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56. Klingencon
Remscheid, 26.04. - 27.04.2025
Homegage,
NAF
My Team:
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Haranni Howling Haints Necromantic Horror played by repto |
Download the full roster: Haranni Howling Haints
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Jugendzentrum "Die Welle" in Remscheid. Not much space here, but enough for 22 coaches.
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My haul at the 56. Klingencon.
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Day 1:
Matchs Played:
Game 1:
Opponent |
Team |
TD |
CAS |
Result |
Gark_Bluttrinke |
Gark's Dwarf's Chaos Dwarf |
2:1 |
1:2 |
win |
Nice opponent. He got very lucky with his first few dice rolls against my armor. Then he changed his dice and everything went downhill for him. |
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My Zombies are about to get punched in the face.
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In our game, the Stab skill was not worth the extra cost compared to the normal Hobgoblin.
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My opponent wasn't able to break through with his Bullcentaurs.
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Game 2:
Opponent |
Team |
TD |
CAS |
Result |
biggshancock |
Waaaghington Greenskins Orc |
1:0 |
0:5 |
win |
My Ghoul Runner was sent off in the first turn thanks to an Officious Ref. |
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Biggs nice painted Orc team.
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Another view of the same situation.
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My casualty box was full at the end of the game, but to late for my opponent.
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He attempted to score a one turn touchdown by throwing a Goblin. This failed miserably.
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Game 3:
Opponent |
Team |
TD |
CAS |
Result |
Pit_FH |
Blutbank United Vampire |
2:2 |
2:1 |
draw |
The last match was against Vampires — a dreaded opponent for me, as I think they're totally overpowered.
Especially since, according to the KlingenCon rules, he had 16 players, 4 rerolls, and 7 skills with stacking.
It's impossible to defend against Vampires because they can neutralize anyone with Hypnogaze. I had to realize that Frenzy is also great for surfing players.
I did have Stand Firm on the Golem and Sidestep on the Wraith, which normally makes a crowdsurf unlikely, but since Hypnogaze can disable all skills, that’s
no longer a problem. If you position other players to provide support, they just get Hypnogazed too. I ended up losing two players this way.
So protecting the sideline is basically impossible against Vampires.
Despite all that, I still managed to run the ball into his end zone twice. Having fast players myself (Werewolves) helped a lot, and Dauntless was also useful
against the Vampires. Unfortunately, I wasn’t able to remove any Thralls or Vampires from the pitch, so the second half didn’t go so well and he managed to score two points.
There was also the issue that my opponent took an extremely long time for his turns — around 10 to 15 minutes just for the first turn (!). This led to me only having 4
turns left for an offensive drive before the game had to be cut short. Note for next time: start a timer if the first turn is already dragging on like that. |
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The attempt to defend against Vampires. This didn't worked, becaue the ball carrier is still reachable for the Vampire Runner.
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Day 2:
Game 4:
Opponent |
Team |
TD |
CAS |
Result |
AlRonno |
Underestimated Gnome |
1:2 |
0:3 |
lost |
The second day started off with a tough match. My opponent insisted that I not use my Battletech dice, only the official GW dice. Weird, but fine.
The game itself went poorly for me — I could hardly get anything done. I didn’t manage a single casualty, even though I had Tackle on a Blitzer, and his gnomes really
aren't that tough. His star player, Maple Highgrove, was particularly hard to deal with. On top of that, he rolled extremely well, and his trees hardly ever took root.
In the second half, when one of the trees finally did root, I went after Maple to try and pow him down. That actually worked — but even with gang fouls, he just wouldn’t
stay down. Not even for a single turn. My opponent had good luck across the board. For example, due to a mistake on his part, I was able to blitz and knock down his fox
(with a reroll, of course), but the ball scattered directly onto his other fox.
Maple’s tentacles passed their 4+ rolls every single time during the match. In the end, he had to make a one-turn touchdown to win — and he did it without a reroll.
He blocked and pushed my zombie three times, picked up the ball with a gnome, passed on a 4+, caught the ball, dodged three times, made three Go For Its, and none of
the rolls were below a 4+. |
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Two normal Treemen and Maple Highgrove at the line of Scrimmage.
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Game 5:
Opponent |
Team |
TD |
CAS |
Result |
hatecore |
Khazad-dunn Steelers Dwarf |
1:2 |
0:2 |
lost |
The game just didn’t go my way. I rolled double skulls and double ones multiple times. In the second half, so many of my players were off the pitch
that I couldn’t do anything anymore — all I could do was watch. |
Game 6:
Opponent |
Team |
TD |
CAS |
Result |
Azenth |
Baumkopfholzfaust Wood Elf |
0:2 |
3:0 |
lost |
A very nice opponent. Wood Elves are manageable, I think, if you can inflict enough casualties. Apparently, I wasn’t aggressive enough
in the first half, because my plan didn’t really work out. In the second half, he pulled his team back and left his Tree on the line. I managed to knock it down
and gang foul it, sending it off K.O., which made my defense much easier.
At a critical moment, I had to make a Rush to tag his ball carrier. I rolled a 1 and rerolled… into another 1. He took full advantage of that and shifted his
cage forward 10 squares without any issues (he never rolled double ones, unfortunately). After that, I couldn’t stop him, even though I managed to reach his ball
carrier with my Werewolf. Of course, I had to burn two rerolls just to make two Werewolf blocks without turning over — but that’s how it goes. It was easy for him
to get out of that situation, since he didn’t have to deal with constant double ones like I did. |
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An offence against the Woodelves.
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Another view of the same offence.
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Is the ball carrier sage here? Spoiler: No.
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Results:
Winner |
Edwin |
Vechtse Rovers Human |
Runner-up |
AlRonno |
Underestimated Gnome |
Wooden Spoon |
motzer |
The Sneaky Patriots Goblin |
You can see all results here
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