Toruney report @ 2250 with ETC rules and a Manticore
Posted: Mon May 04, 2009 3:47 pm
Hi to everybody. This Sunday I went to a tourney with ETC rules with other 40 people. The competition level was good with many strong players there.
Here is the list I brought:
Dreadlord on Manticore wirh 1+ as, ring of darkness, deathpiercer and couple of hb
2 lvl 1 sorcs with 2 scrolls and the seal
Bsb on foot with soulrender and regenerating armour, sea dragon cloak
20 spears with shields fc
2x10 xbows with shields
2x6 harpies
6 coks with MR1 on the champion and warbanner
14 black guards with hag graef banner and champion
Hydra
2 Rbts
First match I faced chaos warriors with
High sorcerer on dragon with 2+ As, 3+ ward vs shooting and mark of tzeentch, knows one more spell
2 lvl 1 sorcerers of tzeentch with infernal puppet and 2 scrolls
15 barbarians on foot
3x5 riders with axes
2x5 hounds
3 dragonogres with great weapons
2 chariots
5 nurgle knights with magical banner (bound spell dealing d6 S4 shots, power level 4)
First 2 turns where I tried to threatening him with my manticore, while my other units where watching from leaving space for the dragon. The battle turns on my side when he misjudge a charge declared by me with the bgs on his nurgle knights. I won overrunning on the dragon.
20-0 for me.
2nd match vs the one who won the tourney. He had vampires with
Lord with rise night creatures, +1 to cast, knows all the lore, elm of commandment, summon night creatures
Vampire bsb lvl 1 with summon ghouls, great weapon and 2+ as and M9
Vampire lvl1 on steed with goulkin and heavy lance, 2+ as
2x15 ghouls with champion
2x10 ghouls with champion
2x3 fell bats
5 wolves
4 blood knights with std of hatred
5 wraiths without banshee
He’s a good player, but underestimates my list, being used to face the “cheesy” De lists and probably never having seen a manticore in his entire life. He’s happy that I’ve no pendant nor assassins…
He gets the first turn so quickly reaching my lines. I correctly moved my pieces giving him some nice headaches. I lost my manticore trying to kill some wraiths, relying too much on my killing blow chances, while the coks correctly charged a ghoul unit with the bsb, being able to do only 3 wounds in the first turn (the elm where used elsewhere). He wrongly charged my ranked xbows with 8 bats (they grew so quickly!) while I destroyed one ghoul unit with the bgs and a Vampire.inside and the hydra managed to keep out from the game the knights. My rbts didn’t do so much, especially because they where easy point for my opponent if I put them in the open. In the end I lost the general with manticore, coks, all the xbows, one of harpies, 1 rbt while getting 1 new unit of zombies, 1 and half of ghouls, 1 bats unit, the wolves, 1 vampire and 2 table quarters.
8-12 for my opponent with 450 pts more for him.
In the third match I faced my nemesis: dwarf gunline. He had
Anvil with many stuffs
Bsb with 1+ as etc
Master engineer
2x10 thunderers
2x10 crossbows
10 miners
19 hammerers
2 S7 ballista, one fire based
1 catapult with rerolls
1 organ gun and the gyrocopter
The table doesn’t help that much, but I’m very lucky when in the first turn the anvil explodes. I tried then to play the game, putting out something, but I’ve to turn back very soon, leaving on the ground in a couple of turns the hydra, half manticore, half xbows, all the bgs (double 8 on the organ gun with 14 kills), one and half sorceress. I get only the anvil, the most expensive catapult ever (150 pts) with the engineer, half unit of crossbows, the gyrocopter and the miners and a couple of table quarters. Not a great game finished in a deuce with 250 pts more for me.
In the end I classified 14 on 40 people, but only for the spread of Vps, because the 11^ had the same tourney points of me but more Vps.
Here are some votes for my troops:
General “the slim shady”: 7+. He flies around in the first game, worrying the opponent with his movements while my troops can move freely along the table. He does not make many points (250 in the end) but really mix my cards and the opponent is in trouble. In the second game I wrongly charge the wraiths, but it still serves my purposes as he blocks the centre, letting me resist to the other charges and overwhelming the vampire on the flanks. In the third game he kills the catapult with the engineer and gets one table quarter.
Bsb “Rocky the italian stallion”: 8. He punches everyone, killing the knights and the high sorcerer in the first game, erasing 15 ghoul with a vampire in the second (always with the black guard) and in the end destroying the miners with the speramen. The S6 with -4 to as is needed to get some kills and with him the bg start with a Cr of 3-4 (bsb, banner, rank and sometimes Us).
Sorceresses “Cinderellas”: 6,5. They do quite nothing, but the scrolls and the 5 dd are surely needed, expecially vs the vampire. In the last match they even cast some spells but aren’t so effective.
Spears “Starship troopers”: 7. More and more useful with their number and they ranks are excellent to flank the bgs, surviving in every match and costing really few.
Xbows “return to brokeback mountain”: 5. They really should return to their lands. Quite useless in the first game, only able to threaten the dragon from going in the open ground, in the second one unit stops the bats for several turns, while the other is broken by a failed terror test. In the 3rd game they become ridiculous failing many panic checks and not dealing damage to the dwarf gunline.
Harpies “the fifth elements”: 8. As always they provide the mobility useful to break the enemy order and mixing up the cards when needed. In the first game they free the space for the manticore, forcing a chariot to charge and leavin room for the monster. In the second game they kill bats and wolves, being able to divert the blood knights out from the game. Priceless as always.
Black guards “the Manchurian candidates”: 7,5. As always they do what you ask them for. In the first game help the bsb to break the knights for then wiping out the enemy dragon. In the second match they pulverize the ghouls and the vampire while in the 3rd they cannot stand the double organ gun and die in the glory.
Coks “the others”: 5. I’ve to learn to play them. The set up is good but in the first match they are scared by the dragon, in the second fail to accomplish at their mission, not breaking and then being broken from the ghouls and in the third game they can only get a table quarter. What has to be told is that in the second match they stand their ground for many turns before being completely destroyed. The warbanner + fear + 2+ as make them really tough. Something to consider better next time.
Rbts “Total recall”: 5. They really needed to remember what they’re made for. In the first game kill with pain one chariot and deal 1 wound to the dragon. In the second game I keep them in cover, so it’s not their fault. In the third they’re irritating, not killing 10 damned dwarf xbows in the whole game. They are still scary for the opponent even when not working, as the others always imagine the contrary.
Hydra “Predator”: 7. Always strong even if facing people who knows how to take care of it. In the first match it eats the dragonogres and the barbarians on foot, in the second keeps busy 10 ghoul and the blood knights, managing to survive them all and getting a table quarter while in the third match does what it can, but there is no hope.
Thanks for reading.
Here is the list I brought:
Dreadlord on Manticore wirh 1+ as, ring of darkness, deathpiercer and couple of hb
2 lvl 1 sorcs with 2 scrolls and the seal
Bsb on foot with soulrender and regenerating armour, sea dragon cloak
20 spears with shields fc
2x10 xbows with shields
2x6 harpies
6 coks with MR1 on the champion and warbanner
14 black guards with hag graef banner and champion
Hydra
2 Rbts
First match I faced chaos warriors with
High sorcerer on dragon with 2+ As, 3+ ward vs shooting and mark of tzeentch, knows one more spell
2 lvl 1 sorcerers of tzeentch with infernal puppet and 2 scrolls
15 barbarians on foot
3x5 riders with axes
2x5 hounds
3 dragonogres with great weapons
2 chariots
5 nurgle knights with magical banner (bound spell dealing d6 S4 shots, power level 4)
First 2 turns where I tried to threatening him with my manticore, while my other units where watching from leaving space for the dragon. The battle turns on my side when he misjudge a charge declared by me with the bgs on his nurgle knights. I won overrunning on the dragon.
20-0 for me.
2nd match vs the one who won the tourney. He had vampires with
Lord with rise night creatures, +1 to cast, knows all the lore, elm of commandment, summon night creatures
Vampire bsb lvl 1 with summon ghouls, great weapon and 2+ as and M9
Vampire lvl1 on steed with goulkin and heavy lance, 2+ as
2x15 ghouls with champion
2x10 ghouls with champion
2x3 fell bats
5 wolves
4 blood knights with std of hatred
5 wraiths without banshee
He’s a good player, but underestimates my list, being used to face the “cheesy” De lists and probably never having seen a manticore in his entire life. He’s happy that I’ve no pendant nor assassins…
He gets the first turn so quickly reaching my lines. I correctly moved my pieces giving him some nice headaches. I lost my manticore trying to kill some wraiths, relying too much on my killing blow chances, while the coks correctly charged a ghoul unit with the bsb, being able to do only 3 wounds in the first turn (the elm where used elsewhere). He wrongly charged my ranked xbows with 8 bats (they grew so quickly!) while I destroyed one ghoul unit with the bgs and a Vampire.inside and the hydra managed to keep out from the game the knights. My rbts didn’t do so much, especially because they where easy point for my opponent if I put them in the open. In the end I lost the general with manticore, coks, all the xbows, one of harpies, 1 rbt while getting 1 new unit of zombies, 1 and half of ghouls, 1 bats unit, the wolves, 1 vampire and 2 table quarters.
8-12 for my opponent with 450 pts more for him.
In the third match I faced my nemesis: dwarf gunline. He had
Anvil with many stuffs
Bsb with 1+ as etc
Master engineer
2x10 thunderers
2x10 crossbows
10 miners
19 hammerers
2 S7 ballista, one fire based
1 catapult with rerolls
1 organ gun and the gyrocopter
The table doesn’t help that much, but I’m very lucky when in the first turn the anvil explodes. I tried then to play the game, putting out something, but I’ve to turn back very soon, leaving on the ground in a couple of turns the hydra, half manticore, half xbows, all the bgs (double 8 on the organ gun with 14 kills), one and half sorceress. I get only the anvil, the most expensive catapult ever (150 pts) with the engineer, half unit of crossbows, the gyrocopter and the miners and a couple of table quarters. Not a great game finished in a deuce with 250 pts more for me.
In the end I classified 14 on 40 people, but only for the spread of Vps, because the 11^ had the same tourney points of me but more Vps.
Here are some votes for my troops:
General “the slim shady”: 7+. He flies around in the first game, worrying the opponent with his movements while my troops can move freely along the table. He does not make many points (250 in the end) but really mix my cards and the opponent is in trouble. In the second game I wrongly charge the wraiths, but it still serves my purposes as he blocks the centre, letting me resist to the other charges and overwhelming the vampire on the flanks. In the third game he kills the catapult with the engineer and gets one table quarter.
Bsb “Rocky the italian stallion”: 8. He punches everyone, killing the knights and the high sorcerer in the first game, erasing 15 ghoul with a vampire in the second (always with the black guard) and in the end destroying the miners with the speramen. The S6 with -4 to as is needed to get some kills and with him the bg start with a Cr of 3-4 (bsb, banner, rank and sometimes Us).
Sorceresses “Cinderellas”: 6,5. They do quite nothing, but the scrolls and the 5 dd are surely needed, expecially vs the vampire. In the last match they even cast some spells but aren’t so effective.
Spears “Starship troopers”: 7. More and more useful with their number and they ranks are excellent to flank the bgs, surviving in every match and costing really few.
Xbows “return to brokeback mountain”: 5. They really should return to their lands. Quite useless in the first game, only able to threaten the dragon from going in the open ground, in the second one unit stops the bats for several turns, while the other is broken by a failed terror test. In the 3rd game they become ridiculous failing many panic checks and not dealing damage to the dwarf gunline.
Harpies “the fifth elements”: 8. As always they provide the mobility useful to break the enemy order and mixing up the cards when needed. In the first game they free the space for the manticore, forcing a chariot to charge and leavin room for the monster. In the second game they kill bats and wolves, being able to divert the blood knights out from the game. Priceless as always.
Black guards “the Manchurian candidates”: 7,5. As always they do what you ask them for. In the first game help the bsb to break the knights for then wiping out the enemy dragon. In the second match they pulverize the ghouls and the vampire while in the 3rd they cannot stand the double organ gun and die in the glory.
Coks “the others”: 5. I’ve to learn to play them. The set up is good but in the first match they are scared by the dragon, in the second fail to accomplish at their mission, not breaking and then being broken from the ghouls and in the third game they can only get a table quarter. What has to be told is that in the second match they stand their ground for many turns before being completely destroyed. The warbanner + fear + 2+ as make them really tough. Something to consider better next time.
Rbts “Total recall”: 5. They really needed to remember what they’re made for. In the first game kill with pain one chariot and deal 1 wound to the dragon. In the second game I keep them in cover, so it’s not their fault. In the third they’re irritating, not killing 10 damned dwarf xbows in the whole game. They are still scary for the opponent even when not working, as the others always imagine the contrary.
Hydra “Predator”: 7. Always strong even if facing people who knows how to take care of it. In the first match it eats the dragonogres and the barbarians on foot, in the second keeps busy 10 ghoul and the blood knights, managing to survive them all and getting a table quarter while in the third match does what it can, but there is no hope.
Thanks for reading.