Final PositionsAt the end of the five games these were the final positions:
1. Team Take It Off
2. Rack City
3. Team Nice But Dim
4. The Only Way is Essex
5. Blunders Never Cease
6. Team Name Pending
7. Team Jedward
8. Team Desperate Measures
9. Team Certain Victory
10. The Good, The Bad, The Groveshead
The Best Painted and Best Sports awards were both picked up by Team Certain Victory.
ConclusionOverall Nick and I had a good time at the tournament although we were a bit annoyed not to have gotten better results from games one and two. We were also a bit puzzled as to how we didn’t end up playing Team Certain Victory – as they finished below us they must have been having a somewhat similar results run. Unfortunately, as with last year’s Summer Incursion, Tim hasn’t released a sheet with all the game results so I’ve not been able to see what everyone else got.
In terms of how we played I think there were a few things we could have done differently that would have given us better outcomes.
Game 1If we’d stopped the first Invocation the Trolls would have been through the Zombies in one turn and able to reform for a flank charge on the other unit. I think we were too worried about the damage spells that, in hindsight, I don’t think the Necromancer was actually close enough to cast anyway.
I should probably have tried to be a little smarter about the use of the Eagle on the left as a diverter / blocker as well. If I’d positioned it to block both the Skullcrushers and Knights it would have stopped the Knights getting the charge on the Big ‘Uns and potentially allow the Big ‘Uns and White Lions to double-team into the Knights.
Game 2I think in this game the Sword Masters and Eagle on the right should have been moved up a bit more aggressively – at the time I was concerned about the Dark Riders just shooting back up the flank and taking the Sword Masters out in one turn or them panicking if the Eagle was targeted instead.
When the Sword Maters on the right did charge the Skeleton Archers on the hill I should have moved them so that one was in base contact with the Hierophant. While putting a couple of attacks on him would have meant taking a couple more attacks back, there’s a good chance a Sword Master could have done the required two wounds to kill him, assuming he didn’t have a ward or regen save.
Game 3Probably the main thing we could have done in this game would have been to move the Trolls up earlier to stop the Zombies getting in the way when they were Vanhel’s, leaving the path free for the White Lions to support the Big ‘Uns against the Skullcrushers.
Game 4This game I think our deployment was a big problem. We should probably have deployed to one side of the table or the other or tried to redeploy when the game was started to minimise the threat of the Slave units to the right of the Watchtower, hopefully leaving the Big ‘Uns better able to deal with the Knights.
Game 5For game 5 I’m not sure off the top of my head if there’s much we could have done better once the game was in play, the biggest problem was the Big ‘Uns being steamrollered by the remains of the Irongut unit.
In generalI think the biggest general issue Nick and I had was with deployment. We should perhaps have concentrated a more on ensuring that the White Lions, Trolls and Big ‘Uns were deployed to best take advantage of the General’s Inspiring Presence and the BSB’s Hold Your Ground rules than by worrying too much about where our opponents were deploying. .
Also, I think my lack of experience with running a combat character showed. Barring a couple of club games I think I’ve been running a Mage general in pretty much every game and so have gotten very cautious about pushing whichever unit my general is in forward. When he was in combat with units containing characters I was also a bit too reluctant to issue challenges – not knowing just how killy hero level characters might be left me unsure how the Prince would fare in match-ups. In particular in game three I just wasn’t sure what to expect from the Vampire and so didn’t challenge straight away which probably cost us a bigger win.
On Nick’s side of things I think he needs to learn how to roll a 4+ for his regeneration saves, or buy the same type of dice that were being used by our opponents in game 4 for rolling the Demigryphs’ armour saves considering the number of 4+s that were rolled. I lost track of the number of times when Nick had to roll saves on the Trolls and ended up taking off one or two models rather than just a couple of wounds on one.
List changesOn the High Elf side I’m not sure there’s a massive amount I could tweak without ending up with a massively different list. I’m not sure if an Archmage would have been a better bet than the Prince – with the match-ups we got a Lore of Metal mage would have been pretty handy in all bar the last game – as it would have meant having to bunker him in one of the fragile Archer units or risk sending him in with the troops.
Saturday night when Nick and I were at our hotel I had a sudden “Duh!” moment when I realised that for just ten more points I could have given the Prince the Vambraces of Defence instead of the Talisman of Preservation, giving him a re-rollable armour save in addition to the 4+ ward Save. Granted it would have meant fiddling about with unit sizes elsewhere in the list but I might have felt more comfortable about getting him stuck in with that extra smidgen of protection.
For the Orcs and Goblins we could have used another doom Diver to give us a bit of redundancy but Nick didn’t have a second Doom Diver model and in any case would also have had troubles squeezing it in (I think one of his early lists had two Doom Divers but the second was dropped to fit in the Dispel Scroll).
Rules IssuesSo, in game two we had this situation. The Trolls had charged into the combat between the White Lions and Cold One Knights. After the Cold One Knights carried out a combat reform at the end of the previous combat phase the Trolls could only make contact with the Dark Elf BSB. In the challenge in the subsequent combat phase the BSB was killed by my Prince, at that moment taking the Trolls out of base contact.
The issue was over what should have happened next. As the BSB was part of the Cold One Knight unit Nick and I held that the Cold One Knights should have slid over to maintain contact with the Trolls as per the “Shrinking Units and Multiple Fights” rules on page 61 of the BRB. Tim and Darren, backed up by Matt Howley, was Tim’s rules person for the event, who claimed that the Trolls were now out of combat as per the “No More Foes” rules.
I’ve illustrated the situation in the diagram below. The dark purple models are the Cold Ones Knights, the pink is the Dark Elf BSB, light blue the White Lion, dark blue the Prince and the green squares are the Trolls. At the start of the round of combat the Trolls are in base contact with the BSB. After the BSB dies they are now out of contact as we see in a). The question is, do the Cold Ones stay at the position they are in a) or slide up to the Trolls as per b)?

Re-reading the rules it seems pretty clear to me that Nick and I were in the right. “No More Foes” states that it happens at the “end of the round of combat” which we hadn’t reached whereas “Shrinking Units…” states “Whenever a unit becomes stranded… the attacking unit is immediately nudged… to bring it back into contact with the foe…. If the attacker cannot be moved… then the defending unit is moved instead”. Obviously if anyone can give me a reason from the rules why that’s not the case feel free.