the large blocks locked in combat, and not much to do, my opponent simply finished moving the cannon around the building while the Lord of Change flew into the center of the board to gain control of the bonus objective.
Lord of Change really wants that bonus point.
Tzeentch magic was absolutely devastating this turn. After rolling on the realm of chaos chart, the Kharybdis took two wounds and the unengaged hydra took another. Then, after the Lord of Change had his unimpeded way with all the magic missiles, the unengaged hydra and a dark rider unit were wiped off the board. Luckily, all the remaining units stayed resolute in the face of such destruction.

In shooting, the remaining cannon (with only two wounds left) hit the Kharybdis square on, killing the giant creature and leaving a large carcass sitting on the battlefield.

In combat, the hydra takes another wound before failing to crush the last screamer in its jaw. The screamer then mocked the Dark Elf creature by staying in the combat for a further round. In the center of the board, the horrors managed to wound the manticore before the beastmaster and beast killed all but five horrors, leaving the unit for one more round (drat!).

Turn #4: Dark Elf
Needing to wipe the rest of the horror units, and maybe do something about the Lord of Change, the Dark Elves quickly moved into action. The BSB charged the last screamer hoping to overrun into the unengaged horror unit but took a wound from dangerous terrain for his trouble. Meanwhile, the fast cavalry units moved to disburse themselves from the Lord of Change's line of sight.
The fast cavalry implements Plan Runaway trying to get away from the LoC.
As was consistent throughout this game, Dark Elf shooting and magic failed to do anything. In combat, the BSB slaughtered the screamer and overran, trying to make it into the horrors. Unfortunately for the Dark Elf master, he tripped on another tree branch and died to too many failed dangerous terrain tests! The beastmaster finally ripped apart the rest of the horrors and turned to face the Lord of Change.

Turn #4: Daemons
With very few units left, the game began to move much quicker with only the cannon opting to move to see the beastmaster and his manticore.
The daemons begin running out of units.
Magic once again caused another Dark Rider unit to collapse into melted slag. In shooting, the cannon took aim and hit the manticore killing it outright. The cannonball also hit the Beastmaster who failed his 4++ save (of course he would) and died along with his mount.

Turn #5: Dark Elves
With only one block of horrors left, I felt confident that the lone hydra could take the unit and so charged it in. Determined to keep one unit alive, I moved the last Dark Rider unit behind the building while the warlocks move behind the Lord of Change hoping for one good magic phase this game.
Plan Runaway still in effect.
Unfortunately, I rolled a three for winds of magic and the warlocks looked silly sitting behind the greater daemon. In the shooting phase the medusa finally killed the cannon (two turns late). In combat, the hydra demolishes the horrors, but they remain steadfast and ready to fight for another turn.

Turn #5: Daemons
The Lord of Change turned around and with a wave of his hands, the warlock unit was reduced to a single model. In combat, the horros all died to the might of the hydra.
The Dark Elves are also quickly running out of units.
Turn #6:
Trying to hope for a little luck this game, the last Dark Rider unit moves to the center of the board to contest the bonus objective with the Lord of Change while the rest of the army runs away. Instead, the Lord of Change simply turns around and kills the Dark Riders leaving only a single model alive and the daemons in control of the objective.

In the end, the Dark Elves ended up winning the game by more than 100 points, but the LoC was determined to keep the denizens of the dark from their rightful bonus point. At the end of the tournament, the Dark Elves managed a decent 4-1 showing, even though I only captured 2 of the additional bonus points.

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