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AoS 1250pts Vs Wanderers (Escalation Battle)

Discussion in 'Battle Reports' started by Wilhelm Stürmer, Feb 9, 2019.

  1. Wilhelm Stürmer

    Wilhelm Stürmer Active Member

    Likes Received:
    Trophy Points:
    1250 Point Battle: Knife to the Heart Battleplan
    Seraphon Army
    Allegiance: Seraphon
    Mortal Realm: Ghur

    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer
    - Artefact: Incandescent Rectrices
    Skink Starpriest (80)
    - Artefact: Gryph-feather Charm

    40 x Skinks (240)
    - Boltspitters & Star Bucklers
    20 x Skinks (120)
    - Boltspitters & Star Bucklers

    6 x Ripperdactyl Riders (280)

    Shadowstrike Starhost (180)

    Endless Spells
    Balewind Vortex (40)

    Total: 1200 / 1250
    Extra Command Points: 2
    Allies: 0 / 200
    Wounds: 89
    Opponent: Wanderers Army
    Allegiance: The Living City
    Mortal Realm: Ghur

    Nomad Prince (80)
    Spellweaver (100)
    - Heartwood Staff
    Waywatcher (120)
    - General
    - Artefact: Viridescent Shawl

    20 x Glade Guard (240)
    10 x Glade Guard (120)

    20 x Sisters of the Watch (360)
    3 x Kurnoth Hunters (200)
    - Scythes

    Endless Spells
    Soulsnare Shackles (20)

    Total: 1240 / 1250
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 80

    My opponent won the roll off, but I finished deploying first. I decided to take the first turn.

    My turn 1: I deployed my unit of 40 Skinks at my objective in a wide, shallow arc in an attempt deny a large portion of my deployment zone from the SotW board edge teleport. The SP and Slann were near my corner, with the other unit of 20 Skinks set up as a rear screen. I used the Slann CP and successfully cast BV. I banked the remaining 3 spell casts for 9 Summoning Points, +1.
    The SP failed his ability and Summon Starlight.
    The Blot Toad got dropped between his two units of GG. During movement, I shuffled the unit of 40 around and moved the unit of 20 towards the left side of deployment area. I brought down the Rippers in a Swooping Dive on the GG, splitting the unit of 6, 3 into 10, and 3 into 20. They did their work, deleting both units. It worked out that this left the Rippers out of combat, so no strike back, but that would be shortly rectified.

    Opponent turn 2: He used his Way Watcher to take out one Ripper, SotW to take out 4 more, and Kurnoth to get the last 1. Nothing else notable happened in his turn.

    My opponent won the roll for Turn 2. He teleported the SotW to the only spot left for them to go: the left corner of my deployment zone. I've found that the Slann's CP is an absolute must with shooting heavy armies. The SotW and Waywatcher shot into unit of 40 Skinks with 42 + 3 + the Waywatcher gets an additional attack for each 6 rolled. Of those attacks, only 12 got through. Not bad for 6+ Save, but it became obvious his plan was to attempt to demolish this unit to keep it from being a useful

    On my turn 2, I moved the unit of 20 Skinks so that I could get as many within 8" for a Javelin strike as possible. The now unit of 28 Skinks ran to be outside 3" of the Waywatcher. In shooting, I made 2 Wounds on the SotW, but he Saved the one Wound I inflicted on his Waywatcher. I charged the Waywatcher, but then used Wary Fighter to retreat, attempting to maximize the Skinks coverage for Area of Denial on the SotW. I did not charge his SotW, as they have an ability to immediately fire into any unit that successfully charges them.
    In hindsight, I should have summoned something in this turn. At this point I had 20 points, more than enough to bring in more Rippers or Skinks. It would have allowed for greater flexibility in Turn 3.

    Turn 3: Once again, my opponent won the roll. He repositioned the Kurnoth, Waywatcher, and Nomad Prince to wrest better control over his SotW teleported to the right side of the board. I had just barely failed to position the unit of 28 Skinks such that it completely denied this. Once again, Waywatcher and SotW fired into the larger Skink unit. Once again, the Slann's CP kept them from being annihilated, losing 14 this time. His turn was over.

    My turn 3, all my spells and abilities went off. I buffed the heck out of the last 14 Skinks in the hoard unit, just in case LoS&T failed, or the charge for that unit failed, etc. Contingencies, right? LoS&T roll was a 4. The unit of 20 Skinks were set up in an arc, 9" away from his Kurnoth. The Waywatcher was close enough to be an obstacle as well. End of movement, I summoned in 30 Skinks on my objective. I rolled a 9, just making the charge for the 20 Skink unit. Then Wary Fighter was done, but I mistakenly kept the unit too close to the Kurnoth, so they were able to pile in and attack. Such a tense moment for me! The attacks were made. A few hits came through, but the wounds all wiffed. Amazingly, I triumphed! First of the four battles in an escalation league.
    Schwaaah, Aginor and LizardWizard like this.

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