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  1. Today
  2. Okay so I went to a 9th age team tournament last weekend with my ogres, we finished 4th out of 8 teams, so not that bad My games were: First day 1º Won 11-9 against ogres, pretty much the same list that I played 2º Lost 14-6 against another ogre, more combat focussed 3º Lost 12-8 against Khemri, agreed outcome with the opponent, since my list was kinda useless against his Second day 4º Draw 10-10 against ogres, similar list to mine, I didn't wanted to take any risk since the team only needed me to score a draw 5º Won 15-5 against high elves, turn 1 to 3 were all hits with my scratapult on his swordmasters, and both eagles were dead on turn 2 also, so GG My list: Great Shaman: General, Rottenjaw, Lv 4, Alchemy, Talisman of Greater Shielding, Demon Heart. 335 Khan: BSB, Iron Fist, Yeti Furs, Dragonskin Banner. 195 Shaman: Lv 1, Fire, Great Weapon, Dispell Scroll. 146 1x 14 Tribesmen: FCG, Banner of Discipline, Iron Fist, Heavy Armour. 553 2x 15 Scrapling: Standard Bearer, Short bows. 2x 50 1x 8 Mercenary Veterans: FCG, Flaming Standard, +1 Ballistic Skill, Poisoned Attacks, Brace of Ogre Pistols. 500 2x 1 Sabretooth Tigers. 2x 40 2x 2 Yetis. 2x 80 2x Thunder Cannon. 2x 150 1x Scratapult. 130 Total: 2499 And now... The (almost) finished boys! 3 bombardiers and a cannon 14 tribesmen, main unit BSB Great shaman, general A Khan, Great Khan, or whatever I feel like fielding him as Fire Shaman And family pic! Missing the scratapult (Not even started gluing it), scraplings (To be painted) and a close-up on the mercenaries :hat off
  3. Yesterday
  4. An animosity-fuelled matched play game of Destruction vs Destruction will be starting in about an hour from now:
  5. Last week
  6. Earlier
  7. Actually it was only one win sadly, but thank you regardless! They were a lot of fun overall and I do look forward to a couple more games before they ruin 40k like they did Fantasy
  8. So had a 1k Battle with Beastclaw raiders for the first time. Have been using gutbusters mostly. I wanted to try some beastclaws and wanted to go with their allegiance abilities (Everwinter's blessing) to keep it fluffy. Also my opponent was new to the game with this being his 3rd game. We were playing gift from the heavans. My 4 year old son also wanted to come and roll some dice so he was there doing this for me whilst asking lots of questions as any good 4 year should be doing! My List was: Huskard on stonehorn. He had Pelt of Charngar (healing item) 4x Mournfangs, Ironfists and the full command. (1 unit, to stay with the Huskard and try and use the Line breaker rule) Icebrow Hunter (General) command trait = Everwinter's master for some fluffy stuff. 2 x Frost sabres. 1000pts on the dot. Gareth my opponent was using Sylvaneth: Treelord anceint (command trait was re-roll 1 hit per turn), item was a single use teleport (really cool!) 6x Kurnoth Hunters with scyths (nasty unit!) 5x Tree Revenants (tricky teleport outflankers) 20x Dryads. Just shy of 1k so Gareth rolled re-roll wounds on the Triumph table. TURN 1. So I let Gareth go first as I could not achieve a 1 turn charge (except stoney) as he deployed far back. He basically cast shield on the Hunters and sat there. The Everwinter table got me an extra 3" move (using the reroll). Move up the stone and mournfangs with the stoney running too. Blood Vulture done 1 wound to the treelord. Sadly he failed an 8" charge into the Hunters. My Sbres hung back to go for my comet. TURN 2. His comet came down in his centre were the Hunters, treelord ancient and revenants were.Gareth gave re-roll 1's on saves to army with command traits. Arcane bolt on Huskard got 2 mortal wounds. He the teleported the revenants to his right flank and kept the dryads away only sending his Hurnoths to my Huskard (this is where I think he made his mistake, as he should have tried to overwhelm him here.) Combat had seen my Huskard take a further 6 wounds only from the hunters (lucky for me). He then delt 6 wounds back killing a Kurnoth. He claimed 2 points for his objective as I wasn't close enough to deny. My turn 2 saw comet come down on my left flank. I rolled a 6 for Everwinter but sadly could not roll another 6 for D6 wounds on the Kurnoths. Worth a try though. Huskard healed 2 wounds with the pelt. I brought my Icebrow hunter on next to my Objective (the cats were to far away currently). The mournfangs moved up and charged the Kurnoths attacking their Huskard. With a mighty bellow my Huskard started laying into the Kurnoths and once finished activated the Mournfangs with his Line breakers rule. This left 2 Kurnoths with 1 on only 1 wound. The Kurnoths then dealt 4 wounds to a mournfang losing another to a lucky Ironfist save. Another mortal wound left a mournfang on 1 wound left from trample underfoot. The last Kurnoth fled after the slaughter! (Ouch Huskard with a mournfang is brutal it has to be said!) I took 2 points for my objective bringing us to a tie. TURN 3. I won priority and and Everwinters blessing gave me re-roll 1's with armour saves and healed another 2 wounds! Hunter and Sabres continued to secure my object. The Huskard and Mournfangs went for the Treelord ancient staying clear from the Dryads.taking another 5 wounds from Blood vulture and impact hits he was left on 6 wounds. The Mournfangs didn't even strike as the Stonehorns horns along smashed apart the treelord. With the Syvaneth line collapsing I secure their objective bagging me 6 points, bringing me to 8. Gareths last ditch was to teleport the revenants near the Icebrow and sabres. He also moved the dryads with 6" of his objectie but not in combat. He made the 9" charge with Box cars and split his attacks to try and killed both. Luck was not with him as he took the Icebrow down to 1 wound and only 1 wound on the Sabres. Taking 3 wounds in return but passing his battle shock. TURN 4. Saw Gareth win Priority though he killed the Sabres with the revenants the hunter still held on with 1 wound and he could not score any more points. He called the game as my Huskard and Mournfangs would make short work of the dryads and claim the upper objective and though the Icebrow may die I would be too far ahead with points. Beastclaws Major victory 8 - 2. Maw be praised. A good game. As I mentioned above he should have tried to swamp my Huskard. Also had he got Priority sooner the treelord could have teleported to my objective and caused promblems for me indeed. I learnt a lot about Sylvaneth. Tricky army to fight I think. Huskard on Stonhorn Linebreaker ability with Mournfangs is just nasty. Just have to keep the mournfangs with the Stonehorn (their sooo fast!) Also it must be said my son who enjoyed rolling nearly all my dice was rolling very well indeed. Gareth was a great sport and spent most of the time laughing at me and my sons constant banter (parenting maybe?!). My son enjoyed himself and while still a little young to grasp the game properly I'm glad he had fun. Hope you guys enjoy the read. Kind regards Zolas.
  9. Wow just watched one of the games from this below. Heat one. Beastclaws Vs Sylvaneth. Brutal game from the Beastclaws. Good to see them in action. https://www.warhammer-community.com/2017/01/21/watch-the-warhammer-age-of-sigmar-grand-tournament-live/ There's more games coming up guys if you want to watch them. Cheers Zolas.
  10. I got in a few more games this year! Actually played a bit of both Blood Bowl and some Age of Sigmar. On top of that I did get a bit of painting done as well. First up here are a couple things I painted up for TNT. I've since finished these bloat flies with some additional details and basing but I didn't grab a photo of them yet. Buzzz buzzz this is our trash buzz buzz Also built this Steam Bike from Max Mini which I can't wait to paint up and use on the table! Furry stopped by during a nice little snow storm earlier this week and we played 3 games of a Path To Glory campaign. We went with Death Rattle (Death) vs Bloodbound (Khorne Chaos) because that is what I had the best minis for right now and we wanted to learn the rules for their respective units. We made a couple small alterations in the rules as we went and overall it was fast and furious fun! I started with a Wight King and 10 Skeletons while Furry brought the Mighty Lord of Khorne and 5 Blood Warriors. First scenario we played was a "Find The Treasure" scenario with three searchable objectives on the board. First Hero to find the treasure and leave off the table edge or kill all the enemy units won a Major Victory. Ragnar the Blackhearted and his small but tenacious horde of Skeledudes Blood Warriors lined up and ready to spill... bits of bone!? After moving toward the near by objective Ragnar spots Blood Warriors sneaking around a wall! Skulls and bones for the Skulls and bones god! The Skeledudes managed to get the charge and chop down the warriors. Meanwhile.... this sneaky guy is trying to come kill Ragnar! Ragnar tries a tactical retreat but it ultimately charged by the MLoK and slain by his damned axe. But then the Skeletons come to save the day! Chop chop down goes the MLoK. After the first game Ragnar gained enough fame to lure in another.... 10 Skeletons! Oh boy. Meanwhile the Bloodbound brought the big guns with some Wrathmongers (played by half built Nurgle Knights this time around). The second scenario was to kill the monster in the center of the table and claim his magical weapon stash. It was a very short game with Ragnar's forces taking the initiative and the Chaos Gargant charging at the nearby Bloodbound. In the process it killed almost all of the Blood Warriors and left just one wound on the MLoK who proceeded to slay the monster with his damned axe in one round of combat. Game, set, match! Giant toilet or crumbling tower? You be the judge. For the third and final scenario of the day we completed a "take and hold" type scenario where two comets fell to the battlefield and our warbands had to control them to gain points. It was a close fought and strategic battle but ultimately Ragnar's forces were able to hold out against the Bloodbound and secure a Major Victory. Staring down the Wrathmongers on the flank. These guys are nasty! With freshly devoted followers the MLoK hopes to crush his skeletal nemesis. With some fancy footwork the Skeletons get the charge and contest the objective! "It's just Skeletons you dimwits!!" Meanwhile... the Wrathmongers fall to the Skeleton Warriors. Thanks for the extra attacks! And Ragnar gets a bit broody. Path To Glory is not balanced. If you can get over that and are playing with someone who can see the silly it is actually pretty darn fun and a good way to learn the basics of Age of Sigmar. I'm looking forward to painting up these minis and finishing up this campaign with another 2 or 3 games. Not a bad way to wrap up the year - a few more games under our belts with excitement for gaming in our blood! See you in 2017!
  11. It made take and hold tricky due to needing 5 models at each objective. So I went for minor victory. But otherwise I think it's doable as other missions require just to have more models then your enemy. This is doable as you can just murder them if you use your army right. I.E. Bully army style. The second game went clear in my favour as I moved very quickly across the field. Though I think Gnoblars instead of a gorger next time. Would be good to try and use a hunter and frost sabres to grab objects later in the game. For instance in my third game jump them behind and rampaging Ironjaws army would force them to come and get them rather then going for my lines as I would take and threaten their objectives.
  12. Most Destruction stuff tends to have pretty poor leadership, which makes the game-wide Inspiring Presence Command Ability extremely useful, but also means you need to make a tactical choice between it and any other useful Command Abilities you might have, based on how likely you are to get some units Battleshocked off of the board. If someone strategically uses negative modifiers to reduce your leadership and then hits you with a big enough attack, it can be pretty dire, especially if you're playing something like Grots (but if you're playing Grots you should be expecting to be taking stuff off of the table). When you're using something a bit more points-heavy but still low-leadership like Ironjawz or Troggoths, this can sting pretty bad when the rolls fall against you.
  13. The half orcs on Crimson Rock were essential for both sides. The battles on the borders were decisive. Battleplan: The Border Wars (points collected by having most units around the objectives). Armies: Points: 2000 Bretonnian army: 5 Grail knights 5 Grail knights 8 Knights of the Realm 1 Field Trebuchet 5 Freeguild Outriders 5 Mounted Yeoman 20 Peasant Bowmen 12 Freeguild Greatswords 10 Freeguild Handgunners 1 Empire General (general) 1 Paladin 1 Battlemage 1 Damsel of the Lady Orc army: 1 Frostlord on Stonehorn (Brew, General, Ravager) 1 Huskard on Thundertusk (Brew) 2 Mournfang Pack 2 Mournfang Pack 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 1 Icebrow Hunter (Brew) 2 Frostsabre 2 Frostsabre Beastclaw Avalanche Skal Orcs put down some points less, so he rolled on Triumph Table and got to reroll saves. Pre-battle strategy: put all on one card, get first round, cross 24" and charge into Grail Knights and deny their charge. Appear close to Trebuchet with the Hunter and Frostsabres, shoot down the crew and charge into Bowmen to deny the Arrowstorm and some hero. Move close with the Thundertusk and kill the General with Ice Blast and use Vulture to get the Bowmen under 20 models to deny x4 arrowstorm. Move to objectives with savage orruks and keep Bretonnian units busy until orcs have enough points to win. 1st ROUND Shock and Awe. Turn 1: 5 Mounted Yeomen moved close to objective with their special ability. Orcs took the initiative. The Hunter appeared and drank two swigs of the Brew. I figured he'll die anyway next round. Frostlord used his General's ability for rerolling charges for Beastclaw units. Frostlord ran forth, others moved. Huskard moved and blasted the general away with Ice Blast, Hunter shot but managed to hit with only one in spite of +2 to hit and wound. Killed two crew from the Trebuchet. Mournfangs shot, killed one Grail Knight and Blood Vulture killed a Twohander. Savage orruks made a lucky charge to Mounted Yeomen and got more models around the objective. All Beastclaws charged and made ton of mortal wounds: only 1 from battalion, 4 from Stonehorn charge, 2 from Mournfangs. Frostlord attacked first and deleted 4 Grail Knights and 7 Knights of the Realm. And he did not roll very well. Terrible. Mournfangs did not do well, Hunter attacked the Bowmen, Frostsabres the Damsel and Trebuchet crew. Trebuchet was eliminated as were most Grail Knights and all Knights of the Realm with Battleshock. At the end of the combat round orcs had dealt 58 wounds and lost one Mournfang and one Frostsabre. I think orcs got altogether 10 wounds. Orcs: 5 VPs Turn 2: Bretonnia could use general's powers, cast some spells. No arrowstorm due to the units within 3", Bretonnian shooters got -1 to hit due to Avalanche's charge and could not kill anyone. In combat round orcs got some wounds and one Frostsabre was killed. Mournfangs missed basically all attacks and failed miserably as always. Stonehorn saved with mostly sixes and rolled mostly 1s to hit and killed Paladin and no-one else. Bretonnia: 1 VP 2nd ROUND Orcs won priority roll and there we decided to end the game as Bretonnia was mostly killed and orcs having most army intact. Orcs claimed major victory. SUMMARY: Well... I'm afraid it was a boring game for my partner. So I won't be using that list again. 18" charge range together with Destruction Alliance Ability is rather terrible. The alfa strike was thrice as bad as I had thought. But it was nice to try it out. Frostlord's fist attack was terrible. And such a pity Mournfangs are so weak - they are my favourite models and therefore will probably be in my list in the future as well. The tactics work well: killing the General, eliminating the Trebuchet and denying Grails' charges and Bowmen's arrowstorm were decisive, killing so many Grails etc at the first round was a bonus. Sending in Stonehorn/Mournfangs as multi-wound tanks to keep enemy busy and take the objectives worked also well. BATTLE BONUS: increase the range of all generals command abilities and traits by 6“. 3 points from major victory.
  14. Just a small update. Had another battle using my Ogre Gutbusters. 1k Game. I was using: 1 Tyrant with Bellowing Tyrant for +1 to hit on units and battle brew. He was using Gutgourger . Tyrant got +1 wound in this games. 1 Butcher + cauldron. 6 Bulls - Ironfists, full command. (Battle line) 3 Lead belchers (Battle line as all gutbusters) 3 Ironguts - full command 1 Gourger. Same list as my last 2 battles and the one I'm aiming at using at the tournament on Sunday (more on that after) So I was facing a Death/Tombkings list: ARKHAN 1 Necro sphinx 5 skelly horsemen 10 normal skellys 5 Tomb Gaurd. It was a close game. The game started with me forced into first turn so all I could do was move up. Put some +1 to hit one the belchers from the bellowing tyrant ability and the butchers cauldron. Immune to battle shock on my guts. Also put mystic shield on the guts too. He responded by killing 1 belcher with curse of years and mystic shield on the necro sphinx who aggressively moved up and charged my Ogres killing 3 while taking no wounds in return thanks to some poor 3+ to hit rolls . Sadly I then failed my battle shock with a 6, rerolled to another 6 with the banner.... 6 ogres wiped in 1 turn! Ouch I won the rolled off and wasted no time in casting Maw at the necro sphinx I managed to get 6 chomps off! Sadly some of the D3 wounds only getting a 1 in but totally in 12 wounds! Sadly halved to 6. Took some pot shots at him with the tyrant and remaining belchers but he saved his wounds. I charged the Tyrant into the sphinx (risky but needed) and sent the Guts into the horsemen (really should have tried a longer charge into the sphinx in hind sight). Tyrant hit and wounded all 3 hits but didn't get any double wounds (despite 1 swig of battle brew. Sphinx saved 2 so 2 wounds went through after being halved. Leaving him on 4 left! Tyrant took 6 in return leaving him on 3. Ouch. The Guts naturally deleted the horsemen. He won next initiative sadly and Arkhan killed the Tyrant with Curse of years as well as healing the sphinx 2 wounds. Leaving the Sphinx to charge my Butcher and belchers who he promptly killed and left the Butcher on 3 wounds (he took 2 wounds from rolling 1 one the cauldron earlier). My turn and managed to get maw off again on the sphinx but only 1 chomp doing 2 wounds. The gorger and guts charged the Sphinx the guts using "It's down tto the guts" ability and brought down the Sphinx! Yay! Guts had lost on of their number and Butcher was on 1 wound. I took initiative with the guts and gorger charging the normal skellies and killing 7-8 of them who then fled though battle shock. The tomb guard pilled in but did nothing. He then killed the Butcher with and arcane bolt from Arkhan and Curse of years did a few wounds to the guts. My next turn I wiped out the tomb guard with the 2 guts. The end of the game was basically Arkhan spelling the guts and gorger into the ground with curse of years and a little combat. Arkhan is last model standing! So wow 2nd time I have faced Arkhan and he is not pleasant. Nor is that Necro Sphinx (4 x -3 rend and 3 damage attacks hurt!). But my 3 guts killed pretty much most of his army and I still can't believe my Butcher got of a Maw to chomp 6 times! Woot. A good game. Sadly still no win for the the Thunder frosts yes More to come. Kind regards Zolas
  15. That was a nasty brawl. The Stonehorn is scary.
  16. After the sad encounter on the road, we got a message about a lone orc travelling in the swamps of Witchforest. A spy maybe? Battleplan: Out of the Mists (deadly mists around each scenery piece, might kill a model charging/running through the mists, nothing to seen in the mist; at Orc's 3rd Move phase a messenger appears in enemy's decided scenery; victory conditions: kill 75% of enemy starting models, minor/major victory depends on the surviving of the messenger). Matrix result: Bretonnia flanked over the swamp, got flanking unit and trecherous path (roll during setup for each unit, on 1-2 suffers d3 mortal wounds) Armies: Points: 1000 Bretonnian army: 8 Grail knights 20 Peasant Bowmen (-1 for trecherous path) 10 Empire Greatswords (-3 for trecherous path) 1 Empire General (general) 1 Paladin 1 Battlemage Orc army: Messenger: Grot Shaman on Wolf 20 Savage Orruk Arrow Boys 7 Ogres with ironfists 4 Ironguts (with general) 1 Butcher (with battle brew) Had 1 point less, so I rolled on Triumph Table and got to reroll hits. Pre-battle strategy: probably no chance to keep the messenger alive, so it was just a fast and cheap decoy; take out Bowmen with Arrow Boys to deny them x4 Arrow Storm; get cover bonus for ogres with Mystic shield (Save 3+) and use them as meatshield against Grail Knight charge (while making some damage with ironfists), then hit the Knights with Ironguts with reach 2 from behind the ogres. Keep general among ironguts to definitely get +1 to hit. 1st ROUND Phase 1: Orcs gave initiative to Bretonnia. Bretonnia secretly decided a place for messenger to appear and set up flanking Grail Knights to catch it. Made some spells, otherwise remained stationary. Phase 2: Savage Orruks moved forward, shot Greatswords (the bowmen were already under 20, so the Arrow Storm was already x3 and I hoped the mists hinder shooters enough), killed all but one. Ogres retreated into the mists, away from charging Grail Knights. 2nd ROUND Phase 1: Bretonnia won initiative (and all initiatives but one from this point on, 9 rounds), Bowmen made Arrow Storm to Savage Orruks (60 something shots), only 7 Orruks died thanks to mystic shield and Inspiring Presence. Phase 2: Orcs were hiding in the mists and moving between scenery pieces toward the enemy. 3rd ROUND Both armies maneuvered carefully, a messenger appeared. 4th ROUND Phase 1: Orcs won the initiative for the first and only time, so the messenger moved into the mists towards the edge of the board, therefore denying Grail Knights their charge. Otherwise careful maneuvering in the mists. Phase 2: Bretonnian Battle Mage dispelled the mist, Bowmen shot messenger, then charged and killed him. 5th ROUND More maneuvering, Grail Knights came closer. 6th ROUND Phase 1: Bretonnia maneuvered. Phase 2: Most important phase. Butcher failed a spell and also made himself a wound. Grail Knights were temptingly close (and I was sleepy as hell and wanted to end the battle, one way or another), so I dropped my charge-waiting strategy. Moved closer with battle trait, but ogres did not roll enough and couldn't get out of the mists... but ironguts did. Ironguts charged and failed most of the attack rolls. Great... Then I rerolled hits (Triumph Table ability), and altogether wiped out 6 Grail Knights. Remaining two ran away with battleshock. Ironguts get damage from knights, Paladin and general. 7th ROUND Phase 1: Paladin takes out all Ironguts (with his weapon making 2+ attack and d6 mortal wounds). Never get close to Paladin with tough units. Phase 2: Ogres attack, but there is no room and I make some stupid decisions, so have to divide the attacks and nothing special happens. Except that 2 ogres die. 8th ROUND Battlemage heals all heroes' wounds, I get rid of Battlemage, an ogre dies. Arrowboys shoot Bowmen, kill two but thanks to Bellower standing close to Bowmen, 6 models more run with Battleshock. 9th ROUND Suddenly Bretonnian player remembers, that for winning we have to kill 75% of models, I count the models and discover that I need to kill 4 models to win, so I turn my attention to Bowmen instead of heroes and kill 6. SUMMARY: another close call, but this time minor victory and 2 points to orcs. If we had to fight till the last models, probably I would have lost. The mists were helpful against Bowmen, but I couldn't try the pre-battle strategy with meatsheld. And ironfists did not work at all this time, and due to the fact I could not use them as shield I needed rerolling much more. The final charge was actually from bad position (without rerolling hits it would have been catastrophic), Ironguts had no Mystic Shield and they had to attack into 3 close units, so they got hit a lot. But altogether the charge was probably still better, usually I do not get so close to Grail Knights. Lots of maneuvering and moving models back-and-forth to avoid the charge. Paladins d6 mortal wound weapon can be devastating, Empire General can give +1 to hit/wound to nearby units, which is simply awful (Grail Knights get 2+ hit, rerolling fails...). Ironguts really need some buffing on hitting, otherwise their 4+ hit too easily fails. Triumph Table can be very, very important. Without this Orcs would have lost. Maneuvering game takes LOTS of time. This game took more than 4 hours. And it was 1000 point game... It seems that against Bretonnia the game is mostly centered on who gets the charge. Next game will probably be sometime in October. BATTLE BONUS: +1 to all spellcasting, 2 points from minor victory.
  17. I'm just now having a chance to write up the events of a few days ago when my gaming buddy and I had a full day of Age of Sigmar goodness! I'll start from the beginning to catch you up... Both of us have now finished building the entire contents of the Age of Sigmar starter set so, but he has an additional Liberator due to a magazine and I have the Slaughterpriest (and a wealth of older chaos models too). They are in various stages of painting as my friend is a beginner. We decided to play an Age of Signar SKIRMISH game as a precursor to our main game. If you don't know the rules it's a great small version to use for this reason. We hypothesised that the Khornate forces had amassed an army to attack the encamoed Stormcast forces. In our skirmish, a scouting party of Stormcast discover the Khorne army and have to rush back to warn their forces before the Khornate forces can stop them. I wrote the following Battleplan: SILENCE THE SCOUTS The game uses the Skirmish rules and is set for 100pts. Scouts (Stormcast) - Start the battle within 8" of short board edge. Set up all models at once. Scouts get first turn, Impending danger: add 2" to all run moves made by the scouts. (Not charge, the aim is to escape!). The usual rule for being within 3" of an enemy does not apply for this game. They may move within 1" of enemy models without being in combat. Ambushers (Khorne) - Slow to respond: Set up 33% of the army (rounding up) more than 18" away from scouting force. Reinforcements. Roll a a dice for each individual model to enter play in your hero phases. Turn 2: 4+ Turn 3: 3+ Turn 4: See reinforcements below* On a successful roll, deploy the model within 6" of any board edge, they may act as normal that turn. If the ambushers have slain a model in the previous turn add 1 to the dice roll. *Reinforcements if you have any remaining models from your original force left they are automatically deployed this turn. In addition, in this turn and all following turns roll a D6. The result shows how many points with of reserves you may place on the table. 1-3: 20pts 4-6: 40pts VICTORY: The Scouts win a major victory if 25% or more of their force (model count) escapes to relay the message to the main force. It's a draw if fewer than that number escapes as their number is too few and their words of warning are ignored as mere supposition. The Ambushers win a major victory if all enemy models are slain. The game end automatically at the end of turn 5. The player who wins a major victory gets to roll on the triumph table for the next game. If it is a draw, both players get to roll(we added this for fun!). OUR FORCES My friend's force consisted of 3 Liberators and a formidable Retributor. My main force was 2 Blood Warriors and 10 Bloodreavers. RESULT The first few turns were really tough for me, with so few models on the table, I should have stayed out of range until backup came by I engaged early and most of my party was decimated. The extra movement for the Eternals was a killer also but was great fun. It took around 12 Bloodreavers to fell a Liberator on the left flank due to some poor rolling (and my opponent having first turn three time in a row!) and the Retributor was unstoppable. A second Liberator was down to one wound then drowned crossing a river (!) and the third was eventually brought down as well. The final turn of the game saw The Retributor within movement distance of the end table but his path blocked by four Blood Warriors (thanks to my lucky reinforcement rolls) and 5 or so Bloodreavers. He went down in a fit of glory but was felled. VICTORY FOR KHORNE!! I rolled on the Triumph table and received 1 additional wound for my General for the main battle. I've just realised this post will be mammoth...!! We we used the Generals handbook to come up with sort of matched points for the game (even though I had five character models which isn't allowed) and we didn't use the formations or whatever they're called! We'll get to that... We used the first Battleplan in the General's handbook, which had two objectives one in each zone and to win you must hold both (have five models within 6"). FORCES STORMCAST Lord-Celestant on Dracoth Lord Relictor 6 Liberators 5 Liberators 3 Retributors 3 Prosecutors KHORNE Mighty Lord of Khorne (+1 Wound) Slaughterpriest Bloodsecrator Bloodstoker Tzeentch Sorceror Lord 5 Blood Warriors 10 Blood Reavers 10 Blood Reavers 1 Khorgorath Here was the deployment: I got first turn and advanced everything to advantageous positions. I was very wary of the Prosecutors and aimed everything I had ranged wise at them over the first few turns. I had also no idea about the power of the Lord Celestant so it was tentative... in the first few turns the Bloodreavers advanced down the left flank using the Bloodstokers ability and took little damage. The Bloodsecrator remained near them as he makes them awesome. I destroyed the Prosecutors in a few turns of shooting/abilities/magic and was very pleased! The Bloodstoker, Khorgorath and Slaughterpriest were in line to charge the mighty Retributors but the Slaughterpriest failed his charge!!! My five Blood Warriors stayed back to guard the objective. As you can see, the Mighty Lord of Khorne moved up to cut off the Dracoth path on the tabletop. I was very aware hat he would be he only thing able to kill the thing! The Bloodreavers on the left managed to kill 3 Liberators in one turn through sheer mass of dice, and they then failed their Bravery test by 3 and all perished! The Khorgorath took a solid 6 wounds(!) and the Bloodsecrator took 2 and they managed only one in return. It didn't look good here! Next up, the Lord Celestant managed to get past the BloodReavers to charge the Lord of Khorne. The Lord Relictor one 1 wound, retreated to the objective with the five remaining liberators and healed 3 wounds on himself. The Slaughterpriest (after taking 2 wounds from his own ability earlier in the game!) redeemed himself and killed one Retributor outright boiling his blood and felled a wounded one leaving one. In return, both the Khorgorath and Bloodstoker were annihilated. The Slaughterpriest finally finished him off in combat! Phew! Showdown! General vs General, the dracoth shot his storm breath before charging causing a wound, and then came the many many attacks! All in all, 6 Wounds went unsaved, meaning he stayed alive with one wound remaining (a direct result of the triumph roll from the skirmish game!!!) and survived to attack back! In return he and his hound caused a savage 5 unsaved wounds, I then rolled for his weapons' ability...and the Lord Celestant was dragged to the fiery realm of Khorne in a fit of glory! VERY close call. From here I had one turn left to clear the foes from his deployment area or end on a draw! I piled everyone I could into that combat as you can see: The Lord Relictor was felled by the magic of the Sorceror combined with the Slaughterpriest ability, then the Mighty Lord of Khorne waded in and annihilated the remaining Liberators in one fell swoop. RESULT Major Victory for Khorne Bloodbound In hindsight it looks fairly one sided but it really was VERY tight. The game hinged on the Bravery test of the 6 man Liberators and the Khorne Lord having the additional wound to survive the onslaught. Had the mighty Lord perished, not only would I have had nothing on the table to stop him getting to my objective but would have diverted others to attempt it. Also the Bloodreavers would have been so depleted that I simply wouldn't have had the numbers to claim the other objective myself. Very close call... All in all, a VERY enjoyable day and inspired us both to get painting. Anyone following my goblog may notice the rivers have been undercoated too. BLOOD FOR THE BLOOD GOD! BB
  18. Drachvax could still feel the breeze blowing softly on his face, but the sensation was deadened as it had been for longer than he could remember. The many skulls displayed as totems about his person and on the totem he carried as a blessing from his master jingled and clanked as they shook against one another in the breeze. There was a scent on the air, and he knew it well. A tension, high pressure, copper filling his nostrils: Eternals were on their way. He cursed his own rash decision in not bringing more of the Bloodhound with him to see this task to it's conclusion. He had only two groups of measly Bloodreavers and his small retinue of Blood Warriors. The size of the Eternals' force could be in the thousands or it could be smaller than his own. You could never be too certain. It did not do to dwell on these things as it wouldn't change his course of action. To turn back would be tantamount to cowardice and even the thought of it made him instinctively spit a large gobbet of acidic phlegm at his feet, melting the patchy remnants of dead grass next to him. No, no turning back now. The Plasma Pumping Station was his target, and he would bring it crashing to the ground. This image is actually upside down with me playing the Bloodhound forces, but should be clear. For more information see my previous post. TURN 1 My opponent chose to allow me to go first believing that a reactionary state was better suited to fit the storyline of the defenders. I had positioned Drachvax the Bloodsecrator incredibly well to begin with and realised he would not really have to move the whole game (and that my opponent would concentrate on assassinating him to stop his abilities buffing the others) and so he planted the Totem in the ground and opened the portal to Khorne's realm. My Blood Warriors on the left flank immediately ran as far as they could across the long bridge to come very near to the Lord-Relictor and his two Retributor bodyguard. The middle unit of ten Bloodreavers ran to the edge of the magma river with the aim of making the leap across it next turn (with any roll of a 1 causing a mortal wound), the other unit of Bloodreavers ran and ended up on the smaller bridge (blu-tac!) Next up the Lord-Relictor called down a bolt of lightning and zapped a Blood Warrior to smithereens, the Prosecutors flung their hammers at the Bloodreavers about to jump the river killing three and then charged in headlong to prevent them getting anywhere near the objective (represented by the chalk white paint pot!). The Lord-Relictor and Retributors stayed where they were due to the narrow width of the bridge, which would have caused them to only be able to face the blood warriors one at a time. The battle was brutal between the Prosecutors and Bloodreavers, with a further three Bloodreavers perishing but losing a model in return. No battleshock test due to being near the portal for me and he failed his, but re-rolled for being within 12" of the general...passed! TURN 2 My friend won the roll for first turn and elected to go first. The Lord-Relictor used his lightning bolt to take a wound off another Blood Warrior, and the Proecutors also attacked them with their flying hammers despite being in combat with the Bloodreavers, but failed to wound. The Liberators to block off any route to the Plasma Piping Station for the Bloodreavers on the right flank, and we then entered the combat phase. The two Prosecutors spectacularly failed to wound any Bloodreavers and no wounds were caused in return, quickly ending my opponents phase. In my turn, the unscathed Bloodreaver unit on the right flank charged the four strong Liberators, and the 4 Blood Warriors charged the Retributors and the Lord-Relictor in a foolhardy, bold, distraction move. Drachvax the Bloodsecrator kept that portal open powering up all units as they were all within range. In combat, I struck with the Bloodreavers first (due to the Blood Warriors rule allowing them to strike even when dead, it makes no sense to choose them), and I selected the full unit on the right. They caused only three unsaved wounds, felling one Liberator and leaving one with a wound, and took a few in return. The Prosecutors were finally murdered in the centre, and the Blood Warriors were annihilated with some very large hammers on the bridge, managing to take a wound off the Lord-Relictor on the way down. Drachvax strained to keep hold of the portal as the broiling energies from Khorne's realm spilt forth into this one. He could smell the blood of the enemy and his own men and longed to rush into battle himself. He must restrain himself, for he knew there were greater forces at play, and it was the Plasma Piping Station that was most important today. In the distance he spied the pompous form of a golden class Eternal with a skull mask that looked familiar. He thought he may well be a foe he had met once before but could not be certain. The battle was tight, were he to shut the portal, could he make the sprint to the station and destroy it unscathed? The thought began to course through his veins until he heard the dying, rage-filled screams of his Blood Warriors as they imploded with lightning strikes from some very well armoured foes. TURN 3 Crucially, I won the roll for first turn here, and sprinted the 4 Bloodreavers remaining from the middle unit toward the objective. In doing so, they boldly jumped the lava river, one of their number perishing, obviously losing his footing! They made it to the Plasma Piping Station and the champion took his place atop it to attempt to strike it in the battle phase. The other Bloodreaver unit engaged in combat with the Liberators managed to kill another of their number and took numerous casualties in return, leaving only 4 left. It came to this, The Bloodreaver champion attacked the Plasma Piping Station which had the following rules: Rickety structure: The structure is brittle and one successful hit will bring the whole drilling complex crashing down and release the energy within. It counts as having 1 Wound and a saving throw of 4+. If the structure is destroyed roll a D6 to decide what happens. After working out the conclusion the battle ends. 1 - The attack backfires and a concentrated burst of piping hot plasma strikes the attacker, causing D3 mortal wounds. 2/3 - nothing happens, the structure is returned to 1 Wound. 4/5 - There she blows! Roll a dice for every unit within 8" of the Station. On a 4+ that unit suffers D6 mortal wounds. Heroes and monsters suffer D3 6 - Carnage! Every unit within 12" takes D6 mortal wounds. We used these rules for fun, and to determine victory conditions. It was incredibly tense, the dice rolls came, through, The Bloodreaver managed to wound the tower, my opponent failed the save, but rolled a 2 so..nothing happened! In his phase, the Lord Relictor zapped a single Bloodreaver from the base of the tower, and failed a charge. The Retributors made it in to charge the unit and distracted the Bloodreavers. On the right flank, the Liberators finished off the Bloodreavers there and turned to watch the final moments. The Retributors struck home, but due to a rule we devised (on a roll of a 1 you strike the tower if you are within 1 inch) accidentally struck the tower with one attack. The attack worked, the saving roll was failed, and the result...was a 5! What happened next was glorious. The Bloodreavers died, the Retributors died, The Lord Relictor faced the carnage unharmed, the liberators perished, and in a final act Drachvax was close enough to be blown apart, and despite being on full wounds (5!) I rolled a 6 for his mortal wounds and he was blown to smithereens in the final act of the game. Probably as a punishment from Khorne for his cowardly hiding earlier on! Drachvax lay looking up at the sky as lightning bolts carried away that familiar looking foe. His flesh and armour blacked and melting in some places, his face a grimace of rage, he knew the day had been his. This was his battle to win but he had been thwarted, it would not happen twice. He lived only by the fortune that his opponents must have thought him dead. That coppery smell from the lighting they used to transport themselves was back, and he would not forget it in a hurry. He staggered to his feet and once again raised the totem of Khorne in praise. Seeing his masters' symbol fall would not be forgiven lightly. There was vengeance to be had for this, and there was nothing he enjoyed more than gory, glorious vengeance. RESULT Minor victory for the Khorne Bloodbound. Technically. Although we actually called it a minor victory for my opponent due to the way the game played and the overall outcome. ANALYSIS Without a doubt the most enjoyable game of Warhammer I have ever played! The scenery rules added so much, and played to an objective changed the game for me completely. It was all about the story of what happened, and what made the most sense, we both wanted to make the tactical clever choices, but were super happy to do things for the good of the story throughout which just made the game play out so satisfyingly in the end. I know the photos don't do it justice and a lot of imagination is required when the scenery looks this way, but I hope you enjoyed this as much as I did! BB
  19. We do this once a month in the DC area. I rocked out beastclaw, braggoths beast claw with a side of yetis at 1500. I am not a very good writer, but here is how it went. https://aosgundudes.blogspot.com/
  20. http://facehammer.co.uk/warhammer-age-of-sigmar-facehammer-tournament.php https://www.twitch.tv/facehammertv This'll be live streaming at the weekend, not sure what to expect overall but their site says the upcoming featured match is "Chris Tomlin: Destruction vs Pano Kyprianidis: Chaos".
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