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AoS Stürmer's Battle Reports

Discussion in 'Battle Reports' started by Wilhelm Stürmer, Feb 9, 2019.

  1. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    That's pretty much it.

    Plus, it's skaventide. Those guys have all their new shiny toys, it's a pain to play against them.
    I did a sort-of-tournament in our gaming shop, i tried to play a generic order, but… things as idoneth deepkin, daughters of khaine… they're a different League, it's an uphill battle.
     
  2. LizardWizard
    Skink Chief

    LizardWizard Grand Skink Handler Staff Member

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    Deployment is tricky with this list, especially on this particular Battleplan. Your stealthy advance actually takes place before you have to chose turn sequence. You can always roll to see how they move and then decided if you want to take the movement and the turn order.

    I think sending your Rippers into the Clan Rats next to the Bell was the right choice. Your ScV on Cold one should have been sent towards the other horde of 40x clan rats with one or more units of Knights to follow him. His Betrayer's Crown should have thinned them decently well and maybe forced some battleshock.

    Forgetting about your cogs movement and not moving skinks to hold your objective was huge. Had you remembered both you likely would have won the game.You should have used LoSaT time to move your Razordons in range of his Jezzails. It is hard to tell from the photo, but there appears to be room between his Sreaming Bell and the Jezzails to set them up near the edge of the board.

    Lastly, anytime that I play on Total Commitment I summon a unit of Chameleon Skinks turn one. This is almost always my path to victory because they can ambush onto your opponent's objectives in later turns.
     
  3. Wilhelm Stürmer
    Razordon

    Wilhelm Stürmer Well-Known Member

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    You're right. I forgot it was after setup and not in my first Hero Phase.

    Good point. As Skaventide wouldn't have had a CP yet, the middle unit might have been outside of the Bell's 13" aura for Battleshock resist.

    While I don't have Chameleon Skinks, I have an abundance of Skink Handlers I could proxy in. Great ideas; I really appreciate the analysis.
     
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  4. Wilhelm Stürmer
    Razordon

    Wilhelm Stürmer Well-Known Member

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    2000 MPP Mock Tournament Battle
    Seraphon versus Tzeentch
    Battleplan: Blood and Glory
    Realm: Ulgu

    Allegiance: Seraphon
    Mortal Realm: Ulgu

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

    Saurus Scar-Veteran on Cold One (100)
    - Artefact: Betrayer's Crown
    Saurus Oldblood on Carnosaur (260)
    - Artefact: Sword of Judgement
    Skink Starpriest (80)
    - Artefact: Spellmirror

    Battleline
    5x Saurus Knights (90)
    - Lances
    5x Saurus Knights (90)
    - Lances
    5x Saurus Knights (90)
    - Lances
    10x Skinks (60)
    - Boltspitters & Star Bucklers
    10x Skinks (60)
    - Boltspitters & Star Bucklers

    Units
    4x Razordons (160)
    6x Ripperdactyl Riders (280)

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

    Endless Spells
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 3
    Wounds: 110
    Allegiance: Tzeentch

    Leaders
    Magister
    (140)
    Gaunt Summoner and Chaos Familiars (180)
    - General
    Lord of Change (380)
    - Lore of Change: Tzeentch's Firestorm
    The Blue Scribes (140)
    Herald of Tzeentch on Disc (140)
    - Staff of Change

    Battleline
    10 x Kairic Acolytes
    (80)
    10 x Kairic Acolytes (80)
    10 x Kairic Acolytes (80)
    10 x Pink Horrors of Tzeentch (200)
    10 x Pink Horrors of Tzeentch (200)

    Behemoths
    Mutalith Vortex Beast
    (200)

    Endless Spells
    Balewind Vortex
    (40)
    Chronomantic Cogs (60)
    Umbral Spellportal (60)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 96

    My opponent and I came up with the idea of playing one of the upcoming tournament battles to give us some preparation and foresight on how to better perform. We decided on the first battleplan of Blood and Glory in the realm of Ulgu. To keep in the spirit of the tournament, we also agreed to limit ourselves to 2.5 hours and not share army lists beforehand.

    Deployment:

    We started the clock when we rolled for deployment priority. I’ll call my opponent Jones, for expediency. Jones won the roll, but I did make him aware that my list effectively gave me a one drop army. He opted to deploy first and I allowed all but the two units of Pinks to be deployed before finishing. I placed one unit of Knights, the Oldblood on Carno, the ScarVet on CO, and the Razordons in the Heavens, along with the Rippers in the sky. I deployed further back, zoning out the ability to use the realm CA (which allows for board edge teleportation), and gave first turn to Tzeentch. Here we go!
    Deployment_2.JPG
    Stealthy_Advance_2.JPG

    Shout out to schoonerlabs on Etsy for the Seraphon themed combat gauge. Jones also has a Tzeentch themed counter from him and he created one for Seraphon, which I have ordered.

    Tzeentch T1: In his hero phase, he managed to get off all three Endless Spells he brought. Unfortunately, I backed my Starpriest out of unbind range. I managed two unbinds and failed another. Bolt of change knocked off one Skink on my right objective but failed to generate a Chaos Spawn. Movement was extremely cautious, with the largest movement being the Mutalith headed towards my right objective.
    T1_Tzeentch_END_2.JPG

    Seraphon T1: I successfully cast Cogs and manipulated them with the Kuoteq to grant me an additional spell for 13 CCP. The Blot Toad was setup on Tzeentch’s right side, being within 2” of three units. First attempt at LoSaT failed, but the second attempt allowed me to teleport the Slann to Tzeentch’s back left corner. The Oldblood on Carnosaur and unit of 4 Razordons Appeared at Kuoteq’s Command. I then used 1 CP on Kuoteq’s CA to offer additional re-rolls should Tzeentch win the T2 roll for priority.

    The two units of Knights marched double time to the sound of their Wardrums. The Razordon’s shot into the unit of Acolyte’s on Tzeentch’s left objective, impaling four. The Oldblood completely forgot about his Sunbolt Gauntlet. Charge for the Oldblood failed and I wrongly charged a unit of Knights, as they would have been fatigued from the Wardrums. Since the Knights charged, they went into combat, killing 8, but not rolling any 6’s.
    T1_Seraphon_END_2.png

    Seraphon T2: Double turn time! The Starpriest cast Phantsmal Guardian from Ulgu’s spell roster (the Leinenkugel cap). I didn’t see a good use for LoSat this turn. Kuoteq generated 13 more CCP. I spent 3 CP on Ancient Warlord for the Oldblood.

    The unit of Knights not in combat moved to charge into the other screening unit of Pinks. Razordons moved within rend range and the Oldblood moved closer to reduce the risk of failure on this turn’s charge attempt. The Oldblood’s searing Sunbolt blasts inflicted three wounds into the Mutalith. Razordon’s eliminated the remaining 6 Acolyte’s guarding Tzeentch left objective.
    T2_Seraphon_Movement.JPG

    Both the Knights and Oldblood made their charges. I opted to activate the Oldblood first, as I didn’t want to take the chance of him getting bracketed before his first attack. Rolling 9 attacks for the Sunspear generated three 6’s!!! With Sword of Judgement equipped, I rolled 11 mortal wounds! The Mutalith was dispatched before even needing to roll regular wounds for the Sunspear or any of the Carnosaur’s attacks. At the end of combat, one Knight was killed in each unit, 6 Pinks were routed, and The Acolyte’s guarding Tzeentch’s right objective piled into the Knights.
    T2_Seraphon_End.JPG

    Tzeentch T2: Tzeentch’s hero phase spread out spell damage across the Knights, Razordons, Oldblood, and my right objective Skinks. The unit of Knights near Tzeentch’s left objective managed to survive with one wound, continuing to tie-up the Pinks that were charged. I managed to Unbind two spells again, and the Oldblood suffered 3 wounds, but got lucky as one of the spells cast was ineffectual but could have severely injured him. Bolt of Change was once again successful and this time a Chaos Spawn erupted from the spell charred remains of the sole affected Skink.

    Tzeentch’s movement was very well calculated. The Blue Scribes and Herald on Disk moved towards my objectives, obviously attempting to contest them. At the end of movement, 3x Blue Screamers and 10x Blue Horrors were summoned on my left and 10x Blue Horrors on my left. This could easily allow Tzeentch control of 3 objectives in T3 with decent roles.

    By the end of shooting, charges, and combat, my right objective only had one Skink left, with the Starpriest just out of range to assist. The Skinks on the right only lost one model. Fortunately, the Blues near my left objective failed their charge. On Tzeentch’s right, the unit of Knights was down 3x models and the Acolyte’s on lost 2 models to combat and battleshock.
    T2_Tzeentch_Summoned.JPG

    T3 Seraphon: By this round, time was growing very short. The Starpriest cast Summon Starlight on the Blues around my right objective, inflicting 2x mortal wounds. I was successful on both LoSaT, moving Kuoteq to the left side of the board and the Oldblood to attempt to regain control of my right objective. Kuoteq gained 13 more CCP…

    In movement, the Razordon’s moved up to control Tzeentch’s left objective. Skinks on my right objective moved in so all 10 were in the control area. Then the ScarVet on Cold One and last unit of Knights materialized on the battlefield.

    Charges… I failed all the charges with the ScarVet, using 3 CP to attempt 4 charges. No use of the Betrayer’s Crown on the threatening Blues. Then I failed the charge on the Oldblood. Directly after charge phase, the timer ran out. Based on the wording of the battleplan, Seraphon won a minor victory.
    T3_Seraphon_LoSaT_2.JPG


    Post-game analysis:

    Positive: I think my deployment was pretty solid. I also think giving Tzeentch first turn worked out well. I kept to the objective game, even in light of my mistakes, of which there were several.

    Mistakes: I should not have charged the Knights in my T1. As I’m sure everyone noticed, I didn’t summon or bring in the Ripperdactyl’s. I think there were two factors at play here. I’ve never played a timed game and I believe it was a consistent distraction. Additionally, this was the first time I was actually able to utilize this army’s full potential, as the last time I played it was on the Total Commitment battleplan. Even so, the Ripper’s I could attribute to those factors, but I’ve consistently forgotten to summon in several games now. I need a better visual queue system until this army and all its abilities are second nature. Being more familiar with the army will also lend to playing quicker and utilizing my time in a timed game better.

    Looking back, I could have best capitalized on these two big mistakes in my T3. I should have put my Slann in the place the Oldblood was and deployed the last two units from the Heavens to better regain control. The Rippers could then have deployed from the skies on Tzeentch’s right objective. I then would also have 39 CCP to bring in 6x units of Skinks, which, assuming charges didn’t fail (which so many of mine did this game) I could have flooded my lost objective and won a major victory.

    While this was a technical victory, Jones could have, and likely would have controlled 2 or more of the objectives I controlled at the end of his T3. He definitely outplayed me in this game. Time was simply on my side.
     
    Last edited: Apr 20, 2019
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  5. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I also forgot my summoning during my last game, that kinda sucks, and almost cost me that game.
    Concentration is important. :)
    Nice report!
     
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  6. Canas
    Skink Priest

    Canas Well-Known Member

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    Could you take pictures from the same angle next time? It's quite difficult to follow what's going on. Also, some sort of indication what's what would help (e.g. photoshop an s next to a unit of skinks or something :p)
     
  7. Wilhelm Stürmer
    Razordon

    Wilhelm Stürmer Well-Known Member

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    Picky, picky. :p I'll see what I can do next time around. :rolleyes:
     
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  8. Canas
    Skink Priest

    Canas Well-Known Member

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    I can be more picky if you want, next time don't play against tzeentch, now both factions are rather blue making it even more difficult to distinguish them :p
     
  9. Wilhelm Stürmer
    Razordon

    Wilhelm Stürmer Well-Known Member

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    2000 MPP Pitched Battle
    Seraphon versus Skaventide
    Battleplan: Three Places of Power
    Realm: Shyish

    Allegiance: Seraphon
    Mortal Realm: Ulgu


    Leaders
    Slann Starmaster
    (260)
    - General
    - Trait: Great Rememberer
    - Artefact: Miasmatic Blade

    Skink Starpriest (80)
    - Artefact: Spellmirror
    Saurus Scar-Veteran on Cold One (100)
    - Artefact: Betrayer's Crown
    Saurus Oldblood on Carnosaur (260)
    - Artefact: Sword of Judgement

    Battleline
    10 x Skinks
    (60)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances

    Units
    6 x Ripperdactyl Riders
    (280)
    4 x Razordons (160)

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

    Endless Spells
    Chronomantic Cogs
    (60)

    Total: 2000 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 110
    Allegiance: Skaventide
    Mortal Realm: Ulgu

    Leaders
    Grey Seer on Screaming Bell (200)
    Verminlord Warpseer (260)
    Arch-Warlock (160)

    Battleline
    40 x Clanrats (200)
    - Rusty Blade
    40 x Clanrats (200)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade

    Units
    30 x Skryre Acolytes (320)
    9 x Warplock Jezzails (420)

    Endless Spells
    Warp Lightning Vortex (100)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 179


    Played another battle from the upcoming tournament yesterday against my favorite Skaventide opponent. This will be a shortened battle report as I’m reading up on my army, the realms, and the battleplans, BECAUSE THE TOURNAMENT IS TODAY!

    Dracothion’s Tail allows me to pick who goes first and I opted to play aggressively and take first turn. Stealthy Advance is used to assist in gaining objectives T1. I teleport the Slann to the left objective and the Starpriest takes the right. I summon an Eternity Warden to help keep the Slann alive. Knights move up double time to support and prepare for charges. Rippers come down on my left into his unit of Acolytes and a unit of Clan Rats. The ScarVet and a unit of Knights also come down and charge into the same unit of Clan Rats. In combat, the Rippers killed 24 of 30 Acolytes, and the Knights and ScarVet killed 26 of 40 Clan Rats. The Screaming Bell prevents any Battleshock fleeing.
    01_Dep_and_SA.JPG 02_T1_Seraphon_EoM.JPG 03_T1_Seraphon_EoC.JPG

    In his T1, he advances his Verminlord and the injured Clan Rat unit retreated and charged my Slann. The Slann took several wounds from Spells. Spells and combat killed the Eternity Warden and brought the Slann down to one wound. The Starpriest was killed by spells and shooting. His defending Skinks were also killed by the unit of Clan Rats escorting the Verminlord. I also lose several Knights and four Rippers.
    04_T1_Skaven_EoM.JPG 05_T1_Skaven_Combat.JPG

    I won the roll for T2 priority. The Slann, nearby Knights, and a summoned unit of Skinks managed to kill off the Clan Rats surrounding the Slann. The remaining Rippers killed the remaining Acolytes. The ScarVet charged into the next unit of Clan Rats. I brought down my Oldblood on Cranosaur, dumped 4 CP into his CA, and then teleported him in range of the Verminlord. I retreated the Razordons (this was dumb). The center Skinks and Knights charged to tie up the middle unit of ClanRats. The Oldblood inflicted 5 wounds into the Verminlord (the additional saving rolls this thing gets is NUTS).
    06_T2_Seraphon_Begin.JPG
    07_T2_Seraphon_EoC.JPG

    Skaventide’s T2 he rolled a 12 on the Screaming Bell. This summons a Verminlord! There’s now two on the board! Unfortunately, our time ran out by the end of his T2, which allowed me a victory of 4-2. We did however play out the game. He won T3 priority and very easily removed my Slann and most of the rest of my army. Had it not been for the timer, Skaventide would definitely have won a major victory.
    08_T2_Skaven_12onBell.JPG

    Post Game Analysis

    I PLAY SLOW. I need to work on this as if I plan to go to future tournaments, it’s going to be looked down on as it can very easily be seen as gaming the clock. I’m reading up on my army, it’s units, abilities, and battalions more and hopefully I can get in more 2K games to help in this area. I’ve won two games primarily due to slow play and I don’t like it. Not only does the victory feel hollow, I know my opponent isn’t going to be super pleased about it either.

    In this particular battle, I shouldn’t have teleported the Slann into such a vulnerable position. He should have stayed in the woods, with protection and brought down the other heroes onto objectives. The Starpriest should have gone to the left objective as I knew as soon as deployment was done, I’d have the two large units on that side tied up and potentially destroyed. Heck even teleporting the ScarVet in my T2 to the middle objective would have been a good play. I didn’t do that, because I forgot that Betrayer’s Crown is a Once Per Battle item. Additionally, retreating the Razordons was not smart. I didn’t play the unit well in this game and it didn’t help that I failed both of their Instinctive Defense rolls. Also, can I just say that rolling for that ability seems like a nerf… Anyway, a little less aggression would probably have helped me survive longer, gaining more points.

    I do think taking first turn was good. In general, I know my friend is going to push into me when I play him. He’s screens well, so waiting for him to open up his army is super risky and likely will just end in my army with a face full of Clan Rats. Also, those Acolytes are murderous. I knew they had to die asap and fortunately he left them exposed. Unfortunately, I only got the chance to attack one of his heroes and its ridiculous save re-rolls neutered the damage I could have caused with the Oldblood (failing all his Sunbolt wounds didn’t help there either). In this Battleplan, I definitely should have kept the Slann back, positioned my heroes better and allowed him to advance more in hopes of getting at his heroes, though as I said, he likely wouldn’t have allowed that to happen easily.
     
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  10. Canas
    Skink Priest

    Canas Well-Known Member

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    Wasn't the roll for instinctive defense Always needed?
     
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  11. Wilhelm Stürmer
    Razordon

    Wilhelm Stürmer Well-Known Member

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    Yes, but it sucks! :p Bad rolls, I'm just whining. :mad:
     
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  12. Lizerd
    Ripperdactil

    Lizerd Well-Known Member

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    Oof, That is unpleasant. I’m assuming bad rolls did a number on what happened in the fight. My guess is that maybe you could go for even more razordons and bury your opponent in a volley of spikes. Anyways good battle report and cool pictures.
     
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  13. Wilhelm Stürmer
    Razordon

    Wilhelm Stürmer Well-Known Member

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    If I had more Razordons, I absolutely would play them. At $30 a model though, it's a steep investment. Same reason I haven't bought an EoTG yet. Even so, the list is decent, I just need to get better with it.
     
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  14. Lizerd
    Ripperdactil

    Lizerd Well-Known Member

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    Actually I’ve seen a few cool guides to kit bashing some razordons, mostly out of useless cold ones. Want some links to them?
     
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  15. Canas
    Skink Priest

    Canas Well-Known Member

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    o gimme :p
     
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  16. Lizerd
    Ripperdactil

    Lizerd Well-Known Member

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    Here is an older video, alternatively I have seen a few images floated around.
    They entail buy dark elf cold ones, and then making green stuff strands and placing them on their backs. The craftsmanship was pretty good.
    [​IMG] I found this one on the forum itself
     
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  17. Canas
    Skink Priest

    Canas Well-Known Member

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    Meh, that's slightly too far off for my liking. Does anyone know what dinosaur the razordon is based off? Maybe I can find some cheap toys that come a bit closer.
     
  18. Lizerd
    Ripperdactil

    Lizerd Well-Known Member

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    You’d probably want a quadruped dinosaur, maybe an inaccurate ankylosaurus that you could add free stuff spikes to.
     
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  19. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    yeah, you definitely need practice.
    I know the stats of my lizards, still my hero phase tends to be slow, due to the thinking and planning i need.
     
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  20. Wilhelm Stürmer
    Razordon

    Wilhelm Stürmer Well-Known Member

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    2000 MPP Tournament Battle One
    Seraphon versus Daughters of Khaine
    Battleplan: Blood and Glory
    Realm: Ulgu

    Allegiance: Seraphon
    Mortal Realm: Ulgu

    Leaders
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer
    - Artefact: Miasmatic Blade
    Skink Starpriest (80)
    - Artefact: Spellmirror
    Saurus Oldblood on Carnosaur (260) – In the Heavens
    - Artefact: Sword of Judgement
    Saurus Scar-Veteran on Cold One (100) – In the Heavens
    - Artefact: Betrayer's Crown

    Battleline
    5 x Saurus Knights (90) – In the Heavens
    - Lances
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances
    10 x Skinks (60)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers

    Units
    4 x Razordons (160) – In the Heavens
    6 x Ripperdactyl Riders (280)

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

    Endless Spells
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 110

    Allegiance: Daughters of Khaine
    - Temple: Hagg Nar
    Mortal Realm: Ulgu

    Leaders
    Slaughter Queen on Cauldron of Blood (330)
    - General
    - Trait: Devoted Desciples
    - Artefact: Thousand and One Dark Blessings
    - Prayer: Crimson Rejuvenation
    Bloodwrack Medusa (140)
    - Artefact: Shadow Stone
    - Lore of Shadows: Mindrazor
    Hag Queen (60)
    - Prayer: Catechism of Murder
    Hag Queen (60)
    - Prayer: Martyr's Sacrifice

    Battleline
    30 x Witch Aelves (270)
    - Pairs of Sacrificial Knives
    30 x Witch Aelves (270)
    - Pairs of Sacrificial Knives
    10 x Sisters of Slaughter (120)
    - Barbed Whips and Sacrificial Knives

    Units
    5 x Khinerai Lifetakers (80)
    5 x Khinerai Lifetakers (80)
    5 x Khinerai Lifetakers (80)
    5 x Doomfire Warlocks (160)
    - Lore of Shadows: Shroud of Despair
    5 x Doomfire Warlocks (160)
    - Lore of Shadows: The Withering

    Battalions
    Cauldron Guard (120)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 134


    Tournament Day! I’ve been looking forward to this for a month. There were 6 players and we were able to get 2 of 3 planned battles. We draw colored glass stones to see how the match up played out. I was paired up with Daughters of Khaine.

    This is a first for me. I’ve seen how devastating they can be, especially the Witch Aelves, in video battle reports on YouTube. And I’m facing an opponent I know is more experienced. I decide to give first turn to DoK, deploying far to the back, even repositioning the Skinks with Stealthy Advance. I roll Hunter’s Steed for the Constellation and give first turn to my opponent.
    01_B1_Deploy_N_SA_01.jpg 02_B1_Deploy_N_SA_02.jpg

    T1 DoK: Nearly all his prayers go off, so the Witch Aelves are buffed and ready to murder. The army advances, but his Cauldron has an exposed side that would make a tasty treat for my Rippers. The other side of the Cauldron has a Medusa and unit of Witch Aelves escorting. The advance is not a huge charge, however. It’s possible he’s of the same mindset as I and wanting to see my first moves.

    T1 Seraphon: I LoSaT my Slann into his back-left corner, bring down the unit of Knights and ScarVet on CO, and swoop down the Rippers, into the unit of Witch Aelves. Honestly, I can’t recall now why I did this. I fully intended to put them into the Cauldron and was even kicking myself as I placed the unit down. Deed is done, though, so I have to roll with it. I successfully charge everything and opt to attack with the Rippers first. They take out 17 Witch Aelves. Chewing through their damn re-rolls without rend is not going well, but the Cauldron would have had them as well. He strikes back into my ScarVet, murdering it. Mistake 2 made evident; should have kept him in the Heavens. By the end of combat, the Heavenly Knights were down to one wound, 3 Rippers were gone, and I managed to kill 2 of his calvary with a unit of my Knights I charged into them. Unfortunately, my Slann was dangerously unprotected, as I had over anticipated the effectiveness of my assault.
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