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Subject: REPORT: Wardrums Sealed @ Games of Berkeley, CA

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DinoBen
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Based outta Games of Berkeley, CA

03/06/2006 4:08 PM  
Please join our Wardrums event at Games of Berkeley tomorrow, Tuesday March 7th. The format will be the same as previous limited (sealed) events at GoB: you pay $25 for two War Drums boosters from which you build a warband following the Limited rules.

We'll break open the boosters at 6:30pm and you'll have one half-hour to build your 200 point warband. At 7pm you'll be paired up with an opponent at random for a 60 minute Assault format skirmish on WarDrums maps (we'll have extras). After the game, you and your opponent then open a fifth booster (5 boosters total including your two and your opponent's two) and divide the minis from that 5th booster between you - the winner of the skirmish is first to choose, i.e. gets the rare ;-).

That means everyone walks away with 2 1/2 Wardrums boosters for ONLY $25, and you get to skirmish with other great players!

After the first round everyone is free to continue playing their Limited band for another round or two, break out constructed bands and challenge other skirmishers, just hang out or trade! Don't worry about being late, once another late arrival shows up, the two of you will be paired to play.

Hope to see you all tomorrow at Games of Berkeley! -Ben

Champion of all things Athasian
"Don't sing it - Bring it!"

DinoBen
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Based outta Games of Berkeley, CA

03/07/2006 12:10 PM  
I hope to see some new faces as well as a lot of familiar faces tonight at Games of Berkeley! Cheers, -Ben

Champion of all things Athasian
"Don't sing it - Bring it!"

DinoBen
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Based outta Games of Berkeley, CA

03/08/2006 1:12 PM  
First let me thank all 6 attendees! I invite the others to post similar reports of their skirmishes as I was unable to view them.

I guess my time with the Arcane Ballista at GameKastle paid off, cause someone upstairs loves to match me up with that mini! So, as previous emails stated, participants (6 total) were paired off at random after opening two boosters and building a 200 point warband.

My Warband, lovingly titled "Why can't I pull a Giant!" was:
- Warpriest of Moradin
- Arcane Ballista (Why!?!)
- Dragonne (Oh, why!?!)
- Living Wall
- Combat Medic
- Skeletal Legionarre (if only he was wearing a red shirt...)

For those who haven't read the GameKastle report, I pulled an Arcane Ballista for that event as well, pulled off a win in the first round and then dropped pleased to have a single win (and having to leave early anyways). That that time did give me some experience with the Arcane ballista and how to use it. The key strategy is the obvious one, don't let it get based! That's where the living wall comes in. The Ballista shoots, then the wall becomes a wall in front of it.

Now to the match. My opponent, Paul Mills, had pulled and HGB, he went with that, a Mephling, a Sacred Guard, Quaggoth Slave, Arcanix Guard, the Terror Wight and the Tiefling Swordmaster as his Commander. I won map init so we played on the Broken Demongate map, which favors the Arcane Ballista. I set up on the dirty, or "evil" side of the map, ironic considering that I had almost exclusively good figs and Paul played mostly evil...

Paul ran his warband along the edge of the map to the difficult terrain entrance to the "evil" side with the Giant plugging the hole. I positioned the Ballista back from the hole with good lines of site and put the Living Wall in front of it. My Dragonne flew to an area where it could charge the gap, OR swing around into the clean side of the map and do some commander hunting.

I won 2nd round initiative and used the Arcane Ballista's Lightning Blast on the giant cause it also caught the Quaggoth and Mephling and I hoped to kill the former and force a morale check on the latter. Yup, didn't happen :-( I then placed my skeleton right in front of his HGB, but to where none of his other pieces could get to it (his spectral guard'd have to move 7 spaces). Instead of wasting a round of potential fireball from the mephling and use an orb to last my skeleton out of the way, he used his HGB - OVERKILL! But then he moved his HGB outta line of sight for the Ballista. He moved his mephling forward and caught my WoM, LW & Ballista in a Fireball - 10pts all around which the Combat medic quickly took care of. His Quaggoth the ran out onto the dirty side of the map. The only other thing that happened that round was me flying my Dragonne around to base the Mephling, the Arcanix Guard, the Sacred Guard and block his Commander from going through that gap to keep linoe of sight on his giant.

And now my simple strategy unfolds: Keep the commander back but bait his HGB into going after my Arcane Ballista. So, I win Initiative again (yay Commander 6)! I activate the Dragonne (thinking that he won't be around much longer) and bring his Pyromancer down to 10HP after it makes its Morale check. I then moved my Combat medic, which had been hiding behind the Arcane Ballista, into Line of Sight with the Mephling and finish him off with Searing Light (no use wasting the Ballista to finish off the Mephling). I was then up on points.

This forces Paul to come to me and not bring his HGB to bear on the Dragonne, cause the Dragonne's worth two less than the Mephling. He chooses to activate his Sacred and Arcanix Guards to attack the Dragonne, hoping I guess that I'll be out of activations before he moves his Giant. I take the opportunity to use the WoM's spells to hit the Quaggoth for an auto-5HP taking away another of Paul's activations and placing me that much further in the lead point-wise. He then bases my Dragonne with his Terror Wight and Tiefling Captain and moves his HGB to base my Arcane Ballista. His HGB is not in line of sight of his commander, my ploy has worked!

I could have moved my Living Wall in such a way as to block his HGB from basing the ballista, but with the HGB out of commander effect, all I needed to do was cause 5 damage to force a morale save. I win initiative (sweet!) and the Living Wall whiffs! D'oh! The CM used her damaging spell, so my WoM uses his last auto-5HP damage spell to force a morale save - and the HGB fails! And off he goes. His guys continue to wail on the Dragonne, which makes it's morale save. I then move the Dragonne back (he survived all the AoO's) to a position between the rest of my warband and his HGB. I then moved my combat medic up to heal 30HP on the Dragonne. He moved his Tiefling to command the HGB, which successfully rallied.

Final round with time. I'm up 48 points (Mephling & Quaggoth) to 4 (Skeleton), so he's got to kill 44 points of mine this round... but there's just no way for him to pull it off (a crit on my Dragonne with the HGB would only get him 36 points and none of his units are close enough to a victory area to get the extra 10), so victory goes to me and my Warpriest of Moradin / Arcane Ballista band. It was this combo (Moradin's War Cry) in conjunction with blocking off my opponent's commander that allowed me to defeat an HGB with an Arcane Ballista band. I will note, however, that I never really got any good shots off with the ballista :-(

There you have it. We opened a booster and I got an Ogre Warhulk, not a bad days work. I hope to hear from the other participants. Cheers, -Ben

Champion of all things Athasian
"Don't sing it - Bring it!"

John05
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03/08/2006 5:37 PM  
I opted to sit out, since we had an odd number of participants (7 players), but that's fine because I needed the time to organize my stuff.

I managed to sort my cards and unwrap the commons and uncommons so that they'd fit in a smaller container.

John (1-0)
John's Wardrums Collection (0-1)

And my WD release streak continues!

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Forums > Dungeons & Dragons Miniatures > D&D Minis - Tournaments > REPORT: Wardrums Sealed @ Games of Berkeley, CA



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