Intro

As indicated above this was the 10th season for the Great Lakes Warhammer League. Our first season was run back in the Summer of 2001 and consisted of four divisions of six players each based out of Pandemonium (in Garden City, MI). The league has progressively grown since that time and we finished up the Winter 2005 season with 92 players taking part in league games with divisions spread across
Southeast Michigan, Lansing, Toledo, and Windsor.

I had the opportunity to participate in the League Finals tournament in seasons three – five, and lost to the eventual winner each time.

In season six Lee and I decided to start putting on the 30+ player End of Season tournament and including the League Finals as a sub-bracket in the tournament and even though I won my division the past four seasons, I gladly gave up my spot to help put on the tournaments (We have received tons of positive feedback on the tournaments). After the last season though, Lee and I received a lot of feedback from the group that it was time to step out of “retirement” at the End of Season tournament and participate in the League Finals bracket if we earned a spot.............and after winning my Division again I found myself actually playing this time around, instead of watching (and an enormous thanks goes out to Lee for running the tournament almost single handedly to allow me to do so!)

Tournament


The ladz had been bantering back and forth for a few days prior to the tourney and it was well known that those of us participating in the League Finals bracket would be bringing hard (but hopefully not broken!) lists.

With that in mind, I crafted my 2150 pt Empire army with a primary focus on hand to hand combat (using a solid amount of shooting and magic as support) as follows:

-Elector Count, Great Weapon, AoMI, Holy Relic, Speculum
(Leads Count’s Troops)
-Captain, Barded Warhorse, Full Plate, Great Weapon, Icon of Magnus
(Leads IC Knights)
- Level 2 Battle Wizard, 2 Dispel Scrolls
- Level 1 Battle Wizard, 2 Dispel Scrolls
- Count’s Troops – 27 Swordsmen, Mus, Standard w/Griffon Banner & Detachment of 12 Halberdiers & Detachment of 12 Swordsmen
- 10 Knights Panther, Full Command, War Banner
- 9 Inner Circle Knights, Full Command, Steel Standard
- 5 Huntsmen
- 6 Pistoliers, Champ w/Rptr Pistol
- 2 Great Cannons
- 1 Helblaster
- 9 Witch Hunters (Dogs of War Duelists w/Pistols, Champ, & Musician).



Game 1 – Akash – Wood Elves

Akash is one of the GLWL’s top generals (Akash was the League Champion back in Season 5 and defeated my Empire army handily with his High Elves on his way to that victory) and had also recently thrashed my Empire army pretty good at a tournament (again with his High Elves) in March. I definitely was going to have my hands full especially with an Empire vs. Wood Elves match-up.

Akash’s list was as follows:

-Archmage, Level 4, Hunting Spear, Talisman of Protection, Great Eagle
-Level 2 Mage – Hail of Doom Arrow
-Level 2 Mage – 2 Dispel Scrolls
-6 Archers
-6 Archers
-6 Archers
-6 Archers
-6 Archers
-5 Glade Riders
-7 Dryads
-7 Dryads
-8 Wardancers
-2 Great Eagles
-Treeman
-Treeman

I think I was done deploying before Akash had put out anything other than Archers and Eagles!, but as the deployment with my Empire army doesn’t vary much (if at all) from game to game (infantry and warmachines towards the center w/cavalry on the flanks) it wasn’t too much of a disadvantage.


I won the roll off for deployment and chose the side with the forest in the deployment zone (yes a gamble – but it allowed me to lock down that forest from moving by placing a cannon in it).

With my Huntsmen I nailed down the other forest by Scouting them within the feature. (No use for the Tree Singing until Akash dealt with them Exclamation).

TURN 1

Akash won the first turn, and of course, elected to go first. Akash’s magic phase was thankfully ineffective as I scrolled Master of Wood and he failed to cast his other spells. The Witch Hunters got shot up pretty badly by Archers and I lost 2 IC Knights to archer fire as well. The Eagles and Glade Riders moved up to threaten the Helblaster and Great Cannon on my right and the duo Treemen and Dryads advanced quickly on my right.

I countered by tentatively sending the IC Knights and Count’s troops towards the Treemen and Dryads and sent the Pistoliers (who had deployed behind a wood) off to the far flank to hopefully threaten his level 2 mage on that flank / make it into his backfield.

Shooting started off well with a Great Cannon nailing a Treeman for 4 wounds. The second cannonball got stuck in the mud in front of an Eagle and the Helblaster shot the Glade Riders off the board.

TURN 2

Turn 2 saw a duo Great Eagle charge on the remaining Witch Hunters (who were screening my war machines) and the Dryads and Treemen maneuvering to catch my IC Knights and Count’s Troops in a trap. Akash’s magic was once again primarily ineffective and I burned another scroll. Shooting saw my detachment of Halberdiers lose eight members and the detachment of Sworsmen lose two. The mage with the Hail of Doom fired 13 arrows at the Pistoliers but only managed to kill one Shocked! The Witch Hunters somehow held up vs. the Eagles and this meant I would get one more round of shooting with my war machines….

Unfortunately the heroics of the Witch Hunters were for naught Sadas in my half of the turn, my cannon on my left flank ran from Terror from a nearby Treeman, the Helblaster only managed one wound on the Archmage’s Eagle (long range) and my second cannon misfired and could not fire that turn.
Ugh! My movement phase wasn’t much better as I went for a gutsy charge on the Dryad’s with my Inner Circle Knights to try to break through the Dryads and out of the duo incoming Treemen trap, but Akash fled and just managed to escape (by ½”) leaving me with a failed charge. The Pistoliers were the lone bright spot as they luckily shot the Mage (who had just had the rotten luck with the Hail of Doom) and killed him.


TURN 3

The inevitable duo Treemen charge on the IC Knights was then declared but Lady Luck was kind as I chose to flee and they fled 12” and out of range of the Treemen. A unit of Dryads charged the Count’s troops in a mage assassination maneuver (as due to the proximity of terrain and other units I could not counter charge with detachments and I could not pursue due to the Griffon standard) The Great Eagles began eating the crews of the Helblaster and the Cannon. The fleeing Dryads also rallied.
Shooting killed 3 more halberdiers several of the Count’s troops, and the Archmage and his accursed Hunting Spear skewered 5 Knights Panther Shocked! The Dryads manage to assassinate one Battle Wizard and then inevitably broke and ran.

In my half, the Count’s Troops and Swordsmen detachment pass their Terror check and charge into the Treeman (with one wound remaining) and the Elector Count dispatches the monster. The Inner Circle Knights rally.

TURN 4

With the looming prospect of charging the Inner Circle Knights or being charged by them himself in a half a turn or two, the remaining Treeman charges into the Inner Circle Knights. He goes for the tree whack on the Captain (who is the only model in the unit that doesn’t need sixes to wound him) and misses! The Captain (shocked that he is still alive) then proceeds to whiff with all three attacks and misses him right back! The IC champion comes to the rescue though and actually manages to wound the Treeman! The Treeman fails his break test and the IC Knights pursue 14” bringing them right back into the battle.

Elsewhere the Dryads who broke in the prior turn do not rally and flee towards their table edge. Archmage continues skewering Knights Panther, killing two more and the Archers continue to kill Swordsmen with their bows.

In my half, the IC Knights declare a charge on the Dryads who are too close to flee this time. The Count’s troops march as fast as possible towards the WE deployment zone and the Pistoliers complete their end around and are set-up for a charge into the archers on Turn 5. In combat the Dryads go for “sixes needed to hit” and no wounds are caused on either side…IC Knights win the battle of static combat resolution by three (std, outnumbering, rank) and they break…ICs run them down moving 12” and are set-up for a charge into the Archers on Turn 5. [Over the course of Turn 4 my Knights moved from my deployment zone into Akash’s covering 30” of ground. Quite Impressive Exclamation]

TURN 5

Dryads rally. Archmage skewers the remaining three Knights Panther! Archers concentrate fire on Count’s troops and kill ten or so, but the EC keeps them moving forward (panic test passed).

Pistoliers move up and take down one Dryad with pistol fire. EC and Count’s troops decide to play in theme, brave the archer fire, and move as fast as possible towards the archer line. IC Knights charge and destroy a unit of archers.

TURN 6

While looking favorable for the Empire, the game is still in doubt. The Archmage hits yet again with the Hunting spear and takes out 5 of the Count’s troops. The remaining 4 archer units pile on and the entire unit (including the EC and Battle Wizard) is reduced to seven models! The EC keeps them moving forward though (panic test passed).

As the game is still in doubt the EC and his troops declare a charge against a unit of archers (and the IC Knights charge another unit) and must brave the stand and shoot. The stand and shoot picks off three more members of the unit and a panic test ensues. The sweat starts pouring down as we both realize that the fate of the game hangs in the balance…..the dice are rolled….a six….and a one! They pass!!! The EC and the remaining members looking for vengeance cut down most of the archers, they break and force a panic test on a nearby archer unit which fails and they run as well sealing the deal.

RESULT

A hard earned victory for the Empire!

The amount of models I lost to Wood Elf shooting was somewhat horrific (25/27 Count’s troops, 11/12 Halberdiers, 5/5 Huntsmen, 10/10 Knights Panther, 5/9 Witch Hunters) and the Archmage accounted for over 300 points with the Hunting spear alone!, but this was somewhat balanced out as the spells Akash generated were of limited use and his casting rolls were sub-par.

The Inner Circle Knights proved to be the stars of the match as they took out a Treeman, a unit of Dryads, and two units of Archers.
The
Inner Circle champion received a promotion to Captain for wounding the Treemen as well!

Semi-Finals – Jim – Ogre Kingdoms

Jim fields a balanced Ogre Kingdoms army that relies primarily on the brute strength of the Ogres as the path to victory. As I had two Great Cannons in my army I felt that this would be a fairly favorable match-up for me.

Jim’s army

-Tyrant, Sword Gnoblar, Heavy Armour, Thundermace, Great Skull
-Hunter, 2 Cats, Longstrider , Greedy Fist
-Butcher, Bangstick, Dispel Scroll
-Butcher, Gnoblar Thiefstone, Bloodcleaver
-5 Ogre Bulls, Full Command, Look Out Gnoblar
-5 Ironguts, Full Command, Runemaw Banner (redirects spells)
-20 Gnoblar Fighters
-8 Gnoblar Trappers
-3 Yhetees
-2 Leadbelchers (one as champ)
-2 Maneaters (one with Brace of Handguns, one with Great Weapon)
- Gorger

This game was almost over before it started as Jim talked himself into a bad deployment.
Jim was extremely concerned with my Great Cannons killing 2 Ogres with each shot and changed the way he normally deployed the army and his characters as a result. Jim’s focus on not getting two Ogres nailed with each Great Cannon shot meant that he deployed his Butchers outside of units!!!

Guess who got the first turn?

Guess what the Great Cannons shot at?

Guess what was removed from the table prior to Jim taking his first turn?

OUCH! Jim learned that lesson the hard way. With almost guaranteed second sign re-rolls each turn for me and no enhancing magic from the Butchers it was now going to be tough go for Jim.

He took the lesson like a man though and kept his head in the game and soon pinned my Inner Circle Knights into a position where they would have to charge the Tyrant’s unit (with the Bulls) or be run off the board. If I fled from his charge it would have set him up for enfilade shot from my second Great Cannon, but I would lose the IC Knights. So I decided to play it in theme and let Lady Luck sort it out. The IC Knights charged the front of the Tyrant’s unit while the remnants of the Witch Hunters charged the rear. Unfortunately, the detachment of 12 Swordsmen (which would have given me another rank and a flank bonus) – failed their fear check and did not pile in to help.

The IC Captain engaged the Tyrant in a challenge and somehow managed 2 wounds on the monster. The Tyrant bellowed his war cry and smashed the Captain into pulp killing him and adding +3 overkill!!. Fortunately the rest of the IC Knights and the Witch Hunters were able to take out two full Bulls and it swung the battle slightly in my favor. Lady Luck was not happy with Jim this battle though and the unit broke and fled exactly 2” and was run down by the IC Knights.

With all of his characters dead (The Pistoliers broke and ran down the Hunter the turn prior) Jim conceded.

Stars of the match were the Great Cannons.

Championship Game – Donnie – Daemonic Legion of Slaanesh

So what do you know? I found myself in the Championship game.

Donnie had pretty much wiped out the Lizardmen army he had faced in the Semi-Finals in two turns, so I was going to need Lady Luck to help me out with the Terror and Fear tests in a big way or it was going to be a quick exit for me as well.

Donnie’s List

-Daemon Prince, Level 3 Wizard, Diabolic Splendor, Blade of the Ether, Soul Hunger
-Exalted Daemon, Level 2 Wizard, Blade of the Ether
-12 Daemonettes, Full Command
-12 Daemonettes, Full Command
-12 Daemonettes, Full Command
-3 Pleasureseekers
-3 Pleasureseekers
-Chariot of Slaanesh
-Chariot of Slaanesh

With all that 20” charging goodness and the characters equipped with Knight killing goodness and both sporting the Enrapturing Spasms spell!, I was going to need the first turn in a very big way.


Fortunately, Lady Luck smiled on me again and I did win the roll off.

TURN 1

I advanced most of my battle line forward into advantageous positions and didn’t have to worry about getting charged by the flying daemons on turn 1 (as Donnie had wisely hid them behind a forest on turn 1).

One Great Cannon managed to nail a Chariot of Slaanesh and it shattered. The other cannon failed to wound a Pleasureseeker (rolled a 1).

Donnie countered by doing what Slaanesh daemons do best – surge forward. He also set up a unit of Pleasureseekers as bait for my Inner Circle Knights with his Daemon Prince able to hit me in the flank in his next turn if I took the bait and got held up.

TURN 2

As it was likely that the Daemon Prince (and perhaps the Exhalted as well) would charge my IC Knights in Donnie’s turn I went ahead and charged the IC Knights into Donnie’s trap.

My infantry and Knights Panther moved forward to engage two units of Daemonettes supported by the remaining chariot and a unit of Pleasureseekers.

Magic went well as I managed an IR with second sign and got 2 re-rolls.

The cannons both overshot their targets (rolled two 10’s on the extra range!)
The Helblaster still had a glorious chance to kill the Exalted Daemon as Donnie had moved him a bit too close, but I rolled a 2,2,2 for the Helblaster hits at close range!
Darn those artillery dice! Mad

The IC Knights slammed hard into the Pleasurseekers causing 6 wounds … but Donnie made 4 of the 6 5+ ward saves!! I really needed the warhorses to come through with one more wound (to remove one full Pleasureseeker) or this was going to get ugly fast….fortunately the Warhorses were up to the task and came through. I then made all my armour saves on the return attacks, winning the combat by 6!! - Donnie rolled high and the seekers vanished! It was now all up to the overrun move – would I get out of the charge arc of the Daemon Prince? I rolled a 6, 1, 1…. Oh no…..I am DOOMED…but wait what’s that red dice in the middle of the table? A re-roll? - And the re-roll was a 4” which was just enough to save the ICs by taking them out of the charge arc of the Prince. That was a close one!

Donnie was determined to get to grips with something that turn charged the Prince at the Witch Hunters who fled and got away. The Exalted charged a cannon whose crew fled and were run down. The second chariot slammed into the detachment of Swordsmen, broke them and ran them down …. breaking into my deployment zone. The Pleasureseekers charged into the Swordsmen on a mage assassination run…(and the Halberdiers counter-charged) but the lucky chap only took one wound! The Pleasureseekers rolled well on Instability and stuck around.

TURN 3

The fleeing Witch Hunters made the Helblaster crew panic and run! Arrrgghhhh!! The detachment of Halberdiers passed their Terror test. The Knights Panther charged into a unit of Daemonettes … but have some rubber lance syndrome and only kill two. Daemonettes pass their Instability test. IC Knights turn to face an incoming unit of Daemonettes. Pleasureseekers finish off the wizard and several swordsmen but vanish regardless.

Daemonettes charge into IC Knights. Prince and Daemonettes charge into Halberdier detachment … who must try to hold or it will set-up a redirect by the Prince into my Knights Panther…fortunately they pass ExclamationChariot wheels around to set up charge into Knights Panther or Count’s troops in the flank / rear the next turn. Exalted flies over to support Daemonettes engaged with IC Knights.

Magic sees IR Enrapturing Spasms hit the Knights Panther! The lucky blokes win due to Full Plate and CR anyways though!

The Halberdiers are butchered down to three remaining halberdiers who autobreaks and flee..due to the poor positioning this will take the Prince into he restrains pursuit and the Daemonettes stop their pursuit at his positon (they could not wheel around him).

The IC Knights handily defeat the Daemonettes…but they only lose a couple to Instability.

TURN 4

Alright … here it is. The Terror check on the EC + Count’s unit!…….(Note that in my last tournament I failed a Terror check in two games and got my general's unit run down as a result)……but Lady Luck was kind and the EC kept the ladz in line. Very HappyThey charge into a unit of Daemonettes.

The remaining cannon finally draws a bead on the other chariot and smashes it to bitz (just in the nick of time!).

The ladz win all three combats with the Daemonettes but the daemons hang tough in all but one (where they vanish against the IC Knights).

Donnie finally has the IC Knights marked for death though and the Exalted charges them and hits them in the flank (I was too close to flee).

With time ticking away, the Daemon Prince charges into the Count’s Troops (as Donnie still had a Daemonette champ alive he could avoid the Speculum).

The magic phase was going to be critical. I had three dice and a scroll left.

The Exalted winds up and throws three dice at Spasms at the IC Knights – a 16!!! Oh my…….Any hope I had of stopping both attempts is now out the window! I have the painful choice of having to stop the Spasms on the IC Knights with a scroll and taking my chances vs 4 power dice vs. 3 dispel dice on the EC’s unit – or letting the IC Knights die. It hurt hard, but losing the EC would definitely lose me the game so I decide that I must sacrifice the brave IC ladz. Sad

The Prince winds up and throws 4 dice at the EC’s unit. Wait. What’s this? A miscast!
Donnie was obviously not amused with that but it got worse in a hurry as he rolled the result where the Prince does not fight in close combat Exclamation

The IC Knights got mashed by the Exalted Daemon but escape.

Without the assistance of the Prince in the combat, I defeat the Daemonettes by five or six and the Prince vanishes!!!….the Daemonettes hang tough on a 2 but with the loss of the Prince the match is all but over now.

END GAME

The Exalted ends up finishing off the IC Knights but the remainder of Donnie’s army was destroyed by the end of the battle.

Victory for the Empire!

Closing Thoughts

Well it certainly was a good day for the Empire ladz!

First a big hats off to all my opponents for three enjoyable games. Even with the championship on the line, everyone was an excellent sport and we resolved any rules questions very quickly and got on with the games.

Lady Luck threw me some definite curveballs to me at times with the War Machines (After the first round of game 1 the Helblaster had basically no impact) but my dice in close combat were as good as one could hope for and while shooting played a part in my victories (especially game 2) I won all three games in the close combat phase….which was what the list was constructed to do.

The area where my dice excelled in for the day was in psychology test where my Elector Count and his Swordsmen did not fail a single critical psychology test on the day despite having to take 3 Panic Tests, 5 Fear Tests, and two Terror tests on the day in situations which could have changed the course of a game….. I have to give Lady Luck a big kiss for her help in that department for sure!

The whole experience was a bit surreal in that I didn’t have any of the usual pre-tournament jitters that I usually experience as I was simply happy to be participating. I made less tactical mistakes and I listened to my instincts instead of overruling them at this tournament and my instincts proved to be correct each time. SmileI think there is definitely a lesson to be learned there (at least for me).

*****

Well that's it. I hope you enjoyed the report.

Best Regards,

BF
_________________
Rule #1: Never field an army you would hate to play against yourself.
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Great Lakes Warhammer League
http://www.oocities.org/mi_whplayers/glwl.html