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 The 16th Conflict Tournament​ - Game 2

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daruk_el_rojo
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MensajeTema: The 16th Conflict Tournament​ - Game 2   Miér Jul 19, 2017 8:10 pm

The 16th Conflict Tournament​ - Game 2








  • [size=16]SmithFSunday, 9:54pm+9[/size]

    NEW

    Game 2 – Kingdom of Equitaine


    So after a very good start, I knew I’d probably get to face one of the top players in the tourney; for a couple of minutes this opponent was none other than T9A’s Frederick, but then the organizers recalculated and I ended up fighting Team Germany’s Yannick and his peasant KoE list. For those of you with good memories, I had faced Yannick’s EoS in last year’s Herford tournament; he is a great guy to play against, and a very competent general, so I was looking forward to our match.

    The list he brought is unconventional to say the least:


    Citación :
    HEROES:
    Dukevirtue of humilitycrown of autocracy
    Dukevirtue of humilityWizard’s Hood
    Damselwizard master,4 spells DivinationBook of Arcane PowerRing of Fire
    CORE:
    57 Peasant Levy, spears, Full Command
    57 Peasant Levy, spears, Full Command
    56 Peasant Levy, spears, Full Command, War Banner
    30 Peasant BowmenMusician
    30 Peasant BowmenMusician

    SPECIAL:
    12 Brigands
    2x Sacred reliquary
    2 x Trebuchets

    To some of you it may not be news, but I certainly didn’t see this list coming!


    We got Frontline Clash and Secure target as objective.


    Looking at my opponent’s army, I figured one thing: If I held back, I’d get shot to pieces. So the plan was to engage as fast as possible, and use the Treefathers to grind the spear blocks over multiple turns.


    I used my objective to force my opponent to deploy on the side of the board with a big impassable terrain cutting his zone in half: this way he wouldn’t be able to concentrate fire on my units, and potentially if he made the mistake of advancing a single unit on its own up my flank I’d be able to catch it unaware out of the BSB/general bubble.


    Early Game:






    I got the first turn, and used it to move up full speed ahead with the Treefathers, towards his central block. The briar maidens, archers and heath riders held back a good distance away from his archers, while the big dancers and Forest Guard began the long slog towards the enemy lines. The kestrels moved up on the (empty) left flank in an effort to disrupt the enemy lines and attract the attention of magic away from the treefathers.

    My plan worked, since the Damsel’s bunker had to turn around and deal with the Kestrels instead of throwing spells at the treefathers. One trebuchet misfired and was taken out of the game, while the other kept missing my Forest Guard.


    Mid Game: 



    Around turn 3 I took the plunge and threw my two Treefathers and the small unit of Bladedancers plus BSB into the front of the middle Spear unit. The unit had previously been augmented by Know thy Enemy (+2 ws/initiative) but I felt confident that with a combination of magic and the 3+ ward would keep my dancers alive.

    A series of subpar rolls on my part and great ward saves for my opponent meant that I still lost 3 dancers to the enemy attacks, but the problems came on the following turn: with the trees in combat, the only spell that I minded was Know thy Enemy, since it would limit my dancers’ chances of survival. After having kept my 6 dice to dispel it, my opponent proceeded to get a triple six roll on 4 dice, and I failed miserably to dispel. To add to the insult, the BSB failed to wound with his 4 attacks, meaning that the dancers went from being hit on a 6+ to being hit on a 4+…


    To cut a long story short, the dancers died but the BSB held on, while the trees kept stomping on peasants. Over the following turns the trees would get flanked by the other 2 spearmen, but druidism magic kept them safe from harm while they stomped the middle unit.

    In the meanwhile, the Kestrels got shot to below 25% and the Forest Guard lost a fight they probably shouldn’t have (they took 11 wounds out of 20 peasant attacks hitting on 5s and wounding on 4s) and legged it, but rallied far away from action.


    Late Game:

    Due to a delay in starting the second round, the tournament organizers had to cut the second round short. So we were notified after having played one hour and a half that we needed to wrap up our last turn. This happened at the end of my turn 4, which meant that my opponent got to play his last turn. Bad news for me, since I had the big bladedancer unit lined up for a charge and my scorers ready to pounce on the objective.

    In the end, with magic and shooting he managed to get the Forest Guard below half strength, tie the objectives and it all boiled down to the final combat phase. By now the middle peasants were around 25- strong, but despite the tree’s attacks and stomps I failed to drop them below Steadfast level. All of the units in the combat against the trees held, and the game ended two turns too short.


    Aftermath:



    In this game I got ZERO victory points, not for a lack of trying! My opponent took a unit of kestrels, a unit of dancers, half the forest guard and half another unit of kestrels, meaning he won 13 – 7.


    The game was an enjoyable one, but I cannot help but feel that it would have been a totally different business had we played the full 6 rounds. With 4 more combat phases ahead of us and a couple of good countercharges lined up, I was confident I’d be able to grind his peasants some more and claw back some points, perhaps even claim the objective since the enemy scorers were all practically tied up in combat .


    Yannick went on to get second place in the tourney, with two big wins and the small win against me, so I guess the consolation prize is that I made it a bit more difficult for him!


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Maka
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MensajeTema: Re: The 16th Conflict Tournament​ - Game 2   Mar Jul 25, 2017 9:08 pm

Muy interesante batalla, yo nunca se que hacer contra bloques grandes, le paso la maldicion de los torneos, terminar en turno 4.
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Ratly_Bonsai
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MensajeTema: Re: The 16th Conflict Tournament​ - Game 2   Jue Jul 27, 2017 10:02 am

Si, eso es terrible... yo creo que para evitar eso debería penalizarse más duro la "demora" de algunos jugadores... aunque para eso tocaría primero poder controlarlo más...
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juniac
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MensajeTema: Re: The 16th Conflict Tournament​ - Game 2   Vie Jul 28, 2017 1:39 pm

Si señor, lo mas justo es llegar a las rondas finales, para que no se ganen batallas a punta de mocos.
Tocaría cronometrar cada paso y que el juez lo indique para que todos se centren en avanzar.

No se, algo como un juez perifoneando:
"En X tiempo todos los oponentes tienen que estar con su ejército en la mesa asignada"
"En X tiempo todos los ejércitos deben estar desplegados"
"A estas alturas todos deberían haber terminado turno X" 

y así Razz

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Exiliados de Zharr Naggrund
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daruk_el_rojo
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MensajeTema: Re: The 16th Conflict Tournament​ - Game 2   Sáb Jul 29, 2017 8:49 pm

medir el tiempo por turno ayuda y asi se controla de paso el del rival, también he notado que jugar con el reloj hace a los rivales apurarse mas y no pueden discutir cuando uno dice que quemaron tiempo
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Ratly_Bonsai
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MensajeTema: Re: The 16th Conflict Tournament​ - Game 2   Miér Ago 02, 2017 4:21 pm

Si, eso es totalmente cierto... yo no he descargado app de reloj tipo ajedrez, pero con el cronómetro poniendo parciales se puede saber cuánto se va demorando cada turno y claro, hay unos que si se demoran 35 o 40 minutos es demasiado... incluso, primero y últimos turnos no suelen tardar más de 15 o 20, según las cuentas...
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daruk_el_rojo
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MensajeTema: Re: The 16th Conflict Tournament​ - Game 2   Miér Ago 02, 2017 4:39 pm

el lió real es la fase de combate donde es de ambos jugadores el tiempo, en un juego contra alex el man quemo la de tiempo en mi fase de combate y es difícil controlar eso.
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Ratly_Bonsai
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MensajeTema: Re: The 16th Conflict Tournament​ - Game 2   Vie Ago 04, 2017 5:59 pm

Pues con el de ajedrez si se controla más porque cambia de tiempo cuando cambia de iniciativa Razz o de persona tomando decisiones...
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