My Adepticon
WFB teammate, Tom Jackson, and I recently conducted a couple of practice games
as part of our preparation for the tournament.
Team Name:
Troll Country
John Ontto’s
Orcs and Goblins
Night Goblin Shaman (lvl 4) w/ scroll
Goblin Big Boss BSB w/ great weapon and
Standard of Discipline
36 Night Goblins w/ bows
38 Night Goblins w/ shield and nets
6 Trolls
2 Speakchuckas
1 Wolf Chariot
1 Doom Diver
Tom Jackson’s
Warriors of Chaos
Throgg
3 units of 5 Warhounds per unit
2 units of 6 Trolls per unit
6 Chaos Ogres w/ Mark of Nurgle and
full command
For our
practice games, Tom played our side, while I played a combination Dark Elves
and Daemons of Chaos.
Daemons of
Chaos
Epidemius
19 Plaguebearers w/ champion, musician
and standard bearer
18 Plaguebearers w/ standard bearer
2 units of 1 Beast of Nurgle per unit
Skull Cannon of Khorne (John G. – Cheesy!!!!)
Dark Elves
Sorceress (lvl 3) w/ Dark Magic and
Tome of Furion
20 Dark Shards w/ musician and standard
bearer carrying the Banner of Eternal Flame
5 Dark Riders w/ crossbows , shields
and standard bearer
Hydra
3 Bolt Throwers
With the
armies set for the game, we decided on playing Blood and Glory for our practice
game.
Turn 1
The first
turn began with me rolling for fragile alliance and going down only 1
step. I deployed the dark shards in the middle
and held them in position while the plaguebearers moved to secure the flanks of
the crossbowmen. At the same time, the
dark riders marched around the house on the board in an effort to threaten the
doom diver while a beast of nurgle and the hydra moved up to the river’s edge. During the first turn’s magic phase, I rolled
a 9 on the warpstorm table, but no damage was done. The sorceress attempted a doom bolt, but
without an irresistible force to back it, the shaman was able to use its dispel
scroll.
During the
shooting phase, I begin with the dark shards lighting up a unit of trolls with
their flaming attacks. The end result
was a single dead troll and the unit having lost its regeneration for the turn. This allowed one of the bolt throwers to put
another two wounds on the unit. The dark
riders added a third wound, bringing down another troll in the unit. I finished the shooting phase with the skull
cannon taking a shot at Throgg. Fortunately
for the king of trolls, he passed is Look Out Sir roll and the daemonic
cannonball was passed to another troll, who was killed by its impact.
Tom took
over at the bottom of 1 and started by passing all of the stupidity tests
required for the trolls. Sadly, the
night goblins with the shaman were not as lucky as they rolled a squabble
result. When it came to charges, a unit
of warhounds moved into contact with the dark rider as the other hounds
positioned themselves to block the beast of nurgle and hydra that were crossing
the river. The turn concluded with the
dark riders running down a defeated unit of hounds and being in a position to
charge the doom diver on the next turn.
Turn 2
The top of
two starts the DE/DoC rolling for fragile alliance and becoming desperate
allies. The beasts of Nurgle declare
charges against each of the remaining units of hounds, with one being caught
and the other making a successful attempt at fleeing. The attempt is short lived though as the
hydra rolls a 12 for its charge and is able to catch them. Lastly the dark riders charge the doom diver
while the plaguebearers maintain their position on the board.
The magic
phase begins with me rolling another 9 on the warp storm table that has no
impact on the game. Due to the army
becoming desperate allies, the magic dice had to be split for the turn (5 for
the DoC and 4 for the Dark Elves). The
sorceress attempts to cast power of darkness and word of pain, but the former
is dispelled, and the later fails to me the required dice roll.
The shooting
phase is similar to the last one, with the dark shards wounding a troll and
removing the unit’s regeneration. This
allow a bolt thrower to kill a troll in the unit. The skull cannon however misfires and is
unable to shoot in the next turn.
Close combat
begins with the dark riders murdering the doom diver and making the bad
decision to turn and reform instead of running them off the table. Next, the beast of Nurgle rolls a whopping 2
attacks and ends up losing combat and disappearing back into the warp.
The bottom
of two starts with the night goblins all getting along while one unit of trolls
failing their stupidity check and rushing into the unit with Epidemius. Tom also charges the unit of 4 trolls into
the other block of plaguebearers and the chaos ogres into the hydra (doing d3
impact hits in the process due to a roll of a 12 for the charge distance). Finally, the goblin shaman and bsb move to
join the unit of night goblin archers.
The magic
phase was huge this turn as the shaman was able to cast ‘Gork wil Fix It’ on
the unit with Epidemius. While the spell
was not irresistible, I had to split my four dispel dice between the two
armies, so I did not have an effective means to stop the spell. The shaman was also able to kill six shards
with an irresistible vindictive glare to conclude the magic phase.
The shooting
phase saw a couple of wounds placed on the skull cannon. Close combat saw the chaos ogre kill the
hydra, which resulted in the champion getting +1 armour from a roll on the EotG
table. As for the trolls that assaulted
the unit of plaguebearers, the daemons lost combat, but a flicker in reality
caused them all to return. Dan looked
like a deer in headlights as I rolled the double 1s for the leadership
test. The combat with Epidemius resulted
in the tally moving closer to activation and the trolls passing a moral check
after losing combat.
Turn 3
I began the
third turn by charging the dark riders. In
retrospect, it was a bad decision, but doing the math in my head, I figured I
should win or tie if I charged. The
magic phase was uneventful as I rolled a 6 on the warp storm table and had to
split my dice between the two armies. As
a side note, I did attempt to cast word of pain and would have gotten it off if
I had remembered to add the plus one for casting dark magic.
The shooting
phase saw all three bolt throwers firing upon the spearchucka. The end result was 2 hits, but neither was
able to actually wound the warmachine.
The dark shards were also able to kill a single troll in Throggs’
unit. As for close combat, the darker
riders whiffed on all but one of their attacks and proceeded to be run down by
the goblins. In the same round, the unit
of trolls fighting Epidemius was defeated and rundown.
The bottom
of three had a few significant events.
The biggest of these was Epidemus falling in combat to the ogre
champion. Having killed the character in
a challenge, the ogre champion rolled again on the EotG table to gain +1
WS.
Turn 4
The fourth
turn would be the last of the game, as the DE/DoC forces began with a remaining
fortitude of 4. It was in close combat
that the game was decided as I lost the standard bearers within the unit of
plaguebearers and dark shards.