My ongoing quest to report all my games of AOS
continues into 2.0! If you want to dredge through my GHB16 games with Tizz Daemons you can find them here
, but be warned that the great Photobucket collapse ate all the photos.
Anyway, let’s kick things off with my first game of the new edition, a four-way Triumph & Treachery that pretty much boiled down to Chaos vs Order with token bickering between the two pairs. Can’t be helped really. 1000 points for everybody.
DAEMONS OF TZEENTCH
Daemon Prince - Incorporeal Form, Aura of Mutability; Treason
Herald of Tzeentch - Fold Reality
10 Pink Horrors - Arcane Transformation
10 Pink Horrors - Unchecked Mutation
10 Pink Horrors - Bolt of Tzeentch
Aspiring Deathbringer - [Command Trait]
Bloodsecrator – [Artefact Banner]
10 Blood Warriors
3 Skull Cannons
Treelord Ancient - [Command Trait], Briarsheath; Regrowth
Branchwych - Verdant Blessing
3 Kurnoth Hunters - bows
Astolith Bearer - [Command Trait], [Artefact]
Illegal Seraphon list, but I think she didn’t catch how many battleline she needed to take when we were all unloading models. She could have easily swapped in the very nice looking Temple Guard she had in her bag for the unpainted Kroxies
Get some! Rebasing in progress. Also those 60mm rounds are brutal on mediocre af
Screamers. For those playing at home, my Destiny Dice = 6,6,6,6,4,4,2,2,2. Odd numbers are for suckers.
We played in the realm of Ghur, so there were a couple random monsters - namely Be’lakor and Drycha! They followed the neutral monster rules from that realm (mostly just attaking the nearest models as hard as they could).
Monsters kick it off, with Drycha sprinting toward the Sylvaneth and unleashing her hideous shooting bubble. The Branchwych loses a bunch of wounds and lots of Dryads die, earning the monsters a couple points (T&T awards 1 point for every 5 wounds you do in a phase; Drycha did 12!)
Meanwhile Be’lakor lifts off and heads for the Khorne lines (seen here glowering at the Tizz lines before taking wing).
The Sylvaneth stream out to meet their former ally, while growing a wyldwood to occupy Tzeentch. Drycha gets magicked and shot for 5 wounds, and the Kurnoth Hunters take aim at some Horrors and drop 7. I burn a DD
(2) to avoid battleshock, but he scores on shooting wounds + secret objective (wound a player to left or right).
Tzeentch goes next, managing to Shield the Daemon Prince and zap a Dryad or three. Screamers head towards the Khorne lines as the Horrors fling some fire into the Dryads, but 5+/5+ is a tough ask.
It’s Khorne’s turn to deal with their rampaging monster, and they do so by planting the Bloodsecrator’s icon and sending out the Blood Warriors. We enjoy a brief musical interlude courtesy the Skull Cannons targeting a fresh Horror unit (~4 dead) and then it’s time for fighting:
3 Blood Warriors die for 4 wounds on Be’la. Fair.
Finally, the Seraphon slowly plod out of their corner. Pretty sure they deigned to run (somebody should have told her! But admittedly I didn’t need Bastiladon lasers any closer to my tender blue daemon flesh.)
The monsters start the next turn by getting stuck in! Drycha switches moods, making her shooting a lot less nasty, then slaughters 8 Dryads for 2 wounds back O_O Not to be undone, Be’lakor limbers up, then fails to cast a spell, fumbles his sword and kills 2 Blood Warriors. The legendary Prince is dragged down and hacked apart in return.
Tired of watching from the sidelines, Tzeentch skitters out of the corner next, following a truly pathetic display of casting (Mystic Shield on the DP
… and that’s it, all other fail casts or dispelled). The Horrors supply pretty fireworks (and no damage) for the Prince as he bounds into the poor Dryads dealing with Drycha …
… and the Screamers successfully charge into the woods and the waiting Reavers. The Screamers fight first, eating 2 Reavers for 2 wounds in return. Next the Dryads tickle a wound onto the enraptured-buy-incorporeal Prince and kill Drycha. The Prince retaliates by landing 2 wounds with his axe hand and using 2 DD
to make that 6 damage total, exploding the unit down to 5.
Sylvaneth is up next and looking for vengeance. The Treelord grows another wyldwood into Seraphon lands, but really this turn is about Hunters continue to be legitimately scary. Two target the Prince, bringing him up to 6 wounds, while the third drops 5 Horrors from the last full strength unit … who roll a 1 for battleshock and summon 2 back
In combat the Dryads scrap another wound onto the Prince (1 left), before the big blue daemon completely fluffs against them :’( Not pictured, the Tree-Revenants appear in the Tizz deployment zone, complicating things.
Khorne goes next, shooting Skull Cannons at some lizards and mulching the Screamers in combat. Woo!
The Seraphon finish the round by plodding towards the Khorne lines, one Bastiladon searing 6 wounds into a Skull Cannon (and scoring for wounding the player to her left or right).
With the monsters dead Tzeentch jealously clings to the initiative, with the first order of business spending a CP
to swap secret objectives (from slay an enemy general to wound the player in the lead for 3 VP
). Going a bit on tilt, the Tizz general burns all but one Destiny Die in an effort to get some fakking spells off: the Daemon Prince receives +1 axe attak thanks to Arcane Transformation with a side of Mystic Shield (for his 1 remaining wound), the Tree-Revenants in the Tizz DZ are eradicated with a full power Pink Fire (18 to cast + 6 mortal wounds!), the Dryads are nuked by something and the Prince convinces the Kurnoth champion to slap one of his buddies for 1-2 wounds. In the charge phase the DP
tries for a 10+ charge into the Hunters but can’t manage it (and the last DD
, a 4, is no help). Tizz scores a lot of points
Seraphon go next and laser off two Skull Cannons with Bastiladon power.
Khorne cashes in some Blood Tithe to get a fresh Skull Cannon, and both gun segways power into the waiting star-lizards, along with some Reavers getting in on the Skinks-n-Krox party. This goes on for a long time with mixed results.
At last Sylvaneth gets to respond to its own daemonic incursion. The Kurnoth Hunters teleport to a further wood and lay waste to the Horrors, reducing one unit to a lone musician and the other to standard + musician … until another 1 blinks reality and brings them back to 5
As for the Daemon Prince, the Treelord Ancient decides to take care of old Skullflüx himself. He barely manages it but does smash off the Tzeentchian general’s last wound.
Khorne finally gets to go first, and spends it grinding against Seraphon - he misunderstood the shooting in combat rules and was shooting the skinks up against his Skull Cannons, as opposed to the Bastiladons also within 3”, and also forgot that his Bloodsecrator was powering up his Cannons in combat too, not just the infantry bros. The Aspiring Deathbringer gets involved. Skinks and Krox die, as do Reavers. #khornecaresnot
The Sylvaneth turn, with just strong functional units left, is pretty simple. The Treelord Regrows the Kurnoth, the magical energy of which pisses off the wildwood near Tzeentch, causing it to eat the 1 Horror unit and the 3 Horror unit, plus a Horror from the last unit. The Kurnoth split fire between the Blood Warriors and the Tzeentch Herald, killing the Khorne unit and slamming 2 wounds into the Herald. Man these trees are good.
After the Seraphon do bad things to Khorne - everything but the Bloodsecrator and general got beaten down, but only the Astrolith + 1 Bastiladon + 1 Kroxigor is left on the other side - Tzeentch sees what it can do with 1 Herald + 4 Horrors. One crazy Unchecked Mutation later and the Treelord has a staggering 10 wounds on it! The 5+ hit-‘em-again rolls could not be stopped
And then the Herald bailed and hid behind the tower, much to Sylvaneth’s amusement.
The last three lizards eat the Aspiring Deathbringer, and thanks to scoring her secret objective every turn and doing consistent laser damage, the Seraphon pop to third place. Also she summoned back the Skinks to mess with the Kurnoth, but that won’t matter for long …
Khorne summons in yet another Skull Cannon to keep the Bloodsecrator warm, but its shot misses and he doesn’t have a charge to try for. Dejected, he laments his battletome’s worthlessness.
Shortly after the bloody tears dry up, Sylvaneth hefts its own shiny book of synergies and happy updates and prepares to finish off the Tzeentch in its side. The Kurnoth Hunters teleport to LOS
of the Tizz Herald, the Branchwych likewise gets in range of the last of the Horrors and the Treeman powers up, after Regrowing himself 5 wounds. The Kurnoth roll a fistful of 1’s and do a single wound to the Herald
With a shake of the head, the Sylvaneth leadership charge in to finish this themselves, dammit. A single Horror is kicked in the head … causing reality to blink a third time and bring the unit back to six
Last turn of the game and it’s down to Tizz to do something meaningful. At this point I have to do a bunch of wounds in any phase to make it a win. Also the Screamers get summoned back because I finally have 10+ fate points! But then magic fluffs, (terrible) shooting fluffs, Screamers charge fluffs, combat fluffs on all sides. Fluff.
Apologies for the leaderboard weirdness, there was a ton to keep track of, and half of the board I increasingly didn't pay much attention to! I'll comment more about AOS
once I get a solo game in, but hey we're baaaack!