Showing posts with label BrisVegas Open. Show all posts
Showing posts with label BrisVegas Open. Show all posts

Sunday, 25 August 2019

#183: Battle Report - BrisVegas Open Game 5 - Legion of Azgorh vs Flesh Eater Courts

Alright.

We'd finally reached the last round of the tournament. I was sitting on three major wins and a major loss, and was feeling confident that I could maybe jag a 4-1 end result if the match up was kind.

It wasn't.

I drew up against Wes and his Gristegore FEC (at the height of their meteoric rise to the top of the meta). Hitting FEC at this point wasn't a huge surprise, as over 10% of the field was FEC, and all were well and truly in the top half. I knew it was going to be a tough fight, but there was no point wasting any time! Load those cannons!
There weren't too many surprises in the army list, with the exception of the Chalice of Ushoran, which (if used well) can have a huge impact on a fight.

The scenario was Escalation, which was a blessing and a curse. My Magma Cannons, which would be vital to bringing down the big beasties, were stuck at the back of the board, but so were the two Ghoul Kings on Terrorgheists. Thanks to being Battleline, the two Royal Terrorgheists started on the front line. Yikes...

It should also be noted that we both played the scenario scoring from turn 1 (instead of 2). This was a mistake on both our parts, but by the time we realised, we were a full turn and a half into the game, and as we were both playing to the same scoring, we decided to just push on. Short of re-racking the entire game, we felt like that was the easiest solution, as it was still an even playing field. 
My opponent handed me first turn, and I had to form a plan and stick to it. I pushed each unit of Fireglaives to just within 6" of each objective, capping all three for maximum points. Knowing that they were going to be devoured in no time at all, I left a big gap between them and the rest of my army. The idea was that Wes would have to commit to combat to get the numbers advantage with single models like Terrorgheists, and then I could push up fast bodies (hounds, Kdaai, etc) and take back the objectives without having to get into fights I didn't want to. That was the plan, anyway! 
The next couple of turns showcased just how mental FEC's rules are. Making full use of the Command Ability that allows monsters to pile in twice with impunity, the Activation Wars turned into a bit of an activation massacre. The riflemen on the left objective held strong against the first round of fighting, but the second activation from the Royal Terrorgheist was too much to bear. 
The centre objective was really where my undoing lay, however. The Fireglaives had died predictable swiftly, but I was poised to put a lot of damage on the GKoTG, and wipe out the Ghouls with the K'Daai to re-establish numerical dominance on the objectives.
On the left, my plan worked to sling the Warhounds in to claim back the objective, but it didn't take long for them to be nuked off the board too. Wes summoned in a Vargulf Courtier for free to park on that objective, leaving the Royal Terrorgheist to go join the brawl in the middle of the table. 

And here is where my plan fell apart. That bloody Chalice of Ushoran! I didn't really pay too much attention to it, until it was at the nexus of a raging melee! Ghouls and K'Daai kept the Chalice topped up, while the Chalice and Courtier kept the Ghouls topped up in a vicous cycle of bloodshed and healing. Over the course of the game, I managed to put almost 30 wounds on Wes' general GKoTG, but being on the wrong end of a double turn meant that by the time I had an opportunity to dispel the Chalice, it was too little too late.
The melee swirled on, the K'Daai were shattered, and the Taur'ruk was bitten in half like he was a regular old not-murder cow. When fully buffed up with extra pile-ins, striking first, extra attacks and so on, that GKoTG is pretty obscene. The Skullcracker showed his worth, surviving a double pile-in on a single wound, before sawing a Royal Terrorgheist in half. The Magma Cannons finally got into range of juicy targets, and blasted the second Royal Terrorgheist into ash.

But the ploy was up. I'd left the Chalice on the board too long, and it was enough for Wes to weather the worst storm I could throw at him! The last couple of turns of the game were a matter of mopping up the survivors. 
Despite the absolute carnage inflicted, I'd managed to put a pretty healthy score on the scoreboard, tagging objectives and sacrificing units for literally any scenario points, but in the end Wes managed to creep outside of the minor win bracket to claim a Major Win. 
I've not played against FEC lots, but always seem to hit them in Game 5 at events. This game was prior to their minor changes in the FAQ, and it felt pretty overwhelming. I'm glad this game was with someone I knew and had a laugh with, because there were moments where it felt pretty un-interactive. Being on the receiving end of two GKoTGs piling in twice and just deleting whatever they touched wasn't the most fun I've had, but Wes and I weren't playing for sheep stations, and weren't too phased by who won. 

This wrapped up my BrisVegas Open weekend sitting on 3-2 and sitting in 31st place out of 100. I was actually pretty happy with my overall standing. I would have loved to crack the top 25, but I was happy with the overall performance of the Legion of Azgorh.  

While that finished up (finally!) the BrisVegas Open battle reports, I've got plenty more on the way, as I report from my games at War in the West! 

Thanks for reading,
Gabe

Tuesday, 6 August 2019

#181: Battle Report - BrisVegas Open Game 4 - Legion of Azgorh Vs Gloomspite Gitz

After finishing Day 1 on two major wins and one major loss, I was pleasantly surprised to be facing a second Gloomspite Gitz, this time piloted by Connor "The Condor" Armstrong. His army was absolutely stunning, and compared to the sheer numbers brought to bear by my game three opponent, Connor's list included two Manglers for some reckless damage output! I was stoked to be playing Gloomspite twice, as that was the one allegiance I really wanted to play against.

Here's what Connor was rocking.
















































There was still no shortage of bodies on the table, but we were playing Gift from the Heavens. So, his objective could drop into nowhere, or it could drop directly on his Loonshrine in the centre, wrapped in 80 Gobbos! The dice would decide.
Connor easily outdropped me, and without knowing where the objectives would land until turn two, he deployed pretty defensively, bunkering up around the Lookshirne. He had a unit of Gobbos on each flank to rush out to a wayward objective, and the cheeky teleport spell if needed. And with a couple of units of Fanatics tucked somewhere in the army, he could afford to be a little bit cagey. 
My deployment was quite the opposite. I was spread right out, making sure I had bodies and threats the whole way across my deployment zone. Gift of the Heavens is 100% about being able to react well, and I didn't have the tricksy movement shenanigans that Gitz had in their spell lore. 
I made sure to put a Magma Cannon on each flank (one conveniently within towing range of the Skullcracker), as well as Fireglaive units on each possible objective location. The K'daai, fresh off their absolute rampage in the last game, deployed front and centre, ready to launch into whatever was foolish enough to get in their way. I didn't worry too much about screening in this scenario, as the only units that could unquestionably bulldoze something were either well out of threat range, or would have to be slingshotted into a position that was wildly precarious.
Connor gave me first turn, knowing that there wasn't a great deal I could do with it. My only real moves were to shuffle everything forward to try and lure him into over-extending, and to slide more dogs up each flank to push back any possible teleports.
The Magma Cannon was towed into range, but couldn't really find a decent target. The Fireglaives made it their business to make sure that there was no viable spot to drop in on my back board edge, and with that, my turn was pretty much over.

Connor's turn one followed much the same theme. He threw out a couple of spells, which I tried to stop, with varying levels of success and failure. Most notably, he dropped the Scuttletide into the centre of my army, and began trying to chip wounds off my Taur'ruk. The Scuttletide is an absolute standout spell, getting in the way and trickling mortal wounds!

Then Turn 2 priority rolled around, and I won the roll off. Much to his dismay, I handed Connor the turn. This was for two reasons. The first is that, because he'd remained defensive, and because only his objective would be on the table, it was essentially another enemy turn where he didn't know where to launch an offensive against my deployment zone. The second was that, while I was wasting his double turn, I was also going into a possible double turn with both objectives on the table.
My biggest fear in this game was put to rest, when Connor's objective landed on a flank, rather than directly on top of the Loonshrine. A unit of Gobbos raced over to claim it, while an 'Ash Storm'ed Mangler Squig plodded over to support. The rest of the Gitz force began a very wary advance, with the central unit of Gitz having just about every buff under the sun. 
In my turn two, my objective dropped in the centre of the board. Excellent! The 20-strong Fireglaives in the centre, and the Fireglaives and Warhounds on the right flank pushed in to stack that objective with bodies. The Daemonsmith, no longer needed for the extra range, joined his comrades to give them a nearby source of Battleshock immunity. The Magma Cannon on the right found itself not really able to get to the objective, and it wanted no part of the Scuttletide, so contented itself  taking pot shots at the twenty archers in the area terrain on the right. 
In the centre of the battlefield, I was intent on clearing as many bodies as I could. The K'daai wasted no time in brawling with the main line of Grotz, using their 3" reach and some cheeky pile ins to not only draw out and avoid the Fanatics, but also stay out of range of the pesky netters (at least for one activation. The Magma Cannon being towed by the Skullcracker also made a vital play! It turned its infernal firepower on the Loonboss on Mangler Squig, slamming it with 5 mortal wounds and dropping it to its very lowest bracket. This could not have happened more perfectly. I was terrified of the Manglers, and with Kill Points not being a tie-breaker or secondary at BrisVegas, I was quite content to leave that Loonboss hobbling around with terrible profiles until I knew for a fact that I could finish him off. 
On Connor's objective, I'd raced the hounds up the flank, with Fireglaives advancing as quick as their legs would carry them. I made a cheeky charge with the Skullcracker into the Grotz, but between their nets and some truly awful rolling, they stood firm and held the objective. If only I could land that double! 
But it was not to be! In a harsh counter-attack, and with Da Bad Moon squarely in the centre of the board, the full wound Mangler Squig cannonballed into the Skullcracker and unleashed absolute carnage! After the dust had settled, the Skullcracker was on a single wound... With the nearby Grots sharpening their toothpicks, I made a last stand and put as many attacks as possible into the Mangler. In a stroke of complete good fortune, two attacks snuck through, and did a total of five wounds. Now, BOTH Manglers were sitting in their lowest bracket! 
Elsewhere on the table, the Taur'ruk finally decided to join the party by failing a re-rollable charge. Fortunately, the Magma Cannon made short work of the now-exposed Fanatics (drawn out by the K'Daai earlier), or else that little confrontation may have gone very, very differently! 
The K'Daai had quenched their thirst for slaughter for a brief moment. Damage was starting to add up on them, but they had done their part by removing bulk bodies from the table. Now, hopefully they stayed off the table and didn't pour forth once more from the dank tunnels beneath the Loonshrine!
The back and forth of battle had begun to shift in my favour. The Fireglaives and Magma Cannon blasted away at the Gitz, allowing the Warhounds to claim the objective (until the Mangler wandered over to enjoy some raw dog meat). 
The K'Daai managed to kill the Loonboss, landing my secondary objective of killing the General, but on the wrong end of a double turn, it was at great cost! Only two K'Daai were standing at the end of the game, as they took wounds and mortal wounds from every possible source in Connors army. A Command Point made sure they hung around, which inadvertantly denied Connor his secondary of killing the highest-points-value unit on the table (and the K'Daai weighed in at a whopping 480 points!).

I say whopping... but they're worth every single point! 

The game ended with the Legion well and truly on top of the scoreboard, as I'd held my home objective all game and had either denied or robbed Connor of his objective.

Connor was an absolute delight to play, and his army is absolutely stunning! 

I was happy with how the flow of battle went. If his objective had landed on the Loonshrine, I would have had to assault the bunker, which is no small task, but I was very lucky. He also didn't manage to bring back any units through the Loonshrine, despite having plenty of chances and re-rolls etc. Lady Luck was not his fan this day. I managed to put Connor in an awkward position early in the battlefield, and was able to keep pressure on for the remainder of the game. 

Once again, the 3" reach and cheeky pile ins helped me negate so much of what makes Grotz painful to fight for a round, but that round was all the Fire Daemons needed to flail their way to murder! The Taur-ruk in this game did sweet nothing, partly because I was holding him back to counter attack any surprise attacks on my objective, and partly because he just sucked at rolling charges...

This left me on three major wins and one major loss. I was stoked, as my 3-2 goal was already complete, and if I got lucky, I could even squeak a 4-1.

Check in soon for Game 5 of BrizVegas Open, closely followed by all five games from War in the West! 

Thanks for reading, 
Gabe 

Sunday, 14 July 2019

#180: Battle Report - BrisVegas Open Game 3 - Legion of Azgorh Vs. Gloomspite Gitz

After a major win and major loss, I ended up facing an army that I'd really been hoping to face...

Gloomspite Gitz!

I hadn't played against them before, but it was an army that I was fascinated with, and I was keen to see what they could bring to the table. Here's what I was facing.
There was an absolute metric ton of bodies on the table, which was going to be a challenge, and the Rockgut Troggoths had some really high-quality damage output, but one huge factor was going to give me an edge. The scenario was Duality of Death, which is a scenario that my army can excel at and one that this Gitz army would struggle with. Having only a handful of squishy little Shamans running around the board, I was confident that Magma Cannons and such would be able to remove them pretty efficiently. But Gitz being Gitz, I was also expecting a few nasty surprises. 

My opponent deployed his many, many Goblins in the centre, around his Loonshrine, with Rockguts and Shamans on the flanks toward the objective. I dropped the K'Daai pretty central, so that they could react to whatever threat was greatest, then the Tauruk and Skullcracker were each given a unit of Hounds, a Magma Cannon and Riflemen to support. The idea was that the Warhounds would take oncoming charges (as the Rockgut Troggs were very serious threats), which would hopefully buy me an extra turn on the objectives. The guns were deployed to push up into range of both objectives in order to kill any hero that was game enough to stand out in the open to claim it. 

I didn't get any photos of turn one, sadly, but here is a shot of the top of turn two, which I gladly took.

Being once again outdropped, my opponent gave me first turn. This wasn't a horrible thing, considering the scenario. I wasted no time in rushing dogs up as a screen, and moving the Tauruk and Skullcracker into position on the objectives. The Skullcracker made use of his special rules to tow the left-hand Magma Cannon 10" forward, and the Daemonsmith made a healthy run roll to stay within 3". With the bonus movement, and extra range, the Magma Cannon drew first blood, by immolating a Madcap Shaman lurking with the Rockgut Troggs in the forest. This removed Hand of Gork (or was it Mork for Gitz?) from the game, and allowed me to relax my backline zoning. 

My K'Daai rolled forward to pose a threat in turn two, but not be on the receiving end of anything too nasty.
My opponent was left with few options but to move up. The Magic Mushroom was thrown into my K'Daai and riflemen, but thankfully didn't decimate too much. 

I won the turn roll going into two, and unleashed the Fire Daemons horde of Grots! 
With Daemonic Power cast convincingly, I knew that this initial charge would have to be a doozy if I was going to chew through the horde of Goblins. The massive unit of ten Fanatics was dumped out of the big unit, as I was kind of expecting. I'd moved my K'Daai to just outside of 3" of both Grot units, which meant that when the Fanatics were deployed, they had to do so between the Grot units, rather than in front of them in order to stay 3" away.  And so I pulled off an ever-so-cheeky charge that showcased just how useful a 3" range is on melee weapons.

My first K'Daai charged into the far right corner Spear-armed unit of Gobbos on the right, coming into range of the Netters and suffering the associated -1 to hit. The rest of the unit was strung out across the front of the unit just outside of 3". The unit had made a successful charge, but because I was not in combat with the Fanatics, they missed out on their start-of-the-combat-phase pile in and attack, preventing a huge amount of damage from hitting the squishy fire daemons. Then it was my turn to attack. I moved all of the K'Daai to just outside of 2" of the whole front line, meaning that only the K'Daai that made the initial charge suffered the effects of Netters. The Fireborn then unleashed all 60 attacks into both units of Grots and the now-exposed Fanatics, decimating all three units with impunity. The surviving Gloomspite models piled in (bringing the nets into range) and struck back, killing one daemon, and wounding another, but the damage had been done.
Having suffered a mighty blow to his centre line, my opponent turned his attention to the objectives. The big unit of Rockguts lobbed a boulder at my Taur'ruk, putting three mortals on him after he had all but shrugged off the arrow fire of their Grot comrades. Then, showing that they weren't here to mess around, they strolled into the Warhounds, and melted them without even blinking. It had bought me a turn as intended, but if I got double turned going into three, even the defensive mechanics of the Taur'ruk could not withstand that kind of high-quality impact! 
On the other flank, the same thing occurred. The Rockguts slammed into my screen of Warhounds and pummelled them into the dirt. I was a little more confident in the survival of an unscathed Skullcracker against only three Rockguts, but they were still going to hurt if I lost the roll going into turn 3...

Lady Luck smiled upon me, and I won priority. And honestly, my movement phase was pretty uneventful. My shooting elements were all in range of their desired targets, and my combat elements were either already in combat, or close enough to ensure a 3" charge. In turn two, I'd already scrambled most units away from the Mushroom, so I wasn't about to to waste a casting attempt getting rid of it to have it burst onto the table in a better spot. 
My biggest concern was the 6-man unit of Troggs, but with some decent rolling and some good Dawi Zharr engineering, the Magma Cannon and thirty riflemen nearby unloaded a volley that killed three outright! Planning my combats carefully, I charged the Taur'ruk into the twenty archers, while staying within 3" of the objective. I was confident that the Grots would be lacking in combat damage output to pose any threat, but I didn't account for completely bombing out my hit rolls with that juicy Damage 3 axe. Instead of murdering his way through the unit, he managed to kill maybe five.
The left flank was not fairing too well for the Gloomspite host either. Knowing that the best defence is a good offense, the Skullcracker fired up its reactor, and dismembered the Troggoths threatening his objective. The K'Daai had now lost three of their number, and the negative modifier to hit had slowed their assault, but round after round of attrition had taken a truly bloody toll upon the Grots. Battleshock had begun to take its toll, and the swirling melee was beginning to lean heavily in my favour. The Fireborn had managed to tag enough units that almost every model, every turn, was unleashing attacks. With the mediocre saves on Grots, the lack of Rend was more than compensated by the D3 damage on each swing. 

Death waits for no-one, however, and when my opponent took his turn, he had one thing in mind. Killing that Taur-ruk. 
Far further forward than the rest of my units, and entirely unsupported by boots on the ground, I knew that this was likely the end. Surrounded, and badly wounded, the Taur-ruk was looking at that -2 Rend Damage 3 profile of the Rockguts, and sweating a little bit. The Loonboss had also charged in, with his eyes on claiming the objective for himself. I gritted my teeth and waited for the inevitable.
Against all odds, maths and reason, the Taur'ruk survived! Not only did he survive, but he managed to take some heads while he was there. In a truly ridiculous series of dice rolls, the Troggs went first, missed with a fair few attacks, and then I rolled the hottest dice of my life to save all but four. With only four wounds left, Blackshard Armour kept me alive, and I responded by sinking his Darkforged Axe waaaay inside the Loonboss's skull. 

Once again, I won priority and took the turn, knowing that I'd already burnt through all of my luck for this game (and probably a few games as well!). There was no way I could survive that same round of attacks again, and so once again, my Cannon and Fireglaives unleashed a volley of Pyrelock ammunition (and a lava beam) into the Troggoths, incinerating the last of them in a thunder of missile fire. The Taur-ruk was then only left to deal with half a dozen archers, who he dispatched with ease. 

With both objectives secured, and the Gloomspite line completely shattered, my lead on the scoreboard had secured me a major victory. This event used scenario point differential rather than kill points to determine minor and major losses, but because I'd gotten on both objectives turn one, and held my opponent off all game, it was a convincing result. There was just one order of business remaining. My secondary objective.

And like an absolute moron, I'd picked 'Kill All Battleline Units'.

"But, Gabe," I hear you say. "You killed all the battleline."

And my dear reader, you would be correct. The Taur-ruk had (eventually) hacked his way through twenty archers, while the K'Daai had rampaged through 100 Grots, 10 Loonsmasha Fanatics, and Madcap Shaman and 6 Sneaky Snufflers. 

But... 

I realised at the end of fourth, after all Gloomspite units had been slain, that my opponent could bring back units of Grots through the tunnel under the Loonshrine. The TO ruled that there had to be no Battleline at the end of the game in order for me to claim it, so I made the very difficult decision to give my opponent the turn going into five. I didn't have enough units closeby to zone out the Loonshrine, but I did have a unit of K'Daai that would hopefully be able to kill any unit that appeared from the hole. If he went bottom of five, I wouldn't have had an opportunity, had a unit returned, to kill it at all. 

As luck would have it, the unit of sixty returned at half strength, plonking thirty models down on the table in a last ditch act of defiance. I had one turn to achieve a single task. 
With all of my guns out of range, and other combat units too far away to assist, it fell to my K'Daai to get the job done, and they put in quite a performance. After their attacks, twenty eight black-robed corpses lay at their feet. Another was immolated by the Kiss of Fire, leaving a single Grot to take a battleshock test. Excellent; no heroes nearby, he's -20-something to his roll. The secondary was mine! 

Well, as it turns out, the Loonshrine has a Battleshock immunity aura, and that one scared, solitary little Grot was my undoing. A single point of damage was the difference, and the Grot stood strong in defiance to the last. 

What a game. The K'Daai single-handedly slaughtered and butchered their way through over 140 models on their own (well, with some moral and arcane support from the Sorcerer Lord)! They'd absorbed an immense amount of pressure that would have otherwise been focused on objectives, and they definitely earned their points in this game. The screens and shooting was enough to protect my objectives against the enemy, and the fact that my Taur-ruk survived that combat at all was... let's be honest... downright lucky. 

When it came down to it, I think this was going to be a tough scenario for my opponent no matter what. With three of his four heroes only having four wounds, getting onto and holding those objectives was always going to be a challenge. I was kicking myself over my choice of secondaries, but that was my own fault for not properly thinking it through. 

This game really showcased why I think that the 12-man unit of K'Daai should be in every single Chaos Dwarf army out there. It's an absolute powerhouse!

This major win put me on 2-1 on Day 1 of the BrisVegas Open. My goal was 3-2, so I had two more opportunities to make that happen. I was sitting behind the main pack, and hadn't maxed out secondaries, so who I faced on Sunday morning, out of a pool of almost a hundred players was anybody's guess.

Thanks for reading, 
Gabe


Sunday, 9 June 2019

#179: Battle Report - BrisVegas Open Game 2 - Legion of Azgorh Vs. Blades of Khorne

Coming off a major win in round one against Nurgle, I found myself facing another deity from the Pantheon; Khorne, commanded by fellow club-mate, Gammie.

Allegiance: Khorne

Leaders:
Lord of Khorne on Juggernaut (General, Violent Urgency, Gorecleaver)
Slaughterpriest (Talisman of Burning Blood)
Slaughterpriest

Battleline:
6 Mighty Skullcrushers
6 Mighty Skullcrushers
6 Mighty Skullcrushers
5 Flesh Hounds
5 Flesh Hounds

Units:
Chaos Warshrine

Battalions: 
Brass Stampede

Judgements:
Wrath-Axe

2000 Points
1 Command Point
142 Wounds

Looking at that, I knew I had my work cut out for me. The Juggers, Priests and Wrath-Axe can dish out a horrific amount of damage. The scenario was Shifting Objectives, which is great for Khorne, because they can stay in a compact formation and just steamroll things. I was genuinely expecting this to be a pretty quick game. But oh, how wrong I was!
With our battlelines drawn, I felt like I was staring down the barrel a little bit, but my army was not without it's tricks! Unsurprisingly, given that my guns were out of range, and the Khorne had nothing to charge, Gammie gave me first turn.
Knowing that whatever moved onto the objectives would be the first thing to die, my Warhounds were (once again) pushed forward as the sacrificial screen, making sure that there was at least one body just within 6" of each objective. I knew that it was going to be a hard fought battle, and that I would need every point I could get, so an easy 5-point turn straight up was crucial. I did make a mistake, however, in that Gammie didn't need to commit to combat to take those objectives off me. He could simply push up with units and get two bodies in range to steal it. I should have flooded each objective with at least 6 bodies, forcing him to commit on all three objectives if he wanted the points. 
And that is exactly what he did. Seeing no need to over-commit in the face of my guns, the Khorne force shuffled forward on each flank, while six Crushers pushed into the middle. the central unit of Crushers found themselves bottlenecked between the ship and Skull Altar, as Ash Storm had crippled their mobility. The Warhounds on the right hand side took some damage from Blood Boil, and thanks to their mediocre Bravery 4, saw all but two either killed or run off the board. Gammie capped all three objectives in return, and prepared for priority. 
Much to my dismay, I lost priority in a turn where I could have really dropped the hammer on multiple units. But it wasn't to be. In a catastrophic swing of events, Blood Boils and the left Crushers' charge damage wiped out all the remaining dogs, which meant that the Crushers on the centre objective were free to slam into both the Taur'uk and the K'Daai with impunity. With the unit being 6 or more models, and the Brass Stampede guaranteeing the trigger, the impact hits did 6D3 mortal wounds to the Taur'uk and killed him in a spray of blood, along with more than a couple of Fireglaives! The Crushers on the left used their pile in to punch on with ten more Fireglaives, but with pitiful results that would come back to haunt them later. 

I was now in a very precarious position. While I had the right hand objective held with numbers to spare, the other two (one of which was worth 3 points) were just being bulldozed by the Khorne. Going second each turn left me with the opportunity for a double turn, but every time there was a window for me to counterpunch and control the flow of battle, the turn went Gammie's way. Some games, that's just how it goes. While I was only on the receiving end of one double turn, I didn't get one back, which made it tricky to force my way back in. 

My K'Daai were caught out of position in a combat where only half the unit could attack, and I was very hesitant to retreat, as losing a priority roll would just mean taking another beating at the hands of the Juggernauts' brutal charge. But I wasn't about to go down without a fight.
Seeing a gap, my Skullcracker decided it was time to unleash some carnage. He charged into the full unit of Skullcrushers that had spent the battle so far suffering the effects of an Ash Storm. The plan was to get in there and drop them below six models, while also blocking them out from the objective. This turned out to be in vain, as I was just short on my charge, giving them room around the ship side of the infernal colossus to pile in around him and within 6" of the objective. The embattled unit of Crushers fighting my K'Daai were slowly being ground down. Bronzed Flesh made them almost impossible to wound, but whatever attacks did get through were doing D3 wounds, which had taken its toll in the battle of attrition. 

On my left objective, the survivors from my 20-strong unit, now free of the central combat, moved to assist their Fireglaive comrades, making sure that it would be several turns before the solitary Warshrine could kill it's way through to a numerical advantage. The shooting from the two units was pretty lacklustre, but at least they were chipping off wounds here and there. 

Thanks to the horrific power of the Magma Cannons, Fireglaives and the Daemonsmith's grenades, against all the odds, the riflemen outlived the Juggernauts on the left objective, now only having to handle some measly Flesh Hounds. 

It should be said around now that between Blackshard Armour (one of the most underrated allegiance abilities in the game!) and some of the luckiest rolling in the world, my army just refused to die. There were multiple instances where killing a single rifleman would have lost me an objective, I'd be facing four wounds at rend 1, pop three fives on the dice, and ignore the last with Blackshard. 
Much to my dismay, Gammie won priority again, and kept a huge amount of pressure on all three objectives. Blood Boils wiped out the full-strength Fireglaive unit on the right, while the Warshrine charged in to try (but not succeed! Huzzah!) and kill the survivors of my big unit. Realising that the Warshrine was going to need some help, one of the Priests began the march over to lend his martial support. 

But elsewhere on the battlefield, things were a little more dire. The Wrath-Axe finally went off, and wasted no time in cleaving the slightly damaged Skullcracker in half! 
On the left flank, my ridiculous saves were keeping me on the objective...
...but Gammie dropped the hammer with full force. Free from being locked in combat with the recently nuked Skullcracker, the still-full-strength unit of Juggernauts slammed into the K'Daai, shattering their strength, and finally breaking the unit down. The Lord on Juggernaut was forced to commit to the combat between the Fireglaives and Flesh Hounds, but thanks to some bad rolls on Gammie's behalf, and some truly insane ones on my behalf, the riflemen held. 
Much to the disgust of Khorne, the remaining Fireglaives on the right objective absolutely refused to die, even in the face of the Warshrine and Slaughterpriest. Could they kill three riflemen to claim the objective?

No. 
Despite my most resolute efforts, and after the Fireglaives and Flesh Hounds took each other down in a cinematic moment of mutually assured destruction (with some help from a grenade from the Daemonsmith), the Skullcrushers proved why they're so mighty and crashed into my artillery. In the face of such an onslaught, the Cannons were all but doomed and, with a pathetic 3" move, found themselves unable to even retreat from combat. The Daeomsmith and Sorcerer Lord were dragged down, and with that, the game was lost. I gave away almost my entire army to try and claim a win, and while I was in the thick of it from turn one, Gammie ran away on the scoreboard in the last turn and a half to claim a major win for Khorne.

For a game that I was expecting to be over in two turns, it turned out to be fought on a knife's edge. Any one of several priority rolls could have completely shifted the flow of battle, but the dice are fickle, and there's no point getting hung up over rolls that neither player can influence. In this game, I just got outplayed. Gammie didn't make any mistakes and never let the pressure off, and it showed. I made a few movement errors, like stringing my K'Daai out too much and giving away my Taur'ruk too cheaply, but I can't be too upset. With three turns of truly godlike save rolls, I was in the game far longer than I was expecting. 

After losing to Khorne, this left me on 1-1 going into game three. I was alright with this, as it left me squarely in the middle of the pack with three games still to play. In a pool of 90+ players, I was at the mercy of the draw to a degree, so I had my fingers crossed that I wouldn't be hitting one of the many, many FEC players too early in the weekend. 

As luck would have it, my game three opponent was playing Gloomspite Gitz, an army that I hadn't faced before, but was very keen to play! But I'm getting ahead of myself. More on that in the next battle report! 

As always, thanks for reading,
Gabe  

Monday, 20 May 2019

#178: Battle Report - BrisVegas Open Game 1 - Legion of Azgorh Vs. Maggotkin of Nurgle

BrisVegas was finally here, and I was amped! Originally, I'd had a grudge match against Dan and his Tzeentch (a grudge match, by the way, where I'd thrown a LOT of banter with no sure way to back it up!), but sadly, there was a technical problem and grudges were put aside for a random draw for the entire player pool.

Lucky for Dan! Maybe...

Trading one Chaos God for another, I found myself facing Mitchell and his striking Nurgle army in Battle for the Pass.

Allegiance: Nurgle

Heroes:
Archaon (General)
Lord of Blights (Rustfang)
Harbinger of Decay (Witherstave)

Units:
30 Plaguebearers (Battleline)
5 Blight Kings (Battleline)
5 Blight Kings (Battleline)
5 Blight Kings (Battleline)

Warscroll Battalions:
Blight Cyst

Endless Spells:
Soulsnare Shackles

The scneario was Battle for the Pass, and even though my opponent had a huge chunk of points tied up in Archaon, Nurgle is in their element when it comes to locking down objectives and never letting them go.
The Battlelines were drawn, and thanks to my 12-drop list, I was able to draw out a lot of Mitchell's big deployments without committing too much of my own army. This allowed me to set my army up in the best possible way to counter the threats. With only Archaon on the left side of the table, I was pretty confident that my K'Daai would be able to go blow for blow with him, and ten hounds backed up by ten Fireglaives gave me the numerical advantage. I left ten riflemen on my back objective, and the entire rest of my army was stacked on the other side of the board to try and deal with the Blight Kings and Plaguebearers. With a Lord of Blights in the list, I knew that big block of Plaguebearers would be a nightmare to shift, but I was hoping that, between the Magma Cannons and the Fireglaives' unmodified 6's to Hit doing mortal wounds, I could drop them below twenty. That would remove all of their negative hit modifiers in combat, and from there, the Skullcracker could make short work of them. 
With all of my guns being completely out of range, and knowing that being on the wrong end of a double turn going into two would be disastrous, my opponent handed me first turn. Knowing that I didn't have the reach to cover 24" into my opponent's army, I played conservatively, as unnatural as that felt to do. I shuffled a couple of units around, and threw out a few spells. Ash Storm went off on Archaon, which had little impact outside of the -1 To Hit, but it was something. Most importantly, I pushed the Warhounds onto both central objectives. The unit across from Archaon maintained their screen, pushing a single dog within 6" of the objective. This was to force Archaon to charge my screen and overcommit. If he simply moved up, he wouldn't take the objective off me, so he would have to charge into the teeth of my army. 

At the far objective, I managed to fit all ten Warhounds into the Mystical ruins, giving them +1 to their save for cover, and a 6++ Mystical save. It wasn't much, but then I've experienced first hand just how pathetic Plaguebearers can be in combat, so there was hope for the dogs yet. The Skullcracker pushed up the very edge of the board as well, making his presence known. 
In my opponent's turn one, he made his intentions pretty clear. Leaving a single unit of Blight Kings on his home objectives, he sent the entire army up the board. Archaon's command ability meant that for a single CP, the Harbinger emitted his aftersave aura, and the Lord of Blights made the Plaguebearers all but impossible to kill. I needed to do something about him.
The dogs in the ruins learnt the hard way about the benefits of Blight Cyst, as the Blight Kings barrelled in and butchered the Warhounds. The horde of Plaguebearers engaged the Skullcracker, and easily took the objective off me. 
Elsewhere, Archaon made an easy charge and butchered the Warhounds in the blink of an eye. This was entirely expected, and entirely OK with me. Archaon had committed to the battle, but now found himself in a tricky spot. If he won the double turn, he'd be able to charge off into either the Fireglaives or the K'Daai, but whichever unit he left unscathed would be able to walk onto the uncontested objective. If I won the priority into Turn 2, I had some pretty serious damage output that the Everchosen would have to endure...
As luck would have it, I won the roll for Turn 2, and took first without hesitation. My opponent unbound my attempt for Daemonic Power on the Fireborn, so I had to settle for Oracular Visions instead. Knowing that this was probably my best opportunity to either kill or seriously injure Archaon, the K'Daai launched their offensive. The Fireglaives had taken a single wound off him in shooting, so if I could just push through 19 wounds, I'd bring him down. I rolled out all sixty of my attacks...

18 Wounds.

But this army is not without it's trickery and dirty tactics. At the end of the combat phase, Kiss of Fire inflicted a single mortal wound upon Archaon. His mortal wound save was not enough, and the Everchosen fell! This left my left flank largely uncontested. On the right flank, however... 
What had started with a few puppies dying at the hands of Blight Kings had turned into a full blown bloodblath! Every time I would get the Plaguebearers within a whisker of that 20-strong mark, they would pop a 1 for battleshock and return D6 (read 6) to the unit! The Skullcracker's usually devastating onslaught was completely blunted. I'd even charged the big Fireglaive unit into combat to get as many bodies onto the objective as I could. I wasn't worried about them dying, but it forced me to shoot into a nigh-untouchable target for the sake of being closer to the objective. My Taur'ruk had started a brawl with two full units of Blight Kings, and proved why he's one tough cow. Grotesque meant that Mitch's Blighted Weapons had no chance to trigger, leading to a slow, fruitless grind for the followers of Nurgle. 

My break came when Mitch double turned me going into Turn 3. Having spent his battalion command point in turn two to give both heroes their abilities, Turn 3 left him with a tough decision. Did he slap Cloud of Flies on the Plaguebearers on the objective, or give an after-save roll to the Blight Kings, who were taking significant damage from the Taur'ruk? He went with the Harbinger, which turned out to be catastrophic for the Plaguebearers. Still locked in combat, they began to take heavy losses from the Skullcracker, who was finally free of the crippling negative modifiers. In no time at all, the Plaguebearers had fallen below the numbers they needed to hold onto the objective. 
Even after summoning a unit of 10 Plaguebearers just behind his Gnarlmaw, my opponent was running out of bodies and fast! I managed to wipe out the 30-man Plaguebearer unit entirely, and the Taur'Ruk (with no small help from my shooting phase) had taken the ten Blight Kings he was brawling with down to one! The Lord of Blights had joined the fray for a brief moment, swinging his filth-encrusted hammer at my Skullcracker before being butchered. 
And with the nearby Fireglaives moving up onto my left objective to hold down the fort, the K'Daai Fireborn, now fully buffed, barrelled into the Blight Kings on Mitch's home objective, killing four of them and claiming it for Hashut. 

With the scoreboard and all four objectives firmly in my control, I landed a major victory to start the weekend off! 

I'd not met Mitch before, and the BrisVegas Open was one of his first major tournaments, but he was an absolute gent to play, and the photos do not do his army justice. Nurgle is one of those armies that seems to have fallen by the wayside due to certain builds lacking decent damage output, but they're still insanely tough. Pumping two Magma Cannons, 20 Fireglaives and a Skullcracker into the Plaguebearers and only killing six was only topped by Mitch popping a 1 and returning the unit to full strength. Tough as nails! 

Starting my BrisVegas campaign off with a major win put me into dangerous territory, but Game 2 pitted me against none other than Gammie with his stunning Brass Stampede! Check back in soon for more battle reports!

Thanks for reading,
Gabe