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FeC - Escalation League - 1500 Week

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Gwendar

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My list 1:

Spoiler

Allegiance: Flesh Eater Courts
- Grand Court: Court of Delusion - The Feast Day
Mortal Realm: Ghur

Leaders
Abhorrant Archregent (200)
- General
- Trait: Dark Wizardy 
- Lore of Madness: Spectral Host
Abhorrant Archregent (200)
- Lore of Madness: Miasmal Shroud
Abhorrant Ghoul King on Royal Terrorgheist (400)
- Artefact: Gryph-feather Charm 
- Lore of Madness: Blood Feast
- Mount Trait: Gruesome Bite
Crypt Ghast Courtier (60)

Battleline
40 x Crypt Ghouls (360)
10 x Crypt Ghouls (100)
10 x Crypt Ghouls (100)

Endless Spells / Terrain
Chalice of Ushoran (40)
Aethervoid Pendulum (40)

Total: 1500 / 1500
Extra Command Points: 0
Allies: 0 / 400
Wounds: 92

*Pendulum only because I had no other spells available to fill that 40 point gap.. we don't normally play with triumphs, so may as well*

My list 2:

Spoiler

Allegiance: Flesh Eater Courts
- Grand Court: Gristlegore

Leaders
Abhorrant Ghoul King on Royal Terrorgheist (400)
- General
- Trait: Savage Strike 
- Artefact: Ghurish Mawshard 
- Lore of Madness: Blood Feast
- Mount Trait: Gruesome Bite

Battleline
Royal Terrorgheist (300)
Royal Terrorgheist (300)
Royal Zombie Dragon (300)

Battalions
Royal Menagerie (120)

Total: 1420 / 1500
Extra Command Points: 2
Allies: 0 / 400
Wounds: 56
 

Game 1 (List 1): Seraphon - Three Places of Power in Ulgu

Their List:

Spoiler

Allegiance: Seraphon
Mortal Realm: Ulgu

Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer 
- Artefact: Doppelganger Cloak 
Skink Starpriest (80)
Saurus Scar-Veteran on Cold One (100)
- Artefact: Betrayer's Crown 

Battleline
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances

Units
6 x Ripperdactyl Riders (280)
4 x Razordons (160)

Battalions
Shadowstrike Starhost (180)

Endless Spells / Terrain
Chronomantic Cogs (60)
Balewind Vortex (40)

Total: 1460 / 1500
Extra Command Points: 1
Allies: 0 / 400
Wounds: 88

T1
He gets priority and makes me go first. I move the TG onto the mid objective but everything else is just short of capping anything else. Varghulf and 3 Horrors come in on the left side to support.

He deployed pretty far back, so his turn he largely just moves everything up while failing to get off cogs + BW. 5 Knights charge the right side Ghouls but.. nothing goes through thanks to using up all my lucky 6's on saves. 1-0 FeC
Attach41131_20190613_201523.jpg.8f90c195e7550f2448164eaca4f8c03f.jpg

T2
I win priority. I manage to get off FH for +1 attack on the GKoTG and spend movement phase getting into range of the other 2 objectives and summoning in another 3 Horrors on the left to further reinforce it against the Razordons. GKoTG charges the Knights + Razordons, left side Ghouls charge the Razordons as well. The GKoTG ends up killing 4 Knights and 2 Razordons and I FF him and pile in around the remaining Knight to kill the Starpriest.

At this point he concedes, 4-0 FeC Major Victory.
Attach41130_20190613_201523.jpg.fc6a8292f37432ccc67fe36abba0d40e.jpg

Overall Thoughts
Well, he forgot to summon in his Rippers t1 which really didn't help him at all. This allowed me to break out on my t2 and be aggressive towards his backline. Overall this is just a good objective for FeC I feel.. I can just summon in a Courtier and 6 Knights to hold 1 objective and the AAR's\Ghast Courtier can hold the others while the GKoTG does it's thing. Seraphon has to play rather.. calculated to win against FeC, but on a hero scoring battleplan like this, it's difficult.
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Game 2 (List 1): Seraphon - Relocation Orb in Ulgu

Their List:
Same as above

T1
First off, I hate this objective, as do most people I think. Anyway, he elects to go first this time and manages to get his spells off giving the Slann more summoning potential. He teleports his Scar-Vet into range of the 40 Ghouls and kills off 16 of them with Betrayers Crown + combat. 6 Rippers come down on my 10 Ghoul unit, which was...perplexing to say the least, and of course they manage to kill all 10 of them while the big Ghoul unit kills off the Scar-Vet with FF. Afterwards I found out that he thought that the leader of the Ghoul unit was the Ghast Courtier, so he was just trying to remove heroes from the board.

My turn sees more spells fail, as usual. I also manage to get my first double 1's on the TG charge into the Rippers and don't have a CP to spend as I summoned in 3 Flayers, 3 Horrors and a Varghulf to the top right of the board. I do gain control of the middle objective
Attach41132_20190613_201523.jpg.e0601e64985856e024d37654d9896a38.jpg

Attach41133_20190613_201523.jpg.82095d5d778eac746668c8f1b7cefc93.jpg

T2
Objective moves to the top right near my Knights + Varghulf

I get priority and (wouldn't you know it) fail most of my spells again aside from getting off Mystic Shield on the GKoTG. The TG learns how to make a 3" charge this time and wipes out the Rippers while the Horrors kill off 2 Knights.. I didn't want to FF them in case the Ghouls needed it (they didn't as they killed all 5 Knights in the center) and I wanted to save a CP for potential IP on the Ghouls.

He spends his turn mostly moving everything into a tightly packed screen-ring and summoned in 3 Rippers and some Skinks. The Razordons manage to remove 10 Ghouls from the middle as the Ghast Courtier was outside the 12" bubble for the FNP's and then charges them in. He goes with them first (If I recall..) but I think only removes ~2.. meanwhile my 3 Horrors manage to only get 1 wound through as my dice suddenly rebelled and decided to roll 1's & 2's and my AAR's were still by the Throne so they couldn't provide RR's. Ghouls end up killing 2 Razordons total. 2-1 FeC
Attach41136_20190613_201537.jpg.754595f5d2ee9202287c90719a424b00.jpg

T3
Objective moves towards him

He gets the double and teleports the 2 Razordons behind the Knights + Varghulf and proceeds to charge in what he can which ends up taking out the Horrors. I hit back with the Flayers and only kill 2 Rippers with FF.

On my turn I manage to run the Ghast Courtier into objective range and charge the center Ghouls into the Starpriest + Knights.. the Varghulf also gets into the Knights while also being in range of the objective. We call it there as my 2 heroes + 13 Ghouls allows me to take control of the objective and combat will likely see the end of the Rippers, Knights and Starpriest. 3-2 FeC Major Victory. *following picture is from his perspective as I forgot to take one*
IMG_20190613_162206.jpg.9a047ee7fb8657c8a3543160d9d229c2.jpg

Overall Thoughts
really need to work on keeping my AAR's closer to the action. I find that far too often I keep them too far back while everything else is rampaging ahead, losing the benefits that the AAR's can give them. I think this is still just my brain telling me to play defensively like it does with my Skaven as I have shooting + offensive magic.. whereas FeC magic is largely just buffs\debuffs. Other than that, the GKoTG failing that charge and being stuck in the back for another turn to deal with the Rippers wasn't particularly helpful. Still some things to learn, but overall I'm happy with the outcome.. especially in the final phase where I got the heroes into range last minute.. I still hate this battleplan.
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Game 3 (List 1): Tzeentch - Shifting Objectives in Ulgu

Their List:

Spoiler

Allegiance: Tzeentch

Leaders
Gaunt Summoner and Chaos Familiars (180)
- General
- Trait: Arch Sorcerer 
- Lore of Fate: Bolt of Tzeentch
- Lore of Change: Tzeentch's Firestorm
The Blue Scribes (140)
- Lore of Change: Unchecked Mutation
Magister (140)
- Lore of Fate: Glimpse the Future
Tzaangor Shaman (180)
- Artefact: Souldraught 
- Lore of Change: Fold Reality

Battleline
20 x Tzaangors (360)
10 x Kairic Acolytes (80)
10 x Kairic Acolytes (80)

Units
6 x Tzaangor Enlightened on Disc (280)

Endless Spells / Terrain
Chronomantic Cogs (60)

Total: 1500 / 1500
Extra Command Points: 0
Allies: 0 / 400
Wounds: 105
 

T1
Right objective is worth 3

I win priority but let him go first. He manages to get off some spells to generate summoning points, but other than that he just moves onto all 3 objectives... parking his 6 Enlightened out in the open in charge range of the GKoTG.

So, my casting dice work against Tzeentch for some reason and I get off +3 attacks into the TG and UV and Mystic Shield. Chalice of course continues to just sit around and never go off. I run all the Ghouls left and center to outnumber him on the objectives.. meanwhile I summon in 6 Horrors and a Varghulf in his back right. The GKoTG swoops in on the right side 3" away from the Enlightened and makes the charge on a 3.. so at least it wasn't as catastrophic as last game. Of course, the GKoTG manages to 1-shot all 6 Enlightened without needing FF. 5-5 Tie
Attach41138_20190613_201537.jpg.6fd09bd59ca4d9c6188d9a1b46fb9314.jpg

Attach41137_20190613_201537.jpg.ffcb90079224c82fd31c8764219ccee9.jpg

T2
He wins priority, but most of his spells fail or get unbound.. even with his RR failed casts spell going off and only manages a couple of MW's into the GKoTG. He ends up charging the Tzaangors into the GKoTG and the left Acolytes into the Ghouls. We get through combat with him only putting the TG down to 11 remaining and the Ghouls losing only ~3 models.. the TG kills off around half the Tzaangors before FF and we call it there. 10-5 FeC Major Victory.
Attach41134_20190613_201533.jpg.1b482d111af7235a27928d38fb942b0e.jpg

Overall Thoughts
I'm really not sure what Tzeentch could do. I walked him through pre-measuring threat ranges and told him that his biggest mistake was putting those 6 Enlightened out in the open with the GKoTG being in range, knowing that I would have the next turn. As we all know, this game is won on objectives.. but much of the time that doesn't mean you need to cap all of them T1. Had he kept the Enlightened out of range and then won priority, they could've potentially charged and killed the TG with spell damage whittling it down a bit more. Had he done that and Enlightened managed to stick around, he could've swept around to kill off the Horrors and then dealt with the Ghouls. For me, I played this about as perfectly as I could as my Ghouls can easily deal with Acolytes and had no issues outnumbering him on the objectives.
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Game 4 (List 2😞 Seraphon - Duality of Death in Ulgu
Their List:

Spoiler

Allegiance: Seraphon
Mortal Realm: Hysh

Leaders
Saurus Scar-Veteran on Carnosaur (240)
- General
- War Spear
- Trait: Mighty War Leader 
Saurus Oldblood on Carnosaur (260)
- Artefact: Quicksilver Potion
Saurus Scar-Veteran on Cold One (100)
Skink Starpriest (80)
Saurus Sunblood (120)
- Artefact: Aetherquartz Brooch 

Battleline
10 x Saurus Guard (180)
10 x Saurus Guard (180)
10 x Saurus Knights (180)
- Blades

Battalions
Bloodclaw Starhost (150)

Total: 1490 / 1500
Extra Command Points: 1
Allies: 0 / 400
Wounds: 82
 

T1
I beat him on drops and opt to have him go first since he deployed so far back.. he didn't have any means of summoning this time around so I was a little better off giving him 1st. Mostly he just shuffles everything around and ends his turn.

My turn see's me moving my ZD on the left objective but only the GKoTG manages a charge.. and promptly eats the middle 10 Guard. 1-0 FeC
MVIMG_20190620_141014.jpg.a6ebbf65d5e1edb92d8e4ab19093d0b1.jpg

T2
I manage to get the double and charge both TG's into the Knights on the left.. and they managed to kill only half of them because I can't roll above a 4 as you will see throughout. GKoTG manages to kill the Starpriest and take 9 off the Scar-Vet Carno. Knights hit back and take 3 off a TG.

On his turn he charges the GKoTG with the Sunblood and remaining 10 Guard.. but his Scar-vet mistakenly attacked first with Quicksilver as he forgot the Old-blood had it instead. Regardless, he takes 4 off the GKoTG but it retaliates and kills both the Sunblood and Scar-vet Carno. Meanwhile after the Knights take 2 off a TG, the "squad" of 2 kills the 4 Knights and brings the Scar-vet on Cold One down to 1 remaining. The GKoTG does take 3 from the Guard but.. luckily I can roll 6's to heal for 3 to bring him up a bit. 3-0 FeC
IMG_20190620_142522.jpg.a725f9613dc2f7a7c2e3150d70b2fb5a.jpg

T3
This time he gets the double and teleports the Oldblood Carno to threaten the left objective and takes 2 off the ZD with shooting and then promptly charges in and murders it... but hey, the GKoTG killed off the Guard?

On my turn 1 TG makes it in with a re-roll charge and.. well, everyone else is out of range. It only takes 5 off the Oldblood before, again, getting murdered. Remember when I said I can't roll a 4+? That applies to my saves and hits\wounds for most of this game. Naturally I had my GKoTG too far away to get Deathless saves. 3-1 FeC
IMG_20190620_145913.jpg.0b8c2ca158abd87b834cd44764840631.jpg

T4
I win priority, get everybody in and take some vengeance since the maw finally decided to work and 14 damage went through. 4-1 FeC Major Victory

Overall Thoughts
I've been really tired of running FeC.. I'm actually excited for the league to end so I can go back to my Skaven (as much as I want to start another army, I really want to wait and see if Tom Lyons is right about TK's coming back as an elite shooting army) but that's not to say I don't enjoy my FeC as a whole. I decided to run this list as it was what I was initially wanting to do when the tome first dropped, even if it isn't the most competitive. Honestly I think I only won this because my opponent decided to try a different Seraphon list which he wasn't used to.. and he forgot a lot of rules because of it. The fact that an Oldblood on Carno managed to do 28+ wounds and kill half my army has obviously made me not want to do this anymore; it relies waaay too much on hoping those attacks go off and with everything hitting on 4+ it just isn't worth it in my opinion.

But hey, it was fun and different and it was nice that for once in my life I wasn't moving 60-130+ models every movement phase.
__________________________________________________________________________________________________________________________________________________________________________________________________

Game 5 (List 2): Khorne - Starstrike in Ulgu
Their List (He was way under due to forgetting models):

Spoiler

Allegiance: Khorne
- Slaughterhost: The Bloodlords

Leaders
Wrath of Khorne Bloodthirster (320)
- General
- Artefact: Halo of Blood 
Bloodsecrator (140)
Slaughterpriest (100)
Slaughterpriest (100)

Battleline
5 x Blood Warriors (100)
- Goreaxes
10 x Bloodreavers (70)
- Reaver Blades
10 x Bloodreavers (70)
- Reaver Blades
5 x Flesh Hounds (100)
10 x Bloodletters (110)

Endless Spells / Terrain
Hexgorger Skulls (40)
Wrath-Axe (60)

Total: 1210 / 1500
Extra Command Points: 5
Allies: 0 / 400
Wounds: 81
 

T1
I let him go first and.. well he fails his prayers and only hurts himself and stays put. It was an eventful.

I decide to just go all out and charge in the GKoTG and 1 TG up the center and (as you may expect) they kill all the Reavers. Now, I knew this would put me in charge range of the Bloodthirster if he won priority, but I went ahead anyway.

Objective drops dead center
IMG_20190621_181652.jpg.e950db68876f26723a2109be8a133bf4.jpg

T2
So yeah, I didn't win priority and the Bloodthirster gets into my GKoTG and the 5 Warriors get the TG right beside him. I won't say this Bloodthirster is OP, but I will say that it doing 8 MW's to both the GKoTG and regular TG is nuts.. oh and my horrific saves have moved over from the previous game and the GKoTG get's murdered with the remaining -2 d6 hits of his that go through.

On my turn, the ZD fails to wound with shooting on a 2+ which would've likely killed a Priest.. but that's okay as it charged the Bloodletters\Hounds and does a whole 2 damage. But hey, the wounded TG charges and manages to kill the Secrator and Priest so at least there's that. 0-0

T3
He win's priority again and moves his remaining priest onto the objective and the Bloodletters\Hounds take the ZD down to 7.

I manage to get on the center objective with a TG and my other TG finally got a good scream off and did 4 MW's to kill off his Priest while the ZD killed the Bloodletters.. I put everything into the Bloodletters as splitting attacks with these things has seldom helped me out. (My notes are FUBAR'd on the points, but I know I had majority VP's)

T4
I get the double, but he uses Blood Tithe to finish off the ZD with the remaining Hounds. Again, my notes are wrong on the exact amount of VP but we call it with FeC Major Victory.

Overall Thoughts
This just further solidifies this as being a bad list for competitive play but.. I wasn't really trying to play competitively this week. I really just wanted to have a more relaxed time and I definitely did... which is also why I didn't get more than 1 picture for this game; we were just having fun and laughing at the ridiculous **** that was happening and chatting with everyone else in the store for league night. 

I may do it again, but probably only at 2k (maybe during 1750 weeks).. just depends how I'm feeling. I really missed my spellcasting (even though it never goes off) and the Synergies as with this, once that GKoTG is gone, I basically lose all my CP and my force multiplying ability gets buried.
__________________________________________________________________________________________________________________________________________________________________________________________________

End of Week Thoughts
1st list, yeah, great and competitive... 2nd list was for fun and it has glaring issues for competitive play as one could imagine.

As I've said before, I really want to get back to my Skaven but.. faction burnout can happen so it's nothing against the army. There's another 5ish weeks left of the League so I still appreciate any feedback you have. I'm curious to see what our inevitable points changes do to my lists.

Anyway, I have a 2k tourney today (though, I doubt many will show due to the weather) where I will be bringing the ratbois back out.. so look forward to that later.

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