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Rapid Fire This Weekend!

A reminder that Rapid Fire is this Saturday at the most excellent Game Vault in Fredericksburg, VA.

If you’re in the area, you should come!  It’ll be fun!

Rapid Fire 2010

In March, Matt Hoell and I pulled off a 40K tournament idea I’d had bouncing around in my head for the better part of the year.  It was very, very successful: everyone had a good time (which is all that truly matters).

Not only that, the IFL went on to adapt it to Fantasy and run both the 40K and Fantasy version at Games Day Baltimore (where it was very well received) and the GW Sugarland store ran their own version just last month.

Well, we’re going to run it again, in January.  I’m really hoping to make it an annual thing.  So, if you’re within driving distance of The Game Vault in Fredericksburg, VA, you should come!  It’ll be fun!   (You can sign up here.)

Rapid Fire 40k Tournament

When: 1/23/10
Where: The Game Vault, Fredericksburg, VA

Schedule:
Set up and registration: 10am-11am
Start time session 1: 11am
Lunch break: 1:30pm
Start time session 2: 2:30pm
All games end at 6pm
Awards: 6:30pm

Entry fee: $10 (100% of entry fees will go for awards.)

35 spots available.

Format:

The goal is to try to play quickly.

There will be an odd number of players for this tournament. Players pair off, in order of sign-in, for the first game, with the extra, last-to-sign-in player “on deck.”

As soon as a game finishes, the player on deck challenges the Defender and the loser goes on deck.  If the Defender’s won three games in a row, the Challenger remains on the table, and the Defender goes on deck.  In case of a tie, the Challenger remains on the table.

Fully painted armies will receive one re-roll on any single die roll per game(this includes everything from the roll for mission, who deploys first all the way to extra turns).  Any single die roll.

Army Composition:

  • 500 points
  • 1+ Troops Slots
  • 0-1 HQ Slot
  • 0-1 Elite, Fast Attack, and Heavy Support Slot
  • No model with 3+ wounds
  • No 2+ Saves
  • No vehicles with a total Front + Side + Rear > 33
  • No ordnance
  • No Imperial Assassins
  • No more than 2 vehicles

No unit is mandatory, save the single Troops choice. This means, for example, Kroot Mercs do not have to take shapers.  If it says “1+” ignore it!

Game Structure:

  1. Both players roll for their mission
  2. Defender rolls for deployment
  3. Play the game!
  4. Loser reports game, Winner waits for new Challenger

Games are played on a 4″x4″ mat.

Missions:

Each player rolls once on the following table.

D6
Mission
1-2
Seize Ground
As the standard Seize Ground mission, except players place d3 objectives on the table.  Challenger places first.
If your opponent rolls King of the Hill, one objective must go in the center of the table; one of your opponent’s if possible.
If you control more objectives than your opponent, you’ve succeeded in your mission.
3-4
King of the Hill
As the standard Capture and Control mission, except there is only one objective, placed in the center of the table.
If you control the center objective, you’ve succeeded in your mission.
5-6
Annihilation
At the end of the game each player calculates the value of every model in their opponent’s army killed or removed from the game for any reason (Deep Strike Mishap, Gets Hot, etc).
For simplicity’s sake, each member of a unit is worth an equal portion of that unit’s cost.  Discard any fractions, please.
If you have more VP’s than your opponent, you’ve succeeded in your mission.



Deployment:

Roll for Deployment as per 40K Rulebook.

Results:

If one player has succeeded, and the other has failed, that player has won the game.
If both players have succeeded or failed in their mission, the game is a draw.

You
Opponent
Your Score
Opponent’s Score
Succeed
Fail
15
5
Succeed
Succeed
10
10
Fail
Fail
5
5

The person who plays the most games will be given 15 bonus battle points.

Winning streaks are calculated based on the players succeeding in their mission, not games at the table.

Awards:

  • Most Battle Points
  • Longest Winning Streak
  • Best Painted Army
  • Best conversion or Best Themed 

Ties will broken by Number of Games, then Winning Streak length.  If ties cannot be broken, the prize will be split.

Clan Moulder

I worked up a Clan Moulder list a little while ago.  It’s not a great list, and I didn’t really think it was at the time.  Since then, I’ve tweaked it a good bit, and I’m pretty excited about trying it out.

Rats!  RAAAATS!
Skaven – 2250 points

Lords & Heroes
Throt the Unclean
Plague Priest – Lvl 1, Flail, Great Pox Rat
Plague Priest – Lvl 2, Flail, Poisoned Attacks, Great Pox Rat, Dispel Scroll
Plague Priest – Lvl 2, Flail, Poisoned Attacks, Great Pox Rat, Dispel Scroll

Core
Giant Rats x25 – Skweel Gnawtooth, Packmasters x4
Giant Rats x25 – Master Moulder, Shock Prod, Packmasters x4
Giant Rats x26 – Master Moulder, Packmasters x4
Giant Rats x25 – Master Moulder, Packmasters x4
Giant Rats x5 – Packmaster
Giant Rats x5 – Packmaster
Giant Rats x5 – Packmaster
Giant Rats x5 – Packmaster
Rat Ogres x2 – Master Moulder
Rat Ogres x2 – Master Moulder

Rare 
Hellpit Abomination – Warpstone Spikes
Hellpit Abomination – Warpstone Spikes

Each character goes into a big block of rats.

The Priests are there to add punch to the army.  Static 4 combat resolution is nice, but I think I need to make the units a bit more dangerous.  Plus, I need some amount of magic; with these guys I’ve got 5 Dispel Dice and two Scrolls, which isn’t bad.  I’m also spitting out 7 Casting Dice a turn.  They’re each on Pox Rats so they can keep up; I don’t think it’d be smart to drop the Movement on the bulk of the army down to 5 when one of the advantages of the rats is their speed.

I could accomplish the same thing with Warlock Engineers, but I feel like Plague is a more thematically relevant lore than Ruin.  Plus Engineers don’t contribute much to the punchiness of a unit and none of these units are going to be static, hang-back and shoot units.

Plague Censers are nice, but 1) they’re wholly inappropriate to the theme of the list and 2) are a dumb thing to put in a unit of Toughness 3, non-Pestilens models.

Frenzy could be a problem, but I think I can handle it with the small rat blocks.

I’ve got two Abominations.  Although I don’t think they’re exactly the win button some construe them to be, taking two of them isn’t the sort of thing polite people do.  I think I get a pass because of the theme, however.  They’ll take some fire off of the blocks of troops (or be spared fire because of the blocks of troops).

I’ve got 13 drops across over 150 models.  4 blocks of troops, 4 trash-droppy little units, 2 rank breakers and 2 big nasty mothers.

There’s a lot of room for tweaking here:

  • Drop Thrott.  Take three blocks of slaves to meet minimum Core requirements.  I don’t think he’s a very good character.  That said, when I put 60 slaves on the table, I’ve lost my theme.
  • Drop Poisoned Attacks on the Plague Priests.  If I do that, I can bump the Lvl 1 up to a Lvl 2.
  • Replace the Lvl 1 caster for a BSB.  This is something I’ll probably do after a few games.
  • Drop the blocks of 25 rats to blocks of 20.  25 rats really means 30 models (as 20 rats really means 24 models).  I’m more used to running blocks of 25 models than blocks of 30.  If I did this, I’d have a fifth big block of rats.
  • Rat Ogres?  Huh?  I’ve not been impressed with them so far.  They’re here for theme.  I expect these guys won’t stick around too long.  Currently, I’m assuming that with the blocks and the Abominations, they’ll probably live long enough to do something.
In terms of models:
  • I’ve got… three or four Thrott the Unclean models (2-3 of the old school ones, 1 of the new ones).
  • I’ve got Nurglitch, a Master Moulder (both on Pox Rats) and will proxy the third with the Bonebreaker (since I’m not sure I really want three Priests on Rats).
  • I need to glue 3 more Giant Rats to bases. Set on Rat Ogres.
  • I’ve got to take a look in my tubs to see what the deal is with Packmasters & Master Moulders: I’ve got 16 out and about (19 if I use the ones I’ve got as Musicians in my Slave units), but I’ll need a total of 24.  I’ve got more, but that might be pushing it.
  •  I’ll be picking up Skweel this week.
  • For the Abominations, I’ll be using the one I’ve converted (obviously) and my Screaming Bell for the second one (since I want to buy whatever kit they eventually put out for it).
So, just need buy Skweel and dig up/find/buy 5-8 Packmasters.

Bonebreaker Rat Ogre & Look Out Sir!

Since there’s been some discussion about it here and other places, I thought I’d share what we came up with re: the Bonebreaker Rat Ogre and Look Out Sir!

I guess the notion that the BRO removed LOS! stems from absence of a note about it in the unit description, while the War Litter has such a note.  This, coupled with its 4 wounds implying that it gets up to Unit Strength 5 (+1 from the rider), would lead one to think LOS! doesn’t apply.

The trick is, however: the BRO isn’t US 5.  Here are the relevant bits from the Unit Strength chart on pg 71 of the BRB:

Now, there’s some debate over the correct base size for the BRO; whether or not it should be 40x40mm or 50x50mm.  I’ve based mine 40×40, since it’ll rank up (and that’s why I think they put the Pox Rat on a 40×40), but I don’t think it’s crazy talk to think it goes on a 50×50.

But I hope we can all agree that, although the BRO is “a prodigiously proportioned Rat Ogre,” it’s not going to be larger than a Dragon Ogre and it’s not going to live in the same size category as a Stegadon or a Giant.  That, by definition, an Ogre is going to be “Ogre-sized.”  (Because if it were larger than Ogre-sized, it’d probably be called a “Bonebreaker Rat Giant,” right?)

That means it belongs in the first quoted category rather than the second quoted category.  This means the BRO is US 3, +1 for the rider, giving us US 4.  (As opposed to the second category, which would make the BRO US 4, +1 for the rider for US 5.)

As the model is merely US 4, it still gets to benefit from Look Out Sir!

3/8 UPDATE – From the new Skaven FAQ (dated 3/8/10):

Q. What are the Unit Strengths and base size of a War-litter? And what about a Bonebreaker?

A. For both models, we suggest using a Unit Strength of 3 (plus 1 for the Warlord), and a base size of 40mm square. However, do keep in mind that, as for all conversions, there are no strict rules about base size (other than: ‘Be reasonable!’), and that any forthcoming Citadel miniature might be different from this suggested size.

So, that settles it! (Until they change it.)  I’m glad; it was an unworkably terrible choice at US 5.

vs. Wood Elves

Had an awesome game against Sean on Saturday.  He’d just recently lost one of his final challenges on the Challenge Pyramid, so he was happy to take a list that was full of stuff he’d never take in a Pyramid game.

I used the list I mentioned here (the sane list, not the Pestilens or Moulder one).

He took something like:

Highborn – Dragon, Stone of Crystal Mere
Branchwraith – Lvl 1
Spellsinger – Lvl 1, Unicorn

Glade Guard ~x12
Glade Guard ~x12
Dryads ~x12

Tree Kin x3
Wardancers ~x12
Wild Riders ~x12

Treeman

I did very well.  In fact, I think I had an extremely solid chance of winning the game.  One roll decided it, though: his dragon-borne Highborn smacked into my block of Clanrats including the Warlord on Rat Ogre.  The Warlord was able to pop the elf-thing, but nothing in the unit was able to injure the Dragon; the Dragon rolled on Monstrous Reaction: Unbreakable!  It had to fail a Ld test and then pull off the 1/3 chance of rolling Unbreakable.  So, despite having a full block of clanrats with a Warlord on Rat Ogre with Weeping Blade and three Rat Ogres in the flank… that dragon went nowhere for five rounds of combat.  Easily long enough for him to get the remnants of his Wild Riders and his block of Dryads all up in the backside of my ‘rats.

It was a great, close game.

Some observations:

– The Hellpit Abomination was nasty.  I don’t think taking two of them would have done much more for me, but one was definitely something he had to deal with.  He munched his way through the Tree Kin and, in pursuing, flew across the table.  I wish I’d bought Warpstone Spikes, however; he’d have been 3-4 times deadlier.

– Rat Ogres didn’t have the chance to do much except catch the Dragon in the flank, throw a lot of high-strength attacks at it, and fail to wound it.  I need to give them some more table time.  Sean suggested going for the Master Moulder, especially with the Rat Ogres. 2 is too small, 4 is too large, and 3 just doesn’t have enough Packmasters; Buying the Master Moulder and his extra wound will offset that a bit.

– Bonebreaker Rat Ogre: I’m officially terrified of being picked out of the unit.  It wasn’t quite as bad against Sean as it could be against other, Bolt Thrower-including armies.  So, I’m going to try the War Litter; need to wait on the bits, but I’m definitely stealing the crap out of Rhellion’s War-Litter (though I’ll likely not use Queek).

– Re-jiggering equipment.  Replacing the Warpforged Blade on the Assassin with the Weeping Blade, giving him an Enchanted Shield (because, why not?).  That means the Warlord needs to change weapons: probably to the Blade of Corruption.  I’m going to try giving the Engineer just one scroll, which will free up points for Warp Energy Condenser.  On the advice of others, I’m giving everyone who has points left for it (the BSB and the Engineer, because he doesn’t have to pay for it from his Magic Items points) Pistols.

– That the Plague Mortar is move and fire is ridiculous.  That the Plague Mortar is move and fire while other Weapons Teams are not is even more ridiculous.  Three is far too many; I’m dropping two of them back down to Ratling Guns.  Curious to see how they perform: they got 3″ of range, but 50% of their shots will miss.  More significantly, the Misfire table’s changed: now any double causes the same roll on the misfire.  Rolling a 6 is no more dangerous than rolling 1.  I expect that will mean I’ll probably always roll 3 dice.

– Jezzails losing Skirmish huuuuurts.

Dragon Wars

Dragon Wars was last Saturday; I had a good time and three good games.

It was also my last go-round with the old Skaven book.  From now on, I’ll be playing with the new armybook.

The list I ultimately ran:

Dragon Wars
2,000 Points – Skaven
Lords & Heroes
Warlord – General, Dragon, Heavy Armor, Cautious Shield, Ring of DarknessSkavenbrew
Warlock Engineer – Accumulator, Condenser, Warp-Blades, Dispel ScrollStorm Daemon
Warlock Engineer – Accumulator, Condenser, Warp-Blades, Dispel Scroll
Core 
Clanrats x24 – Full Command, Ratling Gun
Clanrats x24 – Full Command, Ratling Gun
Slaves x20 – Musician
Slaves x20 – Musician
Night Runners x5 – Slings
Night Runners x5 – Slings
Giant Rats x24 – Packmasters x4
Giant Rats x24 – Packmasters x4
Poisoned Wind Globadiers x2
Poisoned Wind Globadiers x2
Special
Gutter Runners x5 – Slings
Jezzails x9
Rare
Warp-Lightning Cannon
I dropped The Gouger when I remembered that, per tournament rules, Dragons ignore magic weapons.  I replaced it with Skavenbrew, which I unfortunately forgot to use in 2/3rds of my games.  I really, really hate when I do that.
Game 1
First game was against Ben “Jammin'” Jones’ Vampire Counts.  He ran something like:

Vampire with Ghoulkin on Zombie Dragon
Vampire on Hellsteed
Necromancer
Ghouls x~20
Ghouls x~20
Ghouls x~20
Ghouls x~20
Corpse Cart
Varghulf
Black Coach

The scenario involved woods catching fire, spreading that fire to nearby units, and blowing dragons away from them.

Events of notes include when the Vargulf charged my Giant Rats (or did I charge it?):  when I realized it only had 5 attacks (only!), I knew it wasn’t going to beat the Rats.  After three rounds of combat, it crumbled to wounds the Giant Rats were never able to inflict.  Similarly, the Black Coach slammed into block of Clanrats, it didn’t last very long either: disintegrating to static CR alone.
I lost this one, to scenario.  I managed to tag Ben’s dragon twice via shooting and Warp Lightning, which was good for two points (one point each).  He was able to get a charge in on my dragon and, over two rounds, was able to put two wounds on it; each of which were worth four points each.
Game 2
This game was against the nephew of one of the guys who plays at GPC regularly, Cameron, who was running High Elves.  He ran something like:

Prince on a Moon Dragon
Mage
Spearmen x30
Archers x15
Dragon Princes x6
White Lions x20
Swordmasters x20
Repeater Bolt Thrower

The scenario involved placing a large blast template beneath the path of a dragon’s flight, scattering it, and then scattering any units touched by the template.  It never came up.

This game was over as soon as it began.  I went first, did my usual thing.  He smacked his Dragon Princes into a block of Giant Rats that should have fled but, because they were so badass in the previous game, decided to stick around.  It’s even entirely possible that they’d have fled through the Warlord who was perilously close to them.  Point is: the Dragon Princes wrecked the rats, who fled, kicking off a test in the Ld 7 Warlord who, as close as he was to the edge of the table, didn’t need 3d6 to be off the table.

At that point, we put aside the Dragon Wars special rules and continued with the game because our game had lasted 30 minutes and we didn’t have anything better to do.  Despite losing it nearly as soon as I’d started it, it was still a good game.

Game 3

Was on the bottom table, against Bill Donovan, who was running the ringer army.  I think he was running two dragons to deliberately give up twice as many dragon points as everyone else.  It’s not an accident that Jay‘s second game was on the bottom table and that his third was on the first table.

At this point, I’ve forgotten most of what he ran.  He had two casters (a hero and a lord) on dragons (sun and moon), spearmen and a chariot… but past that, I can’t remember.

The scenario involved rolling a d3 on the top of each player’s turn.  If the roll corresponded to the relative facing between the two dragons on the table (facing, not facing, one facing and the other not), then an effect would happen (dragons would shoot a breath weapon out of their backside, dragons would immediately charge each other and dragons would charge the nearest unit, respectively).

Through the game I did pretty well, plinking away at his weaker Sun Dragon with shooting and Warp-Lightning, eventually dropping it.

Then, I rolled the effect that forced our two dragons to charge each other.  At this point, I’d wounded his Lord and had an uninjured Warlord atop my dragon.  More significantly, where we met was perfectly positioned to have a full unit of Clanrats charge his dragon in the flank, getting in on the action.  Combat was pretty brutal; my Skaven did quite well against the dragon, killing it in two turns.

At the end of the game (which happened immediately after my killing his Lord’s dragon), I’d killed or run everything he had off the table, save for 4-5 archers.

Dragon Wars

I’m thinking a lot about Dragon Wars; a lot because I’m excited about showing off my Dragon, but mostly because I haven’t really played in any tournaments this year: there was the Baltimore Grand Tournament last November and the Fantasy Escalation League tournament in March(?) but that’s it.

I’m trying to figure out what I should take.  What you can take seems to be pretty lax: Dogs of War, Regiments of Renown and alternate lists seem to be okay.  The only requirement is that you have to take a dragon (with a generic option for those who can’t normally take dragons) and that a Lord has to ride on the dragon.

I’ve never played in a Dragon Wars before, but I understand the scenarios to be nutty, goofy and not what one expects.  Victory is entirely dependent on wounding/killing your opponent’s dragon.

Do I play it safe, and run a list very much like the list I normally run except with the Dragon?  Or do I go all in and put something crazy on the dragon?  For some reason, I’m not altogether interested in sticking a Grey Seer on the Dragon.  The Dragon needs to be stuck in combat, and that’s really not where a Grey Seer wants to be.

Dragon Wars #1
2,000 Points – Skaven

Lords & Heroes
Warlord – General, Dragon, Heavy Armor, Cautious ShieldThe Gouger
Warlock Engineer – Accumulator, Condenser, Warp-Blades, Dispel Scroll, Storm Daemon
Warlock Engineer – Accumulator, Condenser, Warp-Blades, Dispel Scroll x2

Core 
Clanrats x24 – Full Command, Ratling Gun
Clanrats x24 – Full Command, Ratling Gun
Slaves x20 – Musician
Slaves x20 – Musician
Night Runners x5 – Throwing Stars
Night Runners x5 – Throwing Stars
Giant Rats x24 – Packmasters x4
Giant Rats x24 – Packmasters x4
Poisoned Wind Globadiers x2
Poisoned Wind Globadiers x2

Special
Gutter Runners x6 – Throwing Stars
Jezzails x5
Jezzails x5

Rare
Warp-Lightning Cannon

This is my “safe” list.  It’s the most like the list I currently run.

In fact, it’s pretty much my regular list, trading my Chieftan BSB with Storm Banner for the Dragon and a few other tweaks to make the numbers add up.  I could easily swap the second Engineer for the BSB (though not with Storm Banner, which I expect won’t be quite as useful, but maybe something like Banner of the Four Black Winds which costs a lot less and could be nearly as annoying with Dragons running around).  I could also swap out The Gouger for Skavenbrew, which could make things more fun: a Frenzied or Hateful (or Frenzied and Hateful) Dragon could be rad.

Dragon Wars #2
2,000 Points – Skaven
Lords & Heroes
Chieftain – General, Great Weapon, Heavy Armor, Cautious Shield
Deathmaster Snikch – Dragon
Core 
Clanrats x24 – Full Command, Ratling Gun
Clanrats x24 – Full Command, Ratling Gun
Slaves x20 – Musician
Slaves x20 – Musician
Night Runners x5 – Throwing Stars
Giant Rats x24 – Packmasters x4
Poisoned Wind Globadiers x2
Poisoned Wind Globadiers x2
Special
Gutter Runners x6 – Throwing Stars
Jezzails x5
Jezzails x5
Rare
Warp-Lightning Cannon
This is my goofy list.  Yes, it’s nearly identical to the list above, but it loses nearly all of the heroes (because Snikch consumes both a Lord and a Hero slot, the Dragon consumes a Hero slot, which makes that one model consume 835 points, a Lord slot and two Hero slots) and a lot of the redundancy I’m used to.  I have to take a Ld 6 hero to be the General (because Snikch is too busy stabbing mofos to lead an army), which rules out an Engineer (and any magic defense at all); I can’t see it being a Plague Priest or a Master Moulder.  I suppose I could take the Priest, buy him the Liber Bubonicus to make him a wizard just so I can take a Dispel Scroll… but that seems wasteful (and would cost 42 points I don’t know where to find).
I normally deploy my army in a pretty symmetrical fashion: the left flank looks a lot like the right flank.  Here, can’t really do that because I’m losing half my Night Runners and Giant Rats.
This is probably a bad build, but I’m tempted to take it because Snikch on a Dragon would be insane.  He’d be next to impossible to shoot at and would be a whirling deathmachine in close combat.  It’s also just a fun idea.
Dragon Wars #3
2,000 Points – Skaven
Lords & Heroes
Throt the Unclean – General
Warlock Engineer – Accumulator, Condenser, Warp-Blades, Dispel ScrollStorm Daemon
Core 
Clanrats x24 – Full Command, Ratling Gun
Clanrats x23 – Full Command, Ratling Gun
Slaves x20 – Musician
Slaves x20 – Musician
Night Runners x5 – Throwing Stars
Night Runners x5 – Throwing Stars
Giant Rats x24 – Packmasters x4
Giant Rats x24 – Packmasters x4
Poisoned Wind Globadiers x2
Poisoned Wind Globadiers x2

Special
Gutter Runners x6 – Throwing Stars
Jezzails x6
Jezzails x6
Rare
Warp-Lightning Cannon
This is another approach: still using a goofy character… but one that can actually be a General and uses up several hundred points less.  Throt instead of Snikch, which lets me have an actual General and many more points left over for other units.  Ugh.  But only two characters?

I think I’m probably going to run with that first list, since it gives me three characters.  Dumping three slots into a single model is painful.

Rushputin vs. Army Builder

I sat down to work up my Dragon Wars list for later this month.  The only catch: Skaven don’t get a dragon, normally.  Armies that don’t have dragons can (and must) take a generic dragon as a mount for a Lord at 320 points.

At first, I set the roster size to 2,000 points (the size of the tournament) with the plan of just, you know, building to 1,680 (leaving 320 for the dragon).  But that’s inelegant and kinda crappy.

Then, I set the roster size to 1,680.  Well, that screws everything up because there are things you can take at 2,000 points that you can’t at 1,999 or less.  Sure, I can ignore the warnings and errors but if I’m doing that what’s the point of using Army Builder?

Maneaters are 80 points each.  So, I built the list with four Maneaters in it; 80×4 = 320 = 1 Generic Dragon.  Ugh, but that’s sloppy.  I mean, sure, it’s clear that I don’t have any Maneaters in my army and that they’re a placeholder but… sloppy.

So, I tried messing around with the ArmyBuilder files (after backing them up, of course).  The ABCreator is… nearly impenetrable.

Screw it: I’m a smart guy, and I can rock the XML.  So, I opened up the file, poked around, and got it working. Working with the XML directly is, I think, 1,000 times clearer than using the utility (though now that I have a better of idea of what the moving parts are, I think I’ll be more comfortable with ABCreator.

I’d post the markup I inserted, but Blogger seems to be totally against my attempts to display XML in a post. Ugh.  Very annoying.

The point of the story is, editing the XML wasn’t hard at all.  Now that I know how to do it (and now that I think I can probably scoot around in ABCreator with more confidence), a tiny part of me wants to build a Dragon Wars AB file, where each army that didn’t previously have access to a dragon has the Generic Dragon entry for every appropriately sized Lord choice.  That part of me will probably be smothered by the part of me that’s extremely lazy, however.

Battle Report Utility

Just wanted to take a moment to link to a neat utility that came up on the IFL forum the other week that I used to generate the map in my last post.
You drag and drop shapes that represent terrain and units onto a field.
I have no idea what it’s called, since I don’t speak the German, but here it is: http://www.coolmails.de/MBDespliegueEN.swf.

The “Get Picture” function seems to be busted, but it’s easy enough to take a screencap.  Also, it’s a shame there’s no 40K support.

Ratputin Triumphant

The game on Saturday happened, as planned.  As cramped as my schedule’s been, lately, I consider that a victory.

Harry ran High Elves, with a list that was something like:
Lords & Heroes
  • Noble – General, Great Eagle, Reaver Bow
  • Noble – BSB, Elven Steed, Battle Banner
  • Mage – Dispel Scroll, Dispel Scroll (Lore of Fire)
  • Mage – Elven Steed, Silver Wand, Starwood Staff (Lore of Death)
Core
  • Archers x10
  • Archers x10
Special
  • Dragon Princes x5 – Full Command
  • Dragon Princes x5 – Full Command
  • Ellyrian Reavers x5 – Full Command
  • Lion Chariot of Chrace
  • Phoenix Guard x12 – Full Command
Rare
  • Great Eagle
  • Repeater Bolt Thrower
  • Repeater Bolt Thrower
I ran the list I discussed here.
It was a full-on battle.  Very, very close with the dice deciding a lot of things.  It was a really good game.

Some notes:

  • The battlefield was different than what I’m used to seeing.  This was great.  I’d just been complaining with some other folks on RPG.net about how WHFB battlefields always look pretty much exactly the same: Forests to the right and left, halfway between deployment zones with one to two hills along the back edge of each deployment zone (for bolt throwers, etc).  Harry started dropping hills in the middle of the board for fear of the Warp-Lightning Cannon.  I put forests in each deployment zone, hoping I could scout my Gutter Runners.

  • He lost his mages immediately.  On his first turn, his scroll caddy miscast with double 1’s (kill the Mage).  The other Mage died on my second turn: he’d been in a unit of Dragon Princes… which had lost a member to Storm Daemon, allowing the Warp-Lightning Cannon to snipe him.  To say that this helped is to wildly understate.
  • The Throwing Stars on my Night Runners didn’t really do much for me, though it did have a strong psychological impact on my opponent.  He seemed unreasonably concerned that he was going to get shot to pieces; I’m not sure why.  Yes, most of my army had shooting, but so much of it was at a negligible range… and it’s not like it was two blocks of archers and two bolt throwers.
  • I did like the larger unit of Night Runners, though.  They were more effective at screening, and tied things up pretty well.  Shame they’ll be losing Skirmish in a few months.
  • The Gutter Runners did quite nicely.  They locked down two flanks effectively and, on springing into combat, did me proud.  They were unable to help with warmachines, though.  I probably should try a Tunneling Team, after all.
  • I still like the Warlord with the Cautious Shield and the +5 Ward Save.  He’s not a death machine, but he helps keep the unit around very effectively, and is about as hard to kill as I can manage.
  • The Assassin wasn’t able to do much of anything, but that’s because Harry moved his general halfway across the table.  A flying general is handy to have.  I’d probably be better off with two Warlock Engineers, though, if only to provide Dispel Dice and Scrolls.
  • Ratling Guns didn’t get to shoot once.  I don’t expect them to, any more.  They’re another target, though, and are a threat that must be dealt with, which protects my other units.
  • Likewise, the Giant.  He didn’t get the chance to do anything except eat two rounds of shooting… which is pretty much what I thought he’d do.  At 200 points, I probably should have higher expectations, I think.  Maybe next time, I’ll try Ironguts or something.
  • The Jezzails kicked ass.  They deployed behind the hills, in the back corner, which meant they were safe from enemy fire (so the only thing that would chase them off the table would be misfires).  They still had a clear line of sight to the middle of the field and, if anything crossed over the hill (which happened several times), they were able to unload on it at short range.
  • The Warp-Lightning Cannon did quite well; threatening the heck out of most of his units.  It paid for itself in frying the Mage.  At one point, it shot down the flank of the unit of Dragon Princes that contained the BSB.  At S10.  I rolled a 1 to wound the BSB, but incinerated the rest of the unit.  That was pretty close, there.
  • The MVPs for the game, I think, were the Globadiers.  Small enough that he didn’t want to waste anything on them, those two 20 point units were able to kill hundreds of points of Dragon Princes, as well as opening the door to put down to enemy characters.  They were fantastic.

At the end of the game, he had:

  • General (fleeing)
  • BSB
  • One full unit of Archers
  • 2 Bolt Throwers

I had:

  • Nearly full block of Clanrats (with General)
  • Nearly full block of Slaves
  • Nearly full heap of Jezzails
  • Warp-Lightning Cannon
  • Half a unit of Gutter Runners
  • 1 Globadier

One quarter was contested, one empty, two mine.  I’d captured a banner, as well.  Ultimately, I won by over 800 points, but it could have very easily been a defeat had his Mages not been fried.