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Tale of OG Gamers - High Elves

Started by cunningmatt, September 02, 2010, 09:35:11 am

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cunningmatt

Sunday 3rd October

The Sun slowly made it's inexorable journey up from the horizon into the azure blue sky on a crisp Sunday morning, on the face of it there was nothing different about today, but there was. Something deep and fundamental was about to shape the course of history, something so important that people had come from far and wide to hear all about it. Yes I was going to upgrade from my 4.5 tog duvet to my 9 tog duvet – winter's coming don't you know? Oh and it was the day of the Wandsworth Waaaggh II (this time it's personal, presumably).

This was my first ever tournament and an opportunity to try out Smoggy's Sea Guard in battle, the advantage of using the Tale of OG Gamers to expand an existing army meant I could road test each unit as we went – in theory this gives me a tactical advantage, but as any one who has ever played me will tell you me and tactics don't go hand-in-hand. Here we can see Smoggy's Sea Guard ready for battle before the first battle – would newly painted model syndrome be their doom, only time could tell (unless you spin forward to the end of the blog then you'll find out).



Seaweed blowing in the air as the Sea Guard get ready to do some Smogging!

I had paired up with Jack and his Lizardmen to form Team Shakeaway (my sponsorship deal means I have to be called that), Jack fortunately didn't know my playing style too well and agreed to pair up with me before anyone could warn him off – the fool!!

My army consisted of the following:

Heroes

Mage using High Magic               100
Upgrade to Level 2 Wizard               35
Staff of Solidity Immune to effect of 1st miscast      20
Guardian Phoenix 5+ Ward Save         25
Total                     180

Core

16x Lothern Sea Guard               192
Shields                        16
Sea Master                     10
Musician                     5
Standard Bearer                  10
Banner of Arcane Protection Magic Resistance (2)   25
Total                     258

Special

13 x White Lions of Chrace               195
Guardian                     12
Musician                     6
Standard Bearer                  12
Gleaming Pennant Reroll 1st failed Ld test      5
Total                     230

10 x Sword Masters of Hoeth               150
Bladelord                     12
Musician                     6
Standard Bearer                  12
Banner of Sorcery +D3 Power Dice         50
Total                     230

Rare

Repeater Bolt Thrower               100
Total                     100

Grand Total                  998

As you can see Smoggy's Sea Guard had a couple of extra members more than last month's painting job, just to make them up to the required 250 points of core. I don't have Jack's full army list, but broadly speaking it was this:

Skink Priest (general, level 1 - heavens) + extra spell
Scar-Veteran BSB (cold one, spear) + Charmed Shield, Luckstone, Dragonbane Gem

10 Skirmishy skinks (blowpipes)
10 Skirmishy skinks (blowpipes)
20 Skink cohort (javelin shield) + std, musician

5 Saurus cavalry (standard) + Banner of Eternal Flame
5 Chameleon skinks
3 Terradons

2 Salamanders

Neither of us were expecting to win, or even come close, though we did realise if we won the wooden spoon we could possibly write a number 36 on it and claim someone's order of lasagne and chips from the bar.

Before I start telling you what happened I should point out that these aren't full battle reports – no maps, just key points and recollections and as always my photography skills are about as good as the England team's football skills during the recent World Cup.
In the words of William Shakespeare, or was it the Reverend W. Awdry, I always get those two confused: "Cry havoc and let slip the dogs of war" – it's time for the first battle.
Battle 1 – The Watchtower

With everyone assembled at 11:30, all with varying degrees of hangover and all promising never to drink again (before getting a pint) we were ready to kick off. Except that Jack was running a tad late, and so we were late starting – lateness would come to be a theme of the day!

The draw revealed we were up against Team Flail consisting of Gary with his Wood Elves and Lee with his Chaos Dwarfs/Dwarfs/Warriors of Chaos/something on a lava base army – apparently Dwarfs this time! This was a good draw, primarily as I knew them already and wouldn't have the awkwardness of explaining why I was taking photos and why my team was called Team Shakeaway! It was this point it became apparent that Gary had never played Wood Elves before and Lee had only once played Dwarfs before hence the game was punctuated with moments of "Oh I didn't realise Runesmiths generated an extra dispel dice before" and the like.

The Dwarf army broadly consisted of: Runesmith, Battle Standard Bearer, Dwarf Warriors, Dwarf Thunderers, Grudge Thrower, Cannon and Gyrocopter. Wood Elves: Spellsinger, 2x Glade Guard, 2x Dryads, War Dancers, War Eagle.

The scenario was the watchtower and Team Flail won the roll off so got to position 20 Dwarf Warriors with hand weapons and shields in the central tower, whilst we got the first turn:

Turn 1

Turn 1 was generally unexciting with both armies advancing towards one another – all my infantry including Smoggy's Sea Guard (escorting my general) hotfooted it towards the tower ready to strike:



The Dwarf  warriors defend the tower and white dice used as the turn counter – this dice would be painfully slow to turn



Smoggy's Sea Guard ponder whether health & safety legislation can be used to remove the Dwarfs from the tower after it becomes apparent someone has failed to install the exterior staircase part of the fire escape

Turn 2

Turn 2 and it was about 5.30pm already, apparently we like talking more than playing, oops! Lee had "cunningly" positioned his Gyrocopter to block the advance of Smoggy's Sea Guard so it was time to unleash an array of charges. The Cold Ones charged the War Dancers who were busy practising for Strictly Come Dancing, the Lothern Sea Guard charged the Gyrocopter which apparently cannot flee! And the Swordmasters charged a unit of Dryads.



Smoggy's Sea Guard charge the Gyrocopter – played here by a Bull Taurus, while the White Lions hurl axes and lion dung up the walls of the tower

The combats were largely successful with the Gryocopter broken and unable to flee so destroyed, the Wardancers fled and were caught (yes it turns out Wardancers can't flee, what can I say, I wasn't reading the army book!). In the important combat the White Lions beat the Dwarf Warriors in the tower but being stubborn on Leadership 9 and in range of the Battle Standard Bearer we didn't hold out much hope – that is until Lee picked up the dice... and promptly rolled a 10 followed by a 12 – the Dwarfs ran for it and the White Lions took the tower! Meanwhile the Swordmasters, couldn't reroll their faliled hits as the Dyrads had higher Initiative and boy did they struggle unable to fight back the living trees.



The White Lions proudly claim the tower, as Lee appears to be attacking the far side with a screwdriver!



The Swordmasters remain bogged down with the Dryads, near to the "Pit of Ick" so named because the glue hadn't set yet!

The Dwarfs and Wood Elves counter with the second of unit of Dryads munching through several Skink units and the priest whilst a massive artillery bombardment, including flaming arrows from the Wood Elves, hits the tower – it's value on Homes Under the Hammer was rapidly falling as all but three White Lions were buried in falling masonry.

Turn 3

Turn 3 and by this point everyone else had gone to get food and Ol was holding his head in despair. The White Lions evacuated the tower realising that it wasn't a good place to stand and positioned themselves to block the recently rallied Dwarf warriors from assaulting the tower again. The wizard and Smoggy's Sea Guard took the tower and even claim a handful of Glade Guard with their bows.



The Seaguard proudly take the tower and begin by opening a branch of Shakeaway on the first floor.

The Swordmasters continued with their bad luck as Lee made an extremely jammy ward save roll for the dryads 5+ ward save:



According to Guinness Book of Records this is Lee's best ever roll – frame this picture it will never happen again.

However the balance was restored as despite only losing the combat by one, Lee failed the Dryads break test and the were fled and chopped down, presumably with shouts of "timber", by the Swordmasters, who stopped just short of the Thunderers. Meanwhile the combined volleys from Skinks whittles down the Glade Guard and poisons the Bolt Thrower Crew, whilst the Terradons and Salamanders take out the Cannon and the Stone Thrower.

At this point, as we were winning, I tried to end the game for lunch but Lee and Gary refused to cooperate, instead they assaulted two towers – the second unit of Dryads charged the Sea Guard whilst the rogue Eagle attacked the other tower in our deployment zone (all these towers - it was practically a high rise council estate) where our Bolt Thrower was stationed.



The Eagle attacks the tower in our deployment zone – the one I argued should have been the target for the capture the tower objective, but even Jack disagreed with this.

The Dwarfs charged the three remaining White Lions, they killed two but were unable to break the champion who continued to block their way. The Eagle was unable to wound the Bolt Thrower crew who to add insult to injury wounded the bird back eager to kill it and wrap it in breadcrumbs. Smoggy's Sea Guard killed two Dryads including one by standing and shooting, and lost four of their number, but they just passed their break test on an 8 being stubborn and holding back the Dryads:



Despite pouring weedkiller from the ramparts the Sea Guard are nearly driven out of the tower.

Turn 4

With the eyes of Ol burning into the back of our heads and our stomachs rumbling as everyone else had eaten, the fourth turn started. Desperate to protect the tower the Cold Ones and the Salamanders charged the Dryads.



The battle concluding with the most colourful units on the table taking on the least .

Meanwhile away from the tower the Swordmasters broke the Thunderers and the Repeater Bolt Thrower shot the Eagle inflicting one more wound. The Mage cast Fury of Khaine at the Spellweaver inflicting 9 S4 hits killing him and reducing the rest of his unit to dust, whilst the Sea Guard in the tower and the remaining Skinks culled all bar one of the remaining Glade Guard. The last remaining White Lion however finally succumbed and his white cloak was trodden into the ground – and mud stains are so hard to get out with my regular washing powder, sigh!

In the important battle the Cold Ones and Salamanders broke and ran down the Dryads, and at that point we were forced to abandon the game, as everyone else had grown a beard in the meantime.

Result, and what would have happened had we finished the game and not been talking!

With Smoggy's Sea Guard in control of the tower we won the game, and we amassed 1,374 victory points. We all agreed that had we played on the result would have been the same, only two Wood Elf models weren't dead (the wounded Eagle and one Glade Guard), and the only unit able to threaten the tower were the Dwarf Warriors – yes they could assault it next turn but with only 7 of them left they'd need a miracle to shift the Sea Guard and with Lee's rolling that was very unlikely! So with our first victory we ended up second on the leader board, I demanded a recount but apparently we were doing that well – oh dear the only way is down!

The Sea Guard did reasonably well I felt, killing a Gyrocopter, several Dryads and Glade Guard they made their points back and crucially held the final assault on the tower! Victory to Smoggy!

Battle 2 – Blood and Glory aka "The one with Fortitude that no one quite understands and scratches their head whilst reading the rulebook"

Another successful draw meant it was people I knew and we didn't have to explain the Team Shakeaway thing – this time it was Mike and Steve in the form of Team Ginger with their Undead alliance of Tomb Kings and Vampire Counts, again, delving into the darkest recesses of my memory the armies were something like this. Vampire Counts: Vampire, Wights, Zombies, Grave Guard 2x Ghouls. Tomb Kings: Hierophant, 3x Skeleton Archers, Chariots, Screaming Skull Catapult, 2x Tomb Scorpions. This did present an interesting challenge as we realised that we hadn't actually got any magic weapons to deal with the Wights and a roll for spells produced no direct damage or magic missile spells – oh poo!

Again this was a slow battle mainly as various combinations of Jack, Myself, Mike and Steve (almost always involving Steve) entered into some kind of bickering/married row every five minutes. My main objection to Steve's comments was that he kept going off topic for example naming the bowmen – Edith Bowmen and the forests Phillipa Forrester – doesn't he realise pointless rambling is my act, get your own! Additionally Jack insisted in providing sound effects for every movement his unit made, mainly to annoy Steve. Hence the game was slow, and I made less notes – so apologies if this is rather sketchy. Incidentally Ol made most of his announcements about how long was left before we had to finish the game whilst standing by our table – almost as if he was talking specifically to us! Hmmmm.

Turn 1

Broadly speaking the High Elves and Lizardmen advanced towards the Undead line, with the Chameleon skinks and Cold Ones heading to deal with the Tomb Scorpions (who hadn't burrowed) and the Screaming Skull Catapult, everyone gave the Grave Guard a wide berth and the Salamanders got to a good angle to shot them from in the hope we might do some damage. The magic phase began with Steve proclaiming "You must have the Banner of Sorcery" – it was at this point we remembered we did, we'd forgotten for the whole of the last game, and would forget again in Turn 2 of this game! Seriously we are utterly disorganised!!

The Undead countered by launching a charge with the Chariots on the Terradons who fled, and this was redirected at the White Lions who bravely held their ground. In the magic phase we held back our dispel dice as Zombie after Zombie was raised from the ground forming a unit of over 50, there was a fortitude point we weren't going to claim!



With so many Zombies all in one place you could be forgiven for thinking it was a Sharon Osbourne look-a-like convention.

The Screaming Skull catapult hit Smoggy's Sea Guard, their armour save did reasonably well only letting one die, but it was enough for a panic test and they promptly gathered their seaweed and legged it.



Smoggy's Sea Guard flee past the Terradons as the Screaming Skull's ammunition reminds them they really need to get a dentist check-up.

However in the combat phase things went better with the White Lions suffering only 3 wounds from impact hits by the chariot, they then proved their worth will all 11 attacks wounding and wiping out the chariots – first point of fortitude to us!

Turn 2

Fortunately Smoggy's Sea Guard rallied, and in the movement phase the White Lions closed in on the Skeleton Archers confident they could claim yet more fortitude points.

In our second shooting phase everyone concentrated on the Grave Guard, we didn't think we'd stand a chance but boy were we wrong?! Two Salamanders, a unit of Skinks and a Repeater Bolt Thrower felled 15 of them, and a couple of Zombies in the cross fire!



So shocked by the carnage around them, the Grave Guard musician faints.

Over on the other flank the Chameleon Skinks killed the Screaming Skull catapult, whilst the Cold Ones wiped out a Tomb Scorpion – no fortitude but they hoped to clear the path to get to the Skeleton Archers and their vital banners.



No fortitude is scored on the left flank, but the pint of beer objective is clearly held by the Lizardmen.

Team Ginger responded, first by arguing, and then by retaliating. Despite having the turning circle of an Oil Tanker (but without the Greenpeace protestors) the thousand strong hoard of Zombies wheeled round into the White Lion's flank in an unforeseen charge – oh dear that was them pinned out of the game.



From out of nowhere 10 billion Zombies snuck up on the White Lions.

Meanwhile Raise the Dead only managed to regenerate one Grave Guard after some poor rolling. And the Wights headed towards Smoggy's Sea Guard, Mike and Steve's constant whispering implied a plain was afoot.

Four White Lions were struck down in some impressive rolling from the Zombies, but the unit's stubborn leadership meant they held and were able to reform to face the foe.

Turn 3

Turn 3 was to be our last, after a 4 hour argument about where some Terradons could land that was one-inch away from everyone!

In a desperate bid to take the remaining Grave Guard down and secure another point of fortitude the Swordmasters and large unit of Skinks charged, and both failed their charge rolls! Dam it! Meanwhile the Wizard bailed out of Smoggy's Sea Guard, who advanced to pin the Wights in and stop them running amok.



In what must be a "brown trousers moment" the Sea Guard advance at the Wraiths confident they can do absolutely no damage.

It was at this point that things went tits up, the Mage (who had previously miscast and used up Staff of Solidity) miscast again, casting of all things Drain Magic. A Dimensional Cascade opened up swallowing the Mage and two points of fortitude – it turned out the Mage leaving the Sea Guard for his own protection had actually been for their protection as they avoided a nasty Strength 10 explosion. Ironically this ruined Steve and Mike's cunning plan which had been to use magic to get the Wights round the Sea Guard and take out the Mage – I knew the whispering was them up to no good.

In the final moves of the game the Skeleton Archers charged the White Lions allowing the Zombies to finish them off for another point of fortitude, and Smoggy's Sea Guard got the Wraiths in the face but despite losing 4 held their nerve and avoided fleeing.

Result, and what would have happened had we finished the game and not been talking!

On fortitude we lost, as we lost 3 points to Team Ginger's 1, but as we hadn't broken it came down to victory points and somehow we scored an impressive draw when we were destined to be overrun by Zombies and Wights. In fairness at the beginning it was going well as the White Lions chopped through the chariots, and headed dangerously close to the enemy lines, while the Lizardmen headed up the flank chopping up Scorpions and Catapults. If only the White Lions had avoided the Zombies and we'd manage to capitalise on our fortune with the Grave Guard we may have done better – though I suspect we'd have succumb if the game had continued, if not to the Undead to the incessant bickering!

Smoggy's Sea Guard failed us this time, the flee from the Screaming Skull catapult meant they were out of action for 1 of the 3 turns and once pinned down by the Wraiths were only going to face a grizzly death. Loss for Team Smoggy!

Battle 3 – Pitched Battle

Just before Battle 3 I managed to get some food, finally, at 5.15pm – as we weren't the last to finish our game – shocking I know!!



A tasty chicken and cheese panini with some orange juice served in what can only described as a cross between a vase and a camp glass. Incidentally the rules for shooting in the 8th edition are so distorted that the orange juice glass provides no shielding from shooting as you can still trace a line of sight through it – bent I know!

Going into Battle 3, somehow it was mathematically possible (dependent on other results) for us to win the whole competition, bloody hell what happened there?! The draw went well in the respect that we got the same table so no moving troops round the room –result! But we got Matt and Tony from Milton Keynes (home of the amazing Snowdome) so I had to sheepishly explain Team Shakeaway and what I was doing with a camera.

Matt and Tony had a High Elf and Empire alliance, and whilst the Empire was very well painted the High Elves were amazing – each with their own nautical themed movement tray that could all be slotted together to form a ship. Suffice us to say my High Elves had their painting tail well and truly between their legs – so to get my own back I didn't take any close up photos of his models that way you'll never know how bad he makes my painting look <insert evil laugh here!>.

Army wise, again as best I remember – High Elves: Mage, Seaguard, Archers, Phoenix Guard, 2x Repeater Bolt Throwers. Empire: Arch Lector (thing), Battle Standard Bearer, Knights, Crossbowmen, Handgunners, Hunters, Pistolers and Mortar.

Smoggy's Sea Guard deployed in the tower, alongside the elite High Elf units who bravely sheltered behind the hedge and the Skinks.



The Skinks and Swordmasters approach Beacher's Brook on the Warhammer Grand National.

Meanwhile the Lizardmen took advantage of their aquatic abilities to deploy in the lake.



The Skinks hide in the only water feature in the world not built by Charlie Dimmock.

And the High Elf/Empire alliance deployed elsewhere!



Sadly I've not zoomed in enough so you can't see other Matt's wonderfully painted High Elves – what a shame, he he!

Turn 1

The Lothern Sea Guard promptly left the tower after it became clear it was going to be a shooting game, and they didn't have the range to shoot anyone. The main event of Turn 1 was the Pistolers getting rock bombed and shot to pieces by the Terradons, whilst our arsenal of spells (we got Chain Lightning and Flames of the Phoenix) caused a handful of casualties alongside our shooting, including 2 archers for Smoggy's Sea Guard. Also the Chaemelon skinks broke the scouting Hunters who fled for the enemy battle line.

In response one enemy Bolt Thrower wiped out the Chaemelon Skinks, the other was cowering under the machine after the Pistolers got destroyed. The mortar lived up its reputation and misfired, preventing it firing this turn or the next. So far things were going our way.

Turn 2

Team Shakeaway continued its advance with the Terradons charging one of the Bolt Throwers and the main friendly High Elf battle line heading through the ruined building, whilst the Cold Ones manoeuvred to avoid the deadly Phoenix Guard charge arc.



Several White Lions fail their dangerous terrain test after a movement tray disaster.

The Terradons destroyed the Bolt Thrower and overran into the disabled mortar, whilst our magic phase is largely contained, though we do get off Shield of Saphery.



With the High Magic Battle Magic cards not having reached Ol a temporary replacement was bodged together Blue Peter style.

In response the Milton Keynes-ers (they didn't have a team name) advanced their High Elves and Lothern Sea Guard out of the Cold Ones' charge arc in a game of cat-and-mouse. The Knights tried to charge various Skinks who all promptly fled to avoid being trampled down. The Phoenix Guard got a surprise charge off against Smoggy's Sea Guard which I hadn't suspected, thinking there was no way they could make it I stood and shot taking down one Phoenix Guard but they rolled high 10 inches to get the charge in (oh dear).



"Those Phoenix Guard will never reach us..."

In combat my failure to flee cost me as the Lothern Sea Guard broke and along with my general were cut down by the Phoenix Guard bugger!.



A bloody pulp is all that remains of Smoggy's Sea Guard, and after all that time I spent painting them!

However the Terradon did take out the mortar on the plus side.

Turn 3

The White Lions and the Swordmasters unleashed a charge against the Milton Keynes' Sea Guard and general, they wisely fled but after only rolling 3 inches there was a danger they could easily be caught. The Swordmasters redirected at the Archers confident that the White Lions could catch the Sea Guard, however they rolled a 3 as well and promptly failed. The Archers also fled leaving the Swordmasters with another failed charge, but they fled into the charge arc of the Cold Ones – who first charged the fleeing Sea Guard who fled down the length of the battle line bouncing through friendly units on a marathon run, so the Cold Ones redirected at the Archers who fled the board.



How many failed charges does it take to break a whole in a battle line? The Swordmasters, White Lions and Cold Ones all are left with failed charges...



...whilst the Milton Keynes Lothern Sea Guard flee across the Empire battle line.

Matt and Tony's Turn 2 is largely uneventful as more Skinks flee from the Knights and handgunners's charges, stranding them. Whilst the Phoenix Guard's inability to pass a leadership test to reform leaves them stranded at the far end of the battlefield. The Lothern Sea Guard do rally though.

Turn 4

The White Lions see an opportunity and launch a flank charge at the Empire Knights, whilst everything else repositions. The Skinks in the shooting phase poison 5 Phoenix Guard, their ward save preventing it from being much higher – take that Asuryen! In combat the Arch Lector moves onto the flank of the Knights meaning the White Lions are limited to causing two wounds, what with ranks, flanks and charges the Knights lose the combat by quite a few but jammily pass their break test on the Battle Standard reroll and them jammily repeat the feat to reform and face the White Lions.



The Knights reform to face the White Lions, note the directionally challenged archer is actually a White Lion – "slight packing the wrong models because I am fool" issue.

The Milton Keynes-ers respond as the Phoenix Guard launch another sneaky charge this time into the rear of my Swordmasters, unfortunately Jack is distracted by a text and so I'm foolishly left to my own devices and hold (forgetting that not all the Swordmasters will fight as it's the rear and the Phoenix Guard have higher initiative than me!)



The Phoenix Guard get off another sneaky challenge – probably their vow of silence, no one can hear them coming.

However fortunes change when other Matt's mage miscasts, and in a repeat of my last game a dimensional cascade swallows him, but this time destroying seven Lothern Sea Guard in the process.



The remains of the (enemy) Lothern Sea Guard, this close up shot is allowed as the terrain blocks you from getting a full look at their amazing paint job!

In combat despite killing four Knights the battle standard bearer holds the White Lions to a draw, the Swordmasters are unable to kill enough Phoenix Guard to prevent a rout – but with this being the final turn the flee and pursuit roll are crucial. Fortunately the Swordmasters escape by one inch to avoid being hacked into Phoenix Guard axe-shaped bits.

Result, and what would have happened had we finished the game and not been talking!

At that point the results were tallied up and with only 70 victory points in it, the results was another draw. Had we played on I'm sure the White Lions would have finally seen off the Empire Knights, but with the rampaging Phoenix Guard around I'm not confident we'd have won.

Smoggy's Sea Guard kind of let me down, I think the lesson here is fleeing from charges – other Matt did and saved his Sea Guard where as mine were too proud and got smashed to pieces only killing a couple of Archers and Phoenix Guard in the whole game – failure for the Sea Guard. But overall I think they've done a reasonably good job, a resounding victory in Game 1, Game 2 they were unfortunate to get penned in by a unit no one could kill and Game 3 well I was stupid – not their fault!

Overall Results

So with that my first tournament came to an end, and with one win and two draws we'd somehow done alright! Finishing a very creditable fourth (though with the trouble the results program was giving Ol there could be an error of plus or minus 20 places on that result). I found it a thoroughly enjoyable experience even if we didn't finish any games (sorry about the yaking). Have to say thanks to Ol for organising, for Jack for putting up with me for three games (he must have the patience of a saint), and for all my opponents for allowing me to photograph their models and not lodging a formal complaint about me mocking them in this blog (even if you wanted to complain you can't as it looks bad now I've said you haven't!).

Normal service resumes with more talk on painting (or not painting) later this week, though with work getting busy and the Apprentice starting on Wednesday who knows when it's getting written?!

Oh and before I go remember to select a box from 1-36 for our "What's in the box?" game, you've only got until Monday to do it and I need more entrants or I'll never sell the format to Channel 4.


Procrastination by Numbers - Update 146:

I'm painting classic Dwarfs!! PbN Update 146

Dave

Hurrah!

Not sure anything further needs to be said but I will anyway.  Sounds like a really fun day and glad to see you took your gaming so seriously.

maelzch

it was a good day, my game against matt was one of the most fun (if slowest) tourney games i've had in quite some time! Perhaps me and Gary should read our army books before turning up next time!  :bash;m:
Painted total 2012: Bought:15  Painted: 74
Quote from: NickAnd thus the true evil of 'Palmer, Hobbykiller' becomes clear...
At night he prances about like some sort of bearded West Country metalhead pixie, planting pink horrors in peoples' army cases and cackling while chanting his mantra, 'it's double sixes my love, take them off, just take them all off'
Quote from: Chris TomlinWho knew a Jager obsessed madman could be so creative?

fatolaf

This

Quote
1) Tom is rather loud when playing Warhammer. Sitting on the next table to him was a bit like sitting next to Brian Blessed during a shouting competition when he's got a nasty bout of Tourette's. I should point out I'm not complaining, I am just observing, plus Tom commented how much he enjoys this blog and my ego is easily flattered. He must have just been very excited; he was shouting "gay" a lot which I can only presume means he's having a merry old gay time of it.

Almost was the end of my laptop as I had a mouth full of toast and milk when I read it....Fab blog update and great tournie BR, glad you had fun buddy and well done on your 4th place..

I pick box 17!

jackhoneysett

Well done Matt, I think we made an excellent team! Despite both of us vying for the title of 'world's slowest warhammer player' and being more interested in chatting than playing, it turns out we actually came 3rd in the end (according to Ol's results page). I assume there must have been more computer gremlins at work.
Podium position, baby!

I feel like I should point out that you managed to get most of our victory points by kicking butt with the swordmasters and white lions. I just generally distracted people and pissed them off by shoving skinks in their faces. I did have the vital tactial role of baiting Steve in game 2 and irritating him with my sound effects.

Box 17 please (17th March being my birthday!)

fatolaf

Quote from: jackhoneysett on October 04, 2010, 01:58:56 pm
I assume there must have been more computer gremlins at work.

It listed via BP's and alphabetically instead of by VP's, so yes you guys were 3rd.... :thumbsup:

Mike

In the summer of 2011 he moved North... spreading the word of House OG.

I am Mike of House OG.  Ogger in the North.  And Ginger is coming.

cunningmatt

Quotemy game against matt was one of the most fun (if slowest) tourney games i've had in quite some time!

To think at the beginning of that game we considered the fact it might have lasted 10 turns!! We'd have finished Game 1 just as the final results were announced.

QuoteAlmost was the end of my laptop as I had a mouth full of toast and milk when I read it

I think for the safety of your laptop you're going to have to stop eating/drinking when reading my blog!!

Quoteit turns out we actually came 3rd

3rd!! I demand a recount, that's ridiculous - we had no clue what we were doing, I think we must have accidentally claimed the points of one of the other Matts or Jacks, that's all I can think of!

QuoteI feel like I should point out that you managed to get most of our victory points by kicking butt with the swordmasters and white lions.

Wasn't this our vague sembelance of a plan?! I think in fairness my battle reports are Elf-biased mainly due to my poor memory (bare in mind last time I came to OG I left an electric hob on in my house - I am not the sharpest tool!)

QuoteBox 17 please (17th March being my birthday!)

Either you've been watching too much Deal or No Deal? or that's the least subtle hint I've seen for a present.

QuoteWOOHOO Im famous.

Under most definitions being mentioned in this blog doesn't make you famous, though it be sufficient for an appearance on Celebrity Cash in the Attic - say hi to Angela Rippon for me!


Procrastination by Numbers - Update 146:

I'm painting classic Dwarfs!! PbN Update 146

fatolaf

It's got to be Box 17, Jack Bday, Mine, And Ge's are all on a 17th...

jackhoneysett

Quote from: cunningmatt on October 04, 2010, 11:00:58 pm
Wasn't this our vague sembelance of a plan?!
Yes, that basically was the plan I suppose! The elves did most of the hard work like kicking people out of towers, while the skinks amused themselves dancing around and poisoning the odd war machine.

Quote from: cunningmatt on October 04, 2010, 11:00:58 pm
Either you've been watching too much Deal or No Deal? or that's the least subtle hint I've seen for a present.
I try and avoid watching Noel Edmunds if at all possible. The idea of a present hadn't even crossed my mind - all donations gratefully accepted though come next March   :))