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02/09/2019 - 1250 MPP Seraphon vs Wanderers


Wilhelm Stürmer

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1250 Point Battle: Knife to the Heart Battleplan
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Seraphon Army
Allegiance: Seraphon
Mortal Realm: Ghur

Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Skink Starpriest (80)
- Artefact: Gryph-feather Charm

Battleline
40 x Skinks (240)
- Boltspitters & Star Bucklers
20 x Skinks (120)
- Boltspitters & Star Bucklers

Units
6 x Ripperdactyl Riders (280)

Battalions
Shadowstrike Starhost (180)

Endless Spells
Balewind Vortex (40)

Total: 1200 / 1250
Extra Command Points: 2
Allies: 0 / 200
Wounds: 89
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Opponent: Wanderers Army
Allegiance: The Living City
Mortal Realm: Ghur

Leaders
Nomad Prince (80)
Spellweaver (100)
- Heartwood Staff
Waywatcher (120)
- General
- Artefact: Viridescent Shawl

Battleline
20 x Glade Guard (240)
10 x Glade Guard (120)

Units
20 x Sisters of the Watch (360)
3 x Kurnoth Hunters (200)
- Scythes

Endless Spells
Soulsnare Shackles (20)

Total: 1240 / 1250
Extra Command Points: 0
Allies: 0 / 200
Wounds: 80
****************************************************

My opponent won the roll off, but I finished deploying first. I decided to take the first turn.

My turn 1: I deployed my unit of 40 Skinks at my objective in a wide, shallow arc in an attempt deny a large portion of my deployment zone from the SotW board edge teleport. The SP and Slann were near my corner, with the other unit of 20 Skinks set up as a rear screen. I used the Slann CP and successfully cast BV. I banked the remaining 3 spell casts for 9 Summoning Points, +1.
The SP failed his ability and Summon Starlight.
The Blot Toad got dropped between his two units of GG. During movement, I shuffled the unit of 40 around and moved the unit of 20 towards the left side of deployment area. I brought down the Rippers in a Swooping Dive on the GG, splitting the unit of 6, 3 into 10, and 3 into 20. They did their work, deleting both units. It worked out that this left the Rippers out of combat, so no strike back, but that would be shortly rectified.

Opponent turn 2: He used his Way Watcher to take out one Ripper, SotW to take out 4 more, and Kurnoth to get the last 1. Nothing else notable happened in his turn.

My opponent won the roll for Turn 2. He teleported the SotW to the only spot left for them to go: the left corner of my deployment zone. I've found that the Slann's CA is an absolute must with shooting heavy armies. The SotW and Waywatcher shot into unit of 40 Skinks with 42 + 3 + the Waywatcher gets an additional attack for each 6 rolled. Of those attacks, only 12 got through. Not bad for 6+ Save, but it became obvious his plan was to attempt to demolish this unit to keep it from being a useful

On my turn 2, I moved the unit of 20 Skinks so that I could get as many within 8" for a Javelin strike as possible. The now unit of 28 Skinks ran to be outside 3" of the Waywatcher. In shooting, I made 2 Wounds on the SotW, but he Saved the one Wound I inflicted on his Waywatcher. I charged the Waywatcher, but then used Wary Fighter to retreat, attempting to maximize the Skinks coverage for Area of Denial on the SotW. I did not charge his SotW, as they have an ability to immediately fire into any unit that successfully charges them.
In hindsight, I should have summoned something in this turn. At this point I had 20 points, more than enough to bring in more Rippers or Skinks. It would have allowed for greater flexibility in Turn 3.

Turn 3: Once again, my opponent won the roll. He repositioned the Kurnoth, Waywatcher, and Nomad Prince to wrest better control over his SotW teleported to the right side of the board. I had just barely failed to position the unit of 28 Skinks such that it completely denied this. Once again, Waywatcher and SotW fired into the larger Skink unit. Once again, the Slann's CP kept them from being annihilated, losing 14 this time. His turn was over.

My turn 3, all my spells and abilities went off. I buffed the heck out of the last 14 Skinks in the hoard unit, just in case LoS&T failed, or the charge for that unit failed, etc. Contingencies, right? LoS&T roll was a 4. The unit of 20 Skinks were set up in an arc, 9" away from his Kurnoth. The Waywatcher was close enough to be an obstacle as well. End of movement, I summoned in 30 Skinks on my objective. I rolled a 9, just making the charge for the 20 Skink unit. Then Wary Fighter was done, but I mistakenly kept the unit too close to the Kurnoth, so they were able to pile in and attack. Such a tense moment for me! The attacks were made. A few hits came through, but the wounds all wiffed. Amazingly, I triumphed! First of the four battles in an escalation league.

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Hey, since I’m a Wanderers player I can’t really help with your Seraphon-learning, but I’m confused by you opponent using the Living City Allegiance and also teleporting (Realm Wanderers Ability). If you opponent plays the Living City, he only gets the Living City Allegiance Abilities, which is deploying “in the shadows/off the board”. But he does not get the Wanderers Allegiance Abilities, which means no Realm Wandering (and no retreat and shoot).

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