Showing posts with label Duality of Death. Show all posts
Showing posts with label Duality of Death. Show all posts

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, 20 May 2018

#131: Age of Sigmar Battle Report - BrisVegas Open Game Three - Skaven Pestilens Vs. Greenskinz

Going into Game Three, I was optimistic. I'd beaten a Gnarlroot, and was now facing off against Greenskins, of all things. While I hadn't played against them before, I honestly hadn't considered them a particularly powerful army.

Says the guy playing Pestilens...

I'd met my opponent before, and we got along great, sharing a love for all things American Football, but we'd never actually played a game. I was happy with the draw of opponent at the end of day one, as I consider game three of a two day tournament to typically be the hardest. Not because of the game, but because its the third game that day, and being on your feet and thinking all day takes a surprising toll on your energy levels. It always helps getting through that game if you can have a bit of a laugh.

The scenario was Duality of Death, and here's what I was facing...
Orruk Warboss on Wyvern (General)
Orruk Warboss on Wyvern
Wurrgog Prophet (Allies)
40 Orruk Boyz (Battleline)
10 Orruk Boarboyz (Battleline)
2 Orruk Chariots (Batlleline)
Spear Chukka (Allies)
Spear Chukka (Allies)
Rogue Idol
(bonus points for his three terrain pieces, which are 1:1 scale cut outs of the Rogue Idol)

Now, looking at this list, my main concern was the Spear Chukkas. In Duality of Death, I knew that my Heroes weren't the toughest, and that if I wanted to win, I needed to take them down. I knew the Rogue Idol would take a beating, but other than that, I was overall pretty happy with my prospects of winning. 

Boy, was I in for a surprise!
My deployment centred around the two objectives in the middle of the board. I wanted to claim both on the first turn, and made sure that I put myself in the best possible position to do so! A Priest and the Corruptor took up their places on the left side of the board, while a catapult sat back, being in range of anything that set foot near the objective. I also wanted the option to hit the big unit of Orruks if need be, so it sat a smidge off the back line so that I could move and shoot. The Arch Warlock parked his butt next to Arcane terrain, and set himself up for a cheeky Balewind-push on the Furnace, forcing it to move out of the way of the vortex (and toward the middle of the table) before the movement phase to ensure it got into the zone and started ticking points over. 
My right flank was held down by a Priest, the other unit of forty Monks and my second catapult, who was similarly deployed to be able to threaten the Orruks and the objective.
My opponent deployed the bulk of his army in the centre of the table, with the Spear Chukkas taking up prime real estate to be able to draw lines on both objectives; no hero would be safe! On my right hand side, both Wyvern Warbosses set up, with the movement and aggression to cause me serious problems...
...while on the left side of the board, the Rogue Idol was supported (because it needs support?) by the two chariots. It was at this point that I realised that I was in for a rough ride. Greenskins are hardly top tier, but in this scenario, I realised I was going to have a real fight on my hands. Rogue Idols are no push overs, and two Wyverns were going for the throat on the other... Uh oh.
Having out-dropped my opponent by a single unit, and knowing that I would really struggle to shift the Idol off an objective, I took first turn; the single bloodiest turn of Age of Sigmar I have ever, ever played. Don't believe me? Just wait.

It all started so well. My Arch-Warlock popped up on a balewind, pushed the furnace forward, and unleashed spells with the best possible outcome. I managed to put a two wounds on the Rogue Idol, as well as wiping out both Spear Chukka crews. Not only did this nab me the secondary objective (kill two units in your first turn), but it shut down a huge threat! 
While the Furnace didn't reach the objective, the Priest on the right did reach the objective. Sixty monks flooded forward to support them too. On the left, the Corruptor Mystic Shielded himself and raced up onto the objective, followed by forty Monks and a Priest. To top the turn off, both catapults moved forward and fired upon the Orruks. They suffered horrific losses, dropping them well below half strength! Excellent start, am I right? Right, guys?
Then came the bloodshed. The boarboys and Wyverns slammed into my right flank, dragging every possible unit into combat...
...while on the left flank, the chariots and Idol slammed into my Monks and Corruptor. Then came a brutal cycle of death and carnage. Between exploding rats, Rabid Fever, Great Plague Censers and rock fists, a LOT of models died. And I mean a LOT!
The Rogue Idol turned the Corrupter to paste, and mashed a few Monks in the process. The Chariots also ran down their fair share of Monks, losing a chariot in return. With the Corruptor being turned into a mashed banana, the Idol took the objective. 
In the other swirling maelstrom of combat, things were no less horrific. The Priest on the objective met a horrible end by having the top half of him bitten off the bottom half of him by a Wyvern, while the Monks lost over thirty of their numbers and the Boarboys lost six from their unit. The Plague Furnace made its mark by dishing out mortal wounds, but things had taken a sharp turn toward Greenskinz. 

With both players having lost over half their army before the end of turn one, both my opponent and I just stood there staring at the table in disbelief. It had taken us a fair while to get through the turn, as every time a monk died, it piled in and attacked, then exploded before another Greenskin unit swung, killed and was killed in return. We had several players walk past, asking us how the game was going onto to be shocked by the fact that it was still in the opening moments of the game.

But not satisfied with the level of pure carnage already unleashed upon the table, we continued.
My opponent jagged a sneaky double turn, and, having everything in combat and both objectives firmly in his control, it was straight into the combat phase. Thanks to Mystic Shield, the Rogue Idol had shrugged off most damage from the turn before, and didn't hesitate to start his rampage, wiping out fifteen Monks without even trying! I knew Rogue Idols had some moves, but this was insane! The damage output on them is pretty wild. Luckily for me, Inspiring Presence from the bloody smear that used to be the Corruptor was still in effect until my next hero phase, but it was only delaying the inevitable. 
The two Wyverns set about consolidating their flank, by butchering the remaining Monks, and while they took some more mortal wounds from the Plague Furnace, they had overtaken me on the scoreboard, with no signs that I would be taking objectives back. I was running out of Heroes, and getting battered around the ears. Turns began blurring into each other, as the combat and sheer scale of death inflicted reached critical mass.
The only other significant move my opponent made (outside of the two main combats) was to send the survivors of the Plagueclaw barrage to distribute some retribution on the war machines. Not having a bar of that, my Plagueclaws kept showering them with sprays of acidic goo (and who knows what else). My Arch-Warlock didn't miss a spell all game, and consistently took wounds off whatever he could see.
After a decisively positive start to the game, things went dramatically down hill. My opponent ended up running away with the scoreboard, as I was only able to get two scenario points to his twenty. I ended up killing a huge percentage of his army, but the only two significant units left alive were the two holding the objectives. Regardless of the outcome, both of us had a fantastic game. We could hardly believe the sheer level of violence in this game, and were both just laughing. I ended up giving my best opponent vote to this player, and I earned his; a great reflection of how much we both enjoyed the game!

Having managed to grab my secondary before everything hit the fan, I was sitting on one major win, two major losses and two secondaries. I was sitting in the bottom half of the pool, but I was optimistic. Perhaps, sitting on the bottom tables would eventuate in a favourable matchup. But then, leading into this game, I considered Greenskinz a favourable match up.

And look how that ended.

Tune in next time to read about Game Four against Swifthawk Agents!

Thanks for reading,
Gabe 

Thursday, 1 March 2018

#122: Festering of February Game 1 - Skaven Pestilens Vs. Seraphon

The draw for the first round of the tournament was completely random and was announced the day before the event. I had never met my opponent, but saw Seraphon, and knew I was going to be up against it. Seraphon requires some finesse to play efficiently, but when put in the hands of an experienced player, they are truly something to be feared.

To read my list, check blog post #121.

My opponent ended up being one of the venue's Youngblood players, and he was fielding an intimidating list. 

Scar-Veteran on Carnosaur (General)
Scar-Veteran on Carnosaur
Lord Kroak
Engine of the Gods
40 Skinks
40 Skinks
20 Saurus Warriors
10 Saurus Knights

While the Saurus units weren't a major concern, considering how unheathly it is to be in combat with Monks, the rest of the list was a concern. I was delighted to see that Kroak didn't have a Balewind Vortex, but he was still a formidable wizard. The two massive units of skinks were going to be frustrating to whittle down, as they're incredibly hard to pin down. And two Carnosaurs is never a good thing!

The scenario was Duality of Death, so I knew I needed to kill his four big pieces if I had a hope of winning.


My deployment was pretty conventional for the most part. The bulk of my Congregation deployed on the left, with a unit of forty lining up the left hand objective, and supported by a Priest. The Arch-Warlock delpoyed far enough toward the centre so as to be in range of both objectives once he popped up on a Vortex. Then the Furnace and the other unit of forty deployed in the centre, ready to push straight up the middle and hit whatever got in their way first. 
 My right flank consisted of the last unit of monks, the Censer Bearers, a Priest and the Corruptor. My hope was that each flank could push onto an objective, with the middle force serving as reinforcements to whoever was in most dire need. Catapults sat on the back board edge, with more than enough range to hit anything that wandered outside the opposing deployment zone.




My opponent deployed in quite a conservative manner, making sure to wrap his most valuable units in bodies for fear of some unforeseen Skaven trickery. I was very happy to see Kroak as far back on the board as he was, as this meant he wouldn't really be a huge threat until later in the game. But I've faced (and used) Seraphon and their teleporting shenanigans before, and I wasn't about to lull myself into a false sense of security.

Thanks to his Command Trait, my opponent utilised a second teleport in turn to launch both Carnosaurs onto my left flank, leaving one on the objective to start racking up points, while the second slammed into my Monks! Not exactly how I envisioned turn one...

Elsewhere, Kroak and the Engine of the Gods pushed over toward the other objective, while the Seraphon infantry advanced toward the centre of the table. Luckily for me, the Carnosaur absolutely tanked his rolls and did very little damage to me. In return, I managed to put four wounds on the giant dino-rider.

I knew that if I wanted to win this game, I couldn't afford to get bogged down in my own delpoyment zone, so my first turn was pretty active. The Arch-Warlock popped up on his vortex successfully, and unleashed the arcane arsenal into the Carnosaur, chipping another three wounds off him, as well as killing a Saurus Knight as collateral damage from Warpstorm. Both my large units popped their Contagion Banners, and the central unit benefited from the Corruptor's command ability. With the Furnace successfully casting Rabid Fever on both large units, it was about to get bloody.

I made a mistake on my right side, by moving my Censer Bearers before my Corruptor, which meant that his superior movement was hampered, preventing him from reaching the objective turn one. With both objectives outside of my control, things were not looking good. Both Plagueclaws took aim at the Saurus Warriors with limited success. Guess it was down to my Monks to save the day...
And save the day, they did! While taking minimal casualties, they absolutely blended the Saurus Knights, leaving only one standing after Battleshock, while the Saurus Warriors were completely slaughtered. With four attacks each, the Contagion Banner and Rabid Fever, the monks were on a rampage!

The monks on the flank, not to be outdone by their brethren, ripped the wounded Carnosaur apart, leaving the Scar-Veteran on the objective horribly exposed and unsupported. A double turn would really swing the tide of battle, and allow me to capitalise on the momentum...

But alas, it was not to be. In fact, I failed to win a priority roll all game long! Kroak was in range of several spells now, and had begun putting the hurt on several elements of my army. My opponent made some mistakes with target priority here, as he chose Plagueclaw, the Corruptor and the Monks as his targets for Comet's Call, leaving the Priest (crucial to the scenario) completely unscathed. I also managed to use Verminous Valor to great effect on my Verminlord, passing off the high-quality damage onto the lowly (and entirely disposable in the eyes of the Corruptor) monks. Rapidly running out of units, my opponent pushed the Engine of the Gods onto the right hand objective, applying a great deal of pressure to my army to get points on the board. The Engine also pulled out some Seraphon sorcery, nuking my Furnace with a whopping 6 mortal wounds! The two massive regiments of Skinks materialised on my back corner, with one of them making a cheeky move after the jump. To the surprise of absolutely no one, the forty blowpipes managed to trim the last three wounds off my Plagueclaw.

In my turn, I was intent on claiming the objectives and putting some kind of numbers on the board. It was 4-0 in my opponent's favour, and I simply could not let him widen the gap any further. I cast Arcane Bolt with the Corruptor and put two wounds on Kroak, while the Warlock was left to cast Warpstorm at whoever was in range, crucially managing to kill the last Saurus Knight who was locking the Monks in combat.. The verminlord also put Mystic Shield on the Plague Priest, who had triggered his Plague Tome on the Engine of the Gods before making a dash for the safety of the ruins (and the glory of the objective). The forty man unit in the centre, swept around to launch an assault upon the cursed Engine, while the Verminlord and his accompanying Censer Bearers made a line for Kroak. The twenty monks at the back made the noble (and fanatically insane) choice to screen my army from the eighty Skinks. Retribution was brutal upon the Blowpipe Skinks, my surviving catapult unleashed a shower of corrosive spew that killed twelve and forced another seven to flee! Excellent. 

When combat rolled around, the odds were stacked against the Engine, and it simply couldn't withstand the onslaught of rats. It fell, and the objective was mine! The Verminlord cursed as Kroak managed to wound the Corruptor (and as a flow-on effect, kill two Censer Bearers... seriously, Verminous Valor is amazing!), suffer seven wounds, then refuse to crumble, heal and teleport away!

On the other side of the board, the second Carnosaur was overrun and slain by the bloodthirsty rats of the other massive regiment. The Furnace had manged to sneak close enough to the objective to claim it the moment the Scar-Veteran drew his last breath. 

Cowering behind his swarms of Skinks, Kroak tried his hardest to kill the Priest, but spells either failed or were out of range. He did manage to cast mystic shield upon himself, but that was little solace for the wasted damage potential. The Skinks had even less luck, failing to wound anything with their shooting. Things were beginning to look bleak for the Seraphon. 

In the dying moments of the game, My Arch-Warlock and remaining Plagueclaw unleashed an avalanche of damage upon Kroak, inflicting another seven wounds in hopes of claiming the huge chunk of victory points that would result in his death. Against all odds, he survived AGAIN, and healed back all of his wounds. My dastardly schemes were foiled. With the clock out of time, our last turn was very much just rolling out the crucial parts of the game, but in the end, I managed to win 12-4, securing a major victory, and losing less than four hundred victory points. 

I had complete control of the left hand side of the board, and managed to keep my Furnace alive (just) on only two wounds after all of the magic and Engine mayhem caused earlier in the game. 

I think my opponent had the tools to beat me. We talked briefly after the game about his list, and I think the verdict was that he was going to drop the Knights, and use the points to flesh out the Saurus and invest in a Balewind. It just makes Kroak so much scarier. As it was, I only ever really needed to worry about being in range of one or two spells, and it allowed me to ignore his damage output for the most part, which is not something you want said about a 450 point model. 

My opponent lost sight of the objective a few times, not in regards to his army, but in regards to mine. Other than the Verminlord, my heroes do not hold up well to damage, and several times, he targeted units of monks with spells and abilities that dish out mortal wounds. If he'd blasted my characters off and clawed a big enough lead, there would have been nothing for me to do but watch. But these things come with experience, and considering how long he's been playing, I think he's definitely going to be a player to watch in the future. 

This left me on a major win with a large amount of victory points, pushing me into the top bracket of players, ready to face down whatever horrific list awaited me in round two...

Thanks for reading,
Gabe