Saturday, August 11, 2007

2007 Los Angeles Games Day


There were only eight of us but it was still quite a challenging event with three circuit veterans – Gary Lane, Tim Hixon and I – as well as some good circuit newcomers, including Matthew Johnson, the eventual tournament winner.

Players and Armies:

Frank Brown – Isengard/White Hand
Rob Foley – Isengard/White Hand
Andrew Hastings – Dwarves/Erebor
Jack Hempel – Isengard/White Hand
Tim Hixon – Dwarves/Erebor (all rangers)
Matthew Johnson – Gondor/Ecthelion
Gary Lane – Gondor/Ecthelion
Thomas Porteous – Gondor/Ithilien

Most of the players were from the L.A. area, the exceptions being Gary Lane and Tim Hixon from Sacramento, and yours truly from Florida.  Thomas Porteous is an exchange student from New Zealand living in the Ontario/San Bernadino area through this fall, so he gave the event an international presence.

Scenarios:

We played three 2-hour rounds with Swiss system pairings.  Scenarios were

1.   Reconnoitre
2.      Meeting Engagement
3.     Domination

As at Baltimore Games Day, we ran our games concurrent with the other systems, so we were all on the same clock. As usual, we played on 4 x 6 Warhammer boards which were marked out at 4 x 4. The terrain was more diverse than some prior tournaments. We had a number of buildings in addition to hills, woods and rocks.

RESULTS

GAMES DAY AWARDS
BEST OVERALL  –  MATTHEW JOHNSON
BEST APPEARANCE  –  FRANK BROWN
BEST SPORTSMAN  –  JACK HEMPEL

CIRCUIT BONUSES
Best General  –  Tim Hixon
Best Painted  –  Frank Brown
Players Choice  –  Frank Brown
Sportsmanship  –  Jack Hempel
Favorite Opponent  – Matthew Johnson

Although I had not planned on going to this event, my OCD alter ego convinced me it was illogical not to go when I had been to every other LOTR tournament in the circuit (and I've already purchased my tickets to the Baltimore GT in November). So I checked right after the Chicago GT and discovered I could get a first class round trip for a reasonable number of FF miles, and I got a night’s hotel for about $100. With meals and car rental this turned out to be the cheapest trip of the year, and the first class ticket gave me a chance to arrive fairly rested, not having to spend all day with my 6’1” frame crammed into a coach class seat.

Round One – Reconnoitre vs. Rob Foley’s White Hand

Rob Foley, playing in his first tournament, fielded an Isengard army that was fairly similar to my own, except that I had a wraith and more crossbows, while he had lots of shield-bearing Uruks.  I set my crossbows on either flank while the bulk of my army formed a battle line in the middle of the table.  I advanced for a couple of turns to get my xbows in good firing position and then waited for Rob’s army to close.  My shooting was good early, and I managed to knock out a couple of his crossbows, but my attempts to bring down his banner when he left it without a companion were unsuccessful.  

As he neared, Rob advanced incautiously on a turn where he had priority, and my counter-charge caught several of his Uruks without pike support and with his banner still out of range.  Killing 4-5 Uruks on that turn with no losses, combined with my lead in the crossbow shooting, gave me a comfortable edge in casualties once the lines engaged in earnest.  My wraith transfixed Lurtz and my captain beat on him, bringing him down to one wound.  However, Rob scored several kills, and things tightened up and down the battle line.  Since Rob had more figures overall, I had pulled in two of my crossbows from the extreme right flank to bolster the right end of my battle line, while the other three took off for the exit end of the board.  These runners were past all of his figures, and had some cover, but they would still have to survive a few turns of xbow fire to make it off.

The Lines Engaged

 Everything looked good for me when suddenly, in one turn of combat, Rob caved in the right end of my line, killing all the xbows I had just moved in and overlapping.  While I had just broken Rob, he now had three models with a path to exit the board and they would only need three turns of movement to make it.  While I hoped Rob would use the figures in a vain attempt to encircle my right flank, Rob was having none of it, sending them straight for the board edge while I poured reinforcements into the area, having killed Lurtz while collapsing Rob’s right flank.  Meanwhile, my few unengaged xbows (far left in photo) shot at Rob’s (off screen to left) in order to cut down the number of shots he could pour into my runners.

When Rob won priority the next turn, I decided to call a heroic move with Vrasku, for the sole purpose of transfixing Rob’s captain before he could use his stand fast.  Rob had blocked my line of pursuit well, so the only chance of stopping his runners was by shooting or courage checks.  For the third time in the game, my wraith rolled a one, needing only a 2+ since he had a might point remaining.  With his captain passing stand fast, Rob’s runners advanced to within one turn of the board edge.

The next turn I finally pulled off transfix on Rob’s captain, and two of his 3 runners failed courage.  The third passed and exited the board, giving Rob a 1-0 lead.

By now I had reestablished the battle line and with Rob’s army depleted, his chances of getting anything else off was extremely low.  The result would turn on how many of my three runners got off the board.  I had 2 enemies – time and Rob’s xbows. When Rob pulled back his line to reform it, I decided to stay out of combat, since it would waste precious time and I wasn’t that far away from my own break point. Instead, I poured shots into his remaining xbows, whittling them down.  With no combat and Rob’s remaining warriors confronting break tests, the next two turns passed quickly. I whittled Rob down to one crossbow, who was not able to kill any of my runners.  All three exited with time to spare, and I picked up a minor victory.

Observation:  My tactic of sitting back and playing defensively in this scenario nearly bit me in the backside, but thanks to my wraith, who is invaluable after my opponent breaks, I was able to limit his exits.  I made a mistake in not shifting reinforcements to the right before he broke through – if I had, I could have intercepted his runners and secured a major victory.

Round Two – Meeting Engagement vs. Gary Lane’s Ecthelion Gondorians

My army is built for this scenario and I had never lost it to a human army coming into this tournament. Gondorians are my specialty – tasty man-flesh they are. Nor had my White Hand been broken a single time in 20 total national tournament games this year. This was all about to change in the most hideously unfathomable way.
Gary is a cunning player and having felt the stings of my xbows back at Vegas – a game he managed to win despite my outshooting him – he made it clear that he was content to sit back in his corner and volley fire all game. Well, I have dealt with this tactic before, and with my high defense I bravely advanced. Unfortunately, most of the terrain on the board ran along either side, leaving me the choice of advancing with most of my force exposed, or splitting my army in half. With Gary having a squadron of 7 knights including a captain and banner, I ruled the latter option out.

I began to get a little concerned when Gary’s 12 archers scored four hits on the first turn of volley fire, but he managed only one kill. Next turn, things got worse – 2 more kills. Then 2 more. Keep in mind that 12 archers should average about .48 kills per turn, assuming half their hits were directed against my D4 orcs which Gary was targeting. Gary was running about 400% of projected kills.

However, now I was in direct fire range with Vrasku and my 7 remaining xbows, and Gary would pay!  Or not.  This is where bad went to worse. Gary’s archers began hitting and rolling 6s like an assembly line while my crossbows did nothing. Vrasku was quickly down to his last wound.  Meanwhile, Gary moved his knights around cover, threatening the right flank of my advancing but rapidly depleting phalanx.  I poured three rounds of xbow fire into his knights without a single knight or horse dying.

I had reached the moment of decision.  I was one turn from contacting Gary’s battle line, but I was now outnumbered 2-1, with a squadron of knights just waiting to smash into my rear.  So I pulled back, hoping to draw Gary out.  I managed to lure his knights into my completely worthless xbows, and while he managed four kills, I wiped out his entire squadron in hand-to-hand, giving me a chance to fall back without too much pressure.  Being well past broken at this point, and having long ago given up any chances of winning this game, I was just trying to avoid a major defeat.  Of course, not being able to catch me, Gary poured round after round of fire from his 12 archers into whatever he could see, whittling me down.  Thank evilness for my wraith, who single-handedly kept all my warriors on the board every turn through his stand fast rolls.
 
Incoming

With Gary still 3 kills short of the necessary 75% total, and only 1 minute and a half left in the round, he offered to end the game, but I told him to roll for priority. The final turn he scored two more kills with his bows, but most of my army was now behind cover and a couple guys were saved by in-the-way rolls. Again, my wraith had kept my army together and my captain passed his check. Gary finished one kill short of what he needed, so I escaped with a minor defeat on points. Final tally from shooting: Gary’s 12 archers – 20 kills, including Vrasku. Frank’s Vrasku and 9 xbows – 0.

Observations: On one turn, Gary and I each scored 4 hits (a game high for me) with our archers. To wound, Gary rolled three 6s – I rolled four 1s. That pretty much tells you everything you need to know about this game. Strangely, Gary seemed to kill every Uruk he shot at, but had little success against my D4 orcs. I guess he was just shooting too high.

This game set up the first place final, which surprised no one – Gary vs. Tim Hixon, who defeated Matthew Johnson in the other "semifinal." Tim continued his habit of drawing important games and knocking himself and his opponent out of contention for first overall.  

Round 3 – Domination vs. Thomas Porteous’ “Winter” Rangers of Ithilien

Thomas had painted his rangers and veterans with a snow effect to simulate a winter battle in Ithilien. Domination is another scenario my army does well in and I would win again – but just barely.

Thomas and I set up in similar fashion. Each of us put our archers in the middle and sent a column towards each of the flank objectives. I had managed the terrain set-up well, and both of the side objectives were closer to me than to Thomas.

D4 rangers are a favorite prey of my xbows and I managed to leave behind my abysmal luck from the prior game, scoring kills early. After reducing his rangers, I poured fire into the large force advancing on the right objective. I was actually more concerned with the left flank objective, but Thomas had good cover around that one.

Each flank battle turned into a bloodbath. Thomas hung Faramir out to dry, and I swarmed him with half my left flank band, holding on for dear life with the others. Faramir stubbornly resisted transfix twice, and even when depleted of might managed to roll the 6 he needed for a rolloff, which he promptly won. On the third turn of combat, however, his luck failed and he went down in a hail of blows.

Faramir Trapped

My concentration on Faramir had cost me dearly elsewhere on the flank, but with a berserker and captain against Thomas’ infantry, I expected to mop up quickly. However, my captain struggled to wound anything, Thomas' Osgiliath Veterans made mincemeat of my berserker, and I had to pour reinforcements into that battle that would have better been used attacking Thomas’ home objective.

The right flank had favorable terrain, and although heavily outnumbered by Thomas I inflicted several casualties.  Cirion was down to his last wound when he suddenly decided to take things into his own hands. Calling a heroic combat – and winning a rolloff over Vrasku’s heroic combat – he killed two Uruks, then attacked my banner.  My captain and three Uruks swarmed him, but he still won the battle and forced my warriors back.  Thomas and I had a disagreement about the backing away rule, which turned out to decide the game.  Thomas believed one of my warriors Cirion defeated was required to back away from Cirion in a direct line following their angle of contact, and thus away from the edge of the objective, since that was a legal retreat.  My contention is that a warrior can retreat at any legal angle.  Just at the point the referee seemed about to rule against me, Thomas and I agreed to a roll-off, which I won.  Since the warrior could now back up against the objective, I managed to win the right objective 6-5, the left one 3-2, and secured a minor victory.  The game shouldn’t have been that close, since I outnumbered Thomas around both objectives, but after two days with little sleep finishing my display’s terrain pieces, and a pounding headache from the incessant screaming and table pounding of the 40K fanatics in the “big game,” it was a miracle I remembered what game I was playing.

Observation:  FAQ #12 from the original FOTR FAQ seems to answer the rule question that came up in our game.  The backing away rule hasn’t changed since FOTR in 2001 and the FAQ says that “backing away does not need to be done directly away from the winner, but can be done at an angle as long as the two models are separated.”  This is the way we’ve always played it everywhere I've been in the States, at least, though our judge thought otherwise.  Since the FAQ addresses a question when the figure can't back away directly, I guess one could argue that you can only move at an angle when that's the only legal move, but neither the rule book nor the FAQ says that.

Final thoughts:  With what was easily my weakest overall performance of the year on the field of battle, and a middle of the pack finish seemingly looming, I began to second-guess my decision to spend two whole days flying out and back for a one-day tournament.  Of course, it was great to see Gary Lane and Tim Hixon again, and to make a few new friends. I was chatting with the guys when Gary told me my name had been called for a LOTR award.  I thought he was pulling one over on me, but the announcer called for me again.  I was so stunned when I reached the awards stand that I asked him if he had indeed called my name, and he said yes and handed me the best appearance award.  This was an award I never thought I would win, and I assumed there had been a mistake in entering the judging results.  Turns out I was wrong, and moreover, the painting scores and the 5-point player's choice bonus bumped me into 2d place overall for the tournament.  Now I have a hat-trick of the Games Day LOTR tournament awards, one of each – Best Sportsman (Atlanta), Best Overall (Baltimore) and Best Appearance (LA), and the circuit points probably clinch the championship.  So it wasn't such a bad trip after all. 




Saturday, July 28, 2007

2007 Chicago Grand Tournament

The GW Tournament Circuit returned to Chicago for what would turn out to be a strong LOTR tournament with 14 contestants.  It also had the most diverse and best painted armies yet, topping even the impressive portfolio of forces featured at the Las Vegas GT.  As usual, we played 500 point armies.  However, unlike Las Vegas where LOTR played seven games on its own schedule, we played five games on the same schedule as Fantasy and 40K.  The games were played on standard WH Fantasy boards measured off at 4' x 4'.  

Players and Armies:

Alexander Adams – Dwarves/Khazad-Dum
Eric Adams – Hobbits/Shire
Frank Brown – Isengard/White Hand
Timothy Cornstubble – Gondor/Ithilien
Joe Krone – Angmar
Joshua Leong – Grey Company
Iain Martin – Mordor
Greg Niswander – Wood Elves
Kevin Ramig – Dwarves/Erebor
Chris Rubright – Rohan
Brent Sinclair – Rohan/Riders of Eorl
Andrew Stuart – Easterlings
Jamie Welling – Gondor/Minas Tirith
Jeremy Williams – Mordor/Easterlings 

Scenarios:
Reconnoitre
Meeting Engagement
Seize the Prize
Domination
To the Death

RESULTS:

FIRST OVERALL – JAMIE WELLING
SECOND OVERALL – FRANK BROWN
THIRD OVERALL – JOE KRONE

BEST GENERAL – JOSH LEONG
BEST PAINTED – GREG NISWANDER

SECOND PAINTED – TIM CORNSTUBBLE
THIRD BEST PAINTED – BRENT SINCLAIR
PLAYER’s CHOICE – JAMIE WELLING
FAVORITE OPPONENT – CHRIS RUBRIGHT
SPORTSMANSHIP – ANDREW STUART

CLUB/STORE COMPETITION RESULTS:

BEST OVERALL
GW - LIBERTYVILLE
Red Top Plaza
Josh Leong
Brent Sinclair
Andrew Stuart

BEST SPORTMEN
GW - CHICAGO BUNKER
Timothy Cornstubble
Greg Niswander
Jamie Welling

BEST PAINTED
WHITE COUNCIL
Joe Krone
Chris Rubright

FRANK'S REPORT

Round 1 – Reconnoitre vs. Timothy Cornstubble’s Gondorians

The tournament got started with one of my less favorite Legions scenarios.  For my White Hand, I like to use a defensive style of play, choosing the right moment for a counter-attack that will deliver the crushing blow.  That approach can be dangerous in Reconnoitre simply because the battles will take place close to my board edge so I don’t have much time to shoot or intercept any runners that get by my battle line.

Tim and I both set up with an infantry force on each wing and archers in the middle.  There was a large hill near the middle of my side of the board that gave my crossbows a good view of the field of battle, so I quickly moved them there to cover the approaches.  I made a questionable decision at this point – I decided that Tim’s squad on my left flank, containing Faramir and 8 Osgiliath veterans, was so much more dangerous than the one on my right led by Cirion that I moved both my captains to my left wing, leaving the wraith and the banner on my right.

My Wraith and Banner Must Hold Down the Right Flank

As usual, I let Tim approach, using the time to kill as many archers as I could.  With my S4 crossbows I soon won the shootout, and Tim moved Beregond and his few remaining archers in support of his right wing.  My crossbows could then concentrate on Cirion’s force, inflicting one wound on him.

Once Tim’s infantry had moved past my field of fire in the center, I sent 2 of my figures towards his board edge while moving 2 more down the hill to shoot at Beregond. Beregond was a real concern – his excellent shooting could easily knock out my runners and I needed to eliminate that threat.  

My Runners (top right) Take Off

The battles were soon joined on each flank.  With Vrasku and my captain on the left wing, I managed to win this fight fairly easily.  Tim did have one figure break through my lines, but I was able to run him down quickly and dispose of the Gondorian.

Vrasku and His Band Await Faramir and the Veterans

On the right, however, things were tougher.  Cirion was making his presence known.  My wraith had difficulty transfixing him and with the benefit of a heroic movement – that I couldn’t counter – Cirion led 2 warriors toward the board edge.

The next turn I managed to transfix Cirion and dispatch him.  Tim was broken by this point, but his sacrifice of Cirion had let the other two get by.  One of them failed courage but the other moved to the very edge of the board, less than an inch away, and would exit  the following turn.

The next turn, I gained priority and since I could not reach the Gondorian near the boundary, I cast a black dart at him.  The spell actually came off but I failed my wound roll.  Fortunately for me, with my wraith present the runner failed courage as did a number of Tim’s figures.

Tim’s attacks had been beaten off but a new problem emerged.  The game was about to end as Tim was only 1 casualty from 75% losses and my runners were still one turn away.  Gaining priority, I charged all of Tim’s figures so they did not have to test, and shielded where possible.  I managed to avoid inflicting any casualties. The next turn my runners exited giving me a major victory.

Round 2 – Meeting Engagement vs. Chris Rubright’s Rohirrim

This was the classic Rohan - Isengard matchup which is my army’s bread and butter.  The trick to this scenario is to avoid letting Rohan catch you spread out in the open where their mobility can cut you apart.  So I formed up in my typical phalanx with crossbows on each wing.  They would try to thin Chris’ eored before contact and would guard against any moves on my flanks.  I positioned my army with forests near both ends of the line so that in the worst case, I could retreat into the forest ground where Chris could not get charge bonuses as it was difficult terrain. The forest also provided good protection for crossbows.

Chris’ army was around 26-27 cavalry strong with several outriders.  Chris advanced his outriders and they engaged in a shooting match with the crossbows on my right flank.  My remaining crossbows shot at Chris’ approaching cavalry, and Eomer was a major target.  I didn’t expect to kill him, but knocking out his horse would make the subsequent combat a lot easier.  I also shot at his banners and eventually managed to take one out.

Preparing for Both the Frontal Charge and Flanking Manuever

I finally got the better of the outriders and prepared for Chris’ charge.  He sent a few riders on a flanking maneuver around my left wing, using the forest for cover.  I moved my crossbows to intercept.  Meanwhile, Chris charged head-on into my phalanx.  As expected, his frontal attack, “into the belly of the beast” as he described it, was stopped cold with heavy losses.

On my left flank, the riders managed to charge into my sacrificial crossbows.  As expected, the Rohirrim won the bulk of the fights and killed some of the crossbows.  But I was simply stalling for time here, and within a turn or two Vrasku moved over with some reinforcements from the main line where the battle was winding down.  Vrasku managed to help stop the attack, and Chris was soon reduced below 25% giving me a major victory.

After the first two rounds, four players had separated from the pack – Josh Leong, Kevin Ramig, Greg Niswander and myself were all sitting on two victories.  Over the next three rounds, we would wind up playing a round robin mini-tournament amongst ourselves due to the nature of the Swiss system pairings.  This inevitably meant that one of us would drop out of the top four since someone in the middle of the pack after two rounds would make a run and rise up into the top group. 

Round 3 – Seize the Prize vs. Greg Niswander’s Lothlorien

I had never played this scenario, even in play-testing, because it’s so squirrelly I never thought I would see it at a GT.  But here it was, and so I had to deal with it.  I reviewed the rules and the tactics became fairly clear – charge towards the artifact, establish a complete perimeter around it, and then, and only then, dig it up and get it off the board relay-style.

In many respects, this should have been a good scenario for me.  Greg’s Wood Elves are quite dangerous at range, but because the scenario forced us both to charge in towards the center, shooting would be of less consequence.  That’s good because Galadriel’s blinding light meant my crossbows would be greatly hampered.  I drooled over the possibility of getting Greg’s armor-less woodies into hand–to-hand with my overgrown orcs, since I had three times the likelihood of wounding per attack once in combat.  So I would charge in, spill a little elf blood, and then push Greg back and grab the goods.

In the first few turns I held to my plan.  I got more troops to the center faster, and thus had a numerical advantage in the first rounds of combat.  It didn’t matter however.  Greg had each of his elves supported by a spear and his ability to roll 6s was unreal.  I lost nearly every combat on the first turn we engaged, and it’s a good thing that Greg only had a few warriors around the center or he might have put me in a bad spot.

The next turn we both called heroic moves and I won the rolloff, allowing me to advance and regain the ground I had lost and then some.  I managed to get warriors on every side of the artifact except the one directly facing Greg. I charged two crossbows into Galadriel, more to slow her down than anything.  We also engaged along the line but the heroic movement had allowed me to gain some ground there as well.

In combat, the crossbows actually defeated Galadriel as she rolled poorly.  I inflicted a wound which she easily saved.  The other battles were mixed.  While I won the battles nearest the artifact, my ability to establish a complete perimeter was dependent on winning two combats with elves that guarded what was now Greg’s only path to the artifact.  Greg won both, rolling high again and winning on fight value, meaning that he still had a “line of communication” to the artifact.

Lines Engaged Over Artifact

At the end of the turn, I made a fateful decision.  I had the artifact surrounded on 5 out of 6 sides.  However, Galadriel was a real threat to charge in and bust up my perimeter, and Greg’s sentinels were now coming into range with their magical powers.  The combats were not turning out as I had hoped and so I hadn’t bloodied up Greg’s elves yet.  So I decided to attempt to dig up the artifact, realizing that it might not be secure, but that I had about as much control over it as I was likely to get in the next couple turns.  My attempt was, unfortunately, successfully.  I won priority and Greg called a heroic move.  I countered, but Greg won the rolloff.  By careful sequencing of his moves, he was able to eliminate the various control zones covering the path to the artifact and then move in and pick it up.  He could only move it 3-4 inches away, so I was not out of options yet.

We battled on the line as I tried to get through, but Greg’s elves hung on.  The one hero I had who was capable of intercepting the artifact was Vrasku, who was on the right side of my line and had a good pursuit angle.  However, Greg bombarded him with his sentinels’ eldamar madrigal song, which kept him tied up for a couple turns.  By the time Vrasku could break free, the artifact was too far gone to recover, and Greg swarmed Vrasku with as many warriors as he could, killing him in one turn.

I was about to concede the game as a major victory when I looked the victory conditions again.  I thought I had to kill all of Greg’s heroes (virtually impossible at this point), but saw that I only had to break his force.  This would be difficult, but was still possible.  So I focused on inflicting casualties before Greg got the artifact off the board.

To salvage a minor defeat I needed to get more than 10 kills in only 3 turns.  However, the dice finally started heading where they should statistically, and the low-defense elves finally started dying in numbers.  Going into the last turn before Greg got the artifact off the board I only needed 3 more kills.  I started the turn well as my wraith, for the first and only time all year, cast and wounded with the black dart.  I made another kill but despite the number of battles couldn’t seem to get the last one I needed. Finally, we rolled for the last battle on the board.  I won it, and then got just what I needed to kill the elf and reduce Greg to half his force.  Thus, I salvaged a minor defeat – just barely.

Observation:  My lack of patience hurt me in this one.  I should have simply counted on my superior combat results to eventually get me the artifact.

Round 4 – Domination vs. Josh Leong’s Grey Company

Josh’s army list was a classic 500 point Grey Company.  Led by the twin sons of Elrond, who bring a lot of bang for a buck and a half, Josh had plenty of points to spare for 6 Dunedain or Rangers of the North leading 24 Rangers of Arnor.  With his army packing 30 bows hitting on 3+, facing Josh’s Grey Company was a lot like facing an ancient Persian army – get ready to fight in the shade.

I knew it was highly likely I would have to face these guys, but I did have one thing in my favor.  After the results of the third round on Friday afternoon, it was possible to predict the matchups for the Saturday morning Domination scenario, and it was clear that Josh and I would be playing on board 1.  We exchanged lists so that we knew what we would be facing.  I looked over the terrain pieces, and went home to come up with a strategy.

Terrain is very important in Domination, as the proximity of the objectives and the amount of cover can make a crucial difference in the game.  So I developed a strategy for terrain deployment that would give me a good chance.  In Domination, the four principle objectives can be placed anywhere in the four board quadrants, so I made sure that one of the side objectives would be very close to my home objective.  Since Josh’s archers would have a range advantage due to volley fire, I set my home objective as close to the center of the board as possible so my crossbows could cover most of the board and still have some protection.  Most important, the layout required Josh to place the last major terrain piece, a large hill, between the left objective and his home objective, creating an instant arrow barrier.

My normal strategy in Domination is to place my crossbows towards the center of the board and split my heavy infantry into two groups, sending one towards each corner objective.  In this game, Josh’s archery made that impractical.  Instead, I would send the bulk of my infantry on a sweeping movement through the left objective, over the hill and into Josh’s camp.  With the cover, the archers hopefully would not be able to hurt me that badly.

My Game Plan

As expected, Josh immediately began raining arrows down on my forces.  While I suffered a few casualties, I was able to get my forces behind barriers or other cover fairly quickly, meaning that Josh would have to roll in the way for hits.

Once my crossbows and a few supporting infantry had set up in the center of the board, I had them lay down behind rocks so they could not be seen.  As my sweeping forces entered the forest around the left objective, they also disappeared from view, leaving Josh nothing to shoot at.

As I had hoped, Josh moved a group of his rangers out to gain a view of my advancing infantry.  I immediately stood up my crossbows and the next turn decimated his rangers with crossbow fire.  This allowed my flankers to advance unmolested until they crossed the hill.  

My Crossbows Decimate Josh's Rangers

With only a turn or two to shoot at my infantry with direct fire, Josh could only kill a few of them.  I charged into his force which he had formed up just outside the forest.  Josh had Elladan leading the force, but my wraith transfixed him while my captain pounded away at him with spear and pike support.  With their low defense, the rangers suffered several casualties in the hand to hand.  

The Hill's Cover Allows Me to Advance With Few Casualties

Now that I had tied up most of Josh’s rangers, I moved several of my infantry towards the last objective.  It was held by Elrohir, so I knew I could not outfight Josh for it.  However, if I could kill Elladan, Elrohir would be forced to run towards the other flank while I could capture the objective.

The second round of combat on Josh’s base went a little too well.  Josh entered the turn 3 casualties from break point.  Because Josh had formed his battle line outside of the objective, I couldn’t get enough models in touch with it without splitting my force up dangerously, and if the game went on another couple of turns it could cost me a chance at winning.  My crossbows killed one of the rangers holding the objective, a shot I shouldn’t have fired.  I thought about shielding in the combat vs. Elladan, but if I didn’t kill him this turn he could turn the battle around quickly.  I had to hope for a little luck on the sudden death roll. My captain inflicted 2 wounds which sent the twin to his death while my berserker, who couldn’t shield, wound up wounding one of Josh’s Dunedain. Josh didn’t use his fate point, so he reached his break point with more figures actually touching the base.  Josh then rolled a “1” on the sudden death roll ending the game in a draw.  If I had only one more movement I would have claimed a minor victory; if the game had lasted 2 more turns I would have had a major victory as my infantry advancing on the right objective would have secured it by then.  I can’t complain too much, however – at Adepticon Josh’s Gondorians had outfought my Mordor Orcs, only for me to escape with a draw when I contested his home objective on the last turn.

Josh is Broken as Elladan and a Dunedain Are Killed

My use of cover allowed me to minimize my casualties from Josh’s archery, while the low defense of his rangers meant they could not stand up to my Uruks in hand-to-hand.  While the vagaries of chance deprived me of a win, the game proved that with good tactics the Grey Company can be overcome.  However, this was also the only game Josh played in the tournament that he did not win on his way to the best general award, so clearly the Grey Company remains a powerful force when commanded by a strong player.

 Round 5 – To the Death vs. Kevin Ramig’s Dwarven Horde

Whenever I face dwarves, it’s always in a scenario that requires me to kill most or all of them.  And in this game, there were a lot of them – about 42.  Kevin’s army had Balin and a horde of dwarven warriors including a lot of the deadly Iron Guard.  With Kevin’s superior numbers, I would have to weaken his army through shooting before hand-to-hand if I were going to have a chance to win the game.

With the scenario conditions requiring terrain to be set up in the middle, I had a lot of cover to work with.  Additionally, I was fortunate in that both of Kevin’s initial deployment rolls had him deploy his groups near his board edge.  With my groups rolling a central deployment, I had time to get in position and fire.

Thus I deployed Vrasku and all my crossbows near behind a line of warriors on the top of the hill in the center of the board.  Another group of infantry defended just behind a large area of rocky terrain that would slow down Kevin’s advance and channel his attack
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My Deployment

Kevin’s deployment mirrored mine with his archers behind a line of warriors with shield and in position to volley.  I moved into direct fire range as soon as I could.  By concentrating on his archers, I was able to knock out enough to eliminate his volley ability.  Vrasku, using a point of might, scored two kills himself.  Kevin then moved his dwarves into direct fire range and we continued the shootout which I was getting the better of by this point.  

Meanwhile, Kevin’s warriors were advancing up the hill and through the terrain on my left flank. Still outnumbered on the ride side of my line, I began a fighting withdrawal back down the hill, using my 2-deep formation to win battles.  As expected, Kevin kept pouring dwarves around my flanks, trying to overlap, while I managed to retreat just far enough to prevent it.

On the left, Kevin’s Iron Guard bombarded me with throwing axes, doing a little damage while he kept his troops moving forward.  I gave ground as necessary, using my banner and formation to lock down key choke points in the rocks.


Battle for My Left Flank Develops

Finally as Balin’s pressure became intense, I called a heroic move and moved all my right wing survivors back to form a new line by interlocking with my left wing at about a 120 degree angle.  With the two wings now locked into battle about where I wanted them, and my crossbows having gotten off as many shots as I could afford, I committed them to the battle with the intention of grinding away. 

My Flanks Having Joined, My Uruks Slug it Out

I had gained an early lead due to my crossbows and the choke points on the left cost Kevin a few more warriors.  While casualties on both sides were high, Kevin was the first to reach break point.  With Balin all the way over on his left flank, Kevin had several figures fail courage.  The game ended due to time and I had secured a minor victory on points with a fairly comfortable margin.

This was, as always, a difficult battle against a tough dwarven army.  I never harbored any hope of wiping out Kevin’s force, being so outnumbered, so a fighting retreat inflicting higher casualties was the best way to go.  It was also the first victory against a dwarf force in a pitched battle scenario I scored all year in 3 matches.

My minor victory boosted me into a second place tie with Brent Sinclair with 64 points, while Josh, whose Grey Company had shot up Greg’s wood elves, clinched first place with 74.  With decent scores in painting and sportsmanship, I finished second overall, my highest yet at a Grand Tournament.