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Boldo's Tale

As usual before any big tournament I could not decide what to play. Thursday before the tournament I have decided upon one of two different armies. Like usual these armies are the same except for one minor difference. So I make up lists of armies they will be good against against. The army I played was better against chaos, Bretonians, Empire, and Skaven but worse agiant Beastmen, Lizardmen, Orc and Goblins, and Dwarves.
So in the first round I face a dwarf player. Wesley Dowling who has 20 hammers, 24 slayers,and two blocks of 30 warriors with heavy armor shield all supported by a runelord, BSB, dragon slayer, thane, 10 crossbowmen and 2 bolt throwers.
On the set up I have fewer runes more troops, more shooting and an extra unit. When I win the roll I let him go first. As he comes across the board I set up to outflank the right and shoot the slayers and hammerers brutally. The flame cannon and cannon wreck havoc so when he gets across he has 6 hammerers, a unit down a full rank bonus, and a dozen slayers left. Then I charge him across the board except for the slayers on the left flank while I set up to flank charge on the right.
His BSB holds the line together unitl the flank charge finishes the right and my dwarf lord beats his runelord dead. His slayers charge and defeat my hammerers but to no avail as I shoot the rest of the slayers dead as my units surge across the board.
Score 19-5.


Round 2 I play my long time friend and warhammer buddy Josh Glantz. Nice to travel 7 hours to play your pals. He plays Lizardmen with a slann, 3 blocks of saurus -- two with spears, 3 skink skirmishers, 2 salamanders, and 3 teredons. Unfortunately the scenario is a control the objectives but there is a river across the whole board and due to placement we have 3 objectives on my side, two on his and one in the river. There are also three fords over the river but it is so wide that it takes his saurus (non-aquadic) or my dwarves 4 turns to cross and the game is only 5 turns long. He goes first and sends one saurus unit at the right ford, one at the center ford and the third across into the river. Meanwhile his slann and skinks fill up the right flank and the salamanders shoot harmlessly. On my turn I set up two units to cover right and center ford while I taunt the saurus' crossing the river and shoot a teradon dead along with some skinks and a lot of saurus. At the center ford He charges and I flee leaving the saurus unit's flank exposed and the objective still firmly in my control. On the right he waits as the slann plods along though the puddle and on the left his saurus unit slogs on through the stream. On my turn I flank charge the saurus in the center and they flee into the water. On the left I set up to slaughter the saurus as they emerge from the water, and on the right I charge his slann while moving my hammerers right up close to his saurus. Unfortunately it is a unit with shields fighting the slann so we sit quietly slugging it out with my unit on the objective. Of course we shoot and I wreck the teradons but nothing else will be releavent here as I just need to have my unit hold against the slann. On his turn the saurus on the right charge my hammerers and he sets up to flank the hammerers with a salamander. This is turn four so I win twice two straight rounds of combat but neither his slann or saurus run. To start turn 5 he flank charges the hammerers and has a lot of skinks charge the warriors fighting the slann. I win agianst the slann but he does not run and I lose with the hammerers who run despite being stubborn and having only one saurus and a salamander fighting them. Meanwhile I own three objectives easily and am still on the fourth but when he wins that combat with his slann, 2 salamanders, and a pile of skinks by two, I run and he gets a third object. As the objectives were the only determinate of victory we draw.


Round 3 I have a fantastic Brit, Max Horseman playing Slannese Demons in a messenger scenario. We only get half points for killing troops and holding board quarters but get 1000 pts for getting the right messenger into the opponent's deployment zone. He is obviously afraid of all the artillery and he deploys his 3 blocks of Daemonettes behind a woods with his Keeper of Secrets. On the left flank he sets up his daemonette on Steeds, and his Fiends. I set up with my crossbows, 2 warriors and bolt thrower on left and the hammers and rest of troops on right, while the thunderers and cannons held the center. I let him go first and he heads around a hill to keep hidden but moves right forward with his units on the left. I shoot 3 daemonettes aon steeds dead but the flame cannon misfires and the canon does on the bounce. Round 2 he charges the Crossbowmen who run off the board and he fails to reach the bolt thrower which leaves his flank exposed to my warriors with shield and Runesmith. On the other side he keeps moving around the hill to avoid my fire. When I declare a charge on the steeds I fail my fear test, when I fire the thunderers at short range after moving I kill one, the flame cannon misfires and blows up while the cannon kills one after a misfire on the bounce. Turn 3 he charges and destroys the bolt thrower with engineer pursuing within grape shot range of the cannon which finally does something. On the other flank he moves on the hill with 2 units of daemons and into the center with the other. I have a fake messenger charge one of his messengers and run the real messenger past his troops towards his deployment zone. Meanwhile my troops turn ot face the fiends and the daemonettes in the center. Once more the thunderers fail to kill a daemonette. On turn 4 he charges both units of warriors with great weapons one with the fiends and the other with his daemonettes in the center, and he charges the thunderers. He also moves a messenger right infront of a unit of warriors on the far right. I win all combats but with the thunderers who are destroyed. On my turn I charge the fiends, charge the messenger, and move my other fake messenger around behind his troops, while I win against the fiends I lose to the daemonettes but stand. My cannon misfires and blows itself up. Turn 5 sees the Keeper of Secrets charge the hammerers with another unit of daemons who fail. I destroy the messenger I have engaged, the fiends and the other messenger but I lose to the Daemonettes and are run down. The KoS kills my general in a challenge but stands. I charge his real messenger and move my remaining units to contest or hold board quarters. When he finally defeats the hammerers I have nothing else to lose but I control 2 board quarters and have a messenger off for 1295 pts. He has killed over 1600 pts of my army but has no board quarters or messengers so he gets only 800 pts so I win 12 to 8.


Round 4 sees more dwarf on dwarf violence as I meet Mike Stephens. Our armies are alike except for no crossbowmen, the hammerers are only 10 and he has 25 slayers, 10 rangers, and a Thane with BSB rather than any warmachines. Each side deploys their three objectives in their deployment zone and there is a big bonus for controling the opponents objectives. The board has a hill on the left side with a steep cliff on far left to the right of this is a pond and then the rest of the field is clear. I set up my thunderers, warriors with great weapons, and warriors with heavy armor shield on the hill, the crossbowmen behind the pond. The rest of the field has hammerers, flamecannon, bolt thrower, warriors shield, warriors great weapon, and then cannon. On the far left off the hill he places a unit of warriors with shield, then he puts the hammerers and slayers on the hill with his Thunderers behind the pond. Then he has warriors with great weapon, warriors with shield and BSB, Rangers, and warriors with great weapons. When I win the die roll I choose to go first. Turn one and two I shoot up the hammerers, slayers, and a warrior unit on the right. Turn three he charges with his slayers on the left and one warrior unit on the right. I flee the slayers and my warriors with Runesmith slowly beat his warriors with great weapon. Then I shoo the slayers dead and charge forward with my hammerers against a warrior unit which flees. His warriors on the flar left keep coming and as the slayers and hammerers are no more on the hill I move the warriors off the hill to face his unit. In the center my general charges out of the hammerers into his rangers and I move another unit off the hill towards his object at the the far end of the hill on the right. For the rest of the game I charge units which run and shoot whatever I can. On the left I use the thunderers to flank his unit and run them off the board. On the last turn he fails to rally a unit and I end up closest to 2 of his objectives for a 20-5 victory.


Round 5 John Sattur with Dark Elves. We have to play a skirmish first and unfortunately he is feeling sick. This is a get messengers off the board scenario and surfice it to say he spent ten minutes in the bathroom so I failed to win. But all that he won was the right to set up terrain which after a bit of a discussion he elects not to screw me too badly with. So we get to start the game and he uses the terrain to limit the board by cutting off a third of it and then putting a woods 6 or so inches from the left edge. In this gap he puts a unit of 5 dark riders and his 7 cold one knights with BSB and Hydra Banner. On the right he places 3 units of 10 warriors with repeater crossbow, and 5 dark riders; while the center holds a chariot, general on cold one, 16 black guard, and 25 corsairs. I set up a balanced line with thunders and crossbowmen on the right; flame cannon, bolt thrower, 2 units of warriors, and hammerers in the center, and cannon with 2 warriors on the left. Turn one I win the roll and let him move first. He moves forward with the dark riders shielding the cold ones and the chariot hiding behind his warriors. I shoot the dark riders almost dead, flame the black guard almost dead and shoot the other dark riders on the right dead with the crossbowmen and thunders. Turn 2 he sets up to charge and I prepare to take it with a lot more shooting. On turn 3 when he charges I take his best except for the cold runs who I run from. His Black guard will be beaten dead by my hammers, and his chariot and corsairs will bounce off the warriors with heavy armor and shield. One my turn the corsairs are flanked and after an arguement my warriors charge the cold ones in the front. I win every battle and his general, who is near a few units, runs infront of my hammerers. He rally on his turn but I charge his units again and charge the general who is blocking my hammerers from getting to the side of the cold ones. While he kills my general I kill his general, and end up charging his cold ones in the flank. By the end every unit he has is running or destroyed except one unit of crossbowmen. 20-6


Round 6 is Kevin Coleman a long time player from Rochester who has recently moved back to New York City with his horde of Goblins. The scenario was a destroy the objectives, one play defended all 6 and the other attacked them. His army was deployed with the wolf riders on the far right; a bolt thrower, chariot, a small block of goblins, and 50 block of goblins in the center; and a large block of goblin, golfag's Ogres, 2 Rock lobba, a chariot, a bolt thrower, goblin archers, night goblins, and snotlings on the left. Grom the Paunch was hidding in is chariot behind a wood in the left center of the battle field.

The unbalanced set up was because I only set up on the left and in the center. All six objectives were behind my army with the troops set out warriors with great weapons, warriors with heavy armor, hammerers, warriors with great weapon and Runesmith, warriors with shield and thunderers. Behind the line of troops were a second line on a hill of crossbowmen, bolt thrower, flame cannon, and cannon. Once more I won the die roll and I went first because I could force a lot of break tests. On turn one my war machines fired and I advanced. I managed to shoot a bolt thrower, and both chariots dead. The flame cannon forced 3 break tests and have the night goblins died. In total he had 8 panic tests to make but only Golfag and a rock lobba broke. He moved forward after missing no anamosity tests but his shooting had been ruined and even when everyone rallied a lot of his army's smack was done. On turn two I charged the archers with my heavy armor warriors on the left and moved forward. The shooting forced 4 more brek tests including on the night goblins. I defeated the archers and went forward to wreck more havoc forcing another panic test in a rock lobba which ran. So he rallies everything but the night goblins. Moving the big block of goblins on the left up to set up charges Kevin screens their flank with snotlings (very well played). He missed anamosity so the wolf riders sat still and set up to charge my advanced warriors with heavy armor with Grom on one side and Golfag on the other. In the center he sets up a goblin charge. On turn three I charge his archers who run, and the snotlings and turn the rest of my troops to take the charges which are coming. I turn the flame cannon on goblins on the left and they fail a break test running in the way of grom and do a few causualties on his small block of goblins, and golfag. On his turn Grom sees all is lost and fails a panic test. The archers run off the board, the big block of goblins on the left continue to run, and the small block of golins fail anamosity. So he charges with his big block in the center and Golfag. He sets up to finish the thunders and starts shooting at the objectives. I lose the golfag combat but do not run, and win the goblin combat and he runs, taking the bolt thrower in the center with him. Turn 4 sees me charge both big blocks of his goblins running the one on the left off the board and other one far away. I finally kill the snotlings and shoot the goblins in the small block in the center almost dead and panicing a wolf rider unit, but losing the golfag combat. On his turn the rallies and runs down the warriors who lost to golfag. while he charges the thunders who shoot badly, lose the combat and run. Turn five I charge his last rock lobba running the crew off but by now the game is really over. He will have golfag kill an objective and the victorious wolfboyz will get another but I score everything but golfag, the 50 block of goblins in the center who are too far away to matter, and half the wolfboyz. It is a killing but he manages to kill a few objectives and a few troops to make it 20-8.


So with the playing over I have 101 battle points which ties me for 7th overall in battle and get a very reasonable score in sportsman with 94. MMy scores are good until the judges get a hold of me and a low 33 painting score combines with no bonus points from the judges for comp (despite a perfect 50 from my origional and opponents and a 33 real score) to deposit me into 21st which would be great if Josh Glantz did not beat me by 1 point to finish 20th.

Boldo


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