Latest battle report coming up!
2k Matched Played, Focal Points Battleplan, GT
final practice. This time vs Clan Skyre!
I'm also including cogs and a Lord Arcanum in this list to replace the 2 man Fulminator unit. If you want the whole list, please check out my plog!
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.