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Return to Vampire Coast

6.45pm Monday - Downley community centre, School close, Downley HP13 5TR

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Return to Vampire Coast

Postby DaBoss » Thu Jul 26, 2012 8:16 am

Just the last weekend (21st/22nd July), Tempus Fugitives had their latest Campaign Weekend "Return to Vampire Coast".
Last year I managed to win the campaign weekend with my Arkhan the Black led Tomb King army. This year I came back with an Empire Engineers of Nuln force.
I was accompanied by Ian with his Savage Orcs and Doug with his Vampire Counts armies.

Just a sleight note on my Engineers of Nuln, I was worried that people would not like playing against it due to the number of Steam Tanks :?:
Due to being a special campaign pack army, Steam Tanks were Special choices with a Venerable Steam Tank as Rare which could mount the Altar of Sigmar and get a 5+ ward save.
So I had 4 Steam Tanks in a 3000pt force :oops: :P
My other main unit was a 50 strong Halberdier core unit with General, Battle Standard Bearer, Warrior Priest and Lvl4 Fire Mage.

Is this Beardy and full of cheese - can it be done Yes, should it be done No
Anyway I did it....

Stu the organiser, admitted the list was valid and allowed me to use it, but threw down the gauntlet to prove my mettle over the weekend (was my success down to cheesy lists or goog generalship) but hinted that he would not make it easy for me - I accepted the challenge.

So Game 1 - Watch Tower
I was teamed up with a High Elf player each of us with our 1500pt list
For me Halberdiers, Steam Tank and Venerable Steam Tank

We faced a combined force of Ogres and Brettonians.
We managed to grab the Tower first as they did not have a unit 20 strong, using The Everqueen and her Hand Maidens to hold it, which was very easy as they were unbreakable and numbered 36 strong.
Other event of note: My Halberdiers was being lined up for a Brettonian Cavalry charge by two units,I noticed that my Venerable Steam Tank was 13" away - so I thought go for a cannon shot maybe kill 3 knights or put it all into movement?

So I went for the charge, rolled 3d6 random movement and rolled 17", in it went, smashed the cavalry unit and promptly panicked the other Cavalry unit and Men At Arms nearby... His left flank folded.
Unfortunately my other Steam Tank was less fortunate, after misfiring it's cannon it took 3 wounds then a Trebuchet hit caused 6 wounds, finally I rolled a misfire for steam points and caused 2d6 S2 hits on myself, which I managed to wound once and rolled a 1 for my Armour Save :cry:

Game 1 - Win for the Engineers with strategy 'Death or Glory' giving me 4 campaign points.

Preview - Game 2 vs Chaos Dwarves....
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Re: Return to Vampire Coast

Postby Ogregut » Thu Jul 26, 2012 10:46 am

Am gutted I couldn't go as they are always fun. Looking forward to hearing about the other games.
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Re: Return to Vampire Coast

Postby DaBoss » Thu Jul 26, 2012 12:29 pm

Game 2 - Battalon sized 3000pts vs Chaos Dwarves
Forgotten the name of the Scenerio, but was the one where you roll for each unit and the location to deploy. I rolled sides and had to deploy first - as I rolled my units deployed exactly where I wanted them Halberdiers in the centre flanked by the Steam Tanks with the Pistoliers out on the flanks.
My opponent deployed his with not much problem except Quake Carriage was out on its own on the left flank. He had a Sorcerer Lord on Bale Taurus, Siege Giant, block of 25 Chaos Dwarves, two units of Blunderbuss, Shrieker Rocket Launcher and the Daemon Steam Engine.

Game started with the Engineers going first, I lined up the Steam Tanks and managed to roll misfire on every single one resulting in only 1 tank having any steam points to activate the Altar killing 2 Chaos Dwarves.
Chaos Dwarves advanced, Quake Mortar landed on Steam Tank but only managed 1 wound.
Next turn was brutal, Steam Tanks all behaved, down went the Siege Giant to 2 cannonballs, Bale Taurus took a lucky 1 wound from another and the Daemon Engine took 2 wounds.
Chaos Dwarves advance, Deamon Engine fails to charge moving 10" needed 12"
Quake Mortar fails to hit. He tries a Demonition Rocket on a Steam Tank but misses.
I push steam points into movement on the Steam Tanks and changed the Sorcerer Lord, Deamon Engine and the Chaos Dwarves.
The Bale Taurus dies on impact with the Sorcerer Lord running off the table (rolled 11" on flee!!!), the Deamon Engine is impacted for 5 wounds then we find that it only has crew and 2d6 thunderstomp, which as being a Chariot the thunderstomp can't affect the Steam Tank...
The Chaos Dwarf warriors hold, but their turn do no damage.
It's all over but the stragglers, additional Steam Tank charge on the Deamon Engine sees it dead plus Venerable Steam Tank on Chaos Dwarves drops them down to 4 models and a flee.
Game called at that point as I've lost 2 units of Pistoliers verses mass destruction.

Game 2 - win to the Chaos Dwarves on Tactical Engagement for 3 Campaign Points

Note: If the Deamon Engine had made it to my Halberdiers I think it could have done severe damage with its 2d6 thunderstomp.

Preview Game 3 - Battalion game verses Daemons of Chaos
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Re: Return to Vampire Coast

Postby DaBoss » Thu Jul 26, 2012 11:28 pm

Game 3 - Battalion 3000pts Meeting Encounter verses Deamons of Chaos.
So played diagonally across the table, I won the roll and select table side and start rolling to see if any of my forces are delayed - manage to keep all my units together. I deploy deep 24" from his deployment line (even though we can deploy as close as 12" from each other), I want to get a bit of shooting in.

My opponent starts rolling for his army, his deployed force turns out to be
Herald of Nurgle on Palaquin
Herald of Nurgle Battle Standard Bearer
36 stong Plague Bearer Horde
20 strong Daemonettes
5 Seekers of Slaanesh
2 x 2 Fiends of Slaanesh
3 Flamers of Tzeentch
The Masque

In reserve he has:
Keeper of Secrets lvl 4
19 Plague Bearers
3 Flamers of Tzeentch

So he deploys mostly on my left flank, planning to hit it hard and rollup my flank, while holding the centre with his Plague Bearer Horde

I get first turn (he failed to steal on a 6), I turn my Steam Tanks on his fast moving units - Seekers and Fiends and pound them a little, while flanking with my Pistoliers.
He advances fast on the flank, getting ready to flank my units.

Then I pull a nasty trick, as the Steam Tanks are random move, they pivot and then move 3d6 with 3 steam points - I pivot two Steam Tanks to engage the Seekers and Fiends, I roll high for the Seekers but fail to reach the Fiends but end 1" away.
Seekers survive my impact hits with a tremendous number of passed Deamonic saves. But in his turn he can't penetrate my hull.
Meanwhile the Keeper of Secrets walks on (10" I don't call that walking!!!), he tries to make my Venerable Steam Tank Stupid as the Masque has reduced its Leadership by 3, I burn my dispel scroll.

My turn I target the Keeper of Secrets and hit it with one cannonball for 3 wounds but the other drops short and the other over shoots with a 10" over estimate.
Meanwhile I Flame Cage his Plague Bearer Horde who are ready to charge next turn into my Halberdiers.

Chaos Move more units to be ready to attack, Deamonettes and Keeper in the front, with the Fiends in the flank. Magic dice come up a total of 3, so a very quick phase.

On the other hand I get a 12 with the help of a channel. I place Flame cage on the Daemonettes while moving a sacrificial Handgunner unit to deflect the charge of the Plague Bearers. The Steam Tanks finish grinding some Flamers and the Seekers.

Chaos turn 4, Daemonettes charge but fail distance while loosing half their number to the Flame Cage, this leaves the Keeper of Secrets in my front and the single Fiend in my Flank. As combat starts I issue a challenge with my Halberdier Champion, which he declines until I point out that the Keeper of Secrets has no rear rank to move to?
So he has to accept, 5 wounds later my champion is small shreds of bloody meat, meanwhile the Fiend has killed a couple more, note The Masque has reduced my Ld by 2 points while the BSB has the standard that also reduces LD and the Herald has the ability to also reduce LD by 1. So having lost combat, I'm Steadfast on LD9 - 4, so need to roll 5 or less with BSB reroll.
I roll a 2 and a 4, failed till I remember that Empire Generals roll 3d6 taking two lowest just like Lizardmen, I roll a third dice and get a 3 - so succeed on a 5

My turn, a Steam Tank rolls through a Wood (taking 5 wounds) but its impact hits kill the Fiend, while my Warrior Priest challenges the Keeper of Secrets, which goes first but only manages 2 wounds, the Warrior Priest Armour of Destiny saves one, then combat resolution means I win by 6, he fails his LD test even with a BSB reroll and I pop the Deamon.
Meanwhile the Daemonettes are rolled over by another Steam Tank.

My opponent knows he needs to kill my Halberdier Horde to stan any chance of winning the game, so in goes the Plague Bearer Horde, Masque drops my LD by 3, so I'm on -5 LD, I fail my Fear test....
My attacks fail to hit giving me just 1 dead Plague Bearer, his attacks kill 25 Halberdiers - he wins the combat, know normally I'd be down to a double '1' to stay, but my General has the Crown of Command so Stubborn LD tet of 4 or less
First roll of 3d6 nets me a 6 failed, so BSB reroll which gets me a 1, 2 & 6, so I pass on 3
Yay - the look on my opponents face as he sees success turn to failure was heartbreaking.

My final turn, 2 Steam Tanks charge the flanks of the Plague Bearers, while my Wizard gets Flaming Sword of Rhuin off, plus the Warrior Priest gets both reroll to wound and 5+ ward save.
In the combat my Steam Tanks manage 22 impact hits which killed 14 Plague Bearers, my Halberdiers account for another 8.
To say the least he was down to double '1's to stay - which he failed massively on the reroll.

At this point he concedes the game having killed 2 units of Pistoliers and a Handgunner Detachment of 10 (plus 25+ Halberdiers) while loosing majority of his army.

Game 3 - Win for the Engineers, I'd not had to use my strategy which had been to return a lost unit to the game in reserve (was planning on bringing back a lost Steam Tank), so win gave me 3 Campaign Points.

So at this point I was running joint 1st on the Leader Board with the Zombie Cannibals.
So off to Premier Inn for some rest and back for more on Day 2 - Secret Mission and Faction Objectives.
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Re: Return to Vampire Coast

Postby DaBoss » Fri Jul 27, 2012 6:14 pm

After a good nights sleep, we all turn up ready to play - Stu starts the roundup of the Faction situations and announces that each faction will have a special objective to achieve for extra campaign points.
As I'm in a faction of 1, Stu tells me I have a Special Mission to achieve for each points.

After defeating the Chaos Dwarves I've managed to hitch their Quake Mortar carriage to the back of my Venerable Steam Tank and am on my way back to my ships to transport it back to the Engineers College. But the Chaos Dwarves have set an ambush on my column to retrieve the stolen technology.

So the table was setup - the Engineers deployed first 24" from one short edge 6" from the centre line. The Chaos Dwarves then setup upto 6" on from either long edge.
I had a chance to steal the initiative on a '6' otherwise the Chaos Dwarves got the first turn. otherwise the Chaos Dwarves could re-cycle lost units bringing them on as if returning from pursuit.

I only just managed to fit my army into the zone led by my Pistoliers, with the Venerable Steam Tank and carriage down the centre flanked by my other Steam Tanks and a Mercenary Giant.

It kicked off with a failed charge on my Pistoliers who had vanguard moved to redirect the Siege Giant, otherwise the Sorcerer-Prophet managed to get one spell off causing a single wound to my Venerable Steam Tank.

My turn found all the Steam Tanks redeploying and firing at targets but failing to hit. The Venerable got stuck behind my Halberdiers - I'd forgotten that Complusory movement happened before normal movement and had left only a 2" gap between units!!!

Must admit, the poor Chaos Dwarf player did his best to slow me down, loosing every unit in his army at least once (his Hobgoblin Wolf Riders were recycled 5 times).
Whereas I had lost my Pistoliers and a Handgunner detachment (and 30 Halberdiers)
By the end of the game I had travelled 20" forward, well short of the 48" needed to win.

So game ended in a Draw - I'd played my Feint Strategy turning the result into a Tactical Engagement giving me 3 campaign points for a Draw.
So Total was now 13 campaign points overall (no bonus mission points).

As I had expected this mission to be hard, I'm quite pleased with the forces performance - my only mistake is not putting the Venerable right at the front of my deployment to take advantage of 3d6 move each turn.

So only the final game to go - Doubles Watch Tower.
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Re: Return to Vampire Coast

Postby DaBoss » Mon Jul 30, 2012 7:48 am

Final game of the weekend, a doubles Watch Tower.
I was drawn with an all foot Brettonian army, big blocks of Men At Arms and Longbows, against a joint force of Witch Hunters and Marianburg trading Company; now the Witch Hunters I could deal with, it was he special rules for the Duchess that I knew was the game winner - she gives all troops with Hand weapon and Shield poison attacks.
So the guy rocks up with a 40 strong Swordman unit with Duchess, Assassin, Warrior Priest and Ogre Standard Bearer, this would be a hard match between my Halberdiers in the open, let alone in the Watch Tower.

They get the Watch Tower and place a unit of Greatswords in it, we get first turn.

Long story short, I manage to charge the Tower but the Greatswords Stubborn keeps them in, he then departs and moves the Swordsmen in.
I spend a couple of turns hitting this brick wall loosing each time.

Ends in victory for the Marianburg Company. As to the Witch Hunters, they turned out to be an interesting force with lots of character.

I do wonder about the Watch Tower as a game, people are now formulating forces to play this mission specifically, either Frenzied troops or BSB rerolls or Character special rules like Everqueen or the Duchess, even my Halberdiers give me 47 bodies to kill before getting to my characters and having 3d6 reroll able Steadfast test.

My put a case to Stu that we need a change to the Doubles game for the next campaign weekend.

As to this campaign weekend, I'd managed 3 wins, 1 draw and a loss - 13 campaign points.
Brought me in 4th place, below Ogres, Dark Eleves and the winners Cannibal of Nagash (seems Terrorghiests and Ghoul Kings with Skabskrath for the win)

Overall a great weekend as usual, low turn out with only 28 players, never as popular as WH40K.
Next time it's set in the Kingdom of Ind for competition of Champions (Hungergames style).

Cheers for reading my ramblings
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Re: Return to Vampire Coast

Postby Ogregut » Mon Jul 30, 2012 9:57 am

With watchtower it normally is who can get the biggest unit in first = win.

Some easy fixes would be

frenzyed units cannot hold a watchtower - just makes sense really
Units inside cannot use BSB re-rolls unless the BSB is inside with them, which means no unit outside can use the BSB re-roll - if you cant see the BSB, you cant be inspired by it.
Max of 10 models per floor - there is only so much room .

Sounds like a goodweek tho, even with your dirty, dirty army!

Got ideas about what you want to take next year?
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Re: Return to Vampire Coast

Postby DaBoss » Mon Jul 30, 2012 5:01 pm

Ogregut wrote:With watchtower it normally is who can get the biggest unit in first = win.

Some easy fixes would be

frenzyed units cannot hold a watchtower - just makes sense really
Units inside cannot use BSB re-rolls unless the BSB is inside with them, which means no unit outside can use the BSB re-roll - if you cant see the BSB, you cant be inspired by it.
Max of 10 models per floor - there is only so much room .

Sounds like a goodweek tho, even with your dirty, dirty army!

Got ideas about what you want to take next year?


As its set in the east, thinking of doing a Clan Eshin themed army, remember it being part of "Storm of Chaos", got the book out and all it would need is three new unit entries: Master Assassin (Lord), Eshin Sorcerer (Hero) and Eshin Triad (Rare)
Then maybe restrict the other Skaven units allowed and remove the 'Night fight' rules.

Ian says he fancies doing Brettonians - he does like his hopeless causes.

What about you?
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Re: Return to Vampire Coast

Postby Wilzif » Mon Jul 30, 2012 7:25 pm

Sounds like a good weekend Phil, maybe I should get myself along to one of these here campaign events one day.

That said, not with that pure filth army you took :D
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Re: Return to Vampire Coast

Postby Ogregut » Mon Jul 30, 2012 10:43 pm

You should defo come Will, they are great fun.

I was going to take savage orcs for this one so might do that but I do quite like the idea of a Empire army led by a warrior priest travelling to the East to spread the word of Sigmar. Peacefully of course, the army is just in case they dont agree!
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Re: Return to Vampire Coast

Postby Ian » Wed Aug 01, 2012 5:36 pm

Since Phil put his ramblings out I thought I'd mention my weekend with my Savage Orc list. It was lots of fun but hampered by only have Orc magic which is not great but lots on frenzied poisoning goblins is great fun!

Game 1. Team up with the other Orc player who list was a bit uninspiring being lots of Black Orcs and Bolt Throwers. Anyhow we were up against the Marienberg Traders & Dwarves. First turn Dwarve cannon rolls misfile, re-roll misfire, roll for effect 1, re-roll 1! Then the bolt thrower - misfire then a 1! Oh how we Orcs laughed! I then walked by Savage into the towers and it was all over.

Game 2. Marienberg Traders by themselves. Nasty Duchess with lots of poison, cannons and Warrior Priests. Animosity screwed me royally and most of my line stood squabbling allowing him free reign.Add in poor dice rolls later and I was crushed. Good fun though.

Game 3. Ogres! Now I hate Ogres broken, broken, broken so I was not too happy but I did surprisingly well. Diagnonal game and I lost my general & goblin hoard to reserves and he lost a unit of Ogres. Top unit was the goblin spears who not only held 4 Mornfangs but in the end finished them off (OK the Lord helped a tad). IN the end he just squeeked a victory - not many Ogres were going home!

Game 4 Skaven. To be honest the guy did not know hist list nor was it honed like one of Phill's. When I saw the hoard on the flank and the plague engine thing with only 20 rats with it I knew I was going to beat him. And I did, easily.

Game 5 going for a records of more wins than loses at the campaign weekend and I pulled Tomb Kings!! One of the top armies with 4 wins and Arkhan to boot. Dawn game meant random deployment and I ended up with 5 units out of 8 in my right zone!!!! The other 3 were luckily in the centre. Dam those constructs are hard not to mention the Tomb Guard death star he had. I was going down easily but then Mork took a hand! A holy foot came out of the sky and stomped on his death star, and again, and again, and again, and again! The only thing that saved his army was the fact he had an item which gave a unit a 4+ ward to one spell. Even so the foot took a 40 strong unit down to 7. Shame I had not done that at the start I could have won :(

Over all 2 wins out of 5 but then I don't take cheese to these events - do I Phil?

As Phil says its Bretonnians next time but with a slightly Teutonic theme.......
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