XLI – VISITORS

Wow, looks like I am able to use L’s in the post numbering already. 🙂

A couple of weeks ago a buddy came to town for a bit of war gaming. The guy in question is a childhood friend of one of my gaming group, and together they have discovered all kinds of different geekeries (among other, less mentionable things, I imagine). I must also add that this guy is always very fun to play with, or against, as his mere presence adds a good atmosphere to all gaming tables at hand. Usually one can expect a full day of Warhammer or other fun, when this guy shows up, but as this visit was a bit more Ex Tempore unfortunately few were available to show up. Nonetheless, we decided to give a go at another Triumph and Treachery.

Normally I would have pulled out my Skaven to fight the visiting forces of Tenenhauin, but being in the middle of a move my High Elves were better at hand. It proved it would not matter, as some Ogres had been borrowed – killing the Rat-Lizard Deathmatch from another end. The third part in this three way game would be played by Daemons.

The daemonic insurgence consisted of a nurgley daemon prince, three two-beast units of Beasts, 10 horros with the bookie, 20 plaguebearers and a medium sized unit of hounds. Yikes.

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The visiting force of Ogres would be another tough bite. A stone horn, 5 Leadbelchers, 10 bulls, 6 Ironguts and 3 mournfangs.

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Still eager to try out the MSU style, but aware of the lack of room for manoeuvres and the dangers it would cause, I brought the following:

Loremaster {General, Talisman of Preservation, Book of Hoeth}
Great Eagle BSB {Reaver bow and 2+ save}
2 Units of Reavers {bows, spears, musician}
10 Archers, musician
5 Dragon Princes
11 Swordmasters, musician
2 Eagles
2 units of 5 Sisters of Avelorn

In a normal game I would have been rather satisfied with this army – although quite soft it certainly looked fun. This was what I expected from the guys as well, small taking as we were while making the lists, soft and fun. Now, as said before, I was a bit sceptic that I could secure enough space to manoeuvre. Three armies, with 1600 pts each, would take up a lot of space on the table. If really setting out for the win I think that I would choose a bit more defensive army that is able to take a charge while still able to dish out some damage. I bet those loved Phoenix Guards would be awesome. 
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The table looked like this after set up. The statue in the middle is an additional objective worth 100 Vp:s, otherwise the game is victory points awarded in quanta of 50 points. Deployment is done in a random order, yet alternating, and one must deploy out of 12 inches of enemy units and out of 6″ from the objective.DSC_0449

The deployment order was Daemons, Ogres, and finally High Elves. I would have preferred going first or second. But going third, in a game of three players is quite likely to force you into the middle. First deployed were two eagles, spanning out my deployment zone as much as possible. Two beasts of nurgle can be seen in the lower right and some Plague Bearers are about to join them. Leadbelchers and Bulls are the first one to raise their swords in the Ogre battle line. With an aggressive daemon player to my right and ogres going defensively to my left I really should have a) pressed on the daemons, or b) started in the lower left corner. This would have let me take on the daemons without the distraction of the ogres, or let all armies crash into eclectic combats in the middle. (Of course with counter reactions.) This is one of the reasons I think T&T should be played with four players – to avoid having one player sandwiched by two enemies.

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The final deployment of the Daemons…
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And the Ogres…
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…and the High Elves (after vanguard moves).
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The Daemons take the first turn, and the hounds try to catch a bird. Swiftly flapping away as soon as it sees their intention, they are unable to catch it.DSC_0454
The winds of magic are directed against the elves (6+3). A miscast from the Horrors kills a handful of them and two reavers. Three sisters fall to another deamonic spell.
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Next up was ogres, who charge the Reavers behind the upper right forest. But cannot catch them. Similarly the Iron Guts on the flank attempt to bash in the heads of the Ellyrians, who unleash a defensive volley from a relative safe distance and are uncaught. The rest of the ogre turn is lumbering forward.

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The second game turn is started by the daemons. They charge the reavers who fled from the Mournfang charge, and chase them off the battlefield. The Flesh Hounds charge the Dragon Princes who stoically hold. In the magic phase, however the daemons roll a 6+4 increasing the ward save. The use of a bunch of cards does not help and the Princes are torn apart.

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I was hoping the get the player turn for turn two. But, alas, I get the last. The ogres again charge the Reavers, but now the range is so much shorter that a feigned flight is necessary. The Ogres remain in the harmless forest. The focus in the magic phase is on the Daemons, as is it in the shooting phase. The maw (with 3+2) does not help, even with a Total Power! result. So the leadbelchers finish him off with with a mere (!) 20 hits. The Ogres’ paychest goes kaching! And now even the Mournfangs are closing in on the Daemons flank by the forest.

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At this point we must focus on a point of the battle field where heroics are made. These two beasts of nurgle moved into the swamp in their movement phase. It is Fimir swamp, meaning that if a unit in the swamp fails its initiative test, in each movement phase a number of models are dragged down to their doom. No saves allowed. These beasties have an initiative of 2 and so far they had already succeeded making three!

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The High Elves begin turn 3. But this time they failed their test. Naww. 😦 . Now, the Skycutter charges into the Bloodhounds, while the swordmasters reforms to face the centre of the field. (They *should* have charged to make sure a win. But I believe I waned to be able to cast Direct Damage spells. Unfiotunately I rolled a 2+2 for the winds and was unable to do many spells.) The archers try to pepper the toads, and the Reavers start to distract the Ironguts. The brave little eagle (peggy) in the middle of the board tries to distract the stonehorn. Iceshard blizzard helps  the Skycutter. And amazingly it survives. And with a +1 CR it wins. And the Daemons roll a break test of 6+6 and fades away. Go Skycutter!

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The Daemon’s turn begin with charges agains the Elves, namely the Beasts of Nurgle against the Sisters of Avelorn. The sisters stand and shoot, and are unreached by the beasts. They even make a wound on them!DSC_0462

A close-up on the nicely disgustingly painted Plague Toad. (Look out for more pictures by paint jobs by this guy in the just started Escalationesque Campaing in 40k where he is working on Space Wolves.)

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The rest of the Daemons close in. Now the Swordmasters are really feeling the pressure.

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But the Plage Bearers are really not the issue here. The blocking eagle ready to distract the Stonehorn flees. It does not flee because of a flee declaration. Because that would have been stupid. It flees because of Terror. A leadership of 9, when your Loremaster general is looking at you is not always enough when a fossil from a hellish ice age is charging you. A redirect later the Stonehorn is ready to rampage into the Swordmasters. Ow, ow ow… DSC_0467

With no decent cards left in my hand, and a -1 to hit with no rerolls I manage 1 wound on the monster, while getting in stomped in return. A BSB does not help when you’re needing snake eyes. To put salt in the elves’ wounds the Stonehorn overrun into the nearby archers.DSC_0468

The Elves get the next turn, and there is little to do. The remnants of the force harass the Ogres. The archers die under the stampeding Stonehorn.

DSC_0470The Ogres are up next and get a charge at  the Plague bearers’ flank, a sneak peek is seen above. Few casualties are caused on either side, but the plague bearers hold.DSC_0469

Just before snotlings are about to hit the fan, we need an annoying commercial break. So… these are my archer-glade guard that I use as my Sisters of Avelorn for the time being. Yay. There is actually very little action on the board any more. The daemons and elves hit each other and soon the tidal wave of ogre flesh hit the lines. Relatively intact as well. As often is in multiplayer games, the defensively playing player often comes out on top. Interestingly enough, the only thing the Ogre player did defensively was actually deployment. The game was short, and that was all that was needed. (See a more thorough commentary on this below.)DSC_0471  The game ended with this. The mega battle between Plague Bearers and the Mournfang. The second combat phase did actually not see many models removed still. But the uncannily gorgeous rolling of the daemon player ion this game decided it all – box cars, 6+6.DSC_0478

At this point there was little else to be done, as the ogre player had taken mad amounts of points and only a sprinkle of models was left to oppose him.

Even this second game of Triumph and Trechery was very enjoyable. Again the format proved excellent for those “beer and pretzel”-type game nights when the small plastic pieces are more moved for fun and the banter between rolling than winning. This time too the format also showed its ugly head when playing with three players. It gets hot around the ears for two players while the last one can sit and watch and take the victory home. Modifying the deployment could definitely be a solution to this, but in the end I think it will be solved by just having four players rolling dice.

Thank you for reading! If you have any comments on this game, or even your thoughts on Triumph and Treachery – don’t hesitate!

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One response to “XLI – VISITORS

  1. Pingback: Painted up Old-School Korhil! – A Warhammer Miniature Showcase | Poison Tail's project work-things·

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