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Knights of Bayard 2008

 
 

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By Den Tom

Prequel:

The annual Knights of Bayard tournament is a great one with a whole lot of good atmosphere and a great deal of fun players who also know how to make a game of warhammer into a true thriller.

First tournament I would be playing with the Deamons of Chaos so I didn’t really know what to expect as I had only played two quick games with them, which had both taken place the night before the tournament. So, in conclusion we had: a great setting, a new, unknown army and some sleep deprivation: this tournament was going to be interesting whatever happened!

The tables:

A quick glance at the tables before unpacking the army soon made it clear that every table had been set up so that it would offer interesting tactical opportunities but also rather nice features which could make or break your strategy. This always adds another dimension to the games and makes them far more interesting and intense, just the way I like them!

The draw of battles:

Round 1:

Tom's Opponent: Alexander Kosters (Soulcaresser)
Army: Empire.
About the opponent: I had already seen Alexander on many tournaments before and I have to tell you, this is one hell of a great guy to play warhammer against!! Always fun, dares to take a risk and enjoys a good laugh about it all. So Alexander: I’m up for a rematch any time!!
About the battle: Well, it being early in the morning and all I started out deploying half my army in the wrong places, mostly disabling my own movement and slowing down my slowest unit, the Plague Bearers, even more. Alexander saw this and quickly realised he could chose when to charge and where and so he did just that. The only thing that did well for me were my flamers who had taken up position in the centre of the board in a nice piece of terrain being nearly untouchable. Standing there it took the firepower of Alexanders army for a full three turns to bring them down from five to three while they had already obliterated three units of fast cavalry shooting. The Steam Tank driving around freely did cause me a headache so I decided to finally commit the Plague Bearers to hold that tank in place but by that time most of the battle had past. In a desperate attempt to score some most needed points, I threw my unit of flesh hounds into his big block of knights with bsb and warriors priest but to no avail. The only thing good about it was that they were able to keep the knights up for 2 turns, making it impossible for them to do anything more. When the dust settled the result showed a draw, a fitting end to a very strategic and nerve-wrecking battle!

Most valuable unit(s):

  • Flamers for tearing away at light cavalry support units and shooting a wound of the Steam Tank with their stand and shoot.
  • Furies for surviving long enough to position themselves in front of the knights so they would be unable to charge unless they opened up their own flank.

Round 2:

Tom's Opponent: Leo Hertog.
Army: Vampire Counts.
About the opponent: Leo is a nice guy to play although I felt a bit sorry for him for almost knowing nothing about the new deamon book. I was able to surprise him time and time again with the new, nasty deamonic surprises and nasty combos and this had great effect on the game.
About the battle: This time, being more awake, I was able to deploy my army in a decent fashion, lining up the infantry in the middle, covering one flank with the flesh hounds and the other with the furies and flamers.
Leo tried to slow me down by raising units of zombies in places that would make me open my flanks up should I charge but miscalculated the distance between his bait unit and his bigger units. When my deamonettes charged a unit of them, they went straight through and overran straight into his big block of ghouls with necromancer, forcing him to commit his second block of infantry(carrying two vampires) to charging the deamonettes in the flank, thus getting all his infantry stuck in one combat and ready to be outmanoeuvred. Another lucky overrun brought my Plaguebearers against a unit of black knights who had no hope of ever winning the combat. One turn later my plaguebearers were ready to charge his skeletons, who were in the flank of the deamonettes, in the rear. This charge won me the centre of the field entirely after another two rounds of combat while my bloodletters were left behind almost in my own deployment zone, having some fun with a raised unit of zombies.
On my left flank, the one with the fleshhounds, my hounds were performing admirably. They had to face off against two units of dire wolves(one of five and one of ten) and had charged the smaller one. They went straight through but didn’t quite overrun far enough, thus opening them up for a rear charge from the big wolf unit. It took the flesh hounds four turns of combat and being charged in the rear, but finally, by the end of the battle, they finished eating the last of the wolves up.
On the other flank, a tag team combo of furies and flamers had cleaned up a unit of ten dire wolves and a unit of ten fell bats in combat. What happened then, was my best roll of the entire tournament.
Leo charged the flamers with a unit of five black knights, not knowing they could stand and shoot...
I rolled the dice to see how many shots I had and my five flamers rolled: six, six, five, five, five!! 27shots at five knights...needless to say none of them arrived!!
So at the end of the battle, I had lost only my deamonettes and herald of slaanesh and half of my flesh hounds while Leo had lost his entire army, a clear massacre for the deamons!
Most valuable unit(s):

  • Flamers for being excellent in both combat and (stand and) shooting!

  • Plaguebearers for killing everything in their path: 5 wolves, 5 knights, 20 skellies, 2 vampires and about 15 ghouls…

Round 3:

Tom's Opponent: Stephane Derdi.
Army: Daemons of Chaos.
About the opponent: Stephane is a very nice player to play against because even when his dice go really bad(which they did at several occasions) he still stays cool and nice. So, Stephane: I hope we can play a rematch sometimes and I also hope your dice will work better for you then!!
About the battle: Arriving at my table I recognised it: it was the same table as where I played my first battle so I was determined to deploy in a good way this time!! Then Stephane arrived and a glance at his army kind of worried me. He had a herald of tzeentch and a big unit of horrors, actually giving him 5levels of magic, and a bsb of Nurgle who had two very nasty bound spells. Things looked bad for my two dispel dice and banner of -2 to cast…
The herald of tzeentch had master of sorcery and Stephane chose to take the shadow lore. This convinced me he was going to try to take out my main unit, the plaguebearers + herald, by using the pit of shades spell, so I had to commit my bsb’s -2 to cast to the lore of shadows to make it very difficult for him to cast this spell. This however allowed the horrors to cast potentially very destructive tzeentch magic at my army for four turns.
This time I used a refused flank by putting all my infantry from left to centre and using the hounds to counter the right flank, supported by the flamers, who held back Stephane’s flesh hounds from entering the game too soon.
As I started the long run down the field, Stephane started going backwards in order to keep casting for as long as possible. By playing so precarious, he allowed me to have the initiative and this was what cost him the game. Finally in turn four I parked my Plague Bearers in front of his horrors in a move that said: either you charge and we fight it out slow, or I charge and we fight it out a lot faster. In that same turn I had charged his unit of plaguebearers with my BSB and one bloodletters(they had really suffered from magic) and my unit of flesh hounds. As Stephane’s Nurgle BSB had left the unit, my troops ploughed straight to, which gave the bloodletter and the BSB the chance to overrun into the flank of the horrors. Slowly they started the process of breaking down the big horror unit, occasionally being helped by Stephane’s instability rolls, who saw no benefit from having a BSB around.
In the last turns of the game, Stephane’s Flesh hounds failed a charge, which opened them up to be flanked by my deamonettes who kept them in check long enough for my bsb to arrive and wipe away the rest of the unit. At the same time my plague bearers were flanked by Stephane’s other unit of fleshhounds, but at the end of turn six they were also defeated.
At the end, all that survived of Stephane’s army where his 2 characters(who, in retrospect where worth a whole hell of a lot of points) and 2 units of five furies who had taken position in my deployment zone to claim table quarters. My casualties were my bloodletter unit, my furies and that was about it. After counting it came to a minor victory for me.

Most valuable unit(s):

  • Plaguebearers + Herald for being just plane indestructible and slowly cleaning up the horror block.

  • Flesh Hounds for causing a big amount of wounds on the enemy plague bearers.

Aftermath:

It’s simplest to say I had a really great day: I had played against three great opponents, had played three exciting games with the new and thrilling Deamons and I hadn’t lost one game!! All I needed to complete this day in the perfect way was to discuss the day’s battles with friends over a great feast of fries in the local “frietkot” which traditionally ended all our tournament days. But the tournament had one last surprise left and that was the fact of me ending fifth and thus winning a prize, which actually was a whole lot more than I had hoped for as I had set my goal for tenth place. It had been a while since I scored a podium place so this gave just that little extra to the day!!

I want to finish by thanking the organisers for their great tournament, so thanks Kaïo and the other Knights of Bayard and I already look forward to returning next year!!

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