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AoS Kilvakar's Battle Reports

Discussion in 'Battle Reports' started by Kilvakar, Feb 2, 2020.

  1. Kilvakar
    Kroxigor

    Kilvakar Well-Known Member

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    I've been excited waiting for the opportunity to post my first official battle report! I've done a few mostly practice games with varying results, but this is the first real matched play rules game I've done, so here's the report!

    This was a meeting engagement battle using The Center Ground battle plan. We didn't use any of the Realms rules, so just faction artifacts and spells.

    My list:

    Spearhead Deployment:

    General: Slann Starmaster. Great Rememberer, Incandescent Rectrices, Stellar Tempest

    3 Kroxigors

    Main Body:

    Engine of the Gods

    10 Saurus Warriors

    3 Ripperdactyls

    Rearguard:

    5 Saurus Knights

    Endless Spell: Balewind Vortex


    Enemy List: Idoneth Deepkin

    Spearhead Deployment:

    10 Namarti Thralls

    3 Morrsarr Guard

    Main Body:

    General:
    Eidolon of Mathlann: Aspect of the Sea: Unstoppable Fury, Arcane Pearl, Arcane Corrasion.

    10 Namarti Thralls

    Rearguard:

    3 Morrsarr Guard

    Endless Spell: Suffocating Gravetide


    Turn 1: I get to go first, start by teleporting the Kroxigor in front of the single central objective and teleporting the Slann behind them, then casting Balewind Vortex and saving the rest of the spells for 9 summoning points.

    Deepkin run the Namarti and eels up. Neither of us has any shooting, so that basically ends that turn. I win the objective getting 3 points, each of us gets 1 point for kill totals with neither of us having any kills that round.

    Seraphon: 4,
    Deepkin: 1

    Turn 2:

    I win the roll off and decided to go first. I deployed my main body of army at the starting zone and rolled for the Engine of the Gods and got the 10-inch MW attack, but nothing was in range so it did nothing. I teleported the Saurus Warriors and Engine of the Gods to just behind my front line. I burned all four of my spells for summoning points and decided to summon a Troglodon. Dropped it 9 inches away from the unit of Morrsarr Guard and then shot at it during the shooing phase but did no damage. I then charged my Kroxigors into the front line of eels. Managed to make the charge with the Troglodon even though I missed with the spit attack, but due to the incredible toughness of the eels I only managed to deal two damage to one of the eels.

    Deepkin player deployed their Eidolon and their second group of Namarti. The Eidolon cast Arcane Bolt on the Kroxigors, which I failed to unbind, and did 2 damage to one of them. Then he did 2 damage on the Slann with Arcane Corrasion. The only shooting was from the Eidolon, who did 2 wounds to the Troglodon. Then the Namarti charged in on the Troglodon, who got butchered in the combat phase. He died without having much effect, unfortunately. But the Kroxigors were surprisingly tanky in this battle, and managed to survive the eels attacks with all 3 units intact.

    I still held the objective, gaining 3 points. The Deepkin won on the wound total kill count, gaining 2 points.

    Seraphon 7,
    Deepkin 3

    Turn 3:

    I won the roll off again and went first. I deployed my final unit of Saurus Knights and saved all my spells for summoning. I teleported the Ripperdactyls to toward the front line (and the blot toad!), and teleported the Slann away from the Eidolon and second group of Namarti, who were getting dangerously close, and put him behind the Engine so he could keep buffing it's roll. I then rolled the 25 inch d6 MW blast on the Engine and hit the Eidolon. Rolled a 6 and knocked him down to half health. Missed shooting with the Engine, and charged the Rippers into a group of Namarti. The toad wasn't close enough, though, so no bonus :( It was high tide, which I kind of neglected to realize, so the Namarti and eels hit first, killing only one of the Rippers, strangely enough. I retaliated decently and took out about 3-4 Namarti. I then lost a Kroxigor to the eels, but managed to take one of the eels down in return. Kroxigors continuing to roll very high on saves!

    The Eidolon tried to cast Gravetide, but I unbound it. He did manage to hit the Slann with the Cloying Mists, bringing him down to 4 wounds. Hit him again during the shooting phase, so 2 wounds now. Then the Deepkin attacked the Rippers again, taking out another one, but losing all but one of their Namarti in the process. The last remaining Kroxigor made all his saves against the eels, though. The second group of eels charged into my Saurus Warriors, followed by the Namarti. Needless to say, they got wiped out to the last lizard.

    But despite my heavy losses, I managed to hold on to the objective!

    Seraphon 10,
    Deepkin 5.

    Turn 4:

    I won the roll yet again! I teleported the Knights in behind the Eidolon, teleported the newly rejuvenated Slann away from the Eidolon again, and summoned an Oldblood on Carnosaur after saving all four spells once again. The Engine rolled the 1d6 MW blast again, thanks to still being close to the Slann even after taking a lot of damage. I hit the Eidolon for four damage, so now he was down to 2 wounds. The Engine missed again during the shooting phase, and attacked the Eidolon during the charge phase. My Carnosaur failed the charge, unfortunately :( My last Ripper tried to take out the last single model in one of the Namarti units, but failed. My Knights charged the Eidolon, but did no damage at all. The Engine attacked the Eidolon, and also did no damage.

    Eidolon tried again to cast Gravetide, but I unbound it once more. He retaliated by doing two more damage with Cloying Mists to my Slann, and finished him off during the shooting phase. But my Rectrices kicked in, and I rolled a 6 on the heal! They then used the Ebb Tide to pull the eels back and charge the Kroxigor, and that extra rend finally brought him down. I was very glad they managed to hold the eels off the objective for so long, though. The second group of Namarti charged moved towards the Knights, the eels that my Kroxigors had been fighting moved up behind the Knights as well, and the Eidolon attacked them. With the combined attacks from the Eidolon and the eels, as well as the few Namarti who were able to squeeze into fighting range, I lost 3 knights.

    But even after all this, I had the one Ripper, the Knights, and the Engine in range of the objective. The Deepkin had the Eidolon and one group of eels, so I STILL held it!

    Seraphon 13,
    Deepkin 7

    Turn 5:

    Deepkin won roll-off and took the double turn. The Eidolon once again tried to get Gravetide off, but once again I unbound it. I also unbound their second spellcasting attempt, so no magic for the Eidolon this turn. Instead of re-rolling a casting roll, he opted to heal, but only healed 1 wound, and missed his shooting. The Deepkin rolled pretty badly this round, which is probably why I was able to survive. Their last Namarti in the 1st unit managed to kill my last Ripperdactyl, but the Eidolon, eels and 2nd unit of Namarti manged to leave one of my Knights alive!

    On my turn, I used all my spells! I switched to Meteoric Convocation, and I was able to take out all that was left of the 2nd group of Namarti with it after softening them up with another blast from the Engine. I then finished the Eidolon with Arcane Bolt after he failed to unbind it, and I rolled a 10 so I did d3 MW and rolled a 2. So the Slann lived up to his magical reputation this battel for sure! My knights turned to fight the eels and did no damage once again, but were still able to block them from the objective. My Oldblood finished off the single Namarti in the 1st unit with his sunbolt gauntlet, and then charged the eels, taking 2 of them out. The engine attacked the eels and, you guessed it, did no damage, lol! But this was the final round, and for the first time this round I had managed to kill a lot of stuff on the Deepkin's side. So the final score was:

    Seraphon 18,
    Deepkin 7

    Major Victory for the Seraphon!

    That battle took about 3 hours since neither of us were super experienced. But it was definitely fun! I was probably a lot luckier than I should have been, especially with the Kroxigors surviving so long against Morrsarr guard and having so many attacks fail completely. But thanks to teleporting and summoning, I was able to hold him off the objective and keep myself from getting tabled, which is definitely what would have happened had I not summoned what I did. The reason I chose not to use Skinks in this battle was because of the battle plan. Take and hold the center of the map, no not a lot of movement shenanigans to be had there. I basically figured that I could summon slightly more durable stuff and use it to hold them off for as long as possible, and it worked! But darn, those Deepkin are actually really tough to kill! Other than the Namarti, the eels and the Eidolon were very, very tanky and did a ton of damage. I didn't manage to take out either unit of eels, and the Eidolon was only damaged by magic and EotG MW spam. And this was the spellcaster Eidolon! I'd hate to see what the melee one was like, lol!

    But anyway, first official battle report! I hope you enjoyed it! C&C welcome, and I hope to post many more of these in the future!
     
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  2. LizardWizard
    Skink Priest

    LizardWizard Grand Skink Handler Staff Member

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    Awesome bat rep. Glad to see some write ups for Meeting Engagements!
     
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  3. Kilvakar
    Kroxigor

    Kilvakar Well-Known Member

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    Thanks! I was hoping for a full 2000 point battle, but my friend who was playing the Deepkin wanted to try out that specific battle plan. It was definitely fun! I'm looking forward to getting more experience with larger battles, different battle plans, and facing off against different armies. I expect I'll have more Seraphon vs. Deepkin battle reports though, as the Deepkin player is a friend of mine.
     
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  4. Kilvakar
    Kroxigor

    Kilvakar Well-Known Member

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    Here's my most recent battle report, I have a couple others to write up as well.

    Seraphon vs. Skaventide, 2000 points.

    My list:

    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    Mortal Realm: Hysh

    Leaders
    Slann Starmaster (260)
    - General
    - Command Trait: Arcane Might
    - Spell: Celestial Equilibrium
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Engine of the Gods (260)
    - Artefact: Fusil of Conflaguration
    Saurus Astrolith Bearer (140)

    Battleline
    20 x Skinks (120)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers

    Units
    4 x Salamander Hunting Pack (80)

    Behemoths
    Bastiladon (220)
    - Weapon: Solar Engine
    Bastiladon (220)
    - Weapon: Solar Engine

    Battalions
    Thunderquake Temple-host (150)

    Endless Spells / Terrain / CPs
    Bound Geminids of Uhl-Gysh (70)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 98

    My opponent's list:

    Allegiance: Skaventide

    Leaders
    Grey Seer on Screaming Bell (240)
    - General
    - Command Trait: Master of Rot and Ruin
    - Lore of Ruin: Warpgale
    Plague Priest on Plague Furnace (200)
    - Artefact: Liber Bubonicus
    Plague Priest (80)

    Battleline
    40 x Plague Monks (280)
    - Woe-stave
    - 1x Standard Bearers
    - 1x Plague Harbingers
    40 x Plague Monks (280)
    - Woe-stave
    - 1x Standard Bearers
    - 1x Plague Harbingers
    40 x Plague Monks (280)
    - Woe-stave
    - 1x Standard Bearers
    - 1x Plague Harbingers

    Artillery
    Plagueclaw (160)
    Plagueclaw (160)
    Plagueclaw (160)

    Battalions
    Congregation of Filth (160)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 169

    Battleplan: Blood and Glory

    Turn 1: Skaven had fewer drops than me, so he picked going first. He let me chose the side, so I got the side with my Realmshaper engine, but he also placed two out of his three Gnawholes near my backline. The Engine was right in the middle of my territory, positioned so that my Slann and 10 Skinks could garrison it and be within range to shoot at either objective on my side. I went full defense, placing 10 skinks and the Slann behind the Engine, 10 skinks up front to screen the left-hand side of the board where he had placed two of this three Plague Monk blocks, the Plague Furnace, and the Screaming Bell. I then placed Kroak, the Engine of the Gods, Astrolith Bearer, 1 Bastiladon, and the Salamander all clumped reasonably close together on that side of the field, with the Salamander preventing the use of 1 Gnawhole. On the right-hand side, I just had 1 Bastiladon and the 20 Skinks with boltsiptters. He placed his Plague Priest on foot and the third block of Monks by the Gnawhole in his backline, but the Skinks on my left side of the field also prevented the use of the Gnawhole.

    He got to go first due to fewer drops. My magical superiority was immediately clear, as I unbound both of his spells. Then he fired all of the catapults into Kroak, who only ended up taking 2 damage thanks to a combination of one of the catapults missing, and the other two either failing to wound or Kroak's two layers of save-after-save thanks to his ability and the Astrolith Bearer. He did end up making all of his charges thanks to the Blood and Glory battleplan having no middle-ground, and he deployed most of his army right up at the border. However, my noble unit of 10 Skinks was able to block all the charges from getting into full melee range with Lord Kroak. The Furnace and the Bell did have some range on some of their attacks, but Kroak only ended up taking one more damage from that. One group of monks was able to make it around the other side and get into combat with my Engine of the Gods and Astrolith Bearer. Even after the nerf, Plague Monks are still devastating on the charge and they knocked the Engine down to 2 wounds left. They did nothing to the Astrolith Bearer, though.

    When I got activations, I first had the Engine go (before it got bracketed hard) and put some nice damage into the Bell with his horns, then the rest of the melee attacks went into the block of Monks. Next, the Astrolith Bearer got to smack down a couple more rats, and then the Skinks piled in just enough to keep the leftmost group of Monks from being able to pile in close enough to reach Kroak. They did no damage, though, and all but two of them died to the Monks' woe staves when their turn to fight came up.

    My turn:

    Kroaknado: Activate! This is where I can truly see what a beast Lord Kroak is in the new battletome. I had my Slann cast Celestial Equilibrium for the additional +1 to casting, then Celestial Apotheosis which healed the EotG for 2 wounds, bringing him back up to a slightly better bracket, then Bound Geminids which immediately went into the nearby Plague Monks and Furnace, applying their debuffs. Then Kroak got busy! First, I had him use Balewind Vortex for the extra spell and defense, and proceeded to hit all three times with Celestial Deliverance, dealing severe damage to both groups of Monks, killing the Bell, and nearly killing the Furnace. While the +4 casting made Comet's Call get 1d6 targets, I still rolled a 1, lol! But that magic bombardment was enough to weaken both hero units to the point where I was able to finish them off in the shooting phase.

    During the movement phase I had the Slann and his 10 Skinks move into the Realmshaper, and moved the Bastiladon on the left side of the field into shooting range of the Plague Priest and his accompanying Plague Monks.

    The EotG rolled the MW bolt, which did some damage to both groups of Plague Monks and the Furnace. I used the Thunder Lizard command ability to roll again, and rolled 10 Saurus! A shot from the Salamander and the Bastiladon brought the Furnace to near death. Then I used the command ability again to finish off the Furnace with another shot from the Bastiladon.

    (Please let me know if that's wrong, everything I could find at the moment seemed to indicate that unless there's a limit indicated, you can use the same command ability twice, as long as it affects different units.)

    The Skinks with boltspitters and the Bastiladon were able to take out the Plague Priest, thus preventing the remaining block of Monks from using the Gnawhole.

    During the combat phase the EotG managed to take out a few more Plague Monks, and then went down to their retaliation. My Astrolith Bearer took out a couple more, and my Bastiladon in the main group got into combat with the other group of Monks. While neither group was taken out, I won the roll-off for round 2, and my opponent decided to concede since there was no way the remaining Plague Monks would survive another round, and the third group could no longer use the Gnawhole, and was too far away to be of any use for a couple of turns.

    I definitely learned that even the small units of troops are extremely useful for screening, even though they won't do anything in combat. I really liked the combination of Kroak and the shooting from the dinosaurs. I haven't been able to really use Lord Kroak to his full potential yet, and it definitely felt really good to see what he can do. The Bastiladons both performed really well, especially in the Thunder Lizard and Thunderquake combination. The EotG seems like it would actually do really well also, if my opponents didn't always focus it down before everything else. The 1+ save rule for the Bastiladons seems a lot more useful than we were thinking at first, especially if we have the means to shut down the enemy trying to MW them down with spells.
     
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  5. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    If you only learned that Tarpits are amazing for strategy then you still learned one of the best lessons of this game.

    as to your question about the TL command usage, you did it correctly. unless the command ability specifies otherwise the only limit to a command abilities number of uses is your limit of command points. since the TL CA specifically states only once per unit per turn, and you used it on two different units once, you are using it exactly as it is supposed to be used.
     
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  6. Kilvakar
    Kroxigor

    Kilvakar Well-Known Member

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    Having our troops go in first and keeping our dinosaurs in reserve seems like a very good strategy from what I can tell. Our infantry can hold off enemy units long enough for the dinosaurs to deal damage with shooting and get into position for maximum melee damage with charges. Our monsters all seem to hit much harder after the update, but are still somewhat lacking in the survivability Department (except for the bastiladon) so having them get to fight first seems to be very important.
     
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  7. Kilvakar
    Kroxigor

    Kilvakar Well-Known Member

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    Quick addition, don't really have a turn-by-turn as these happened a few weeks ago. But I wanted to report on the bad as well as the good, lol!

    I played four games with my brother who's more into Chaos and Destruction, as he likes to play Orruks and Skaven vs. my Seraphon and Idoneth on TTS.

    I have to say, if nothing else I learned that sometimes you have to deploy more defensively and be willing to concede objective points early on if you are facing a "smash your face" army like the Orruks. Two out of three games vs. Ironjawz I got utterly annihilated. Each time it was because I underestimated the huge amounts of extra movement they get. With enough command points, they can essentially cannon blast their entire army across the board and right into your lines. And you don't want that to happen, lol! I'd prepared all of the strategies and buffs we've been theorycrafting since the new release, and I felt that I could handle the Orruks, especially since Scaly Skin is supposed to counter them pretty effectively. I learned that it didn't matter if I took a bit less damage if an entire army focused on dealing damage was able to crash into your lines all at once :p

    Gordrakk will one-shot any of our monsters or heroes, except maybe the Dread Saurian. With him being able to move 24" then charge with a +2 or +3 bonus to charging he *will* get to you unless you're far behind screens. I did not screen well enough, and he was able to take out Lord Kroak in turn 1 in the first battle, and my Oldblood on Carnosaur in turn 1 in the second battle. Oh, I forgot to mention. He out-dropped me every time, so he always got to go first. I conceded turn 2 in each battle because there was literally nothing I could do after losing my general and 1/3 to 1/2 of my army in turns 1 and 2 each time. Brutes and 'Ardboys aren't impossible to deal with, but Gore-Gruntas and all of their heroes are really scary. Also, even though it's a spell, Orruks getting 1-2 teleports per turn is not something I was used to dealing with, lol!

    The third time I faced him I was better prepared, but still got hit a little too hard turn 1. I was able to focus down his Megaboss on Maw-Krusha (he didn't bring Gordrakk that time) with Lord Kroak spellcasting and a Carnosaur attack, but only after he and a group of Gore-Gruntas took out my Sunblood and most of his block of 30 Saurus. I took out his Megaboss on foot as well, leaving me short on troops and him short on heroes. It was after 1am at that point, so we called it a draw and went to sleep.

    I had far better results against the Skaven, winning 1 game against them with the Seraphon and 1 with the Idoneth.

    1st game: He brought a different list this time, featuring Clanrats, a unit of Stormvermin, two Ratling Guns, two Warp Lightning Cannons, and the invincible Verminlord Warpseer, along with a couple other heroes I don't remember. I was trying out Idoneth Deepkin, and had a Morrsarr Guard list led by an Akhelian King and supplemented with 3 Allopexes and a Leviadon! I used the Akhelian Corps battalion, as the re-rolls seemed like a good idea. Turn 1, I actually got to go first and moved up the field to take objectives and get some shooting off. That was about it.

    Then, a major mistake was made. He rolled a 1 for his power roll with a fully-buffed and overcharged Warp Lightning Cannon. He mistakenly believed that the Warp Lightning Cannon would deal a maximum of 24 mortal wounds fully-buffed, but we later confirmed it to be 12 max. But these things happen, lol! My whole unit of Allopexes was taken down and did not get to see melee. This put me at a disadvantage, but I was able to make up for it when my Morrsarr Guard made it into charging range the next turn. They certainly do quite a bit of damage, and I can see why they were OP when released. I personally don't think they're as good as our Knights are now, but they're still a very solid unit. My Leviadon cut through 40 Clanrats and a Screaming Bell! But I can see why it's considered over-costed. Definitely a tough beast to take down, however, as he managed to survive the entire battle.

    It was a very close fight though. Things were swinging back in my favor when my eels managed to chew through a large number of his rats, my Akhelian King took out two of his lesser heroes, and my Leviadon held down the center of the battlefield, preventing him from ever getting the center objective. But on his next turn he got lucky again and his ratling guns and remaining Stormvermin took out most of my eels. The entire game came down to the last turn and depended on who won the roll-off. I won, and he conceded. The reason being that we were fighting over a single objective at that point, as neither of us could have knocked the other off any others. I held it with a Tidecaster, but he had around 6 Stormvermin left that could get to it. However, since I got to go first, I would have been able to move my Leviadon into a position where it could charge the Stormvermin, preventing them from getting to the objective even if they weren't all killed. Very fun and close game that came down to the wire!

    And for the 2nd game, I went back to Seraphon!

    This time, I wanted to run Thunder Lizards. This was the list I used:

    Allegiance: Seraphon
    - Constellation: Thunder Lizard

    Leaders
    Stegadon with Skink Chief (270)
    - General
    - Command Trait: Prime Warbeast
    - Artefact: Cloak of Feathers
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Skink Priest (70)
    Skink Starpriest (120)
    - Artefact: Fusil of Conflaguration
    - Spell: Hand of Glory

    Battleline
    40 x Skinks (240)
    - Boltspitters & Moonstone Clubs
    Stegadon (240)
    - Weapon: Sunfire Throwers
    Stegadon (240)
    - Weapon: Sunfire Throwers

    Units
    12 x Salamander Hunting Pack (240)

    Battalions
    Thunderquake Temple-host (150)

    Endless Spells / Terrain / CPs
    Bound Purple Sun of Shyish (60)
    Bound Quicksilver Swords (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 103

    This list performed admirable against the Skaven. He was running a Clanrat horde list backed up by 2 Warp Lightning Cannons, 2 Screaming Bells, and Lord Skreech the Verminking.

    My Chief Stegaon took some damage from the cannons turn 1, but on turn 2 I was able to get him into flamethrower range and he killed a lot of Clanrats. Then he charged the Verminking and killed him! My other two Stegadons sniped out the Warplock Bombadier and damaged one of the Cannons. While he managed to kill the Stegadon Chief the next round, I was able to finish off both of his Warp Lightning Cannons and one of his Screaming Bells. This was all done from range with Lord Kroak and the Stegadon bows. He wasn't able to move his Clanrats down far enough to charge my Stegadons, so was able to weaken them even further with more shooting and charge the Stegadons into two of his Clanrat hordes. One Stegadon fell, but both hordes were severely damaged. He conceded turn 4 when my Skinks and Salamanders finished off the two hordes, leaving him with just one block of 40 Clanrats and one Screaming bell left, which weren't enough to claim enough objectives to win.
     
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