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  1. Earlier
  2. 4000 Greasus vs. Caradryan

    I know this is threadomancy, but I'm still pretty proud of this one.
  3. 2k BCR results

    Thanks for reading, I have a second tournament this Saturday, so I'll have a second write up after that. The one thing that I'm still trying to figure out is if units can benefit from more than one wight standard bearer ability. With one armor and three saves after it made every skeleton very durable for points
  4. 8th Ed BIG Battle (from my Tilean campaign)

    Thanks ConOgre. Here's the final installment ... ----------------------------------------------- (The final turns) Like any ogre, Mangler would not wait for the enemy to charge. He led his warriors headlong into the Cathayan halberdiers beside the dwarfs. He did not ponder the options, knowing in his gut they were the softer of the two possibilities - their relatively thin and less well-armoured bodies promised a speedy destruction, which should mean that he and his lads smashed right through them before the dwarfs could counter-attack his flank. Besides, he had spotted the enemy’s baggage in the rear and greed always had a habit of getting the better of him. Behind Mangler, his bulls crashed into the last of the Pavonan swordsmen, right beside their lord Duke Guidobaldo. (Game note: The Pavonan player, actually playing Duke Guidobaldo in the campaign, had agonised over whether it was best to join the unit or not. I thought it was crazy not to, but he decided it was for the best to ‘remain single’.) On the other side of the field, amidst a confusion of blue and white, with Pavonans running hither and thither, even through their comrades’ ranks and files, Razger tore into and right through the handgunners closest to him before they could even bring their muzzles to bear. This was the beginning of the end for the Pavonans. The handgunners – what few were not only left standing but also retained wits enough to do so – fled away, as did the handgunners at their side, thus joining the halberdiers’ frantic flight to form a turbulent river of broken men. The dismounted pistoliers would soon be swept up too. Visconte Carjaval, having successfully halted and reformed his noble men-at-arms, witnessed this sudden collapse. In that moment, his breath ragged with exhaustion, he chose not to sacrifice himself and the proud chivalry of Pavona in an almost certainly futile gesture of defiance. Instead, he gave the order to ride, and ride fast. He intended to find Duke Guidobaldo and, as he shouted to his men, “Look to our lord’s safety.” What the visconte didn’t know was that Mangler’s large regiment of bulls had made very short work of the last Pavonan swordsmen, stepping forwards to find themselves in combat with the duke himself! Another boom advertised the ironblaster’s next shot, its massive ball killing five of the Reman dwarfs. The Scrap-launcher’s effort was badly directed, for the burden beast carrying the contraption had been startled by the ironblaster’s report, and its heavy hail of sharpened iron poured upon the mules, oxen and wagons of the baggage train rather than the enemy’s soldiers. Duke Scaringella, for more than a decade Captain General of the Reman army, as was his father before him, and in all that time having not fought a single battle that was not already a forgone conclusion, now found himself in the deadliest of combats. He knew this was the moment his life had always been shaping him for, and that the rest of his life would be shaped by, which is why he chose to challenge the brute tyrant Mangler himself. His lance found its mark and grey flesh was pierced, but then Manglers’ riposte almost broke the duke’s shield arm, threatening to tear him from his saddle. Somehow, he held tight. Dropping his shattered lance, he tore his sword from its scabbard and screamed: “Fight, lads. Fight!” Crossbow bolts were loosed by the dozen, and a cannon boomed, killing two more of the lead-belchers on the ogres’ right, and scaring the rest away. Then another cannon shot brought the monstrous beast carrying the ironblaster down, the ball almost taking its head from its shoulders. The dwarfs now charged into Mangler’s flank, and their butchery was astounding. As Mangler finally bashed Duke Scaringella off his horse, then broke the horse’s neck with his elbow, the ironguts beside him were all but annihilated. Suddenly the mighty Mangler found himself surrounded by a dizzying crowd of assailants. Their jabs, thrusts and slashes came from all quarters, while the weight of their numbers made it hard to discern one from another. Stumbling backwards, blood pouring from half a dozen gaps between his iron scales, he realised his huge bardiche was no longer in his hands. For the first time ever, the urge to fight had been supplanted by something different. Before he could fully comprehend what it was, he was dead, falling beside the battered body of Duke Scaringella. One of the dwarfs scrambled over the brute tyrant’s corpse, shouting, “The duke!” and began to drag the armoured noble away. Duke Guidobaldo, having exchanged several blows most gallantly with the enemy before him – enough, he hoped, to distract them momentarily – now gambled his life on the obedience and strength of his mount. Yanking on the reins as he struck his hammer at the lead ogres’ face, he turned about and urged his horse on. He had to outpace the brutes behind him, despite their size and despite the armour upon both him and his horse. His horse, reputed the finest in central Tilea, proved sufficient to the task and the duke escaped the ogres’ further harmful intentions, galloping like he had not done since his youth. The field had become divided from left to right. On one side of the field the Remans were reforming their line to face the foe, while on the other almost every alliance soldier had fled leaving only Razger and his surviving warriors, as well as quite a number of Mangler’s ogres, albeit in a rather less neat formation than the men. In between the two the ground was strewn with ragged heaps men and brutes, dead or wounded, as well as the smoking remains of several guns. The Remans still had two Pavonan cannons with them, as well as their own piece … … and at such a distance they presented a sight which none of the ogres were glad to see. Those were the guns that had not yet failed. They had cut down mournfangs, rhinoxes and many an ogre, and there was no reason to suppose they would not continue to do so. Advancing upon the last surviving Reman regiments would prove costly to Razger’s army, perhaps even fatal? As his brutes stopped their stomping and reformed their bodies, Razger took a breather and gave the situation some thought. He could see the loot was still safe – not a man had got close to the heavily burdened wagons. Scrutinizing the field ahead, he guessed Mangler must surely have fallen in battle, simply by the fact that neither he nor any of his irongut bodyguard could be seen. Suddenly, Razger realised this suited him just fine. Almost all the loot in the baggage train had been Mangler’s - payment and bribes for his continued mercenary service. If Mangler was dead, whose loot was it now? And who would command his warriors? If Razger left now, with all the loot and whichever lads could still march, he decided that wouldn’t be so bad. If anything, it was better than things had been before the battle when virtually none of the loot was his and only half of his army could be trusted. Razger’s mouth twisted into a grin, as wicked as it was fierce, and he shouted to two of his lads to listen up. The dwarfs dragged Duke Scaringella away from the heap of dead and dying Cathayans, then turned him over to look at him properly. There was no sign of life in his eyes, and his chest plate was caved in so deep his ribs must all have broken and his lungs burst beneath. They laid him down gently, then all but one returned to their places in the regiment. The other ran towards the arch-lector to deliver the bad news. To the south of the battlefield, Duke Guidobaldo Gondi had rendezvoused with Visconte Carjaval, and was now riding, somewhat faster than the scattered clumps of footsoldiers around him, in a wide arc to avoid the foe and get to the Reman lines. There he hoped to find his son, and whatever remained of his army. Back at the ogres’ wagons, gnoblars, draught-slaves and bulls alike, watched with suspicion as two ogres, Razger’s lads, raced towards them. As they drew close, the nearest shouted. “Hitch ‘em up and get ready to shift. We’re moving off now.” One of the bulls by the wagons, called Gordok, strode forwards, a great long whip in hand. “On whose say so?” “Razger’s orders,” came the answer. “I take orders from Mangler, like most of us here. Razger can ask him if he wants some shiftin’ done.” “You’ll not be getting orders from Mangler n’more,” said the new arrival, laughing. “So if ya know what’s good for yer, you’ll shut it now an’ do as yer told.” Game Notes The battle was effectively over by turn 3! Which was helpful as our time was up too. 10.00 – 5.00 had seemed like plenty of time, but the armies were so big, and the conversation flowed fully. Luckily, this did not in any way hinder the game-world outcome or story, because the table top was indeed divided. From here on in it would be like starting another battle, this time fighting from east to west rather than from north to south. None of the players would have wanted that even if there was time. Matt (Duke Guidobaldo of Pavona) had little left of his forces, and his only hops was to regain some sort of a force from casualty recovery and retreating what he had from the field. He was also hoping his son Silvano’s ‘Character Recovery Roll’ (a campaign rules chart) might bring the lad back. This is indeed possible as he wasn’t overkilled, although it is only a 5+ chance after a draw. He has have yet to make that roll. Jamie, aka Razger Boulderguts, had begun the battle with renewed confidence. Earlier in the week he had worried about the enemy having 1500 more points, and whether he could trust Mangler, wondering whether Razger should simply flee away, perhaps attempting to employ Mangler’s slow-moving force (due to the baggage train) as a stall. But as the armies were being deployed for the game, and he considered the two opposing players difficulties in coordination on the field, as well as his own obvious strength (despite the points on paper disparity), I could see he was much more confident. In truth, he went away happy, because he now has a chance of re-possessing all the loot, possibly gaining control of Mangler’s ogres to replace the losses in his own ranks, and even perhaps getting back ‘home’ to Campogrotta in the north. (All that, I presume, will be in the campaign thread later.) You probably noticed that the NPC Duke Scaringella of Remas failed the character recovery roll, scoring a measly 2, thus the dwarfs finding him dead. The player playing him, and commanding all the Reman forces, was Damo (who actually plays Lord Alessio Falconi of Portomaggiore in the campaign) had been given a character guide of two full pages of background, motivations and political goals, as well as the full army list etc. I have to say he played the part very well. If you want to know his motivations in a nutshell, then see the end of the prequel story, which was fashioned out of the information I gave to Damo. Excerpt ... “[Scaringella] must defend Remas, of course, either by destroying the ogres or chasing them away. His victory must be glorious, so he can return to Remas as a hero, winning the citizens’ favour. He must earn a good portion of the loot so that he can feed and pay the army; and he must prove to be so effective on the field of battle that the Pavonan duke is grateful, becoming an important ally during the struggle ahead. Yet he must do all these things without suffering crippling losses, for he will need the army to put the Disciplinati di Morr back in their place upon [the arch-lector’s] return to Remas.” Admittedly, his death does not sound too successful, and the Remans never got the ogres’ loot, but I am saying he played the role amazingly well, not that the character was happy about the result! All the way through Damo was happy to give advice to his ally, and did so in such a way that it took until turn 2 before the rest of us realised that the Pavonans had been tricked into doing nearly all the hard fighting! The result was quite a good one for Remas: the arch-lector lives, having much of the Reman army left(1/3 casualties on the field are also be recovered after a draw). They have chased the ogres away, thus gaining a victory (another one) to win support for the arch-lector back home. And the Pavonans might be very loyal allies, especially if they desperately need help! That isn’t bad compared to defeat and annihilation! I would love to go into all the political repercussions and other potential consequences of the battle, as well as what the various parties involved might do as a result of it, but I can’t. For a start, I can’t discuss players’ plans and thoughts for gameplay reasons. (That’s why I do so many stories from NPC perspectives.) And secondly it would take so long that it would fill several pages with a tortuous explanation of ifs and buts, whys and hows, etc. Let’s just say it’s complicated! Very complicated. And changing all the time. It’ll all most likely come out in subsequent stories! So with both sides unwilling to fight on, and both Remans and Razger finding something good about their situation (although not Duke Guidobaldo!), they agreed a draw. Both sides would now back away from each other, recovering what they could in the process without risking being drawn back into a fight. Many thanks to Mark of M&L Models in Pontefract for hosting the game. It’s a great venue, welcoming and with good facilities (tables, scenery, etc). I heartily recommend it to any ‘local’ gamers, and I hope to use it again.
  5. Tournament Battle Report

    Today was my first tournament ever. So far I have only played against bretonnians/free people and twice against chaos demons. Therefore I was really looking forward to it. Battleplan: Take and Hold. Armies: 1000 points My list: Savage Big Boss, general (Bellowing Tyrant, I used it with his command trait giving additional hit rolls on hit rolls of 6) 20 Savage Arrow Boys 3 Ogors 3 Ogors 5 Savage Boarboys Huskard on Thundertusk First game First opponent was Sylvaneth. I was fortunate to get a table with lots of scenery, so he had trouble to fit his wildwoods. He had Ancient Treelord, 3 Kurnoth Hunters with Bows, 10 Dryads and 5 Tree Revenants. He had first turn, did not do much, but killed few Arrowboys. I moved closer, hoped a double turn. Killed one Kurnoth, Boarboys charged 14" and killed all revenants. Then I double turned and moved closer, but did not charge. In his turn he teleported behind my Arrowboys with Treelord, but failed to charge with snake eyes. In my turn I saw I can win by killing one hero and move to opponents objective. That I did and was already feeling victorious, but after remeasuring it turned out that one dryad was 5.5 inches away... Then it turned all bad. Arrowboys shot Treelord, but he was -1 to hit and immune to rend, so they didn't do much. And charging into wildwoods was a mistake, I should have retreated. Most my guys got killed, and then I was saved by time limit and I won a minor victory with kill points. Mostly because he had killed on one whole unit and I two, altogether he killed definitely more. But still, a minor victory. Second game, Blood and Glory Against death list: Vampire on Zombie Dragon, Vampire on Abyssal Terror, and 40 skeletons. Seemed like easy match, no shooting. How very wrong I was! He took first turn, moved closer. In my turn I charged VLoZD with Ogors, who got killed. The power was surprising for me, so I shot him with Arrowboys and 6 mortal wounds from Huskard. He was left on 4 wounds. And then it was over. In his turn VLoZD healed and attacked my Arrowboys, killed 12. 24 wounds... And when I thought it is over, he just smiled and used his command trait that allowed him to attack again! So my Arrowboys were wiped out. Then he cast a spell that doubled skeletons' movement and attacked my Huskard and Ogors. 30 skeletons, 90 something attacks... Huskard was left on 1 wound, one Ogor also. In my turn Huskard failed to heal himself, VLoZD killed the Boss and the game ended. It took 30 min. A loss. Third game, Border Wars Last opponent was my "usual" playing partner with Bretonnians/Free People. I had the first turn, killed his general and handgunners. Then he didn't get a double turn and I took off his grail knights and other knights. Pretty much like on our "training" games, we had the same lists. Major victory. Summary: I could see that my list was good against my usual opponent's list, but struggled with others. Mostly because I didn't know what opposing units could do, the lack of rend and overall poor saves. But it was fun and altogether I got third place, after this VLoZD player and Sylvaneth player, both my previous opponents. I think it's great, as other players were old WHFB veterans, 40k tournament players etc.
  6. Hello, After a short time in the lab I'm back with another Battle Report and hoping to get some feedback on my new format. Going forward I will be doing both a written report and a video report for any games I think are worth talking about, I know some people prefer one or the other. In general the videos I produce will be a bit longer as I muse about the game and the write ups will be as short and sweet as I can make them. I'd love to do both short and long versions of both formats but that is quite a bit of work! Feel free to check the game out and give me any feedback you may have, I am always trying to improve. Video Battle Report Written Battle Report
  7. So a little delay in posting this friendly battle. Our gaming club in Bristol have a AoS battle night every month. But wit this particular night we had invited 2 other clubs from Weston Super mare and Cheltenham to join us. The night was made all the more enjoyable with a large order of Dominoes pizza for everyone to enjoy! I had a very enjoyable game with a fine gentleman by the name of John from the Cheltenham Warchiefs. This EPIC and fluffy player brought with him a full Shaggoth and Dragon ogre army! This consisted of 4 Shaggoths and no less than 24 Dragon ogres! (2 units of 6 and 4 units of 3 all with various load outs on weapons). So my list looked like this: Leaders. Tyrant. Gutgorger and pistol, Battle Brew, Bellowing Tyrant. = 160 Butcher. Cauldron stumpblades. = 140 Huskard on Stonehorn Blood vulture, Battle brew. = 380 Battleline. 3x Ogors fists, crusher, bellower. =120 3x Ogors fists, crusher, bellower. =120 3x Ogors 2 weapons, crusher, bellower, Banner + lookout gnoblar. =120 Other units. 4x Mournfangs, Skalg, Horn blower, banner, fists. = 400 3x Ironguts, gutlord, bellower, Runemaw banner. = 220 Skal Battalion = 60 Icebrow hunter. = 160 2x Frost sabres. = 60 2x Frost sabres. = 60 Total = 2000. The mission was a take and hold and I will be honest it was rather one sided. To cut a long story short I tabled my opponent while managing to just get enough models next to the objective as the last Dragon ogres died granting me a major victory. Basically my Huskard and Mournfangs went on a total rampage on his left flank and swept through to the middle accounting for 2 units of 3 dragon Ogres,2 shaggoths (including the general) and then the Huskard finished off the unit of 6 Dragon ogres on the objective. But the real man of the match was my Tyrant who with only support from 3 Ironguts and a butcher had managed to nearly single handedly kill 12 Dragon ogres and a shaggoth before the last Shaggoth finally brought him down. (of those 12 Draon ogres maybe 3 died to other models/battle shock). Turns out Gutgorger + Battlebrew is just sick. So proud of my Tyrant! My opponent was a sound guy and took the whole battle in his stride. I did loose a unit of ogres the Ironguts and 2 mournfangs along with my hunter and Tyrant and a few kitties but I was very happy with the result. Here's a few more pics. Sorry about the poor quality. Hope you enjoy the read and the pics.
  8. Hey guys! I decided to register to give you a heads up about a 1500 pt tournament in the Montreal QC Canada area that happened Sunday. I played a three-game singles tourny. First, the restrictions, then my list: Even if it's at 1000pts and above, we could only have three heroes, two behemoths and two artilleries. Can't use faction-specific equipment or command traits, must use generic order/chaos/death/destruction abilities from GHB. Megaboss, Battlebrew, Trait that rolls 1d6" and hands out a +1 to hit to that unit (sorry don't remember name) Warchanter Weirdnob Shaman 10 brutes with 2" reach, 2x gore and klaw boss 5 brutes with 1" reach one extra attack, 1x gore and klaw boss 3 gore gruntas 2x 10 ardboyz (two banners, as many great weapons as possible) Ironfist Battallion that lets me move 1d6" more for my non character units Let me give a series of recaps of how games went. Game 1 against Ogors. His list (softest list I faced that day) Tyrant with dual weapons and brace of pistols 2x1 gorgers that deploy behind my lines 1x ogor wizard that is harder to kill than the weirdnob 1x sky cannon chariot 2x6 ogors with full command and ironfists (inflict a mortal wound on a save roll of 6) 1x6 ironguts with the once-per-game banner Scenario This was a very easy list to fight, because the scenario had three objectives in the center line between our hammer and anvil deployment. Atop the middle ziggurat was an objective that could be only claimed by heroes. Every turn before rolling initiative we could decide which two of the three objectives we would be doing: kill points (completely destroy a unit), side objectives (have models within 6", a single enemy model can contest) or center objective (only claimed by heroes). When you choose the given objective you can get 1 or 3 points. For the middle objective: score 1 pt if you have 1-2 heroes, score 3pts if you hold it with three heroes (note that army composition meant you needed all your heroes alive and present to do this!). The other two objectives (12" from either side in the center 12" from each deployment line) gave out 1 pt if you held one, or 3pts if you held both. Kill points gave 1pt if you killed 1-2 units, 3 if you killed 3+. Accumulate and track points over the 5 turns, the one who has the most points scores 8/20 for the hero & side objective markers and 8/20 pts for the kill point category (a tie in a category means that the players split 4-4). Then there's first blood, slay the warlord, titan killer (kill most-pointed unit) and line breaker, giving 1 pt each for a neat potential total of 20 points. Game breakdown I finish deploying first, letting him have first turn. He moves up cautiously, keeping the wizard, chariot and ironguts in reserve while the ogors and the tyrant move upfront to occupy the side objectives. His gorgers successfully deploy (and fail to charge) in my backfield. On my turn 1, I pop my megaboss command ability, rolling a 6 so two bonus attacks for EVERY ONE! I fail at buffing my armor for the 10 brutes. The gorgers bait my 5-man unit of brutes backwards (I shouldn't have done this but it netted me two kill points...) I wanted to keep my general within 10" for the brute buff but later during combat I realized it was only 5" range so I couldn't reroll 1s. I move up & charge & kill two gorgers (using just the gorechoppa and champion, no need for the other 3 brutes!), I move up a WHOLE lot thanks to the Destruction ability and the ironfist. I hard engage the two ogor units on either flank, and with the charge distance and pile in moves I am able to engage the tyrant with the klaw boss, one gorechoppa and two regular guys, giving me enough rend 1/2 to chew through the high number of wounds and good saves that he had. I get: slay the general, first blood, two kill points and both objectives are contested so no one gets points for those. This scenario forced even his sky cannon to move forward and shoot & charge on turn 2, because his ogors could not hold back combo charges of brutes, ardboys and gore gruntas on one flank. So he gave +1 saves to his ironguts, because an ogor had fled thanks to failed battleshock he was able to DOWN TO THE IRONGUTS (reroll 1s to hit, to wound and on saves!). He brings up his death star against my heavy flank, chewing through a lot of brutes. On this side the ogor unit got down to one last guy with one wound so I was not able to get the kill point and he was STILL contesting this side's objective. The 10 ardboys against 6 ogors on the other side was a relatively stalemate matchup (he ended up with 2 ogors alive when eliminating my last ardboys through failed bravery tests; letting me enough time to reinforce that flank with the small 5 brute unit that had finished fighting the gorgers at about turn 3... I combo charge his wizard on the ziggurat with my three characters--just the megaboss with brew was enough to kill it. Turn 4 I claim the center objective with my three heroes while still buffing my army with bonuses. He is tabled on turn 4, I mention that I am moving this unit forward to get the linebreaker, and end up 20-1 (he did get titan slayer by chewing through my big Brute unit with his buffed ironguts, that's about it!) Game 2 against Mixed Chaos. His list (About on par with my own, but if the Slaves to Darkness were replaced with Bloodbound it would have been more efficient) Sayl the faithless Khorne lord on juggernaut Bloodsecrator 2x skaven warp lightning cannons 10 khorne warriors of chaos with shields 30x bloodletters 5x khorne dogs 5x seekers of slaanesh Scenario: similar to the meteor, on the start of turn 1 after having deployed we randomize 1-2 = left, 3-4 = center and 5-6 = right. Each player's zone gets the objective marker. Accumulate points over turns for controlling 1 or both objective. Make kill points. Score secondary objectives. See Game against Ogor for examples of these. I finish deploying first because of my battalion. Left to right: 10 ardboys in a building, 5 brutes, 10 brutes (with the 3 characters in an optimal position to get +2 casting for the wizard and reaching all units except the gore gruntas with the general's command ability while the megaboss is bunkered down in terrain). Then the other group of ardboyz and the gore gruntas on my right. The army is mostly center-deployed so that it has the least distance to move if my (or his) objective get flung on either side. His deployment is 5 khorne dogs screening the two warp lightning cannons, the big blob of bloodletters in the center, the terrain holding the characters and 10 chaos warriors and the seekers on the right side. I let him have first turn. Objectives end up in center for both players. He realizes that during deployment he has wrongly measured the warp lightning cannon's distances in order to move 3" and shoot 24" his 0-12 mortal wounds in my megaboss' direction, so he stays put, not moving forward except with the seekers on my right. Intelligent move, forcing me to move up against a hard-engage melee army. I oblige and move up with everything except the characters who slightly reposition, buffing everyone with +1 attack and moving up my big unit of 10 ard boys with armor saves, +1 to hit and successfully charging his side seekers with my own cavalry while the 10 rightmost ardboyz also move up that flank, intent on engaging the cavalry then occupying his empty garrison-able tower if it seems useful. Most of my army (except the three characters) is up in his face, about 6-12" away or so from his deployment line. We check for initiative, I get the double turn (I am first on turn 2). I successfully move around and charge 10 ardboys and a few key models of the buffed 10 brutes into the warp lightning cannon, the other 5 brutes and some stragglers engaging the 5 khorne dogs and the side of his bloodletters. Wit ha few choice models declared before rolling, I use gorechoppas and klaw bosses (and a few 2" jagged hacka brutes) to destroy the first cannon while wounding the second one--later on the ardboys activate and finish off the second one. It goes downhill for him from there: he banks on getting a buff for his khorne units while making his warriors move 18" and flying towards my backfield general in terrain. His bloodletters are not piling up properly against my left side charge, so even if the general and bloodletters do score some heavy casualties I am easily able to start chomping through. He gives up at around turn 4 when all that's left is the bloodsecrator and sayl, me having scored the two 8-point objectives and having done a few secondary objectives. I finish 19-4. Game 3 against Sylvaneth. I face the other player who is at the top, also with 39 points out of a max of 40. He has the model that scares me the most of the whole tournament (and there are some strong behemoth contenders with the Nurgle Big Things and the Chaos Bloodthirsters!) in the form of Alarielle the Invincible With on a Stag Beetle of Doom that can heal back wounds, cast 3 spells per hero phase, and hold against half of any army! He has: Alarielle 3x3 kurnoth archers 2x10 dryads 1x5 dryad-equivalent that can teleport to board edges or near trees. 2 forests This game's objectives are ARD. Compare the number of points left alive at the end of the game (even if a 40-man unit has 1 guy left, the unit counts as not-dead). The player who has the most points left alive scores 8 points (4-4 in case of a tie). There is a MIDDLE objective, you can claim it to generate 1 pt every whole turn that you do. The player who has the most objective-claimed points scores 8 points (4-4 in case of a tie). Then there is first blood, titan killer, slay the warlord and some other teriary objective I forgot that allows you to be able to claim a total of 8+8+4=20 points. Random deployment, we roll the damned diagonal line. He plops his forests in a symmertrical manner that covers any side of the board I might choose when deploying: the forests are in the way of running IronJawz. I stuff my things in the SMALL wedge at my left instead of the large one at my right, therefore slightly (60%) avoiding the issue of the forest-in-the-way. I get first turn, pop an armor buff on my 10 brutes, move up to the hill that has the center objective and bunker down on it. I now own this objective with 2+ armor save brutes that have +1 to hit and can reroll hits against 4+ wound enemies. The whole army has +1 attack. The rest moves up in support at once, putting potential pressure on his backline. Alarielle deals mortal wounds, the archers take down my wizard and warchanter (dealing 1d3 wounds for each unsaved wound at -1 rend!). Alarielle is moved really close to my guys, and combo charges with her and the dryads. Other dryads move up near the forest, the teleporting dryads are held in reserve. He succeeds at both charges, my gore gruntas, 10 ardboys, 5 brutes are engaged in CC because of the 3" proximity. He activates his dryads first because he didnt want to lose their damage output if I were to activate my 10 ardboys first against them: this was his mistake. I receive hits, I make some saves, I'm not chewed through completely. I active the 5 brutes, and again the klaw champion and gore choppa 1-in-5 troopers deal a ton of wounds. I lowered Alarielle's combat ability, so I "only" lose two out of three gore gruntas, a brute and about half the ardboys. We roll off, I get the choice of who goes first. I will! Clutch moment right there: I won't let her heal 2d3+d6 wounds! I succeed at the 1d6" command trait on the 10 brutes, use the attack bonus again (+1 for everyone!) and move up the 10 brutes around Alarielle's back. Thanks to the hero phase movement (d6 for those near the general and d6 for being in the batallion) I was able to control ability ranges quite expertly! I start attacking with the 10 brutes, she's down to the last wounds, she kills some brutes, I use the other 5 brutes and the gore grunta to finish her off. Never has an initiative roll been so crucial in my less than 10 games of AOS! With Alarielle down over the next few turns, he doesn't let up. Over time, since the combat was dead center, the damned ****** is able to move backwards and shoot while keeping my troops screened with teleporting and regular dryads. We both score kill points here and there, and eventually I move my 4/5 brutes into LOS blocking terrain after having owned the center objective long enough. I then flee with two ardboys left over to stay in cover turn after turn and kite the archers, and a lone gore grunta with 4/5 wounds left flees from cover to cover, avoiding handing out the kill points. By end-game, he has two full units of kurnoth left alive, while my 4/5 ardboys, 1/3 gore grunta and 2/10 ardboys are doing their best to avoid being dead. I win the third match 18-3 (he has first blood by sniping my characters, he's killed my general, and he's titan-killed my 10-man brute unit, the most expensive in my army). I got 8pts for holding the center +8pts for having more points left alive and +2 for killing the general and titan killer (Alarielle being 6-700pts!) I win best general by using a balanced IronJawz list that has no Cabbage. Cheers!
  9. Tournament preparation battle report 2

    Our small tournament will be in the end of May, so we tried some more lists. I exchanged Butcher and Tyrant for Huskard on Thundertusk, Bretonnians came with the same list. We played two games, Blood and Glory and Escalation. First game: Battleplan: Blood and Glory Armies: Points: 1000 Bretonnian army: 5 Grail Knights 8 Knights of the Realm 5 Freeguild Outriders 10 Freeguild Handgunners 1 Empire General (general) 1 Paladin 1 Paladin Standard Bearer 1 Battlemage Orc army: 3 Ogors with ironfist 3 Ogors with ironfist 20 Savage Arrowboys 1 Huskard on Thundertusk (Battle Brew) 1 Savage Big Boss (general) 5 Savage Boarboys Both had exactly 1000 points, no Triumph Table. Pre-battle strategy: I put Arrowboys and Boss on the right, Huskard in the middle and both Ogors to the left flank, Boarboys far right. Bretonnians put most of their cavalry units to their left, against my Arrowboys, and quite near the edge. 1st ROUND Turn 1: Orcs started - I didn't want Outiders to reach my Arrowboys. Arrowboys moved forward with Boss, Boss gave them +1 with Bellowing Tyrant plus special Command Ability that allows extra attacks on roll of 6 (due to +1 to hit I got rerolls on 5 and 6). Others did not move much, not to give Bretonnians a chance to charge. Arrowboys shot Outriders, killed 4 and last one fled. I left 20 Arrowboys in the middle to stop charging Bretonnians. Turn 2: Handgunners gunned my Arrowboys, some died, many fled. Cavalry moved forward, did not get charges, but hoped for double turn. 2nd ROUND Turn 1: Double turn for orcs. Lucky me. Arrowboys shot, killed 7 Knights of the Realm, last one fled. Incredible luck with dice, I think most rolls were 5 or 6 and I rolled lots additional attacks. And Knights failed with their 4+ Saves. Huskard blasted with ice, 3 Grail Knights died. Some Arrowboys shot Handgunners, some died. And here we ended the game, there wasn't much Bretonnians left. SUMMARY: Arrowboys with Big Boss' +1 to hit and Command Ability are rather devastating. But my rolls were incredibly good, mostly sixes and fives, I won initiative etc. And Bretonnian dice just hated him. Second game: Battleplan: Escalation Armies: Points: 1000 Bretonnian army: 5 Grail Knights 8 Knights of the Realm 5 Freeguild Outriders 10 Freeguild Handgunners 1 Empire General (general) 1 Paladin 1 Paladin Standard Bearer 1 Battlemage Orc army: 3 Ogors with ironfist 3 Ogors with ironfist 20 Savage Arrowboys 1 Huskard on Thundertusk (Battle Brew) 1 Savage Big Boss (general) 5 Savage Boarboys Both had exactly 1000 points, no Triumph Table. Pre-battle strategy: I deployed Ogors on the left and Ogors on the right. Bretonnia put Handgunners to the left with General, Knights of the Realm to the middle. I wanted to put Arrowboys to the middle next round and overwhelm the objective, while holding right objective and fighting for left objective. 1st ROUND Turn 1: Bretonnia started. Did not move. Turn 2: Orcs held their ground. There was no points to get and I wanted to stay away in case Bretonnia gets the initiative. 2nd ROUND Turn 1: Double turn for orcs. Lucky me. Again. Arrowboys arrived with Big Boss who gave them +1 with Bellowing Tyrant plus special Command Ability that allows extra attacks on roll of 6 (due to +1 to hit I got rerolls on 5 and 6). Moved to middle objective and claimed it. Then last battle repeated itself: Arrowboys shot, killed 7 Knights of the Realm, last one fled. Incredible luck with dice (AGAIN!), most my rolls were 5 or 6, lots of additional attacks. Ogors on the right got to the objective, on the left they didn't. Turn 2: Bretonnia put Paladin next to Handgunners, Outriders to cover close to Ogors and left objective, Battlemage next to Handgunners. Handgunners shot Ogors, Paladin charged Ogors, one died, Ogors didn't do any damage against the Paladin. General moved to get Victory Points. 3rd ROUND Turn 1: Orc won initiative again. Huskard arrived with Boarboys. I deployed all to the left side. Huskard killed the General with ice blast, Boarboys forgot to move. And lost a Victory Point with that. Ogors fought instead of retreating and lost a Victory Point due to that, didn't do any damage, Paladin killed one. Arrowboys shot Handgunners and Outriders. AGAIN, incredible dice rolls, all Outriders die, some Handgunners as well. Turn 2: Bretonnia put Grail Knights and Paladin Standard Bearer in the middle, charged Arrowboys. Didn't do very well, but 6 Arrowboys died. I rolled for Battleshock and got 1, so no-one fled either... my luck just didn't seem to stop. Paladin Standardbearer killed the Big Boss. And Arrowboys were zero after that. I think they did 2 wounds after that. Paladin on foot missed ALL 5 attacks (1s and 2s...). Ogor did some damage to Paladin. 4th ROUND Turn 1: Orcs won again. Huskard moved to the middle and ice blasted 3 Grail Knights, Boarboys forgot to move, but opponent generously let the do it later, so they charged to Paladin and killed it. Before that Paladin missed all 5 hits (again!). After that Bretonnia only had 2 Grails, handful of Handgunners, 2 wounded characters and no chance to get enough points for 5th round to beat the orcs. SUMMARY: My dice rolled incredibly well. Opponents dice incredibly bad. I would like to say that Arrowboys are crazy good with Big Boss even in unit of 20, but actually was just very lucky, I rolled mostly 5s and 6s and their victims mostly 1s, so actually I don't know. I could not really try Boarboys with their cool retreat and attack ability. As I hindsight I feel that Bretonnians actually deployed badly: their second reinforcments should have been Grail Knights to kick some ... before Huskard arrived. Second deployment had Outriders and two heroes, so he played all the time understrength. Altogether I liked the scenario a lot, much more different than others. Although 1000 points on normal sized table kind of forced us to fight for 2 objectives and "forget" the third. The list itself seems very powerful. Weak side is Saves: all have either 5+ or 6+, only Huskard has 4+. No magic users to give +1 to Save. Against rending units it can be awful. Maybe it would be good to change boarboys for wardokk to get some spells and probably triumph roll. But otherwise: first round the Arrowboys shoot at their full power and delete one unit from afar. If they are lucky, they kill another next time. After that, when there is more combat, they serve as great chaff: there are usually less of them and/or Boss has died, so they suck at killing, but 40 wounds is hard to kill even if there is no save. Huskard snipes characters or kills elite units with good save. Ogors take objectives, fast Boarboys support them where needed. However, it is probably much weaker against armies that can alpha strike etc. Our Bretonnians don't have really competitive and tuned army, the player has mostly just bunch of cool models that he uses. We could see the winner in the second round both times, so I would not use it again in normal friendly games. But I have no idea what kind of gamers/lists come to the tournament, so I think I'll stick to that. And as a side note: I have no idea, how people play these games so fast: we had 1000 points, last game we played only 3 rounds and it took us 3 hours...
  10. Another week... another mini! This was a busy one but I did manage to get in a bit of Nurgle painting and gaming both. First up I have a test mini for my Nurgle Chaos Warriors. This one doesn't have a name yet. I wanted a dirty look but not too over the top with gross. I also wanted to add a bit of lighter color to get the miniatures to pop out. Didn't take too long and looks pretty good I think. Happy to get input! Had the chance to put them on the table yesterday and got a couple quick AoS 500pt games in with Furry. Mostly just learning our units and the game for an upcoming escalation/narrative campaign to be held this summer at the FLGS. My list was: Lord of Plagues (General) Chaos Warriors w/ Mark of Nurgle and Greatblades/Greatweapons x 10 Plague Drones x 3 Going in to the game I wanted to see how the fast moving Drones would fare, how the Chaos Warriors would stack up against a unit of 5 Blightkings (same cost), and if the Lord was worth taking as my General over a magic using Hero. First game as a capture and hold objective scenario. I sent the Plague Drones up to claim the middle objective and they were quickly met and engaged by Furry's Lord on Dracoth. I didn't expect them to make it long or do much damage but they managed to hold out and eventually killed the Lord on turn 2 after only losing 1 model from the unit. Fly power! After taking out the Dracoth mounted enemy the remaining flies were met by the Lord of Plagues who decided to take the fight to the Sigmarites inbound on their position. Charging in the Lord of Plagues made short work of the followers of Sigmar. Even with just 3 attacks the Rend -1 and D3 damage made short work of them. He's a gross little Ogre! Leaving the terrain the same we set up for game 2 which was another objective capture and hold type scenario. This time I wanted to get the Chaos Warriors into combat to see what they were made of! Get ready boyeesss! We've got fliers incoming! Back in the middle a mighty scrum kicked up with the Plague Drones taking on the Lord of Dracoth again and this time it looked like they might die to the razor sharp claws of the beast... though a couple lucky saves kept them in the game. Meanwhile everyone else piled up below them to hit each other to death. Swinging a mighty 20 times with their Greatblades the Nurgle Warriors dealt 10 wound though the Sigmarites managed to save against almost all of them even with the Rend -1. The Lord of Plagues kicked the rest of them down and the game was won.
  11. Huskard on stonehorn plus mournfangs =epic! You'll never go back!
  12. Hello, I was asked to post a Battle Report I recently put up with my Beastclaw Raiders heavy Destruction against Chaos, Clan Pestilens. I've been doing Battle Reports for a bit and I'm now trying to post them around a bit more to get feedback and hopefully provide a little entertainment. You can find a link to the Battle Report here. Never heard of this forum until I was turned onto it via Reddit, hope you enjoy!
  13. So Not posted in awhile. But I have not been idle. So I have joined a Slow Grow league not to start a new army but to encourage me paint more ogres and start putting my existing ones onto round bases. First game for the Slow was a 500pts game and basically we had 3 messengers that we have to get part the others lines. Major victory if you get 1 or more messengers past whilst denying your opponent. Minor victory if you simple get more then them past. My List: 1 Butcher with cauldron, 3 lead belchers, 2 mournfangs. (note no restrictions on units) My opponent (Matthew Palmer, epic guy): 1 Rune smitter, 1 Grimwrath berserker, 5 vulkite berserkers, 5 Auric Hearthguard, 5 Hearthguard berskers. So this game was a really good fight. I was teaching Matt the rules and showing him things like he can split shooting attacks and stuff like this. I new his Grim wrath had to go down so made sure he never made combat by eating him with the MAW spell. God I love that spell! My Butcher's cauldron kept dishing out bad meat which was pretty funny. Basically there was a Big melee in the middle with my mournfangs which killed Hearth zerkers and a few messengers and his Aurics. The belchers shot up all the normal Zerkers and the Smitter finished off my Butcher and Mournfangs. The game ended with my last lead belcher (who had snipped the last Auric dude with D6 shot of 1!) and the Rune smitter in an Epic last models standing fight. It went 2 rounds and I nearly killed the Smitter but he made his saves! The belcher finally went down. During all this 1 of his messengers escaped but 2 of mine got away. Minor victory to me! Huzzah! So my belcher down with the messengers that escaped in the shot. Yes my messengers are dwarf miners (painted by my other half) and his was a harlequin. Note his Smitter was on 1 wound! So it really was 1 wound left on the battle field! A fantastic game and an Awesome opponent. The game was absolute fun all the times. More Slow Grow progress to show soon guys. Hope you enjoyed the brief batrep.
  14. Pinky Winky Ogors at Alliance 2

    Oi Orruky!!! Yeah I think that's what stopped me getting a win against Ben in the first game and a win in the third game. It's just getting into the mindset of you switch on an objective and can go off and do stuff. No problem. It wouldn't be too bad if they had the same toys as normal Ogors or if you could have 4 in a unit (like the boxes they sell), but that would mean Warscroll changes and that is not going to happen unless they get bundled into a Battletome. Make them cheaper is the better option.
  15. Grots at Sheffield Slaughter article

    What a fun army. Well done! MCGs aren't the greatest but you managed some pretty great wins. I like your list, too, it covers a ton of variables. It just suffers from being super squishy - even the hard-hitting Manglers. And a great report!
  16. Alrighty, so yesterday, I managed to catch a game, but unfortunately due to a minor disagreement in my household I had to cut the game short. (Mostly it was a miscommunication, but oh well!) Before I get to that, I'll just mention that I have built my 3rd batch of Boyz, and the bottom half of the Trukk from the Armoured Assault kit I got a month or so ago. That puts me up to 32 Boyz, 12 as sluggas and 20 as shootas (with the sluggas in the Trukk DT!). I'm almost done painting my 2nd batch of Boyz, and when they're done being painted I'll either do the 3rd batch or my 3 Deffkoptas next (which need some repainting since they were an eBay purchase with terrible dark green glossy skin, blech!)... But yeah, I'm keeping up with my army paint-wise, which is always a difficult thing for me! Gamer first, hobbyist second So, back to the Battle Report. My 4th opponent happen to be... ELDAR. I was heading into the game with the "I'm about to be blown off the field" mentality, so it helped me to enjoy the game while it lasted, not worrying about winning so much My list! CAD: Warboss - 'eavy armor, power klaw, Lucky Stikk 20 Boyz - Shootas, 2 Big Shootas, Nob-Boss Pole & Twin-linked Shoota (no PK!) 10 Gretchin to meet troop min. 2 individual Deffkoptas, twin-linked rokkits but no upgrades Looted Wagon - Killkannon, 3 Rokkits, Reinforced Ram (I literally just now realized I forgot the "Don't Press Dat!" rule this game, oops! Idk if it would've mattered, but still) Painmob: Painboy - Grot Orderly 12 Boyz - Eavy Armor, Nob-PK-BP, Dedicated Trukk with Reinforced Ram 5 Nobz - Eavy Armor, 2 PKs, 2 Big Choppas, Boss Pole Deff Dread - 2 Kustom-Mega Blastas, Grot Riggers My opponent brought: 3 identical units of 10 regular Eldar troops, that had the heavy support platforms that shot the Str7-AP3 weapons? 3 Warlocks that accompanied those units, all Psyker 1's (he got a few powers, but the only one he ever used was the primaris to give +1 to cover saves on the units) 1 Auturch(sp??) on a jetbike with a special sniper rifle with 120" range 2 omgiforgotthenamesaaaagh Fire Prism tanks...? Big cannon with three profile shots... And... an Avatar of Khaine. Oy. He won first turn, and although I got the Strategic Warlord Trait for +1 to seize, I failed. His 1st turn, He basically marched forward both turns, blowing chunks out of my Shoota Boyz but otherwise nothing scary effective. My 1st, I flew my Trukk forward to one flank, both my Koptas scouted then inched forward to fire missiles at one of his Prismsthingies, and I shot up a lot of stuff, taking one wound off the Avatar in the process. His 2nd turn, he goes to prepare to assault my Deff Dread with his Avatar, but he ends up shooting it to death (first game my DD went down! :O) and not being able to charge anything. He wrecks the Trukk, and the Boyz are deposited within an inch of one of his troop choices. My 2nd turn, I call a Waagh! and I hop my Boss-and-Nobz unit out of the tank; I move everything else closer to what they're trying to kill. In my shooting phase, I successfully Shoota'd one of his other troop choices, making room for my B&N to run and then charge his Avatar easily! The Slugga Boyz easily make combat against the troops (we forget overwatch, but at this point the "at home issue" had reared its head, so I had already said this would be my last turn sadly) and butcher enough of them to cause them to break and get run down. His Avatar kills 2 Nobz, but they were filler Nobz; however, sadly, the rest of the unit couldn't strip his last 2 wounds that he had had, PLUS my Warboss completely whiffed his attacks AND his Lucky Stikk rerolls, causing him to be cut down. So, sadly, I had to concede the game due to time restraints, and I couldn't even take home the glory trophy of killing his Avatar (which wasn't nearly as scary as I was expecting it to be, tbh). If the game had continued, his final remaining troop choice was in easy charge range of my B&N, and he still had his one-wound Avatar, his jetbike boss, and the 2 tanks (one was being shot to death with rokkits, the other about to be charged by the Slugga Boyz and glanced/PK'd to death). I still had pretty much everything but the Trukk, the Deff Dread, and a few Shoota Boyz (still had both Big Shootas and the Nob), so had I had time to continue, I felt that I probably would have taken home a win. But, real life always trumps the gaming life, and I try to choose the IRL over Gaming as often as possible. So, oh well. I took a couple pictures, but they're such a hassle to transfer off of my phone, and they were kinda blurry anyway, so I hope the text only will suffice this time. Next update, hopefully a game, definitely more painting, perhaps even some new stuff...???
  17. 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
  18. Warhammer TV

    An animosity-fuelled matched play game of Destruction vs Destruction will be starting in about an hour from now:
  19. 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
  20. 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.
  21. Grand Tournament!

    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.
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