I find myself on my day off running errands and driving around listing to various AOS Podcasts talking about various subjects, From Scrubby and Wells educated discussions about Adepticon Prep, to my first time listening to Age of Sigbrah and getting the feeling that they are long time friends and a few beers in. I love how diverse the whole community is and how each can cover the same topic but from a different perspective and it feels totally new.
So i played a game the other day. with my seraphon Army. it was a different list than I usually run or have really been thinking about but i was just viewing warscrolls and battalions and something struck me as playable.
so the Battalion requires that i take 3 units of Saurus knights, and 1 Saurus scar vet on either carnosaur or cold one. i chose to go with the carnosaur for the bigger damage dealer as well as more survivable. the Battalion gives the Saurus knights +3 to run and charge rolls, and one the charge the knights with spears inflict a mortal wound on a wound roll of 6+. So due to the knights own warscroll ability when aremed with spears they cause a mortal wound on a roll of 6+ to wound. So the knights on the charge do 2 mortal wounds on a would roll of 6+, not too bad, though... that never happened in the game the old blood on the carnosaur is great, his command ability buffs himself and the 2 scar-vets and the phenix stone makes sure he survives as long as he can. the other three heroes the Starseer, the Slann, and the Engine of the Gods. are all there to buff the Engine and give me the greatest chance at an extra turn. if you dont know the Engine of the God in the hero phase rolls 3 dice and then you consult a chart, if you roll an 18+ you get an extra turn. this can cause a double turn, or a triple turn or all kinds of craziness. having the Slann within 10" inches of the Engine lets you roll 4 dice and pick the 3 highest. while the Starseer does 2 things, it allows you to have up to 6 single die re-rolls, as well he has a spell that you cast on the engine that allows it to once per phase adjust the result of a roll up or down by one. So with this combo, i need 2 6's and a 5 on four dice, with re-rolls. still a low probability, but i think its worth the risk.
this was set up, we were playing boarder war, so 4 objectives with points gained each round. I had to proxy 5 saurus knights over on the left. but with the rest of my army i went with a centered core but it leaned to the right. i did this so that my opponent who had khorne Blood bound, with some varanguard would spread out and i could pick and choose which units to charge and take out. He had 2 units of 5 Blood warriors on the far flanks, 2 units of 5 skull reapers, in the center, the Varanguard on the right flank, heroes in the back field and a war alter, oh and a unit of 20 Blood reavers to the left. He went first and moved up cautiously. He buffed a couple of units and planted one of his 2 blood secrater heros.
My turn 1, buffed the Engine and rolls d6 mortal wounds on a target within 25 inches. i shot his general a khone hero on juggernaught. rolled a 6. so i was up to a good start. i moved everything forward. grabbed the objective on the left with 5 knights. grabbed the objective on the right with a unit of 10 kights, and blocked off as best as i could the varanguard from the rest of my army. my Engine team stayed behind. and i charged with the 2 carnosaurs the scar-vet cold one and failed with the second unit of 10 knights. the scarvet carnosaur, popped his potion and ate the enemy commander. and killed 1 skull reaper then my general went and he killed the rest of the units, me and my opponent both forgot that when you kill the skull reapers they do mortal wounds, so i got out of there unscathed. We rolled for turn and i got the double.
my turn 2. buffed up the engine, rolled d6 mortal wounds again, and put 5 wounds onto, i think the second unit of skull reapers. left my unit of 5 holding the left. secured my holding on the right. and moved to charge everything else. my engine team moved up slightly. but didnt do much. combat came, i charged the war alter and a hero. due to terrain and whatnot that is all i could hit but it allowed me to take his objective so i scored 9 points in my turn 2. i ended up eating the alter hurting 1 blood banner.
My opponents 2. planted second banner. the varanguard charged a unit of knights. the blood warriors on the left charged my unit of 5 knights. the second unit of reapers chared my scarvet on carnosaur. and it was mostly a melee of blood and death. he did little damage to the 5 man unit. and the varanguard flopped and only killed 2 knights. 3 reapers killed my scar vet carnosaur. that was sad. this picture was taken right before that.
i got the roll for turn 3 and took it. i buffed the engine and rolled a 6 and 3 1's i used my only 3 re-rolls on the 3 1's and got another 6 and a 5 and BOOM! extra turn. long story short i took his and mine for 5 extra points, then i took my extra turn and was about to score another set of points and my opponent conceded.
it was a hard fought battle and we found out i had cheated. i was using 4+ saves on my knights when i should have been using 5+ saves. it was a dumb mistake and i fell bad. but it happens. i am just a little bummed because i really wanted to see how this list functioned against a hard khorne matchup. so another playtest will need to happen.
but along this line i thought of another list along a similar train of thought.
the concept is the same except for the Engine +team. so no extra turns. but i think the initial punch is the same, but the longevity with the 2 extra monsters can carry me though. let me know what you think.