Tournament day - Skaven vs. BoC and DoT
We played with 1 realm rule, all spells and CA's in effect. 2 1\2 hour time limit.
My list for this Tournament:
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:
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.
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.
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.
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Game 2: DoT - Three Places of Power in Shyish:
Their List
(I can't recall their spells\traits\artifacts, only his units)
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.
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.
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.
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.
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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