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4500 Punkte gegen Christian ''Torek_Dun'' Eckes mit WodG

 

Meine Liste:

Vermin Daemon, General

Plague Priest, Plague Pendulum, Plague Flail, light Armour, Putrid Plate

Chief, BSB,light Armour, Sceptre of Vermin Valor, Binding Scroll

 

14 Footpads, Paired Weapons, M

14 Foorpads, Paired Weapons, M

10 Footpads, Vanguard

37 Plague Brotherhood, CSM, Legion Standard

20 Giant Rats

 

10 Giant Rats

14 Plague Disciples, C

14 Plague Disciples, C

14 Plague Disciples, C

 

Dreadmill

Dreadmill

 

Christianss Liste:

Sorcerer, Wizard Master, Alchemy, Skywheel, Plate Armour, Paired Weapons, Taliman of Shielding, Spines of Spite

Chosen Lord, BSB, Envy, Halberd, Chimera (Wings), Master of Destruction, Death Cheater, Touch of Greatness, Lucky Charm

 

5 Fallen

5 Fallen

20 Warriors, SM, Banner of the Relentless Company

 

10 Warrior Knights, CSM, Banner of Speed

10 Warrior Knights, CSM, Banner of Speed

 

5 Warhounds

6 Warhounds

 

Forsaken One

 

Aufstellung: Refused Flank

Sekundärziel: Capture the Flags

 

K800_Aufstellung.JPG

WodG v.l.n.r.: Hunde, Fallen, Forsaken One, Warrior, Fallen, Ritter, Zauberer, Ritter, ManticorBSB, Hunde

VS v.l.n.r.: Disciples, Rad, FP, Schwärme, Rad, Disciples, Dämon, Pendelblock mit BSB, Disciples, FP, FP, RR

 

Runde 1 VS:

K800_Zug 1 VS.JPG

Ich rücke leicht auf die Krieger zu, bringe die Footpads in Reichweite zu den Hunden und die Räder zu dem Forsaken One.

 

Magie nimmt dem Zauberer 1HP (Heri).

 

In der Schussphase verliert der Foraken One 3HP, die linken Hunde rennen (und sammeln sich später nicht mehr) und die Hunde rechts werden auf einen reduziert. Ganz guter Start.

 

Runde 1 WodG:

K800_Zug 1 WodG.JPG

Die Fallen rechts rücken auf meine Disciples zu und geben mir ein Sprungbrett in die Ritter. Der Manticor Lord stellt sich quer vor die Footpads, um das Pendel in der nächsten Runde anzugreifen. Dieses chafft dann der letzte Hund.

Der Forsaken One (Maus genannt, fragt mich nicht warum, aber Christian wollte, dass ich es erwähne) fährt einige Zoll vor.

 

Die Magie bringt dann einen 3er Patzer (mit 3 Würfeln), der aber Tim (wie der Zauberer genannt wird) nichts anhaben kann.

 

Runde 2 VS:

K800_Zug 2 VS.JPG

Auf in den NK. Die Disciples greifen die Fallen an und das Pendel räumt den Umlenkhund weg.

Die Riesenratten chaffen dann die eine Rittereinheit.

 

Magie macht nicht viel, dafür schießen die Footpads dem BSB 1 HP weg und die Räder erlegen den Forsaken One.

 

Im NK sterben die Fallen, bevor sie schlagen dürfen, ich überrenne aber nur 5“ und hätte 6“ gebraucht um in die Ritter zu kommen.

 

Runde 2 WodG:

K800_Zug 2 WodG.JPG

Christian gehen nun schon die Optionen aus und er entschließt sich, die Disciples und die Riesenratten mit den Rittern anzugreifen. Die linken Ritter verlieren dann gleich mal 3 Mann an das schwierige Gelände im Wald.

Der Manticor Lord geht noch ins Pendulum.

 

In der Magiephase schafft der Zauberer noch einen 3er Patzer, dieses Mal mit 4 Würfeln und tötet sich dadurch selbst.

K800_Ende.JPG

Im NK sterben nochmal 6 Ritter an den toxischen Attacken, der letzte überlebt dann und bleibt auch stehen.

Der Manticor Lord tötet meinen Champ und wir enden unentschieden.

 

Ende:

In meiner Runde töte ich nun den Manticor Lord (2 toxische vom Pendel, 1x Flegel, 1x geschaffter Rüster + 1 Wunde vom Held).

Der letzte Ritter der linken Einheit geht dann auch.

 

An dieser Stelle gibt mir Christian die Hand, da er keine Chancen mehr sieht.

Er hätte sicher noch Punkte holen können, so gibt es dann ein halbes Pendulum und 200P für die Riesenratten.

 

Nochmal ein 20:0 für meine Ratten.

 

Fazit:

 

Gegen Chaoskrieger sind die Disciples (in2.02) natürlich noch extrem stark.

Die große Kriegereinheit hätte mir wohl noch Probleme bereiten können, da ich mein Pendulum mit 1 restlichen Leben da sicher nicht reingeschickt hätte.

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4500 Punkte gegen Giulio ''falanor'' Gatti (ETC Luxemburg) mit HBE

 

Meine Liste:

Vermin Daemon, General

Plague Priest, Plague Pendulum, Plague Flail, light Armour, Putrid Plate

Chief, BSB,light Armour, Sceptre of Vermin Valor, Binding Scroll

 

14 Footpads, Paired Weapons, M

14 Foorpads, Paired Weapons, M

10 Footpads, Vanguard

37 Plague Brotherhood, CSM, Legion Standard

20 Giant Rats

 

10 Giant Rats

14 Plague Disciples, C

14 Plague Disciples, C

14 Plague Disciples, C

 

Dreadmill

Dreadmill

 

Giulio’s Liste:

Prince, General, Spear, Silver of the Blazing Dawn, Destiny’s Call

Commander, BSB, Master of the CarnreigTower, Great Weapon, Essence of Mithril, Flaming Banner

Mage, Wizard Master, Divination, Asfad Scholar

 

16 Seaguard, CM

5 Elain Reaver

5 Elain Reaver, Bows

24 Citizen Spears, SM, Warbanner of Ryma

 

5 Ryma Knights, M

5 Ryma Knights, M

25 Lion Guard, CSM, Banner of Becalming

 

Sea Guard Reaper

Sea Guard Reaper

Sea Guard Reaper

 

Aufstellung: Frontline Clash

Sekundärziel: Breakthrough

 

K800_Aufstellung.JPG

HBE v.l.n.r.: Ryma Knights, Reaver, Seaguard, Reaper, Lions, Reaper, Spears, Reaper, Reaver, Ryma Knights

VS v.l.n.r.: Disciples, FP, Schwärme, Pendelblock mit BSB, Disciples, Dämon, Disciples, FP, RR, FP, Rad, Rad

 

Runde 1 HBE:

K800_Zug 1 HBE.JPG

Die Reaver links locken die Disciples, die Rymas rechts reiten Richtung Mitte und Die Seegarde rückt nach vorne.

 

Magie und Beschuss nehmen einige Footpads raus.

 

Runde 1 VS:

K800_Zug 1 VS.JPG

Die Disciples verhauen natürlich ihren Frenzy Test, die Reaver fliehen und die Seegarde gibt Abwehrfeuer. Gute Taktik. Ich bin ziemlich unentschlossen und nicht mehr ganz konzentriert.

Den Dämon halte ich sicherheitshalber hinterm Hügel zurück. Rechts rücken nur die Riesenratten und die Footpads vor, bleiben aber in Deckung hinter dem Turm.

 

Magie kommt nichts durch und meine Footpads erschießen 2 Seegardisten.

 

Runde 2 HBE:

(Leider kein Bild)

 

Gleiches spiel: Reaver locken Disciples, Seegarde schießt und Zauberer wirft Geschosse. Danach ist die Footpad Einheit tot.

 

Runde 2 VS:

(Leider kein Bild)

 

Die Disciples verkacken wieder den Test, dieses Mal mit Reroll und kassieren den Beschuss der Seegarde.

Das Pendel fährt hinterm Hügel vor. Was ich mir dabei gedacht habe, kann ich nicht sagen, ich muss glaube ich lernen, auch mal ein Spiel nichts zu tun und ein sicheres 10:10 oder 7:13 zu holen.

Da die Rymas rechts abgebremst haben, fahren die Räder mal auf diese zu.

 

In der Magiephase treffe ich dann die Rymas mit meinem Heri und haue 3 raus. Panik wird gestanden und es ist natürlich einer zu wenig, um Punkte zu bekommen.

 

Runde 3 HBE:

(Leider kein Bild)

 

2 Speerschleudern können aufs Pendel schießen, eine trifft, wundet und macht natürlich gleich mal 3 HP.

Dann erschießt/erzaubert die Seegardisteneinheit noch die Einheit Disciples.

 

Runde 3 VS:

K800_Zug 3 VS.JPG

Die Pendeleinheit tritt den Rückzug hinter den Hügel an, dafür Rücken in der Mitte die Disciples und die Riesenratten vor. Die Räder fahren weiter an der Flanke vorwärts.

 

Magie kommt mein Heri nicht durch, für alles andere habe ich keine Sicht.

 

Runde 4 HBE:

(Leider kein  Bild)

 

Da die Riesenratten nun die rechte Speerschleuder bedrohen, werden die Speerträger als Schild davor formiert. Sie zeigen den Riesenratten aber die Flanke. Die Löwen rücken dann noch etwas Richtung Zentrum vor.

 

Runde 4 VS:

K800_Zug 4 VS.JPG

Die Riesenratten greifen die Flanke der Speere an. Die beiden Disciple Einheiten ziehen nach und auch die Räder kommen jetzt in Reichweite zu den Rymas.

 

Magie ist wieder ereignislos, dafür kann ich mal wieder schießen und erschieße mit den Rädern 3 Rymas.

 

Im NK schaffen die Riesenratten nur 2 Speerelfen, verlieren selbst 2 und damit ist es für die Elfen natürlich leicht, stehenzubleben. Umformieren klappt aber nicht.

 

Runde 5 HBE:

K800_Zug 5 HBE.JPG

Seegarde und beide Ryma Knights machen sich bereit, in der letzen Runde durchzubrechen.

Die Reaver chaffen noch die Einheit Disciples im Wald.

 

Magie killt dann ein paar Disciples und bringt mit 3 Würfeln den Heri, den ich mit 5 Würfeln um 1 nicht gestoppt bekomme, weil ich einfach keine 4+ dabei habe.

 

Beschuss nimmt einem Rad 3HP, musste ja wieder Maximum sein.

 

Im Nahkampf töten die Speere wieder 2 Ratten, ich töte diese Runde 4 Speere, da aber der Heri aktiv ist, verhindert Giulio diese und wir enden unentschieden.

 

Runde 5 VS:

K800_Zug 5 VS.JPG

(Bild am Ende des Zuges)

Die Disciples sagen beide einen Angriff an, einmal in die Reaver und die andere Einheit in die Speere, kommen aber natürlich wegen 2“ nicht an. Ist dann halt so.

Ich merke jetzt, dass ich letzte Runde die große Footpad Einheit schon ein paar Zoll hätte bewegen müssen, um sie noch in Reichweite für den Durchbruch zu bringen.

Die Räder fahren in Reichweite zu den Rymas und erschießen diese dann. Auch wieder ein Fehler, weil ein Rad nun auf 6“ an den Footpads, die noch scoren können steht.

 

Im NK gewinnen nun die Speere und meine Riesenratten rennen weg.

Dafür killen die Disciples noch die Reaver.

 

Runde 6 HBE:

K800_Zug 6 HBE.JPG

Giulio geht mit Rymas und Seegrade scoren und zieht die Löwen auf Zauberreichweite zu den unteren Rad vor. Außerdem greifen die Speere noch die Einheit Disciples im Wald an.

 

In der Magiephase hab ich dann wieder ein Konzentrationsproblem. Oder vielleicht hatte die Freude, dass der Mage ja allein rumsteht und im letzten Zug mein Dämon ja einfach rauskommen kann dazu geführt, dass ich alle Bannwürfel werfe, um das Metallgeschoss aufs Rad zu bannen. Dadurch kommt natürlich der Ravens Wing und der Mage steht sicher in den Löwen. Das Rad stirbt dann an den Divinationgeschossen und panikt die Footpads. Somit ist die kleine Chance aufs Secondary dann auch verwirkt.

 

Im NK erschlagen die Speere die Disciples und überrennen dann (gut dezimiert) in die zweite Einheit.

 

Runde 6 VS:

K800_Zug 6 VS.JPG

Ich müsste noch die Rymas mit meinem Heri erwischen und die Speere in Panik schießen, um das Secondary auszugleichen. Klappt natürlich nicht.

Die Disciples holen noch die Speere, das Rad verfahlt die rechte Speerschleuder und das wars dann.

Ich bekomme die Speere, 1x Rymas und beide Reaver.

Das reicht zum Glück noch für ein 6:14 und somit habe ich am Ende 46 Punkte und Giulio 45.

Da uns keiner mehr überholen konnte (außer bei einem 17:3), gewinne ich nach langem mal wieder das Turnier in Saarlouis.

 

Fazit:

 

Ich muss echt mal lernen, auf Unentschieden zu spielen. Das fällt mir aber echt schwer, weil es dann halt ultra langweilig wird. Aber nur so kann man halt manche Turniere gewinnen. Hat ja zum Glück gerade noch gereicht.

 

Vielen Dank an meine 3 Gegner für 3 angenehme Spiele.

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So, weiter gehts. Ab jetzt werde ich eher in Englisch schreiben, da ich die Berichte dann auch im 9th age forum veröffentlichen kann.

Wir spielen dieses Jahr unsere erste Kurpfalzliga, 14 Spieler, d.h. 13 Ligaspiele über ein Jahr verteilt.

 

First Game of our league 2019.

 

4500 Punkte against Patric ''Menyiscilla'' Hedenus with O&G

Patric was a warhammer player long times ago and is now back to the hobby but has has only about 10 games yet so he is relatively unexperienced in 9th age.

 

My List:

Vermin Daemon, General

Chief, BSB, Light Armour, Sceptre of Vermin Valor, Binding Scroll

Plague Patriarch, Wizard Adept, Light Armour, Putrid Plate, Plague Pendulum, Plague Flail

 

14 Footpads, M, Paired Weapons

14 Footpads, M, Paired Weapons

11 Footpads, Vanguard

30 Giant Rats

30 Plague Brotherhood, CSM, Legion Banner

 

14 Plague Disciples

14 Plague Disciples

 

Dreadmill

Dreadmill

5 Jezails

5 Jezails

 

 Patrics List:

Iron Orc Warboss, Light Armour, Destiny’s Call, Portion of Swiftness, Omen of the Apocalypse

Orc Chief, BSB, Bow, Maza’s Zappin, Banner of Discipline

Orc Shaman, Pyromancy, Skull Fetish, Light Armour, Paired Weapons

Goblin Chief, Bow, Light Armour, Shield, Wolf

 

24 Orc Edbashers, CSM, GreenTide

22 Orcs, Bows, CSM

5 Boar Riders

5 Boar Riders

 

24 Iron Orcs, CSM, GreenTide

8 Goblin Wolf Riders,

 

Skewerer

 

Giant, Big Brother

Gargantula

 

Deployment: Marching Columns

Secondary: Spoils of War

 

K800_Aufstellung O&G.JPG

O&G f.l.t.r.: Orcs with Bows + BSB + Mage, Big Brother, Orc with Spears, Skewerer, Wolf Riders with Hero, Boar Riders, Black Orcs with General, Gargantula, Boar Riders

K800_Aufstellung VS.JPG

VS f.l.t.r.: Footpads, Giant Rats,Dreadmill, Jezails, Daemon, Disciples, Footpads, Pendulum, Disciples, Dreadmill, Jezails, Footpads with Vanguard

 

Round 1 VS:

K800_Zug 1 VS.JPG

As the spider was put in range for jezails, daemon and one dreadmill my plan was to shoot this beast down as it is the most scary model in my opponents army for me.

I forward a little with the giant rats and the footpads on the left and back up with the vanguard footpads. In the middle my disciples charged the wolf riders which chose to flee.

 

In magic I get 4 wound off on the spider with an unerring strike and also got my heri off on the boar riders behind the building killing 3 there. They pass their test.

 

In the shooting phase my wheel hits the gargantula and takes another three wound, so only 1 left and the last hp is then shot by the jezails.

 

Plan worked, big spider dead first round. What more could I expect?

 

Round 1 O&G:

K800_Zug 1 OG.JPG

My opponent was shocked and only moved a little forward except the big brother giant. He was next on my list for shooting so I was glad he came closer to my dreadmill. On the right the 2 remaining boar boys came around the building. I would have kept them in cover because there is a dreadmill with no more good targets.

 

In magic I loose some footpads on the left and shooting makes 1 hp to my dreadmill.

 

Round 2 VS:

K800_Zug 2 VS.JPG

The disciples left of the pendulum declare a charge on the boar riders which elect to flee. They end behind the black orcs. Else I only move my dreadmill to see the 2 boar riders and the one on the left to be in range to the giant.

 

In magic I do 2hp on the skewerer with my heri, else no spell comes through.

 

The right jezails kill the 2 boar riders and the left one puts no wounds on the giant. But the footpads manage to do one wound to him.

 

Round 2 O&G:

K800_Zug 2 OG.JPG

The big brother comes further forward on my left flank but the iron orcs still back up. Else the boar riders continue fleeing and off the table. The wolfes move beside the building and the mage changes in the spear unit.

 

In magic my daemon gets a pyroclastic flow (doing nothing) and a fireball (doing 1hp).

 

Shooting takes 2 disciples down.

 

Round 3 VS:

K800_Zug 3 VS.JPG

I charge my giant rats in the wolves and chaff the giant with my footpads. The right footpads and the pendulum unit step on the spoils of war markers ready to take them next turn.

 

Between magic and shooting the big brother giant dies and on the right jezails and dreadmill kill 4 black orcs. My plague patriach is also in range for a “marked for doom” which goes through and after my opponent failing his 4+ ward save it killed his general. Lucky for me!

 

In close combat I win agains the wolves but can not catch them.

 

Round 3 O&G:

K800_Zug 3 OG.JPG

The iron orcs now want to have revenge for their general being killed and so they try to charge the disciples in the forest but miss around 1”.

 

Magic and shooting is noteworthy this round.

 

Round 4 VS:

K800_Zug 4 VS.JPG

Ok, lets rock’n’roll: Pendulum and disciples charge the black orcs and on the left daemon and disciples charge the bow orcs loosing 2 disciples to the stand and shoot reaction.

 

Magic buffs the left disciples with “stars align” and the daemon with scrying.

 

In cc I win big against the black orcs and run them down.

On the left the bow orcs stick as they are still steadfast.

 

Round 4 O&G:

K800_Zug 4 OG.JPG

My opponent pivots his spear orcs, more is not left to move.

 

In magic he grills some monks and the skewerer misses the pendulum by miles (rolling a 1).

 

The BSB and his unit loose again and the last remaining disciple runs the bsb down.

 

Round 5 VS:

K800_Zug 5 VS.JPG

As I still could see the orcs with the pendulum I charged them and also the daemon came in on their flank.

 

Between magic and shooting the skewerer dies (did nothing this game).

 

In cc I kill a lot of orcs and they auto break.

K800_Ende.JPG

In the end I only loose half a unit of footpads.

Clear 20:0 for my rats.

 

Conclusion:

There were some big mistakes in deployment form my opponent. He started far away behind the house not using the space on the right. Also his BSB was standing far away from most units.

He was also not using his chaff (wolf riders) as chaff but tried to use them for an attack but then noticed that they will die on most of my units.

I was quite lucky shooting the spider in turn one and the giant in turn 3.

Fire magic is not the best against my list as it does not hurt the important elements hard like disciples, dreadmills and the daemon.

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So, los geht's, alle 5 sind fertig, war heute Akkordarbeit, aber um es ein bisschen spannender zu halten, gibts jeden einzeln :-).

 

Prinzipiell muss ich erstmal ein Lob an Peter fürs organisieren aussprechen, die Location und der Ganze ablauf waren echt gut.

 

Weiterhin hatte ich 5 nette Gegner und ich hoffe, dass man sich hier und da auch mal wieder sieht und miteinander spielt.

 

Ich schreibe nur über meine Spiele, die meiner Teamkameraden könnt ihr ja auf Tourneykeeper nachlesen (lief leider nicht ganz so gut).

 

Für den Einstieg hier noch ein paar Bilder von den Best Painted Nominierten (Die Dunkelelfen kamen erst später, da habe ich leider kein Bild):

 

20190113_123214.jpg

20190113_123227.jpg

20190113_123309.jpg

20190113_123242.jpg

20190113_123254.jpg

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4500 Points vs. Matthias (Legio Franconia) with O&G

 

My List:

Vermin Daemon, General

Plague Patriarch, Wizard Adept, Occultism, Plague Pendulum, Putrid Protection, Plague Flail

Chief, BSB, Sceptre of Vermin Valor, Binding Scroll

 

14 Footpads, M, Paired Weapons

14 Footpads, M, Paired Weapons

11 Footpads, Vanguard

30 Giant Rats

30 Plague Brotherhood, CSM, Legion Banner

 

14 Plague Disciples

14 Plague Disciples

 

Dreadmill

Dreadmill

5 Jezails

5 Jezails

 

Matthias’ List:

Goblin King, Gargantula, Paired Weapons, Hero’s Heart, Crown of Autocracy, Lucky Charm

Orc Shaman, Wizard Master, Shamanism, Paired Weapons, Talisman of the Void, Obsidian Rock

Orc Chief, Iron Orc, BSB, Plate Armour, Shield, Banner of Speed, Alchemist’s Alloy

Goblin Witch Doctor, Cave Goblin, Wizard Adept, Witchcraft, Light Armour, Book of Arcane Mastery

 

56 Forest Goblins, CSM, Spears and Shields, Throwing Weapons, GreenTide

30 Forest Goblins, CSM, Spears and Shields, Throwing Weapons

20 Common Goblins, Shields

 

31 Iron Orcs, CSM, GreenTide

Wolf Chariot

Wolf Chariot

 

Gargantula

 

Deployment: Counterthrust

Secondary: Secure Target

 

K800_Aufstellung.JPG

O&G f.l.t.r.: Chariot, Iron Orcs, Chariot, Goblinking on Gargantula, small Gobbos, big Gobbos, medium Gobbos, Gargantula

VS f.l.t.r.: Footpads, Footpads, Disciples, Footpads, Jezails, Jezails, Pendulum, Dreadmill, Dreadmill, Daemon, Disciples, Giant Rats

 

Round 1 O&G:

K800_Zug 1 OG.JPG

The O&G rush forward. In magic he gets a chilling howl off.

 

Round 1 VS:

K800_Zug 1 VS.JPG

As I was not fit and deployment of my opponent took about 40min I confound “Chilling Howl” with “Twisted Effigy” and moved sidewards with my Jezails which then needed 6s to hit. Bad mistake. Else I did not move much except on the left flank and in the center with the footpads..

 

Magic and shooting could not hurt the goblin king as I did not hit with the jezails (would have been 6 hits else and maybe 2 wounds).

 

Round 2 O&G:

K800_Zug 2 OG.JPG

The gargantula made a long charge in my giant rats and in the center the king and one chariot charged my chaffing footpads. The iron orcs marched forward (not on picture). Also the big unit of gobos marched forward.

 

The gargantula won against the giant rats which held.

 

Again my opponent took very long for his turn.

 

Round 2 VS:

(no picture)

 

I declared a charge on the iron orcs and got in.

 

Shooting and magic did well this turn and took 5 HP on the king on gargantula.

 

In combat I did my next mistake and did not put my attacks on the BSB because I did not have in mind that the unit has bodyguard. So they sticked.

My giant rats did not stick and fled.

 

Round 3 O&G:

K800_Zug 3 OG.JPG

The big gobo unit charged my dreadmill and the king went into the pendulums flank.

The second gargantula chased the giant rats off the table.

 

In magic he summoned a totemic summon and put it in front of the disciples to protect the gargantla.

 

Combat went bad for my dreadmill and then the big gobo unit crushed into my daemon.

The pendulum fight killed a lot of iron orcs but also all monks.

 

Rest of the game:

K800_Zug 3 VS.JPG

K800_Zug 4 OG.JPG

K800_Ende.JPG

My pendulum died against the king but the king was shot down by the jezails.

The daemon won against the gobos taking 3 wounds in total and chased the big unit down. He then forced a terror check on the medium unit which gave me the scenario.

 

In the end it was 9:11 by points turning into a 12:8 win for my rats.

 

Conclusion:

I put a lot of pressure on my opponent as we had 20 min left after turn 3 which was all his slow playing. We rushed the last 2 turns and got 5 turns total which then was Ok.

I can understand that some unexperienced players need more time but getting only 3 or 4 turns in a tournament is a no-go.

If I did not mix up the spells I think the king would have died before he killed my monks and the pendulum. So next time: More concentration!!!

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4500 Points vs.Fsbrice (Obelix) with KOE

 

My List:

Vermin Daemon, General

Plague Patriarch, Wizard Adept, Occultism, Plague Pendulum, Putrid Protection, Plague Flail

Chief, BSB, Sceptre of Vermin Valor, Binding Scroll

 

14 Footpads, M, Paired Weapons

14 Footpads, M, Paired Weapons

11 Footpads, Vanguard

30 Giant Rats

30 Plague Brotherhood, CSM, Legion Banner

 

14 Plague Disciples

14 Plague Disciples

 

Dreadmill

Dreadmill

5 Jezails

5 Jezails

 

Fabrice’ List:

Duke, General, Pegasus, Divine Judgement, Fortress of Faith, Portion of Swiftness, Basalt Infusion, Lucky Charm, Questing Oath, Bastard Sword, Shield, Lance

Paladin, Piety, BSB, Barded Warhorse, Dragon Staff, Alchemists Alloy, Shield, Questing Oath, Bastard Sword, Banner of Discipline

Damsel, Wizard Master, Barded Warhorse, Talisman of the Void, Essence of a free Mind Druidism, Shamanism

 

15 Knights of the Realm, CSM, Banner of the Last Charge

6 Knights of the Realm, CSM

 

5 Pegasus Knights, Loose Formation, CSM, Banner of Roland

10 Knights of the Quest, CSM, Stalkers Standard

5 Yeoman Outriders

5 Yeoman Outriders

 

Scorpion

Scorpion

 

Deployment: Counterthrust

Secondary: Breakthrough

 

K800_Aufsstellung.JPG

 KOE f.l.t.r.: Scorpion,Yeoman, Scorpion, big Realmknights, Yeoman, Pegasus Knights, Questknights, small Realmknights

 VS f.l.t.r.: Footpads, Footpads, Daemon, Pendulum, Disciples, Jezails, Jezails, Disciples, Dreadmill, Giant Rats, Dreadmill, Footpads

 

Round 1 VS:

(no picture)

 

I push forward but stay out of charge distance especially for the unit with the impact hits banner.

 

Magic and shooting kill 1 pegasus knight. That’s the unit I need to kill before they can do anything.

 

Round 1 KOE:

K800_Zug 1 KOE.JPG

The knights do not like the disciples and dreadmills on the right so they start shifting to the left. The yeoman come forward and also the damsel gets into range to my daemon. I’m not sure why my opponent used divination as his list said druidism/shamanism? But I noticed first when I started to write this report.

 

Magic and shooting did exactly nothing.

 

Round 2 VS:

K800_Zug 2 VS.JPG

I start chasing the knights with all my troops on the right. On the left my footpads move forward to shoot the scorpion and to get the secondary.

 

Magic kills another Pegasus knight. I also kill the right yeoman unit.

 

My shooting takes down the second unit of yeoman to 3 man.

 

Round 2 KOE:

 

Now my opponent does a move I don’t understand. He flies his peg knights forward but faces to the left. Maybe he wanted to hunt my scoring footpads but I think that’s waste of potential as the duke will do at least 2 rounds nothing. Both big units move further to the center and the small unit stays in the right corner. The 3 yeoman move between the peg knights and the big realm knights.

 

Again magic and shooting does nothing. I think I can write it here that the 2 scorpion do not cause a wound over the total game at my daemon.

 

Round 3 VS:

K800_Zug 2 KOE.JPG

My footpads declare a charge at the yeoman and catch them. Kill all chaff: check

On the right I get into range for the dreadmills on the small unit.

 

Magic kills the 3rd peg knight and my shooting only kills one realm knight on the right.

 

Round 3 KOE:

(no picture)

 

The pegasus knights muff their march check and fly maximum away from the pendulum.

Also the small realm knight unit may not march and sits back at maximum range to the disciples.

The questing knights reform to 5-wide.

 

Round 4 VS:

K800_Zug 3 VS.JPG

I move pendulum and daemon up to cast some spells.

On the right the disciples don’t roll the 7 they needed so the knights have one more chance.

The giant rats manage their charge and are now in the flank of the 5-wide unit and the footpads chaff the questing knights.

 

In magic I manage to do some more wounds on the peg knights. Lord now has 2 left, champion 2 and the last normal guy 1.

 

Shooting kills a realm knight on the right and the left scorpion looses his first or second HP.

 

In close combat my giant rats win by 1 or 2 but the knights stick and reform back to 3 wide.

 

Round 4 KOE:

(no picture)

 

The small realm knights charge the dreadmill, win but can’t catch it.

No charge from the questing knights on my footpads. That was surprising because if they are not destroyed they will chaff the unit forever.

 

Round 5 VS/Endgame:

K800_Zug 6 VS.JPG

I charge the pendulum in the questing knights and the disciples in the flank of the big realm knights.

 

In magic I kill the last normal peg knight so half points there.

 

The small realm knights are shot into bloody pieces

 

Both big knight units are hit very hard (disciples do 9 toxics with no successful ward roll for my opponent) and also pendulum crushes with 7 impacts. Both units flee off the table.

The small footpads kill the left scorpion.

 

The duke tries a long charge into the pendulum (11 on dice including +2 for models with fear) but fails it.

 

Then the game is over and there are very few survivors in the noble knights army:

-          Duke with 1 HP left

-          peg knight champion with 1 HP left

-          right scorpion full HP

 

It ends up a clear 20:0 for my rats.

 

Conclusion:

I think my opponent could have played more aggressive and then the game would have been another. Biggest mistake was to look to the left with the peg knights and waste time there. The duke could have killed the pendulum or daemon easily.

Also the unit shifting from right to middle took long and allowed me to bring my best troops into position.

KOE is always one of the best matchups for a list like mine as I have lots of ap 10 in the army and also ap4 from jezails hits the knights hard.

 

K800_Zug 4 VS.JPG

K800_Ende.JPG

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4500 Points vs. Ruben (Kniet nieder vor der Hauptstadt) with ID

 

My List:

Vermin Daemon, General

Plague Patriarch, Wizard Adept, Occultism, Plague Pendulum, Putrid Protection, Plague Flail

Chief, BSB, Sceptre of Vermin Valor, Binding Scroll

 

14 Footpads, M, Paired Weapons

14 Footpads, M, Paired Weapons

11 Footpads, Vanguard

30 Giant Rats

30 Plague Brotherhood, CSM, Legion Banner

 

14 Plague Disciples

14 Plague Disciples

 

Dreadmill

Dreadmill

5 Jezails

5 Jezails

 

Rubens’ List:

Prophet, General, Wizard Master, Pyromancy, Shield, Magical Heirloom

Prophet, Wizard Adept, Alchemy, Shield

Vizier, BSB, Icon of the Inferno, alchemists Alloy

 

23 Citadel Guard, CSM, Shield, Banner of Shamut

14 Citadel Guard, M, flintlock Axe, Shield

20 Orc Slaves

 

5 Tauruk, Shield

4 Tauruk Anointed, SM, Infernal Weapon, Banner of Shamut

 

Gunnery Team, Flame Thrower

Infernal Artillery, Volcano Cannon, Bound Daemon

Infernal Engine, Shrapnel Guns

 

Kadim Titan

 

Deployment: Dawn Assault

Secondary: King of the Hill

 

K800_Aufstellung.JPG

ID f.l.t.r.: Tauruk Anointed, Kadim, Infernal Engine, Bunker, Volcano Canon, small Guard, Orc Slaves, Tauruk

VS f.l.t.r.: Footpads, Disciples, Jezails, Footpads, Jezails, Pendulum, Disciples, Dreadmill, Daemon, Dreadmill, Footpads, Giant Rats

 

Round 1 ID:

K800_Zug 1 ID.JPG

The tauruk anointed come forward and also the bunker goes in range for grilling rats.

 

Magic grills some rats and lets the footpads run in panic.

 

Combined magic and shooting kills also 5/10 jezails.

 

Round 1 VS:

K800_Zug 1 VS.JPG

I push forward as my only good chance is to get the bunker.

 

Magic and shooting does not work well, too much 1s on the dice, so nothing spectacular here.

 

Round 2 ID:

K800_Zug 2 ID.JPG

The ID encircle me from the left flank.

 

Magic and shooting takes down a lot of disciples.

 

Round 2 VS:

K800_Zug 2 VS.JPG

(photo before charge moves)

I declare a charge on 11 with my pendulum in the bunker. One dice shows a 6 and the second rolls and rolls and rolls (at least 15 seconds) and then … shows a 3. My opponent takes a deep breath. That was the most exciting moment for the whole tournament.

Despite the missed charge the pendulum looses 2 HP to dangerous terrain (no successful 4+ ward)

The  rest of my army pushes further forward.

 

Magic does 2 wound to the engine and 2 to the anointed. “Hand of Glory” gets dispelled.

 

Shooting takes another HP of the engine.

 

Round 3 ID:

(no picture)

 

The orcs declare a charge on a dreadmill but fail it. The engine charges the pendulum.

 

Magic and shooting takes some rats to death but I dispel +1 armour save on the engine.

 

In combat I get another 2 HP off the engine but also loose lots of monks. I pass my check.

 

Round 3 VS:

 K800_Zug 3 ID.JPG

I charge my right disciples in the orcs and both dreadmills face towards the center.

 

Magic and dreadmills kills 2 anointed tauruks but the better ward is dispelled again.

 

This round I get the engine down to 1HP but loose all monks except for 2 and also 1 HP on my BSB. Pendulum is also down to 1 now.

In the other fight my disciples kill the orcs down to a man (lots of battle focus) and reform towards the shooting guys.

 

Round 4 ID:

K800_Zug 3 VS.JPG

The Kadim now comes for playing and charges into the ongoing fight.

 

In the end all monks and my BSB are dead and my pendulum rolls an 10 for the break test.

My opponent elects to persue only with the titan. The engine wants to avoid the dangerous terrain tests, my pendulum has to do them but passes them all. The kadim titan then rolls short and does not catch me.

 

Round 4 VS:

K800_Zug 4 VS.JPG

Both dreadmills charge into the kadim titan. My pendulum rallies and my giant rats charge the small tauruks to keep them away from the ruin (king of the hill).

 

In magic and shooting I’m not able to get the last HP off the engine.

 

The dreadmill underperform and do a total of 1 wound to the kadim. One mill then dies.

The giant rats hold against the tauruks

 

Round 5 ID:

K800_Zug 5 ID.JPG

The tauruk anointed retreat to save their points.

 

In magic and shooting my secnd unit of disciples gets burned off the table and the engine shoots my pendulum finally down.

 

Also the kadim finished off the second dreadmill and the tauruk win against the giant rats.

 

Round 5 VS:

K800_Zug 5 VS.JPG

I do some positioning with my daemon and rally my giant rats. That’s good, the tauruk need a 10 on the overrun to reach my king of the hill terrain.

 

In magic I take 4 wound off the titan but can’t kill the engine. Also my last jezail misses the engine.

 

Round 6 ID:

K800_Zug 6 ID.JPG

The kadim titan charges the giant rats. They pass their terror check and save me the draw on the secondary.

 

The engine and all magic targets the daemon and bring him down to 1 HP.

 

In close combat my rats get wiped out but the tauruk elect not to overrun as a long overrun would give my footpads a flank charge.

 

Round 6 VS:

K800_Zug 6 VS.JPG

I still do not kill the damn engine but can kill the kadim titan.

 

In the end it’s a 5:15 loss for my poor rats. Too much fire on the field.

 

Conclusion:

It was a hard but fair match with a good portion of luck on my opponent’s side in first turns.

The matchup is not good for my unarmoured rats but I took the match as my teammates did not want to play the ID either. For that I think 5 points is very good and it could have been 7 when I kill the engine. If I kill it in time also my daemon saves another 410 points for ot getting shot down to 1 HP..

Good thing was that there was no time cap for the last game which made it very relaxed.

I always like to play some races that you don’t see that often on the table as I learn a lot for upcoming matches.

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4500 Points vs. Yannik (Die Deichgrafen) with VC

 

My List:

Vermin Daemon, General

Plague Patriarch, Wizard Adept, Occultism, Plague Pendulum, Putrid Protection, Plague Flail

Chief, BSB, Sceptre of Vermin Valor, Binding Scroll

 

14 Footpads, M, Paired Weapons

14 Footpads, M, Paired Weapons

11 Footpads, Vanguard

30 Giant Rats

30 Plague Brotherhood, CSM, Legion Banner

 

14 Plague Disciples

14 Plague Disciples

 

Dreadmill

Dreadmill

5 Jezails

5 Jezails

 

Yanniks List:

Vampire Count, General, Wizard Adept, Evocation, Lamia, Commandment, Court of the Damned, Reapers Harvest

Necromancer, Wizard Master, Evocation, Necromantic Staff

 

40 Skeletons, CSM, Halberd, Flaming Standard

28 Zombis, S

30 Zombies, S

30 Zombies, S

 

2 Bat Swarms

5 Dire Wolves

5 Dire Wolves

 

Altar of the Undead

 

4 Vampire Spawns

Shrieking Horror

 

3 Vampire Knights, M

3 Vampire Knights, M

 

Deployment: Frontline Clash

Secondary: King of the Hill (Field left VS and hill middle VC)

 

K800_Aufstellung.JPG

 VC f.l.t.r.: Knights, Knights, Wolves, Horror, Zombies, Zombies, Bats, Skeletons with Court, Zombies, Spawns

 VS f.l.t.r.:, Footpads, Daemon, Disciples Jezails, Disciples, Dreadmill, Pendulum, Footpadsm Dreadmill, Footpads, Jezails, Giant Rats

 

 

Round 1 VS:

K800_Zug 1 VS.JPG

I move forward but stay behind the hill with my pendulum. Priority 1 is to kill the shrieking horror as he could do a lot of damage to my daemon.

 

Magic and shooting bring the horror down to 3 HP what is ok.

 

Round 1 VC:

K800_Zug 1 VC.JPG

The undead also move forward. The wolves chaff my disciples. One unit of knights try to sneak around the building.

 

In magic I bind the “Whispers of the Veil” and dispel the sniper spell.

 

Round 2 VS:

K800_Zug 2 VS.JPG

My footpads charge the wolves in the flank and the chaffed disciples move to the left to deal with the knights. On the right I charge the giant rats in the spawns to bind them there for at least one round.

 

In magic I get “Marked for Doom2 off on the court but the ward save holds. It also holds against a hit from the right dreadmill.

 

What not holds against magic is the horror. It dies exactly on a fates judgement.

 

Shooting from the jezails then does 1 wound on the knights.

 

In close combat 1 spawn dies (had only 1 HP left) and the spawns kill a lot of rats but they don’t care and stick. On the right, the wolves die and I reform the way the zombies can’t overrun anywhere.

 

Round 2 VC:

K800_Zug 2 VC.JPG

The zombies charge my footpads left and right. The knights are not brave and retreat and the other unit comes around the building.

 

Magic is unexciting and there is no shooting for the moment.

 

In close combat the spawns break my rats but do not catch them. Also my footpads on the left break and the zombies overrun. On the right my footpads win by 6.

 

Round 3 VS:

K800_Zug 3 VS.JPG

The disciples on the right charge into the altar and I move the other unit 1” in front of the knights unit. The footpads on the left chaff the zombies and my dreadmill directs towards the knights. I now move up the hill to get the court into combat soon.

 

In magic I get “Marked for Doom” off again and the ward save remains stable.

 

Combat on the right ends with another win for the footpads..

The disciples fluff totally and break from combat.

 

Round 3 VC:

K800_Zug 3 VC.JPG

He does not want to charge my pendulum yet but the knights want to fight with my disciples. Also the last spawn reaches the jezails with one wound left. And on the left the zombies charge the footpads.

 

In combat I don’t do the last wound on the spawn and the jezails flee.

My footpads on the left break and the zombies overrun far (11” or 12”) and are now near my other jezails.

On the right the 2 knights die on the toxic hits and the last one on the normal flail attacks.

 

Round 4 VS:

(no picture)

 

I move my disciples to the middle as there will be some fights soon.

 

Again magic and shooting can not hurt the court and also the last spawn survives.

But the altar gets killed by an “Unerring Strike”.

 

Round 4 VC:

K800_Zug 4 VC.JPG

Now he charges the court in the pendulum. That will be an exciting fight. I killed one court before with the pendulum. Lets see if I can do it another time.

The spawn also declares a charge in the flank of the pendulum but fails.

The last vampire knight charges the dreadmill left of the pendulum.

 

In close combat my footpads now die. The knight wins against the dreadmill which fluffed totally but can not catch it. His overrun falls short and he does not get in the pendulum units flank. In the big fight I win by 3 so we will continue next turn. He did not fight my pendulum with his vampire, I did fight his vampire but could not get a wound off.

 

Round 5 VS:

K800_Zug 5 VS.JPG

The disciples charge the flank of the skeletons. That should be enough to let the vampire die.

My dreadmill rallies.

 

Shooting and magic kills the last spawn and snipers 2 wounds off on the necromancer.

 

In combat I win that big that the vampire crumbles.

 

Endgame :

K800_Ende.JPG

I manage to kill the necro and his unit with the footpadsand save my jezails by marching out of arc of the zombies.

 

That’s the end: Win for the Swarm 16:4

 

Conclusions:

The court looks harder than it is. He survived a lot but not the pendulum and disciples.

The footpads held very long against the zombies.

My plan to get first rid off the horror worked.

I think the VC list was far away from being maxed out, 2 small units of knights, only 1 horror,... But it was a very relaxed game and I’m looking forward to get another match one day.

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4500 Points vs. Sebastian (Springer) with UD

 

My List:

Vermin Daemon, General

Plague Patriarch, Wizard Adept, Occultism, Plague Pendulum, Putrid Protection, Plague Flail

Chief, BSB, Sceptre of Vermin Valor, Binding Scroll

 

14 Footpads, M, Paired Weapons

14 Footpads, M, Paired Weapons

11 Footpads, Vanguard

30 Giant Rats

30 Plague Brotherhood, CSM, Legion Banner

 

14 Plague Disciples

14 Plague Disciples

 

Dreadmill

Dreadmill

5 Jezails

5 Jezails

 

Sebastians’ List:

Death Cult Hierarch, Hierophant, Wizard Master, Evocation

Death Cult Hierarch, Wizard Adept, Cosmology

Normarch, Generalm Light Armour, Crown of the Pharaohs

Tomb Architect

 

8 Skeleton Chariots, Legion chariots, SM, Stalkers Standard

5 Skeleton Scouts

20 Skeletons,S, Banner of the Relentless Company

 

6 Tomb Cataphracts, M

8 Shabti Archers, SM, Rending Banner

 

4 Tomb Reapers, Paired Weapons

 

Sand Scorpion

Sand Scorpion

 

Deployment: Dawn assault

Secondary: Capture the flags

 

K800_Aufstellung.JPG

UD f.l.t.r.: Cataphracts, Bunker + Characters, Shabtis, Reapers, Chariots, Scouts

VS f.l.t.r.: Footpads, Disciples, Dreadmill, Pendulum, Disciples, Jezails, Daemon, Giant Rats, Jezails, Footpads, Dreadmill, Footpads

 

Round 1 UD:

(no picture)

 

The undead move forward aggressively.

 

Magic buffs the cataphracts.

 

Shooting oputs 1 wound on my daemon and kills 1 jezail.

 

Round 1 VS:

K800_Zug 1 VS.JPG

I also push forward and bring my dreadmills in range.

 

Magic and shooting is unspectacular and only kills a chariot and puts 2 wounds on the cataphracts.

 

Round 2 UD:

K800_Zug 2 UD.JPG

On the left the cataphracts charge in the disciples and on the right the chariots attack the other disciple unit. Both scorpions arrive, one in the back of the jezails on the hill, the other near by the daemon.

 

Magic brings some buffs again and shooting fails to wound my daemon.

 

In close combat the toxic hits kill 2 chariots and the impact hits kill all disciples. The chariot overrun in the flank of the pendulum.

On the left 3 Disciples survive but manage to kill 4 cataphracts.

 

Round 2 VS:

K800_Zug 2 VS.JPG

Both dreadmills and the daemon support the fighting units. I move my small unit of footpads back to be out of arc of the scorpion.

 

Magic gives my left dreadmill reroll to wound, more does not happen.

 

In shooting I put 2 wounds on the scorpion on the right and kill one scout.

 

Close combat goes as expected and cataphracts and chariots die.

 

Round 3 UD:

K800_Zug 3 UD.JPG

The reapers now attack the left dreadmill and the scorpion the back of the pendulum unit after my jezails chose to flee. The other scorpion does not want to attack the daemon and moves in front of the jezails.

 

In magic the reapers get reroll to hit. I dispel the rest this time.

 

Shooting does nothing this turn.

 

In combat the reapers kill my dreadmill and overrun in the last disciples. The scorpion pendulum fight is a draw and I change my facing, giving the scorpion my flank and getting a corridor for my dreadmill in the reapers.

 

Round 3 VS:

K800_Zug 3 VS.JPG

The dreamill now charges the flank of the reapers and my giant rats move up the hill to attack the scorpion if he holds. The footpads move completely in the forest to get rid of the soft cover modifier.

 

In magic the daemon kills the scorpion on the right.

 

Shooting does not kill all scouts. One survives.

 

In close combat my dreadmill fluffs and gets killed. But 1 disciple survives and holds.

 

Round 4 UD:

(no picture)

 

The scouts are healed to full strength and the reapers kill the last disciple.

 

Round 4 VS:

K800_Zug 4 VS.JPG

The pendulum charges the reapers and wips them out in close combat.

 

Also the scouts die this round to the sling shots.

 

Round 5 UD:

K800_Zug 5 UD.JPG

The shabtis chargwe the jezails which flee.

 

More does not happen this turn.

 

Round 5 VS:

K800_Zug 5 VS.JPG

My pendulum fails its frenzy check twice and rolls too low to reach the shabtis. My plan was to move back and ignore the shabtis. The daemon moves out of arc of the shabtis and kills some skeletons with magic.

 

Round 6 UD & VS:

K800_Zug 6 UD.JPG

The characters are evacuated behind the hill using the Relentless Company banner.

 

The shabtis charge the pendulum and kill all monks and in my turn 6 the BSB. The pendulum is too strong and only gets 2 wounds.

 

In the end it’s a 14:6 for my Swarm.

 

Conclusion:

I was rushed by the undead but also against this aggressive list mine performed well.

MVP was again the pendulum and disciples holding the centre and killing some hard stuff.

 

I should have placed my giant rats on the left and stared hunting the skeleton bunker earlier.

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Die Liste ist grundsolide und beim Paaren hatte ich eigentlich nie wirklich schlechte 'Matchups. Hab auch oft das Rausgenommen, wo meine Teammates meinten, dass sie dagegen gar nicht oder nur schwer.spielen können. Haben wir eigentlich ganz gut hinbekommen, nur liefen die Spiele dann bei den anderen nicht so prall. Wenn sich bei UD der einzige Zauberer in RUnde 1 sprengt ist das halt sch....

Klar, Doppelkanonen und andere Vielschießer/Vielzauberer sind nicht optimal, aber wie das Spiel gegen die ID zeigt, auch da kann die Liste noch Punkte rausholen.

Ich werd die Liste noch mindestens 3 Spiele in unserer Liga spielen und sicher auch noch das ein oder andere Turnier.

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Ich hab mir auf Tourneykeeper gerade mal eure Ergebnisse angeschaut. War ein wenig erstaunt, das sind doch im Grunde alles gute Spieler.

Hat man kollektiv Sch.. gewürfelt, oder waren das einfach nicht getestete Listen? Hatte Marc bei UD wirklich nur einen einzigen Magier dabei?

Das wäre aber ziemlich ungewöhnlich für Ihn.  

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Naja, Top 50 sagt heute deutlich weniger als früher. 

Da sind auch leute wie ich dabei und so ein Schwergewicht bin ich nicht.

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So poste ich als Moderator, so poste ich als Admin, so als Forenbetreiber und so poste ich als ganz normaler User.

Die Taten eines Moderators, eines Tabletopers, eines Rollenspielers und eines Turnierorganisators oder Sir Löwenherz blogt.
In diesen Bereichen bin ich üblicherweise  moderativ tätig und regelmässig als User unterwegs : Turniere und Events, The 9th Age, Schlachtberichte, Age of Sigmar

www.the-ninth-age.com = ein cooles Community gesteuertes System (Achtung Schleichwerbung, ich arbeite im dortigen Team mit)

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4500 Points vs. Wolfram ''WoeRie'' Riegler with O&G

 

My List:

Vermin Daemon, General

Chief, BSB, Light Armour, Sceptre of Vermin Valor, Binding Scroll

Plague Patriarch, Wizard Adept, Light Armour, Putrid Plate, Plague Pendulum, Plague Flail

 

14 Footpads, M, Paired Weapons

14 Footpads, M, Paired Weapons

11 Footpads, Vanguard

30 Giant Rats

30 Plague Brotherhood, CSM, Legion Banner

 

14 Plague Disciples

14 Plague Disciples

 

Dreadmill

Dreadmill

5 Jezails

5 Jezails

 

Wolframs’ List:

Iron Orc Warboss, General, Shady Shanking, Troll Ask Flask, Desiny’s Call, Portion of Swiftness

Cave Goblin Chief, Cave Gnasher

Feral Orc Shaman, Pan of Protection Pinchin’, Essence of Free Mind (Pyromancy/Shamanism)

 

24 Feral Orc Eadbashers, CSM, GreenTide

5 Boar Riders, M

24 Forest Goblins, CSM

 

19 Iron Orcs, CSM, Green Tide

5 Goblin Wolf Riders

 

Gargantula

Great Green Idol, BSB

 

Greenhide Catapult - Splatterer

 

Deployment: Refused Flank

Secondary: King of the Hill (Forest middle VS, forest right O&G)

 

K800_Aufstellung.JPG

O&G f.l.t.r.: Boar Riders, Feral Orcs + Shaman, Cave Gnasher Hero, GGI, Iron Orcs + General, Gargantula, Wolf Riders, Catapult, Forest Goblins

VS f.l.t.r.: Disciples, Footpads, Footpads, Jezails, Pendulum + BSB, Dreadmill, Daemon, Dreadmill, Giant Rats, Disciples, Jezails, Footpads

 

Round 1 O&G:

K800_Zug 1 OG.JPG

All Orc units move forward and the wolf riders chaff the pendulum.

 

In magic I use my binding scroll for the totemic summen but I can’t stop chilling howl with all my dice.

 

For shooting I anticipate: The catapult hits one time over the game. The pendulum passes its ward save but 8 monks die. Rest of shooting kills 2 footpads and does 1HP to the left jezails. That’s all for shooting over this game.

 

Round 1 VS:

K800_Zug 1 VS.JPG

I don’t charge the pendulum but my footpads in the flank of the wolf riders. The pendulum moves 2.5” back.

Also on the right flank I charge the forest goblins with the disciples and giant rats.

On the left flank the disciples move around the building to threaten the boar boys.

 

Magic and shooting put 1 wound on the giant and 3 wounds on the gargantula.

 

In CC  the giant rats and disciples kill enough goblins to make them run and catch them during the overrun. The disciples end in the giant and can do some damage there next turn.

In the other fight one wolf rider survives and flees directly in the charge corridor of the iron orcs. Very good!

 

Round 2 O&G:

K800_Zug 2 OG.JPG

No charges for the orcs. Ferals and iron orcs move forward and the boar boys move out of LOS for thedisciples.

 

Magic gives my opponent an totemic summon near the right jezails which rolls snake eyes for his breath weapon, wound 1 but my armour holds. Not very successful phase.

 

In CC I bring the giant down to 2 wounds and he then kills 10 disciples but does not persue me.

 

Round 2 VS:

K800_Zug 2 VS.JPG

As there are no buffs on the iron orcs I decide to charge the pendulum and the daemon in them. The daemon is in contact with his general.

I rally the fleeing disciples on the right.

The small footpads chaff the feral orcs and the disciples move further around the building.

Also the dreadmills go into shooting position.

 

In magic I get an auro scrying off and also stars align on my daemon

 

Shooting kills the giant and does 1 wound to the totemic summon.

 

His general charges in CC and I accept with my pendulum and kill him with my impact hits as he rolled 1,2,2,3 for his 4 ward saves. Between daemon, monks and stomps I win really big and run the surviving iron orcs down. Unfortunately The overrun on the pendulum is to short to reach the GGI.

 

Round 3 O&G:

K800_Zug 3 OG.JPG

The GGI does not see any chances to get anywhere so it charges the pendulum.

Boar boys and feral orcs charge into the chaffing footpads and the gnasher hero in the footpads behind. Also the spider declares a charge and goes into the 4 disciples.

The totemic summon charges the flank of the jezails.

 

Magic brings nothing important so we move to CC.

 

The totemic summons only makes 1 wound and the jezails stick as the daemon is still in 18”.

The small footpads are killed to a man and ferals and boar rider reform.

I can put 2 wounds on the GGI and he kills of same monks. Here we stick.

My last disciples can only put a fourth (toxic) wound on the gargantula before they die.

Also the gnasher hero fluffes a little and I stay there steadfest.

 

Round 3 VS:

K800_Zug 3 VS.JPG

I charge my disciples into the boar boys and move my dreadmill into the totemic summen.

Also the giant rats charge the catapult.

My daemon moves out of LOS of the gargantula.

 

In magic I get stars align and scrying off on the pendulum.

 

Dreadmill and left Jezails kill now the gargantula.

 

In CC the disciples easily kill the boar boys and reform to help out the pendulum.

Here the GGI get 1 more wound this turn and kills again lots of monks. Only champ and standard bearer are left.

The gnasher hero now wins and catches the footpads. The jezails panic and run behind the hill.

The catapult dies to my giant rats attacks.

 

Round 4 O&G:

K800_Zug 4 OG.JPG

The feral orcs charge the flank of my pendulum and the gnasher hero moves behind the hill to be save from shooting.

 

Magic brings a new totemic summon but the shaman gets an amnesia. The totemic summon kills 7 footpads with the breath attack but they stick on their own discipline.

 

In CC Wolfram puts all attacks from the ferals in my pendulum. I think he should have put at least 5 attacks in the unit. So he does 9 wounds to my pendulum. I armour save 4 (and luckily do 4 toxic wounds back) and ward save another 4. So one wound total. Statistically it should have been 2. The GGI can not put any wounds on me with his normal attacks and only gets 3stomp this turn which kills my standard bearer, does 1 wound to my BSB and rolls a 1 for my champion. The GGI is now down to 2 wounds.

 

Round 4 VS:

K800_Zug 4 VS.JPG

I charge my disciples in the back of the feral orcs and my daemon in the flank. The dreamills shoot at the totemic summon and kill it. The footpads now catch the king of the hill forest nearby.

 

Magic gives me a 5+ ward save for my monks.

 

In CC I kill the GGI ad all ferals. The shaman put exactly one wound on my champion but I pass my 5+ ward save and hold half points of the monks.

K800_Ende.JPG

 

Here we call the game and it’s a 20:0 for my rats.

 

Conclusion:

The orc general would have had better chances to survive if he fought the daemon than the incoming pendulum. I have to kill him to remove the bodyguard on the iron orcs and it worked.

Else there was that mistake with not allocating some attacks to the monks but it would not have changed anything in the end.

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Am 27.1.2019 um 11:20 schrieb badboy81:

The orc general would have had better chances to survive if he fought the daemon than the incoming pendulum. I have to kill him to remove the bodyguard on the iron orcs and it worked.

 :???:

Pendel und Dämon haben beide ziemlich genau dieselbe Chance, den Orkboss instant umzuboxen... abgesehen davon, dass es doch viel besser wäre, den NK erst in seiner Runde zu gewinnen, oder?

 

Dein Objective Play war auch ganz schön riskant, wenn schon das erste Summon auf die richtige Einheit losgegangen wäre (deinen einzigen Scorer, der das Objective erfüllen kann), hättest du hier ziemlich sicher 3 Punkte liegen gelassen ;)

 

 

 

 

DER GRILLBLAG - eine INSTITUTION

 

"Die Qualitäten des Blags tummeln sich nicht an der Oberfläche, springen einem nicht sofort ins Gesicht. Das tut Avantgarde nie." - Sir Arthur Conan Doyle

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vor 4 Stunden schrieb JimmyGrill:

 :???:

Pendel und Dämon haben beide ziemlich genau dieselbe Chance, den Orkboss instant umzuboxen... abgesehen davon, dass es doch viel besser wäre, den NK erst in seiner Runde zu gewinnen, oder?

 

Dein Objective Play war auch ganz schön riskant, wenn schon das erste Summon auf die richtige Einheit losgegangen wäre (deinen einzigen Scorer, der das Objective erfüllen kann), hättest du hier ziemlich sicher 3 Punkte liegen gelassen ;)

 

 

 

 

Das Pendel macht im Schnitt schon mehr Schaden durch die Aufpralltreffer + Attacken vom Held.

 

Ja, beim Objektive war ich schon riskant unterwegs, da war sicher Glück dabei. Ich mag das King of the Hill Secondary auch am wenigsten.

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4500 Points vs. Loooci with O&G

 

My List:

Vermin Daemon, General

Chief, BSB, Light Armour, Sceptre of Vermin Valor, Binding Scroll

Plague Patriarch, Wizard Adept, Light Armour, Putrid Plate, Plague Pendulum, Plague Flail

 

14 Footpads, M, Paired Weapons

14 Footpads, M, Paired Weapons

11 Footpads, Vanguard

30 Giant Rats

30 Plague Brotherhood, CSM, Legion Banner

 

14 Plague Disciples

14 Plague Disciples

 

Dreadmill

Dreadmill

5 Jezails

5 Jezails

 

Loooci’s List:

Goblin King, Gargantula, Bow, Paired Weapons, Hero’s Heart, Crown of the Wizard King

Goblin witch Doctor, Wolf Chariot, Wizard Adept, Witchcraft

Orc Shaman, Wizard Master, Shamanism, Paired Weapons

Orc Warlord, General, Feral Orc, Light Armour, Shieldm Essence of Mithril, Omen of the Apocalypse, Portion of Swiftness

 

12 Orc Boar Rider, SM, Lance, Shield

24 Orcs, CSM, Heavy Armour & Crossbows

32 Feral Orcs, CSM, Rending Banner

 

5 Goblin Wolf Riders

5 Goblin wolf Riders

Wolf Chariot

Wolf Chariot

Wolf Chariot

 

Great Green Idol, BSB

 

Skewerer

Skewerer

 

Deployment: Encircle

Secondary: Secure Target

 

K800_Aufstellung.JPG

O&G f.l.t.r.: Boar Riders, Goblin on Gargantula, Chariot, Chariot, Wolf Riders, GGI, skewerer, Crossborgs + Shaman, Ferals + General, Chariot, Skewerer, Goblin Shaman on Chariot, Wolf riders

VS f.l.t.r.: Footpads, Disciples, Dreadmill, Jezails, Pendulum + BSB, Footpad, Disciples, Daemon, Footpads, Dreadmill, Jezails, Giant Rats

 

Round 1 VS:

K800_Zug 1 VS.JPG

I push everyone a little up. On the left flank the disciples swing out. They wanna fight those boar riders.

 

In magic my opponent dispels the marked for doom on the GGI so I can get off my heri on the right skewerer on the hill. It dies but the normal chariot and the goblin mage on chariot pass their panic test. Last I fail an unerring strike on the wolf riders behind the building.

 

My left dreadmill puts 3 wounds on the chariot in the field and on the right my dreadmill kills the normal chariot (mage passes panic again) and the jezails shoot the wolf riders in panic who run from the field. Also 2 boar riders are killed by the jezails.Good start so far J.

 

Round 1 O&G:

K800_Zug 1 OG.JPG

The boar boys declare a charge on my footpads and they elect to flee. Now the wolf riders have to chaff the disciples. The chariot with 1 wound left makes his charge into the dreadmill. In the middle all orcs back up as thy want to shoot me. The GGI comes behind the building.

 

In magic I let swarm of insects go (1wound on right dreadmill) and stop the chilling howl.

 

Shooting kills 5 monks and 2 footpads.

 

In combat the chariot can only put 1 wound on the dreadmill and then dies.

 

Round 2 VS:

K800_Zug 2 VS.JPG

The disciples charge the wolf riders else I move further forward. On the right flank the giant rats run up 14”, in the middle I was thinking of charging the GGI but did not. My demon moved to the left to be able to put some spells on the gobbo king on gargantula. I also rally my footpads. The small footpads chaff the feral orcs.

 

Magic and shooting puts 4 wounds on the gargantula and 2 wounds on the GGI.

 

In combat all wolf riders die to the toxic attacks and I reform to have everyone (boar riders, chariot, gargantula) in my front.

 

Round 2 O&G:

K800_Zug 2 OG.JPG

My oppont does some bad mistakes this turn. First he charged with the boar riders and the chariot in my disciples. On statistics all boar riders die if he does not 5-6 wounds with his impact hits. Second mistake was the charge with the goblin mage in my footpads. I think this guy should not see any combat ever. Further the general declared a charge out of the unit. My footpads hold against the mage but flee from the general. In the end the mage catches them and is in a very bad position now as is the general standing there alone opposed to a dreadmill, some footpads and some jezails.

The gargantula hero decides to move more to the middle and moves behind the building and the GGI chaffs my pendulum.

 

In magic I use my binding scroll for totemic summon but I’m not able to stop a big chilling howl which effects all my shooting on the right side (marked with blue stones).

 

Shooting does again not much, killing some more monks.

 

In CC the chariot kills 3 disciples, a 4th one dies from the boars. Then I swing back, kill all boar riders and put a wound on the chariot which then brakes from combat and gets overrun in the field.

 

Round 3 VS:

K800_Zug 3 VS.JPG

I now charge the GGI with my pendulum.

Also the giant rats declare a charge in the goblin mage who flees and ends off the table. I think he would have died also in combat.

The disciples on the left move in direction of the skewerer and the rest sits back and wants to shoot some juicy targets (gargantula, general).

 

In magic I buff my pendulum with scrying. Hand of Glory is dispelled. I then put 3 wounds on the skewerer with my hereditary.

 

In shooting my left dreadmill hits the gargantula on 6s one time, wounds it and brings it down to 1HP. The other dreadmill hits the general once, wounds him on a 5 (chilling howl), he fails his ward save and dies to the mltiwounds where I roll a lucky 5.

 

In close combat I win by 4 in the end and the idol fails his break check twice and vanishes in some green vapour. I decide to not overrun to keep the gargantula in my front.

 

Round 3 O&G:

K800_Zug 3 OG.JPG

There is not much left for the orcs. The gargantula charges the pendulum and the ferals fail theis frenzy check but fail the 11 for a flank charge on the pendulum.

 

Magic gets a totemic summon off behind my left jezails and I let it go and then stop awaken the beast on the gargantula. I can’t stop swarm of insects which my opponent rolls very good and kills 7 disciples in the right unit.

 

In combat I decide to sacrifice my champion, win by one then (4 wounds+ charge vs 4 ranks + 2 banners), the spider fails its break test and I run it down.

 

Round 4 VS:

K800_Zug 4 VS 1.JPG

Now the orcs are in a very bad spot. I think about charging the pendulum in the ferals but then decide to charge the crossborcs. I also charge the disciples into the skewerer and the giant rats in the flank of the ferals.

 

In magic I start with hand of glory which my opponent dispels. That gives me the chance to get scrying and stars align off on my giant rats.

 

There is nothing I could shoot anymore this turn except the totemic summon. The dreadmills easily do that job.

 

In combat I start with the disciples who easily kill the skewerer and overrun in the flank of the crossborcs.

Then we do the combat with the giant rats who loose 2 rats and kill 4 orcs. With big flank, charge and 3 ranks vs. 1 banner I win by 7 and the ferals autobreak. I overrun very far (11”), catching the ferals and charging the other flank of the crossborcs.

K800_Zug 4 VS 2.JPG

After combat 1 lost 2 disciples, 2 giant rats and 4 monks and killed 15 orcs.

K800_Zug 4 VS 3.JPG

That’s way to much for the orcs and they get overrun.

 

In the end it a clear 20:0 victory for my rats.

 

Conclusion:

My opponent did some big mistakes and payed for them:

During deployment some units were to close to each other and he was lucky that the goblin mage did not panic in turn 1. Also the charge with the goblin mage and the general was a big mistake with all the shooting on my side. If not the dreadmill had killed the general, the jezails would have done the job. One more mistake in my eyes is to not rush the gargantula forward maximum range. This spider is always my number one target for shooting as I have a lot of respect for it and hanging back helps not surviving all my shooting.

 

In the end my pre plan worked out (bring the spider and the GGI down with shooting and magic, get the disciples in the boar riders, flank charge the big blocks with the giant rats).

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Danke für die schön bebilderten Schlachtberichte!! Gibt für nen Wieder-Einsteiger ein nettes Bild, was so geht und was sich geändert hat :ok:

Gratulation auch zu den guten Ergebnissen!!

 

Ein-zwei Fragen seien an dieser Stelle evt erlaubt:

- Täuscht der Eindruck, dass es in 9th Age stärker um Punkte binden in dicken Modellen geht oder ist der Rattendämon wirklich so viel besser als andere Helden/Kommandanten-Auswahlen? Der ist doch ähnlich gut/schlecht geschützt wie "damals"?

- Rattenoger sind immer noch Grütze, oder? Das Donnerkoloss-Upgrade heisst auch nur, dass die schwere Rüstung bekommen und auf 50er Bases müssen, oder?

 

Entschuldigt das Rum-Gen00be :megalol:

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Hi

 

In 9th age darf man das Sekundärziel keinesfalls vernachlässigen, da es ja +/- 3 Punkte ausmacht.

Das Punktebinden in großen Einheiten sieht man schon hin und wieder und der Pendelblock wird ja allein durch das Pendel schon teuer. Der Dämon wäre sicher durch einen Tyrann ersetzbar, ich mag ihn aber aus verschiedenen Gründen: Zauberer mit 5 Sprüchen, mobiler als Tyrann, kann auch im NK mal was machen. Klar ist er auch anfälliger, man muss ihn schon vorsichtig spielen.

Rattenoger finde ich prinzipiell nicht schlecht, ihnen fehlt so das gewisse etwas, z.B. swiftstride oder Typänderung auf beast. Res 5, Battlefocus mit S5 ist schon nicht schlecht.

 

Gruß Moritz

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