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Made in us
Storm Trooper with Maglight





Denver

A follow up to my last battle report at https://www.dakkadakka.com/dakkaforum/posts/list/734984.page for those who are interested in how the list plays post-GH2017 (thank you for the comments on the first one).

I took a roughly equivalent list to a local 14-player tournament recently and went 3-0 (2 major wins, 1 minor). Ended up 2nd overall on paint scores as my army is still being finished.

List
Spoiler:

2,000 pts. Allegiance: Death

Allegiance Ability: Deathless Minions

Leaders

Arkhan The Black Mortarch of Sacrament (320)

Necromancer (110)
- Mount: Nightmare
- Artefact: Sword of Unholy Power

Wight King with Baleful Tomb Blade (120)
- General
- Mount: Steed
- Ancient Shield
- Trait: Master of the Black Arts
- Artefact: Ring of Immortality

Battleline

10 x Black Knights (240)

10 x Grave Guard (160)
- Great Wight Blade

40 x Skeleton Warriors (280)
- Ancient Spear & Shield

40 x Skeleton Warriors (280)
- Ancient Spear & Shield

10 x Skeleton Warriors (80)
- Ancient Blade & Shield

Battalions

Legion of Death (110)

Reinforcement Points (300)

Total: 2000 / 2000


List Notes
Spoiler:

I originally intended to have the x10 man skeleton warriors be x20 but the models were not really ready so I put the 80 points into Reinforcement Points to recycle the dead. As it turned out I never had enough skeleton warriors dead to do this. I always have at least 220 for Harbingers.

After this tournament I think I might leave the reinforcement points pool at 300 and use it to either summon more skeletons and Morghasts or a terrorgheist. Another large model like that would be helpful for some of the battleplans where Behemoths can claim objectives (necromancer/wight lord are quite squishy for that role) and the 10" shriek allows it to shoot after being summoned even if it fails the charge.


Round 1
Spoiler:

I faced off against a Skaven list in Battle For The Pass. My knowledge of Skaven is not that great but the list was something like:

Skaven lord on a giant rat/mount
Screaming Bell
Warp Lightning Cannon x2
Hellpit Abomination x2
x40 Clanrats x3
Plague mortar team
Other gun team

His deployment is basically a screen of clanrats with the abominations on the flanks with a second line of war machines and general behind that.

I put the big units of skeletons on the flanks, grave guard/knights in the middle, small skeletons sitting on my deployment zone objective, necromancer on one side, Arkhan on the other, wight king in the middle.

With the free battalion movement I was able to get onto objectives turn one (I took second), getting the both in the middle. I summoned the Harbingers but they whiffed badly against the clanrats they were fighting. I gave the Black Knights the wight king's command ability and Danse via Arkhan. With their charge buffs and a pile of wounds from their steeds they were able to wipe out the middle clan rat unit.

In my opponent's second turn he moved up to attack the Black Knights in the middle with his general/war machines while the hellpit and clan rats on the right moved up towards my skeletons. The clanrats failed their charge on double 1s and the skeletons were able to destroy the abomination. On the left the clanrats and abomination finished off the harbingers. The middle was inconclusive although his focused magic/shooting did whittle away at the knights' numbers.

On my turn my skeletons charged into the clan rats while the grave guard tried to bail out the black knights. Weight of numbers helped knock off quite a few clanrats and kept the skeletons from loosing too many to the return attacks.

Most of the rest of the battle was pretty grindy as the two hordes went at each other. My opponent was able to get the advantage on the left while the middle was inconclusive and I took the right. My early lead proved insurmountable even as things equalized a bit and I took a major victory.

For victory points (as a tie breaker) he lost ~900 points and I lost 220 (the harbingers).



Round 2
Spoiler:

Time for Duality of Death. This is the battleplan that really makes me want another behemoth or other big threat.

I was playing against a Nurgle list consisting of:

Bloab Rotspawned
Chaos Warshrine
x5 blight kings x2
x14 Chaos warriors x2
x5 Chas knights
Various Nurgle characters

I believe this included a Nurgle battalion.

The rotspawned, a sorcerer and a unit of blight kings faced off a big skeleton block and my necromancer on the left. Arkhan and skeletons anchored the right again with the rest in the middle. Knights, guard, king and small skeleton unit formed in the middle. Chaos knights were somewhat directly towards Arkhan behind a wall of Chaos warriors that dominated the line between the two objectives. The warshrine, second unit of blight kings and other characters were roughly spread out across the middle, behind or co-mingled with the Chaos warriors.

I had fewer drops and for once I actually went first knowing that this would be a close game and I needed points.

Arkhan took the right objective, the necromancer the left while the rest of the army moved forwards.

Across the line mortal Chaos warriors plowed into skeletons. His knights went around terrain but did not get into combat with Arkhan this turn. On the left blight kings ate the necromancer on the objective but their charge blocked the rotspawn from getting on the objective (it needed an 11" charge or something in that range to go around the intervening models). As it turned out this basically won me the game.

The skeletons and mortal Nurgle warriors were fairly ineffective at killing each other-one or two warriors a turn offset by a couple more skeletons.

Nurgle granted the double turn blessing to my opponent and I started getting rather worried. His knights reached Arkhan, rotspawned took the side objective, his middle blight kings reached combat and his characters/warshrine moved forward, somewhat angling to the right.

Arkhan was hurt but not too badly by the charge (lost 5 wounds). He killed one model to heal 2 wounds. The blight kings did a pretty good job on the left group of skeletons, the middle ones did some work on the knights/skeletons they could reach and the warriors/skeletons traded blows.

On my turn 2 I conceded the left flank to focus on my right and protecting Arkhan. I backed the knights out of combat in a retreat while using the skeletons/grave guard to lock the warriors and blight kings in a combat that neither side would win quickly. I summoned harbingers off of Arkhan and they did some work in close combat, killing a knight and a half so that Arkhan could finish one off and heal some more wounds.

In my opponent's turn 3 he knew his only chance was to kill Arkhan but most of his army was locked in combat. His general and the warshrine could not the charge distance to make it into combat.

For my turn 3 my left and middle were going away but I was able to kill off the chaos knights, keep Arkhan shielded from chaos warriors with the skeleton blob and let him kill another knight to heal as that unit was wiped out.

I took a major victor although I was only able to totally destroy the Chaos knights unit. My opponent did get a little over 500 points.


Round 3
Spoiler:

For the last round I drew a hybrid Tzeentch/Nurgle daemons list for Knife to the Heart. It was something like:

Lord of Change
Ogroid Thaumaturge
Various lesser Tzeentch casters
Lots of plague toads (12-15?)
30 plaguebearers
Soul grinder
Daemon prince of nurgle

My opponent put his characters towards the middle and left behind a line of plague toads. He left 30 plaguebearers sitting on his objective.

My left was skeletons/grave guard/necromancer. The right was skeletons and Arkhan. Wight king with knights in the middle, small skeletons unit sitting on my objective.

I went second, my opponent moved closer. Not much happened of note as I was out of range of his magic to start and the soul grinder's ranged attacks were ineffective. Across the board the toads moved forward while the plaguebearers sat on the objective (they did so the entire game).

I moved my skeletons up against his advancing toads while I buffed the knights with the command ability and Danse to charge the soul grinder hogging the middle of the table. Arkhan and my general combined to Curse of Years and Arcane Bolt some mortal wounds on the Soul Grinder.

Harbingers also came down to work on some toads on the right.

The skeletons and plague toads went at each other fairly inconclusively, although the toads actually died (slowly) without killing skeletons faster than they could regenerate. The knights were able to kill the soul grinder. The harbingers took some wounds and did little/nothing.

I managed the double turn, which was generally more of the same-skeletons/harbingers and toads whittling each other down. There was some offense again out of my magic, working on the Nurgle daemon prince.

I made a big mistake in not realizing that the prince, with mystic shield, was buffed to a 2+ save. I sent the knights in and they did not have a good time of it, getting maybe one wound for damage through.

My opponent's turn 2 saw him work on the knights with magic, although Arkhan's +2 to unbind kept things from getting too crazy. The Ogroid Thaumaturge also joined that combat, although I got lucky when his charge move damage killed the only black knight that he could get into combat with, even with 3" (due to how they were spread around the daemon prince), stopping it from wiping them out.

By now the toads were actually starting to go down in numbers as skeletons did work (5+/4+ FNP will stop a lot of things but skeletons are also a lot of dice).

I got to start turn 3 and Arkhan really did work, finishing the daemon prince with Curse of Years (I got it down to 2+ and did not fail from there on with my one dice). This let me arcane bolt Ogroid Thaumaturge for a few wounds and evacuate the knights so that they could start healing. More toads and things died as my right skeletons move into the next unit of toads to spear.

This set the tone for the rest of the battle. My opponent moved his characters up to try and grab my objective with flyers (not sure if he would have been able to get 5 models he wanted to try). Arkhan's +2 and my total of four unbinds again kept magic from going nuts.

In my turn 4 Curse of Years did a little damage to the Lord of Change before he was eaten by a buffed unit of skeletons from the right. I likewise finished off his various characters with skeletons, grave guard and my own characters.

They were enough of a distraction though that I was unable to muster any chance of killing the plaguebearers and getting a major victory. I did take a minor victory with a large haul (1500+) of destroyed units. I actually did not have any units or characters that died in this battle so my opponent ended up with 0 points from that.


Unit/army thoughts
Spoiler:

Not much has changed for me since the last battle report, other than Harbingers are trending downward for me (cannot seem to get their points back) but I like having a reliable option charge against gunlines. As noted above I will probably end up going to 300 reinforcement points to provide a wider array of options out of summoning. It truly is a shame that I cannot summon a massive regiment of skeletons for even more variety.
[Thumb - r1.jpg]
Round 1 - Vs Skaven

[Thumb - r2.jpg]
Round 2 - Vs Chaos

[Thumb - r3a.jpg]
Round 3 - Vs Daemons

[Thumb - r3b.jpg]
Round 3 - Vs Daemons

[Thumb - PtG2.jpg]
Nagash is happiness

This message was edited 1 time. Last update was at 2017/10/24 06:03:49


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Made in us
Humming Great Unclean One of Nurgle






Nice work, congratz on the win! I think even if you had the ten extra skeletons ready it would be better to reserve the points to potentially summon them onto objectives or to cover a flank from enemies teleporting in (being able to block seraphon teleports wipl be very useful at tournaments this year I think).

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I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Storm Trooper with Maglight





Denver

That is definitely a good consideration. Summoning does negate some of the need to be in the battalion for the extra movement.

Interested in gaming related original artwork?* You can view my collection of 40k, BattleTech, L5R and other miscellaneous pieces at https://www.comicartfans.com/GalleryDetail.asp?GCat=158415

*This means published works by professional artists, not me of course. 
   
 
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