Last weekend I went to the
Bridgeford Bloodshed 1
tournament, held in a leafy suburb of Nottingham, hosted by my good friend Andy
Garrard.
The event was a corker and I’ll
elaborate with a couple of brief battle reports and the Protectorate crusade!
Lists:
As the event was designed as a prelude to the Masters events
taking place over the summer Andy made the event 50 points and two lists with
an option to take three – the stipulation being each list must be played at
least once. As I’d designed and play-tested
Feora1, Feora2 and Kreoss1; I selected these lists (characters did not
overlap), each list had some similarities, but played differently and posed
different questions. Below are the three
lists:
Feora,
Priestess of the Flame
|
+6
|
Feora,
Protector of the Flame
|
+6
|
High
Exemplar Kreoss
|
+5
|
*Reckoner
|
8
|
*Reckoner
|
8
|
*Reckoner
|
8
|
*Heirophant
|
2
|
*Reckoner
|
8
|
*Reckoner
|
8
|
Avatar of Menoth
|
11
|
*Judicator (bonded)
|
18
|
(4) Choir of Menoth
|
2
|
(4) Choir of Menoth
|
2
|
(4) Choir of Menoth
|
2
|
(10) Exemplar Errants
|
8
|
(6) Exemplar Errants
|
5
|
(10) Holy Zealots
|
6
|
Exemplar Errants UA
|
2
|
Exemplar Errants UA
|
2
|
Holy Zealots Monolith Bearer
|
2
|
(10) Holy Zealots
|
6
|
(6) Temple Flameguard
|
4
|
(10) Temple Flameguard
|
6
|
Holy Zealots Monolith Bearer
|
2
|
Temple Flameguard UA
|
2
|
Temple Flameguard UA
|
2
|
Vessle of Judgement
|
9
|
(6) Idrian Skirmishers
|
6
|
Vassal of Menoth
|
2
|
Vassal of Menoth
|
2
|
Idrian Skirmishers UA
|
3
|
Vassal Mechanik
|
1
|
Vassal of Menoth
|
2
|
Eiryss, Angel of Retribution
|
3
|
(3) The Wracks
|
1
|
The Covenant of Menoth
|
2
|
Knights Exemplar Seneschal
|
3
|
|
|
Rhupert Carvolo, Piper of Ord
|
2
|
Knights Exemplar Seneschal
|
3
|
|
|
Vassal Mechanik
|
1
|
Vassal of Menoth
|
2
|
|
|
(3) The Wracks
|
1
|
Game 1
Opponent: David ‘Lux’ Thomas
Army: Legion of Everblight
Warcaster: Lylyth1
Scenario: SR2013 Supply & Demand
I recognised the name David Thomas, but hadn’t associated it
with the chap I knew as ‘Lux’ and I was delighted to give him a game as we’ve
met several times and always had a good close game. Lux was running Lylyth1 and Thagrosh2, the
latter being very beast heavy and his Lylyth1 list less so. I opted to take Feora2 because the ranged and
melee output of this list is very high as well as a greater threat range on the
alpha strike (12” Reckoner threat).
Lux went first and sent his infantry plus beasts forwards,
as per a usual first turn surge forwards.
I managed to send a couple of continuous fire rocket pods off towards
his Striders and managed to fish a couple in the scatters, the Zealots took
their mini-feat and ran aggressively towards the Striders to engage them the
next turn. I did a switch-flank
reposition between my two Reckoners to deny Lux his prey bonus for later turns.
On turn two Lux advanced further and the
Striders/Deathstalker nibbled at my TFG.
Lux had placed his beasts fairly central and in the 12” zone to deny me
any control points. His Warspears were
positioned on my left flank and in assault range of Feora2. I played the next turn pretty well
attritionally, I sent one fully boosted Reckoner shot, followed by two fully
boosted Judicator rocket pods into the Carnivean dropping it to about three
health, slaughtered most of the Striders and Deathstalker as well as killing a
stray Warspear. Feora2 repositioned and
ran to the other flank, getting away from the Warspears and into Escort range
as well as keeping four burning models in her control range to take advantage
of Caustic Presence, all whilst not stepping out of the kill-box!
Lux felt that it was do-or-die time as the attrition battle
was not going well and he had little left to really make an impression on my
heavies, or infantry. He used Lylyth1
under her feat to boost all ranged attack rolls in an attempt to assassinate
Feora2. One thing that did catch me off
guard was one of Lylyth1’s abilities to immediately cast a spell at a target
she hits with a shooting attack, regardless of range, this meant Lux could get
a cheeky Parasite spell off to reduce
Feora2’s armour by three… Lux had very
little that could shoot Feora2, the Angelius, Lylyth1 and a lone Warspear that
I can remember. Lux’s dice were with him
and the last shot from a Warspear sealed the deal and Feora2 was dead.
After the game I was chatting about my game with fellow team
mate Andy McB and I realised that I hadn’t calculated Feora2’s armour
correctly, basically I forgot to add the Escort
spell’s bonus in (+2ARM) and that would have meant she would have lived – D’oh! To be honest it was my mistake and I wasn’t
too bothered, I just kicked myself for not being switched on! Ah well I won’t make that one again!!
Result: Loss
(Assassination)
CP’s: 0
Game2
Opponent: Steven Knowles
Army: Khador
Warcaster: Karchev
Scenario: SR2013 Into the Breech
Again I lost the roll and went second, Steven had a T4
Karchev list and had a Spriggan, Kodiak and Behemoth as a Battlegroup, two full
units of heavy infantry and some mechaniks .
I chose Feora1, though in hindsight Kreoss1 might have been the better
match up from my point of view, simply to shut down Karchev’s spell casting (Lamentation, Purification and the book), this would have severely
hampered Karchev’s effectiveness, but Feora1 has the Avatar, Ignite Eiryss2 and the Knight Exemplar
Seneschal (KES) roadblocks!
Steven did a fairly predictable first turn and advanced
forwards, though I was surprised the Shocktroopers and Demo Korps only
advanced, perhaps Steven was thinking defensively and giving them the Shield
Wall order, he further augmented this with three Grey Lord Ternion clouds. I advanced aggressively, but was mindful of just
how far Karchev can Tow and sling
shot off ‘jacks. I used the two KES to
ensure the Avatar couldn’t be charged and Enlivened him just in case a cheeky
‘jack managed to trample through to him.
On the second turn Steven continued to advance the heavy
infantry in defensive formation, but I noticed that he hadn’t placed any models
in the zone allowing me an easy 2 control points in my turn. Karchev and Co. advanced and shot a few
Idrians and made attempt on one of the KES, but did relatively little
damage. On my turn I took the
opportunity to dominate the zone and then jammed the heavy infantry with
Errants, though I knew they wouldn’t last long but would ensure board control
for me. The Avatar would have been short
on charging Karchev so he destroyed the Behemoth and was Enlivened once again. One of the KES charged Karchev for a few
points of damage, but prior to this the Idrians CRA’d Karchev and charged the
Mechanics, more in an attempt to remove Steven’s ability to repair as well as
whittle Karchev down a bit. The Reckoner
didn’t engage the Spriggan, range was tight and I didn’t have a lot to deal
with the heavy infantry once the Errants were dead so it stayed central and
safe. Eiryss2 did the honourable thing
and ‘bombed’ the Spriggan (Kodiak was quite far back and not threatening).
On Steven’s turn three his Battlegroup was in trouble, an
Avatar in the midst, Behemoth dead and no focus allocation allowed to the
Spriggan, he also needed to enter the zone otherwise I’d dominate in his turn,
then auto win in my own turn. Steven
attempted to shift the two KES who were jamming up his Battlegroup with
Karchev, but they were in good awkward spots, Karchev did manage to get a
single attack on the Avatar, but dealt low damage and he Enlivened away, the
Spriggan however managed to get free and inflict just enough damage to cripple
the Avatar’s sword arm and importantly engage the Avatar whilst he was out of
melee with Karchev. Steven did manage to
get some models into the zone, but I was still in a strong position.
The Reckoner managed a cheeky rear charge on the Spriggan,
denying its shield bonus and wrecked it, freeing up the Avatar to wade into
Karchev. The Protectorate character
‘jack managed to assassinate Karchev even with a crippled arm! MAT10, P&S23 (Battle and Ignite) even with one dice is hard as nails.
I think I played the game right, I isolated targets and used
Protectorate dirty tricks (Enliven) and jamming KES to allow the Avatar to take
on Big K and a full Battlegroup. Kreoss1
may have been better as I stated earlier, but I really wanted him for option in
the last two games as that list is probably my strongest list.
Result: Win
(Assassination)
CP’s: 2
Game3
Opponent: Alex Smith
Army: Circle of Orboros
Warcaster: Morvahna2
Scenario: SR2013 Chemical Reaction
Alex is one of the hosts of Elite Cardre, one of the H/Wm
podcasts, though I seldom listen to it these days. Alex had Morvahna2 and Kruger1, I think we
both knew which casters each would be taking.
Goatvahna as she is commonly known
has a fairly net-list build which is very strong although Alex had gone down
the tier route and instead of Skinwalkers he had Tharn Ravagers, but still had
the double Stalker and Gorax combo. He
also had a full Tharn Bloodtracker unit and full Wolf Riders. Tier bonuses included free upkeep spells on
turn one and some other bits that I forget.
Alex didn’t have any shifting stones which meant I could more accurately
gauge Stalker threat range, he did however have a Barknode (Gallowsgrove) so I
would need to be aware of potential spell slinging.
Again I lost the roll, but Alex chose to go second. I simply ran my stuff forwards, put Defender’s Ward on the Errants and Lamentation up. I figured that I could go toe to toe with the
Goat Lady on spells; denial with Purification
and the book – well that was the plan!
My Errants took the left flank, facing off against the Than Ravagers and
Bloodtrackers, whilst the Zealots took the right against the Wolf Riders – that
was how Alex set it up as he deployed second.
The two Battlegroups were fairly central. Alex also advanced and attempted a cheeky Death Knell spell against a far off
target hoping to drift onto the Zealots, but to no avail, at least I was aware
of this trick now.
On my second turn I advanced the Errants cautiously as the
Bloodtrackers had preyed them and the Ravagers had hunter and pathfinder so
could effectively ignore the two intervening forests. I did give up four Errants as bait who just ‘toed’
into the zone, the remainder hunkered down behind a wall. The Battlegroup tried to kill some Wolf
Riders along with the Battle Engine, but my dice were shockingly bad and not
one hit, so that made things interesting!
The Zealots mini-feated and ran forwards, a few engaging the Wolf
Riders, but most staying back ready to be more effective the next turn (I was
concerned about a potential Death Knell). Alex played a canny move and judged distance
perfectly, a Gorax power attack ‘push’ on his own Stalker meant it was just in
range to charge my Battle Engine, which it managed to scrap. I wasn’t sure why he made this choice as it
was dead next turn given the proximity of my two Reckoners and his other two
beasts were too far away to counter, not a good trade in my opinion, but Alex
did say he hated the Menoth Battle Engine with a passion which is fair
enough! Alex moved his Bloodtrackers and
killed off three of the four Errants who were ‘the bait’ and the Ravagers ran
to gain position and engage the last Errant in the zone.
On my third turn I knew it was going to be decisive, Kreoss1
dropped Lamentation as I realised
that Goatvahna wasn’t going to get anywhere near Kreoss1 and she had the speed
to get away from the book, no kill-box meant my plan wasn’t going to be
effective. Still my feat was coming and
Kreoss1 knocked down all the Bloodtrackers, all the Ravagers and both
Stalkers. The Wild Riders, Gorax and Morvahna2
were too far away to catch, which was unfortunate as the Zealots would have
loved DEF5 Wild Riders with their bombs!
The knocked down Stalker near my Reckoners was quickly killed along with
the Barknode. The Errant unit had a
‘live the dream’ round and double tapped all of the Bloodtrackers and nibbled a
couple of Ravagers. The second Stalker
was too far away to be charged and was stealthed due to a combo of Fog of War and warping for Prowl. The Zealots charged (to save time) but didn’t
hit a single Wild Rider. Like I said, if
they had been under the feat it would have been awesome. I can’t complain too much as I’d killed all
of the Bloodtrackers and they can’t be returned under the Goat Lady’s
feat. Alex made some decisions and his
remaining Stalker stood up and destroyed two Ravagers in its melee range, the
idea being to relapce them with his feat into melee with the Errants and get to
attack, I did query this and it turned out that they couldn’t attack this
turn. The Ravagers and Barknode were
returned to play and I lost a couple more Errants. The Wild Riders did rude things to the
Zealots and all but two died in a flurry of wolf and rider attacks! The Gorax held back at mid table, similarly
with Goatvahna.
The previous turn had drawn both feats out and probably seen
my army up on the attrition front, given I was in the driving seat for
countering the counter if you like. We’d
both taken losses and neither had scored control points yet, I was looking
pretty strong on my left flank, but quite weak on the right. So this turn was as I stated above a piece
trade round where I concentrated on removing key enemy pieces and looking for a
way to score control points. I was very
aware that Kreoss1 would be targeted for assassination, so I was keen to avoid
this given I was likely to go ahead in control and VP’s from now on. The Errants continued to fight the Tharn
Ravagers, having a strange sense of deja vu
- “haven’t I killed you already good tree folk”? The Reckoners split their threat vectors now
and one protected Kreoss1 and was preparing to support the Errants in taking
out the last Stalker and possibly enemy objective. The other charged a Wild Rider and got in a
perfect position to buy attacks on another three killing 4/5 of the unit. I knew the Gorax would counter charge, but it
would stop Alex scoring and threaten Morvahna2 for later rounds. Alex sent his Stalker into the Errants,
warping for ‘Beserk’, I don’t know if he’d tried to Beserk attack Errants, but
it doesn’t work well as their Self
Sacrifice ability shuts it down, Alex also was under Ashen Veil off the proximity of the Reckoner creating effectively
DEF16 ARM18 tough Errants. The Stalker realised it was in trouble and
attacked the Reckoner to make it Enliven
away – or take damage. I took very
little damage and managed to Enliven completely
around the back arc of the Stalker denying it further attacks and maintaining Ashen Veil coverage to protect the
Errants. The Gorax did charge the other
Reckoner and did a fair amount of damage, maybe knocking out a system. The lone Wolf Rider had made it through to my
support pieces and began attacking Vassals and Choir.
The fifth turn saw the last Stalker fall as well as the
remaining Tharn Ravagers, I’d almost cleared the zone and Kreoss1 moved to
dominate it – only the returned Barknode lingering at the end of the zone was
contesting, though this could not be dealt with my remaining forces during this
turn. In the other zone the Reckoner
beat face on the Gorax, though without Choir or a Vassal to augment it couldn’t kill the beast. I did suspect the Reckoner would loose the
fight at this stage! On Alex’s fifth
turn he mangled the Reckoner with the Gorax and Morvahna2, but didn’t score due
to the proximity of a Vassal Mechanik (I think this is how it went).
The sixth turn was the decider, time was getting very short
and I needed to ensure I’d won so the Errants charged the Barknode and killed
it, Kreoss1 was in position to dominate if dice down was called and I was
contesting Alex’s zone, I also had more points in zones and more VP’s so I was
pretty confident on victory if dice down was called, but you never know… My Reckoner had taken three focus as I was
unsure whether to charge the enemy
objective and kill it, going 3-0 up with a potential to dominate my own zone in
Alex’s turn to go 5-2 and win, but I was unsure on distance and some rough
terrain could have made this a mistake, so the Reckoner took Battle Hymn and
shot Morvahna2 with a fully boosted to hit and damage. The rolls were very good, setting her on fire
and the damage roll being enough to kill the Gorax with the transfer and enough
damage remaining to kill Morvahna2 as well, so it was game there on
assassination!
Result: Win
(Assassination)
CP’s: 2
Game 4
Opponent: Andrew Kenny
Army: Trollbloods
Warcaster: Borka
Scenario: SR2013 Fire Support
‘Kenny’ as he likes to be known as, is Lux’ mate and I’ve
known him a while, he used to live in Hull and went to the local club as well
as a few events that I had run as well as a few elsewhere in the country. I had used all three of my lists and
therefore had a choice of all three in this round and to be honest all three could
do equally well, or badly. Kenny had the
Kriel Stones plus UA in both lists, meaning he could get a protective aura
against continuous effects, so this would render both my Feora lists less
potent, Kenny also had some immunity to knock down and one of the fell calls
could stand knocked down models back up.
I opted for the Kreoss1 list as it could hit Kenny’s beasts very hard at
range as well as the multi-wound Troll models.
I actually won the roll to decide first turn and took it, figuring
my Advance Deployed Errants and fast warjacks could threaten objectives early
and I could put pressure on this way.
Kenny opted for a first turn feat which gave his Kriel Warriors an
additional +2 movement on top of their +2 movement from Swift Foot, the extra +4 movement helped Kenny’s force position to
stop my board control advantage. Later I
discovered that Borka’s feat only affects charging models, not running models,
as far as the +2 movement from the feat is concerned, but to be fair it didn’t
make too much difference.
On the second turn I asked to see Kenny’s cards as I wasn’t
familiar with the Kriel Warriors and their immunity to knock down. I spotted that the immunity to knock down was
‘granted’ by the standard bearer, which meant if he died then the unit lost the
immunity and Kreoss1’ feat could affect them – a plan was formed! The brace of Reckoners opened up on the
Mauler severely wounding it and the Vassals were positioned to give ancillary
shots to seal the deal, but I was waiting for the Battlle Engine to go next as
its Admonisher ability would catch
the Kriel UA, the Battle Engine killed the Mauler and both members of the Kriel
UA, so this allowed Kreoss1 to feat and knock down the whole Kriel unit and a
few other bits. The Errants then charged
and caused mass carnage to the Kriels and Sons of Bragg, this was further aided
by the Holy Zealots who mini-feated and jammed up any potential LOS to Kreoss
(who had stuck his nose up front to deliver the feat). Kenny was a little demoralised by the massed
carnage and tried to pull it back by nibbling at the Errants and bringing the
Champions into position.
On the third turn I continued the attrition mopping up
remaining Trolls who were contesting the flag to my right and creating lanes
for my forces to destroy the enemy objective.
Borka was relatively safe and he is notoriously hard to assassinate, so
I wanted to get the upper hand on scenario on my right. I killed the light Swamp Troll warbeast too
this turn. Kenny managed to turn things
around a little this turn and charged the Reckoners with his Champions as well
as my objective. One Reckoner ended up
getting destroyed (as Borka also charged) and the other lost its cortex and
right arm, meaning Kenny was getting close to Kreoss1 and I only had a handful
of Zealots and one damaged Reckoner left to stop him – Kenny had also gone 1-0
up on scenario and I had little to stop him running away with the scenario! I think I hadn’t anticipated just how hard
the Champions would hit my ‘jacks and was a learning curve for me as I could
have positioned them much better in hind sight.
The fourth turn was also interesting, I managed to nibble a
couple more Champions with the damaged Reckoner, tying them up and I finally
managed to destroy Kenny’s objective and allowed Kreoss1 to run on to the right
hand flag and dominate to go 3-1 up.
Kenny had very little left to stop me scoring in his own turn; the
wounded Pyre Troll advanced within 4” and took a cheeky pot shot at Kreoss1,
setting him on fire, Kreoss1 had too much armour to be affected by the initial
shot, but in my following Maintenance Phase it could hurt! I think Kenny managed to kill the last Reckoner
too, but didn’t dominate the flag for whatever reason, probably too busy killing
Zealots with Borka!
On the fifth turn all I had to do was stop the Pyre Troll
from contesting, it took a single blast off the Battle Engine to slay the light
beast and seal a scenario victory.
Result: Win (Scenario)
CP’s: 5
Conclusion
With three wins and a loss under my belt I was really
chuffed, I’d played quite well and only made one big error on the first
game. I’d learned a lot from the four games,
spotted some new tricks and tactics to watch out for as well as putting my
three lists through their paces. I was
one of three players to go 3-1, but didn’t get a podium finish due to strength
of schedule and my final placing was 4th. I was really pleased to come 4th
and am hopeful to get to one if not two of the Masters events I mentioned that
are on over the summer. I’m going to
play-test Kreoss3 and Harbinger with a potential of subbing one of these lists
in for the Feora1 list, which I consider the weaker of the three. Though I am contemplating revising that list
and making it more competitive; especially considering the winner of BB1 used
Feora1 for three of his four games!