Barglecon III

Another tournament. Another blog. Again, it’s been ages since I’ve last posted and I’ve been quite busy in between! Since last I wrote I got married, went to Japan for a honeymoon, decided to move house and throughout it all I still found time to do some hobby and get a few games in! The most recent of which were at Barglecon III in Devonport on the last weekend of May.

Similar to last time, this was a 2500 point Swedish comp. tournament. There were a few notable differences though. Firstly, the tournament was aimed at being more “fluffy” than last time. The armies were softer and the “soft scores” were worth more than they might have been otherwise. This meant that overall the standard of painting and gamesmanship was amongst the highest I’ve witnessed in my short Warhammer career. Kudos to Jay for another great tournament environment.

The second major difference was that this time the comp. scores actually meant something. At the end of the game, the player with the higher comp. score (softer army) added the difference in comp scores multiplied by 100 to their Victory Points. The submission range was from an 8 to a 13 so at the most, this could be a 500 point swing. Nothing to turn your nose up at!

This time I carpooled up from Hobart and we left at 5:15AM which was a massive struggle. We were halfway there before sunrise which was just pure madness. I’m also a bit stunned that we didn’t have an accident because the fog on the Midlands Highway was unreal. Literally <100M visibility for big, big portions of the drive.

Before I start the game-by-game rundown, I’ll touch on my list.

Eltharion the Grim, Warden of Tor Yvresse, Stormwing, The Lore of Death 490 pts




















Dragon Mage of Caledor, Level 2 Upgrade, Dragon Armour, Charmed Shield, Dispel Scroll, The Gem of Sunfire 445 pts

Noble (Battle Standard Bearer),  Shield of the Merwyrm 114 pts












6 Ellyrian Reavers, Bow; Spear; 114 pts
6 Ellyrian Reavers, Bow; Spear; 114 pts
15 Archers, Musician; Standard Bearer 170 pts
17 Lothern Sea Guard, Sea Master;  Musician; Standard Bearer 234 pts

















21 Swordmasters of Hoeth, Bladelord; Musician; Standard Bearer 303 pts
21 White Lions of Chrace, Guardian; Musician; Standard Bearer 303 pts

Eagle Claw Bolt Thrower, 70 pts
Eagle Claw Bolt Thrower, 70 pts
Eagle Claw Bolt Thrower, 70 pts

Total: 2497 pts 
Swedish comp.:12.2

The first thing to note are the obvious omissions to a High Elf army; no Banner of the World Dragon nor Book of Hoeth nor Frostheart Phoenixes. Put simply – they are too expensive to fit in with the models that I own. If you take other sub-optimal choices you can fit them in but I decided against it. As would be obvious to most experienced High Elf players, I’ve gone for the softer choices predominantly in my Lords section. Both Eltharion and the Dragon Mage are not scored very highly because their mounts are not resilient; neither in combat nor to cannonballs. I found that in practice, they were perfectly useable characters however and that if I were playing a bit tighter, getting the points from them can be quite a difficult proposition. The rest of the army was pretty straight forward. A few medium combat units that can dish out some pain but don’t have much staying power and a whole lot of ballistic skill based shooting.

Round 1 – Orcs & Goblins Grudge Match – The Watchtower

This round saw me take on a friend from Hobart – in fact the girl who drove me up! We’d never met in a tournament before and though I’d seen what her savage orc horde could do, I was keen to pencil in a game against a guaranteed fun opponent. My opponent won the roll off for the watch tower but elected not to start a unit in it. We both slowly moved up on the sides around the building. She had two large blocks of Savage Orcs, a block of trolls, a Warboss on a Wyvern and a few bits of chaff…. Oh. And two Manger Squigs. Eep!

Some poor target selection on my left flank meant the Mangler took a lot of Elves with it while I managed to deal with the second by throwing some Ellyrian Reavers into it. I moved up my Swordmasters ready to enter the building or charge her if she entered the next turn. I failed to see that there was a very easy corner-to-corner charge for her big block of Savages around the left of the building and her trolls around the right of it. Luckily the trolls failed – needing only a 5 on the dice, from memory. The Swordmasters ran off but rallied again a couple of turns later.

My White Lions got stuck in and her Shaman managed to ‘Eadbutt Eltharion to death, the poor bugger. Things were looking pretty grim for me so I put the dragon into the flank of the trolls and used my Gem of Sunfire. The breath weapon took out two of the 8 trolls but I had a cunning plan! Up to this point I hadn’t mentioned that one side of the table had a river between the board edge and the watchtower and that was the side I opted not to take. with Steadfast removed, the dragon chased off the trolls and overran into the second group of Savage Orcs and chased them off too. This was also the turn that I realised that I am unable to get the benefit of the Gem of Sunfire from a close combat breath weapon and a fireball in the same turn. Very obvious when you think about it but up until then – I hadn’t.

Her Warboss meanwhile was flying around causing all sorts of havoc to my remaining bolt throwers and just managed to hide behind a building on the last turn, surviving on 1 wound. I couldn’t complain too much though because by rights, I should have been smashed up. I took a slight comp hit, with my opponent gaining 50 VPs but it still ended up a draw. MVP for that game was definitely the river.

10-10

Round 2 – Warriors of Chaos – Meeting Engagement

In round 2 I played against Warriors of Chaos. A slightly harder list than mine at 11.1. During deployment we realised that we’d set up 12″ from the centre line instead of 6″ so he shoved everything up another 6″. A predominantly Khorne army, there wasn’t much subtlety to what was about to happen. He had two units of 3 Skullcrushers each joined by a character on a Juggernaut, a couple of units of Marauders, a unit of Chaos Knights, a Nurgle Chariot, a Gorebeast Chariot and a block of Warriors up the back with a Sorcerer on Nurgle. My two units of ranged infantry started off the board and everything of his started on.
I had some reasonable luck with a river in between us that meant a lot of Dangerous Terrain tests; many of which he failed. I think I really lost this game in deployment, however. In trying to protect my war machines and ranged troops, I’d blocked their line of sight so they were at minimal effectiveness. To be honest though, this seems like once of the worst match-ups for my list; especially given the scenario.
All credit to my opponent though – he forced me to deploy defensively and then smashed me up. I managed to sneak a few points back but I’d forgotten how easily Warriors deal with High Elves in close combat. Losing the ability to strike first and reroll misses with great weapons, as the High Elves did moving from the 7th edition to the 8th edition book, makes White Lions and Swordmasters of Hoeth a lot less scary for Warriors of Chaos.
2-18

Round 3 – Warriors of Chaos – Blood and Glory

After slipping in the standings a bit, I’d hoped for an easier game. My heart sank a bit as I saw another Warriors of Chaos army on the draw. As he handed me his list, it sank further when I saw a Nurgle Daemon Prince, a unit of Skullcrushers, a Chimera, a Hellcannon, two big blocks of Warriors and a block of Marauders.

The dice gods were with me this game, however. I rolled incredibly highly to both cast and then do the first three wounds with Spirit Leech to his Daemon Prince. I had to explain that Spirit Leech causes wounds not hits so the Charmed Shield didn’t do anything. Playing against a younger player, it reminded me of a time playing Magic against a new player and explaining that losing life isn’t the same as being dealt damage. I apologised and then went back to shooting at the Daemon Prince. I took the charmed shield off with an archer then took the final wound with a bolt thrower. I felt pretty good about the game at this stage. I’d diced the scariest model off the table.
I’d not played against Warriors many times with the 8th edition High Elf book and, having not learnt my lesson last game, I got my Swordmasters and White Lions into the Warrior blocks after significantly weakening them with shooting. Khorne warriors with additional hand weapons have approximately nine thousand attacks each and the Nurgle warriors are clearly made of some non-newtonian substance. These combats were closer than I felt like they should have been. It certainly showed me why Warriors are one of the powerhouse books at the moment. Even with suboptimal choices, I was getting battered a bit.
I got the Dragon Mage into the Marauders and he dealt with them and a couple of turns after getting the Daemon Prince, Eltharion spirit leeched the Chimera which is Leadership 4 when the general isn’t around. I threw the griffon in front of the Skullcrushers after Eltharion had been killed off its back. I did this to keep my Battle Standard and the unit of archers alive. The Skullcrushers had killed all my bolt throwers then the griffon then overran off the table and that was it. I’d lost more than I thought I should have after getting very lucky early on. After the comp. score difference gave me another 370 and I got a bonus 500 VPs for breaking his fortitude and keeping my own. 3100 Victory Points was pretty massive but he’d clawed a lot back. 
If I had one piece of advice for my opponent it would be to not go for such long charges. I believe throughout our game he failed in excess of three charges. Sometimes it’s worth going for a long charge but if you fail a really long charge and end up just at an average charge distance for the next turn, you could fail again then you’ve just wasted too much time. This is what happened with his Chimera. I killed it in the middle turns before it had done anything.
15-5

Round 4 – High Elves – Dawn Attack

This round I played against another High Elves player. His list was similar to mine but with a level 4 on High Magic and a level 2 on fire instead of the mounted characters and slightly smaller blocks of White Lions and Sword Masters in favour of a huge block of Phoenix Guard. Lady Luck was on my side again this game. His Phoenix Guard had to start on his right flank and most of my stuff was on my right flank. I deployed far enough back that he wouldn’t be able to shoot me with his Seaguard on the first turn and his archers would have to move but then I stole the first turn with a roll of a 6!
I flew my big beasties up right into his face and with a combination of Soulblight, Fireball, the Dragon’s breath weapon and the bolt throwers I managed to obliterate the the Archers and weaken the Sword Masters. Eltharion had a bolt through the heart after having his Crown unforged to add injury (or death in this case) to insult. The hot-headed Dragon Mage died to a feedback scroll on a 4 dice fireball. His Dragon went into the remaining Sword Masters and the 7 of them cut him down. Ugh.
I marched my Sword Masters and White Lions straight up the board and was feeling a bit uneasy about the game at this point. I’d lost my characters and his big block of Seaguard with characters looked hard to deal with. Right on cue again, my luck shifted. He turned his seaguard to weather the oncoming charge of the White Lions only to expose their flank to a long (14″) charge from the Sword Masters which I got on the roll of a 9. This combat was decidedly one-sided and I broke and caught the unit scoring some 800~ victory points in the one turn.
The last couple of turns were quite comical. Lots of bad dice on both sides. I charged my Swordmasters into his White Lions and didn’t overrun far enough so his Phoenix Guard got me and broke them causing them to run only 4″ but failed to catch only rolling 2″. The next turn my White Lions failed to catch the Phoenix Guard needing only a 5.
Overall, I think I played pretty well this game. I made the comment afterwards that I often played much better against armies that I owned because I knew what to be scared of and how things matched up. Another tight one and another great opponent.
11-9

Round 5 – Lizardmen – Battleline

The final round saw me take on one of the hardest scoring lists in the room; Lizardmen with an 8.4. His magic was hilarious. He had Tetto’Eko, a Slann who was a Loremaster of High Magic and two Skink Priests, one on heavens, one on beasts. He also had a dispel scroll and a cube of darkness. The rest of his army was a couple of units of Skink Skirmishers, Temple Guard around the Slann, a Skink Cohort around Tetto’Eko and two big blocks of Saurus.

He actually got comped quite hard for spending so much in core. This is presumably a precaution against Skinks but in practice he was penalised for taking Saurus which aren’t that scary. He would have been comped less if they were Temple Guard instead of Saurus but he didn’t have the models. This is one of my gripes with Swedish Comp. If you’re trying to do well you might have to buy models you’d never use otherwise. I was lucky to be able to borrow a Dragon Mage for the event because God knows I’m never building one of those, haha.

Anyway, back to the game. Turn 1, like the ultimate scumbag I am, I flew Eltharion up the flank and threw a Purple Sun through his Slann. I managed to kill 10 Temple Guard but the Slann and the Oldblood survived. I kept everything back and just whittled down at him from range. His magic phases were terrible, rolling very low for the Winds of Magic and not rolling that well for spells either. I got a bit lucky in turn 2 to charge into the front of Tetto’Eko. He had wanted to deploy hard up against some impassable terrain then realised he was too close so shuffled back and forgot to move him up the next turn. This left an Eltharion-sized gap just in front them them and he gradually chopped through all the Skinks and a later flank charge from the Ellyrian Reavers helped finish of Tetto’Eko.

My Dragon Mage went full retarded and got himself very out of position…

In the later turns, sick of just being shot at, he marched all his blocks up. He went to charge my BSB’s unit and I fled, confident that I would rally the next turn. I went to counter-charge his now-out-of-position. Saurus blocks and he fled also.

A decidedly low scoring game on both parts but comp. keeping me in it. I got zero points from killing Saurus or Temple Guard, despite killing probably 50 models across the three units. I needed to push earlier with my infantry. I was lucky that he didn’t realise that he didn’t get points for the general despite killing his griffon. I felt a bit bad pointing that out but we’d had an enjoyable game. As with the last game, playnig against an army I understand I feel a lot more comfortable. Having consistently rated Saurus poorly, I can say that I’ve realised their strengths after that game. Having a unit that resilient and hard to get points out of can be good for tournament gaming.

11-9

Summary

All told another great tournament. I had five great opponents. Fun, close games against largely well-painted armies. In a field of 19 players, I scored 49/100 Battle Points (10th), 36/50 for Painting (11th) and 41/50 (11th) for Sports putting me 9th overall.
Shout out to my fifth round opponent, Ron, for some of the photos!