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Post by MarkM on Sept 9, 2017 7:09:43 GMT
Hi all, This thread will show the current group standings for Group C. The army lists are attached in the next 2 posts.
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Post by MarkM on Sept 9, 2017 7:09:58 GMT
Lists for Luke B (Warriors of Chaos) and Paul B (Chaos Dwarves)
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Post by MarkM on Sept 9, 2017 7:10:10 GMT
Lists attached for Greg F (Dark Elves) and Neil R (Lizardmen)
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Post by MarkM on Sept 24, 2017 6:44:54 GMT
Table updated with the first game to be played.
Paul vs Luke in Dawn attack. Victory for Luke but only Paul picked up the secondary mission points which keeps him in contention.
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Post by MarkM on Sept 30, 2017 6:27:17 GMT
Luke is storming on in the group, playing his second game vs Greg.
It was a close fought draw in another game of Dawn attack.
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Post by MarkM on Oct 5, 2017 8:13:51 GMT
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Post by MarkM on Nov 18, 2017 8:38:12 GMT
Luke's write up of his first game vs Paul. Sorry for the delay in posting it. Played my first league game yesterday against Paul B.'s Chaos Dwarfs. I was quite confident having won my previous two games against this (or a very similar) army. Only thing I was a bit worried about were his two magma cannons. Scenario we rolled was Dawn Attack which handed me a large advantage against the slow moving dwarves. My juggernauts and DP swept round his flank and, with the assistance of my hellcannon, warshrine and chariot, more or less ate his whole army. One block of chaos warriors did no fighting and held a quadrant, while the other one just got shot to bits by the magma cannons. He managed to take one quadrant back off me with his hobgoblin wolf riders, but I claimed the win 3-2 on quadrants in the end. Despite winning the game, he did though in some respects have the last laugh, because of our tournament 'secret missions'. His hobgoblins captured a hill thus giving him his, and I had selected 'raid the baggage' which meant I had to have more units with standards in is DZ than he had in mine which should be easy against dwarves, right? But foolishly I forgot about the secondary objective. Even in the last turn I could have got it because my skullcrushers had, after inflicting carnage, overun off the table and returned. Then in the last turn I could not resist cutting them loose to charge his blunderbusses in the rear. I routed them, but it gained me nothing as I'd already won and served to pull the crushers out of my DZ. Even though I won the game, I only got 19 tourney points to his 15 due to these secret missions. Which just goes to show they provide an interesting extra dimension that can be really important.
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Post by MarkM on Nov 20, 2017 10:03:05 GMT
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Post by Victualler on Nov 20, 2017 20:26:11 GMT
Table updated?
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bluke
New Member
Posts: 22 Likes: 5
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Post by bluke on Nov 20, 2017 22:05:52 GMT
Should be me 44, Paul 40, Greg 39...and Neil bringing up the rear with 5!
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Post by MarkM on Nov 21, 2017 22:27:40 GMT
The table is done, I’ve just been manic at work so haven’t gotten round to uploading it yet. Will do it when I get home.
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Post by MarkM on Dec 4, 2017 21:58:16 GMT
Table updated with Neil's game vs Paul on Friday. The Scenario was Invade and both used the mission: Cut-off the Head (Neil won).
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Post by Victualler on Dec 6, 2017 17:12:02 GMT
So a brief report on the battle between myself & Paul last Friday. Sorry no fluff in here, just the boring details.
The first problem for Paul was the scenario “invade” (length ways). The little legs of the Chaos Dwarfs did not like walking all that way to gain the victory. This was further compounded by the map pack, which gave us a river running long table edge to long table edge.
Obviously yours truly placed the river just off centre, & then won the roll off for table edges. So the Chaos Dwarfs were then placed on the wrong side of the river, meaning they had to cross the river to get to my side of the table (so as to win.). We also had an Anvil of Maul, which Paul placed dead centre of the table. At the time I did not attach any importance to this, however later on this played a significant part for both sides. At deployment I thought Paul might form his Infernal guard units (IG) (3) into two deep rank units (reducing depth). That would enable them to cross the river slightly quicker, although not ideal for CC. However Paul deployed them as normal (6*4). Paul won the first turn roll & went first.
Turn one Key for me was to ensure Ash storm was stopped. So Paul cast with 3 dice 6/5/3+4 = 18, on the Temple Guard (TG) & L4. This forced my scroll out very early on. This proved a wise decision as both Flame cannons targeted this unit causing over 10 casualties (would have been double with Ash Storm). The Hobgoblin riders turned to face the sneaky Chameleon skinks (2 units), who promptly passed their march test & went around the unit, both targeting one Flame cannon (top priority). The other Flame Cannon had the “Blizzard” cast on it in a vain attempt to restrict its fire. In the centre a few blowpipes did little damage to the IG, as courtesy of the Anvil all attacks within 6” are flaming, and as I found out CD have a 5++ against flaming attacks. This also neutralised several of my spells which a had flaming attacks. Searing Dome, Fireball, & Shems. Magic was hardly used in the game due to poor “wind of magic” rolls & the loss of wizards. By the end of turn 1, one Flame Cannon was eliminated (blowpipes).
Turn 2 Poor WOM roll (3) meant no Ash Storm. IG finally make the river. Single Flame Cannon causes more casualties on the TG despite the “Blizzard”. TG now below half strength. In my T2 both combat characters (Oldblood & Scar Vet) attack IG unit with L4 General in. Also managed to cast “Blizzard” into this unit -1 to hit, & reduce WS down to 2. So 6’s to hit in CC. All units were within 6” of the Anvil, however one of my Characters had the 2++ ward against flaming attacks. Both Chameleon skinks manged to shoot off the remaining Flame Cannon, & in the combat above the L4 General died (secret mission for me). The IG lost the combat but held, despite no rank bonus or steadfast (stuck in the river). It should be noted here that Paul rolled some very good 6’s to hit, only to fluff the to wound rolls with 1’s & 2’s. Turn 3 the Hobgoblin cav charge Skink skirmishers (SS), along with the Daemon Smith who had no artillery to baby sit now. Foot Hobgoblins charge another SS unit. Very little magic from either side. Both Skink units perish. Foot Hobgoblins hold their position hoping not to be charged by the large unit of Saurus warriors (SW) which are being blocked by another unit.
In my T3 I sacrifice the Salamander & a unit of SS, by charging them into the shooty unit of IG. This opens up the way for the charge by SW into the foot Hobgoblins. This time the character combat from above does not go well for Paul as the IG unit, fails break test twice (BSB) & is run down by both characters who both survive the dangerous terrain tests over the river.
T4 sees the Salamander & SS units flee the combat. The SS unit is run down by the IG!! However the Salamander lives to fight another day. More importantly Paul fails a charge on the TG unit, which was badly depleted, by his centre unit of IG. In my T4 they now get charged in the flank by the Saurus Cav (SC) & the two combat characters in the rear (all dangerous terrain tests passed).
Needless to say by T5 this unit of IG was removed form play & the battle was over. Paul had one unit left of IG in my half of the table, & the majority of my army was in Paul’s half of the table. So we called the battle there.
As mentioned at the start, this was not an easy scenario for the Chaos Dwarfs, & the river only made things worse. As usual Paul was his jolly self despite all this adversity.
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Post by MarkM on Dec 16, 2017 20:17:35 GMT
On Friday, Luke played his final game of the group stages against Neil. The scenario was loot and Luke came out the victor and also completed his mission, whilst Neil did not.
The victory secures Luke as the group winner as none of the rest of the group can beat his points total, so a congratulations to him as the first qualifier.
The runner up spot will all depend on the result of the final game with Greg, Neil and Paul all in with a chance of getting the final spot in the group.
The table has been updated and I've amended the missions taken on Greg and Luke as realised I'd assigned the wrong one to each of them in their game.
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Post by MarkM on Jan 6, 2018 7:44:00 GMT
Neil and Greg played the final game in the group last night with Neil securing the win. With neither of them completing their secret missions, it meant Neil claimed the runner up spot.
The second to fourth spots in this group were incredibly close with just 4 points separating the 3 players!
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Post by Victualler on Jan 6, 2018 11:54:25 GMT
Mark, it might be worthwhile setting up a wild card thread, as it looks like this is going to be a close run thing.
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Post by MarkM on Jan 7, 2018 9:55:28 GMT
Hi Neil, there are no wildcards, just the winners and runner ups of each group qualify. Rightly or wrongly it’s how I wrote the pack.
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Post by Victualler on Jan 7, 2018 21:02:47 GMT
From the rules pack.
At the end of Group Stage, the top 2 players from each of the Groups will play in the quarter finals. The 2 highest scoring remaining players will be entered as the remaining wildcards:
You might want to make an amendment.
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Post by MarkM on Jan 15, 2018 23:52:37 GMT
Thanks Neil - the wildcard bit was from the early version of the pack when I didn't know how many players/groups there were going to be and I completely overlooked removing it. Thanks for pointing it out. I'll add a bit to the knockout thread on this.
M
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