Monday, November 10, 2008

WFB Battle Report: Jojo's Bretonnians versus Freddie's Empire

Players: Freddie Yu (Empire), Jojo Dalomias (Bretonnians)
Venue: Neutral Grounds ATC
Originally posted by Freddie Yu

Here is my first battle report for WHFB. This was a 2000-point battle with my Empire versus Jojo's Bretonnians.

I had an Arch Lector on foot, a Warrior Priest on horseback, a Level 2 Wizard on horseback, and a Level 2 Wizard on foot. I had a unit of Swordsmen with detachments of Halberdiers and Free Company, a unit of Greatswords with 2 detachments of Free Company, a Spearman unit with a detachment each of Crossbowmen and Handgunners, 1 Pistolier unit, 2 Great Cannons, and a Helstorm Rocket Battery.

He had a a Lord, a Battle Standard Bearer, and two Level 2 Mages as scroll caddies, one unit of Grail Knights, three units of Knights of the Realm (all in lances), two units of 5-man Errant Knights, one unit of Peasant Horsemen, and a small unit of Pegasus Knights.

Of course being Bretonnian, he elected to pray and I went first.

Empire Turn 1

Two of my 5-man Free Company units well all the forward, my Pistolier unit on my left flank went forward a bit (to bait his Grails and/or Pegasus Knights to charge), and my Knight unit with the mounted characters (they were on the extreme right flank) went forward in a flanking maneuver, since his three KOTR were all in the middle and a measly Peasant Horseman unit was on that flank to bother me. All the rest shuffled slightly in anticipation of his movements.

Magic phase was basically nothing. Shooting was eventful as one Cannon misfired and blew up. The Helstorm also misfired (luckily I just missed shooting this phase). The other Cannon accounted for two Grail Knights. Everything else was a bust, an ominous start.

Bretonnian Turn 1

Jojo took the bait and declared a charge with his Pegasus Knights on my Pistoliers (he was an inch short). His Grails went way forward to challenge my firebase on the hill. His Errants also went forward into charge range (one was positioned within charge range of my Knights, in order to bait me to charge and it would probably flee), and his KOTR all moved forward. With one unit angling to face my Knight unit (and charge me in the flank if I failed my charge against his bait Errant unit). And the Peasant Horsemen moved forward to flank my Knights on the right side. Magic and Shooting was uneventful.

Empire Turn 2

This would prove to be a pivotal turn for me. I declared a charge versus his KOTR which faced me. I would have been out of range if not for the Steel Standard, which added 1 inch to my charge range (it adds 1d3 inches). On the left flank my Pistoliers went around the Pegasus Knights and positioned thmeselves to receive the charge of the Grail Knights, but the resulting direction would ensure it would not overrun to my firebase on the hill. I moved by two 5-man Free Companies in front of the remaining KOTR units, angling in such a way that they would surely overrun away from my main infantry blocks, possibly exposing their flanks, or at least within charge range if they do not overrun.

My Magic Phase was uneventful. Shooting was very pivotal. My Cannon fired an S10 grapeshot volley at the Pegasus Knights, causing 3 wounds and removing a model (Panic Check was passed though). The Helstorm shot was disastrous in that while the roll made sure the template landed on one KOTR unit, it scattered to the Free Company unit blocking it, causing 2 wounds and panicking it, therefore freeing the Brets to charge into the middle of my lines!!! Lesson learned, it was my first time to use the Helstorm unit, and next I should make sure the target is far from my models! My Crossbows and Handguns managed to kill only one measly Errant Knight model.

The Close Combat Phase was decisive at this point. I had what I thought would be a sure win in close combat (my Knights had a Warrior Priest, making my unit have Hatred, rerolling missed rolls). I challenged his Champion with my Mage with a Van Horstmann's speculum and a Sword of Might, which had no effect; and the measly return hit at S3 caused a one! In a spectacular show of the Lady's Blessing, Jojo made all his armor and ward saves! As a result I lost combat by 1, promptly fled and was run down! Major blow versus me!

His turn 2 would really hurt, and I braced for impact.

Bretonnian Turn 2

Jojo declared charges: his Pegasus Knights charged my Cannon (which fled, got caught, and the Pegasi flew off board), his Grails charged my Pistoliers, 1 KOTR charged the Free Company in front of it, and his suddenly exposed KOTR (with the Lord and BSB!) charged my poor Swordsmen, and his 4-man Errants charged my Spearmen. The 9-man Halberd detachment countercharged the KOTR in the flank, negating his rank bonus, and my Crossbows and Handguns support fired versus the Errant that charged the Spearmen, causing another casualty. The Pistolier Stand and Shoot reaction did nothing. His KOTR which destroyed my Knights turned around, and his other Errant and Peasant Horsemen moved closer to the center.

His Magic and Shooting was uneventful, but his Close Combat was not. His KOTR unit with the Lord and BSB killed a lot of Swordsmen, but the Halberds got a kill in. The end result was that the Empire units held! The KOTR which charged the 5-man Free Company misdirecting it predictably wiped it out, and managed to roll high enough to join the combat with the Swordsmen (although at the extreme edge). Exposing his flank to my Greatsword unit, his Grails predictably wiped out the Pistoliers, but Jojo did not overrun since that would have exposed his Grails' flanks to the Spearmen and firebase. The Spearmen managed to defeat the Errant unit and it fled 12 inches back.

There was still hope, the next turn would be make or break me.

Empire turn 3

I declared a charge with my Greatswords into the flank of the KOTR which overran into the Swordsmen. My other movement saw my Crossbowmen move to block the charge of the Grails ensuring it would not run into the Spearmen. The Spearmen tried to reposition to angle itself to the Grails' flank if they charge into the Crossbowmen. My fleeing Free Company rallied and readied itself from a charge from the other Errant unit. My other 8-man Free Company moves in anticipation of the return of the Pegasus Knights.

Magic was great since I was able to cast The Beast Cowers with irresistible force on his Grails, ensuring they do not move the next phase! Shooting was also good as the Handgunners wiped out the fleeing Errants, and the Helstorm scatters and hits the Peasants, but poor partial hit rolls mean the rockets miss.

The Close Combat Phase saw my Greatswords caused 2 wounds! Hurrah! But my rising hope sank as the main KOTR unit with the Lords caused a huge number of wounds on the Swordsmen and Halberdiers. My armor save rolls were atrocious! With all the wounds caused on my units the entire game never did I roll a 6, not even once! Ergo and I lost combat! Break tests saw the Swordsmen ran, but luckily the Halberds held and the stubborn Swordsmen kept on fighting.

What I hoped to be decisive turned into a grind match.

Bretonnian Turn 3

His Errant unit charged into my 3-man recently-rallied Free Company, and his KOTR unit moves closer to support the main battle. His Pegasus Knights entered the board and flanked the Handgunners. His Peasants moved into charge range of the Helstorm the next turn. Since Jojo won combat, his units get a free Reform so that they now face the units that flank them, and he forms a single line each to get more attacks in. His Grails' mounts cower because of my Mage's spell and did nothing.

The grind continues. The Errants destroyed the Free Company and overran in front of the Handgunners. The KOTR with characters destroyed the remaining Halberdiers and the KOTR caused several wounds on the Greatswords. All my saves on a 4+ fail! That is what you get when they are primed in yellow! But due to their Stubborness they held fast.

Empire Turn 4

I charged the 8-man Free Company into the Pegasus Knights. The fleeing Swordmen rallied and faced the right side in anticipation of the Knights closing in.

Magic was good as the Mage casted a successful Beast Cowers on the KOTR unit that was closing in on the main battle. Shooting was great as the Helstorm fired what would be its last shot, and managed to hit the recently victorious KOTR unit with the characters, kills a Mage as well a Knight! In a spectacular show of shooting, the Handgunners managed to wipe out the last 5-man Errant Knight unit! The Crossbows managed to kill a Grail Knight.

Hand to hand saw the Free Company fail to do anything, then lost, broke and got ran over by the Pegasus Knights, who overran into the rear of the Swordsmen unit!

The KOTR versus Greatswords battle continued, with Jojo giving more than he is taking (average of 2-3 casualties a turn by him, with 0-1 a turn by me). But again Stubborness made the Greatswords hold fast.

Bretonnian Turn 4

His Grails charged the Crossbowmen, and his Peasants charged the Helstorm Battery. The KOTR with characters reform into a lance and faced the remaining battle. The Grails wipe out the Crossbowmen and stayed firm. The Peasants killed 2 of the Helstrom crew, but my Crewman not only killed one of them, but passes his Break Test as well! The Pegasus Knight killed a few Swordsmen, but the resulting combat was a draw.

Empire Turn 5

My Spearmen charged into the Grails at a front angle since Jojo did not Overrun. Magic again saw me having a successful Beast Cowers attempt. Hand to hand saw my Spearmen bounced off the Grails, lost combat, broke off and got ran down (my last Mage was with this unit). The Peasants finished off the Helstorm crew. The Greatswords and KOTR kept on going at it.

At this point I conceded, my only remaining units were the depleted Greatswords and Swordsmen, and he had his Grail Knights, 2 KOTR units, plus the Peasants, and the KOTR locked in combat with the Greatswords.

Great game, Jojo! The Lady was really with you this game! All those made Ward Saves! Damn! While for me, Sigmar was on vacation (maybe my Priests were corrupt and with the faction of Johann Esmer). Critical points were when my Knights failed to do anything. I should always make them Inner Circle next time. Another critical point was when the Helstorm shot and caused Panic in the Free Company blocking his unit. Learning points! And I really should get a Helstorm Rocket Battery it has great potential to cause carnage especially against another horde army.

Result: Jojo's Bretonnians victorious!

Sunday, November 09, 2008

Lito's Oberon Sector

RHGC's head honcho, Lito Tan, invited me one Sunday to have a look at the venue he rented out to be used as a gaming center for the local community. The place was huge, and very suitable for tournaments as well as casual gaming.

Here are some pics I took during the visit:

Saturday, October 25, 2008

The WFB Ladder

In addition to the Old World Map, I'm implementing a Player Ladder, similar to the ones used by Privateer Press in their official leagues.

The system is simple: You get Ladder Points for every game you play. If you beat a player who is at a higher rung position than you on the ladder, you get more Ladder Points. The Ladder Points are scored this way:

Points Scoring Table
1 Playing a WFB game
+1 Winning a WFB game
+1 Winning a WFB versus a player 2-3 rungs ahead
+2 Winning a WFB versus a player 4-7 rungs ahead
+3 Winning a WFB versus a player 8+ rungs ahead

The Ladder will be updated every Monday of every week.

The starting position of the Ladder is determined randomly at the start. For the initial list, I'll just randomly list down the names of the WFB players who participated in the 2008 WFB GT. Players who come in new will climb the ladder from the bottom rung.

Position Player/Army

04 Jojo Dalomias (Bretonnians)
04 Sunny Yu (Wood Elves)
03 Aldrich "Aye" Antonio (Empire)
02 Clarence Cua (Vampire Counts)
01 Freddie Yu (Empire)
01 Jhei (Tomb Kings)
01 Clarence Cua (High Elves)
01 Jojo Dalomias (Skaven)
00 Patrick Palma (Skaven)
00 Clemence Cua (Orcs and Goblins)
00 Ross Antay (Vampire Counts)
00 Carlos Sandico (Vampire Counts)
00 Joel Tiongson (Wood Elves)
00 Naj Lucero (Bretonnians)
00 Ronald Benedicto (Ogre Kingdoms)
00 Lance Tan (Orcs and Goblins)
00 Jeff Dimarucut (Dwarfs)
00 Lito Tan (Tomb Kings)
00 Ian "Kim" Navarro (Daemons of Chaos)

Tuesday, May 20, 2008

Warhammer 40,000 Grand Tournament 2008

From CrispyBeefRibs on MWPH forum:

Date: TBA (but it will be in August)
Venue: TBA
Entrance: 500php

The Warhammer 40K Grand Tournament is a large tournament with a tight schedule. Once pairings are announced, players are expected to promptly move to their assigned table and make the best effort to complete their games before time expires. During the course of play, if you feel that your opponent has violated any game or GT rules, please contact a judge to review the incident. Once scoring sheets are turned in, judges will have little opportunity to address your concerns

BASIC RULES

Armies will consist of 1750 points using a standard force organization chart. A player may only enter one (1) army list.

The Warhammer 40K 4th Edition Rules will be used.

The following is a list of legal army choices for use in the 40K GT:
Codex: Chaos Marines
Codex: Daemonhunters
Codex: Dark Eldar
Codex: Eldar
Codex: Imperial Guard (including Abhuman Doctrines)
Kroot Mercs
Codex: Necrons
Codex: Orks
Codex: Space Marines (including Black Templars, Blood Angels, Dark Angels, Space Wolves, Relictors from US White Dwarf 287)
Codex: Tau Empire
Codex: Tyranids
Codex: Witchhunters (including Zealots)
Codex: Demons (my bad)
Deathwatch Kill Teams can be used, as appropriate.

The following are NOT allowed in the 40K GT:
Rules and Army Lists marked as "Trial" or "Optional"
Warhammer 40,000 Apocalypse rules
Lost and the Damned Armies
13th Company
Feral Orks
Armored Companies
Relictors Wargear found in US White Dwarf #280
Apocalypse Formations
Apocalypse Strategic Assets
Imperial Armour army lists

ForgeWorld Imperial Armor units (but not army lists) may be used with the exception of super heavy units. The actual ForgeWorld models must be used along with the latest Imperial Armor rules with one exception: Space Marine Drop Pods will use the standard GW Codex rules. Failure to use the most current rules will result in losses for all games played using incorrect rules. It is your responsibility as a player using ForgeWorld to know what the most recent rules are. Additionally, you must bring a copy of the latest rules for each of your opponents to review.
If you choose to use Imperial Armor units, you must bring a copy of their rules for each of your opponents to review.

Special Characters are allowed, assuming that they are playable at 1750 pts. (yep even those that need opponents consent are playable)

An allowance of one (1) codex previous for those armies that are released too soon for the GT. Loyalist Space Marines for example are due to come out with a new codex on August.

What You See Is What You Get (WYSIWYG). If you wish to use an item, it must be represented on the figure.

Proxies (substitute models) are not allowed under any circumstances (no Mega-armoured Nobs standing in as Chaos Obliterators), nor can a player enter a tournament with a model that has not been released to the general public.

Armies MUST be fully painted to win overall champ. Models that are unassembled and unpainted (at least three colors) will not be allowed.

You must provide access to your own rules (which include the actual Codex used for your army), dice, templates, pen/pencil, calculator, or anything else you'll need during the course of regular play.

A separate printed army list is required for the judges and each of your opponents.

All missions shall be considered "Standard".

In order to keep the tournament running on schedule, when time is called for a round, all player's must drop the dice and stop playing - no exceptions. Because of this, please be aware of the time left in the round and do not start a turn you cannot finish.

The number of games played will be determined by the amount of players: 4 games for 9-16 players, 5 games for 17-32 players and 6 games for 33-64

For the first round ofgames, pairings will be radomly generated by the TO by any mystical way he chooses. Subsequent parings after the first round will be determined by Swiss Style pairings, meaning players of equal standing are matched up for the next round.

If illegal units or rules violations are found in a player's list, at a minimum, the models in violation will be removed from all subsequent play. Tournament points may be deducted and award eligibility may be forfeited.

The objective of tournament play is for everyone to have a good time. Players should remain courteous and patient with their opponents and the TO. Players must accept all rulings made by the TO whether or not they agree. The TO always has the final word on rules questions or debates.

SCORING

Battle Points 50%
Sportsmanship 10%
Army Composition 20%
Painting 20%

SPORTSMANSHIP

Each round, players will evaluate their opponent by certain criteria. The average score garnered will be the total score for Sportsmanship.

COMPOSITION

Players will have to submit a copy of their respective 1750 points army list to the Tournament Organizer (me) for verification and army composition scoring, at least 2 weeks prior to the date of the GT (TBA)

• Composition points will make up 20% of the Overall Score

• ALL Armies start with 20 points (all penalties are cumulative)


Total spent on HQ characters >10% of army total - Minus 1

Total spent on HQ characters >12% of army total – Minus 1

Total spent on HQ characters >15% of army total – Minus 1

Total spent on HQ characters >18% of army total – Minus 1

Each 2% (or part of) spent on HQ over 20% - Minus 1

Each 2% (or part thereof) spent on Elites over 20% - Minus 1

Each 2% (or part thereof) spent on Troops less than 40% - Minus 1

Each 2% (or part thereof) spent on Fast Attack over 20% - Minus 1

Each 2% (or part thereof) spent on Heavy Support over 20% - Minus 1

Each FO "slot" spent on Elites, Fast Attack and Heavy Support over 5 – Minus 1

Each duplicate unit that is not a Troops choice – Minus 1

Each vehicle/unit beyond 1 with front Armour Value of 13 or more – Minus 1

This will leave you with a score out of 20 points


PAINTING

Judges will evaluate and score each army based on a checklist.

PLAYER'S CHOICE VOTING

Players will have an opportunity to vote for the single army that they feel best represents the 40K hobby. The winner is the army receiving the most votes.

AWARDS

Overall Champion: Total Points. Battle Points then Sportsmanship then Painting for tiebreakers. Only FULLY PAINTED armies are eligible for this prize.

Best General: Battle Points. Sportsmanship for tiebreakers.

Best Painted: Painting Score.

Player's Choice: Most Players choice votes.

Sunday, May 18, 2008

Warhammer Grand Tournament 2008 Results

Clarence Cua and his High Elves CRUSHED ALL HIS OPPOSITION in the recently concluded Warhammer Grand Tournament 2008!


Cua brothers Clemence (left) and Clarence (right) face off during the last round


Congratulations to the winners and all who made the 2008 Warhammer Grand Tournament a resounding success!

Thanks to Lito Tan for sponsoring the tournament venue, food and prizes!

GRAND CHAMPION FOR 2008: Clarence Cua (High Elves)
BEST GENERAL: Clemence Cua (Orcs and Goblins)
BEST ARMY APPEARANCE: Naj Lucero (Bretonnians)


Naj Lucero's masterfully painted this beautiful Bretonnian army all by himself


All three winners will get an army book or codex of their choice! Grand Champion additionally wins a 25th Anniversary Warhammer shirt! For army book or codex order, please inform Ian "Kim" Navarro.



More pictures uploaded in Kim's Photobucket album for Warhammer GT 2008 here or his Multiply page here.