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Made in gb
Secretive Dark Angels Veteran





The lads came over during the evening and while Andy and Alan played an 8e game (both trying new armies, Pestilens-themed Skaven versus Bretonnians), I grabbed James for Age of Sigmar. We are currently prepping for the GW event later this month so followed similar guidelines for forces – up to 100 models of whatever we wanted. In the end, he took 80-odd, I had 70-ish (and, before anyone asks, yes, it worked out just fine).

I was giving my Khorne Goretide a whirl, while James would be battling with his Wood Aelves. I was going to suggest we play The Ritual scenario from the first hardback but in the end went with The Trap, an ambush-based scenario. Seemed appropriate for the forces involved – Lord Khul would be leading his warband deep into Aelven territory until they launched their assault. We played with the Realm of Life Time of War rules, so the terrain was rotting, wizards had access to Shield of Thorns and the blooming life force meant that Battleshock tests did nice things on the roll of a 1.



Full report here!

https://ttgamingdiary.wordpress.com/2015/09/02/battle-report-the-trap/

40k and Age of Sigmar Blog - A Tabletop Gamer's Diary: https://ttgamingdiary.wordpress.com/

Mongoose Publishing: http://www.mongoosepublishing.com/ 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Great write up of a gruesome match - thanks for sharing

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Powerful Spawning Champion





There is not this idea.

Interesting, and glad to see you had fun.

How do you feel about the rolling off for each turn?
   
Made in au
Nimble Pistolier




ACT, Australia

I personally really like the random initiative even though my brother always manages to roll 6s. Makes the game less predictable and enjoyable.
   
Made in gb
Secretive Dark Angels Veteran





 toasteroven wrote:

How do you feel about the rolling off for each turn?


It really makes you think when you play.

You can no longer relay on (as a Khorne force) braving enemy fire, then charging in and tearing them apart. You have to consider that the enemy might get two turns to fire and/or move away from you, so you have to build a sort of redundancy into your tactics to take that into account. The enemy has the same problem in reverse, needing to take into account that the Khorne force could suddenly surge across the battlefield in record time.

In the end, it all balances out, but it is something you very much need to be aware of and think about while playing.

40k and Age of Sigmar Blog - A Tabletop Gamer's Diary: https://ttgamingdiary.wordpress.com/

Mongoose Publishing: http://www.mongoosepublishing.com/ 
   
Made in us
Omnipotent Lord of Change





Albany, NY

MongooseMatt wrote:
It really makes you think when you play.
But on the flipside, it really doesn't reward strategic planning (if we think of strategy as the higher level of the battle (i.e. "the plan"), and tactics as the lower level decisions made on the ground in response to changing conditions), which is extremely jarring to many wargamers, including those who played 8E with the expectation that you could plan ahead in that game. I however learned to embrace the chaos of the dice some time ago, so the possibility of getting double turns is simply exciting, while the inevitability that my opponent at some point will get double turns sucks, but not more than the inevitability that my level 4 in 8E would miscast and get sucked into the Warp.

In practice though? I've been really surprised at how often turn order just progresses as normal, or how little the double turns mattered. But then I've just been playing fighty armies against other largely fighty armies, so haven't experienced the pain of double gunline or double mortal wound spam lists.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Fresh-Faced New User




 Boss Salvage wrote:
MongooseMatt wrote:
It really makes you think when you play.
But on the flipside, it really doesn't reward strategic planning (if we think of strategy as the higher level of the battle (i.e. "the plan"), and tactics as the lower level decisions made on the ground in response to changing conditions), which is extremely jarring to many wargamers, including those who played 8E with the expectation that you could plan ahead in that game. I however learned to embrace the chaos of the dice some time ago, so the possibility of getting double turns is simply exciting, while the inevitability that my opponent at some point will get double turns sucks, but not more than the inevitability that my level 4 in 8E would miscast and get sucked into the Warp.

In practice though? I've been really surprised at how often turn order just progresses as normal, or how little the double turns mattered. But then I've just been playing fighty armies against other largely fighty armies, so haven't experienced the pain of double gunline or double mortal wound spam lists.

- Salvage


But thats war tho right? You can plan and strategize all you want but things happen. All the roll means is the other army is acting more precise and on point. If its you go i go it can planned out everytime
   
Made in us
Omnipotent Lord of Change





Albany, NY

Dreadnok89 wrote:
But thats war tho right?
However this is a wargame, you know, like the kind that usually have balanced sides

The real takeaway is that rando initiative is not viable for competitive play, not when the game doesn't involve alternating unit activation. But then we're playing AOS here folks! Roll dice, push around pretty models, wallow in an hour or so of carnage!

- Salvage!

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in se
Regular Dakkanaut




Thanks for the batrep, good read!

Want to play a balanced Age of Sigmar?

The Age of Sigmar Project Points Cost!

Points cost for ALL armies, including unit upgrades and special abilities!

http://ageofwargamers.blogspot.com 
   
Made in jp
Fresh-Faced New User




Hi, thanks for that enviromentally friendly outcome, and 6 turns! Order won, but had around 15% more Might than Chaos, according to the Scroll of Might (see link below):

Chaos _____________________________
Might ... Unit (Equipment Alternative) ______
.... 17 ..... 1x Mighty Lord of Khorne
.... 12 ..... 1x Khorgorath,
.... 10 ..... 1x Bloodsecrator
.... 10 ..... 1x Bloodstoker
.... 15 ... 20x Bloodreavers (Icon, Horn, Reaver Blade)
.... 16 ... 20x Bloodreavers (Icon, Horn, Meatripper Axe)
.... 14 ..... 5x Blood Warriors
.... 19 ... 10x Bloodletters of Khorne
.... 19 ... 10x Bloodletters of Khorne
.... 24 ..... 3x Bloodcrushers of Khorne
___________________________________
.. 156 Total Might

Order ______________________________
Might ... Unit (Equipment Alternative) ______
.... 12 ..... 1x Glade Lord (Kindred Blade, Bow)
...... 8 ..... 1x Spellweaver
.... 12 ..... 1x Waywatcher Lord
.... 36 ... 30x Glade Guard
.... 36 ... 30x Glade Guard
.... 21 ... 15x Dryads
.... 18 ... 3x Tree Kin - note: 4 cost the same as 6: 34
.... 33 ... 1x Treeman
___________________________________
.. 176 Total Might

You can find the Scroll of Might (pdf), and the Might of the latest releases, here: http://www.dakkadakka.com/dakkaforum/posts/list/662092.page;jsessionid=586D01177CE14855BA0A2B727F688765.

Cheers,

Your Sage

This message was edited 2 times. Last update was at 2015/09/04 17:47:18


 
   
Made in us
Powerful Spawning Champion





There is not this idea.

Thanks for the responses on the turn thing, guys.

I guess I'm still not sold on it, if only because I've found the old way a hard habit to break. Tried a game out with my regular gaming partner the other day, and we just went with the old turn order on automatic, and I only remembered after the battle that that wasn't the way of things anymore, heh.
   
 
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