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AoS Killer Angel's BatReps

Discussion in 'Battle Reports' started by Killer Angel, Sep 7, 2018.

  1. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Let's taste the new vampires!
    I've never played with this guy, but he's a friend of a friend, and he wants to do some test matches for a tournament.
    I'm happy to act as sparring partner.

    DISCLAIMER: i wasn't in great shape that day, and this will reflect on the pictures take, and on my battlefield performance.


    Seraphon Vs Soulblight Gravelords (Vyrkos)
    (2000 pts)



    Battleplan

    TECTONIC INTERFERENCE.
    3 main obj, one of them random will be worth 2 pts, the other ones 1.
    plus, the usual VPs for battle tactics.

    Cattura.JPG


    Terrains

    I am the defenders, i place a big forest, a baleful realmgate for teleport, a bunch of other terrains (that will all give +1 to bravery, except for an arcane one, that is on the opposite side of the realmgate)


    Army Lists

    SERAPHON

    -Coalesced +1 attack jaws, scaly skin
    - Thunderlizard

    Leaders:
    Slann
    (265)
    (Stellar Tempest)
    Stegadon Chief (305), with flamer
    - Artefact: Incandescent Rectrices
    Skink priest (80)
    - Artefact: Fusil of conflagration
    Skink starpriest (130)

    Behemoths:
    Bastiladon w solar engine
    (235)

    Battlelines
    5 x Saurus Knights (110)
    - Lances
    5 x Saurus Knights (110)
    - Lances
    10 x Saurus Knights (220)
    - Lances

    Other:
    Dread Saurian
    (545)

    2000 pts.

    Mind you, this is a fun list, but far from optimized. I expect to see the usual vampire lord on zombie dragon... some heavy hitter.
    And anyway, if this wants to be a test for a tournamet, i rightfully expect my opponent will be able to deal with a 37 pts monster (otherwise against Gargants he would be toasted)



    SOULBLIGHT GRAVELORDS

    - Vrykos dynasty

    Leaders:
    Vengorian Lord
    (280) general
    Belladamma Volga (200)
    Vampire Lord (140)
    Necromancer with book(125)
    Mannfred (380)

    Battlelines
    40 x Zombies (230)
    20 x Skeletons (170)
    10 x Dire Wolves (135)

    Other
    20 x Grave Guard (280)

    I'm not that impressed.
    Yeah, there's a massive magical phase, with 8 spells going, there's definitely more battlefield control than what i have, further increased by possible raising of dead units, there's a good potential of MWs (guards, zombies and a frightful spell by Mannfred).
    Mannfred is also annoying to deal with, given his ability to teleport out of combat.
    But the list lacks heavy hitters and 60 unused points are too many.


    DEPLOYMENT.

    My opponent chooses to pick the side with the portal to negate my the teleport, but leaves me with the arcane terrain

    He fields at my left: 10 wolves, Belladamma, Mannfred
    center: vampire lord, Vengorian lord, 20 skeletons
    right: necromancer and 40 zombies
    grave guards in reserve.

    3 gravesites near the 3 obj, one in my left side


    I field from left to right:
    10 knigts
    bastiladon, skink chief, skink priest, Slann & Starpriest near the arcane terrain, along with 5 knights.
    Then the dread saurian and the last 5 knights

    0_Set-up.jpg

    The priority is mine.
    I could already push forward and do a good alpha strike, but i want to see what this soulblight list can do, so i let him go
     
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  2. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    FIRST ROUND

    The obj worth 2 points is the one on the left


    UNDEAD turn

    Battle Tactic: he picks the one that requires to run with 3 units

    HERO PHASE
    Some spell goes off, i manage to block just one. My opponent activates some generic buff for future fights (danse macabre and so on)

    MOVE:
    Belladama and the pack take the left obj, skellies and zombies the other ones
    Mannfred, tnx to his move 16", is able to move forward and then charge my 10 knights.
    I failed to take the pic, so we'll do with what i have.
    Suffice to say: he rolled very well (3 successful hits with Gheistvor, 2 with the glaive, all 6 with ebon claws), and i save only ONE!. But that wouldn't be enough, i laugh at multiple damage.
    Except i forget i have scaly skin, and i let Mannfred deal the double of the damage i would have taken, so he wipes the unit by inflicting exactly 20 wounds (remember when i told you i wasn't in great shape? here's an example)

    1-1_Vyrkos.jpg


    with full obj control and battle tactic achieved, it's 6-0

    SERAPHON's TURN

    As battle tactic i decide to kill a battleline
    i decide to leave Belladama by herself.

    HERO PHASE:
    finest hour on stegadon chief, buffed also by the constellation and serpent's staff. The priest ability goes off on it and also Hand of Glory.
    my modified 11 with comet's call is countered by a nat. 12
    i shield the DS and kill 9 zombies with stellar tempest.

    the chief and the DS move to crush the center
    i redeploy the heroes and the knights to protect them and the other knights to take the central obj.
    The Bastiladon will deal with Mannfred by shooting twice with +1 to hit granted by the priest.

    1-2_Seraphon.jpg

    SHOOTING

    double basti brings Mannfred to 6 wounds
    I forget that the buffed skink chief would shoot TWICE, so i shoot only once against the skellies, killing "only" 8. Yeah.

    CHARGE:
    DS devastates the zombies: but 5 (exactly five!) are still on.
    The skink chief charges the general (vengorian lord, which has a 5+ ward), and the skellies.

    4 massive horns will go on the skellies, it shoud suffice, all the rest on the vengorian.
    the attacks on the lord go pretty well, but he rolls great with his ward and remains alive with 1 wound.
    the 4 attacks on the skeletons... i hit only with 3 (i was at 2+, rerolling 1s). those 3 attacks wound at 2+, and i roll 3 1s.

    1-3_Seraphon.jpg

    My opponent uses a cp to let the zombies pass their bravery test (the obj is contested, so i don't have it).
    the skellies pass their test, so the obj is still their.
    I failed to kill any battleline.

    end of first turn: 6-0 for Gravelords.

    to be continued...
     
    Last edited: Oct 3, 2021
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  3. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    SECOND ROUND

    The obj worth 2 points is the one on the right, where's my Dread Saurian is


    UNDEAD turn

    Battle Tactic: he picks the one that requires to have 2 units in my territory

    HERO PHASE.
    lots of spells, i'm able to stop just a couple of them (most importantly the one by Mannfred, that coul potentially deal 1d3 MW to a target and to every other unit within 6" from the target), however a spell rom Belladamma kills 1 knight.
    some minor raise, the general heals 3 wounds
    the Vamp Lord and the necromancer buff the skellies

    MOVE
    the general disengage and moves toward the very relative safety of belladamma's wolves
    Mannfred move toward my casters' castle
    the 20 grave guards appear in my rearline.
    the skellies and the zombies stay in combat with the stegadon and the Saurian

    CHARGE
    Mannfred charges the 4 knights, taking 4 wounds by the unleash hell of Bastiladon (he was still at +1, so i was able to hit at 4+)
    the guards fail the 9" charge against the basti.

    2-1_Vyrkos.jpg


    Mannfred kills the 4 knights (because i forget again scaly skin), healing 1 wound to himself (now he's at 3)
    the skellies and the zombies die in melee.

    BATTLESHOCK
    the plan obviously was to have them die, so (having killed one of my units with Mannfred), there was the chance on a 4+ to bring back 20 zombies.
    However, the roll is just 3, no turning back.

    Belladamma controls the left obj and the battle tactic has been achieved.

    9-0 for undead.



    SERAPHON TURN

    I select "kill the general" as battle tactic

    HERO PHASE

    As constellation i keep the buff to my combat hero
    Comet's call this round goes off (i still have +2 to casting, being nearby the arcane terrain), i take a couple of wounds from mannfred and the general
    Hand of glory is countered and so mystic shield
    Mannfred is sitting at 1 wound: arcane bolt goes off and he's killed in the hero phase.
    Command ability from the priest to give +1 to Bastiladon
    Serpent's staff on the 5 remaining knights
    the Stegadon chief buffs himself

    2-2_Seraphon.jpg


    MOVE:

    the dread saurian will stay there and kill the necromancer
    the knights move toward the Vampire Lord
    the stegadon chief move toward the vengorian lord and the wolves. THe Vengorian redeploy 5" away to force me to charge him or the wolves
    the bastiladons goes on the "platform"

    SHOOT
    the stegadon chief shoots the wolves and i forget again the double shooting.
    the Bastiladon kills the Vengorian Lord (general dead, horray!)

    CHARGE / COMBAT
    Steggy on wolves, only 3 remains
    Dread Saurian on Necromancer. Chomp.
    8" charge from the knights: i roll a 10, the Vampire Lord is taken down.

    2-3_Seraphon.jpg


    i collect 5 points (3 for the obj, 2 for the battle tactic)

    9-5 for undead.



    THIRD ROUND

    The obj worth 2 points is again the one on the right

    UNDEAD turn

    they have 3 wolves, Belladamma and the unit of grave guards.

    as battletactic the soulblight are gonna try to kill a monster.
    The quards charge the Bastiladon, losing 6 of them tnx to my Unleash Hell.
    The Bastiladon takes 3 wounds and kills another couple of guards in retaliation.
    The wolves are wiped away, so also that obj is lost.

    BATTLESHOCK
    my opponent rolls a 2, so nothing comes back from the dead.

    0 pts for undead


    3-1_Vyrkos.jpg





    SERAPHON's TURN

    Belladama and the guards are killed, i score 6 pts

    11-9 for SERAPHON, the undead suffered a total wipe out.


    MAJOR VICTORY FOR SERAPHON​
     
    Last edited: Oct 3, 2021
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  4. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Some brief considerations



    men, what a horrible game from my part. Rookie mistakes, and more than once. I've had a strong headache and suffered from a badly sleeped night, but come on.

    Now, new undead are strong, but this list was just wrong.
    they rely on buffs from heroes, but to have more than half of your armies in heroes is too much
    it could work if those heroes can do some of the heavy lifting... but Mannfred is not that strong, and if you are not going to use a VLoZD... you just cannot afford Mannfred AND Belladamma AND a Vengorian Lord.
    so, what do you have is 40 zombies, 20 skellies, 20 guards and 10 wolves. The zombies and the guards are scary, but they are just two units, they can be killed... and at that point you are relying on a roll of 5+ to bring back one unit at half strenght.
    If it goes wrong (highly possible, if the rest of your army is weak and you're not able to increase that roll of 5+ by killing units) you're just dead meat (more than what you already were).
    This was NOT a tournament list, not even close... as demonstrated by the simple fact that my oppo couldn't handle a single dread saurian, let alone it along with the Stegadon Chief.
    Without mistakes (scaly skin and double attack by the chief), the game would have ended in turn 1

    I know Soulblight Gravelords are stronger than this.
     
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  5. Kakalou1
    Saurus

    Kakalou1 Member

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    Hi thanks you very much always nice to read some Battle report.
    Quick question, why do you mean by double shooting with the chief ? Only EotG and Basti Can Do that
     
  6. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    If you pick thunder lizard subfaction and the skink chief is your general, with the command trait you gain +1 attacks to ALL the weapons of the mount (crew is counted as mount); so you gain 2 dices rolling for the sunfire thrower (the profile of ST is “attacks = 1"; so it turns into “attacks = 2").
    plus the javelins and the melee (horns and stomps)
     
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  7. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Second battle against Kharadron Overlords.

    Seraphon Vs Kharadron Overlords
    (2000 pts... with Kroak!)

    Not the first time I play against the flying dwarfs, but this is a new opponent and my list is also different: NO Dread Saurian this round, but Lord Kroak!
    (Note: I don’t have the new Kroak model, so I play the old one with the big base of the current model)


    Army lists


    KHARADRON OVERLORDS

    Barakh-Mhornar (among the various things: at the beginning of the battle, a skyvessel with the general aboard can be set-up anywhere at more than 9" from enemy units)

    Leaders:
    Admiral (general)
    Navigator
    2 khemists

    Battlelines:
    3 x 10 arkhanaut companies

    Other:
    1 x 10 Thunderers
    1 ship
    Allies: Gotrek

    Artefact: spell in the bottle (with the usual skaven endless spell… I wonder if I will ever play against a KO list without this combo)



    SERAPHON – Thunder Lizard

    Leaders:
    Lord Kroak
    ScarVet on Carno (general, Amulet of destiny, mount trait Beastmaster)
    Sk. Starpriest (fusil of conflagration)
    Sk. Priest
    Astrolith bearer

    Battelines:
    10 x skinks
    5 x Saurus knights
    10 x Saurus Knights
    5 x Saurus Guards

    Other:
    5 x Chama skinks



    Endless spells: Lauchon the Soulseeker (proxied model), Emerald Lifeswarm.

    Battalions:

    Warlord: Kroak, Astrolith, priest, guards
    Battle regiment (single drop): all the rest

    a 5 drops army, with 2 artefacts. Nice.

    Disclaimer:
    you should have noticed a weird things in this list. Notably, the endless spell Lauchon the Suolseeker.
    This is a thing that i wanted to try since 1 month ago, and that i've also explained in the Seraphon Overview Thread
    i really wonder if this has already been used by someone else.
    Imo it has a potential, and of course a test was needed.



    BATTLEPLAN: Apex Predator


    This one is interesting: 3 main obj only, and they can only be controlled by heroes that moves within 3" of them; you collect points not only based on the number of obj, but also if you control more than your oppo. Gotrek cannot control them.

    temp.jpg




    My opponent is the defender, and he picks terrains in the worse possible way for me: 8 very small sceneries, placed in a way to leave basically empty our deployment zones and that won’t give much cover in any way, to maximize his shooting and completely negate any defense or advantage I could gain. At least I don’t have problems in placing my Realmshaper Engine.


    Now, the set-up was tricky, as the game has already begun in this phase.

    We both have the battalion "Battle Regiment", that let us one drop a certain number of units; however, despite having maximized the number of units of said battalion, my opponent got one drop less than me, so he will end before me.

    Of course, there’s a solid chance he will force me to go first. I’m not sure, I could go second, but I still need to plan my set-up accordingly. The other tricky part is that my opponent can make a free redeploy of his main airship, loaded with heroes, artefacts and troops. I need to “lure” my opponent where I need.

    I place the pyramid slightly toward my right, in an already garrisonable position, placing inside the and the astrolith bearer, with Guards behind it, Kroak and the priest near it and some

    I keep my last big drop to see the placement of the KO army, and of course, my opponent places Gotrek in the middle, as ahead as he can, threatening almost immediately the center of the board. The most obvious choice, and the best one. With Gotrek, the center is made stronger by 2 units of Arkhanaut company, backed up by one Khemist. With such a deploy, clearly my opponent wants to take control of the middle and strike with the main force wherever he wants.

    At this point, I place 5 knights to protect the right side of the pyramid, and my big threatening block (10 knights + ScarVet on Carno), in an aggressive position that points toward the left. My goal is clearly to push with sauri toward the left, keeping at a distance Gotrek.
    I also put skinks in the rear, to block nasty drops. The Bastiladon goes near the priest and Kroak

    Set-up.jpg


    My opponent bites it, and makes his redeployment in the most logical way (I would have done the same, to be honest): he moves the ship to my right, to stay away from my knights + Carno, and where I don’t have many troops: if I want to face the threat with my cavalry, I need to cross the center, where Gotrek awaits.

    Set-up 2.jpg

    He thinks if it could be an option to go first, but Gotrek cannot charge and also the 2 companies wouldn’t do anything, so the efficacy of his first turn would be limited.



    So, he lets me go first. YEAH!!!
     
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  8. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    FIRST ROUND



    SERAPHON’S TURN

    As battle tactic i pick Ferocious Advance, the one that I need to run with 3 units.

    Hero Phase.

    Time to put in practice the tactic i wanted to try since I’ve updated the Seraphon Overview Thread.
    I set the constellation on Sage’s staff.

    The Skink Starpriest cast Lauchon: after modifiers it’s an 8, and my opponent fails to unbind it.

    I move the starpriest on my right with Lauchon, placing it at 12” from Kroak and at 15” from the IronClad

    It’s Kroak time, enjoining a +4 to his casting: triple successful Deliverance and Stellar tempest: despite rolling an annoying amount of 1s with Deliverance (triple 1 against the admiral), at the end of the hero phase, the Khemist and the Navigator on the Ironclad are dead (thus denying also the use of the spell in a bottle… another 90 pts gone unused), the admiral is wounded (stellar tempest) and one thunderer is dead.


    The rest.

    I run with the ScarVet and the 10 knights, grabbing the obj on the left.
    I also run with the 5 knights, the skinks and the Saurus Guards to complete the tactics and “shield” my starpriest.

    The double shooting by the Bastiladon (previously buffed with the Priest’s c.a. for a +1 to shoot and furtherly enhanced by All out Attack) is unable to put a single wound upon the second Khemist. A pit, I was hoping to strike a full house, killing also the third hero.

    Turn 1_1 Ser.jpg

    I score 4 points (2 for battle tactic, 1 for the obj, 1 for controlling more obj than my oppo).

    What a MASSIVE turn!




    KO TURN


    Same battle tactic as mine, the 2 Companies and the survived khemist run.

    The admiral and the troops disembark from the Ironclad. The shooting phase kills 1 knight and put the starpriest on 1 wound (all out defense + some 6s by the Astrolith). My opponent dices were disheartened…

    4-2 for Seraphon

    Turn 1_2 KO.jpg
     
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  9. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    ROUND 2


    I win the priority roll.

    SERAPHON’S TURN

    I select the "Savage Spearhead" battle tactic, I need to have 2 units in my opponent’s deployment zone and I also pick the extra CP granted by the battalion, plus 2 additional ones tnx to Kroak – Starpriest.

    I select Hunter’s Steed as constellation (I need +1 to run and charge) and Finest Hour for my ScarVet on Carno.

    Hero phase.

    Well, if I manage to kill the general, it will be basically game over.

    So, before anything, I go again full Lord Kroak… despite the +3, I fail Celestial Deliverance twice and the Comet is dispelled. Kroak manages to cast only the Emerald Swarm, healing the starpriest and raising the dead knight.

    Then I move the Starpriest with lauchon, placing it a 6” from the central obj and try to cast Hand… failing again.

    I just buff the Bastiladon with the priest.

    The rest.

    I move the 5 knights, the bastiladon and the skinks, to form a bastion to protect the Stapriest, the priest and the Astrolith, as Gotrek is ready to roll. The guards go into the Pyramid.
    I use the once-per-battle mount trait to have my carno Run and charge, using a cp for a 6” run. Its target is the Khemist near the 2 arkhanaut companies.
    The chameleon skinks appear. Them and the Carno will give me the battle tactic.

    The double shooting of the basti will target the arkhanaut company and the thunderers disembarked from the ship, this time inflicting some heavy damage (the company will flee)

    The Carnosaur charges the Khemist with All out Attacks, supported also by the knights (another successful charge).

    After the combat, the chemist is dead, and so one of the unit of arkhanaut, while the second company loses 2 dwarfs.

    Turn 2_1 Ser.jpg


    I collect 3 points
    7-2 for me



    KO TURN.

    The chosen Battle Tactic is Broken Ranks (destroy one battleline)
    Gotrek is uncertain if go back and charge my general, or push forward toward the bulk of my forces, aiming at Kroak with a double turn.
    In the end, Gotrek charges my 5 knights and the Bastiladon, while the Ship flies behind my lines and the thunderers and the admiral guard the right obj.
    The ship’s fire kills a couple of temple guards.

    Gotrek, against my knights (buffed by All out Defense) inflicts only 2 MWs, but I need to make 6 saves at 5+. I make 5 on 6 (disgusting luck), and so I lose only 2 knights. Gotrek is stuck with the Bastiladon, so he’s forced to do the second round of attacks on it, reducing the beast to 3 wounds.

    Turn 2_2 KO.jpg


    Having failed to score the battle tactic, it’s only 1 point.

    7-3 for Seraphon.



    ROUND 3

    I win the priority roll.

    SERAPHON’S TURN

    Long story short: I select the battle tactic Slay the Warlord, and I keep Hunter’s Steed.

    My carno runs 6”, bypass the thunderers and charges the Admiral, killing it.

    Turn 3_1 Ser.jpg


    I score 5 pts (12-4) and my opponent, with no more heroes to control the obj, concedes the game.



    MAJOR VICTORY FOR SERAPHON​
     
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  10. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Some brief considerations.

    The game was almost never in doubt. In the moment my first hero phase went so perfectly, my opponent’s army was crippled and unable to put me under pressure, especially considering the scenario.

    However, this was merely a test for the combo “Kroak + Starseer + Lauchon = long range kroakbomb”, and from this pov, it was an AMAZING SUCCESS. There are many good things with this:

    Lauchon is an endless spells that usually is not played, so this will take your opponent by surprise more often than not.

    Lauchon + arcane vessel + Astrolith bearer, means that Kroak is threatening a 12”+16” with +4 to cast that triple celestial deliverance. It’s a 28” bubble, more than enough to strike hard even in T1 and even if you go first, when usually you are too far to do something effective.

    When your opponent is aware of this trick, its power will put the fear of the Old Ones in him. A 28” bubble is a MASSIVE threat and will severely hamper the tactical movement of the enemy’s army.

    Lauchon got a large base. If you’re not playing Starborne with LoSaT shenanigans, use the model to hide the sterseer behind it and follow him with some fast screen to give look out sir. Lauhon won’t stop your opponent to shoot at your wizard, but will stop the charges (as you can pass through an endless spell, but you cannot stop on it)



    That’s it. Hope it will serve you as it served me; IMO it’s certainly a nice and nasty option, that can work also with a Slann and some usually short-ranged powerful endless spell.


    EDIT:
    as pointed out by @ChameleonGnom (thanks), this was an illegal use of the spell.
    Lauchon is a predatory endless spell. So you can cast it whenever you want, but you can move it at the end of the hero phase. Kroak wouldn't be able to cast spells afterward. :(
     
    Last edited: Nov 7, 2021
  11. Dread Saurian
    Bastiladon

    Dread Saurian Well-Known Member

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    You just made a new kroak list but I see one issue. Your army does not have many wounds and definitely is carried by the combo you're using. What would you done if they killed ya starpriest or if you didn't have that diety esq 1st turn
     
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  12. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Mind you: the combo with lauchon is merely a tool that helps you to have an additional way to let Kroak do his work.
    If they kill the astrolith, so be it... you'll play kroak as usual. Lauchon is "only" 55 pts, the problem in the list are not related to that.

    In regards to few bodies on the battlefield... the problem with Kroak lists are that often you simply cannot afford many things, especially if you don't want to put aside a minimal units of guards and the astrolith bearer.
    Within these self-imposed boundaries... well, Emerald Lifeswarm has proven to be of little use; i could discard it and the chama skinks to save 175 pts.

    That would be 2 additional skinks units (20 wounds instead of 5, so 15 more bodies) and 25 saved points for maybe a triumph.

    EDIT: but all of this is moot, Lauchon cannot be used as i used it. :(
     
    Last edited: Nov 7, 2021
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  13. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    I still don't know when, but i think in my next game i will finally try Starborne!
     
  14. Dread Saurian
    Bastiladon

    Dread Saurian Well-Known Member

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    Finally getting teleporty are ya?
     
  15. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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