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 silvanos vs skavens (segundo juego del torneo)

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MensajeTema: silvanos vs skavens (segundo juego del torneo)   Miér Ago 10, 2016 11:15 pm

GAME 2 – Sweden (Vermin Swarm, Breakthrough) 


After the first round defeat, we were expecting to fight one of the more laid back teams. We met the Swedish instead, who –despite having some youngbloods too – still counted two ABC members and an RT member among their ranks.


In the pairings I had to take the Vermin Swarm, a matchup considered bad by most of my team mates and average for me. A training game against @skrak had taught me how dangerous a VS list can be, and also to avoid the Pendulum at all costs.


The breakthrough scenario was the good news for the SE, since I had more scoring units and far more controllable than the frenzied monks.


Pregame: 


The druid got Luminous Bolts and Arcane unforging, the Matriarch got Beast Within and Raging Storm, the Magister got Breath of Corruption, Mass of Flesh, Cleansing Infestation and Leprotic Curse. Finally, the apprentice magisters both got Black Lightning, as well as Feed the Swarm and Crack the Earth respectively.


The deployment type was flank attack, and I opted to give my opponent the attacking role: I wasn’t too eager to give the Plague Brotherhood a 15» headstart towards my line, and I knew that this would force my opponent to abandon one flank.


Going into the game, I knew that with the amount of augment spells and the resilience of the Pendulum, I wouldn’t be able to touch the Plague Brotherhood Deathstar. So the plan was simple: win the long range shootout with my 18 Sylvan Archers, take the Dreadmills and Lightning cannons, redirect the Pendulum and win the scenario. Easy, eh?


Deployment:


We traded deployments, initially, until I spotted where the weapons teams were going. Putting my archers at shooting range from the first one, I dropped everything to get the first turn.The Forest Guard and Heath Riders went on the left, as their role would be mainly to be the scoring contingent, helped out by a unit of Wild Huntsmen and potentially the Bladedancers.





TURN 1 – Sylvan Elves


On the left flank, the Forest Guard and Wild huntsmen duo advanced towards the Dreadmill, while the Heath Riders hugged coverout of sight from the Lightning Cannons. The central forces moved up reluctantly, while on the right I used Kestrels and Wild Huntsmen to threaten the advance of the other Dreadmill. The Thicket Beasts could hide against one of the two cannons behind the hill, and they did so. The Sylvan Archers moved up to be within 30» from the first Rotary gun and let loose, killing it instantly.

In the magic phase, the curse of the wildwood on the big block was dispelled, while the Magic missiles were out of range.




TURN 1 – Vermin Swarm


My opponent sent the leftmost Dreadmill near the table edge, while the right one attempted to get out of line of sight of the wild huntsmen, but failed.The Plague Brotherhood moved up and the Rotary guns redeployed towards the west, out of range from my archers.

Magic was uneventful, due to a couple of good rolls on my part for saves and dispel.

Shooting targeted the thicket beasts and a unit of kestrels, but both shots failed to hit.


TURN 2 – Sylvan Elves


The Wild Huntsmen flank charged the exposed Dreadmill. The rest of the sylvan forces stayed a good distance away from the Rotary guns, while the Forest Guard performed a swift reform to move even more to the west and out of potential firing range from the enemy weapon teams.

Magic was directed yet again on the Pendulum, my opponent dispelling the Curse of the wildwood once more. Shooting from the archers dropped five Rat-at-arms, but the remaining infantry didn’t panic.

In the inaugural close combat of the game, the Wild Huntsmen killed the Dreadmill in one go, overrunning into the piece of impassable terrain, their flank exposed to slaves.





TURN 2 – Vermin Swarm


The Slaves flank charged the Wild Huntsmen, and the big block moved forward once more. In the magic phase my opponent cast an irresistible Black Lightning on a unit of Bladedancers, killing four models and receiving a wound in the process.

The Lightning cannons managed to hit a unit of Kestrels and down one model.

In combat the Slaves killed enough wild huntsmen to make them flee, and after all the Dangerous Terrain tests were rolled a single Wild Huntsman remained.

The Doomblade warlord took a wound from the Toxic hit.


TURN 3 – Sylvan Elves


With the right flank abandoned and the pendulum pushing forward aggressively, I had to get rid of the vermin shooting fast: theBriar Maidens scaled the hill in order to shoot at the Rotary guns, while the Thicket Beasts advanced towards the Slaves. The 3 remaining blade dancers were used as redirectors, in a position where the pendulum would end up inside the forest, out of action if it charged. On the left flank, the Forest Guard and Wild Huntsmen, now well within the enemy deployment zone, played chicken with the Dreadmill.

In the magic phase my opponent used his scroll to block the Luminous bolts on the Rotary guns, and then had to let through a Curse of the Wildwood on the Pendulum unit. The Maidens then used the attribute to move out of the slaves’ arc of sight.

In the shooting phase the Archers put a couple of wounds on the rightmost lightning cannon, and the Briar Maidens killed a Rotary gun, failing to panic the last of the weapon teams.



TURN 3 – Vermin Swarm


The pendulum didn’t take the charge bait, and swiftly reformed instead. The Gutter blades and rotary gun turned their attention to the Briar Maidens, while the slaves were pushed right in front of the Thicket Beasts. The Dreadmill moved in a trajectory towards the middle of the board.

Magic dropped another 2 of the Bladedancer redirectors, leaving a single survivor, while one of the cannons misfired and killed 3 Rat at arms. The other one failed to hit.

The rotary gun and the two gutter blade units unloaded on the briar maidens, but only killed two of them thanks to their ward save!


TURN 4 – Sylvan Elves


The thicket beasts charged into the Slave unit, hoping to munch through them in a couple of turns and still have time to hit the enemy deployment zone. The Briar Maidens squeezed through the terrain and behind enemy lines, ready to pepper the last weapon team with shots, and start killing skirmishers and warmachines after that.

The dryads and bladedancers moved up to intercept the approaching Dreadmill, while the redirecting bladedancer positioned himself to annoy the big block further.

Magic was dispelled, but shooting managed to kill the last Rotary gun and the wounded Lightning cannon.

The thicket beasts started hacking away at slaves, in a task that would take them 3 combat rounds to complete. The slaves failed to put a dent on the monstrous infantry.



(blurry image of how the left flank looked: Wild huntsmen covering the advance of the Forest Guard, with Heath riders right behind - just outside the picture)

TURN 4 – Vermin Swarm


Disclaimer: this was to be my worst luck experience of the tournament.


The vermin still didn’t want to charge, instead reformingtheir Pendulum and moving up the hill, within charge range of the thicket beasts. The Dreadmill rolled towards the blade dancers, approaching within 9 inches of them. Finally, the Gutter Blades and Rats at arms turned to face the Briar Maidens.

In the magic phase, I failed to dispel with 3 dispel dice a Black ligthning cast on a 7. This resulted in one dead unit of Kestrels, and forced me to spend my dispel scroll on the second Black Lightning, aiming at my other Kestrel Knights which I would be now forced to use as redirectors.

In the shooting phase the gutter blades managed two wounds on the Briar maidens. Neither was saved, and the Maidens promptly failed their Ld 9 panic test and fled off the board! 270 points lost, but more importantly no way of dealing with the second cannonnow!

The thicket beasts continued their slave killing spree, and would break the vermin on the following combat round.


TURN 5 – Sylvan Elves


Disclaimer: the bad luck continues.


The bladedancers failed their 4+ charge on the dreadmill, the lone bladedancer failed his ld9 rerollable march test to block the Pendulum for another turn, forcing me to use the Kestrels to redirect the Pendulum. I opted for a redirection towards the enemydeployment zone, knowing that it would be impossible for them to get into my deployment zone in time to contest the objective.

Magic was of no consequence, and shooting lacked any good targets now.

The thicket beasts finally killed the slaves, and stayed put in order to avoid getting hit by the Pendulum on its overrun move next turn.



TURN 5 – Vermin Swarm


The Pendulum charged the Kestrels, the Dreadmill hit the bladedancers and the gutter blades moved up to snipe the lone bladedancer who couldn’t march. The small plague brotherhood moved full speed towards my deployment zone.

In the magic phase the Magister buffed the Pendulum unit to T6 and regeneration 5+, spells that I gladly let through sinceI wasn’t planning on charging the deathstar anyway. Shooting took off the last bladedancer, as well as the last (rallied) wild huntsman.

The Pendulum blew through the kestrels and overran into empty space. The dreadmill didn’t care about my 3+ ward save, and killed half the unit on the charge, running the survivors down.


TURN 6 – Sylvan Elves


So things were looking bad, but I still had the objective: the Heath riders moved up inside the Vermin deployment zone, the Dryadswith matriarch flank charged the dreadmill and the thicket beasts moved to block any sneaky reforms by the pendulum.

In the magic phase I managed to cast the beast within on the dryads, making them S5 and T5. That didn’t matter though, since I only managed to wound once with the unit’s attacks! The dreadmill retaliated, killed a couple of dryads and held its ground on a Ld6 roll.


TURN 6 – Vermin Swarm

In the closing turn of the game, my opponent moved the small unit of Plague Brotherhood into my deployment zone, then took the mages out of the Pendulum unit for some last turn sniping.

Magic came up a 2-1 phase, with a third dice channeled. This meant I had no hope of dispelling the Black Lightning on my Heath Riders, which killed 3 of them. They passed their Panic test though!

The Lightning Cannon then was pointed at them, hit on 5+ and managed to kill both of them (thanks to the «line template» rules that allow hitting multiple models in a single rank), denying me the objective!

In the final combat of the game, the dryads finally woke up and put some more wounds on the Dreadmill, dodged the return attacks and made it flee, without being able to catch it in pursuit.


Tallying up the points, the Vermin swarm had won a close victory by around 300 points, and neither of us had gotten the objective thanks to the last turn antics. This brought αour game to an 8-12 loss for the Sylvan Elves, in a hard-fought game!


Vermin Swarm victory!


Aftermath: 


I feel that this game was my best-played game of the weekend, so when things went pear-shaped on turn 4 and onwards, I couldn’t help but think that dice were robbing me from a deserved win. The armies had a difference in power level from the get-go, there is absolutely no way to play the Thicket Beasts and the Kestrels as long as the Dreadmills are still around, while the cannons kept my big unit hiding. From previous experience, trying to engage the unit with the Pendulum is a waste of resources, since there is absolutely nothing in a balanced army list that can take that unit on.


So I was pretty happy with how Curse of the Wildwood and redirectors were combined to take 1000 points worth of Vermin Swarmout of the game for 5 turns, but a bit miffed by the fact that in the end I didn’t get the points to reflect it.


What went wrong? The fourth vermin swarm turn was a nightmare for me: lost ward saves, lost panic, failed dispel with a ridiculously low roll, then the need to burn my scroll (which I was saving exactly for the last turn to protect my scoring unit) in order to keep the Deathstar honest.

The Briar maidens could have won me the game, and I feel the way they advanced behind enemy lines underlines how useful they can be. But one can only hope that Ld9 will be good enough in a critical situation...


Overall, the game was great fun and very tactical. My opponent played a defensive, no-risks game, since this was his first ETC and his goal was to break even.

In the end, Sweden won the round by a convincing margin, moving up to the top tables. We toppled down to the last few rows, were we would get to play the Serbians! Hoping I’d finally get to play against the best dwarf list at this year’s ETC, I was instead paired against the Beast Herds...


To be continued!


(feel free to discuss tactics in the comments below!)


Smith
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MensajeTema: Re: silvanos vs skavens (segundo juego del torneo)   Jue Ago 11, 2016 3:48 pm

Pere pere que este lo quiero leer Razz
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