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04/07/2019 - 1250 MPP Seraphon vs Tzeentch


Wilhelm Stürmer

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1250 MPP Pitched Battle
Seraphon versus Tzeentch
Battleplan: Duality of Death

Seraphon Army:

Spoiler

Mortal Realm: Aqshy
Slann Starmaster (260)
- General
- Trait: Vast Intellect 
- Artefact: Ignax's Scales 
Skink Starpriest (80)
- Artefact: Ruby Ring 
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
6 x Ripperdactyl Riders (280)
Bastiladon (280)
Shadowstrike Starhost (180)
Balewind Vortex (40)

Total: 1240 / 1250
Extra Command Points: 1
Allies: 0 / 200
Wounds: 57


Tzeentch Army:

Spoiler

Lord of Change (380)
- Artefact: Mark of the Conjurer 
- Lore of Change: Tzeentch's Firestorm
Gaunt Summoner and Chaos Familiars (180)
- General
- Trait: Arcane Sacrifice 
- Lore of Change: Bolt of Tzeentch
Magister (140)
10 x Pink Horrors of Tzeentch (200)
- Lore of Change: Unchecked Mutation
10 x Pink Horrors of Tzeentch (200)
- Lore of Change: Treason of Tzeentch
Balewind Vortex (40)
Chronomantic Cogs (60)
Aethervoid Pendulum (40)

Total: 1240 / 1250
Extra Command Points: 0
Allies: 0 / 200
Wounds: 44


This battle is my first venture into playing one-on-one against someone other than @Gwendar, the guy that got me into Age of Sigmar. It’s also a rematch from two weeks ago, so I’ve definitely been looking forward to it. Additionally, @Gwendar offered to coach us, since the Tzeentch player had been having a rough go his last several games, and I was uncertain of myself playing against such a different army. Apologies on the length of this battle report, but I hope you enjoy reading it!

Roll for deployment gave me priority and I finished setting up first. He deployed more centrally and seems to have learned the important lesson of screening, as his heroes are basically surrounded. I deployed at the edge of the zone, with the intent to capture an objective first turn. However, I decided to let Tzeentch go first. @Gwendar pointed out that this wasn’t the best strategy, as I now placed my army within spells and shooting right out the gate. My singular focus of grabbing an objective had blinded me to this, so I just hoped for the best.
After%20Deployment.JPG?psid=1&width=1196

Tzeentch T1: Have you heard about Fate Points? Blue Horror points? Brimstone points? Let me tell you, they are not fun for you, if you’re not Tzeentch.

Hero Phase he cast all the spells. How many you ask? WELL… Gaunt Summoner (GS) gets two, Lord of Change gets two, Magister gets one, and the Pink Horrors each get one, so 7 prior to Endless Spells. DO YOU KNOW HOW MANY I UNBOUND? None… not a single one… So that’s 7 Fate points, plus he got off Balewind Vortex (BV), and rolled a double on the Magister, granting him another spell. Which he then successfully cast Cogs, granting him yet another spell. Did I mention I failed to unbind any of these? >:-O During this absurdity, two of his spells were in range of the Starpriest (SP) and his Skink guards, inflicting 6 Mortal Wounds (MW) on the Skinks and 2 on the SP.

Movement Phase he summoned 10 Blue Horrors and used them to screen his Lord of Change (LoC) as it moved up to the right objective (RO). The newly summoned Blues killed two more Skinks from range. No battleshock for him and I passed mine.

Seraphon T1: Hero Phase, I placed the blot toad on the left objective to dissuade him from trying to capture it. Skinks and SP moved up 10” with Stealthy Advance. I failed Summon Starlight on the LoC. The Slann soared atop the BV and banked the rest of his casts for 10 CCP. The Constellations aligned to the Great Drake. I spent a CP so the Skinks guarding the Slann could fly over terrain.

In movement, I moved both Skink units and the SP towards the right side objective. The SP capped it! The Bastilidon moved forward to be in range of the LoC. End of movement, 10 more Skinks materialized from star dust.
IMG_0117.JPG?psid=1&width=1196&height=89

Shooting Phase, 16 Skinks were in range of the Lord of Change and managed one wound! Solar Engine time! Make me proud: 2D6 for 8 shots, made 4 hits, and then failed all the wounds… I nearly cried. Gwendar just shook his head and walked away form the table. >_<

End of T1: 1-0 Seraphon

Tzeentch T2: Priority went to Tzeentch. Remember all those spells? Yeah… they all went off… again… unbinds all failed again. Spells removed the SP and inflicted 2 MW on the Basti, but it shrugged off 4 others. 6 Skinks withered from a spell cast by the GS.

Movement saw the LoC and his BLUES cohorts move up and gain the right objective. The Magister and his Pink guard moved up towards the left objective, but are still well out of range. Another 10 Blue Horrors were brought to the battle, landing on the left objective. Shots rained down from Blues and Pinks and Skinks fell to the onslaught, but proved they would not be simply wiped away. The three units on the board are now at 1, 2, and 5 models.
tzeentch_t2_shooting-jpg.53326

He charges the Blues around his LoC into the units of 1 and 2 Skinks, hoping to clear them out, but these Blues weren’t summoned form the prime reserves, as they failed all their attacks. My strike back was equally ineffectual, but those 3 Skinks are still proudly defying the odds, since I saved all Battleshock tests! Tzeentch gains a Victory Point (VP).

Seraphon T2: I once again attempted to cast Summon Starlight on the LoC, this time utilizing Vast Intellect. I rolled a 9. The LoC rolled a double 5, which not only unbound my spell, but allowed him to learn the spell! Gwendar pointed out that it’s not a good tactic to cast without modifiers when facing Tzeentch. I take his advice and bank the rest of the Slann’s spells, increasing the pool to 14.

In movement, the unit of 5 Skinks moved up. Shooting reduced the Blues by 1 and inflicted 2 more wounds on the LoC. I’d like to say I tactically decided not to spend CCP at the end of movement, but that’s a lie. I forgot!

I charged the Basti into the Blues to contest the objective and swept away two with his Bludgeoning Tail. Wary Fighter allows the units of 1 & 2 Skinks to move to the other side of the Basti, removing them from combat. He can’t fail battleshock and unfortunately, since I didn’t kill the LoC, Tzeentch gains 2 VP for controlling the RO.

End of T2: 3-1 Tzeentch

Seraphon T3: I got the double turn! My Slann General invoked the sacred silence of Celestial Conjuration and gained 13 CCP, now totaling 27. I rolled a 5 for LoS&T and initially thought I would bamf the Slann to the LO. However, I thought better of it, as it would put him in range of the Magister and GS. Even with Ignax’s Scales and the +1 Save granted by the BV, I wasn’t willing to take the risk.

I moved nothing but did bring down the Rippers to combat the Lord of Change. I also spent 24 CCP and brought in 2 Razordons and a SP on the left side of the board, hoping I could gain that objective. All 8 Skinks shot the LoC, but their bolts were swatted away by the mighty Daemon. As the Basti was in combat with the Blue Horrors, the Solar Engine took aim and unleashed 9 successful wounds, vaporizing the unit. The Razors managed 3 wounds on Blues with their Volley of Spikes.

The Rippers successfully charged the LoC and while the Fate Dice saved 4 wounds, the voluminous successful attacks of their claws and beaks tore into the great Daemon, felling him and giving the objective control to the Basti. Only one Razordon managed a charge on the left unit of Blues, even though I spent 3 CPs to re-roll the SP failed charges. This will be important later. Still only controlling one objective; Seraphon are up to 2 victory points.
IMG_0121.JPG?psid=1&width=1196&height=89

T3 Tzeentch: Tzeentch knew he needed to remove the Basti from its objective, so most spells where directed towards it, with only 1 spell made on the Rippers. The Bastilidon went from 6 wounds to 2, the Rippers took 1.

The Magister and Pinks guard moved up towards the left objective, but they had not been run the whole game, possibly a result of the blot toad that still menaced the LO. MOAR SUMMONING brought in 2 units of Brimestones and a unit of Screamers, too far back to really be effective, however. One unit of Brimestones did charge the Rippers but failed all attacks and were immediately murdered in retaliation.

Shots fired into the Rippers and Basti removed one Ripper model and brought the Basti down to 1 wound, but it’s still controlling the objective! The Magister’s Pinks are now in range of the Slann and throw Magical Flames upwards trying to reach to the top of the BV. One wound made it through. The 5 Blues on the LO fired into the lone Razordon, which failed all its save rolls. Normally, I’d have been unhappy about that, however in this case, it was probably the move that won me the game. Without an enemy model on the objective, the Magister would be unable to make a charge roll, which would leave Tzeentch with no objective control. Upon this realization, the Tzeentch player was ready to concede, however I suggested we continue, on the chance he could get the double turn and potentially contest my impending lead.

Tzeentch_T3_Charge.JPG?psid=1&width=1196


End of T3: 4-3 Seraphon

Turn 4 priority roll… drum roll… we both roll a 4! I win ties, since I went first last round. At this point, we have only 30 minutes left. We discussed the probable game progression and realized I would at least get 3 VP for the Basti controlling the RO for three turns and there would be a good chance the Starpriest would gain control of the LO, giving me one more. I would end my T4 with 8VP to his 3. His T4 would likely see the Basti killed, but at best he would get his Magister on the LO giving him 1 VP. We wouldn’t have time for T5, so the game ended 8-3 Seraphon!

Post game analysis:

My setup lacked good planning. As far as I had deployed, I should have taken the T1. That said, it did end up working out. Additionally, I learned a valuable lesson in playing Tzeentch. I’m better off not casting (edit: with the Slann). The Tzeentch player rolled extremely well on his spells, only failing 3 the whole game, but two of those were double 1s with the Magister, so he just got an additional spell cast. I only unbound his attempt to cast Aethervoid Pendulum!

I forgot some key things: I didn’t move the Blot Toad the entire game, which may have been why he didn’t run the Magister and Pinks on the left. Had he run them, he very well could have won, or at the very least made it much more difficult for me to win. I forgot to use Ruby Ring on the first Starpriest before he was killed. And of course, forgetting to summon T2, though that worked out in T3.

While I made some mistakes, I feel like I was able to adjust for them and capitalize on Tzeentch’s mistakes. I focused on objective control and less on killing his army, which has been a tough shift in thinking for me. That said, I’m open to critique and advice! Thanks for reading to the end!
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1 hour ago, Kramer said:

It's a shame the picture link is broken, but seems like you had a great, learning, game. 

Can you see any of the pictures? They all show up for me.

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14 minutes ago, Wilhelm Stürmer said:

Can you see any of the pictures? They all show up for me.

Sadly no, same on desktop:

E5983461-86A7-49BB-BF56-1F218F602EF5.png.36e89321279684220cd3ab1bf13cc8a8.png

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49 minutes ago, Wilhelm Stürmer said:

@Kramer I fixed the broken picture links

Haha man i'm sorry to say, and it might just be my devices but it still shows nothing but a broken picture icon, the name and size specifications but no image. 

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I think it might be on your end. I checked in a different browser and on my mobile device and I'm able to see them, even without being logged in.

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