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dragon-slayers.org.uk > tournaments > 2004 > Sheffield Slaughter > Mid Table Madness
last updated:
21.08.08 | 19:44 gmt
written by:
Richard Paget
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Richard Paget
 

Mid Table Madness

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My rather wet and windy weekend started a little earlier than anticipated as after fighting my way to work through the snow and ice I did start to wonder if I was even going to make it to Sheffield. Fortunately, Baalor relented and a timely thaw saw me make it to collect Mott on time for a leisurely jaunt to Sheffield...


Tournament Details
date:
31.01-01.02.04
organiser:
venue:
city:
country:
Dragon Slayers
Davy Sports Club
Sheffield
United Kingdom

system:
event rules:
Warhammer 6th
Rules Pack
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Quick Links
the army | game one | game two | game three
that night | game four | game five | taking stock
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A Khornate Horde

I'd developed an aim for this weekend... well, two really. The first was to finish in the top half. I've played more games this year and was feeling more confident than when I played in the Sheffield Slaughter last year. The second aim, failing the first, was to improve upon my third-from-bottom finish of last year. Shouldn't be too hard, I thought!

With that in mind I decided to build an army on Khorne Daemons, basically because I really liked the models. Shame they're a bit crap on the table top then... so the mortals were added to give my rather one-dimensional force a bit more variety, even if the Bray-Shaman was bit cheesy!

Please note that I've recollected the games to the best of my ability considering the alcohol consumed so I apologise in advance if I've got owt wrong!

characters:
1 x Bloodthirster with Armour, Axe and Might of Khorne
1 x Khornate Exalted Champion with Berserker Sword and Enchanted Shield; rides a Daemon Steed
1 x Undivided Bray-Shaman with braystaff and two Dispel Scrolls

core units:
10 x Bloodletters
10 x Bloodletters
5 x Fleshounds
5 x Chaos Furies

special units:
5 x Khornate Knights with full command and War Banner

rare units:
1 x Giant with Mutant Monstrosity

big guy bash:
1 x Dragon Ogre Chieftain with Great weapon and light armour
1 x Giant
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Game One
details | report | result

Details
opponent:
army:
Matt Otter
Dark Elves
game one | top

Report

Friday night was spent in the comfort of my local pub, relaxing before the battle started. As tempted as we were by the Northern Soul night at the Davy an executive decision was made to give it a miss on the grounds of trying to avoid being hung over too early in the weekend. We all know that Evil Rob (normally Rob Lane but with the horror that is a goatee beard. Makes him look really evil!)'s power of persuasiveness can lead even the most devout of war gamers astray...

Even so, due to being generous about helping Rob Lane set up the hall, Saturday morning rolled around far too early for my liking. A slightly large helping of wife-beater (Stella Artois to you) the night before meant I was not feeling in tip-top condition. Me and my new sidekick the boy Mott arrived at the Davy just after eightish. As soon as I entered the hall I felt massively better after looking at the scene of human devastation from the night before. It heartened me greatly to be met by a bleary-eyed Martin Bunting organising the troops for battle, or rather setting up the tables. Then followed a frantic period of an hour or so, where the able Captain Bunts and his crew tried to work out how to fit enough tables for the 68 gamers in to the hall. After this period of frantic activity there followed a period of calm and serenity while the gamers filled in for the first draw. Ah, now to see who I would face in the first game.

Matt Otter and his city fight Dark Elves.

Marvellous, flippin' marvellous. I'd only played this fantastically fun force a few weeks before. Random draw my eye!

Well, let's see... I knew what Mott's army was comprised of so I knew what I had to do; but there was just the small problem of having an army ill-equipped to deal with it! Anyway, first up was the big guy bash. I was fairly confident that my Giant and a Dragon Ogre could work well together and finish off Mott's seven Great weapon-wielding Dogs of War Ogres. The quick plan I came up with was to put the Giant on first in the middle of the board and because my Dragon Ogre is a bit quicker than the Ogres I placed him away to either the right or the left. This forced my numerically superior opponent to spread his force in a line to cover all eventualities. In my first turn the Dragon Ogre homed in back towards the Giant and the Giant itself moved forward to engage the enemy. For the first few goes there was a lot of manoeuvring for position, then Mott charged three of his Ogres at the Giant. It is here that some of his Ogres failed a fear test, which resulted in the Ogres that charged not causing enough wounds to the Giant to worry him... and the Giant battered the Ogres in return. Then I managed to get the Dragon Ogre in as well. The Great Weapon-armed Dragon Ogre had been a star all weekend and it started here. Between them I accounted for six out of seven of Mott's ogres, so I scored about 500 points for my first big guy bash. Not a bad start I though to myself!

Next on to the battle itself and Mott's housing development...

Mott's army consisted of four units of five Dark Riders with repeater crossbows, two Reaper bolt-throwers, ten Warriors with repeater crossbows, five Harpies, two units of five Shades, two level one Sorceresses, a Noble on Dark Pegasus with repeater crossbow and a Lord on a Manticore with the Life-taker.

I made an error early on here against Mott's Dark Elves and it started in deployment of terrain. I knew that he would place his buildings towards the centre of the board and that he would deploy his scouts in them. This had proven to be a problem for me in a previous game against Mott as Daemons with T3 and a poor armour save died in droves to repeater crossbows. Anyway, Mott won the roll to place the first scenery piece and placed a building half way across the board on my left flank. What I should have done was place the other set of buildings in the back corner of the board or in the centre of my deployment zone, so I could have denied him a place to put his Shades. What I did, however, was to set up a wood between the buildings and my own deployment zone. The idea was to limit his lines of fire... it didn't work too well as this allowed Mott to set up his other set of buildings and establish lanes of fire for his bolt-throwers and hiding places for his Shades. He deployed both bolt-throwers at the back of his deployment zone, one on my left and one in the centre left; the Shades went in the houses and most of the Dark Riders on my flanks. His general and bitch on Pegasus went in the middle, as did his Sorceresses. His warriors also went in the middle in a line of ten. I had on my left the Blood Thirster, Knights and Exalted and the Giant and Furies. In my centre I placed both blocks of Bloodletters. My plan? Not to get shot to death too early and try and trap his force!

I got the first turn and advanced forward. I moved things into a position to minimise the amount of fire I would receive. Apart from the Giant, who was nailed by the bolt-throwers in Mott's first turn, everything else of his moved into position to shoot what they could.

In turn two the Furies charged the left-hand bolt-thrower and everything else moved forward, apart from a Bloodletter unit which tried to hide behind a wood. In Mott's turn he tried to fry some more 'letters but I managed to stop this and he shot everything else up a bit. He then moved his general and his Noble in a position to march block my troops on my left flank. I was starting to worry as I was getting out-manoeuvred (not for the last time in the weekend either).

Turn three saw the Bloodthirster launch itself at the Dark Elf warriors. They passed their terror test and stood. In our last game Mott had failed loads of terror tests but this time he hadn't failed one yet - even his Harpies passed their bloody one! The Furies also charged the second bolt-thrower, as they finished the crew of the first one last turn. Combat went well for the Furies; scratch another bolt-thrower. I rolled poorly for the 'thirster's attacks and killed about four Warriors. They broke and I failed to catch them. Not an auspicious start for the 650-point bad boy... my other movement consisted of manoeuvring my troops to try and trap the Dark Elves. The 'letters, however, continued to try and hide behind the wood; there was nowhere else for them to go.

Mott's next turn saw him shoot up my troops, wiping out one unit of 'letters and mauling the other one. A flanking manoeuvre by his Dark Riders was starting to come a bit keen too. Again his characters danced about a bit and he moved his shades in to better firing positions. In my next turn the Bray-Shaman failed a terror test and fled out into the open. Very bad place for him to be! Again I manoeuvred my troops in an effort to trap Mott's fast moving force. In Mott's turn his Harpies charged and ran down my fleeing Bray-Shaman and then he proceeded to shoot and magic me to death. However, he had made a mistake with his general and had moved him from the attentions of my Knights but left him in the charge arc of my Exalted Champion.

With a shout of glee I charged his general with said champion and he had no option apart from to stand as, if he'd fled, his general would have flown off the board edge. The troops that I still had alive carried out some compulsory charges and failed. In combat my Exalted and his steed mullered the Dark Elf Lord's Manticore and the Great weapon-wielding Elf caused no wounds in return. No more terror causing steed for the Elf lord and he fled and was promptly run down.

This was my turn six, so in his last turn Mott consolidated his troops, shot mine some more and I awaited to see how badly he'd mauled me. I'd got a large pile of dead things in my dead pile and Mott didn't seem to have that much, but the results were helped by getting his general and we ended up with a draw. Not bad to start with and it could have been much worse as well. The 'thirster works as an advantage here really as he costs so much then you've got to kill him to beat me really comprehensively (although I didn't point this out to any one of course). I did at the Club Challenge last year and it cost me, so I kept my mouth shut. Overall then, not a bad result against an army I was poorly equipped to deal with. Mott tells me his army gets an appalling Warhammer Players Society composition score and I can see why. On to the next game with careless abandon then!

game one | top

Result
Hordes of Chaos:
Dark Elves:
876 points
1,025 points
game one | top

 
Game Two
details | report | result

Details
opponent:
army:
Jeff Morgan
Bretonnians
game two | top

Report

Jeff is a really nice bloke who hadn't been playing Warhammer very long and had been introduced to it by his friends (who thought he was getting on a bit and should retire from rugby). Still, like a number of other players he's fitting in the Warhammer between matches...

Anyway, Jeff's army contained some of the following: three big lances of knights - two were Knights of the Realm and the other were Grail Knights. Two units of squires (one with six and a banner and one with five and no banner) and some skirmishing bowmen. For characters he had two level two Sorceresses, a Paladin battle-standard and a Duke. All his characters were mounted, funnily enough... oh, and he had a unit of Men-at-Arms as well.

The scenario was Disorganised Advance. Now I really liked this scenario and not only because of the result but it really changes things up a bit and makes the game tactically different. For set up I'd rolled to deploy troops in two of my four squares (if you're unsure what I'm on about, have a look at the Rules Pack). So in the far left hand square went the Chaos Knights, Exalted Champion, Bloodthirster and Giant. In the other square - the left centre square - went my Fleshounds, Furies and both units of Bloodletters. Jeff wasn't so lucky with his deployment and ended up deploying his whole army in one square, the central right square. He had his Grail Knights at the front followed by both units of Knights of the Realm to the left of these; on a hill were his skirmishing bowmen. Also near the front were both units of mounted Squires and then the Spearmen on the right. His general was up the front to the right of his Grail Knights and the rest of his characters went in units.

We rolled for first turn and I won it, so everything piled forward. The Knights and 'thirster moved round into a flanking position. I used my Furies to tempt out his Grail Knights - they were the only unit of Knights in his army that would be able to charge in his turn, as the others were blocked by his mounted squires, so I placed the Furies about eight inches in front of the Grailies and Duke and then moved a unit of 'letters up about seven inches behind the Furies. I was fairly certain my Furies would die horribly and being a Bretonnian player I was sure that he would want his lance to get stuck into as much combat as possible; so I was sure he would overrun as well. I was just hoping I'd placed my knights correctly to get in the side of the Grail Knights!

Jeff's turn and he did indeed charge the Furies with his Grail knights and his general. The other things shuffled about to face the threats from the rest of my oncoming gribblies, and thankfully his magic was fairly ineffective. He tried to cast Uranon's Thunderbolt and Forked Lightning, both of which failed. He was using three dice to cast Second Sign of Amul too: I let him cast this unopposed each time and then used my dice to discourage the destructive spells he got. We even had a little chat about this as I suggested he should use two dice as I would always let it go, meaning he would have more dice for the rest of his spells. He said he'd always struggled to cast it on two dice in the past so now always used three: the luck of some peoples dice or lack of, eh? Anyway on to the combat phase: as expected his Grail Knights and General minced the Furies and they both overran (cue evil laughter! Ha haaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!!!!!!!!!!!!!!!!!!!).

In my next turn the Knights were in charge range and piled in to the flank of the Grail Knights; there was also room for the Bloodletters to get in there as well. He'd overran in to the Bloodletters which were opposite his Grail Knights. The second unit of 'letters were placed directly to the first's left flank and so had to charge because of their frenzy. The Bloodthirster smashed in to the front of one of the units of Knights of the Realm; unfortunately they passed their terror test. Everything else shuffled forward. The 'thirster killed four or five Knights of the Realm and suffered no wounds in return, but only managed to draw the combat; so the Knights win due to a musician. I have to say I was a bit worried at this point because this had happened before. I rolled the dice and they came up good, rolling a seven which meant the big fella didn't pop and suffer no extra wounds either. The Bloodthirster lost his frenzy, which is actually advantageous - not a bad result, really. The other combat shredded the Grail Knights in a big way, although I did leave two alive and I did fail to run them down. However, the forced pursuit meant my Knights had exposed a flank to the Men-at-Arms.

Next turn saw the Men-at-Arms charge the Chaos Knights in the flank. The second unit of Knights of the Realm failed a terror test and fled off the board edge, while the skirmishing bowmen passed theirs. In combat the Bretonnian Duke finished off a unit of Bloodletters and, horror of horrors, the Knights lost to the Men-at-Arms and fled. Eventually they fled off the board but I had forgotten that they had a musician and so would have rallied on a nine, and this is what I rolled to pass their first rally test. That'll teach me not to play like a muppet, even though I could see another gamer's sign on the next table along that said "Don't play like a Muppet!"... anyway I digress. The Bloodthirster finished off the first Knight of the Realm unit and things were still going my way really.

In the next few turns the Giant saw off the Bretonnian General and his champion's sword. The Bloodthirster hit the back of the Spearmen unit and finished them off and that was pretty much everything dead apart from a unit of mounted squires. Not bad really, another fun game against a fun opponent. Old style Bretonnians seem to be an easy army for me to beat - I beat one at the Club Challenge last year and one of my old regular opponents has always fielded a Bretonnian army. Right, where's that Adrian McWalter bloke, I reckon I could give him a run for his money (only kidding Adi, no really, Adi why are you looking at me like that? Adi let go of my arm...)!

game two | top

Result
Hordes of Chaos:
Bretonnians:
2,244 points
936 points
game two | top

 
Game Three
details | report | result

Details
opponent:
army:
Singe Frost
Tomb Kings
game three | top

Report

Another Dragon Slayer I'd played before and with the same nasty Tomb Kings army for game three! The last time I played Singe Frost he took my army apart in about three turns and this would only be the second time I'd played Tomb Kings... I knew I'd got to keep my Bloodthirster away from the infernal Skull Chucker!

During setup Singe placed the Skull Chucker, Liche Priest and unit of Archers on my right flank with the Tomb King in a chariot. In the centre he had two more units of Archers, a unit of three Ushabti and two Liche Priests with a Casket of Souls, and there was also a chariot unit on my left flank. He'd also got three Tomb Scorpions, two of which he buried near my central lines. My deployment saw the Bloodthirster and Chaos Knights placed on my left flank with the Fleshounds next to them. In the centre I had Furies and both blocks of Bloodletters with the Giant on my right flank (which as it turned out was a pretty crap idea).

I got turn one again and advanced forward, carelessly really. I just wanted to get stuck in to his troops but that didn't really come off. In Singe's turn a Scorpion and three chariots charged my Chaos Knights and Fleshounds respectively. The Scorpion only hit with one attack but it was directed at my Exalted Champion. One roll to wound and Singe rolled a six, thus killing blowing my Exalted Champ. How lucky? But lucky or not it was a big blow (ahem) to me. The chariots killed all but one of the Fleshounds and the rest of the turn resulted in most of the rest of the stuff getting shot up.

During the rest of the game, basically the Bloodthirster was held up and everything else was shot to bits, the Furies failed to take out the Liche priests on the Casket of Souls (should have used the Bloodthirster really). The Chaos Knights did really well and fought off two Scorpions and a unit of three chariots but eventually fell prey to the Tomb King. I did something stupid with my Giant as well. Magic and shooting from the first turn reduced the Fiant to one wound. When the Tomb king charged him I decided that it would be better to flee rather than take his charge. He got run down. Not entirely sure why I did it, but the Tomb King then hit a unit of Bloodletters in the side. The King also eventually did for the Bloodthirster as well. The 'thirster did kill a unit of Archers though (which was reinforced by summoning incantations a fair bit) and he also wiped out the Ushabti, withstanding some serious shooting too. The light had begun to fade by this point (thanks to the Setting Sun scenario) and so the Skull Chucker couldn't see the Bloodthirster, but he took a few wounds from the eighty-odd bow shots put his way and the magic as well from the Liche Priest. Alas, in my last turn, I couldn't get him back into the Liche Priests and the Casket and so moved him away to one corner of the battlefield. In Singe's turn he hit the Bloodthirster with more magic and shooting and then moved the Tomb King in to combat in magic phase. The Tomb King and his chariot impacts finished the Bloodthirster off and, if the big fella had taken one less wound, he'd have eaten the King in combat... but it wasn't to be. I think I managed to escape with my Bray-Shaman the only thing left alive!

This was a very intense game and my shoulders really hurt after it. It was fun though and certainly demanded my whole concentration and although I made too many mistakes and it was a massacre to Singe, he said I made him work hard for it. I'm not so sure about that but I knew I wouldn't be making any more progress past table ten!

game three | top

Result
Hordes of Chaos:
Tomb Kings:
581 points
2,395 points
game three | top

 
That Night

Well what can I say about the Saturday night? It had the wargamer's equivalent of wine, women and song. There was friendly banter, that flying charge issue reared its ugly head again and entertainment was provided by Andy Stevenson, John Snape, Colin McConnell, Matt Otter and a cast of thousands. All was highly amusing and much ale was consumed, as can be contested to by the state of some gamers on Sunday morning. The food as usual at the Davy was really good. The breakfasts were good, the tea was good, the buffet Saturday night was very good, and the staff were friendly. A number had commented on wanting to find out how friendly the young blonde lady was but she'd seen them coming a mile away. All was in good fun and not a complaint was to be heard. A rousing evening was had by all - well, them that stopped at the Davy anyway. On to the Sunday morning!

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Game Four
details | report | result

Details
opponent:
army:
Martin Quinn
High Elves
game four | top

Report

Game four and another Dragon Slayer, Martin Quinn! The scenario was Territorial Gains and I was fairly certain I could beat up Martin's Elves in combat, but I didn't think I'd enough units to capture the board eighths that I needed to score points. Martin's High Elf force consisted of three big units of Silver Helms, four Tiranoc Chariots, two Eagles, two units of Reavers and four characters - two level two Mages and two Commanders, one which gave +1 Ld to units within six inches. There was also the Ring of Corin and Ring of Fury to contend with!

Well my early confidence was beginning to seep away. As Rob would say I was starting to feel a little bit forlorn and the game hadn't even started yet! Martin's set up: on my right flank there was a chariot and a unit of ten Silver Helms and some Reavers. Then a wood and behind the wood were two units of ten Silver Helms, then in the centre in line with the woods were the remaining three chariots and a big gap to the next set of Reavers. The two Eagles were just lurking about behind his lines somewhere. My set up was: on my right, the Knights and Exalted Champion, then the Fleshounds, then the Giant with the Furies and then both my units of Bloodletters. Out on my left flank was my Bloodthirster. My plan? As usual it was to get across the table and beat the snot out of the opposition. Actually this time I wanted to tempt out his chariots as I knew that four chariots could really sting and finish off anything in my army with a combined charge.

So, as I got first turn (yet again) I moved my 'letters forward seven inches and placed my Fleshounds about halfway between us and angled, so that any overruns would take the overrunning unit off the board. The Bloodthirster moved out wide to look for a flank charge on one of Martin's units, the Giant and the Furies moved forward towards the wood with the cavalry units behind it. However, it would appear that my plan to draw out the chariots had worked a little too well. In Martin's turn the three chariots all charged one of my units of Bloodletters. All the chariots passed their fear tests and they all rolled well for impact hits, wiping out the unit completely... and that's how the game went for me. Martin out-manoeuvred me at every turn. The only things he didn't kill were the Bloodthirster and the Exalted Champion; admittedly they come to just shy of a 1,000 points so he'd only killed half my army, and this could have been a draw if it weren't for the scenario. For every board eighth that Martin's troops controlled (that were unit strength five and over a hundred points in value) he claimed an extra 100 victory points. This bumped him up to a massacre which he thoroughly deserved, because I was out-manoeuvred and surprisingly out-fought. This one was all about force multipliers and bringing them to bear in the right places!

The score shows how out-manoeuvred my troops were. The 18" charge and march move of those Elf cavalry units really makes a big difference. I did muller him in the big guy bash though. Makes up for something I think!

Now, before I move on to game five I may have been wishing to play a real muppet in order to bump up my score. To my great dismay I had to play Conrad, the Nepalese Ninja, in the weekend's final game...

game four | top

Result
Hordes of Chaos:
High Elves:
338 points
1,610 points
game four | top

 
Game Five
details | report | result

Details
opponent:
army:
Conrad Gonsalves
Dwarfs
game five | top

Report

Well this should be a good one! I'd only played Conrad once before and it proved to be a really great game. Ironically it was one I won, and at the Sheffield Slaughter the year before on the bottom table! Thus I was feeling fairly confident about winning this one as well, despite not facing many Dwarf armies in the past.

There was a good omen to start this game with too - I properly hammered him in the Big Guy Bash. Conrad had seven Dogs of War Ogres armed with Great weapons, and I stuck to the same tactics I'd used all the time for this one by homing the Dragon Ogre back towards the Giant in the first turn. The Giant was worth his weight in gold over the weekend and hammered all that was put before him, well nearly anyway! There was one thing for certain Conrad could count on though and that was getting in to some serious combat.

Right, scenery. In the middle of the board on the left flank was a 12" x 12" wood. I mention this as the game revolved around this wood! Deployment for me started on my left with the Bloodthirster, Knights with Exalted Champion and the Furies. In my centre were the Giant and the two units of Bloodletters, then on the right flank were the Fleshounds. Conrad's deployment went as follows, starting on my left: to the right of the wood in a diagonal line to his baseline, a big unit of Longbeards, big unit of Dwarf Clansmen with Great weapons, then more Clansmen with hand weapon and shield and then a line of Troll Slayers with a couple of Giant Slayers. The two bolt-throwers he placed in the far right hand corner of the battle field, and Conrad also had a Thane, a battle-standard bearer, a Rune Priest and a Daemon Slayer. I can't remember who got the first turn (probably me again) but both armies advanced at full speed.

After Conrad had advanced his horde (!?) of Dwarfs, he maintained his battle line apart from pushing his Daemon Slayer out in front of the rest of his army. The shooting from his bolt-throwers was fairly ineffective - well, he killed a couple of Fleshounds which were lurking on that side of the field. There was no way either could have hit the Bloodthirster but I'd have thought it was worth shooting at the Giant even if only to find out whether it was in range or not. The only things that were facing the Fleshounds were the Troll Slayers which would have dealt with the daemons regardless of whether they were five in number or three. In my next turn, the flanking force swept around the side of the wood in the centre of the left flank and everything else steamed ahead. Next turn the Dwarfs advanced again and the bolt-throwers both missed what they were firing at. The Rangers in the woods turned to face my right and shuffled forward a few inches, no doubt looking for a flank charge at some point in the future.

Now my turn: a unit of Bloodletters charged his Daemon Slayer, the Fleshounds charged his Troll Slayers and the Giant charged the front of his Longbeards. The Longbeards passed their terror test prior to being jumped up and down on the by the Giant, who caused something like ten casualties for no wounds in return. They didn't break from combat though (bloody Dwarfs). The Fleshounds killed a couple of Troll Slayers and the hounds were mangled in return, then the Troll Slayer unit overran. The sneaky Daemon Slayer had a dirty trick up his sleeve with a Master Rune of Swiftness: he struck first and hewed down enough Daemons to draw the combat, taking no wounds in return. The flanking manoeuvre had also moved around some more and would be in position to charge the rear of the Dwarf battle line. I think I must also have charged a unit of Bloodletters in to the front of the Dwarf battle line as they were there in the front of the unit when the Bloodthirster hit the back next turn. I also split the Exalted Champion away from the Knights so he could help out the Giant. The Gyrocopter was still also floating about somewhere trying to steam Bloodletters.

There was very little Conrad could do in his next turn apart from combat and that didn't quite go his way as the Giant did some more serious damage, as did my other troops already engaged in combat. None of the Dwarfs failed their break tests and they continued to hang around, mainly thanks to the battle-standard. Anyway, in my next turn the flanking force hit home. The Exalted piled in to the back of the Longbeards, the Bloodthirster hit the back of the Dwarf Clansmen with Great weapons and the Knights hit the rear of the Dwarf Clansmen with hand weapons. Needless to say in this turn's combat the Dwarf battle line was really hammered; if it wasn't dead it fled and got run down. I'd also forgotten that I'd sent the Furies on a mission to scrag the bolt-throwers which they accomplished quite nicely. All that was left now was to mop up the stragglers. Conrad's Slayers finished off the rest of the minor Daemons but the Knights had overran in to the side of the Slayer unit and held them in position. The Rangers were taken care of by the Giant and the Exalted Champion, the Bloodthirster finished off the Slayers and overran in to the Daemon Slayer. The Slayer fought first in the next round of combat and fortunately failed to cause any wounds. The Bloodthirster in return did five wounds, squashing the Daemon Slayer. In my last turn the 'thirster charged the Gyrocopter and mashed that as well.

By the end of my sixth turn I had managed to slaughter everything in Conrad's army. Conrad had managed to score a few points from me but I ended up with a massacre, not a bad score to finish with!

game five | top

Result
Hordes of Chaos:
Dwarfs:
2,897 points
513 points
game five | top

 
Taking Stock

Even after a massacre in the last game I still wasn't sure about where I would finish. A lot depended on sportsmanship, painting and the Big Guy Bash. As it turns out I finished thirty-eighth out of sixty-eight players, which is a massive improvement on my finishing position from last year. I was really pleased with my result, even though I hadn't quite managed to sneak into the top half of the table, and even though Mott finished two places above me I'd had enjoyed myself greatly. It was also a good omen for the coming year - I was now thoroughly looking forward to the next tournament, which would be the WAB GT at the end of February. A different system, but I was infused with confidence and so I am hoping for great things... well, to finish in the top half at least!

And so as the weekend came to an end the prizes were given, trophies handed out and we said our good byes and prepared for the drudgery of work on Monday, so I will leave you with my last words and a quote of the tournament: Colin McConnell on the Saturday afternoon... "lucky seven my ass!"

Made me laugh lots, and that's what the Sheffield Slaughter weekend is all about - having a good laugh and enjoying yourself. So don't miss out on next year's tournament, and get your entries in early because I'll see you there!

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Report Map
tournament report:
Sheffield Slaughter 2004
Images | Results | Results Spreadsheet
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player reports:
Mid Table Madness
Richard Paget
Hordes of Chaos
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