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Found 13 results

  1. 1 Ticket (2 players)                                                                                                                                                                                                                               for the AoS 6 Nations Doubles Event

    16th June 2017 in Derby, UK

     

    50.00 GBP

  2. Event Title: London's Calling 2017 Event Author: Tom Loyn Calendar: Events UK Event Date: 04/01/2017 08:30 AM to 04/02/2017 06:00 PM Hi guys, It is my great pleasure to bring London's Calling back into your tournament calendar. With AoS growing rapidly, we thought it high time to get a good sized event back at the home of the South London Legion at the Croydon Conference Centre in Croydon (spitting distance from East Croydon Station). Address: 5-9 Surrey St, Croydon CR0 1RG The event will be held on April fools weekend (you'd be a fool to attend!) so that's Saturday 1st and Sunday 2nd of April. It will be 60 players and will cost just £30, with all terrain provided. We will be using the 2017 SCGT composition pack, a link for this will be posted when it is available. To clarify, the realm gates scenario will not be used, since our event is 5 games. There is no requirement to bring realm gates with you. A full Rules Pack has now been uploaded and ***TICKETS ARE NOW ON SALE***. Bank details for payment of the £30 entry fee are as follows: SLL GAMING LIMITED Sort Code: 20-70-15 Account No 63544583 Please put your name in the subject to help us track payments. Hope to see you all there! London's Calling 2017 Player List: 1) Aaron Kenny 2) Alex Clark 3) Adam Cunis 4) Adam Elford 5) Ben 6) Chris Nielsen 7) Dave Busse 8) David Silva 9) Declan Wynn 10) Ed Hamon 11) Jack Armstrong 12) James Grant 13) Jay Hopkins - Dropped out (he doesn't love warhammer) 14) John Burgess 15) Josh Steele 16) Leo Rautonen 17) Luke Smith 18) Marc Wilson 19) Matt 20) Nathan Brookes 21) Owyn Abrams 22) Simon Froley 23) Tom Lambert 24) Ross Howard 25) Kieron Allender DRAW ROUND 1 CALLING RULES PACK: SLL LB Pack APRIL FOOLS V2.0.pdf SCGT RULESPACK (COMP USED AT EVENT): http://heelanhammer.com/scgt/
  3. Join us at the South London Legion (Croydon Conference Centre) tomorrow (Wednesday 22 February) for our second AoS night of 2017. It's the perfect chance to come down and start getting involved with our growing AoS community. Play games, chat hobby, chat lists, smash face, roll dice - whatever. We're hoping for 4-5 games, possibly more. Hope to see you there. @Tom Loyn @Leonardas @Bowlzee @Thanatos Ares
  4. Tom Loyn

    London's Calling 2017

    until
    Hi guys, It is my great pleasure to bring London's Calling back into your tournament calendar. With AoS growing rapidly, we thought it high time to get a good sized event back at the home of the South London Legion at the Croydon Conference Centre in Croydon (spitting distance from East Croydon Station). The event will be held on April fools weekend (you'd be a fool to attend!) so that's Saturday 1st and Sunday 2nd of April. It will be 60 players and will cost just £30, with all terrain provided. We will be using the 2017 SCGT composition pack, a link for this will be posted when it is available. A full rules pack will follow soon! But for the time being if you could post interest below I'll start putting a player list together. Details of how to purchase your ticket will be in the rulepack once it is available, latest the beginning of December. Hope to see you all there!
  5. Theory behind my army - Archaon's Furry Friends 3 days before the event, I received the dreaded news that my Celestial Hurricanum conversion was borderline but not quite acceptable at The Warlords. Fortunately I had spent some time rebasing my Skaven, so I had a plan B all worked out. I've wanted to use this combo for months, so this was a good opportunity (original plan was to use it at Blood & Glory). The army relied on Chaos's best Warscroll and biggest advantage - the ability to stack command abilities using Archaon - or more specifically little/old Archaon - 320 points. New Archaon is sitting in a box - as his lack of rend or a shooting attack makes him pretty meh in my opinion. Chaos Command Abilities are surprisingly bad with the exception of the Skaven Moulder and Verminus ones. I'm an alpha striker by nature and the Battleplans favoured bodies on the table and heroes, so I settled on the following Verminus army. 1 x Archaon, the Everchosen (1) 320 1 x Tretch Craventail (1) 100 1 x Skaven Warlord (1) 100 1 x Skaven Warlord (1) 100 1 x Sayl the Faithless (1) 160 1 x Verminlord Warbringer (Crown of Conquest) 300 3 x Stormvermin (30) 420 4 x Clanrats (40) 240 3 x Clanrats (30) 180 1 x Clanrats (10) 60 Total 1980 I cranked the maths on the combo I was planning and it was up in the horrific category. The basic idea was to have a block of 30+ rats moving at 18 inches, flying, with +2 attacks each, an extra point of rend (to open up Temple Guard with the Stormvermin), rerolling ones to hit and wound and 6s to wound doing double damage. Tretch was the bargain in this list - supplying both the -1 rend and the double damage on 6s to wound. Given that Clanrats get +1 to wound in units of 20 (so double damage on a 5+ to wound) and +1 to hit as 30 or more, a block of 30 Clanrats could do as much damage to a 4+ save unit as the 30 Stormvermin - namely 60+ wounds to a 4+ save. In practice some people didn't realise that the Clanrats were any more than a chaff unit. The final component was the Verminlord Warbringer (who gets a lot of disrespect compared to his Deceiver buddy). Not only did he supply the rerolls - but also Death Frenzy, which turned the rats into Blood Warriors - able to pile in and attack on death in the combat phase - complete with all the buffs! The proper response to the Clanrats bomb was to retreat and shoot. If you had to attack them, then you would shred them, but they would then get another round of fully buffed attacks in. Horrific! Only downside to the Warbringer is his Command Ability was an aura not a fire and forget - so he had to run forward and often died. On the plus side he often took bullets for Tretch and Co.. I adopted the Tomb King strategy Dan Ford taught me of everything sitting back and a single buffed unit going in like a cannonball each turn - meant I would only have one activation to do. 180 points of Clanrats would hopefully kill a multiple of their value and then next wave would be 40 Clanrats or the Stormvermin to go through the hole they made. The retreat charge mechanic could also help with this - the no longer buffed unit could disengage and leave space while taking on something softer. I had 10 drops so would usually end up being made to go first and so I lined up the 30 expendable Clanrats on the 12 inch line to go in first. My weakness was enemies sniping my heroes - but this never really happened. Archaon in cover is on a 2+ with 8 wounds, Tretch on a 3+ rerollable, Warlords on a 2+ vs damage 1 attacks. People did snipe Sayl often but too late. Archaon can be anywhere on the table for my purposes so I could have dropped him in a corner. I had negligible shooting. Obviously against any other alpha strike I would bunker 30 Clanrats with 2 inch range Stormvermin behind, then 40 Clanrats and 10 to protect heroes. After seeing the Hellcannon shred me in the last tournament I took the Balewind to snipe artillery crew with Archaon's Arcane Bolt - 36 inch range.
  6. There were just 4 of us at South London Legion - the calm before the storm of next week, when we've got 15 people attending. Maxime played against Tom (a new player at the club) who brought his Dark Elves. I gather it was quite a cautious game, lots of dancing around. Battleplan and Deployment I made another attempt to use Order - this time with the Lightning Echelon battalion - against Rob Bradley's Nurgle force from the Warlords. We played Escalation since I lost that battleplan against @Bryan C at the Warlord and Rob was happy to practise it too. I used this lot: Size Type Role Points 1 Glade Lord on Forest Dragon (1) (General) (Behemoth) (Reckless, Hoarfrost) Leader, Behemoth 340 1 Celestial Hurricanum with White Battlemage Leader, Behemoth 320 1 Lightning Echelon 140 2 Fulminators 240 2 Fulminators 240 2 Tempestors 240 2 Tempestors 240 3 Waywatchers Battleline 80 3 Waywatchers Battleline 80 3 Waywatchers Battleline 80 2000 Rob had his Nurgle Daemon formation, 2 GUOs, Epi-Pen, 3 Flies and 6 Flies, 10, 10 and 20 Plaguebearers and a Plagueclaw. There was no significant scenery. We had a sweet lava fat mat to play on. Rob had his formation, so he could set up all 3 units of Plagubearers as a single drop. I then deployed my Waywatchers in a thin green line. Battleround 1 Rob made me go first. I proceeded to blaze away at his 10 Plaguebearers and move some of my dudes into cover (you cannot score in Battleround 1). With hindsight, they should have stayed at max range. I managed to kill 5 of them with precise shots. Rob responded my bringing back 4 of them with Battleshock.... Rob waddled his dudes onto the objective on a record short turn. Battleround 2 I won the initiative and brought on the Hurricanum and a unit of Tempestors and a unit of Fulminators. i realised later that that I should have left one unit of Waywatchers on the left in order to park on that objective, rather than putting all 3 on the right in my haste to focus fire vs Nurgle. This meant that my 240 points of Tempestors would be sitting around doing nothing. The Celestial Hurricanum was on fire all game, I dropped a comet - killing 3 Plaguebearers and then rolled a 6, 6, 5 for the shooting attack. 13 Plaguebearers died in total and his unit popped with the Battleshock roll. On discussion during the train journey home with Max, we concluded that rolling a 1 doesn't mean that you "pass" the battleshock test, so you still suffer the casualties. Referring to the hints and tips section, the player whose turn it is can decide when to do simultaneous stuff - we reasoned that if you take the casualties first and this wipes the unit, then the D6 models back doesn't help you as there is no unit to add models to. This means that you have to choose to bring the D6 models back and only then remove those who flee. If it is your opponent's turn, then he can choose the battleshock losses to go first in order to prevent the D6 models coming back - this assumes that you lost a shedload of models. However, the Dracoth Knights were obviously distracted by all the pyrotechnics - while their shooting attacks killed 5 Plaguebearers, both units failed charges of 4 to get into the Plaguebearers. This by itself cost me the game. In hindsight, I should have sent the Fulminators towards the middle (I overestimated how far they had to move to score). In Rob's turn, he dropped the 6 flies in the middle and grabbed the middle objective. He also sent on the 3 Flies and his general against the Waywatchers. The flies made a strong charge and killed 8 Waywatchers. This put Rob ahead by 3 objectives to 0. Battleround 3 The Hurricanum and Fulminators moved up against the 6 Flies. The Hurricanum killed one with its shooting. The Tempestors only killed 2 Plaguebeares with their shooting and melee combined - a truly dreadful performance, which means that they failed to capture this objective again! On the right flank, things went little better, the Fulminators went into the Flies, while the Forest Dragon positioned itself to make sure everything went last. The Fulminators are meant to be devastating on the charge, but mine only managed to kill one Fly. We both rolled terribly for hit and wound rolls. The Dragon was a complete joke in melee. The Tempestors also fluffed it against the Plaguebearers and I forgot to fire the Waywatcher's shots. I again scored zero. In Rob's turn the other GUO, Plagueclaw and Epi-Pen showed up. The GUO vomited over all my units, killing the Waywatcher and taking 3 wounds off my General. The other one mystic shielded his general. Things were looking bad! Shooting did a further 7 wounds on my general. Both GUOs made their charges with 7s, so extra attacks. My Tempestors finally killed the right Plaguebearers. Rob's sole mistake of the game was not retreating them out of combat to where they could still score in this turn. This gave me a glimmer of hope. My general killed a Fly. The GUOs killed my general. Rob scored a further 2 points. Battleround 4 This time Rob won the initiative - hope over. The Fly moved to block the charge of the Fulminators. The GUOs attacked the Tempestors and killed them. The 6 Flies sat still. Rob scored another 2 points. In my turn, the Fulminators shot off the Fly. The Hurricanum mystic shielded the other unit of Hurricanum and moved forward to shoot. It killed another Fly. The Fulminators approached and shot at the big unit of flies, killing another one. They all made their charges. I then activated the formation ability so I could drop a further 4 mortal wounds and reposition them with another charge nearer to the Hurricanum. I rolled badly for the hit rolls, so the unit clung on with 2 models left. I did pick up two points this turn. Game over. Rob played it well and didn't lose hope when I blew up his big block of Plaguebearers in one turn. Another meagre performance from my Order army, although it would have been interesting to see how they fared against a non-ward save army. The Forest Dragon really didn't pull its 340 point weight. I think it's better in a defensive bunker/gunline army. The Tempestors and Hurricanum both have a huge variance in their damage output - a good roll and they can destroy swathes of troops. A few cheeky 6+ saves and they do badly. This battleplan continues to vex me. I do like the formation special rule though, so I'll give it another try.
  7. So we had our second dedicated AoS night at the club yesterday. It proved a significant success, with 10 players on five tables up from 4 players last time. We also welcomed 5 new players to the fold. So many Khorne models! Armies Around the room, we had Khorne vs Nurgle, Tomb Kings vs Nurgle, Stormcast vs Destruction and Khorne vs the undefeated Flesh Eater flappies list. I'm pleased to report that the Bloodletter bomb finally prevailed against the Flappies. The other games were pretty close from what I hear. I had the pleasure of welcoming Greg, who brought his Stormcast list. It wasn't a tuned list (no formations), but this had the disadvantage for me of upping the model count. I brought my supposedly fine-tuned Order list for The Warlords.... Greg had more or less the following: Lord Castellant (General) Lord Relictor 2 units of Prosecutors 3 units of Judicators 2 units of Liberators Retributors Protectors Concussors Deployment The Battleplan was number 6 - Gift from the Heavens. I gave Greg the side with the mystical terrain on it. His Lord Castellant did not approve of this. Wary of the Vexillor and 5 Retributors I bunkered (but not in the corner) and left one unit of Fulminators out front to go off and hunt. My problem is I don't have any chaff units, so the alpha strike armies are going to do well. I had the Fyreslayers off the board for deepstrike-lite (which I skillfully forgot about until battleround 2...). Greg carpeted the board with his nice red models (part painted). Battleround 1 I had far fewer drops, so I gave Greg the first turn and braced for the inevitable. Greg picked the weakspot in my bunker and teleported in. The aoe damage from the Vexillor took out a unit of Waywatchers by itself and dented the Fulminators. While this opened up the Celestial Hurricanum, it was still hard to access without rousing the Forest Dragon. Instead, Greg played safe by taking out a unit of Fulminators comfortably. Ouch! The rest of his army lumbered forward, but was out of range for shooting. In my turn I slung the Executioners across to guarantee the deaths of the Retributors. I dropped a comet on the Retributors. I moved the Celestial Hurricanum forward and blazed away at the Prosecutors (killing 2) and Liberators (killing 3). The remaining Waywatchers fired away and did some damage with precise shots. The Fulminators moved up and also shot at the Retributors and the Executioners finished the job with the Dragon waiting in the wings. Battleround 2 I won the initiative and took the first turn. This time I remembered to bring on the Fyreslayers. I moved up on the right looking to smash Greg's remaining Hammer units with shooting and charges. The Hurricanum went for it so that I could shoot at the Concussors - it rolled badly and only took off a few wounds. Further shooting dented a unit of Judicators. Unfortunately with rerolls from the Battletrait I don't think Greg lost any models to Battleshock this turn. I had 3 charges to make on a 9, 8 and 7 - I made none - disaster. Why didn't I take Reckless! The Fyreslayers sat around admiring the sun, while the Dragon and Fulminators had to make do with skewering a Prosecutor. The Runesmiter made it it but hits like a crippled Wizard - the Judicators did a wound back. Score 2-0 Greg's turn - the comet landed near the Fyreslayers. His Prosecutors moved to take it. Hi Lord Celestant zapped some wounds off my poor Runesmiter. He moved up to charge the Hurricanum. His Liberators advanced slowly on my comet. A hail of shooting took 7 wounds off the Celestial Hurricanum - unusually Greg takes the super Crossbow and he fired that at the Fyreslayers who failed their ward saves. Having done so much damage with shooting, Greg elected to split his charges - the Concussors going into the Fulminators and the Protectors into the Hurricanum. However, now it was his turn to fail a charge. The Protectors fluffed it. The riders of both the Concussors and the Fulminators sucked relentlessly. Neither side lost a model. The Runesmiter went down. Score 2-2. Battleround 3 Greg now won the double turn and made better use of it than I managed. Greg shot off my unit from the objective and his Liberators grabbed it. He charged the Fyreslayers with his Relictor. The Protectors crushed the Celestial Hurricanum. Painfully, the Concussors just managed to kill one of the Fulminators (a consequence of a failed mystic shield roll earlier). The Vexillor came in to do a few swings and hold me up. Without the ward saves several Fyreslayers bit the dust. They took only 3 wounds off the Relictor. Things were looking very dicey for me now - everything needed to work out perfectly to claw this back. My shooting switched to the Liberators - killing two of them (they passed the Battleshock even without a reroll). The Concussor rolled a 1 for the number of attacks of its shooting attack, which was a big blow. My Dragon made a charge of 7 and entered the fray. The Executioners also made a good charge, but rolled poorly, failing to wipe out the Protectors. The Dragon finished the job. This left just the Vexillor alive on the right. The Fyreslayers finished off the Relictor. Score 8-2 Battleround 4 I'm not sure who won the initiative here. I think it was Greg. It was all over anyway. Well played Sir! The game forced me into a crisis of confidence in my list - I started amassing Skaven for The Warlords. Order might still make it to Warhammer World - as it would be nice to have brought all four Grand Alliances to 4 successive tournaments.
  8. We had two games at South London Legion this week. Ben's Flesh Eater Courts monster mash (4 flappies) took on Rob's mixed Khorne. Armies I had the pleasure of taking on Maxime, a new player at the Legion, who had a really well-converted and painted Nurgle force: The Glottkin GUO (General) Verminlord Deceiver 30 Plaguebearers 10 Plaguebearers 10 Plaguebearers Sayl and Nightmaw Warp Lightning Cannon After a decent showing at Rain of Stars with my mostly Grots Destruction list, it was time for me to wheel out a brand new army - a candidate for The Warlords: 1 x Glade Lord on Forest Dragon (1) 340 1 x Celestial Hurricanum with White Battlemage (1) 320 1 x Knight Vexillor (1) 200 2 x Paladin Retributors (10) 440 1 x Waywatchers (3) 80 1 x Waywatchers (3) 80 1 x Waywatchers (3) 80 1 x Har Ganeth Executioners (10) 200 2 x Bloodwrack Medusa (2) 240 1980 Deployment We played the GH battleplan with 4 objectives diagonally positioned (Border War). Scenery rules were pretty irrelevant for once. I made a mistake deploying, while I put my Vexillor down out of range of the Warp Lightning Cannon, I forgot he had a Verminlord Deceiver. As a result I ended up walling him in with Retributors and panicked into using the teleport too early. I put down the bulk of my force on my central objective with Waywatchers on each side to grab the side objectives. I simply didn't have enough bodies to wall off the Hurricanum from the inevitable Verminlord attack. Max deployed a ball of Nurgle in the middle - shielding his valuable stuff with masses of Plaguebearers. Interestingly he made the Verminlord his General rather than The Glottkin (we both have Glottkins and they are overcosted, nevertheless fun to play). He gave the GUO the Talisman that gives it a 5+ ward against wounds (not mortal wounds oddly) caused by Order. Battleround 1 Max made me go first. I decided that I'd had enough of bouncing off ward saves and wasn't going to risk Max getting a double turn and stomping me twice with The Glottkin, so I "played for the objectives" by teleporting the 10 Retributors over to stomp on 10 Plaguebearers, while leaving one dude to cling onto the right objective. The rest of my army moved up and took aim at the Warp Lightning Cannon - chipping a few wounds off. The Celestial Hurricanum was just out of range - a big error. I derped with the Paladins, putting one of the Mace dudes in the wrong place (despite them being colour coded). Max rolled ward saves like a boss, so I only killed 9 Plaguebearers. We all know what happened next - battleshock test - rolled a 1 and 5 Plaguebearers popped back up. The derp is real. Score: 5-0 In Max's turn, he failed the cast for +1 wounds to the 30 block of Plaguebearers (this may have saved me the game). He also failed mystic shield, but cast Sayl's spell on the big block. The Verminlord popped up behind the Celestial Hurricanum as expected. The mildly depleted Plaguebearers chuckled mirthfully and retreated onto the objective away from the Retributors. The 30 block swarmed my middle around the forest. The Glottkin and GUO advanced on the Retributors. The Warp Lightning Cannon killed 5 Executioners (just what I didn't want to happen) - another one ultimately fled. The 30 Block did minimal damage to my forces but sat there, grabbing the objective. The Verminlord failed his charge of 6 against the Celestial Hurricanum. Max held his, mine and the right objectives. Score 5:7 Battleround 2 Winning the initiative saved my bacon here. The Hurricanum buffed the armour of the Forest Dragon. The Forest Dragon used its command ability on itself. The Executioners moved forward to take on the 10 Plaguebearers threatening the left objective. The Forest Dragon readied itself to charge both the Verminlord and the 30 block. The Paladins advanced on The Glottkin. My shooting decimated the 30 block and took the remaining wounds off the Warp Lightning Cannon. The Paladins made their charge into The Glottkin and smashed face - making up for the earlier embarrassment - nothing but gore and guts remained. Max chose to attack with the Plaguebearers and killed another two Executioners. In response, they killed 2 Plaguebearers. The Forest Dragon rolled well and took out the Verminlord Deceiver. However, the remnants of the 30 Block still outnumbered me on my home objective. Ominously for me the score remained unchanged: Score 5:7 Max's turn. Max zapped off the Executioners with Arcane Bolt. The Great Unclean one moved up to engage the Paladins. The 30 block retreated while still keeping sufficient models on my home objective. The 10 Plaguebearers on my left went for my Waywatchers on the objective. The GUO killed a few Paladins with shooting and melee attacks and took a few wounds in return. The 10 Plaguebearers took out the 3 Waywatchers. Max held all the objectives and surged ahead: Score 5-16 Battleround 3 Max then won a double turn. This time, the GUO retreated from the Paladins. The 30 block remnants stayed put. Max again held all the objectives. Score 5-25 In my turn, I was desperately behind so really needed to capture all the objectives swiftly. The Hurricanum fired off a comet, which bounced off the GUO's double ward save, rather than hitting the Plaguebearers. Ominous. The Forest Dragon opted to take out the remainder of the 30 block. The Paladins advanced towards the GUO, Sayl and Nightmaw, getting enough models in range of Max's objective to score. The Hurricanum blasted away at the Plaguebearers on the left objective. On the right my forces advanced on the small force of Plaguebearers and failed their charges. The Paladins followed suit, slipping in the mess left behind by The Glottkin. The Forest Dragon wiped out the 30 block. Max rolled another 1 for Battleshock on the unit of Plaguebearers on the left objective - they came back to full strength - looking really ominous. I picked up Max's objective (with the Paladins) and my own. Score 10-25 Battleround 4 If I lost this initiative roll, it was game over even if I tabled Max. Fortunately I won it. The Forest Dragon went for the left Plaguebearers along with the Hurricanum. My remaining forces went for the right one, aside from 3 Waywatchers left on the home objective. This was stupid in retrospect I should have left the Hurricanum on it because of Sayl's spell. I wiped out all of the Plaguebearers meaning I scored 9 points - slowly pulling it back, but time was short. Score 19-25 In Max's turn he tried to cast Sayl's spell on the GUO, but failed. Had he done so and got the Charge into the Waywatchers, he would have won by grabbing another 4 points to take an unassailable lead. Instead the GUO ran forward towards the objective. Score 19-25 Battleround 5 However, there was one final chance for the forces of Nurgle. If Max won the initiative he could try to cast the spell again and rocked the GUO over. The dice were rolled, but no luck for Nurgle's crippled forces today - I won the initiative and Max conceded the slenderest of Major Victories. The forces of Order breathed a sight of relief. Final Score 28-25 A really fun game for us both, which shows how even Max's crippled forces could nearly win the game. I think we both played to the objectives. We got successive double turns, which swung the game, in mine I crushed his army, while in Max's he wracked up a load of points. The potential of Sayl's spell to turn the game indicated how crucial movement can be. The core of my list felt too vulnerable to shooting (or impact hits), so I'm likely to scale back the Vexillor antics and strengthen the core instead. 200 for the Vexillor and 440 for the Retributors makes it a real commitment.
  9. We had two games at South London Legion this week. Ben's Flesh Eater Courts monster mash (4 flappies) took on Rob's mixed Khorne. Armies I had the pleasure of taking on Maxime, a new player at the Legion, who had a really well-converted and painted Nurgle force: The Glottkin GUO (General) Verminlord Deceiver 30 Plaguebearers 10 Plaguebearers 10 Plaguebearers Sayl and Nightmaw Warp Lightning Cannon After a decent showing at Rain of Stars with my mostly Grots Destruction list, it was time for me to wheel out a brand new army - a candidate for The Warlords: 1 x Glade Lord on Forest Dragon (1) 340 1 x Celestial Hurricanum with White Battlemage (1) 320 1 x Knight Vexillor (1) 200 2 x Paladin Retributors (10) 440 1 x Waywatchers (3) 80 1 x Waywatchers (3) 80 1 x Waywatchers (3) 80 1 x Har Ganeth Executioners (10) 200 2 x Bloodwrack Medusa (2) 240 1980 Deployment We played the GH battleplan with 4 objectives diagonally positioned (Border War). Scenery rules were pretty irrelevant for once. I made a mistake deploying, while I put my Vexillor down out of range of the Warp Lightning Cannon, I forgot he had a Verminlord Deceiver. As a result I ended up walling him in with Retributors and panicked into using the teleport too early. I put down the bulk of my force on my central objective with Waywatchers on each side to grab the side objectives. I simply didn't have enough bodies to wall off the Hurricanum from the inevitable Verminlord attack. Max deployed a ball of Nurgle in the middle - shielding his valuable stuff with masses of Plaguebearers. Interestingly he made the Verminlord his General rather than The Glottkin (we both have Glottkins and they are overcosted, nevertheless fun to play). He gave the GUO the Talisman that gives it a 5+ ward against wounds (not mortal wounds oddly) caused by Order. Battleround 1 Max made me go first. I decided that I'd had enough of bouncing off ward saves and wasn't going to risk Max getting a double turn and stomping me twice with The Glottkin, so I "played for the objectives" by teleporting the 10 Retributors over to stomp on 10 Plaguebearers, while leaving one dude to cling onto the right objective. The rest of my army moved up and took aim at the Warp Lightning Cannon - chipping a few wounds off. The Celestial Hurricanum was just out of range - a big error. I derped with the Paladins, putting one of the Mace dudes in the wrong place (despite them being colour coded). Max rolled ward saves like a boss, so I only killed 9 Plaguebearers. We all know what happened next - battleshock test - rolled a 1 and 5 Plaguebearers popped back up. The derp is real. Score: 5-0 In Max's turn, he failed the cast for +1 wounds to the 30 block of Plaguebearers (this may have saved me the game). He also failed mystic shield, but cast Sayl's spell on the big block. The Verminlord popped up behind the Celestial Hurricanum as expected. The mildly depleted Plaguebearers chuckled mirthfully and retreated onto the objective away from the Retributors. The 30 block swarmed my middle around the forest. The Glottkin and GUO advanced on the Retributors. The Warp Lightning Cannon killed 5 Executioners (just what I didn't want to happen) - another one ultimately fled. The 30 Block did minimal damage to my forces but sat there, grabbing the objective. The Verminlord failed his charge of 6 against the Celestial Hurricanum. Max held his, mine and the right objectives. Score 5:7 Battleround 2 Winning the initiative saved my bacon here. The Hurricanum buffed the armour of the Forest Dragon. The Forest Dragon used its command ability on itself. The Executioners moved forward to take on the 10 Plaguebearers threatening the left objective. The Forest Dragon readied itself to charge both the Verminlord and the 30 block. The Paladins advanced on The Glottkin. My shooting decimated the 30 block and took the remaining wounds off the Warp Lightning Cannon. The Paladins made their charge into The Glottkin and smashed face - making up for the earlier embarrassment - nothing but gore and guts remained. Max chose to attack with the Plaguebearers and killed another two Executioners. In response, they killed 2 Plaguebearers. The Forest Dragon rolled well and took out the Verminlord Deceiver. However, the remnants of the 30 Block still outnumbered me on my home objective. Ominously for me the score remained unchanged: Score 5:7 Max's turn. Max zapped off the Executioners with Arcane Bolt. The Great Unclean one moved up to engage the Paladins. The 30 block retreated while still keeping sufficient models on my home objective. The 10 Plaguebearers on my left went for my Waywatchers on the objective. The GUO killed a few Paladins with shooting and melee attacks and took a few wounds in return. The 10 Plaguebearers took out the 3 Waywatchers. Max held all the objectives and surged ahead: Score 5-16 Battleround 3 Max then won a double turn. This time, the GUO retreated from the Paladins. The 30 block remnants stayed put. Max again held all the objectives. Score 5-25 In my turn, I was desperately behind so really needed to capture all the objectives swiftly. The Hurricanum fired off a comet, which bounced off the GUO's double ward save, rather than hitting the Plaguebearers. Ominous. The Forest Dragon opted to take out the remainder of the 30 block. The Paladins advanced towards the GUO, Sayl and Nightmaw, getting enough models in range of Max's objective to score. The Hurricanum blasted away at the Plaguebearers on the left objective. On the right my forces advanced on the small force of Plaguebearers and failed their charges. The Paladins followed suit, slipping in the mess left behind by The Glottkin. The Forest Dragon wiped out the 30 block. Max rolled another 1 for Battleshock on the unit of Plaguebearers on the left objective - they came back to full strength - looking really ominous. I picked up Max's objective (with the Paladins) and my own. Score 10-25 Battleround 4 If I lost this initiative roll, it was game over even if I tabled Max. Fortunately I won it. The Forest Dragon went for the left Plaguebearers along with the Hurricanum. My remaining forces went for the right one, aside from 3 Waywatchers left on the home objective. This was stupid in retrospect I should have left the Hurricanum on it because of Sayl's spell. I wiped out all of the Plaguebearers meaning I scored 9 points - slowly pulling it back, but time was short. Score 19-25 In Max's turn he tried to cast Sayl's spell on the GUO, but failed. Had he done so and got the Charge into the Waywatchers, he would have won by grabbing another 4 points to take an unassailable lead. Instead the GUO ran forward towards the objective. Score 19-25 Battleround 5 However, there was one final chance for the forces of Nurgle. If Max won the initiative he could try to cast the spell again and rocked the GUO over. The dice were rolled, but no luck for Nurgle's crippled forces today - I won the initiative and Max conceded the slenderest of Major Victories. The forces of Order breathed a sight of relief. Final Score 28-25 A really fun game for us both, which shows how even Max's crippled forces could nearly win the game. I think we both played to the objectives. We got successive double turns, which swung the game, in mine I crushed his army, while in Max's he wracked up a load of points. The potential of Sayl's spell to turn the game indicated how crucial movement can be. The core of my list felt too vulnerable to shooting (or impact hits), so I'm likely to scale back the Vexillor antics and strengthen the core instead. 200 for the Vexillor and 440 for the Retributors makes it a real commitment.
  10. It's the last week of the month, so come on down to the South London Legion for a mega night of AoS. At least 4 games of AoS going on, with a variety of levels of experience in the room. All newcomers welcome. We'll be playing both 1,000 and 2,000 point games.
  11. Battleplan After the wild three-way last week, we returned to something more normal - just a Bloodthirster, 6 Forgeworld Monsters and a certain dude on a three headed dragon facing off against each other. We opted for Battleplan 1 from SCGT - Heralds of the Storm - longwise/Battle of the Pass, 4 objectives, score every turn, only heroes and monsters can score. Armies Goregutz the Troll Hag Stompy the Rogue Idol of Gork Char the Magma Dragon Grimjaw the Dread Maw Morejaw the Dread Maw 20 Grots (the Green Moon Clan) 3 Fanatics Rob took his own monster mash: Archaon Skaarac Billy the Wrath of Khorne Bloodthirster Juggerlord Mighty Lord of Khorne Bloodstoker Bloodsecrator 2 Skull Cannons
  12. Battleplan So Ben (Flesh Eaters plus Soulblight), Craig (Bowlzee) (Khorne) and I (mortal Tzeentch) took on a 3-way battleplan from the General's Handbook at the South London Legion. The mission was to capture a central objective which only the general could pick up and carry. If your general died, then at best you could reduce it to a minor victory for an opponent by flooding the holding general with models. Fortunately we all had pretty tanky generals (Ghoul King on Zombie Dragon, Bloodthirster and Old Archaon). Deployment was in a choice of 6 areas around the corners and the middle of the long edges of the board. It worked really well overall - 3-way games are very dramatic and there's good banter/backstabbing when deciding who can attack next in the combat phase for example - both players have an incentive to sabotage the one who has temporarily taken the lead. Armies We used our SCGT lists. Ben took his Royal Menagerie formation (3 flappies), Ghoul King on Zombie Dragon, 10 Blood Knights, 10 Dire Wolves and 5 Hexwraiths. Craig brought a Khorne list with the Bloodthirster command ability for buffing the Bloodletter Bomb (20 Bloodletters, Bloodstoker, Bloodsecrator). Mighty Lord of Khorne, Juggies, Juggerlord, Blood Warriors and Blood Reavers made up the numbers. The idea was to charge - KHORNE. I brought a hero heavy Fatesworn Warband, with Old Archaon as general, Juggerlord, both Slaanesh Lords and Disklord and the usual Slaves to Darkness units. The idea was to weather the storm with multiple ward saves and use Old Archaon as my beatstick (extra attacks on 6's to hit, +1 to wound on the charge - so Slayer of Kings on two 5+ wound rolls, random rerolls from the Disklord and pile in and attack twice). Deployment Ben and Craig faced off against each other, while I was on one of the short table edges. The mystical terrain was in one of my corners. Craig would have won the painting prize. corners....
  13. Hi the South London Legion are holding their first AoS club night on 29th June. The venue is, as always the Croydon Coference Centre, 5-9 Surrey Street, Croydon, CR01RG. The day is Wednesday 29th June. The club is open from 4-11pm. The aim will be to hold an AoS night once a month moving forwards. It will be open to anyone who wants to play a game or two of AoS. Only the faithful...
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