Played a 2 v 2 AoS game with the majority of my army about 2 weeks ago now. Took a few snaps to share:
View from the Order battleline!
Battlelines drawn. Aelf on the order left flank, and a ton of stormcast on the right. Enough for a very large two rank deep liberator unit.
Bloodreavers raving in the Hellfort to Khornate death & blood metal! - They don't move the whole game as the objective was to hold the fort.
A true Khornate charge. - We decided to halt the order advanced and keep them away from the Hellfort aslong as possible. Snatching the initiative on turn 2 secured us that charge!
I fly my bloodthirster up when the main battleline is engaged. He wipes a 5 man liberator squad, and with his incarnate Rage bloodily explodes a few more stormcast within 8".
Just a quick army shot, of a second 100 wound match I played. My opponent brought Archaon, Skarbrand, Blob .... needless to say I was totally out-summoned. Now considering a wizard of sorts just to keep units rolling in. Not very Khorny but...
I managed to get my first game in under the SCGT comp rules. Must say I much prefer them. Certainly in regards to pool point count, summoning rules and general army setup.
Here's what I captured so you can see how the battle panned out:
HOLD THE LINE - I love how the liberators look in this format. My opponent did really well to line them up to deny overlap.
Ah yes the Retributor lightning stirke!
At the end of turn 5 I only had my Bloodthirster left on 12 wounds.
We went on the ruling that my bloodsecrators do not stack. So I may replace one for something else, however they were not targeted in priority so having two in other games is still not a bad idea in-case they get sniped.
I was anxious to get my 20 Bloodletters in asap, this was possibly a mistake as 10 came in turn 1 and a following 10 turn 2. Meaning they still had a lot of the board to cover in re to movement when I could have utilised them better when needed.
I left my Daemon Prince exposed (Subbed in for a Khorgarath) it died to the Grpyhhound presenting all kinds of units to shoot me. (Btw that Judicator Prime, wow that's a lot of shooting to die to)
A unit of 40 Bloodreavers, was nice, but just to many to maximize my attacks. I will take them as two units of 20 instead for the purpose of maximization and utility.
Hellcannon was and IS all kinds of awesome. It took 10 wounds of the stardrake which is lucky from its wound rolls, but still that was my VIP.
Other thoughts, I might try to maximise more skullreaper units from spare wounds, like dropping the 10 blood warriors. Skull reapers are all kinds of awesome.
usernamesareannoying wrote: Awesome stuff. Out if curiosity why did you decide the bloodsecrators don't stack when the rules say that all modifiers are cumulative? I run three specifically to stack them[./quote]
It was something to do with the SCGT comp rules I think, although I cant find them on the rules sheet!
usernamesareannoying wrote: Awesome stuff. Out if curiosity why did you decide the bloodsecrators don't stack when the rules say that all modifiers are cumulative? I run three specifically to stack them.
An extremely common ruling is that abilities with the same name do not stack - Mystic Shield is culprit #1. Personally I'd say 'Secrator +1A doesn't stack either.
BUT that's an awesome photo recap, great stuff! Kind of stunned all your stuff evaporated so quickly, but that's what 8-9 rounds of combat will do for you I guess
Yeah SCGT states that cumulative or unique named abilities do NOT stack.
This is where I will be looking to take Wrathmongers to generate an additional attack though as a replacement. Their passive ability when they die is amazing if I can get them 2" within a enemy Hero/unit.
Dear enemy Hero please now attack yourself, as one of my wrathmongers is dead. Excellent berserk elite! -yes that could be applicable to his stardrake as an example.
I used to run with a Hellcannon. After some swapping due to it being a "legacy scroll" I had 18 pool points to play with. That was an easy decision for another Thirster, then some tweaking elsewhere.
Within SCGT, the portal of skulls don't stack, however on a 4x2 I pretty much have an entire army not taking battle-shock and benefiting from the +1 melee attack. Almost a 36" wide bubble. Anything out of that is normally a single character or I can flip Inspiring presence on them.
Here's the next installment from my last match Vs Tomb Kings:
It was my first time playing TK under AoS/SCGT. Last time was back in 8th.
My battleline. Off to my right is the bloodreavers and second Thirster.
The chariots advance.
Settra and Lord Vharak Khovar face off. Being in full cover I have a 2+ AS. Unfortunately no reality splitting Axe came off.
Chariots get melted!
Unfortunately that's all I took. It was a fun battle, relatively convincing for myself. It was my opponents first game under SCGT.
usernamesareannoying wrote: amazeballs as usual luvvo.
what are your thoughts on the wrathmongers and skullreapers? ive been thinking of adding some but haven't pulled the trigger yet.
Skullreaper's and Wrathmonger's are the mainstay of my army. Can't argue for having them more!!! A bloodstoker re-rolls though's wound rolls of one so you can almost guarantee daemon-forged blades causing additional mortal wounds on 6's and not taking damage back on the 1's.
If you can get the Reapers in against a squishe unit first you can rack up the kill count and then re-roll hits and wounds. Which is amazing, as you are 3+ to hit 3+ to wound, Re-rolling. PLus re-rolling 1's on the charge. Gorelord them and thats a 3D6 charge as well.
My Wrathmonger's in that game, made Settra and the Spyhnx hit themselves. So I can't argue against that!
I did a recent conversion on my Bloodwarrior's to Wrathmonger's which I can share, as I wanted to save some money with the amount of spare bits I have.
I have loads of info but at work so rushing at the moment!
Automatically Appended Next Post: Here's the converted Bloodwarrior's to Wrathmonger's.
Very simple, but great for me as otherwise these models would sit at home on the shelf. Also saves me £35 on a new box! If only Bitz sites had the spares I could have made another 15 Skullreaper's/Wrathmonger's.
So much eye candy in this thread already. Your battle shots just look all kind of epic with the big long line of Bloodbound. Your diorama on the forest base is such an excellent idea and the painting is top notch! Keep in coming, man!
I've been working on my Bretonnian list. After a few test games they felt really lack luster, and/or to expensive for their capabilities.
As such I think I may have found something that is fluffy, but could still work on the tabletop. Let me know what you think.
Paladin Standard Bearer
Damsel of the Lady
40 Knights of the Realm
100 Pool points under SCGT.
Using everything in conjunction at a *maximum potential can create a lovely charging deathstar.
Under this scenario, assuming all are in range to attack and have charged. Inclusive of these hero abilities/spells:
FE: If that unit is Nobility, you can add 2 to all these hit rolls instead.
FE: Mystic Shield
Aura of the Lady: In your hero phase, select the Damsel or a Free People model within 6"" of her; that model heals one wound. Supreme Aura of the Lady: In your hero phase, select the Fay Enchantress or a Free People model within 6"" of her; that model heals D3 wounds."
LL: Do not take battleshock
DoTL: If successfully cast on a 5, within 16" whenever , when that unit suffers a wound or mortal wound. Add 1 to that roll if the unit is Nobility. On a 6 or more, that wound is ignored.
40 Knights (1 Gallant) 81 attacks @ 2 Damage, no rend, 2+/3+ to hit and wound. Saves of 2+/5+
40 Chargers 80 attacks @ 1 Damage, no rend, 2+/4+ to hit and wound.
Played another match yesterday, Vs Skaven this time. It was composed of, what I can only describe as an Elitist - Shooty army bar, a Verminlord and Hellpit. I'll see if you can call out the units, there were a lot of interesting conversions in his list!
I'll let the pictures tell the story though! Enjoy.
Deployment after my initial move and run.
Surprisingly he actually moved forward. Was not expecting that.
Angle 2. I was trying to rush for the cover to get what saves I could against the shooting.
Won priority on Turn 2, but still lost a lot to his first shooting round. Ouch Bloodthirster's!
Khorne does, what Khorne does best. My Insensate Ragethirster swings first, and causes 3 mortal wounds on enemy units in an 8" bubble after wounding on x3 6's. Shame that doesn't stack!
He was unaware of the Wrathmonger's abilities, so piled in with the Verminlord who then hit and killed himself, after taking the mortal wounds from the Ragethirster.
More shooting thins me out...
Closing the gap.
Skaven last stand.
I pulled off the win. but I was super anxious about all those shooting attacks.
Taking me to 6/7 wins now. I'm hoping to get a rematch with the Stormcast player as my list has change fairly significantly and i think i can take it.
I'm not certain on the horses/ All I know is that when I have tried to get through a regiment of 9+ when in the old school lance formation I almost lost hope when going over each individual horse.
And I have to admit the celestial steed was hella easy and for an ok/decent effect. When it comes to 40 of them I'm leaning towards keeping the same colour scheme. However i could potentially look at character mounts, the Damsels and BSB for example.
@WarbossDakka - I think I have a close up version on my Night Lords plog that's worth a look if you want a close up!
@Paradigm - I truly hope so. The last few games i've play tested against my Khornate army the Bret's have just not been able to stand up against it. This way I have taken the deathstar unit into a deathstar army escalation! Can't wait to get it ready to play with!
I promised a good match, and I definitely have one!
Nurgle vs Khorne
I think that takes me to 8/9 victories in SCGT AoS. I'm looking to tweak my list, possibly by replacing the Deamon Prince and the bloodletters summoning pool. Not to sure what with yet. Perhaps a Gaunt Summoner.
*Will be back later to give some thoughts on where I went wrong in this match up.
I had a rematch with the Nurgle army. Both of us with a few tweaks to our lists, so enjoy that one.
In regards to the tweaks, I've included a Warshrine, swapped my Mighty Lord for a Jugger Lord, and a Skullgrinder. After the battle I've further tweaked again. Also need to run some mathhammer on my Wrathmongers vs Skullreapers.
One thing I did notice though, was that my opponent had missread the rule for Plague Bearers being at -2 to hit in combat as opposed to shooting. This is a majoorr deal!! As even my skullreapers are now hitting on 6's!
Round 2 FIGHT!:
At one point my Wrathmongers caused 19 wounds. He saved 18!!!!
And now for the conversions and tweaks to my list:
Gaunt Summoner/Tzeentch Sorc Lord - With Khorne hound to keep him in check!
A 6+ ward on all mortal units within a 9" range really makes a difference. Especially as most of my army is mortal!
That and the Favour of Khorne is very nice. On a 3+ the ability to re-roll ALL failed hits packs a punch!
My Skullreapers vs Wrathmongers is coming down to running either a:
A) 10 man unit of Skullreapers with a separate 5 man, and seperate 5 man Wrathmonger. OR
B) 10 man unit of Skullreapers, with a 10 man Wrathmongers.
I was running them all as separate 5 mans so that I could benefit from their kill tally much faster and get those re-rolls on wounds. but having them in larger groups allows me to maximise my Hero abilities/buffs so the kill tally is outweighed by this.
Including a Bloodsecrator, Jugger Lord, Stoker, and Warshrine on the two 10man variants:
Skullreaper's have a damage output of 22 unsaved wounds on models with a 4+ save. (This is using Deamon Weapons)
Wrathmongers have a damage output of 25 unsaved wounds on models with a 4+ save.
I ended up losing the game. That's two losses in a row from a previous 9 win streak. Perhaps I need to stop mucking around with my tweaks and go back to my core list. The warshrine will stay, as hit ability to re-roll all failed hits is a big deal early on. Inclusive of the 6+ ward on mortal units.
My main mistakes here, were over-exposing my Bloodthirsters when it was not necessary for me to do so. That and not using my bloodreavers to soak up the first Blood Knights charge bonus. My thirster made all 5 attacks and wounds on the Zombie Dragon (Mortarch) but he saved all of them. That could have been a game changer.
Dat Mourngoul though. Not 100% on how to take that out yet.
Working away on my Bretonnian army for an escalation campaign, pre the summer campaign and the Generals Handbook. Although with all the leaks online, I've allready built out my 2.5k list for AoS, and can't wait to play it in store.
Here's a little glimpse into on of the games and the Paladins I'm working on.
Also here's my current list, I'm looking to escalate to, and have ready for the summer camp.
King "Samuel Luuvigne" 400 Leader
The Fay Enchantress "Isylte Aeleis" 160 Leader
Damsel of the Lady "Athelisa Belsant" 100 Leader
Paladin Standard Bearer "Tedric Hardouin" 160 Leader
Amber Battle Mage "Corban Mils" 100 Leader
Knight-Vexillor "Hoel Virrus" 200 Leader
24 x Knights of the Realm II "Gabryell Laive" 660 Battleline
10 x Paladin Protectors "Covean Mord" 440
2,220 Points at the moment.
How is everyone else's shaping up, would love to know!
So I've kicked off my escalation campaign at my local GW as well as merging into the GW summer campaign with our escalation armies.
We started with 35 pool points, gaining 2D6 for a loss, and 1D6 for a win. This gained a D6 if we used a scenario or the summer campaign scenarios.
Here's a few snap so far:
Third game in Vs a mousillion Death army.
I over expose Leoun here, he dies to a Blood Knights savage charge. As well as the Fey enchantress getting snagged by the Mourngoul.
I lost this matchup.
This was a 2 v 2, Order vs Death. (Fyreslayer allies ftw)
I did much better with my charges here, also winning priority. Charged into the Mourghoul with Knights and Leoun. But still didn't kill him. leaving me open to a Blood Knight, and Grave Guard counter charge.
The objective was to have more models on the middle terrain piece, as it held a magic item. The winning army would then honour duel it out with its generals.
Leoun won! Check that item out!
Progress shot of the Knights, and more paladins.
This was a 2 v me match up as I'd accounted for more pool points. using the first summer campaign scenario.
I smashed through the stormvermin killing them outright, as well as lightning striking my paladins in to take out Durthu.
Enemy turn, and they line up to take out the knights.
Seems I missed a few pictures here, but I won!
This was a 1v1 but with a strategic objective. My opponent went with assassinate. At first I bunkered as expected some lightning deepstrikes. Fortunately he didn't have the pool points yet to spend on the battalion/vexillor.
So I advance! Dropping in my paladins on his Venator to snipe him. I designated attacks elsewhere and he ends up retreating out on one wound.
I make use of his slow infantry, bu the prosecutors hold me up with a flank charge. i kill them, but its done enough. My opponent tries to line up more shooting time, with the Venators star fated arrow, and the judicators into Leoun.
Unfortunatley the shooting isn't quite enough, and with D6+1 wounds back thanks to my hero setup Leoun is back to full health!
It was just a matter of cleaning up from there.
Thanks all, really enjoying the GW summer campaign so far. Hoq is everyone else doing?
Have atleast two battles to show you. Both using The General's handbook at 2.5k lists. With the second match using the Border War game type. Hope you enjoy, firstly though here's a few conversion or other bits of work:
Paladin's finally based up!
Closer look at the pegasus knight.
Questing Knights. Lady forgive me for some of the headswaps!
++ Battle Reports Incoming ++
24 Glorious Knights of The Realm
Allariellie causes 15 wounds with her Beetle alone. All of a sudden my frontline doesn't look as strong.
At this point I conceded. Allarielle, and more specifically her beetle is a beast!
His General on *zombie dragon dies to the paladins efforts, but reanimates on a 6 and comes back on one wound. Subsequently retreating.
But not from a 4D6, 2 highest 12" charged from the Pegasus knights!
The charge hits home into the accursed Mousillion ranks!
I have finally got around to my AoS Death army. More specifically a Soulblight Vampire list. There are a few things I need to iron out. Like making the list actually viable, but here is what I would like to base it off:
Wight King w/ Infernal Standard
x 30 Blood Knights
Two concept snaps of my Blood Knights so far, whilst things are on order:
Would love to hear your thoughts!?
For paint scheme I think a classic red, but worked up to a tamia red clear, so lacquered red armour will work well.
With dark nightmare steeds, and maybe a few OSL effects on eyes and hooves.
Fantastic interpretation of a Bretonnia army. Was always my favourite in fantasy but due to neglect by GW on the model range and an intense dislike to metal and finecast models, I never got past an initial knight errant unit.
May steal this kind of idea for a future AoS army
Solid kitbash, great improvement on the (rather pitiful) standard yeomen for sure. Funnily enough I just saw a Kislev army yesterday (for KOW) that used chaos ponies to make better good-ish human mounted bowmen ...
I have finally got around to my AoS Death army. More specifically a Soulblight Vampire list. There are a few things I need to iron out. Like making the list actually viable, but here is what I would like to base it off:
Wight King w/ Infernal Standard
x 30 Blood Knights
Two concept snaps of my Blood Knights so far, whilst things are on order:
Would love to hear your thoughts!?
For paint scheme I think a classic red, but worked up to a tamia red clear, so lacquered red armour will work well.
With dark nightmare steeds, and maybe a few OSL effects on eyes and hooves.
I really want to get a kick start into this army, but my basing and painting concepts are holding me back.
Does anyone have any nice gritty vampire schemes that would work for a Non-air brush user?
I've also tweaked the list for a pure Soulblight one as well:
Vampire on Vampire Dragon
Vamp Lord x2
30 Blood Knights
The guys at Awaken Realms seem to do a really nice job, but I'm certain its air brushed.
I targeted the cauldron of blood as soon as I could. It buffs the witches something chronic. Unfortunately I did not roll high on my D6dmg from the great cannons so it took two turns. A few snipes from Long Rifles and it went down.
The witches win priority turn 3 and charge on in. I don't mind this to be honest, as my Handgunners have the Stand and Shoot reaction. 19 shots hitting on 2's and wounding on 2's is simply crazy with a -1. That's insta dead witches. I target the Executioners however as they are more of a threat.
The ensuing combat sees me lose, 5 Swordsmen from my left most unit, 1 from the right, and 1 Greatsword. By the end of my turn 2 I completely wipe all of the aelves, and due to battleshock they take heavy losses. The executioners go down to three models atleast.
I also managed to get off the Mystifying Miasma onto the executioners negating their double damage mortal wounds on 6's to hit. This turns out to be mega otherwise I would have lost 16 greatswords due to his rolls. Instead I retain a save of 2+. 4+ basic, +1 for mystic shield, and +1 for being behind the wall.
Its incredibly hard to win scenarios that rely on VP to win the games. You have to really consider your deployment and placement with what is a very static army. The general premise is to bunker up nice and tight and let your Great Cannons snipe scary things, or solo characters to stop them capping Objectives. In larger games at 2k, you could take four great cannons which is awesome.
Combat armies are going to have to come to you. I've yet to play verses a shooting list, like Savage orcs but even they have a relatively short range.
I won the campaign battle! Turns out it was not quite the Apocalypse scale we expected. With only a total of 12K on the table. It was a close run thing to the end though. 7 VPs to Khorne & 6 VPs to Mousillion. 5 VPs to Order, and possibly 3 VPs for Destruction.
The last contested tile on turn 4 came down to a shared wound amount of 53 between us. -What are the odds!
After the snaps, I've also posted what I'm working on next. In other news my Avatars of War Slayers arrived today! Yay!
Here's the pictures though:
I used Sayl to fly my bloodletters up, completing a subsequent charge into the flanking move from the ork boys and brutes. I have to split some of my attacks, but I take 10 Brutes down to 3. Sniping the banner with the Hellcannon on 6 mortal wounds as well. The boys and the remaining brutes run due to battle shock. Mortal wounds on 5+ to hit is nasty. I think you can make that 4+ to wound as well when combined with the "Lord of War" trait!
Those pesky Grot netters are nutz. My mighty Skullcrushers as a consequence are now hitting on 6's! I'd also charged my wrathmongers into the Gobbos' to give them an extra 30+ attacks back :(
Work on my new Khorne 2k GT list starts!
Rebasing my bloodreavers on 25mms to use as Khorne Marauders. I figure for the same points cost for 10, you lose the rend an Totem buff. But gain a 5+ save, and two ranks fighting instead of the one due to 32mms. With effectively the same benefits.
A quick conversion/bits swap for my sorcerer on mount.
Also I love the army painter spray range... but this is the third can this has happened to me now. Plus its half full! :(
I'm starting a 2k GT list for the heat 3 tournament in June of next year!
To get your head around it think Thunder Warriors but in the Age of Sigmar. As such I've written a little context to get myself hyped!
~~++ The Son's of Breton ++~~
The Son's of Breton can be traced (for those that know how to do such things, after all the history of ages and worlds is long lost) back to a time after the elder ages of Dwarf and Elf. A race of man forged by Sigmar's own hand in his mortal form. Yet their story does not truly start there. For if that was so, you would only be eating the lie that ruled the Son's of Breton through the Ages.
Thier truth starts with Lileath, the Maiden. Lileath was the High Elf goddess of dreams, magic energy, innocence, and fortune. She was the daughter of Isha and Kurnous, and thus was the older sister to the entire Elf race.
In the death throws of the Old World Lileath, was also known as another by the Son's of Breton. She was known as The Lady.
Lileath strove to create a new world, a rebirthed Old World. Born among the Age of Myth. She spent her efforts and power strengthening her daughter by Araloth, to open a portal to a world innocent of Chaos' touch. With the last of her strength, she imbued Araloth with deific energies and sent him through the portal, there to join their child and guardian spirits, fashioned from the souls of Bretonnia's greatest knights.
However the vampire lord Mannfred was freed from his prison by Be'lakor in exchange for exposing Lileath's true form. For an elven Goddess is far to tempting for a prince such as Be'lakor to turn from. Be'lakor tracked her down,and discovering her plan, destroys the re-birthed Old World, resulting in the Age of Sigmar.
Lileath in turn is discovered by Jerrod, Last Duke of Quenelles. Whilst defending her from Be'lakor he decides to abandon Lileath with her lies, and die attempting to return home to Gilles le Breton & Abhorash with the Red Duke in tow; rather than participate in the final battle at Middenhiem.
Lileath is shortly sacrificed by Teclis at her request, and so ends her hold on Bretonnia. it is most likely she has been captured by Slaneesh! This would more than explain his absence, whilst he toys with a Goddess of such power.
Unbeknownst to Lileath, Sigmar did not sit idle. His sons, and warriors he fought shoulder to shoulder with to defend the Old World would have their ancestry left to despair or consumed by Chaos. Risen to the Godly Pantheon Sigmar plucked the guardian spirits from the ether and smote them into the first true Stormhost. The Son's of Breton....
The Son's unlike most of Sigmar's Stormhost's were given a mighty gift. The power of memories. This is bother their curse and blessing. For each time a Son is reforged from battle another precious memory is lost to them. In turn the fight all the harder for a God that they truly believe in, whilst to protect thier memories of ages forgotten.
~~++ The Son's of Breton Army List ++~~
~~++ The Son's of Breton Concept ++~~
This was my first concept, but I'm actually going to stick with individual heraldry on each model!
A brief battle report from last nights *Errantry War*
I've been testing out the new tweaks to my list following an absolute pounding playing a 3x30 Tzangorr list!
This one went much better for me, and the new mobility/alpha is an absolute godsend!
We rolled the mission with two objectives, of which only Hero's and Behemoths can capture. Playing on a 4x4 does restrict things, but I'm looking to get a 6x4 soon!
Deployment, plus first turn.
I deployed most of my army behind a 10 man Protector shield. Unfortunately the terrain I was standing in was mystical and everyone passed the befuddlement apart from my front rank. Meaning my movement was very limited. I then failed my Relictor Pray so couldn't move them that way either.
In the end it was an advantage to me, as it gave my opponent the misdirection to advance towards me, and my Longstrikes!
Here you can see me winning priority for turn two, and maximizing the use of my Hammerstrike Battalion. My Decimators make a 12" charge that sees them into the bulk of the skele spear unit and the archers in the back-line. My Retributors smash into the chariots flank. My Relictor prays go off, and whilst my Protectors fail their befuddled roll I move them up with the pray instead.
Seems I missed a snap from the ensuing combat from here. As you can see it advanced quite a bit. My Decimators make short work of the Skeletons but start to take wounds, especially from the stalkers that come up on turn 3. A second stalker unit charges my liberators on my right flank.
My Retributors make a charge into the Sphinx, and my Paladins now not befuddled make a charge into the second chariot unit.
My Longstrikes come into play and nuke a casket of souls, trimming wounds of chariots and Sphinx as they go. ~These guys are straight savages!
Afraid that's all I took from there, but I learnt a hell of a lot. Next time I'm asking my opponents to take GT orientated and bent lists so that I practice against tough armies.
The Reforged Brets are looking good, and I like the concept quite a bit. I also appreciate that you keep blogging these despite the lack of replies - I've got next to no interest in AOS these days, but I do enjoy your modeling and desire to do cool things and tell us about it
Boss Salvage wrote: The Reforged Brets are looking good, and I like the concept quite a bit. I also appreciate that you keep blogging these despite the lack of replies - I've got next to no interest in AOS these days, but I do enjoy your modeling and desire to do cool things and tell us about it
I've been quite inconsistent with which army to stick with, but I see the Son's of Breton leading into my future for sometime. Hopefully that generates some consistency for the viewers, and something to comment on!
I couldn't stop myself last night, and whilst the model is a WIP I went ahead and did a test base.
Heavy inspiration from James Cameron's Avatar. I wanted to improve upon the typical dark swampland and add a little magical hit.
Its still drying when I took the picture but heres my first pass:
I replayed my first opponent, the Tzaangor army I mentioned previously. This time the game match was Knife to the Heart instead of Starstrike.
I got my ass kicked from like 28 VP - 0 last time. With a few lessons learnt and tweaks things went differently:
My deployment. 9" away from enemy deployment zone. 18" gap. That means I'm safe surely!
Enemy deployment. Yes that's 90 Tzaangor!
Tzaangor get first turn and advance across the line. Apart from the third unit in the rear.
Whats this? Oh that's a 4 on their advance and move roll. Whilst still needing a 9/10 to make it in for a charge. Two destiny dice later and both units are in my face turn 1.
The paladin protectors take a solid beating. Losing all but two, and subsequently running. My flanking liberators also take losses. That hurt!
The tide starts to turn with the Hammerstrike Battalion coming down. My Retributors hit hard and fast, whilst my Decimators are caught before they can swing and lose a few. My Longstrikes and prosecutors take out the supporting Gaunt Summoner and shaman. That reduces the Gors ability to wound now on 4+ from 3's.
The thinning out of the horde continues.
Starkly reminded of the third unit yet to come!
My opponent wins the second priority turn and advances his third unit. There's not enough destiny dice to make their charge this time around though! They are left out in the open.
At this stage I mop up the remaining Gors, and we move into turn three. I looked to achieve a Major Victory, but even with the Lightning Storm pray going off I cant get close enough to contest his objective.
As such I go for the Minor Victory (Kill points). In the end there was a solid difference of 300 points in my favour which would easily turn to 700 after taking out the handful of Gors left in the third unit.
Burgle has turn one due to a smaller amount of drops than me. I'm generally content with that as my force is slow moving/reactionary and making the best out of enemy dispositions.
However 20 Blightkings with Gutrot Sprume turning up in my face and outside of 9" was not a fun prospect!
I decided to back up. Which upon realisation was probably the worst thing I can do! I think the mission is duality of death or something of that nature. Which means only hero's or behemoths can capture the two objectives. I handicapped myself as I moved away from the objectives. Despite what might be a fight I don't want to get stuck into, I actually need to advance and get more board control.
The Blightkings make a 6 on their advance roll, practically all by guaranteeing a subsequent charge. I get hammered across my line. Most vitally losing my Prosecutors as I moved them off to the flank.
The aftermath of the grind. I can only get my protectors in so close to the Glottkin due to closer enemy units. Their pretty much useless out where they are. I also use the lightning chariot to get my Decimators onto the left flank to support the Retributors that have come down in order to contest the left most objective. Or atleast kick off the enemy hero.
At the start of turn 3 the Glottkin gets closer and shoot of my Lord Relictor with his 2D6 damage tentacle shooting attack. It's at this point I realise there is no way back. I know don't have the mobility to get my characters anywhere near the objectives to contest them and start winning VPs to the 10 that my opponent will already have.
I conceded it at the end of my turn 3.
Lessons Learnt: Even if the enemy is bigger, scarier, and smellier. Get stuck in early and maximise mobility around the objectives. VPs win games, atleast initially, until kill points comes into play.
Luvvo wrote:60 Bloodletters... that took a lot longer than I expected to build. Soooo many mould lines, and on almost every sub-part. #NeverAgain
Unfortunately I'm going through this right now. About ~30 in, going to take a paint break and then do another 30 later in the year
Luvvo wrote:What can I go to get you guys interested in the plog?
Whats more exciting to see? Step by steps, and better close ups? Squad shots, whole army shots? More battle reports leading upto the GT?
I feel the plog traction has lessened and want to kick it up a gear!
I feel bad you get so little back from your posts, and I've wondered if these were reports from like Grand Alliance or something, where there are more active AOS communities? Personally I really don't care for AOS any longer, I just stop in here to see how your armies are shaping up - you do good work, and the Brets are particularly neat - and if you've posted a quickie batrep. So I'd say more batreps if I had to request ... though those you should probably post over in batreps, so there's some kind of life in that forum that isn't just GMG pimping video links. At which point I guess this thread is army progress mostly.
On a major point I have realised that I've been using an outdated points cost for the Hammerstrike Battalion. So I had to trim 80 points from my list.... and had to apologise to my previous opponents :(
This time around Slyvaneth Vs Son's of Breton!
The mission is battle for the pass. On a smaller table again, but we're also only playing 1.5k a piece.
I win first turn and move up into the terrain whilst capping two objectives.
The Slyvaneth move on up.
I win priority turn 2 and jump at the opportunity to move in. Specifically trying to turn the Slyvaneth left flank and towards their home objective. Protectors/Retributors are perfectly primed!
The combat starts to unfold. At a major cringe moment my Protectors fail their 3" charge into the Tree Lord! The Retributors do solid work on the Kuranoth hunters though.
Whilst the Stardrake chucks around the Dryads like twigs... oh wait.
The Slyvaneth start to strike back! Those pesky woods!
The Treelord having avoiding the Protectors charge decides to reappear behind the LC on SD! *Queue pokemon grass music! A wild Treelord appears!
Revenants appear on my far right flank contesting the objective. So much mobility!
Things start to thin out!
It also dawns on me that I make a mistake here and charge my Protectors into the far left Kuranoth bow hunters with a unit of sisters behind them. Instead of focusing on the enemy objective and vital VPs!
The last picture I took.
I was getting closer to tabling my opponent, but I didn't have a whole lot left myself.
In the end however I had a deficit of 13 VP's. 36 to 23!
How is the stardrake? I always felt like the dracoth was obnoxiously strong back when I played (and Stormies didn't have as many options as they do now), and I assumed the drake was similarly amazing for its points ... without I think ever looking at its rules
It was my first time with the Stardrake actually. It does extremely well dishing out a high amount of mortal wounds. A little RNG, but when it goes well it goes well. With a potential to dish out 18 Mortals in the shooting phase alone!
Great for dealing with hordes as well. Forced my opponent to use Inspiring Pres on the Dryads most of the game. It's a little susceptible to taking Mortal wounds, but beyond that a 2+ re-rolling 1's is super!
Next update on army painting progress and a new battle report!
Over here in England we had a long Easter weekend. So after dodging all of the family commitments and wife's plans I squeezed in some hobby!
Army wide shot.
Lord Relictors, Castellant and Griff
Lord-Celestant on Stardrake
Still quite a bit of progress to go. I'd technically be tournament ready now, but I want to get the army finished and to a better standard. Not long left until June!
GT Practice Game:
The battleplan was Starstrike. I was playing the new Daughters of Khaine, with Morathi herself!
The opening battle-lines are drawn up.
The DoK win turn one and start their advance.
My counter move was to deploy my big 10 man Liberator unit, buffed with inspiring presence, and Warding Lantern as a tempting target for the leftmost Witch Elves if they win priority.
As luck would have it at the start of turn Two the star fragment comes down on the left flank of Liberators. Represented by the Shade-spire dice.
The DoK win priority and take the bait. Following all of their buffs and spells going onto the left most Witch Elves, my Liberator line braces for impact. Each Witch was getting 4 attacks, at -1 rend, counting as double damage due to lowering my bravery to 4. (Rule query, if I have Inspiring Presence on can my bravery be affected at all, or do I ignore all bravery modifying abilities/spells. Or is its only impact in negating battleshocks?)
The Witch Elves make their left most charge.
As well as the far right by half an inch!
My Liberators would have to brace very hard over here. Although there were less buffs on the witches!
Despite the 2+ re-rolling 1's with 6's still healing a wound back I lose 5 Liberators. Not to shabby for over 120+ attack coming in on me. Despite this my Liberators have done their job and soaked up the attacks where I wanted them.
The right most Witches charge home into my smaller Liberator unit.
Seems I missed a snap from my movement phase here, but this is my counter charge.
My mistake was to target the Cauldron, Medusae, and Hag behind the left most Witches. At the time I wanted to take out the buffing units as opposed to who was doing the damage. In reverse I should have come down on the Witches as priority leaving the buffing units twiddling their thumbs.
My Relictor's get Lightning Storm off on both Witch elve units. Making them hit on 4's now, which was preferable. Dishing out more mortal wounds in hand with the Stardrakes!
Combats start to thin out the lines.
The two further fragments both come down in the left side of the boar as yous see it.
I Lightning chariot my Relictor out of the right combat onto the objective. Trying to leave the witches tied in combat with my Prosecutors as far away as possible from the star fragments.
The DoK reserves finally come in and Morathi transforms into her big version!
The opponent only needs to make an 8" with re-rolls of 1s to get in and contest the fragments.
Before Morathi had made her transformation I need to make an 8" charge myself with the Stardrake. I unfortunately failed as she was down to 2 wounds and I could have had the Stardrake eat her on a 3+. This is why I moved him into the remaining Witches on the left, putting him in the way of the objective and Morathi.
Sigmar's luck holds out as the the Khineria(sp?) fail both of their charges into the Lord Relictor, and middle star fragment.
Morathi then fails a further 3" charge into the Stardrake. At this stage I win on VP's on the end of turn 3 by 12 to 7.
We play out the Morathi combat because why not, and I end up having Snake for dinner!
Was a fun game and we concluded within the 2.5 hour time frame. Once I get to know my army I should start to speed up, but most time was spent rolling 120 saving throws thanks to thoes witches!
This one hurt, and felt like a real step back in terms of progress. But lessons were learnt, and mistakes will hopefully not be repeated!
Battle for The Pass Vs Maggotkin of Nurgle
My intention was to string my forces out to a degree in order to throw out the enemy deployment. In true Nurgle fashion though. That really didn't make a difference. The Blightkings take the strong center, with Plaguebearers either side, stretched along the front line.
You'll notice I kept my 10 man liberators unit slightly further back as I was not getting first turn and I've seen how quickly Nurgle can move these days. I also set my Prosecutors off to the far right flank hoping to bunny hop the Plaugebearers and get in close to the Glottkin.
Both my Relictor's were on the flanks, in case I wanted to Lightning Chariot a unit over to an opposite flank in order to overwhelm on one side.
Now this is were I start to go wrong. At the start of my first turn no less :(
Nurgle advances in true fashion claiming the VPs on either flank. Utilising the GUO Bell, the Cycle of Corruption (Unnatural Vitality), the Gnarlmaws and run rolls. Practically doubling the Plaugebearers movement.
I felt at the time like I could take advantage of this advance though, and focus down one flank. Of course it was the Plaugebearers with Fleshy Abundance however. I had an 11" charge with the Stardrake, but was blocked by my own Prosecutors so could not swing around further onto the flank. I equally did not want to charge my Prosecutors in just yet either.
We start to trade wounds, taking the majority from mortals wounds due to "Blades of Putrefaction". Looking back I possibly should have brought in my Paladins turn one, to guarantee putting them down where I wanted them. I just didn't want them tangled up with those Plaguebearers.
The Prosecutors and Stardrake do relativity well on shooting though and knock some wounds off the Glottkin.
Nurgle wins priority. Again a steady advance occurs across the board. The only saving grace is that his far right flank of 30 Plaugebearers remains put on Objective.
The Glottkin and GUO make way their way up the line. Which I had not anticipated, but was happy they were coming closer to my Prosecutors!
The Glottkin charges my Prosecutors, killing them off, whilst still in range of the Stardrake to batter him about to. The Blightkiings make a charge into my far left liberator unit, with Relictor in support.
Without the Prosecutors I had a few choices. My Stardrake was running low on wounds, and the Glottkin himself was down to 4 or so remaining. In hindsight, what I should have done here, is deepstrike onto his home objective with the Retributors, as only the Pox Scrivener was back there. Whilst deepstriking in with my Protectors, but behind the Glottkin not in front of him towards my deployment.
As it happens I fail both charges with my Paladins, and realise how high and dry they are out there.
My 10 man Liberator unit fails its charge into the Plaugebearers and so I decide to pull them into the Blightkings as my flank was taking a beating over there and I did not want them taking my home objective.
Current VP's sit at 10 v 2 in favour of Nurgle.
Nurgle wins priority again and decides to pull back both the Glottkin and GUO. Making that Paladin gap even bigger.
In a form of small mercy, I got warding lantern on my Stardrake, and due to the Plaguebearers lack of rend I heal back a large amount of wounds from his attacks.
Blades of Putrefaction then hits me like a brick. Specifically my Stardrake. Taking 12 mortal wounds and knocking him out of the game. Without support I left him tanking far too much.
I have consolation charges with my Paladins into the Plaugebearers but at this stage the game is shot and I concede.
Another update following this weekends work! Despite the tempting 28 degrees here in the UK this weekend, I persevered and kept at the painting station!
My main objective was to get my new additions up and running. Or at least to the same stages as the rest of the army.
I also focused on bringing my Hero's up to a better standard. Including a small conversation to a Celestant, to a Castellant. Debating swapping the sword out for a halberd to make it more obvious.
Back to the full army shot:
Next step for me is predominately edge highlights, but I do have some core colour layers to get down. The white in particular. I'm tempted to skip ahead and finish my basing and pouring in the water effect. I can dirty up the boots and greaves so I don't have to worry so much about getting my edge highlights in at the bottom of the SCEs.
Next installment of a GT practice game. Running with a newly tweaked list:
Lord Celestant on Stardrake - Mirrorshield / Keen Clawed / Staunch Defender x2 Lord Castellants x2 Lord Relictors - Lightning Chariot 2x2 Fulminators 1x5 Paladin Protectors 2x5 Liberators 1x10 Liberators
SCE Vs Sylvaneth - Duality of Death
This was a real slogging fest. Within the GT tournaments you only have 2.5 hours to wrap up the last round for both players. Best case we started at 20:00 and played through til 23:00. So we did overrun in order to finish turn 4. (Must get quicker!)
Opening deployment. Take note of the Wildwood placed in front of the left most objective. I decided to go relatively defensive in that area, and focus on the right flank with my hard hitters. Considering the Treelord was also stationed on the their left flank. Predicting the Kuranoth would also join him.
Slyvaneth get the first turn due to a 2 army drop. Utilising the Gnarlroot battalion and wargrove? Without surprise the dryads zip through the woods and appear in the Wildwood on the left flank. They fail to get mystic shield on then, however the sisters of the thorn do get their spell on them. The Kuranoth hunters both pop up on a newly created wood of the far right objective. The branchwitch also goes through the woods to capture the left most objective.
The Treelord moves to support the Kuranoth, whilst the sisters and eternal guard inch forwards.
My turn arrives. The Stardrake doesn't like the look of the Kuranoth and ideally I don't want to charge him, to benefit from staunch defender. The Dracoth's on the other hand go in, looking to benefit from their 3 damage on the charge. Whilst I also drop in my Protectors behind the Treelord. (In hindsight here, I should have waited to position better for charges.) A 9" charge on the Protectors is always a risk, and I feed in my Liberators and Dracoths piece meal. I shouldn't have worried about being charged, as really Slyvaneth was looking to bunker on the Objective.
I fail the Protectors charge, and my Dracoths do well, but the Kuranoth make thier 4+ rerolling saves! #ChargeBlunted. My Liberators as a supporting action charged in and take heavy losses, eventually running to battleshock.
https://i.imgur.com/dWKerbZ.jpg End of my turn One. Slyvaneth wins priority.
The Eternal Guard decided to charge my left most Fulminators and close the gap on the objective. At the time my opponent forgot the terrain was deadly, losing 5 models! A new unit of 10 Dryads also comes up in a new wood in the middle of the board. Threatening the Protectors or to hold up the Fulminators again.
The combat goes badly for the Eternal Guard, with only 2 to 3 remaining after taking heavy losses and bad bravery checks. The combats roll forward on the right flank, with the Kuranoth dishing out more hurt, my Liberators try to tank what they can!
My Stardrake makes its charge. At this stage I want him to focus on the Treelord due to only Heros/Behemoths being able to capture objectives. I just can't get through his armour save though and the Treelord tanks the Drake easily. My Paladins fail their charge again!
I decide to commit on my left flank as I want to pull the Dryads away from the Objective as best as possible and let my Fulminators at the Bracnchwych.
I decide not to hit the Dyrads, again due to math reasons, but atleast I've dragged half of them away from the Objective.
Seeing my Lord Relictor and Castellant behind the Liberator line, the Slyvaneth use the new 10man Dryad unit to charge and tie them up. They take no casualties charging through the deadly terrain.
The combat progress on the right flank, but I just cant put a decent enough dent into the Kuranoth and Treelord. They either heal back up due to Regrowth, or Kuranoths come back to life, even after eating them! What was odd, is that the Treelord is able to stomp on my Stardrake and make him -1 to hit, as hes fallen over!? The Protectors get 4 wounds through on 6's, however the Treelord saves them all >_<
After dealing with the Dryads on the left flank I finally have an opening to charge in and take hold of the left objective. Having killed both the Branchwitch and Wraith with Rain of Stars, plus some Lightning Storms.
It's just to late though. Whilst I capture that objective to take me to 4 VP's to my opponents 9. A unit of Tree Revenants come up behind my Stardrake, and make a 12" charge. Despite me eating the Treelord finally after enough damage on turn 4, I can't get out of combat with the Kuranoth and now the Revenants in order to get close to the objective and cap. Our time was also run out before being able to start turn 5, so I had no hoping of making back the points, despite Slyvaneth no longer having any heros on the table anymore.
Duality of Death is a real tough nut to crack if your not going first, and come up against superb bunker armies.
Lesson's learnt, and I think I played most things as I should have done. Whilst I could have timed my charges better on the right flank, the saves on Kuranoth and Treelords in Wildwoods are just too damn good to shift!
Current work over the last weekend focused on bringing my additional two Dracoth's up to scratch.
I didn't get them quite there, but a half decent way at least.
I also focused on some conversions to make my army a little more unique, specifically on my Hereos. I also start work afresh on a "Battle-Damsel".
Whilst rummaging through my bitz box, as I couldn't find the Dracoth riders torso, and cape, I came across so many little things I decided to make up some Objective markers. Wanted these to reflect holy places for my SCE or even the free-peoples they protect.
That aside, looks like you're pulling off the late additions just fine Normally I would lament the inclusion of more dracoths (I really hate the dragon-ponies' heads, and that when they were released I assumed they were Auto-Include levels of Obviously Good, given how strong the dracoth hero was), but I really do feel they fit with the Bret thing. Pity that more of them means fewer foot knights (your headswaps really bring the Stormies to life), yet so it goes. Damsel is looking solid too.
Also dig the spreadsheet with role breakdowns and what not
I was not really looking forward to this match up. With Disciples of Tzeentch being the hard-counter to my list with the mortal wound output, and my small model count.
My opponent was only into his second game with his list himself, so there were plenty of things probably missed, or opportunities not taken. He's a great competitive 40K player, but just needs more time to understand the list capabilities.
Mission Type: Scorched Earth
I win the first drop, but have a higher drop count. I did win the roll off however so choose the side of the board that does not have the Mystical terrain square in the middle of the battleline.
A closer look at my opponents list and deployment. The small farmhouse and its stone wall represented the mystical terrain.
Tzeentch has first turn, which is relatively uneventful due to me being out of range and all. The mystical terrain does prove to be difficult however, and he rolls a 1 for both the Tzaangor and the Lord of Change.
I decide on my first turn to try and take his weaker flanks and stay away from the main bulk of his army as best as possible. I know how quickly those Tzaangor can move, and how hard they can hit with the greatblades.
I get quite lucky and make an 8.5" charge on the far right flank. Crashing into the acolytes and chewing through them. Bringing me just in range of the objective. I debated holding it, but with the Lord of Change looming over me I decided to raze it. I get lucky again and burn it for 3 VPs.
Taking me to 6 - 3 VPs end of Turn 1.
I win priority for turn 2 and decide to try and repeat the same success but on my right flank.
He decided to move the acolytes back, whilst still capturing the objective. In the hope I fail my charge. At this stage my Dracoth Cav are in range of the mortal wound output though and take heavy hits. At least 12-13 mortal wounds hit my 4 Dracoth unit, with another 8 on my 2 Dracoth unit still out on my far right flank.
Tzeentch was being fickle again however and the Tzaan and LoC both get beffuddled again.
I think I missed Tzeentch turn 3, but he wins priority. The mortal wounds come pouring out again. By some luck two Dracoth's survive, the Skyfires target them aswell and with a few lucky heals I manage to barely keep the two alive. However this allowed time for my Stardrake and the loan Dracoth to wipe the Acolytes clear of the left most objective. I again decide to raze it, as the mortal wound output can get nasty, so didn't fancy staying around.
It was fortunate that I did, as the end of turn 3 he had outright killed my Stardrake. In a way I think it was still worth it, as I was able to hold up the Tzaangor again, whilst ensuring I take the left most objective.
Without getting befuddled this time the Tzeentch army moves up.Surprisingly the Skyfires move off to the hill with my remaining Dracoth. I think he had forgotten that I had raised the objective. The Tzaangor target my supporting hero blob, targetting the battlemage first. However he was not able to get a great deal into combat as he was conga lining the unit back from the central objective to keep it capped.
I was really expecting the Skyfires to jump over them and harass my middle objective attempting to then charge and burn it to catch up on VP's. Think this was a case of knowing the list capabilities though.
The combat continues with the Hero blob.
With only 10 minutes left on the clock we conclude my turn 4 and the end of the game. With a last Heraldor terrain blast, to kill off more Skyfires, the Gaunt summoner, and wound Kairos further.
Total VPs were 14 to 8 to myself if I remember correctly.
Mortal wounds hurt me like hell.
Pick weaker units, and use my mobility to get around the 18" MW threat range.
Here is my first match in the new edition. Up against Nighthaunt no less!
Matched play, 2k, no assigned realm, playing "Better Part of Valour" battleplan.
My new list!
The Nighthaunt opponent. A Small x3 spirit host unit is located on the far left flank, and a further 5 man Hexwraith unit is on the far right.
Deployment takes place. Nighthaunt decides to take the first turn, made very easily by only having 3 drops thanks to two battalions and taking an extra CP! - We had discussed mid deployment that he would give me the first turn, but as that changed I did alter my deployment in the center slightly.
The ghostly advance!
Liberators, wishing they were Sequitors right now.
Devastating for my center! - My opponent also decides to burn his 3 home objectives, due to my reserves potential! Was not expecting that at all. Its now 3 VP to 0 in Nighthaunt's favour at the end of his turn 1.
The reserves come down!
And fail all of their charges, including the re-rolls. That 9" charge is not making me feel too comfortable about now!
The Dracoth's receive the Hexwraith charge! Delighted they're atleast -1 to hit! Most of the Nighthaunt at this stage bounce off, although the Drakesworn does take 6 damage.
My turn two and I use the Celestial Vindicator +1 attack CP on the Evocators and they obliterate what was a proxied Black Coach & Hero. Before even making their MW rolls!
Before this happens though, spirit hosts from the center charge against my far left Liberators, and the smaller x3 spirit host is setup 9" away from my back right objective. Both Protected by 5man liberators squads. One of which is in Mystical terrain on my right. The charge goes well and both units make it it. Doing enough MW's to the far left Liberators that the objective is immediately burned down. Whilst the charge is made by the smaller spirit hosts into my right flank, and by the supporting Hexwraiths. The middle objective is also burnt, before my turn two charge. Taking Nighthaunt to 5 VPs to my 0.
Things start to look really grim, when I now only have the last remaining objective on the table, and its only just out of contention by one model! A new spirit host unit is setup ready to charge though! Luckily for me, it does not make its 9". Still in the game... just!
From this point onwards, it was now really mopping up for me. I charges the Drakesworn into the spirit hosts to delay them, and everything else into whatever was left in the middle of the table. The damage output of x4 Dracoths and x10 Evocators with +1 attack is simply brutal. All whilst my rend was negated aswell!
The Drakesworn does go down by mortal wounds, but he had done his job and kept the Nighthaunt there.
I win turn 4 priority and make the charge with my Dracoth cavalry to wipe the remaining spirit hosts.
Giving me a very tight victory of 8VPs to 5 VPs due to holding the one objective consecutively for what would have been 5 turns, and wiping the enemy from the table.
Really enjoyed the game. Really felt the difference with the new priority roles. I had two times when we both rolled the same, and lost out for two double turns so I suppose that balances things in a way. Could really have done with them though!
2k Matched Played, Focal Points Battleplan, GT final practice. This time vs Clan Skyre!
First up though, a conversion I have done for a Knight-Incantor/Lord-Arcanum on foot.
Skaven deployment, verminlord and stormvermin, x2 doomwheel and some other skvan gubins is in reserve!
Winning the first turn I decide to take it and go all out to push the front skaven line back, away from the objectives. Looking to capture all 5 in one hit!
My Lord Arcanum with the Drakesworns help, manages to get Cogs off on the 7!
I get some great charges off. Unfortunately I did not tag the Stormfiends on the left charge with the Dracoth Cav, but I did tag the Rat Ogres on the right flank with the Evocators. Just the clanrats to burn through first!
The charges do their bit. The Evocators smash through the Clanrats, killing them outright. With their mortal wounds targeting the Rat Ogres, as I tagged them with a pile in and doing 13 mortal wounds!
The Dracoths as expected on the charge, smush the other clanrat unit, but without being able to tag the Stormfiends, are about ready to take some mortal wound shooting!
I end my turn on 8 VPs, for capturing all 5 objectives.
The start of Skaven turn 1, sees a few minor spells go off that I can't recollect. But one was focus around bravery.
Shooting takes my Fulminator's down to 2 and 1 on 1 wound. I only barley survive thanks to Mystical terrain getting me a 6+ save on two of them.
The Verminlord and stormvermin bodyguard eye up the center objective and my Drakesworn Templar. Not liking my chances here, with the Verminlords 5 damage weapon!
Clanrats move up to support the Stormfiends, and block a subsequent charge from me.
Further shooting also saw the Doomwheel, knakker 4.5 Liberators on the southern objective. Good shooting there Tex!
The Verminlord and stormvermin make their charges into the Drakesworn.
He takes 5 wounds, but this serves to piss him off, and rolls 2 unmodified 6's on his hit rolls which equates to 11 mortal wounds thanks to his Stormlance targetting the Verminlord. Killing it outright.
D6MW+1 with no saves or wound rolls needed is brutal! Thanks to Stormrage blade adding 2 attacks, the 1/6 chance of getting that six is much improved.
Skaven turn ends with 3 VPs to my 8.
I win the second turn after drawing a 2 on the priority roll.
Allowing me to move my Evocators in to support my overwhelmed Fulminators. Cogs is also still up at this point so their movement is 6" with +2" to their charge. Which really helps footslogging paladins!
I move in more units to support the Drakesworn, as the Stormvermin are able to chip it down to 5 wounds remaining. A con of the Stormrageblade is I got to a 4+ save, turned to a 5+ with the Stormvermin. I get very lucky on my saves, but that should have been a dead Stardrake.
Before this occurs though, I do get some great Rain of Stars rolls, and snipe most of the remaining characters off the board. Including the Greyseer hiding atop his tower.
The second Evocator charge is once again brutal, killing all the Sormfiends, the 2 Clanrats, and tagging the last foot hero on the extended Evocator on the right. These guys won back 800 points, form their cost of 400!
The only reason I'm not taking another unit in place of the Fulminators, is I want more of an Anvil unit with the Fulminators 3+ rr 1's to allowing the hammer blow to come down.
I finish up my turn on 13VPs to Skavens 3. No the 13 did not go unnoticed by the Skaven player!
Thoroughly enjoyed this game. The addition of Cogs, and the Lord-Arcanum allows me to benefit from my combat list so much more than failing 9" rr charges! Losing 2 Fulminators is worth it in my opinion now. Still risky needing Cogs on a 6+ with no rr, but meh worth it.
Luvvo wrote: He takes 5 wounds, but this serves to piss him off, and rolls 2 unmodified 6's on his hit rolls which equates to 11 mortal wounds thanks to his Stormlance targetting the Verminlord. Killing it outright.
Cheers for another good report, also impressed by the damage output of the Evocators ... although looking at their warscroll right now I can see I shouldn't be surprised, those are some great rules Smart use of lightning on your part to reach across to the Rogres waiting behind the clan bois.
I've gone and done it again. Mainly after that 10 man Evocator units performance!!
Notice anything new in the list?
Oh yes that's right.... more Evocators!
It left me with 120 points, and I figured a Lord-Castellant was the best fit. Makes the Drakesworn a little tankier early from Turn 1, and once the Evocators come down I can go along an buff them up too.
Wanted a Venator, but the new Look Out Sir, rules put me off. Besides that a Relictor, may be a good shout, to again support the Stardrake.
My deployment. Vexillor & 2x10 Evocators are in the sky.
Nighthaunt deployment. A 3 base Spirit Host unit is in reserve. The far right to middle are Grimghast Reaper proxies. Ending with the unit of chainrasps in the middle.
Nighthaunt wins turn one with minimal drops and advances across the board. Snagging 5 VPs, with the primary objective being in the center. An endless spell is cast and placed in the center, its used to heal as opposed to do MWs.
I place the Warding Lantern on the Drakesworn, and cast Cogs from the Incantor. Making use of the arcane terrain as well, as arcane lineage. I decide to taper my movement on one flank rather than splitting my Evocator units up. The Vexillor comes down in between them both. Whilst bunkering my far right Liberators in the arcane terrain, and bubble-wrapping the Knight-Incantor.
I make all of my 7" charges thanks to cogs. But I did need the Vexillor's re-roll on one of the Evocator units. I hate to *waste 120 points on the Evocator, but when he all but guarantee's them not losing a round of combat, its worth it to me.
I use my 1 CP on the closest Evocator unit to give them +1 attack. Splitting most of my attacks, but focussing on taking out the Guardian of Souls, Knight of Shrouds, and another NH hero. Whilst also doing damage to the larger reaper unit. I also place my MW roll's onto the large reaper unit. Killing a total of 13/20. Killing the Knight of Shrouds, as well as the 3rd hero. #Brutal.
The stardrake also dives into the smaller reaper unit, takes a few wounds in return, but kills half of the unit.
The chainrasp unit in the middle takes a ton of casualties also from my second Evocator unit. But is made immune to battleshock to keep them on the center objective.
I only score 1 VP as i'm just out of reach to contest the middle objective.
The new primary objective lands and it on my left flank. The spirit hosts advance upon my liberators.
& make their charges.
The liberators are thinned out, but my Incantor goes untouched. Out of shot in the bottom right the 3 based spirit host units also came up behind me, but failed their charge.
My turn 2, and I move in to mop up the spirit hosts.
End of my turn 2. At this point my opponent wanted to concede the match, as despite *playing out where the third primary objective may land and it being on his flank, we projected that I would table his army in that same turn, and over take on objective by the end of my turn 3.
Evocator Alpha Strike is brutal. It's a hard investment of 1120 points to pull off, with other synergies, but it allows you to take out that many points in as much as turn 1. An enemy being down by half their force in turn 1, is a much weaker prospect. We did concede that perhaps the NH player should have bubble wrapped his heroes better, and probably would have been covered in a torno game.
Getting cogs off on a 6+ still scares me for my opener, as it leaves the rest of my army open, but it's a risk I will have to carry. If there is any arcane terrain on setup I'm defo taking that deployment zone!
The final army's really shaping up! I gotta get myself some Evocators too, they look too good to pass on. What do you think of Sequitors instead of Liberators? I'm thinking of phasing out my Libs for Sequitors just because of how more effective I find them. It might be about finding a balance just in case I find myself with almost too low of a model count.
WarbossDakka wrote: The final army's really shaping up! I gotta get myself some Evocators too, they look too good to pass on. What do you think of Sequitors instead of Liberators? I'm thinking of phasing out my Libs for Sequitors just because of how more effective I find them. It might be about finding a balance just in case I find myself with almost too low of a model count.
Thanks man. The Evocators are very strong, not to mention nice models as well. Few extra details to set them apart, plus robes add more options than you would have thought for paint schemes.
Sequitors are miles better than Liberators, and for only an extra 20 points! I have gone for a real min/max list so they don't feature in mine, as the Lord-Arcanum on foot is a 180 investment, to make them battle line. For my list that was an extra 20pts I couldn't fit in, and then have no spare for upgrading the Liberators anyway.
However in alternative list Sequitors beat out Liberators. Fo sho.
A slight conversion to Gavriel Sureheart for an upcoming doubles tournament. "Ride The Lightning". Need to tilt him more in the direction of fall, but want it to look as if he is coming down from scions of the storm.
So this time around I came across the battle-plan that completely screws with my army list.
Total Commitment. i.e No reserves are allowed. All units must be deployed on the table, or count as slain on turn one. Needless to say, I was not ready for this at all!
Ohh soo many Crypt Horrors! 18 to be exact.
A Varghulf appears to threaten my far right flank. Whilst a Ghoul courtier snaps up his far left objective. Keeping it warm.
My turn one, after the court advances. Translocation did not go off, so I could not zip across the board to take early advantage, or pressure the objectives.
The Vexillor banner and rain of stars but down quite a few wounds, but nothing that wont be healed back from the Courtiers, or the zombie dragon.
I win turn two priority, and get Translocation off. I fail to cast Cogs however, leaving my furthest Evocators out the back a little stranded needing a 9" charge.
The closest Evocators however, have no problem chewing through the 30 crpyt ghouls, whilst being within 3" of the Zombie dragon, and causing 16 mortal wounds!
I didn't get as many pictures beyond or in between these points, as I was to busy trying to figure out if there was anyway to win the match.
Unseen on my far right flank, the Varghulf had annihilated my liberator unit, and took an early lead on VPs. The quickest unit I had to counter it was actually my Stardrake, which was over kill, but w/o Cogs or Translocation, it was the only thing that could get there quick enough.
In terms of lessons learnt, I really need a dedicated plan for this battleplan. It hard counters my alpha strike and main purpose of the list. Which is effectively, somewhat regardless of objectives to reduce my enemies effectiveness to cover for my lack of flexibility.
Back to the drawing board in terms of approach, but took me by surprise from GW. Although I do like it as its made me question my list, and thought about making it more generic to cover multiple missions types.
I really don't like those missions since it doesn't affect all armies fairly. The idea of the battle is fine, but not every army uses deep strike, but the ones that do are heavily affected. I really hope they give it a think over for next year.
Anyway, love how those Evocators are shaping up, they are looking strong! I gotta get through my Sacrosaint a bit faster, we'll have another chamber by the time I finish at this rate
With the start of a new project comes the fun rifling through multiple bits boxes, going back up into the loft, finding an army case you forgot you had, using dettol to strip back some old miniatures you want back in there, basing ideas you have to draw a line on; plus all the other fabulous things that jump into you head and theme.
Well here is the outcome of that so far:
Please meet The Stormkeep Breton Guard. A veritable lone fortress in the heartlands of Ghur. The Stormkeep defends the Tane Realmgate; The Sons of Breton Stormhost call this fortress their home, just they very rarely inhabit it for long due to the myriad of problems in Ghur they are called upon to solve.
When the Stormhost is deployed on missions, a small contingent is left at the Stormkeep overseen by the Lord-Castellant himself. Whilst in order to defend its great walls, and patrol its streets the Breton Guard are called to duty.
The Stormkeep itself has been under siege lately by a huge Bonesplittaz tribe, and the Stormhost are to intangled in present conflicts to return and relieve the siege.
It has been a long and grueling siege, one that no one thought the Boneslittaz tribe would stay for. Stay they have however, and the time to sally forth has come. The defenders having been whittled down one by one, are taking the fight to the enemy. In the hopes they can delay the inevitable and get message to the Stormhost to return in time.
Without further adieu, here is my initial concept and what I have built so far:
Hope you guys like it and want to follow along on this journey. Again this is another army I want to take to WHW's GT in season'19. Failing any viability I will always take my Sons of Breton Stormhost.
Oh and give @luvvo09 a little look on Instagram, as I've finally setup shop over there!
Grats on the GT, attendance, nomination, placing and all. Glad it went so well, enjoyed sharing a bit in the journey to get there. New crew looks cool, interested to hear how not-Stormcast do on the field.