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AoS Seraphon V KO 2k pts

Discussion in 'Battle Reports' started by Tombomb7, Feb 10, 2020.

  1. Tombomb7
    Jungle Swarm

    Tombomb7 New Member

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    My brother and I will be entering our 1st AOS tournament on 8th March, so we've been busy painting up our armies and thought we ought to practise vs each other. I play Seraphon while he has Kharadron Overloards. This was our second set of match play games vs each other. I used x2 of Lizard Wizards competitive lists: the Thunderquake Starhost and ShadowStrike/Firelance/Dracothian's tail. My brother ran with the Barak Zifflin.

    We played three games, all were matched play to simulate what we will encounter during the tournament. No realms are present at this tournament so we only used army specific items. I should have taken some pictures but I will do next time. He's a summary of the games we played, my thoughts and questions. Hope you enjoy!

    Leaders
    Arkanaut Admiral (14)
    Endrinmaster with Endrinharness (100)

    Battleline
    x10 Arkanaut Company (90)
    x10 Arkanaut Company (90)
    x10 Arkanaut Company (90)
    Arkanaut Frigate(250)
    Arkanaut Frigate(250)
    Arkanaut Frigate(250)

    Units
    x6 Endrinriggers (200)
    x3 Endrinriggers (100)
    x1 Grunstok Gunhauler (150)
    x5 Grunstok Thunderers (120)

    Battaltions
    Iron Sky Attack Squadron (120)

    Extra Command Point (50)
    Total: 2000/2000
    Wounds: 117

    -----------------
    ---Game 1 & 2 List---

    Leaders
    Slann Starmaster (260)
    - General
    - Command Trait : Great Rememberer
    - Artefact : The Ragged Cloak

    Engine of the Gods (240)
    - Artefact : Ethereal Amulet
    Saurus Astrolith Bearer (160)
    Skink Starpriest (80)

    Units
    3 x Razordons (120)
    3 x Skink Handlers (40)
    10 x Skinks (70)
    - Boltspitters & Star Bucklers
    10 x Skinks (70)
    - Boltspitters & Star Bucklers
    10 x Skinks (70)
    - Boltspitters & Star Bucklers
    10 x Skinks (70)
    - Boltspitters & Star Bucklers

    BehemothsBastiladon (280)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost (120)

    Spells
    Balewind Vortex (40)
    Chronomatic Cogs (80)

    Points: 1980/2000
    EXTRA COMMAND POINTS:1
    WOUNDS: 95

    ---Game 3 List---


    Leaders
    Slann Starmaster (260)
    - General
    - Command Trait : Great Rememberer
    - Artefact : Incandescent Retrices

    Saurus Oldblood on Carnosaur (240)
    - Artefact : Coronial Shield
    Scar-Veteran on Cold One (100)
    - Artefact : Blade of Reality
    Skink Starpriest (80)
    - Artefact : Prism of Amyntok

    Units
    6 x Ripperdactyl Riders (280)
    10 x Skinks (70)
    - Pipes & Star Bucklers
    10 x Skinks (70)
    - Pipes & Star Bucklers
    5 x Saurus Knights (80)
    - Lance
    5 x Saurus Knights (80)
    - Lance
    5 x Saurus Knights (80)
    - Lances
    3 x Razordons (120)

    Battalions
    Dracothion's Tail (80)
    Firelance Starhost (150)
    Shadowstrike Starhost (180)

    Spells
    Balewind Vortex (40)
    Chronomantic Cogs (80)

    TOTAL: 1990/2000
    EXTRA COMMAND POINTS: 3
    WOUNDS: 107

    Game 1

    The name of our pitched battle escapes me. There were four objectives with one in each quarter, if you control all 4 at any time you have a major victory. KO set up before I did so went first, I deployed a united of skinks and my starpriest to the right objective and the rest of my army to the left one. In hindsight this was a mistake as I should have kept everything together to available of bonuses and protections. I ended up teleporting the Starpriest back to the main force as soon as I could, leaving the skinks to be killed. On my turns I tried to move forwards, towards the centre of the board but KO had already taking up great positions all across the other three objectives in their first turn so it was going to be a slog to depose them. His three frigates came at me from the left, right and centre. The Thurnders set up shop on a cliff directly looking into my army.

    I was sitting on the left objective by the second turn and it became apparent I wouldn't be able to contest all three effectively with this starhost. I made it to the right sided objective in my own territory with a unit of skinks in an effort to prevent some early points scoring, but all 10 were dead by the end of KO turn 2. In the end I wasn't able to hold more than one objective for more than a turn.

    KO concentrated fire on my bastiladons for two or three turns which spared the bulk of my army. The bastiladons did make some incredible saves to be fair with only one being reduced to 3 wounds and the other taking just one wound which was healed via the starhost ability. The Razordons performed well through the starhost and AB rerolls. Understandably they took some good fire in turns 2 and 3, with two falling before my 3rd turn.

    Their Endrinriggers can be a lot more dangerous but they didn't charge me and I took most of them off the board in turn 3 or 4. The skink priest continued to successfully fire arcane bolts each turn. I summoned some rippers to deal with a frigate and Arkanaut company which was looking to flank on my left, focus fire and ripper charges in turn 4 took these off the board. On turn 4 I saw an opportunity to gain a major victory through some summoning and teleporting tactics, everything would be set for turn 5. I wouldn't be knocking KO off the objectives but my teleported skinks would outnumber and thus control the objectives if everything went to plan in turn 5.

    Our pitched battle said you needed all four to win, otherwise it defaults to the number of points you've killed. I was ahead on points which would have provided a minor victory, but since we were learning I opted for the bold tactical move to take all four objectives in the final turn for a major victory. A grave tactical error was made during my turn 4 movement, I moved the bastiladon that was sitting on the fourth objective meaning (the left one on my side) I lost control of it. Rolling for turn 5 KO rolled higher and simply moved a unit onto that objective and immediately scored a major victory XD

    Review

    I was surprised how effectively the bastilaons absorbed heavy fire. The skinks understandably were little more than screening troops which provided my heroes with -1 to hits and conjuration point power was significant. I should have deployed more centrally instead of sending a smaller cohort to the right and leaving my main strength on the left, it might have given me an opportunity to contest objectives more effectively, it's just the range of KO can pick you off from any range or angle, so it prevented any adventurous tactics. The focus fire from Bastiladons and Razordons and mortals from the Slann and EOTG where effective in taking a Frigate off the board each turn, in spite of the Aether gold being popped to give re-rolls on saves during the shooting phase. We both learned a fair amount, we forgot some of our abilities at times and only realised we forgot to roll for turn order until the beginning of turn 3. Also, KO learned it's a bad idea to focus on the Bastiladons vs the Engine of the Gods given the number of summons and mortal wounds it dished out. Also the fact the EOTG provided significant bonuses via the TQ battalion. I'm not sure just one EOTG is viable given how important it is and what happens if it's removed from the board. That said, KO is one of the few armies that can circumvent the screens you put in place with all of their shooting. I'd need to be prepared for my less durable units to be targeted in the second game.

    This game took about 5 hours to complete, we'll only have 2.5 hours per game at the tournament. We'll need to cut down on our time significantly! My hero phase in particular takes a lot more time than it should and I find myself needing to reference the "To Hit" and "To wound" characteristics for most of my models still.

    Question I need to clarify:
    - I did wonder about the initial conjuration point count, I start with 9 from the slann, plus D3 from the Astrolith Bearer. If I use the Starpriest to conjure the Cogs and Slann to conjure the Vortex, do I end up with 4 spells (one from the cogs) plus the D3 from the AB? Or 3? I thought you gain one from the Vortex, one from the Cogs and 2 remaining on the slann.

    On to game 2!....will write the report of it shortly :) I'll also try to upload some of my models which are WIP to help with immersion XD
     
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  2. LizardWizard
    Skar-Veteran

    LizardWizard Grand Skink Handler Staff Member

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    Balewind Vortex lets you cast one extra spell each turn from the wizard who summoned it. Cogs can used by the wizard who didn't cast it.
    It works out as follows:

    -Slann can cast 3 Spell
    Slann casts BwV leaving 2 Spells Slots
    BwV adds an edditional Spell Slot bringing the Slann back up to 3.​
    -Skink Star Priest casts Chronomatic Cogs
    Slann manipulates the Cogs to gain a Spell Slot​
    -Slann now has 5 Spell Slots in total. 1 slot is spent to cast BwV leaving it at 4 slots reaming turn one.
    -Slann uses 4 slots to gain 12 CCP.
    -Slann Generate 1 CP for being a Slann
    -Saurus AB generates D3.

    Thus, the turn you summon BwV and Cogs you will have 13 +d3 CCP.
     
  3. Tombomb7
    Jungle Swarm

    Tombomb7 New Member

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    That's fantastic thanks for explaining it all so clearly, I'd wondered if I had calculated it correctly so I guess I did!...the 1CP for Slann extra was something I had not been counting at any stage, so this is a big deal! Thank you :)
     
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