Alliteration for the win. Here's my report on the games I had at colonial. Comments/suggestions are welcome -- and I'd love to hear the other side of the beastman battle. (And to play again -- I like ALL the beastmen models, including the minos and I think Noah's are pretty well painted).
Quick rundown of games and opponents first, then impressions:
1. Battle Line v. Beastmen. Outcome, 17:7 loss (or something like that)
2. Battle line v. Orcs and Goblins, 17: 7 win for me
3. Dawn Attack (random flanks) v. Brettonians, 18:7 win for me
4. Battle Line v. WoC, 12:10 "tie" against me.
5. Battle Line v. VC, 18:7 loss
59 battle points (i had 60 last year ;D), and 10.6/20 on painting. Last year I was fourth or fifth overall with painting with 15.6, so I think i was still "up" on 1/2-2/3rds of the field with a 10.6 (but don't have the results to confirm that). 7 on sports.
Game One: v. Noah Nathanson with Beastmen. No special rules this game. There were bonuses if you killed your opponent's most expensive unit (including characters) and for killing general. He had a horde of Gors, 6 minos, and a bunch of bestigors with the flaming banner. He had a level 1 on shadow (rolled Mindrazor and kept it), and a level 4 on death. Level one was in the bestigor who had the flaming banner, and the level 4 and general (and bsb) were in the big horde of gor.
My plan was to pile in a couple lances on it, and one of the flying characters and hopefully take it out. If I didn't, his minos could flank me. They had the blackened plate (4+ ward against flaming for the unit) and he'd had enough chaff to line them up across from my flaming unit, so it was shaky. I piled everything in, and managed to fluff enough attacks that he was only testing on a 4 rerollable. Which he made. On his turn, minos went into the flank of the flaming guys and chewed them up (not terribly, but it didn't help!). He also got mindrazor off on the Gors, which ALSO didn't help very much. I think my units broke and were run down, but the general might have escaped. (I'm not sure if it was in his turn or my turn that they broke). But either way, that let him mop up a bunch of points, and take out my trebs -- which failed to hit anything all game. Except once, when I hit the jabberslythe and rolled a 1 to wound.
Changes for future games: I should have been more cautious regarding mindrazor. He actually didn't roll it irresistably, but then I rolled about three 1s and 2s to dispell it (and I'd used my dispell scrolls to block a mindrazor before and a death snipe on the general). I should also think about a plan for someone with more chaff than me. I think I got tied up in terrain, and I should have maybe castled and made him come to me. Oh, and i spent my magic dice on trying to "hex" him (rerolling 6s) instead of augmenting myself to reroll 1s. The rest of the games, I focused on the rerolls 1s much more, and tried to use the hex as a threat to make them save dice.
Things I was right on: S3 gors just bounce off my armor. Of course, after the charge, I mostly bounce off them. He was trying to get me to charge the jabberslythe with my peg knights, but I looked at the 5 s5 attacks (and s3 attacks back for every wound) and decided against it :D. I believe I did use the pegs well to run down chaff. I think they ended up getting most of my points).
Game Two: v. (i'm forgetting his name right now) with Orcs and Goblins. special rules for this game was that there was a random chance of magic being harder to cast (they did it right however, and it was the SAME for both players' turns, unlike Ard Boyz). He had 2 level 1s (Goblin) and a L4 (savage orc). A big bus of big-uns with AHW and Grimgor and his body guard. Also a GIANT bus of night goblins. Other chaff was wolf riders, squig hoppers, two bolt throwers, rock lobba, and a squig herd.
Bonus points were for keeping your general alive, casting more spells than the opponent, and killing all enemy wizards/rune priests. So, my plan was to get my characters in to kill his wizards, and/or smash grimgor. He set up with an orc bus on either end and the long bus of night goblins in the middle. It meant that if i charged either orc bus, he couldn't flank me with the night goblins. Like an idiot though, I mostly forgot about the 3 fanatics in the night goblins. However, I think I actually had a decent plan to avoid them... which didn't survive the dice.
My hero on peg was flanking the grimgor unit, but would have to come within 8 inches of the night goblins as she charged in. he rolled an 8, a 7 and a 3 for his fanatics. Technically, I was 8 inches away, so the 8 guy bounced through me. We argued a bit over the angle that the hero was coming in on, but he was convinced that she would end up sitting on the fanatic that rolled a 7. I wasn't sure how that was the case (I think I would have travelled THROUGH the fanatic, and then finished my charge, with the fanatic doing 1d6 hits and sitting there). However, I was trying to be sporting, so didn't argue too much. That meant 3d6 s5 hits on the hero. So, I have a 4+, 5++ and I get to reroll one armour save. He rolls a LOT on his 3d6 and gets a bunch of wounds through. I then roll poorly on my saves, but do make my reroll. So now it's a question of rolling 4 or 5 dice for ward saves. My hero has three wounds... I roll the dice, and one of them bounces into a die that was on the table from before. I made two other saves and failed two. Now the 2 dice that hit eachother are showing 2 and 6. I think my die is the one showing 6, he thinks it's the 2. Despite being pretty sure mine was the 6, I take her off, and vow to roll my dice AWAY from all other dice in the future.
Otherwise, the game was pretty uneventful. I got a lance into each block of orcs and he made his break tests. Then we started bouncing off eachother -- I didn't want my general to fight grimgor (I just wasn't sure I could HKB him) so I left him killing black orcs, which he was decent at, although his pegasus was TERRIBLE at it. He kept picking AHW with the black orcs, and mostly bouncing off me. I guess it did mean extra attacks, but I would have gone for the higher strength.
The one suprising thing was that he charged his bus of goblins out from between the two orc units and into my bus of knights that was hanging back to pick up a second charge. He managed to net me every time, but I think I eventually won that combat -- I wasn't losing a lot of knights to s3, ws2 attacks. I ground out Grimgor's unit for a couple turns, while his other orc bus broke my sole knight bus (I think the errants) and ran them down (poor leadership test :(). However, he couldn't really do anything with that unit after chasing them down, and I finally managed to break grimgor and run his unit down. I think I also broke the goblins once they were only stubborn on L5. I wasn't able to kill his orc shaman, who was hiding behind a giant terrain piece for most of the game, so only got the 2 bonus points.
Takeaways: I need to be careful around fanatics, and careful about rolling. Otherwise, I think i did okay. Grimgor's unit is suprisingly tough (WS5!) but my guys are also pretty resilient.
Game Three: There was a whole kerfluffle before this game about matchups. I was originally matched up against Peyton's Empire army, then briefly against a WOC army (who I couldn't even find in the hall) and then finally against Mike Sullivan's Brettonians. He had a horde of halberdiers, 5 peg knights, a giant (15 long) bus of KOR, 9ish grail knights, and 2x 5 errant knights. (and a treb). His characters were a duel-y general, a bsb and 2 level 2s -- oh and a guy with the magic weapon that kills my magic weapon.
This one was dawn attack. I ended up with a decent placement (and was happy to be playing brets instead of cannon/cannon/mortar/stank/walter/shadow). More on this when I have the time.
[Last edited Apr 02, 2012 15:40:50]