AoS Stürmer's Battle Reports

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

  1. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    T2 DoK: The Slann is a tasty target that a unit of Khinerai can’t resist. They descend and throw their javelins, but thanks to Miasmatic Blade and Save rolls, only 3 wounds are taken. The lone Knight from the Heavens and the remaining Rippers are dispatched without effort. His Warlocks on the other side of the board have suffered two losses and retreat, but are relieved by the 10x Sisters of Slaughter, who kill one Knight. The damaged unit of Witch Aelves run and charge into the fresh unit of Knights and annihilate them.
    11_T2_DoK_EoS_01.jpg 13_T2_DoK_EoM_01.jpg 15_T2_DoK_Combat_01.jpg

    T2 Seraphon: The Slann General knows death surrounds him and teleports back to safety behind Skinks on my left side of the board. The remaining Oldblood and Razordons in the Heavens descend, Oldblood ready to engage the Cauldron and Razordons for the 13x Witch Aelves that have already laid waste to two other Seraphon units. The Slann uses a CP to allow the Oldblood to fly and 4 CP are spent on the Oldblood’s Ancient Warlord. However, his charge roll will not get him into the Cauldron and he instead slams into the Sisters of Slaughter, killing 8. The Razordons manage 2 kills on the Witch Aelves. I summoned in 5x proxied Chameleons and hoped for a double turn to drop them on his right objective that only had the retreated 3x Warlocks on it.
    19_T2_Seraphon_Right_01.jpg 20_T2_Seraphon_Combat_01.jpg

    T3 Seraphon: The desired double turn! The Oldblood is ready. Still unwounded, he charges into the Cauldron, blessed by Serpent’s Staff, 1x Ancient Warlord, and Summon Starlight cast on the Cauldron. His attacks tear into the Cauldron and 11 wounds are inflicted… EXCEPT I missed 3 additional wounds due to not factoring Serpents Staff on the Jaws attack that made it through. I realized this soon after and it was a frustrating blow, as I would have completed the secondary mission I had rolled for to kill the enemy general. The Chameleons appeared from the shadows and gained control of his right objective, but I forgot to shoot with them! The Razordons managed one more kill and the Slann summoned in 10x more Skinks to maintain objective control, as I wanted to at least not hand DoK a major victory.

    T3 DoK: The Cauldron had dispatched the Knights and Oldblood that had charged it. The remaining Khirenai flew down from the skies and attacked the summoned units, hoping to kill enough to gain control of all 4 objectives. Amazingly, 2 of the 10 survived and in my retaliation, I used Wary Fighter to move the other unit of Skinks out of combat, but within control range. My right objective had fallen into his hands, however, as the lone unit of Skinks on it were halved by the Khirenai and Warlocks advance and ranged attacks. The timer had sounded by now and the game was done. Minor victory for Daughters of Khaine.
    22_T3_DoK_01.jpg 23_T3_DoK_02.jpg

    Post-game Analysis:

    I’ve gotten more aggressive in my play style and while I enjoy it more, I need to temper it with better decision making. The ScarVet should not have come down when he did, as it was easy pickings for the Witch Aelves. Had he remained in the Heavens, I could have brought him down later to possibly take out the remaining Witch Aelves the Rippers left on the board. While it was dumb to forget shooting with the Chameleons, even if they had managed to inflict 6 wounds on the Warlocks and kill the unit, he would likely have just used one of the units of Khirenai to come in and wrest control of the object, still denying me a minor victory.

    Stay tuned for Battle 2!
     
  2. Canas
    Slann

    Canas Ninth Spawning

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    Try making a cheatsheet for all your abilities/stuff to trigger each round. You keep forgetting half, maybe a cheatsheet will help.

    Also, what's with the moving blue square in all your reports.
     
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  3. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    I do have a cheat sheet, but your suggestion of breaking into phases has me thinking of a system to do that, thanks!

    That's a dice tray I made :)
     
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  4. Canas
    Slann

    Canas Ninth Spawning

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    ah, neat colours.
     
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  5. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I will speed you the cheatsheet I use for my list. Only difference would be the ScV Carno vs the OB Carno.
     
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  6. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    2000 MPP Tournament Battle One
    Seraphon versus Daughters of Khaine
    Battleplan: Three Places of Power
    Realm: Shyish

    Allegiance: Seraphon
    Mortal Realm: Ulgu


    Leaders
    Slann Starmaster
    (260)
    - General
    - Trait: Great Rememberer
    - Artefact: Miasmatic Blade

    Skink Starpriest (80)
    - Artefact: Spellmirror
    Saurus Oldblood on Carnosaur (260) – In the Heavens
    - Artefact: Sword of Judgement
    Saurus Scar-Veteran on Cold One (100) – In the Heavens
    - Artefact: Betrayer's Crown

    Battleline
    5 x Saurus Knights
    (90) – In the Heavens
    - Lances
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances
    10 x Skinks (60)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers

    Units
    4 x Razordons
    (160) – In the Heavens
    6 x Ripperdactyl Riders
    (280)

    Battalions
    Dracothion's Tail
    (80)
    Firelance Starhost (150)
    Shadowstrike Starhost (180)

    Endless Spells
    Chronomantic Cogs
    (60)

    Total: 2000 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 110

    Allegiance: Daughters of Khaine
    - Temple: Hagg Nar

    Leaders
    Morathi High Oracle of Khaine
    (480)
    - Lore of Shadows: Pit of Shades
    Slaughter Queen on Cauldron of Blood (330)
    - General
    - Trait: Devoted Desciples
    - Artefact: Thousand and One Dark Blessings
    - Prayer: Blessing of Khaine

    Bloodwrack Medusa (140)
    - Lore of Shadows: Mindrazor
    Hag Queen (60)
    - Prayer: Catechism of Murder
    Hag Queen (60)
    - Prayer: Covenant of the Iron Heart

    Battleline
    20 x Witch Aelves
    (200)
    - Pairs of Sacrificial Knives
    20 x Witch Aelves (200)
    - Pairs of Sacrificial Knives
    20 x Witch Aelves (200)
    - Pairs of Sacrificial Knives

    Units
    10 x Khinerai Heartrenders
    (160)
    5 x Doomfire Warlocks (160)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 115


    Battle, the second. As I and the other DoK player lost our games, we were matched up while the victor’s game was Tzeentch and Skaventide. I didn’t get as many pictures on this battle, so apologies on that. Again, I finished deployment first, and allowed DoK to have the first turn. I rolled +1 to cast for Constellation and the Realmscape Feature was also +1 to cast.
    02_B2_Deployment_02.JPG 01_B2_Deployment_01.JPG

    T1 DoK: I believe all units ran. The Cauldron was just in range of my two units of Knights to cast a spell and kill inflict 4 wounds. The side units of Witch Aelves got buffed with prayers. None of the army got within charge or shooting distance, however.

    T1 Seraphon: LoSaT the Slann to DoK’s back field, behind the Cauldron. The Oldblood and Razordons come down from the Heavens and a unit of Skinks is summoned in for screening. The Rippers swoop down and surround the Cauldron. The remaining 8x Knights move up to be fully in cover on a terrain piece. The Oldblood makes its charge into Morathi, but all attacks fail. The Razordons manage 7 kills into the middle unit of Witch Aelves and the Rippers chew through the 13 wounds of the Cauldron, with its deathblow being the Alpha Skink’s spear.
    03_B2_T1_Seraphon_EoM_01.JPG 04_B2_T1_Seraphon_EoM_02.JPG

    T2 Seraphon: Double turn! The Slann has done his job in the backfield and so LoSaT once more to my right quadrant. I summoned in an Eternity Warden, with the intention of moving the Skinks already in this are into a screen, but I forgot to move them! I charged the 8 Knights on the board, 3 into Morathi and 5 into the nearby Hag Queen. The Oldblood inflicted the 3 allowed wounds on Morathi and the Razordons spiked 4 more Witch Aelves. The Rippers are stuck in combat but can’t do any more wounds. I thought retreating them would simply allow Morathi to pull the Razordons into combat if/when she enraged, so I piled in and moved each model 3” so as to better restrict her area of enlargement. The Knights around the Hag Queen managed to kill her but lost 3 models for its troubles (IIRC some of this combat resolution happened in DoK’s T2, I just don’t remember specifically how it was broken up).
    06_B2_T2_Seraphon_LoSaT_01.JPG
    05_B2_T2_Seraphon_EoS_01.JPG
    07_B2_T2_Seraphon_Combat_01.JPG

    T2 DoK: Morathi enbigifies! Due to the Ripper placement, Monster Morathi had to be placed on the other side of the remaining Knights piled into her previous form. The three Knights melt under Morathi’s attacks and a couple wounds are inflicted on the Oldblood. The Medusa heads towards the Knights left after the Hag Queen is slain. My Slann is a tasty target now, due to my failure to screen and the right-side Witch Aelves move in. 7 Wounds make it through, but I’m able to shirk off 5 to the Eternity Warden. The unit of 10 Khinerai descend to the middle of the board to support and control the area. I don’t recall how the Rippers were dispatched, but it was not by the Witch Aelves, so likey it was magic and/or ranged attacks.

    T3 Seraphon: Priority rolls are both a 5. I take the turn and once again LoSaT the Slann to safety, leaving behind the Eternity Warden to battle. The Slann ends up on my left area, between the middle and left quadrants, and brings down the last units form the Heavens, 5 Knights and the ScarVet on Cold One. Additionally, another screen of Skinks is summoned. I spend 2 CP on the ScarVet’s CA and make his charge.The Knights fail two charges, though. I foolish charged the Razordons into the unit of Witch Aelves they’d been shooting at. The remaining two Knights in DoK left quadrant moved onto terrain and then charged into the Medusa. The Oldblood managed 3 more wounds on Morathi. She only has 3 left! Razordons didn’t manage any wounds in melee and were destroyed by the remaining Witch Aelves in the unit. The two Knights around the Medusa managed a couple wounds and suffered one. The ScarVet rolled 10 D6 for Betrayer’s Crown and only made one 5+. The rest of his attacks were more effective, as 6 more Khirenai died. The Eternity Warden attacked and killed a few Witches, but retaliation removed him from battle.
    08_B2_T3_Seraphon_LoSaT_01.JPG 09_B2_T3_Seraphon_LoSaT_02.JPG

    T3 DoK: I don’t recall what happened in her hero phase, but I believe the Oldblood suffered 4-6 more wounds from a spell Morathi cast. DoK wisely charged and piled in the remaining Witch Aelves from the middle unit and they were the first activation in combat. The Oldblood could not make enough Save rolls to survive. The timer had sounded and we resolved combat with DoK scoring a minor victory on point value of destroyed units.

    Post-game Analysis

    I got far too tied up in combat. I can think of at least 2, possible 3 times I could have capped objectives for at least 1 turn and gotten 1-2 VP. As I destroyed the Cauldron and a Hag Queen and tied up 2 of the remaining 3 DoK heroes, LoSaT and smart movement could have won me this game. As I pointed out above, charging the Razordons was a mistake. They and the unit of Skinks should have been used to screen the Oldblood to improve its survivability. I basically forgot about the Skinks this game. They could have been used far more effectively.

    In both games, my rolls for Saves and Razordon shooting were downright atrocious. I’m seriously considering hetting new dice, but I really like the look and feel of my current set.

    A question for the community: I’ve found that I get a wound roll of 6 less then 10% of the time on my Knights. I keep hoping for the additional two mortal wounds granted by doing this from Blazing Lances and Blazing Cohort, but I wonder if it wouldn’t make the Knights a little more useful to switch to Blades for 3+ wound and hit and still get 1 mortal wound on 6+ wound rolls from Blazing Cohort?
     
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  7. Canas
    Slann

    Canas Ninth Spawning

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    Knight's blazing lances are fairly unreliable. However, mathemathically they average out to about the same as blades, add in the fact that they're mortal wounds and they're worth it. Just dont rely on them.
     
  8. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Normally I tend to get about 4 mortal wounds off throughout a match with the battalion's buffed lances. I managed to finish off Nagash with Blazing Lances a few weekends back at the local game cub. That knight earned a name:D
     
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  9. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    What will you buff the Knights with?
     
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  10. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Firelance causes their lances to do 2 mortal wounds on a wound roll of 6 instead of only 1 mw.
     
  11. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    :) I thought you meant you used additional buffs. ;)
     
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  12. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Firelance is at best, meh. Arguably buff the knights with a skink priest or maybe a star priest. Anyways good report although it is a bit sad to see a fellow lizard defeated.
     
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  13. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Agreed, Firelance is only in the army list to allow for Dracothion's Tail.
     
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  14. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    Yeah, I know the battalion isn't great, but it would still be nice to roll more sixes.

    I forgot to mention, I did tie for 2nd place!
     
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  15. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    You got second? For anyone that is a huge achievement! Awesome job :)
     
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  16. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    I mean, out of 6 starting players. Still, I didn't place last! :D
     
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  17. Canas
    Slann

    Canas Ninth Spawning

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    Meh the battalion isn't terrible. Knights + a scar vet's command ability means a crapton of bite attacks and a near guaranteed charge. Add in a starpriest's venom for even more shenanigans. The mortal wounds aspect shouldn't be seen as any more than a bonus.

    Still well done. Though I'l be damned if I understand how they count the points for placement :p
     
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  18. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I wish the Knights would cause the mortal wounds at 6+ hit rolls instead of 6+ wound rolls.
    Then the Firelance would be quite a bit better.

    I like the idea of the Firelance and occasionally play it (against my Orc playing buddy, I don't want to stomp him with the strong lists all the time), but it is those lists that fail most often.
    Lately I played it against a mediocre SCE list and was utterly destroyed because I failed to do substantial damage against those 2+ saves, the mortal wounds just didn't happen.
     
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  19. Canas
    Slann

    Canas Ninth Spawning

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    Imho that's more of an issue with SCE and it's excessive amount of 2+ saves (or more general the lack of strength/thoughness mechanic causing the "need" for 2+ saves cuz it's the only way to distinguish the proper indestructable stuff from mere heavy armour). With that good a save (unbuffed) Knights will succesfully score a wound, on average, about 0.2 times per model. And that's on a unit that unbuffed has 4 attacks per model and a good enough statline to reliable have ~30% of it's attacks hit. Hell, even buffing them with everything we got doesn't get us above 0.5 succesfull wounds per model unless we start spending 5+ CP at once, which isn't exactly viable multiple times per turn. All of that due to that obscene save (bonus points if they re-roll…) The flaming lances not being reliable barely even factors in this situation.
     
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  20. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    Good point on how to view the mortal wounds. The scoring assigned points to nearly everything. I had 2x minor losses at 5 pts each and completed my "secret" mission in the second game of keeping an assigned hero alive (the Slann) for 9 pts.
     
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