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Tournament day - Skaven vs. BoC and DoT


Gwendar

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We played with 1 realm rule, all spells and CA's in effect. 2 1\2 hour time limit.

My list for this Tournament:

Spoiler

Allegiance: Skaventide

Leaders
Arch-Warlock (160)
- General
- Trait: Deranged Inventor 
- Artefact: Vigordust Injector 
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer on Screaming Bell (200)
- Lore of Ruin: Warpgale
Verminlord Warpseer (260)

Battleline
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade

Units
30 x Skryre Acolytes (320)
9 x Warplock Jezzails (420)

Endless Spells
Warp Lightning Vortex (100)
Soulsnare Shackles (20)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 179
 



Game 1: BoC - Blood and Glory in Ulgu:

Their List:

Spoiler

Allegiance: Beasts of Chaos
- Greatfray: Gavespawn

Leaders
Beastlord (90)
- General
- Trait: Unravelling Aura 
- Artefact: Mutating Gnarlblade 
Doombull (120)
Great Bray Shaman (100)
- Artefact: The Knowing Eye 
- Lore of the Twisted Wilds: Vicious Stranglethorns

Battleline
30 x Bestigors (300)
30 x Gors (210)
- Two Gor-Blades
30 x Gors (210)
- Two Gor-Blades
20 x Gors (160)
- Two Gor-Blades
10 x Ungors (60)
- Mauls & Half-Shields

Units
6 x Bullgors (320)
- Pairs of Axes
10 x Ungor Raiders (80)
1 x Chaos Spawn (50)
1 x Chaos Spawn (50)

Battalions
Desolating Beastherd (150)

Endless Spells
Chronomantic Cogs (60)

Total: 1960 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 182
 


T1
He finishes deployment and goes first, casting cogs and deepstriking 30 Gors and 30 Bestigors into my right and left respectively. Casualties on the Clanrats are actually not too terrible considering how hard these things hit on the charge. Not much happened as everything was within range of the Bell\had 8-10 Bravery for tests.

My turn has the bell get off a MUCH needed -1 to hit bubble which greatly hurts him. WLV gets off and is thrown in the back to try to get rid of his summoning via the Shaman or the sacrificial ungors, which it does the latter while putting some wounds on the Gors, Beastlord and a Chaos Spawn. I placed poorly and couldn't give my Acolytes any buffs, so I opted to MMMWP and Vigordust the Jezzails. That paid off pretty well in the end after sparking them to do 12 damage to the Bestigors and 15 to the Bullgors in the back, battleshocking them off the board later on once he remembered to take the BS test for them. Unbuffed Acolytes do 17 damage to 30 unit of Gors.
Attach38561_20190427_201124.jpg.329aa8c9dfe63a572cd005730de8658c.jpg

T2
He wins the roll off and dispells the WLV. He manages to summon a chariot with what summoning points he had before I murdered all his sacrificial lambs and charges a chariot into my Warpseer while getting a 30 unit of Gors into my left side Clanrat unit and tagging some Jezzails, killing 2 1/2 of them...

..and then over to my turn where 3 die from 6 MW's due to expiring buffs. I get lucky on the Bell and get another -1 to hit aura. I recast the WLV and it finishes off the Beastlord and Chaos Spawn. Again the unbuffed Acolytes manage to do 22 damage to the right side Gors, battleshocking the rest off the board while the remaning 4 Jezzails finish off the Gors along with some good combat phase from the Clanrats while the Warpseer finished the Bestigors.
Attach38563_20190427_201129.jpg.7b8912c667ba9e48dd2a25c3f28986b7.jpg


He calls the game there with nearly nothing left and me having only lost 5 Jezzails and maybe ~20-30 Clanrats I think. Major Victory + Secondary Objective.

Overall Thoughts

I think I played it pretty well to be honest. Against an army like this, I believe I was in the right to turtle and use shooting to my advantage and do as much damage as possible so I could run and cap the 4 objectives late game, which is exactly what happened. I won't lie though, getting the -1 to hit aura twice from the Bell really helped dull his combat ability which is why so many Clanrats managed to survive. I wasn't too upset with my choice of buffing the Jezzails in the end as it brutalized the left side which is where most of the action was happening.
____________________________________________________________________________________________________________________________________________________________________________________________

Game 2: DoT - Three Places of Power in Shyish:

Their List
(I can't recall their spells\traits\artifacts, only his units)
 

Spoiler

Allegiance: Tzeentch

Leaders
Lord of Change (380)
The Blue Scribes (140)
Herald of Tzeentch on Disc (140)
- Staff of Change
Magister (140)
Gaunt Summoner (180)

Battleline
10 x Pink Horrors of Tzeentch (200)
10 x Pink Horrors of Tzeentch (200)
10 x Kairic Acolytes (80)
10 x Kairic Acolytes (80)
10 x Kairic Acolytes (80)

Behemoths
Mutalith Vortex Beast (200)

Endless Spells
Umbral Spellportal (60)
Balewind Vortex (40)
Chronomantic Cogs (60)

Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 96
 


T1
I let him go first, keeping everything out of spell range so he mostly just generates Fate Points. He gets his Herald On Disk onto the left objective for 1 VP...

...and then get's promptly blasted off it from a 6 MW cast of Dreaded Warpgale. This was actually his secondary objective, which is why he threw him so close. I manage to get off WLV and I throw it into his back 2 units of pinks, a unit of Acolytes, Scribes and LoC taking wounds off each in the hero + movement phase. I deployed a Gnawhole up the right side to get Jezzails in range and he didn't manage to deny the teleporting, so I fully buffed the Jezzails and sent them on their way where 5 were in range of the LoC and did ~10 wounds to it to finish it off while the remaining 4 picked off the Scribes. Oh, also I was an idiot and left my Bell on it's own so it didn't get to move up and cap the middle objective.. but at least the Warpseer got left side.
Attach38564_20190427_201129.jpg.4774addd2ba60aba4092537a6dabf8ce.jpg
Attach38565_20190427_201129.jpg.f263494ea8d7ef76177dca917a33e5a5.jpg

T2
I get the double and it's all pretty uneventful.. I go back for the Bell and get it within range of the objective and the Arch-Warlock starts moving right to get the final objective. Shooting whittles down some Pinks, but I couldn't see the Vortex Beast thanks to the trees and the Acolytes weren't in range to do anything. I really messed up here and should've walked the Jezzails backwards and let the Acolytes take the incoming Vortex charge.. but ah well.

His turn sees Tzeentchs Treachery kill 8 Clanrats on the right and he manages 2 wounds on the Warpseer who was going to be an immovable objective on that objective the rest of the game. Vortex Beast does exactly what I was afraid off, kills 4 Jezzails and I roll my trademark 6's for Battleshock. Still, I'm in the lead 4-1.

Attach38569_20190427_201131.jpg.66b9ea10d8a9fb03145ae820bfd99b88.jpgAttach38570_20190427_201131.jpg.cf0666fd476a324871bd7f4c28b1c697.jpg

T3
He gets the double dispells the WLV and kills off the right side Clanrats since my unbinds were absolute trash today. Vortex Beasts kills off half the Acolytes but they're just in range for IP from the AW.

I recast the WLV and throw it down on the right, bringing the Vortex Beast down to 1 combined with the Acolytes shooting. The AW runs onto the right objective, ending my turn in the lead 10-1.
Attach38566_20190427_201130.jpg.109ea537f9eb765de839d074489210e7.jpg

T4
He wins the roll off and kills off the AW and left side Clanrats, but he decides to call it there as the score would be 17-1 at the end of my turn.
Attach38567_20190427_201130.jpg.e4be95641c1d6ff895c89d2a110b8df5.jpg

Overall Thoughts
I wasn't sure how I was going to play this at first, but I just kept everything back and hoped to get the double. I kept back the Jezzails so they could teleport to either Gnawhole and be in range of wizards, preferably the LoC.. I'm telling you, that 30" range pays off compared to a WLC's 24".. and also tends to do far more damage, even unbuffed. He played pretty defensively and couldn't really recover from all of the long range shooting taking out his heroes. Speaking of which, I really took a risk knowing the Vortex Beast would charge the Jezzails, but I think it was worth it killing the LoC and Scribes right out of the gate.



I had a lot of fun today and I hope my opponents did to. I definitely still have a good amount to learn when it comes to movement, deployment, pre-measuring, etc. but I think I'm well on my way towards feeling comfortable playing at some bigger tournaments.

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9 hours ago, Saodexan said:

How can 5 Jezzail do 16 dmg to LoC ? Even buffed the max dmg 15, or i'm missing something ?

I said ~16, not 16 exact. Besides, it didn't come all from Jezzails. It came from the WLV going off as well. I just wrote it all together in my head but I understand that it writes that Jezzails alone did 16. Will edit to reflect.

Still, 5 hit for ~10 damage since I couldn't spark them.

Edited by Gwendar
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In the 3rd image, how exactly do you move the bell? If you move the rats first, the bell has no rats to push. And you can't push the bell first as it was bocked infront (or can you go over your own rats?) 


Thinking of getting one, but I am very lost in how I should protect it, and make it move. Do I have to leave the front unprotected to have a path to move?

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1 hour ago, States said:

In the 3rd image, how exactly do you move the bell? If you move the rats first, the bell has no rats to push. And you can't push the bell first as it was bocked infront (or can you go over your own rats?) 


Thinking of getting one, but I am very lost in how I should protect it, and make it move. Do I have to leave the front unprotected to have a path to move?

As I explained in the batrep, I left it behind and had to go back for it in my next movement phase. You need 10 within 6" of it for it to be able to move. Next movement phase I moved enough clanrats into range and moved it onto the objective. I've never had it threatened, I always surround it with 40 Clanrats minimum and it does fine. You will need to leave space open for it to move while still keeping 10 within 6".

Edited by Gwendar
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Great battle reports! How do you feel about the bell? It's more expensive than a Grey seer, doesn't have warpstone tokens, and the battleshock immunity can be provided by the warpseer. But do you still feel it's worth it? Possibly The most iconic Skaven warmachine, and really cool model, So definitely getting one someday 🙂

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5 hours ago, gronnelg said:

Great battle reports! How do you feel about the bell? It's more expensive than a Grey seer, doesn't have warpstone tokens, and the battleshock immunity can be provided by the warpseer. But do you still feel it's worth it? Possibly The most iconic Skaven warmachine, and really cool model, So definitely getting one someday 🙂

The utility that comes from the Peal of Doom and BS immunity is worth every point. I find I would seldom use the tokens anyway when I used a standard Grey Seer as I would be casting important spells with either an AW or Thanquol who get spells off easier. While the Warpseer can give BS immunity, I often put him to the left or right side to contest and he is often out of range of most of the board.. plus my most recent lists have been starting with no extra CP so grouping 1-2 units of Clanrats to be within range ensure they don't run from T1 charges or shooting.

At this point, I think all of my competitive lists will be including one, barring no points changes in the next GHB.

Edited by Gwendar
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