1st rd reportThis page was last updated on Thursday, 30 November 2000. |
Set-up: The 1st round has Richard Chase's Chaos Dwarf army pitted against my feeble, sickly High Elves. We deployed the majority of our forces in different corners, I think he did this to protect his warmachines, and I did so to give as many rounds of shooting as possible. The exceptions were a unit of hobgoblin archers (20), one bolt-thrower, and one Earth-Shaker on his left flank. On the right (working in) he had, a unit of hobgoblin wolfriders (10), bolt-thrower, Earth-Shaker, Chaos Dwarf warriors (20), Black Orcs (20), Bull-Centaurs (5). With his sorcerer, and General-on-Lammasu free-forming. Game: Surprisingly I won! He got first turn, and started with a general bombardment of my units, I had planned to spread out a little, but that never quite happened, those damned Earth-Shakers hindering movement and shooting. I took some casualties, and had sod-all return fire. 2nd turn had more of the same, but with his dwarfs, orcs and Bull-centaurs keeping formation, it looked as though they wouldn't get into melee anytime soon. Meanwhile his wolf riders were still on my far left, and his general charged down to attack my hero (who tactically fled), and in the magic phase I got a rebound Fiery Convocation on his General. Finally able to move my Reavers, I charged at his bolt-thrower, and when they ran, redirected to his big unit of archers (not my ideal choice - but after two rounds managed to break them. Not bad for being outnumbered 4:1). Opening fire on his general saw a wound inflicted on both him and his mount, and another round of burning saw 2 more wounds on the Lammasu. With his troops still out of melee range, I was starting to feel better, this round neither of his Earth-Shakers had any effect (misfires), and in his magic phase the now Strength 6 Fiery Convocation immolated his general, with 90% of his army fleeing as a result. Richard promptly conceded, so I took a 25 point (600 VP) win. I think he should have kept going to minimise loses, but the nature of the win obviously didn't endear him to this kind of effort. Luck factor: I decided to include this, as often games can be made from just one or two lucky rolls. Two crappy misfires in one round for Richard, my successful Convocation, and some poor leadership tests for Richards troops are the only notable dice rolls, everything else seemed pretty average. Analysis: I guess I won this due to Richard's mistake on dispelling rules. Because I used a Rebound, which he failed to dispel (he had a scroll), it lasted that turn, during my turn, and the start of his next magic phase before he could take a crack at dispelling it. He also seemed a little cautious about getting his troops across the board into me. I think it would have been better to get his fast stuff at me ASAP, then the second wave should finish me. My best moves were holding up his troops with the Shadow Warriors and Reavers (thus giving more shooting turns), a common strategy for this army. Also in other games, I saw Paul's Lizardman army spank a Vampire Count force (gotta watch those Stegadons!), the Norse dwarf's beat Mike's greenskin mobs, and Mac's Chaos rampage force did just that of the unfortunate merc army in our tourney. Fearsome!
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