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500 point mini game BoC vs KO

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Visited FLGS last night and a friend challenged me to a mini pickup game of 500 points of AoS. (I had my BoC army still at store from last weekend's 1000 event). 

Matched Play: 500 points

Mission: Starfall (played on 2x2 board so edited mission so that objective would drop in center of either board rather than 3 locations).



Greatfrey: Allherd

- 1 x Beastlord  (General, Command Trait: Dominator, Artefact: Blade of Desecrator)

- 1x 10 Ungor (mace and shields)

- 1 x 10 Bestigors

- 1 x 3 Bullgors (Greataxes)

- 1 x Chaos Spawn

Total points: 480



Skyport: Barak-Urbaz, The Market City  (Footnote: Where there's war, there's gold)

- 1 x Aether-Khemist (General, Command Trait: Khemists Supreme , Artefact: Breath of Morgrim )

- 2 x 10 Arkanaut Company (7x Pistols, 3x Light Skyhook)

- 1 x 5 Grundstok Thunderers ( 5x Aethershot Rifle)

Total Points: 500



KO won deployment, and deployed in a line (left to right)

Grundstock, arknaut company #1, aether-khemist, arkanaut company #2

On the opposite side:

Herdstone right at center of BoC  territory

Bullgors, chaos spawn, ungor (near herdstone), Beastlord (on herdstone), Bestigors

Round 1:

KO finished deploying first and decided to go second.


Gained 3 primordial points sacrificing ungors to the beast gods! For a total of 4 points to start.

Bullgors and chaos spawn ran up the left side of the board, staying 22 inches away from Grundstocks (18" shooting + 4" move)

Bestigors ran up right side of board to 17" away from enemy (original plan was to stay outside pistol range of 12" shot + 4" move)


Aether-khemist buffs both arkanaut company's skyhooks (+1 to attacks)

KO army inches forward 4" with their stubby legs

Both arkanaut companies shoot skyhooks into bestigors (24" shot range, forgot about those @_@), killing 8 bestigors (remaining 2 run off in battleshock phase).


Round 2:

To my dismay, objective drops down to the right side of the board (where my almost-decimated bestigors are at!)

KO win initiative (yea... rolled 4x 1's for initiatives throughout this match) and decides to go first.

KO Turn:

Aether-khemist buffs himself and arkanaut company #2 (right side). Arkanaut Company #2 and Aether-khemist run with their short stubby legs run to capture the objective.  Arkanaut Company #1 remains in place, while Grundstuk move up to prepare for shooting.


Grunstuk shoot into bulls, doing a grand total of 2 dmg, arkanaut company #1 deal 1 dmg to my chaos spawn. 

KO gain control of the point and gain 2 points.

BoC Turn:

Hero: Sacrifice 3 more ungors to the gods! (gain 1 (hero phase) + 3 more summon points for a total of 8). Two command points are converted into summon points (10 total)

Movement: Bullgors move up towards Grundstuks, readying to charge. Chaos spawn starts heading towards Arkanaut Company #1 to prevent them from assisting to capture points. A unit of ungor raiders are summoned near Arkanaut Company #1 (far side edge), while a unit of bestigors are summoned on right side of the fight (near Arkanaut Company #2). (10 summon points used).

Shooting: ungor raiders make 1 shot into the Aether-Khemist!

Charge: miraculously, everyone makes their charges (bullgors into grundstuks, chaos spawn and ungor raiders into arkanaut company #1, bestigors into arkanaut company #2) .

Close Combat: I chose bestigors to go first (with +1 attacks on charge, rerolling 1s to hit against order, +1 to hit against unit of 10 models), and deleted the arkanaut company #2. KO chose grundstuks to go next, and..... they retreated!!!! (didn't know they could do that, so was a misplay on my part). Chaos spawn attacked next, dealing a grand total of 1 dmg. Arkanaut company splits attacks into chaos spawn and ungor raiders, dealing 2 wounds to chaos spawn (3/5), and 2 wound to ungor raiders. Ungor raiders whiff all their attacks into arkanaut.

Battleshock: Just when you don't want to see that magical 6, it appears! resulting in an additional 4 ungor raiders running (2 dead + 6 roll = 8 - 4 battleshock = 4 run).

BoC recapture the point and gain 2 points for objective. 

Round 2 score: BoC 2: KO 2


Round 3:

KO objective drops on the right side of the map to my horror. BoC objective drops on the left side of the map (meh). 

Initiative: (Guess who rolls a 1 again!) KO wins and decides to take the turn.

KO Turn:

Aether-khemist buffs himself and Arkanaut Company #2, and decides to use the "Where There's War, There's Gold" this turn on arkanaut company #2. Arkanaut Company #2 shoot, killing off the ungor raiders, but only getting one wound off on the chaos spawn (YAY!). 

Movement Phase: 

Aether-khemist move towards my bestigors, and triggers Breath of Morgrim, dealing 3 MW. Grundstuks inch towards the edge away from bullgors.


Arkanaut Company #2 is stuck shooting into chaos spawn (very very dead this time). Aether-khemist and his ungodly 3d6+1 shots (ending up in 15 to my horror), lands 7 wounds on my bestigors and kills them off (those dice...).  Grundstuks shoot at bullgors, dealing 3 damage total and killing one off (one at 3/4 wounds remaining).

Battleshock: none

Victory points: Aether-khemist captures point in KO territory, gaining a total of 3 +2 = 5 points. 

BOC Turn:

Hero: 2 more ungors are sacrificed! (1+2 = 3 total summon points). (I could have used an additional point to summon ungor raiders, but didn't really want another unit of raiders at this point). 

Movement: bullgors decide to move towards arkanaut company #2 (ignoring grundstuks). Ungors run and make it to capture BoC objective.

Charge: Bullgors pull off a 10" charge, making it into the arkanaut company #2. 

Close Combat: .... and bullgors score mvp by missing ALL attacks. Luckily arkanaut company isn't very good at melee either, dealing 1 wound to the bulls (2/4) remaining. 

Victory points: BoC only capture one point, for 3 points this round = 5 points total

Round 3 end score: BoC 5 : KO 5


Round 4:

Initiative roll: for once, BoC go first! (double turn, yay)

BoC turn:

Hero: beastlord decides to sacrifice himself to the gods, and get smited for an ungodly 3 MW (1+3=4 + 3(from last round) = 7).

Movement: ungors run toward the center (6!) to try and help capture points in round 5. Beastlord decides its time to move off the herdstone or everything will be lost!, moving towards aether khemist. 10 bestigors are summoned (again!) to the right edge of the map, 9" away from the khemist.

Charge: Decided to attempt bestigor charge first (forgot about command trait allowing charge rerolls if beastlord made it first), and fails to charge. Beastlord, on the other hand, makes a 10" charge. 

Close Combat: With beastlord down to two wounds and potentially contesting the center point, beastlord goes first, making all 5 attacks! but..... Aether-khemist saves 1, and survives the onslaught. Arkanaut company #2 decide to go next, whiffing everything. Bullgors land 4 wounds onto the arkanauts in retaliation! Aether-khemist only succeeds to deal 1 damage to my Beastlord, hence both generals survive the turn.

Battleshock: KO uses a command point to prevent battleshock test, bullgors prevent battleshock (6+ 3 units within 12"). 

Points: unable to kill off the khemist, BoC only gain 4 points for the previously captured objective in BoC territory. 

KO turn:

Hero: Aether-khemist buffs himself and arkanaut company #2. 

Movement: Grundstuks move toward their own point.

Shooting: Arkanaut Company #2 shoot at bullgors, and succeed to do 2 damage, killing off one bull and putting 1 wound on the last bull. Grundstuks all whiff! Aether-khemist gets another ungodly 15 shots at the Beastlord, landing 6. Yea... that's one super dead Beastlord. 

Close combat: Arkanaut Company #2 go first, managing to deal 0 wounds to the bullgor. Bullgor swings and a grand total of 1 damage to the company. 

Points: KO keep the center objective for 4 points.

Round 4 points: BoC 9: KO 9


Round 5: 

Initiative: BoC gain initiative and go first.

BoC Turn:

Movement: Ungors run and make it into within 3" of the center point, bestigors run and make it into the KO objective point.

Combat: My single lonely bullgor champion decides it finally wants to make a splash, landing all three greataxe hits for a total of 9 damage (rend 2, dwarves couldn't save it). 

Since I've captured all three points, we decide to call it after the combat (yay bullgor!)



My friend has been very disappointed in KO after its nerfs, so I tried to come up with a more friendly list (I also had chimera (which i was super tempted to summon), enlightened, ghorgon, bray shaman, etc. at hand. It was also either I play my beasts or I play sacrosanct stormcast (LA on gryph, 2x5 sequitors) which isn't very fun). I misplayed one combat phase (though those grundstuks ended up not doing much damage throughout the game *shrugs*). Skyhooks are super deadly, and aetherkhemist hurt as well (especially with that rend 2).  Overall it was a fun mini practice match on a weeknight (he's relatively new to AoS).

Note to self: take more pictures @_@. Trying to get beasts painted but have a super long hobby list (Kill team season about to start which includes judging of painting so have to work on that first... as well as blood bowl mini-event, hence why BoC are all black right now. Also can't decide if I want to do a grey-scheme beasts or a blue-scheme beasts army). 



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I wonder how things would turn out if beasts didnt have such ungodly ammounts of summoning to help them.

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11 hours ago, Eevika said:

I wonder how things would turn out if beasts didnt have such ungodly ammounts of summoning to help them.

Got extremely lucky with the sacrificing rolls this game (first time trying out allherd). With gavespawn its typically a group of raiders every other turn (useful for contesting objectives, but terrible damage), or bestigor/enlightened on disks (decent fighters) turn 3. 

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