Tittliewinks22 Posted February 24, 2018 Share Posted February 24, 2018 Starting a separate thread from the other battle report cuz it's going to be actively updated as we play this game. Lists: Grand Host of Nagash ~1300 Weight King - General - Lord of Nagashizzar - Ossific Diadem Necromancer - Overwhelming Dread Necromancer - Fading Vigoure 40 Skeleton Spearmen 10 Skeleton Swordsmen 10 Skeleton Swordsmen 20 Grave Guard - Greatweapons 5 Black Knights 5 Dire Wolves Fyreslayers ~1300 Runefather on Magmadroth - General - Exemplar of Ancestor - Ash-Plum Sigil Runeson Grimwrath Berserker Runesmiter Battlesmith 30 Vulkite Berserkers - pickaxes+shields 5 Hearthguard Berserkers - Firepole Flameaxe 5 Hearthguard Berserkers - Firepole Flameaxe 10 Auric Hearthguard Battleplan : Scorched Earth Fyreslayers won the rolloff and got to pick side and they choose the graveyard with easy access to the warscryer citadel. Picture of deployment. Link to comment Share on other sites More sharing options...
Tittliewinks22 Posted February 24, 2018 Author Share Posted February 24, 2018 Fyreslayers finished deployment first so death takes turn 1. Death turn 1: Failed to cast mystic shield. Inspiring on the 40 man skeleton squad. Everyone ran and got in position utilizing cover and line of sight for heroes. Fyreslayers turn 1: Enhanced rune of farsight (16" throwing axes, reroll hits of 1) Auric Hearthguard and Runesmiter enter the citadel giving them range to snipe a necromancer. Necro failed his lookouts like a boss and ended up being first casualty of the game. Runeson charged the direwolves and failed everything. Magmadroth rolled low and failed a charge on black knights. Turn 1 score: Death (3) vs Duardin (3) Link to comment Share on other sites More sharing options...
Tittliewinks22 Posted February 24, 2018 Author Share Posted February 24, 2018 Death wins the rolloff! Death turn 2: The remaining necromancer has cold feet and failed to cast vanhels. Weight King inspired the 40 man squad. Gravesites and Grand Host regeneration returned the two direwolves and swordsman that were previously slain. The 40 spearmen made a successful charge on the warscryer citadel and wiped out half the Auric Hearthguard inside. Graveguard moved up the flank to pressure the graveyard. Black Knights retreated to cover the line necromancer better from the magmadroth. Fyreslayers turn 2: Rune of Awakened Steel. Warscryer Citadel debuffed the graveguard with -1 bravery. Maneuvered his Grimwrath and a squad of berserkers to stop the graveguard. The graveguard wipe out the Berserkers and do 3 damage to the Grimwrath. Vulkites move up to assist the Runeson who is on his last wound. They make a 10" charge and stay out of range of the Spearmen. Magmadroth makes a charge on skeletons and manages to rope the Necromancer into combat, who managed to fail all his 4+ on exactly all 5 wounds allocated to him... Spearmen kill 2 Auric Hearthguard and cause 4 wounds to the Runesmiter. The Vulkites pulling off the objective set them up to not get the full 3 points. Turn 2 Score: Death (6) Duardin (5) Link to comment Share on other sites More sharing options...
Tittliewinks22 Posted February 24, 2018 Author Share Posted February 24, 2018 Death wins the roll off! Turn 3 Death: I abandon playing the defensive game and move off my own objectives to pincer the vulkites between my Spearmen and black knights. Black knights don't do squat for damage. Magmadroth finishes off the 10 Skeleton Swordsmen. Grave Guard finish off the grimwrath. Spearmen finish off the Auric Hearthguard. I'm now off of all but one of my objectives and down to one hero for support. Making a push to take the citadel and graveyard to maximize points for the later turns. Turn 3 Fyreslayers: Rune of Fury The citadel gives the vulkites immune to battleshock which doesn't matter due to magmadroth command trait. Magmadroth positions itself to destroy midfield objective on death territory. Runesmiter retreats from citadel, battlesmith enters citadel. Battlesmith made 15/17 saves from skeletons. Runeson finally died to Vulkites leave the black knights at 1 wound remaining after throwing axes and clean it up in combat. Spearmen pile-in in a way to barley pull the vulkites into combat to stop their momentum and spread them out. Turn 3 score: Death (7) vs Duardin (7) Link to comment Share on other sites More sharing options...
Tittliewinks22 Posted February 24, 2018 Author Share Posted February 24, 2018 Fyreslayers win the Rolloff! Double turn! Turn 4 Fyreslayers: Rune of Searing Heat Citadel gives the Battlesmith immune to rend. Magmadroth fails to firebreath remaining 3 skeletons on backfield objective. Hearthguard Berserkers in graveyard move into position to slow the grave guard. Vulkites kill 3 Spearmen. Spearmen kill 1 vulkite and the battlesmith. Magmadroth destroys an objective and scores 2 points. Death turn 4: Weight king gives Spearmen +1 attack command ability and moves into the graveyard. Grave Guard charge Hearthguard Berserkers on the objective and wipe them out. Weight king charges the Runesmiter and slays him. Vulkites pile in and kill 3 Spearmen. Spearmen return 136 dice... 5 dead vulkites. Turn 4 score: Death (8) vs Duardin (10) Link to comment Share on other sites More sharing options...
Tittliewinks22 Posted February 24, 2018 Author Share Posted February 24, 2018 Fyreslayers win the rolloff! Turn 5 Fyreslayers: Rune of relentless zeal. Magmadroth makes a 16" move across the board onto an objective in death territory and cooks 3 spearmen. Fyreslayers retreat from combat onto another objective in death territory . He destroys both objectives for (5) points. Death turn 5: Gravesites bring back the 6 dead Spearmen who Congo over to the far objective in fyreslayers deployment and make a 9" run to get there. Death now has all three objectives. Destroy 3 objective for 7 points. Final score: Death (15) Duardin (15) Closing thoughts: Second game with the new battletome. Some poor placement for my necromancers, but the durability of 4 gravesites closely stacked near the middle saved my bacon! Also first time playing with Garrison rules, that -1 to hit and +1 save is much more durable than I thought! Link to comment Share on other sites More sharing options...
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