Guys, if someone would like to see the performances of an unusual list or unit, you could try to ask and I'll see if a can manage to run a game playing your suggestions.
A mass Skinks list, like this one! Allegiance: Seraphon Leaders Slann Starmaster (260) - General Saurus Astrolith Bearer (160) Skink Starpriest (80) Battleline 40 x Skinks (240) - Boltspitters & Star Bucklers 40 x Skinks (240) - Boltspitters & Star Bucklers 40 x Skinks (240) - Boltspitters & Star Bucklers 40 x Skinks (240) - Boltspitters & Star Bucklers 40 x Skinks (240) - Boltspitters & Star Bucklers 40 x Skinks (240) - Boltspitters & Star Bucklers Endless Spells Chronomantic Cogs (60) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 257
A mass Saurus list - I don’t know why but to see so many Skink lists just bores me. In any case, nice to see Sigmarines getting wrecked by one of the oldest armies in the game.
Allegiance: Seraphon Leaders Slann Starmaster (260) - General Saurus Astrolith Bearer (160) Skink Starpriest (80) Saurus Sunblood (120) Saurus Oldblood (120) - Suntooth Maul Battleline 40 x Saurus Warriors (360) - Spears 40 x Saurus Warriors (360) - Spears 40 x Saurus Warriors (360) - Spears Battalions Sunclaw Starhost (130) Endless Spells Aethervoid Pendulum (40) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 151
I have already run a list with a single 40 saurus horde. On paper hordes are nice, but multiple hordes on a "real" battlefield? to phisically move 200 models? Possible teleporting blocks of 40? That's a huge pain in the ass… of course, sooner or later i could try to run some serious skinks list.
Seraphon Vs Gloomspite Gits (spiderz!) (750 pts) Being this a part of a campaign, we already know the Battleplan Battleplan Relocation Orb It's the one with a single obj, that starts in the middle of the battlefield and at the end of each round you roll to see if it stays or if it moves in a random direction. You control it with the total number of models within 6", if a hero with artefact or a hero wizard is within 3", that single models counts as 20 models. If you have the first turn in a round, the obj gives you 1 VP, if you were the second, the obj gives you 3 VPs Army Lists SERAPHON (mortal real: Ghur) - Slann (general, Great Rememberer, Gryph-feather Charm) - 5 Saurus knights - 40 Skinks (javelins) - 4 razordons The reasoning behind the list. I want my oppo to be the first so i've tried to reduce my drops. With the obj that in the first round is at the center, my adversary will be forced to seize it, otherwise i will score 3 points. At that point i can attack him exploiting the 40 javelins 3+/4+ and the razordon, without the need to rely on teleport If i am forced to go first, i will just surround the obj w disposable ring of knights GLOOMSPITE GITS (mortal realm: Aqshy) - Scuttleboss on gigantic spider (general, Monstrous Mount, the Black Fang) - Webspinner shaman on Arachnarock spider - 10 spider riders - 5 spider riders - 3 Prosecutors w javelin - Endless spell: scrapskuttle's arachnacauldron Set-Up we both form 2 blocks with our limited units I won the roll, starting the deployment, so i obviously leave the initiative to the spiders Let's go!
FIRST ROUND Da Bad Moon is placed at the top right corner I roll the hunter constellation, +1 to run & charge GLOOMSPITE's turn My opponent moves the army toward the centre of the battlefield. The webspinner Shaman builds a sort of crystal… no spell this turn, but from the next turn he will be able to cast 3 spells. Tough opponent... The lesser unit of spider riders gain control of the objective; their pityful shooting does no damage to my skinks. 1 point for the spiders. SERAPHON's turn I don't need to teleport anything. I forego all spells, for 9 conj points. I move my skinks toward the centre, followed by the knights + Slann; the razordons move at my right side. the first line of skinks is able to shoot the spider riders, and the unit of razordons is able to divide its volley between 2 targets. The overall resul is poor, much lower than what I hoped for, only a bunch of spider dies. The good news: my skinks take control of the objective, gaining 3 VPs 3-1 for Seraphon The Bad news: only 4 stupid spider riders dead. I'm open to a full-force attack… but I've got wary fighter, and we must see if and where the objective moves. End of round: We roll for the objective, and it doesn't move! SECOND ROUND Da Bad Moon doesn't move. Good. We roll for the turn. My opponent rolls a 3. I got a 4. YEAH! Obviously i cannot let him go first, i must strike hard now. SERAPHON's turn hero phase: Once again, no LoSaT. I forego all spells, for 18 conj points. Move phase: My skinks consolidate their take on the objective. The razordons move to take care of the bigger unit of riders Lord Batrax conjures a Troglodon Shooting: the skinks wipe away the first unit of riders the razordons weaken the second unit of riders the Troglodon wounds the general on gigantic spider Charge: with a +4 to charge it should be easy… but rolling a 6 i am forced to charge the general but in range for the arachnarok to pile in. The enemy general DIES! the Arachnarok fails to kill the Trog, but it remains with 4 wounds. I score 1 point. 4-1 for Seraphon GLOOMSPITE's turn The webspinner Shaman tries to cast 3 spells… even with a +1 to casting, he fails 1 of them, then inflicts just one mortal wound on the Trog, and lastly i unbind the third spell. whoa, lots of awful rolls… The survived spider riders move and charge the skinks; My opponent elects the arachnarok as first fighting unit… he piles in, shifting the behemoth toward my skinks while keeping contact with my Trog. He divides the big spider's Attacks within the Trog and the skinks. The trog dies, and also (only) 5 skinks. Not a single roll is a nat 6 for the poison effect. I move the skinks with wary fighter, out of range from the spider riders. My opponent got 3 spiders and the shaman within 6" from the obj (23 models), but I've got more than 30 skinks. no points for the spiders this turn! It's the end of the 2nd round. We roll, and the obj moves in the direction of my razordons. THIRD ROUND Da Bad Moon moves at the centre of the upper right panel. We roll for the turn, and i roll a 6. The stars really are aligned for me. SERAPHON's turn hero phase: I LoSaT the Slann behind the moved objective. I forego all spells, for 9 conj points. move phase I move my knights to charge the spiders or the arachnarok i use 6 conj pts and i summon 10 skinks with blowpipes shooting: all the 35+10 skinks and 2 razors shoot the big monster (6 wounds), the other 2 razors shoot the riders (2 remain alive). Charge: tnx to the +1, i need a 4 for the arachnarok, but i roll a 3, so i go for the remaining riders and i kill them i collect another point. 5-1 for Seraphon GLOOMSPITE's turn. the shaman casts its endless spell (i roll 2 on the unbind). it gains another +1 to cast and with the side effect kills a knight. the shaman casts a second spell for d3 mortal wounds to the razordons. I roll again 2 on the unbind, but only one wound on my razors. Then the big spell: hand of mork (or gork?)… he tries to teleport itself right behind my Slann. he needs a 8 with a +2 to cast, but rolls a 5. At that point, he charges the skinks and the razors, i fail to shoot as reaction, but the awful rolls in combat kill just one razor. (i forgot to take a pic, see the fourth round to see the situation) Given that my slann is within 6" from the orb, but not within 3", my Slann is not worth 20 models, while the arachnarok is within 3, taking the obj. 5-4 for Seraphon The Orb doesn't move. FOURTH ROUND Da Bad Moon doesn't move, but it doesn't matter. I win again the roll (this game I've ALWAYS won them). I surround the beast, and just to be sure I also summon 3 terradons. I shoot the arachnarok with everything, and the last javelins by the terradons kills it. MAJOR VICTORY FOR SERAPHON!
Excellent victory! Seems that your opponent got cruelly unlucky... Excellent use of summoning and use of ranged weapons
Agree, nice job summoning the Troggy. And a good report, I like your style with the annotated pictures.
thanks! I find that a BatRep, even when clearly written, it's harder to follow than ones with pictures. And when you take the effort to grab some pics of the battlefield, at that point to add some notes is just a further help for the readers. It requires some time but I like the final result, so i'm definitely going to keep it for the next-to-come reports.
I'm really enjoying your Battle Reports! I have to agree with the others, the annotations in the pictures make following the action much easier. Which program are you using to do that?
Seraphon Vs Flesh Eater Courts (1000 pts) Battleplan Shifting Objectives It's the one with 3 objectives in the middle line of the battlefield, at the beginning of each round you see what's the one Worth 3 VPs; the other ones are just 1 each. Army Lists SERAPHON (mortal real: Ghur) - Slann (general, Great Rememberer, Gryph-feather Charm) - 10 Skinks (boltsplitters) - 10 Skinks (Boltsplitters) - 4 salamanders - Engine of the Gods (fully painted) - Engine of the Gods (partially assembled) (Endless spell: soulsnare shakles) The reasoning behind the list. I'm going to face a melee focused list. I intend to snipe the heroes that raise, then crush the troops with magic, heavy shooting from sallies and summoned skinks. But my opponent is one of the strongest players in our zone. FEC (mortal real: Ghur) - Abhorrant on terrorgheist (Mount trait: Gruesome bite, Gryph-feather Charm; Spell: monstrous vigor) - Infernal Courtier (general, Dark Acolyte, Spell: spectral host) - 6 Flayers - 10 ghouls (endless spell: cadaverous barricate, it halves the move of nearby non-Death units) Illusion: the feast day SO, this list is NASTY. The abhorrant can summon units with the use of command points. It heals. I've got -1 or -2 to hit it. Re-roll hit rolls with the Terrorgheist's Fanged Maw. His army, thanks to The Feast Day, can use the Feeding Frenzy command ability without spending a command point once per TURN We're in the crazy realm of crazyness. A unit near a hero or a hero, simply attack twice each turn for free. Set-Up With more units than my opponent i will be the last one, but at least i can see where he places his army Abhorrant on my left, ghouls in the middle, Courtier + Flayers on my right. I place skinks on the "wings", ready to run for objectives, then sallies and the block of Slann+EotGs on the right, to stay far from the abhorrant and to point at the flayers/general we roll and the 3 pts obj is the one on my left My opponent is uncertain, but to start with 5 points is too good to let it pass, and takes the first turn. Let's go!
ok, this is going to be long, so the Rep will be divided in more than a single post. Here you'll have only the first round! FIRST ROUND Drake constellation: reroll 1 to hit. Great! FEC's turn My opponent moves: abhorrant, Ghouls, Flayers+courtier block; the abhorrant summons a unit of 3 flayers on the left obj and the barricate has been cast in the middle, without being countered. His general is kept out of the 25" range of the EotGs 5 points for FEC. SERAPHON's turn OK, this is going to be Tricky, so i'll anticipate something, in relation to skinks. The plan is to run with my little friends to take obj points and play my real game on the right. I would need just to roll a 3 to take the 3 points on the left obj, but i roll a 2, so i decide to go for the central one, and also the other skinks run for it, but also in this case i roll poorly. Both the left and central obj remain in FEC hands. But now let's see in DETAIL what i did with the rest of the army, back to the hero phase… OK, i want to eliminate the threat represented by those flayers and their general. Hero phase: forego all spells LoSaT on the "unassembled" EotG. i roll a 5, so i can even move I roll the engine for the unassembled EotG, now in range of the general for mortal wound, but i get a summon instead. First turn, so rippers and toad! I roll the second engine, and i get the d6 mortal wounds. only the flayers are in range, so i proceed to inflict 3 MWs. I use the second LoSaT on the sallies, rolling a 3; i place the sallies at 9" from the flayers. Move i move forward the engines and the Slann I choose to summon 3 handlers; now my 4 sallies shoot at 12", and I'm in full range of the flayers. I'm going to deliver some pain… shooting: the shooting could be good, as with rend-2 the flayers can only count on their 6+ Death save, but is not enough, not by far. We're talking about a 24 wounds unit. i hit at 3+, rerolling 1... of those 4 rolls, two of them are 2, and then only one wounds. Charge I need to charge with the rippers, but I've kept the command point to reroll the charge (and this is why i did not use that cp to make a 6" run for those lazy skinks…). Despite the double roll, the rippers don't make the charge, so I've got only the EotG. I charge and inflict some good damage on those flayers, but at the end 2 survive. THey fight back…. twice, tnx to that cursed feeding frenzy, and one of my EotG is killed turn one. 10 wounds exactly. I only take one point. 5-1 for FEC See you next round...
SECOND ROUND We roll for the obj, and the one Worth 3 points is on my right, exactly where i needed it! and I win the roll! double turn for me!!! SERAPHON's turn I'm fairly confident i can manage the few remaining enemy's forces on the right. I forego all 3 spells, so i go to 12 conjuration pts. The engine roll the d6 MW, i shoot at the ghouls for… 2 damage. Sallies shoot and kill the general, rippers take care of the flayers, skinks' shooting fails but they take the central obj. i collect 4 pts now we're 5-5 FEC's turn the 3 summoned flayers stay on the left obj. that dreadful terrorgheist attacks my skinks and, tnx to feeding frenzy, wipes away both my units before i can wary fighter away. Ouch 2 pts for FEC 7-5 for FEC THIRD ROUND The 3-pts obj is the one where the terrorgheist is. I win the roll. SERAPHON'S turn The abhorrant is scary, but i have all i need to deal with it. the beast got 15 wounds (14+1 tnx to the realm of life we're playing in) I forego all the spells, 9 conj points and i would go to 21. WOULD is the word, because for some fucking reason i forgot i was already at 12, so in my mind i was 12 right now. I activate the engine. d6 mortal wounds delivered to the terrorgheist. I roll 1. i move, and at the end of the move i summon 2 sallies (because i was stuck with the stupid idea of 12 conj points). I can shoot tnx to the handlers, so i'm gonna flame the beast with SIX salamanders. I also place the rippers to charge and finish the work. The first unit of 2 sallies. only 1 pass. d6 wounds… I roll 1. It burns… i roll 1. The second unit of 4 sallies. Only 1 pass. d6 wounds… I roll 1. 3d6+1d3 and i rolled 4 damages. With such awful rolls I cannot charge the terrorgheist as i cannot kill it and he would retaliate blasting away the charger unit, then it would be FEC's turn. So, i must force the terrorgheist to stay there. The rippers charge and kill the ghouls, taking also the objective. 4 pts for me 9-7 for SERAPHON. FEC's turn the terrorgheist heals d3 wounds… 3. he's back to 14. monstrous vigor is dispelled. simple and easy, the terrorgheist charges and slays without effort the rippers, taking again the obj 4 pts for FEC 11-9 for FEC FOURTH ROUND The 3-pts obj goes on the left, easy prey of the flayers. I win the roll. SERAPHON'S turn My force is still sufficiently powerful to deliver a solid blow, but i also must run for obj points. I could teleport the 4 sallies: they are too large and i cannot directly control the 3-pts obj, but if i roll a 5-6 i could move and shoot. taking 4 pts and go 14-11 However, the terrorgheist would be alive, and if i don't kill the 3 flayers i would be dead. the alternative is: go again at full strenght against the terrorgheist. I'll take "only" 2 pts, (14-11 at the end of FEC's turn), but if i kill it in the last turn i will easily score 5 pts, especially if i summon a 10 skink unit to be teleported in the last round. Both plans are risky, i decide to go for the latter. I cast arcane bolt on the terrorghieis for 1 wound (i need everything), and summon 10 skinks. Engine: d6 MWs… i roll 2. shooting. The first unit of 2 sallies. only 1 pass. d6 wounds… I roll 1. Again. It burns… 1. The second unit of 4 sallies. Only 1 pass. d6 wounds… I roll 2. 3d6+1d3 and i rolled 6 damages. WTF?!? The beast is down to 8 wounds. i charge with the engine and i inflict 8 damage (2 of them saved by Death save). Still alive with 2 remaining wounds. The engine simply evaporates with the double counterattack by the feeding frenzy Yeah, i score 2 pts and we are 11-11 FEC's turn the abhorrant moves and charge the 4 sallies. dead. 4 pts for FEC FIFTH ROUND the 3 pts obj stays near the flayers FEC win the roll. THe terrorgheist charges my 2 sallies (slaying them easily), and given that my Slann is in range of the maws, he's attacked too. 3 to hit… to add insult to injury, triple 6. 18 mortal wounds. MAJOR VICTORY for FEC
Considerations about the game.. What can we learn from this very bitter defeat? 1 - track down everything. Ever. don't trust your mind… to forget a whole friggin' turn of collected conjuration points it's a rookie mistake, and it probably costed me the game. 2 - Mathhammer is important, but you can never be sure when dices are involved. in 2 turns of concentrate efforts, i rolled 6d6+2d3 damage, and i rolled 10 wounds, leaving my killer standing with 2 wounds. this breaks any statistic, and was the main cause of my doom. 3 - our warscrolls are terribly outdated. We don't have anything that is vaguely in the same league of the new ones. The new FEC hero on terrorgheist / dragon cannot simply be faced by anything we have (no, not even the dread saurian), so we must learn to cohordinate our efforts. Always. Our amy MUST work like an orchestra, and this leaves us with no margins of error… unless your opponent makes mistake. 4 - The tactic i used with teleported sallies + summoned handlers + summoned sallies was (imo) brilliant and effective, pushing to full strenght our ability to develope a strong shooting attack against an enemy that relies on cac. It didn't worked for a mistake and a lot of bad luck, but I'm sure it's a strong one, against the right enemy (aka one that suffers rend)
Looks like you played your list well. Older Battletomes aren't standing up well vs the newer ones atm. Seraphon are in a position where we can afford few if any errors. While most of the new book's units are good enough that they have room for misplays. You had a much strong deployment phase than your opponent. In most cases that will go a long ways to winning the match. FeC just have good units. They aren't deepkin or LoN, but FeC are pretty scary. It looks like your game came down to dice. That Terrogheist got extremely lucky. The fact that you won the deployment phase so handily and yet still had a game that came down to dice really shows how under powered our army is vs the new battletomes. With the advantage of hindsight you might should have ignored the Terrorgheist and just killed his other units.