Sunday, November 23, 2008

Crushed by a better army/better dice/better player

Phil (not Star-Dragon Phil) took up the offer of a game on Sunday so in War-of-the-Beardesque style the Dwarfs took on the High Elves. Phil's awesomely fluffy army was (and I may not have this entirely correct):

Prince (General) on foot (in White Lions)
Prince BSB with Silver Helms
2 x Level 2 Mages
Spear block - full command (FC)
Lothern block - FC
Big block fo White Lions - FC
Silver Helms - FC
Dragon Princes - FC
Lion Chariot
2 Bolties
2 Thrice-damned Eagles of charge-stopping, redirecting, bait-and-fleeing doom


In summary the game was characterised by:

Phil being a better player - a solid plan that took advantage of his awesome maneoverability (and my total lack of), decent shooting and quite frankly terrifying magic (6PD+bound - Ring of Fury - totally trumped my 4DD + magic resistance on the Longbeards). Mind you... 3 irresistible force Flames of the Phoenix's (Phoenii?) helped some... I on the other hand put the Hammerers SO far out of position they may as well just stayed in the box. Ugh.

Phil having a better army - with flexible shooting, great movement, some magical niceness, decent leadership, mix of armour, static res, a chariot, march blockers and diverters... his army is waaaay better than what the Dwarfs could muster. A flexible and quite fluffy force - still small, this is High Elves after all - but very capable. Nice work Phil!

Phil having better dice than me - I put this one last because really it's a poor general who whinges, bitches and moans about the dice "Ohhh... I was so unlucky. Ohhh... his dice were so much better. Ohhh... I want to blame random number generators for my failings and inadequacies" etc. Fact is though - his bloody dice were on fire. I don't know where the Lucky Dave shirt was but I sure as heck wasn't gettin any of it! Aside from the 3 irresistible forces (and admittedly a miscast in the last turn which took a wound off one of the Mages) points of note and the difference in our luck include:

- the Lion chariot moving through the wood 3 times and flippin surviving!
- me failing a fear check needing 9
- the Lothern Seaguard shooting dead my general - 5s to hit; 6s to wound; 2s to save = dead Dwarf :/
- me fleeing with my Thunderers a mighty 1" - that's right. Double ones to flee, minus one for being short and fat = 1" flee move. Equals dead Thunderers.
- my cannon blowing up with it's first shot (again)
- hitting the Prince BSB, wounding and then rolling a '1' for D6 wounds with the Grudgethrower (2+ and he's dead... sigh)


Long and the (Dwarfishly) short of it was a loss by 1009VPs which I think is around a 15-5 or so.

I lost HEAPS of stuff. Phil lost 1/2 the Silver Helms, an Eagle, 1/2 the chariot, 1/2 a Mage (from the miscast), one of the bolt throwers and the Spear block when he decided to make things "interesting" and rear charge the Longbeards (they bounced and were run down).

Phil is (naturally) a great sport but it was a tough match up and I'd rather not enter FluffyCon hoping for a nice draw to see me through. It's not much of a game plan is it?


Back to the drawing board...

Friday, November 14, 2008

Training for fluffiness

And so begins a few months of play-testing as I strive for optimum levels of fluffiness in my Dwarfs. It's like the montage of training scenes from Rocky but instead of running up and down stairs and whacking that bouncing punching thingy it's more like wading through marshmallows and punching bunny rabbits. Um...

Derick and I haven't played for ages (as evidenced by me forgetting Dwarfs Hate Greenskins) but it was great to see him, have him over last night and thrash his sticky Spider army. Derick's lads are uber-fluffy - as Nick puts it, "hamstringing yourself". There are however some dangerous elements that would be underestimated at your peril. For example:

- the L4 Shaman (who is not the General). Derick had some terrible luck given that my FluffyDwarfs only have 4 dispel dice (and no scrolls) - he didn't miscast but almost every spell failed to cast by '1'. With the Shaman in combat he attempted Waagh! with 4 dice and even with the +2 to cast for being in combat STILL failed to cast! We both agreed that things might have been very different had the spell gone off!
- those damn Savage Orc Boar Boy Big 'Uns! Gosh but they're hard. Fortunately they had no choice but to charge the Hammerers led by the ASF Thane. Pain time for the Orcsies.
- The other characters - specifically the Boar-mounted General with Shagga's but also the other guy with Martog's Basha (WS6). At str5 on the charge with Ironback Boars... well, it hurts. My Rangers found this out (to their detriment) as 9 died on the charge and the last one failed his break test and was unsurisingly run down. An intersesting option for Derick is to combine his mounted characters together to make character units. The Gobbo on Giant Spider combined with the General, other Orc Hero and/or even the Shaman have a high enough unit strength to break ranks and can cause a heinous amount of casualties. Even Dwarfs would be struggling...
- the Giant. I've had bad experiences with Giants. I was VERY fortunate to kill the Giant off with the ever-awesome Grudgethrower with two direct hits and three wounds with each hit. 2D6 str6 hits is not my idea of fun. Don't like Giants.


The Dragonslayer was interesting. He took a charge from a unit of Spider Riders, took a wound and dished out two in return, losing the combat by a musician. Being Unbreakable of course he couldn't care less. Even better at initiative 4 (four!!! A Dwarf with initiative 4!!!) he killed the two in contact before they could take a swing at him in the next round. This didn't bother the rest of the Spider unit because they were dead after taking a little Warrior block in the front and Miners in the side.

The Gobbo chariot was popped in the first turn by the Cannon.

The Longbeards and another small Warrior unit never saw combat. This is problematic I suspect in that I'm going to have trouble maneouvering all these short-legged lads into the right places to make good combat happen. They keep getting in each others way.


Around turn 4(ish) we called the game. Derick had his characters left and a unit of Spider Riders. I had lost the Rangers and a smattering of other models but all the units left were well-above half-strength. Clearly Dwarfs have some serious advantages against this list and I wondered if it's still too hard. More playtesting coming up but I suspect when I hit something with a little more... hit... I'll be in for it.

Saturday, November 8, 2008

Dwarfs vs N.K.O.T.B.

That's New Kids On The Block by the way.

Andrew and I arranged a game last week for today and I was keen to test how hard the new Chaos list is. Andrew is currently running:

Lord on Steed
Sorcerer
BSB with Rapturous Standard
3 x 15 Chaos Warriors
Chariot
2 x 5 Warhounds
2 x 5 Knights

Slannesh marks abound in the list so practically everything barring the Hounds is immune to panic, fear and terror but crucially NOT immune to psychology so still able to flee as a charge reaction.

I ran the same list I took to the Tin Soldier tournament earlier in the year - rock hard Shieldborne Lord with Hammerers et al (refer to previous posts around June if you want the full breakdown, justification and previous experience of the list).

Key to the battle was a wacking great piece of impassable terrain in the middle of my deployment zone. This forced me to split my army - blocks on the left, chaff on the right. It's been too long since I've played Dwarfs and there were some errors with the deployment but overall I figured I could cope and make gains later in the game. The shooters faced off against a Warrior block, a unit of warhounds, the chariot and BOTH units of Knights. Hrm... My Cannon misfired and exploded with it's first shot at the chariot which was a pity. The Organ Gun then smashed three knights from their saddles. Having read the rules carefully the Runesmith (suicidally deployed on the flank with the Thunderers) went solo and Rune of Challenged the remaining two knights away from the Organ Gun (able to be used as they are not actually Immune to Psychology). He fled the charge (obviously) but the useless git then failed to rally and with enormous strides for one so vertically challenged, fled the board. Luckily I didn't need the two scrolls he was packing as Andrew was busy miscasting, losing a magic level and leaving him rolling two dice to cast a spell requiring '12' to successfully go off. Eventually the Chaos Lord and chariot (with one wound left) did for the Quarellers which panicked the Thunderers into the last Knights after the Organ Gun had a go at the other unit (and then died to their charge). Net result was nothing left for me on my right and Andrew left with the Lord, the unit he was slungshot out of, the chariot on one wound, and 3 knights.

Meanwhile Andrew was realising that impassable terrain was as much a problem for him as it was to me. Unable to attack the flank of the Hammerers his BSBs unit took a frontal charge - the Lord promptly carved up the BSB and his silly (but awesomely effective - if it is allowed to work) Rapturous Standard (the BSB was compelled to accept the Lord's challenge). The Warriors were broken and escaped and were broken again (and escaped again!) which netted the Hammerers two banners. A charge from the Chaos Lord into their flank and Andrew learnt why Dwarf Tanks/Lords are not to be trifled with - the Lord bounced and ran. The Hammerer's pursuit took them to the Warriors coming back from the devastation on my right flank. A quick beat-up later and the Hammerers had their third banner and the last 3 knights provided them with their fourth. By the end of the game the elite Dwarfs had nearly done a circuit of the battlefield. Most satisfying. Poor Andrew got a bit sick of me saying "ok, you have a banner... I have 2 ranks, 3 (or 4) wounds, outnumber, banner which is a warbanner (Rune of Battle)... double ones for the break test".

The other major fight was another Warrior unit (with Sorcerer) stalemating against the Longbeards (with my BSB). The Sorcerer and BSB slapped at each other ineffectually for 4 or so combat rounds before the BSB finally finished the poor sod off (again, the Sorcerer was compelled to accept the challenge). Eventually the Warriors were broken and caught, the Longbeards taking a banner themselves.

Due to my poor deployment the Dwarf Warriors never even saw combat. Sigh...


Andrew was left with the Chaos Lord and a Warrior unit. I'd lost the shooty chaff with the exception of the Grudgethrower and Gyro and still had the three blocks (and hence most of my points). With the five banners collected and holding two table quarters the end result was a win to me by just over 1700VPs. Not bad for Dwarfs - the big win is very hard to get.


Afterwards we both agreed that Andrew would have been better off putting the Knights either on the other flank or putting a unit on each flank. Good lessons about grinding - Chaos Warriors are hard for sure but they lacked the static res to see off the stunties and couldn't dish out the wounds expected due to their toughness and armour (and my awesome luck/dice skills). Warriors are damn expensive (16pts each with gear!) with WS and initiative 5 and a 2+ save in combat they are certainly the business. Unfortunately against the Dwarven elite they had their work more than cut out for them. Andrew's not keen on the Marauder models so it's a case of finding a way to make the Warriors work. Not sure how myself but min-sized units might be a start. The Knights are potentially very scary (Rage banner would be very very nasty) but were well shot up by the time they found a worthy target (the Hammerers) and hitting them in the front meant they were always going to stuggle.


Despite the result a most excellent and entertaining game and Andrew took the learning experience in his stride.

Friday, November 7, 2008

Back to Stunties - looking at FluffyCon late Feb 09

Well it's a slow news day - what with the American election and it being voting day here in New Zealand - so I thought I might as well wax lyrical on getting back into Dwarfs for a bit.

I caught a game against Stuart who is new to the club but has played Fantasy before (like a hundred years ago or something) so it was mostly a bit of a retraining exercise for him learning to play and a retraining exercise for remembering why Dwarfs suck. No, not suck. It's just so hard to kick some serious ass and control the game with Dwarfs. Problem is, even with a new army book (which will be out sometime in the next 25 years... one can but hope) I very much doubt they will change the movement value of 3. This is absolutely crucial to the nature of the race but at the same time, combined with the fact they have no monsters or cavalry and the only thing that can move decent distances is the Gyro, despite the fact they can always march the low movement really cripples the army. You really are forced to castle up and play defensively and pretty much anything else (including a Strollaz Rune setup with the pre-first turn 6" move) is just a variation on that theme.

Anyway the game was a massacre win to me despite my Cannon and Organ Gun exploding in classic reliable old Dwarf fashion (someone please explain why it feels like Skaven shooting is more reliable than Dwarf shooting please). This was definitely due in part to some good luck on balance, the relative inexperience of my opponent, and the ridiculous hardness of the Longbeards in a 1500pt game.

Still, having come from playing Lizardmen and Brettonians recently with their fantastic mobility and hard-hitting charges... well, Dwarfs are more than a little frustrating.

So Big Nick is running FluffyCon and, given the natural comp boost Dwarfs will get in this environment (see earlier and my "Dwarfs suck" comment) I thought it prudent to not only take advantage of the comp boost they are likely to receive by taking the army but, due to the nature of the "Hard Caps" at the event (and knowing as a result I won't be facing anything too heinous), I could run a slightly more adventurous list than might otherwise be possible.


Here is the list as it stands (with much playtesting to be done - everything that follows is theoryhammer I'm afraid):

Thane (General) - Runes of +1 str (str5), +1 attack (4 attacks total) and Always Strikes First, Rune of Stone, Shield (1+ save in combat)
Thane (BSB) - Runes of 1+ rerollable armour save, magic resistance (1), immune to fire
Dragonslayer

19 Longbeards - full command, rune of double unit strength, shields
20 Warriors - full command, shields
10 Longbeard Rangers - musician, shields, throwing axes, great weapons
10 Warriors - shields
10 Warriors - shields
10 Thunderers - no shields
10 Quarellers - no shields

15 Hammerers - full command, rune of immune to fear/terror, shields
10 Miners
Grudgethrower - rune of accuracy, rune of burning
Cannon - rune of burning

4DD and a magic resistance (1) character
2PD
125 models

2000pts exactly


Flicking through the list, a couple of things stand out:

- no Lord option
- no Runesmith (and therefore no scrolls or pool dispel dice)
- no Rare choices
- 53% is Core choices (7 Core choices in total)
- 11% magic items and runic tricksiness (difficult to keep this down I felt)
- Longbeard Rangers (!)
- 3 units of Warriors


For me the big part of the list is the Rangers and 2 small (10-man) Warrior units. My feeling here is to absorb the charge with the big blocks and counter attack with the smaller units. Alternatively the small Warrior blocks can bait and flee (as much as Dwarfs can) in order to setup the aforementioned counter-charges (they don't have musicians but they do rally on a '9' sp hopefully...). The Longbeard Rangers have the potential to be AWESOME - if they don't get shot up and magicked to bits. They are hideously expensive but a str5 stand-and-shoot reaction (str5!), great weapons or hand weapon/shield, and WS5/str4(6) in combat makes them actually quite versatile. And they can Scout although I don't expect they will ever be able to do so.

Hopefully I still have enough shooting to force my opponent to move and engage. The Cannon is there for the occasional big nasty and to take out chariots. The grudgethrower is there for anti-infantry, anti-heavy cav or counter-battery fire (good guess ranging and the scatter reroll makes this an awesome all-round warmachine).

I'll be playing a series of games over the next couple of months to figure out how the army works and whether my theories are just pipe-dreams or if I'm really on to something.