Brent's Trip to the Desert

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Brent's Trip to the Desert

Postby BrentS » Tue Feb 24, 2009 12:51 pm

Part 1: The Preamble

Wow. What an amazing weekend of gaming fun. I'm sitting on the plane ride home with nothing to do so I started writing out my notes for five battle reports to chronicle my journey through the Gathering in the Desert Tournament.

First and foremost, I'm going to say this was the best gaming weekend I've ever experienced. The weekend was a combination of a fun trip to a warm weather local (leaving snow behind), playing in a truly great gaming venue, playing on sweet looking, themed tables, playing incredibly good players, and going out to dinner and staying up late chatting with new and old friends. Tim and Dean hosted a great event. If my boss at home will let, I'd come back to the Desert without a doubt.



For the record, here's my army list, entitled, the Rise of Suladân
Serpent Horde:
1x Haradrim Chieftan, Horse, War Spear (Proxying as a Young Suladân)
12x Haradrim Warrior Bow
18x Haradrim Warrior w Spear
4x Haradrim Raider, Lance
2x Sepent Rider

Far Harad:
1x Mahûd Tribesmaster, Shield
6x Mahûd Warrior
6x Mahûd Warrior w/ Blowpipe
1x Half-Troll, 2H Weapon
1x Half-Troll,
2x Mahûd Raider, War Spear
-------------------
54 Models. 4 Might. 12 Bows / 6 Blowpipes. 9 Cavalry.


One note on the games for the tournament, all the terrain was preset and let me tell you the terrain was plentiful. These were some of the most crowded tables I've ever seen or played on. It was really fun and captured the truest since of the skirmish style game.

Now on to the battles...
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Game #1

Postby BrentS » Tue Feb 24, 2009 12:52 pm

Part 2: The Battles of Day 1

Game 1: Bilbo's Treasure vs Tom's all mounted Rohirrim Army

This scenario was a Meeting Engagement style game with bonus points available for successfully finding Bilbo's treasure and carrying it off your board edge. There were 6 objective markers scattered evenly across the table. Each had a number written underneath them. At the start of the game, we rolled a D6 and that number represented the hidden treasure. If you managed to get the treasure off the board then you were awarded 3 bonus points.

For the start of the tournament, the organizers made sure that all the out-of-towners had an opponent from the local area to play in game one. I drew Tom O. I'd admired the work on his blog and was very happy to see Rohirrim across the table. As many of you know, Rohan was my first and still favorite army and I always enjoy seeing them played.

Our table was the "Angmar" table that was designed by one of the locals had two large hills that spanned the entire length of the table on each side. We had several areas of difficult terrain (trees and ruins). My deployment was split into three groups. On my far right side I deployed about 1/3 of my cavalry and all my archers. In the center I had the majority of my Mahûd host supported by Haradrim Spears. On the far left, I had the rest of my cavalry. My plan was to sprint out and get to at least the three objectives closest to my deployment edge. However, since I was facing an all cavalry force, I knew I could get to as many as I would have liked. As it turns out, the first objective marked that we uncovered was on my side of the board and it was the one marked with the 2 on the bottom, matching the result of our D6 roll. I used 2 Haradrim warriors to drag the treasure off my board (taking about 3 turns).

With the objective secured, I repositioned my army for a straight up Meeting Engagement style battle. On my left side, my archers ran up the hill and in front of the ruins settling into a nice archery zone. On my right flank I moved a small contingent of Mahûd and a Half Troll, some spearmen to compliment the Haradrim Raiders and Mahûd Raiders. The middle portions of my army filled in a front wall of Mahûd, the other Half-Troll and the Mahûd Tribesmaster, all supported by Haradrim Spearman. This front wall was bracing for the inevitable cavalry charge.

As I've said before, I love Rohan but right now I'm convinced they've been affected more than any other army list by the "stat creep" in the last few supplements. Even on the charge, they aren't as effective as the front line I could put against them. Tom did what he had to do and charged head-long into my lines. Our first point of contact was my right flank. It was probably shortly after those first fights that he realized how hard it was going to be against my army. Even with the extra charge bonus, I could still get more dice rolling into his attacks (2 from the Mahûd and 1 from the spear vs 2 from the Cavalry) and with a higher FV I was more likely to win the fights. On top of that, in certain fights, I could counter-charge with cavalry and negate some of his bonuses. Including in one instance where I countercharged with a Mahûd Raider and killed the Rider of Rohan with the Impaler rule.

On the center of the board, I advanced full on preparing the weather the same charge. I tried to narrow my exposure as much as possible to ensure that he couldn't completely outflank my lines. The ensuing cavalry charges were much the same as the previous attempts as Tom was losing models quickly. On dramatic moment saw Eomer engage in a cavalry charge and was counter-charged with one of my Mahûd Raiders. The impaler rule allowed me to take his horse out from underhim. He passed his thrown rider test and ultimately won the fight but had to burn his might to get to a '6'. Another funny moment was when I killed his banner bearer 3 times in a row. Luckily he kept the banner in contact with another model so he was able to keep picking it up during combat.

As the turns progressed, the results were inevitable. The Mahûd went on to carve through the Rohirrim and eventually brought Tom's army to less than 25% of his starting numbers earning a Major Victory and 3 bonus points for securing Bilbo's Treasure.

This was a fun game that gave me an opportunity to play against a familiar army. Tom did a great job using his army, but he was just hampered by some bad dice and some overwhelming fights. He did a great job remembering the use his throwing spears advancing into every combat (many people pay for throwing weapons but forget to use them). He scored lots of hits with his throwing weapons but his dice failed on the rolls to wound. They almost always came up '1'. I told him after the game, that I thought he could benefit from adding a few more bows to his army. Rohan, they way they are currently configured, have to using archery to their advantage to whittle away at the enemy.
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Postby BrentS » Tue Feb 24, 2009 12:53 pm

Part 2: The Battles of Day 1

Game 2 - Light the Beacons vs David's Serpent Horde

This scenario was another meeting engagement modified scenario with a corner deployment. There were up to 3.5 bonus points available in the form of 7 beacons that were equally spaced across the board from corner to corner (opposite our deployment corners). You could earn 0.5 bonus points for each beacon that was lit (requiring a roll of 4+ on a D6 - a failing result meant your model was burned and died instantly).

For this scenario, I drew David's Haradrim horde army featuring the real Suladân (as opposed to my "Young" version), 5 Serpent Riders, 5 Haradrim Raiders, and a huge host of Haradrim Warriors with bows and spears. Ironically, we also drew the Harad themed table - it represented a small village somewhere in the desert regions of Harad. It was a classic match-up of rival Haradrim tribes.

I deployed with 2 Haradrim Raiders eying each corner beacon with the rest of my army bunched to the center to march towards the open area near the center of the table. There was a nice building near my deployment zone that allowed the archers to climb up and form an archery platform. It took me several turns of full movement to get them into position but it was worth the effort.

The northern most beacons (north being the top of the board from my perspective of course) looked like they would be contested by both of our us as I raced two raiders towards them and David brought all his Cavalry towards the them. However, David turned the majority of his cavalry in towards the center of the battlefield to prepare for combat. This allowed me to dismount both raiders and light each beacon successfully. I also moved my other two raiders towards the beacons to the far right. However, as I was in no danger of losing the ability to claim those beacons soon, I left my Raiders to guard them until some cheaper infantry troops could get closer. After a few turns I had two Haradrim warriors in position to light the beacons. Fate struck a fickle note there as one of my Haradrim warriors burned up in his attempt to light the beacon and to make matters worse, both Haradrim raiders fell to archery as they moved to join the ensuing battle at the center of the table. Aargh. I was able to secure one other beacon for a total of 4 earning 2 bonus points regardless of the outcome of the scenario.

In the center of the board, using my typical formation, I lined up my Mahûd, Half-Trolls, and Tribesmaster with spear support in preparation for the upcoming assault. David tested the waters of the my front line by charging in some Serpent Riders. Despite the equal fight value with the Mahûd, my superior number of dice (3 vs 2 again) allowed me to win the fights or luckily win the roll off. In the first turn, I took down three Serpent Riders (if I remember correctly).

The rest of the game was spent trading priority and had very similar results with the Mahûd working there way through the cavalry charges. Once I had broken through and killed most of his mounted models, the next lines of foot soldiers died pretty quickly. One of the highlights of this game (for me) was the Half-Troll going toe-to-toe with a Haradrim Chieftan (on foot) and taking him down. My "little" hero-killers did exactly what I wanted them to do. However, despite all that, the most valuable player of the game for was the "Iron Coated Ent-like Palm Trees" in the center portion of the battlefield. David and I both dubbed these trees with this moniker as they seem to absorb 75% of the arrows that his archers shot at me.

Eventually, my superior FV and Strength values broke through his army and he succumbed to the 25% remaining end game criteria, earning me my second Major Victory plus the 2 additional bonus points.

David was a fun opponent and I think both of us really enjoyed playing that game on that table. If he had been able to get his archers clear of those Iron Trees, I think the game could have been a lot closer. He could have been much more successful with his archery against me and wore my numbers down that way.
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Postby BrentS » Tue Feb 24, 2009 12:55 pm

Part 2: The Battles of Day 1

Game 3 - Look to the East vs Anthony's White Hand of Isengard

Entering the last game of the day 1, Anthony and I were tied for first in battle points. Anthony is a great general (as he showed throughout the tournament arguably playing the most difficult gauntlet of opponents) who does a good job on playing his Uruk-Hai army list.

I've played Uruk-Hai once before using a list consisting of a fighting core of Mahûd Warriors. However, last time this happened, I was allied with Orcs including a decent group of heavy armored Morannon Orcs to absorb some of the blows from the Uruk-Hai. I was a bit unsure of how the Haradrim contingent would do but felt confident none-the-less. Our armies were very similar in terms of pure fighting ability. Anthony's big advantage was heavy armor across the line and crossbows whereas my advantage was slightly higher model count (8 I believe) and the presence of a small cavalry contingent. Our direct fighting lines could go toe-to-toe with equivalent FV, equivalent Str (wounding on 5+), and equal number of attacks (3 for him with pikes and 3 for me with spears).

The scenario was our third Meeting engagement variation of the day. We had edge deployment with the twist that only half our army was deployed at the start of the game. The remaining half could enter play starting on Turn 2 depending on the outcome of a random die roll that got progressively easier as the game went on. The reinforcements would "come from the east" which in game terms meant come from your right edge. Since directions technically don't change, we jokingly called this scenario "Look the Right" - however, I applaud the organizers for using the obvious LOTR references for the scenario names.

To start the game, I deployed all my archers and about half my Mahûd, Tribesmaster, a Half-Troll and a handful of Haradrim Spears. My reserves were all cavalry, the rest of the Mahûd , a Half-Troll and a few Haradrim Spears. I deployed all my models close to the "East" edge of the board to try and maintain the fighting near my reinforcements. Anthony deployed all of his Crossbows on the right half of my board. He also had around a dozen Uruk-Hai with Shields or Pikes alongside a captain. His reserves were another Captain and 21 Uruk-Hai with Shields or Pikes.

The game started with two rounds of relatively weak volleyfire while he advanced the line to try and get the crossbows into range. On his second turn he rolled the necessary 5+ to bring his reinforcements to the table and started the long trek towards me. I advanced cautiously trying to be prepared to dive into some terrain to avoid getting some direct fire from his crossbows when he was in position.

By the third turn, I had priority and rolled the necessary result to bring my reinforcements on the board. I made the first huge mistake of the game as I was so focused on getting into position I totally forgot about the fact that he still had to move (duh!). I lined up a row of Mahûd and the Half-Troll right in front of his crossbows so that I could be ready to jump him on the next turn. Well, duh, he didn't have to move them and he shot 12 crossbows right into me and killed 4 Mahûd warriors. Ouch, but as bad as it was, it could have been worse. I was going to deploy my cavalry behind his lines and try to crunch his crossbows from both sides but the difficult terrain made it impossible for me to get my Cavalry into the position that I needed to be in to pull off this maneuver. As a result of my brain gaff, I was now reeling a little bit trying to figure out how to survive that part of the battlefield.

On the middle part of the battlefield, Anthony was advancing his 22 model reinforcements towards me. I formed up my ranks and prepared for the inevitable assault. I hoped that my decimated lines up to my north could hold those models at bay long enough for me to get the upperhand. My archers moved into a postion to get several turns of direct fire at his advancing Uruks. I had a bit more luck with direct fire taking out a couple bezerkers.

Once our lines clashed it was a bloody scrum. We just bludgeoned each other basically trading casualty for casualty. I was starting to lose ground in my fight around the Crossbow Uruks (now also supported by his other half of his original deployment group) but I was making headway on this reinforcements. Most of his kills were coming from Haradrim spearmen but my Mahûd were standing firm. The Half-Troll and Tribesmaster were monsters on that flank.

In the northern flank, my Young Suladan fell to the hands of the Uruk-Hai Captain. He was avenged when the Captain eventually was swamped with some remaining Mahûd. The battle got very tight as we were both within a small handful of models of breaking and we'd each lost one of our heroes.

In the central battle, I was finally able to wear down his remaining Uruk-Hai Captain as the Tribesmaster and Half-Troll brought him to his knees. However, elsewhere, my other Half-Troll was surrounded and trapped by Uruk Hai and died. We counted the bodies remaining and found that I was broken (by 1) and he was 1 model from breaking. He had lost both of his heroes and I still have the Mahûd Tribesmaster on the board.

Priority was rolled and he won. Knowing the warrior pride rule, he pulled back and engaged no one. It was time for me to roll for courage checks. I started with the Tribesmaster (of course). I needed to roll at least a 7 (Courage 2 + 1 Will). The dice fell... 4... 2. I was one pip short of passing the test as my Tribesmaster ran away. Predictably my army fell apart running away. One brave Mahûd warrior managed to pass his courage test (rolled a 10) and charged an Uruk-Hai warrior. A few Haradrim spearmen survived their courage checks and lended support. I won that combat and killed the Uruk-Hai, successfully breaking his army. However, the damage was done, the courage checks caused my army to fall below 25% and the game ended. Anthony earned a hard fought victory.

We were both exhausted after this game. It was probably the tensest game I've ever played individually. He was held to a minor victory as he had no surviving heroes. Anthony played his army very well and I thoroughly enjoyed the knock-down throw down match that ensued.

In the aftermath of the game, I realized my two fatal flaws. The first was the obvious bad deployment of my reinforcements. The second goes back to a conversation I had with Chris Langland-Shula on Adeptus Arizona. He advised that he really thought I should bring a Mahûd King instead of the Tribesmaster as those extra two courage points could be all the difference when I get broken. My over-confidence in the army didn't allow me to think that I'd be broken easily enough to make a difference and I rationalized that I the two models I would have lost would be more valuable than the Hero upgrade. I'm pretty confident now that if nothing else would have changed in my game, having a King would have meant that I won the game. Oh well, lesson learned after a tough battle.

So Day 1 ended with me still 2nd overall in battle points behind Anthony. Sean was one point behind me followed by Chris.

An interesting sidebar to this game was that I learned that Anthony would not be eligible for Best Overall as he had not painted his own army (a stipulation by the organizers, and all GW GT events, that you wouldn't be eligible for best overall or best appearance). So despite the outcome of our match and the huge points difference in battle, the Best Overall award was still very much up for grabs.
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Postby BrentS » Wed Feb 25, 2009 10:43 pm

Game 4 - The Artifact vs Chris's Gondor + Gandalf

Well, as part of the post Day 1 obsessive-compulsive discussions of the battle points, it was clear that Chris and I were going to be matched up for Game 4. This would prove to by my second tournament match-up with Chris - we faced on a very one-sided game of Sieze the Prize at the 2008 Las Vegas GT. I jokingly told Chris that this was my chance for revenge and it figures we'd be playing a Sieze the Prize variant. The primary difference in this scenario was that the "Artifact" had to be carried off your opponents deployment edge.

To start our game, the prize was tucked just inside a piece of difficult terrain (trees). I deployed with 4 Raiders up front making no beef that my intent was to race to the prize. The problem was (and for what its worth, I knew this was going to a problem) the 14 Rangers of Gondor lining up their 3+ machine guns. The rest of my army was deployed with my archers and other cavalry to my left and my Mahûd and Haradrim lined up in the center.

After turn 1, the machine guns worked like a charm against me - I lost two raiders outright and the other two had their horses cut down beneath them. Ouch. In the following two turns, I was still able to get one model on the prize and a second one just off the prize. I moved a good portion of my army towards my right side and envisioned a strong wall of Mahûd escorting the prize across Chris's undefended portion of the board.

What I failed to recognize was the trap that Chris laid for me. Gandalf stepped up and threw a 3 dice command spell at one of my Haradrim near the prize. He proceeded to encircle this poor fellow with Etchilion, his other hero, and 4 Guards of the Fountain Court. My Haradrim was Heroic Combat bait and he could slingshot into my other Haradrim with the prize. Dang Wizards. I was so concerned about a sorcerers blast that I'd spaced my models to prevent minimal damage. I never even considered command. Well played Chris.

However, all hope was not lost. I had twelve archers that could volley fire into that group combat and since I'm evil I can target someone within 6" of my own model. I was going for a "knitemare" (inside joke) and trying to plunk my own guy and hope to spoil the ensuing heroic combat. Picking up the 12 dice, I knew I needed 2 "6's" to have a shot at this plan - I rolled only one. Although my counter maneuver didn't work, it was certainly an exciting moment in the game.

After the I predictably lost the Heroic Combat, he was in line to take out my other Haradrim warrior and he was able to dig up the prize on his first try.

Out next turn was the next critical juncture. I decided against calling a Heroic Combat with my Mahûd Tribesmaster. I thought long an hard about calling it. However, I felt like even I called it, I would have been burning a critical might point. I really was confident that even if he had the prize, I could kill him before he could get it off the board. So I let him go and he again showed me the flaw in my reasoning... after winnign the combat the next turn he was able to hand off the light object such that it moved almost 12" away from my pack of warriors. To make matters worse, I was now out of position as I had over-committed my warriors to the right side of the board.

The next few turns saw the prize moving towards my left corner of the board. I used my archery to move back to defend and moved as many of my free warriors towards that position as possible. The combats in the middle of the board were thick and highly congested. Although I was winning fights and killing many of his models, I couldn't make significant headway in getting closer to the prize. To make matters worse, he had some very stubborn WoMT that just wouldn't die even when heavily outnumbered by Mahûd and their spear carrying friends. For at least two turns, Gandalf failed to immobilize the Mahûd Tribesmaster, which meant that I could use the Warrior Pride rule to engage Gandalf with Mahûd Warriors. Throughout the course of the battle, I was able to put a wound on Gandalf after forcing him to burn through all three fate (and those darn re-rolls). Up to that point, it was the first official wound Gandalf had taken all weekend.

While those fights were interesting and important towards the overall numbers, the real game was seeing if Chris could get the prize off the table. I had my archers set up in a "prevent" defense staggered with gaps creating control zones that would have to be avoided. I was moving guys diagonally as fast as possible to try and reinforce the lines. With about 10 minutes to go in the game, Chris was now less than 6" from the edge of a board (as an eagle would fly) but he was facing two deep Haradrim ranks. I finally had caused enough casualties that he was broken. As with my last game, the ultimate outcome hinged on a single die roll. We rolled for Priority and Chris won (Dang!). He was able to use Stand Fast with Ecthilion and keep all his WoMT near the prize on the table. If I had managed to win that priority, I would have tied up Ecthilion and let the WoMT tempt fate as I fully reinforced the battleline. However, once again, the die went against me. Through a very careful set of tying up control zones, he managed to find a sliver of an opening that he could pass the prize carrying model into contact with another model which he handed off and walked the prize off the table. Bah! I thought I'd tied up all the loose ends but I left a bit too much of a gap. It really came down to the difference of about 1/4 of an inch on the table.

Chris earned a Minor Victory (minor for being broken). This was probably one of the most fun games I've ever played. It was quite tense but our personalities kept the game very enjoyable. We were constantly ribbing each other and joking around. We both got serious when we needed too and those last few turns were very tense indeed! However, despite the loss it was a fun game. I think Chris may have played a tactically perfect game. I made a few major mistakes and left some openings. As all great generals do, he capitalized on those mistakes and made me pay for them. Kudos!

After that round, I was in 3rd place in battle points behind Anthony (another minor win) and Chris. Sean was 1 point behind me while Jeremy was right behind him. Since Anthony had already run the gauntlet of generals (playing Jeremy, Chris, myself, and Sean) he would draw someone down the list. Chris and Sean hadn't played so they would be at Table 2 and Jeremy and I and would be at Table 3.
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Postby BrentS » Wed Feb 25, 2009 10:44 pm

Game 5 - The Last Alliance vs Jeremy's Serpent Horde Cavalry

After three years of tournament play, Jeremy and I finally got a chance to play against each other. I think we were both looking forward to the opportunity. However, we knew that matching up in Game 5 meant that we both knew we still had a shot at Best Overall (especially depending on how Chris and Sean's game would come out).

Our scenario was a To the Death variation with the outcome actually judged by Victory Point differential. The other interesting twist was that if at the end of the game, you had any models left within 12" of your deployment edge, then you could finish no better than a draw.

Jeremy's army was all mounted Haradrim. He had Suladan, a Haradrim Chieftan with a bow, 8 Serpent Riders, and the rest were Haradrim Raiders (mixed with war spears and bow). He deployed his entire army in the center of his deployment zone with the archers to my right and the Raiders and Serpent Riders towards the left. His archers pushed forward towards the right. His non-archers split into two groups, one small and one larger one. The larger group turned towards the left to sweep around a large ruined tower in the center of the battlefield. The smaller group was pulling to support the Raiders with bows.

I deployed in a tight box style formation hoping to be able to defend both a northern and western flank with lines of Mahud warriors. I left a very small contingent on the far right side to protect a flank that was around area of difficult terrain (wooded forest).

During my forward advance, I used a formation consisting of a Haradrim warrior blocking two Mahud warriors. I knew the Haradrim had lower defense but I could afford to lose a few of them in order to get into combat. Jeremy took several shots with multiple in the ways to try and get at some of my stronger models (Half-Troll and a Mahud Raider). I advanced my archers towards the ruined tower in the center. I knew that if I could get there, I'd have a nice archery platform and be protected from the advancing cavalry models. Nothing significant came from our archer attacks.

We continued this general approach for the next few turns with a few causalities on each side. I lost a few Haradrim spearmen and Jeremy lost two Raiders. I made one huge mistake during this phase of the game. At one point, I left my Mahud Tribesmaster exposed to the Haradrim Raider archers. Jeremy had 14 shots without any in-the-way rolls. He scored 5 hits and I was really worried. Luck was with me on this turn as not a single wound was scored (a consistent theme throughout the match). Whew, disaster averted.

As the game proceeded, Jeremy left his archers outside of his charge range, content to let them try and dink and dunk some shots. Around this same time, Suladan and his escort were circling around the ruined fort and eyeing up a charge. I had formed up my lines on both the north and western flanks. I also moved my Haradrim Cavalry towards the southern side of my army in order to prepare for a counter charge. I purposefully left my Mahud line within the Haradrim charging range (although Jeremy only had about 3 Cavalry in full range). Jeremy took my bait and charged in towards the Mahud warriors he could reach. I withstood the charge winning the fights and managing the kill 3 Serpent Riders (and also dismounting another one with my archery).

It was a critical moment in the game and Jeremy decided to go for it on the successive turns to charge into lines. Unfortunately the second turn was much like the first, with the Mahud winning most of the fights. He was able to break through and kill some of my army on the northern flank and Suladan was doing a good job winning his fights and killing his opponents. However, on average, I was killing a lot more than he was able too. Of particular note was the Mahud Raiders who managed to kill an enemy each and every time they charged into combat thanks to their impaler rules. The Half-Troll and Mahud Tribesmaster were hacking their way through Raiders making a lot of kills. The game was starting to draw towards a close and Jeremy's army was close to breaking.

In the late stages of the game, I kept feeding Suladan a single Haradrim warrior while the rest of my army was trying to break him. I was determined to my best to kill him all on the battlefield and not rely on victory points. However, Suladan was a mighty foe indeed. A quick model count showed that Jeremy was within 1 kill of breaking my force. He won the priorty roll and managed to charge into two Haradrim Raiders. I could have counter-charged with my Haradrim Chieftan but since I was so close to breaking, I didn't want to risk the potentially valuable victory points. I managed to kill the rest of his army on that turn but Suladan won his combat and killed both of his foes. I was broken and my Mahud Tribesmaster would have to take that dreaded courage test on the next turn.

On the following turn, I won priorty and picked up a pair of dice. I needed that same 7 again and this time the dice smiled at me rolling an 8. I was able to charge the Tribesmaster into Suladan and then completely surround him with other models. On that last turn, Jeremy failed to roll a six and I won the combat and managed to inflict 11 wounds on the trapped Haradrim King. His army was completely wiped out. However, since I was broken, the scenario rules dictated that the best result I could achieve was a Minor Victory.

This game was very enjoyable for me, especially since my plan worked out almost perfectly. I avoided a near fatal brain cramp with the exposed Tribesmaster, but otherwise things went almost perfectly. One thing I really failed to remark on in this report was how brutal Jeremy's dice were. Even on the combats where I didn't roll a 6 to win, Jeremy couldn't seem to roll higher than 3 with most results being 1. It became a running joke as he would toss each crappy die to one side after it failed him. Although I don't know it to be true, I'm fairly certain he's melted those dice into a heap of plastic. They really did deserve it.
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Postby BrentS » Wed Feb 25, 2009 10:45 pm

The Post-Game

So that was it, the Gathering in the Desert had come and gone. My final count was 3-2-0 with 2 Major Victories, 1 Minor Victory, and 2 Minor Losses. All in all I was quite happy with my performance. I'd made some crucial mistakes in each of the last three games I played. However, for the first time in a major tournament, I'd managed to avoid the dreaded Major Loss and kept earning points, even in the scenarios where I was losing ground.

When the final results were tallied, I ended up third overall in battle points, second overall in appearance judging, and in the top cluster of sportsmanship scores. All this netted out as a Best Overall award! Now, Anthony still finished with the highest point total buoyed by going a staggering 5-0. However, as I described before since he hadn't painted his army, he wasn't going to be eligible for the Best Overall award.

As I said to start of this, I really think the Gathering of the Desert was probably the most fun gaming weekend I've ever had. Tim and Dean did a great job running the event and I absolutely loved the venue. Being able to spend time with so many of my hobby friends was just the icing on the cake. We had group dinners each night and Jeremy, Tim, and I (along with John and Keith on Saturday) stayed up late just shooting the breeze each night. Thanks to everyone for a great weekend!!
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Postby BostonNazgul » Wed Feb 25, 2009 10:59 pm

i am actually making a new avatar, its going to consist of concepts from both frank and your games, you'll love it.

Great reports, the turn after i tested the waters with my 3 riders, I shoulda pulled back and made you come to me, the old dive in or stay on shore predicament.

least to say, those dice will never be seeing the light of day ever again.....

ever....


P.S.

the herioc rule question we had, we did it wrong, not that it woulda made a huge difference; but we are suppose to pick the whole order, and then comence the actions. under the herioc movement section of le one ring
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Postby BrentS » Wed Feb 25, 2009 11:00 pm

BostonNazgul wrote:
P.S.

the herioc rule question we had, we did it wrong, not that it woulda made a huge difference; but we are suppose to pick the whole order, and then comence the actions. under the herioc movement section of le one ring


Guess we should have looked that one up. Sorry man. But you are right, I don't think it would have changed much.
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Postby BostonNazgul » Wed Feb 25, 2009 11:02 pm

best case for me woulda been me charging your chieftain and killing him in that turn. as my dice were though, i probably would have won a 2nd trophy for rolling 3 1s in one die roll
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Postby BostonNazgul » Wed Feb 25, 2009 11:06 pm

either way, ill be seeing you in chicago for a rematch, home soil wont do you any good.
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Postby BrentS » Wed Feb 25, 2009 11:08 pm

BostonNazgul wrote:ill be seeing you in chicago for a rematch, home soil wont do you any good.


You are probably right, I couldn't win on my own shire table.
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Postby BostonNazgul » Fri Feb 27, 2009 9:18 pm

Image
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