|The Men of Westhaven face off against the Abyssal Dwarfs|
|Lesser Obsidian Golems.|
|Abyssal Halfbreeds. My photos don't do them justice.|
My List: League of RhordiaThis is my current 2k tournament list that I'm looking to take to the Sydney Game Championships at the end of July. It's as MSU as I can reasonably make it.
2 x City Militia Troops
4 x Musket Block Troops
2 x City Militia Spears Regiments
1 x House Guard Regiment
2 x Household Knights Regiments
1 x Halfling Iron Beast
1 x Baron, mounted with Mace of Crushing
1 x Duke on an Ancient Winged Aralez
1 x Army Standard Bearer, mounted with Healing Charm
1 x Halfling Sorcerer with Inspiring Talisman
His List: Abyssal DwarfsAs you'd expect, his 2k list was quite different to his 2.5k list. He dropped the Iron Caster and Mortars, and brought in some Abyssal Halfbreed Champions.
4 x Immortal Guard Regiments
2 x Slave Orc Regiments
2 x Lesser Obsidian Golem Hordes
2 x Abyssal Halfbreed Regiments
2 x Abyssal Halfbreed Champions
2 x Slave Drivers
A lot of Def 5 & 6 units. The Golems are a helluva anvil, and the Halfbreed Regiments and Champions would be tough to avoid. No shooting or flying though. Also his anvils are slow af.
We rolled Pillage! with 6 objectives. I won the roll for deployment and chose the south edge.
|Abyssal Dwarfs Turn 1|
|League of Rhordia Turn 1|
|Abyssal Dwarfs Turn 2|
|League of Rhordia Turn 2|
My Muskets destroyed the wavered slave orcs, and it turns out I wouldn't need the flank from my Duke, as my Knights routed the halfbreed regiment in one turn. The Baron and Iron Beast did 6 wounds then stepped back.
|Abyssal Dwarfs Turn 3|
|League of Rhordia Turn 3|
I combo charged his remaining halfbreed regiment with my baron, orange knights, and Duke. They routed the halfbreeds and reformed to face the incoming Golems. My purple Knights countercharged the Halfbreed Champion, but without TC had a hard time getting through the Champion's armour.
At this point the Dwarfs were holding four objectives quite firmly. I only had three guaranteed turns left to wrest at least one from his control.
|Abyssal Dwarfs Turn 4|
|League of Rhordia Turn 4|
|Abyssal Dwarfs Turn 5|
|League of Rhordia Turn 5|
My Duke charged the rear of the Golems, supported by my Baron in the side and a hindered charge from my knights into the front (my diagram's been a bit off, IRL my purple knights were in the southern forest). Critically and surprisingly to us both, this was enough to rout the golems. My units reformed to face the two Immortal Guard units.
At this point the Dwarfs were still in a winning position, but I was confident I'd at least snatch the draw in turn 6.
|Abyssal Dwarfs Turn 6|
|League of Rhordia Turn 6|
So at the end of turn 6 the game was a draw, each of us holding 3 objectives. We rolled, and went to turn 7.
|Abyssal Dwarfs Turn 7|
|League of Rhordia Turn 7|
Result:The League of Rhordia held 3 objectives, the Abyssal Dwarfs held 2, and the final objective was contested. A narrow win to the League!
I was expecting a bigger push on my left flank. I deployed defensively, hoping to weather the storm. Didn't have a real answer if he had charged my House Guard with his Golems, my House Guard had CS (1), but that was it. Even if my spears got a flank on the golems naked attacks against Def 6 suck. Anyway, I hoped my healing could keep them up a bit. I should have moved my very leftmost Rifles into the forest earlier.
The right flank was a congested mess. Destroying his half-breeds in one charge from my knights was unexpected and lucky. His Golems popped quicker than they probably should have too.
He suffered from a lack of chaff. Getting the first charge in is so important with heavy cav. His half-breed champions were excellent, but I was able to delay the arrival of one with my windblast. That was critical.
My Rifles did well. His army had no shooting which really helped me. I could sit in place and dictate terms of engagement.
During the game I felt I wasn't getting the most out of my Sorcerer, but on review I can see that he was critical in disrupting the enemy offence. An extra few wounds from bane chant would have been less useful.
His Immortal Guard Regiments are good anvils, but without shooting or flying pressure I didn't have to engage them at all. Slow and lacking any CS, they aren't a huge threat.
Despite this, I got lucky. The lack of Pathfinder meant my knights were largely stripped of TC. If my Iron Beast had popped in one turn and his Golems or half-breeds had lasted one more, I would have lost. If we had rolled for fewer Pillage tokens I would have lost. If we had ended at turn 6 it would have been a draw.
I need to work on my Deployment and movement in the first couple of turns.
For Christo, I'd consider dropping a regiment of Immortal Guard for an Iron-Caster or a heavy mortar.
A fun game, looking forward to getting better at the movement phase. Thanks for reading.