Wednesday, January 13, 2016

Tournament Practice

I'm going to a tournament this month, and these are two practice games against the same opponent.

It's a 50 point tournament, and this was my list for the first game:

Mohsar the Desertwalker
- Gorax
- Riphorn Satyr
- Warpwolf Stalker

Maximum unit of Tharn Ravagers + Chieftain
Bloodweavers
Druids of Orboros + Overseer
Shifting Stones + Stone Keeper
Blackclad Wayfarer

Objective: Bunker

Opponent had:

High Exemplar Kreoss
- 2x Reckoner

Minimum unit of Choir of Menoth
Maximum unit of Temple Flameguard + Unit Attachment
Maximum unit of Holy Zealots + Monolith
Initiate Tristan Durant
- Redeemer
2x Vassal of Menoth
Vassal Mechanik
Epic Eiryss
Covenant of Menoth

Scenario was Destruction and Protectorate started game.

Mirage is on Ravagers and Defender's Ward on Temple Flameguard. In the first picture Holy Zealots are under Greater Destiny. Way too many Druids died to blast damage, but they were the only casualties that turn. Lucky deviations could also have landed on Mohsar, who didn't have a single Fury point left for transfers.

Circle turn 2 Mohsar was empty on the inside again. He upkept Mirage and cast four salt pillars. Ravagers charged Temple Flameguard just to open up the game somehow.

Somehow the game felt really oppressive and I started to figure out any desperate moves. And a plan emerged when opponent had only Holy Zealots to contest the scenario zone. I'd destroy enemy objective and dominate zone for two turns somehow. First three points would be easy, just advance Mohsar to the zone and cast salt pillars after the Zealots and objective is removed. If he somehow survived, Rip Horn and Mohsar himself with Bulldoze might be able to empty the zone and bring scenario victory.

Well, the plan didn't have all that great chances of success, but it was the best I could do.

However.

There was one "but" I didn't take into consideration. The Covenant of Menoth had said "no spellcasting within 10" of me", and that was where Mohsar found himself. With eight or nine fury points, unable to use them in any other way than to boost spray attack.

It was pretty much game over there, unless...

Riphorn Satyr made a double handed throw on Mohsar and threw him within Shifting Stones. Shifting Stones then teleported Mohsar to safety. Wow. Pro moves.

And Riphorn did save Mohsar - the game continued for one full round. Mohsar did lose all of his warbeasts, though. As a final act of defiance Mohsar charges a Reckoner, dragging at least one of the warjacks to grave with him. Except Mohsar missed quite a few attacks and didn't score that great damage rolls even with four dice. To Kreoss it probably looked more like an angry old man jumped to Reckoner and poked it a couple of times with a walking stick.


Game 2:

Opponent had the same list, while I took:

Morvahna the Dawnshadow
- Gorax
- Pureblood Warpwolf
- Wold guardian

Maximum unit of Wolves of Orboros + Unit attachment
MAximum unit of Tharn Ravagers + Chieftain + Shaman
Shifting Stones + Stone Keeper
Blackclad Wayfarer
Gallows Grove
Tharn Ravager White Mane
Gatorman Witch Doctor

Objective: Arcane Wonder

Scenario was Two Fronts and Circle started game. First picture is from the end of Circle turn two, I think. Finally I remembered to keep one of the Tharn Ravagers a bit behind not to make removing entire unit that easy. I didn't get the Ravager A that far because they only advanced. I wanted to kill two Zealots with Shaman's lighting stick, but failed the attack roll even with a re-roll.

Morvahna has Fog of War on and Carnivore is on Wolves of Orboros. Wolves are also zombified. Defender's Ward is on Temple Flameguard.

Protectorate turn 2 the Temple Flameguard charge a little, but only three get into contact with Wolves. Kreoss uses his feat and the rest of the army kills all but the one Ravager I had hidden behind Gorax.

That obviously meant Morvahna had to use her feat on turn 3 right away. Closest Reckoner had had Enliven cast upon it. I used the newly risen Ravagers to envelop it from all sides. Morvahna cast Purification to get rid of Defender's Ward and Fortify from Tristan's Redeemer. She cast Wold Guardian's animus on herself and called it a day. She had two fury points left for transfers.

Shifting Stones teleported Wold Guardian to the Enlivened Reckoner. Guardian didn't quite manage to destroy it, but fortunately the only Ravager who was able to charge dealt enough damage to wreck it. Ravager made it that far thanks to Hunter's Mark that had been cast on the Reckoner earlier.

White Mane failed a MAT 10 charge attack once more. He could have relatively easily eaten all three Flameguards and open up charge lanes for Wolves, but no. Not today. Not ever.

So the Wolves just advance and do a couple of Combined Melee Attacks to kill two Flameguards.

Game looked good enough, though I was afraid I'd lose all the Ravagers again, plus the Wold Guardian. But what I actually needed to be afraid of was the loss of Morvahna. She was not the only caster on board who had Purification on spell list. She lost the Wold Guardian animus, and then Reckoner and Redeemer attempted to assassinate her. Scary stuff.

But the key shot missed - Reckoner didn't get Morvahna under -2 Def Flare. Redeemer hit only with a maximum of one attack, and the damage rolls didn't raise concerns.

Covenant was reciting the "no knockdown or stationary" verse. I really wanted to knock Kreoss down with Wold Guardian. Opponent also ran Eiryss in between Kreoss and Wold Guardian, so there was an annoying Def 16 model that needed to go down somehow for a secure assassination.

This time the dice were rolling like a dream. The Covenant did break down, and Blackclad Wayfarer scored a hit against Kreoss. Pureblood Warpwolf killed Eiryss and dealt astonishing damage to Kreoss. Wold Guardian punched the protectorate warcaster in the belly.

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