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Conflict GT – Round 1

So in round 1 I come up against a Dwarf List. In a way, I counted myself lucky there because I did not take any magic defense at all. This is what he was fielding:

Lords:
Dwarf Lord, Great Weapon, Shieldbearers, Master Rune of Kragg the Grim, Rune of Snorri Spangelhelm, Rune of Stone, Rune of Preservation, Master Rune of Spite, Rune of the Furnace

Heroes:
Thane BSB, Rune of Cleaving, Master Rune of Gromril, Rune of Preservation, Rune of the Furnace
Runesmith with shield, Master Rune of Balance
Runesmith with Great Weapon, 2 runes of spellbreaking, master rune of challenge

Core:
24 Longbeards, full command, shields, rune of determination
29 warriors, full command, great weapons
20 quarreler rangers, muso and standard, great weapons

special:
25 hammerers, full command, shields, Master rune of grungi
grudge thrower, engineers, rune of accuracy, 2x rune of penetration
cannon, engineers, rune of forging, rune of burning

rare:
organ gun

Scenario:
The scenario is pretty straight forward. It’s a battle line.

Deployment:
Without getting into crazy detail over deployment, the dwarf combat units were set to march across the center of the field. The rangers set off to one side, and the war machines were interspersed with the battle line. Like usual, my army spread out across the entire table because that is the only way it will fit! I did find plenty of room to get my scouts behind his lines though (off to the side a little bit).

Turn 1:
Dwarves get to go first. Obviously, I pop the storm banner. This stops the grudge thrower and cannon from shooting, the organ gun doesn’t really have a target. Later in the tournament I got a ruling from the TO that I was using the storm banner incorrectly, but for this game it stopped them from shooting. The rangers do 0 wounds to the plague monks, so in my turn 1 I come across clean. The assassin always has trouble getting in range for first turn shots, so he marches up to rip on the organ gun next turn. Thankfully, the gutter runners both roll well and destroy the cannon AND the grudge thrower. I figure, not I have a little breathing room with that artillery gone. My entire battle line moves up to meet the dwarfs. They are outnumbered by quite a bit, but I don’t go too far forward, I need one more turn to wear them down.

Turn 2:
Storm banner quits, but that’s ok because I negated most of the dwarf shooting. The organ gun takes a shot at the plague monks, and kills a few. Personally, I think the better choice would have been to shoot at the approaching gutter runners who were about to kill the organ gun. The rangers also do a few wounds to the plague monks.
In my turn, I am still not quite ready to charge. The gutter runners do wipe out the organ gun, leaving the assassin without much to do. The other unit of gutter runners begins peppering the rangers, taking down a few. This is where things got rough. In my shooting phase, every single weapon I have worked like a charge. The warpfire thrower, poison wind mortar, doomrocket and death globe all hit on target. They devastated dwarf after dwarf. Although all panic tests were passed, things were not looking good for the dwarfs. In the magic phase, I got plague off against a dwarf unit, wearing it down even further. The hellpit abomination did have to charge this turn (he just couldn’t help himself!) so into the longbeards he went! In the first round he killed a slew of longbeards (12 maybe?) but they were steadfast and held.

Turn 3:
Dwarf unit with the lord it in flanks my hellpit abom that is stuck in against the longbeards. Dwarf warriors charge plague monks. With no shooting left at this point, it’s into combat! The hellpit goes first, and rolls up a feed. every model in base contact takes a S6 hit with no armor save allowed, doing d3 wounds. This pretty much wiped out the longbeards and the hammerers that were flanking it. But the lord still lives! However, he was unable to strike down the beast, and the combined combat resolution mixed with the dead hammerers (no longer stubborn) meant he could not hold, and he was run down by the hellpit abom. On the other side of the field, the plague monks popped the plague banner. Despite all of the re-rolls, they were not able to pierce enough of that tough dwarven armor, and lost combat. They fled, and got away!

Turn 4:
The hellpit abom charges into the remaining rangers (worn down considerably by gutter runners). The unit of clanrats with the BSB charges the Dwarf warriors. they flee, hoping to get away, and they do! Hellpit eats the rangers do a man(dwarf).

Ok, I messed something up here. I’m pretty sure this game didn’t run out of time, I thought we went to 6 turns. But I know the unit of dwarf warriors got away. My turn 2 recap was probably turns 2 and 3 above. Anyway, the point is I was wearing down the dwarfs with shooting and magic so that by the time they got into combat, the units were very small.

I ended up taking a 24-0 victory here. The bonus points were for killing the general, capturing tables quarters, or something else generic like that. Starting this tournament on a high note!!