2000 MPP Pitched Battle
Seraphon versus Skaventide
Battleplan: Total Commitment
Seraphon Army
Allegiance: Seraphon
Mortal Realm: Ulgu
Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Miasmatic Blade
Skink Starpriest (80)
- Artefact: Spellmirror
Saurus Scar-Veteran on Cold One (100)
- Artefact: Betrayer's Crown
Saurus Oldblood on Carnosaur (260)
- Artefact: Sword of Judgement
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
5 x Saurus Knights (90)
- Lances
Units
6 x Ripperdactyl Riders (280)
4 x Razordons (160)
Battalions
Firelance Starhost (150)
Shadowstrike Starhost (180)
Dracothion's Tail (80)
Endless Spells
Chronomantic Cogs (60)
Total: 2000 / 2000
Extra Command Points: 3
Allies: 0 / 400
Wounds: 110
Skaventide Army
Allegiance: Skaventide
Leaders
Verminlord Warpseer (260)
- General
- Trait: Master of Magic
Grey Seer on Screaming Bell (200)
- Lore of Ruin: Warpgale
Arch-Warlock (160)
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Battleline
40 x Clanrats (200)
- Rusty Blade
40 x Clanrats (200)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade
Units
9 x Warplock Jezzails (420)
War Machines
Doomwheel (160)
Warp Lightning Cannon (180)
Endless Spells
Warp Lightning Vortex (100)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 165
Yet another battle against our ages old enemy, the Skaven(tide)! This match up is against my friend Gwendar and is the first time using either Dracothion’s Tail or Firelance Starhost. Of course, I’m really only utilizing DT for the 1 drop ability, as Total Commitment does not allow for any army reserves. As I haven’t played Skaventide in a several weeks, I wanted to see how the army performed with its refresh. Even though I knew I wouldn’t be able to use Strike from the Skies, I figured the unit’s other abilities would still make for a devastating attack. Also, I planned to attempt a CP bomb on the Oldblood after T1.
As I technically only had one drop, I was able to go first. I still spread out the deployment phase, just to get an idea of how his army would be setup. That said, I don’t think I deployed correctly as I had very little to deal with his to large Clan Rat hoards at the beginning of match.
Seraphon T1: Hero phase the Shadowstrike Battalion marched forward with Stealthy Advance, though I only got double one’s for the Ripperdactyls. My hope is that the Ripperdactyls will be able to get into the right unit of 40 Clan Rats and decimate them. I didn’t move the skinks shielding the Razordons, other than to be sure their bases were just inside 3” to utilize Instinctive Defense. I successfully cast Cogs and Summon Starlight buffed the Rippers. The Trap is Sprung was placed on my first target, the right-side unit of 40 Clan Rats. I also got The Hunter’s Steed Constellation, which I was really hoping for! 😄
In movement, I used the War Drums for all 3 units of Knights as the measly 7” base movement wouldn’t get them anywhere near close enough for a charge. (O.T. RANT: How the HELL does a cavalry unit have worse movement then a foot unit, i.e. ANY Skink ground unit?! Even Kroxigor can move further!) I hoped that enough would survive to my next turn to make use of Blazing Lances and the Firelance Blazing Cohort. However, my first mistake came here: I completely forgot about the movement buffs from the Cogs, Azyrite Hunters, and The Hunter’s Steed denying myself 6” of movement AND charge! It’s entirely possible I could have gotten into the left-side Clan-Rats with these buffs. I realized it next phase and kicked myself around GW for the rest of the game because of it. >:’-O The Ripperdactyls swooped down to just outside 3” of the right-side Clan Rats with the Skinks and Starpriest behind them. I realized I had left the right-side objective uncontrolled and was able to move the Oldblood within range to maintain control. End of movement, I did summon in 10 Skinks to surround the Slann General, as he is not fond of being unguarded.
The only unit within shooting distance (thanks to forgetting to benefit from movement and buffs), were the right-side Skinks and they performed admirably, inflicting 2 wounds with their Boltspitters.
Time for Ripperdactyls to RIP. Charge was successful and I commenced with 7 spears, 18 claw (thank you Blot Toad), and 18 beak attacks. The 18 Vicious Beaks turned into 34, of which 32 wounded. Out of 57 attacks, I managed 27 wounds after his save rolls. Not great, considering I’ve seen this same unit of Rippers obliterate units of 40 before. The Clan Rats retaliation inflicted 2 wounds.
Thanks to the Verminlord’s anti-shock aura, there was no battleshock to take for the Clan Rats, which further exacerbated the mediocre outcome of this combat (edit: this was due to the Screaming Bell, not the Verminlord). At least I gained 2 victory points!
Skaventide T1, also known as the beginning of the end. The Slann General did manage some impressive dispels, negating two of opponent’s spells, but the spell I needed to block, Warp Lighting Vortex, went off directly over the Firelance Battalion. Even worse, it’s area of affect would include my Slann General. Here’s it’s Warscroll, for those not familiar with this devastating Endless Spell:
See that really important “and” in the first line of Warp Lightning Bolts? Yeah… On setup, WLV did 7 mortal wounds to the 3 units of Knights and 3 to the Scar Veteran on Cold One.
Shooting was equally destructive. The Jezzails wiped 2 Razordons and 5 Ripperdactyls away. Oof!
Movement wasn’t much better. The Doomwheel made a longbomb across my Knights and into the Skinks around the Slann. More mortal wounds inflicted by it and the WLV, slaying 2 Skinks and 6 Knights. Additionally, the rest of his armor moved forward. I was at least able to keep the Jezzails from using the Gnawholes, but this was little benefit with their 30” range.
Combat saw the remaining right-side Clan Rats killed the last Ripperdactyl. The Doomwheel inflicted 2 wounds on the Slann General. I used Wary Fighter to reposition the guarding Skinks, but didn’t place them to keep the Slann screened! DOH!
Even with all this, I was still thinking about potential to capture an enemy objective and win the game. If I could dispel the WLV and get the remaining Knights into the left-side Clan Rats, I could potentially gain the 3 VP from it. Additionally, I still had the Oldblood bomb. I wasn’t giving up! 2-2 tie at the end of T1.
Turn 2 priority roll went to Skaventide ☹ At this point, I knew the game was over. Between the WLV’s mortal wounds and the rest of the army’s abilities and damage, I knew I’d lose most, if not all my army. By the end of Skaventide T2, I’d lost all but 1 Knight, the Oldblood, the Starpriest, and right-side Skinks. With the Slann killed and the majority of my army gone, it confirmed the end of the game. I did play my T2, if only to attempt the Oldblood bomb. LoS&T went off with a 4 and I made the charge. With an additional 8 attacks, I only managed to get the Screaming Bell down to 4 wounds. I ended my T2 and conceded, with a 7-3 victory to Skaventide.
Post Game Analysis
So, obviously missing out on movement bonuses really ham-stringed me. Not dispelling WLV was a big deal, but not a failing on my part. I definitely should have deployed the Ripperdactyls to take on the unit of 20 Clan Rats and Doomwheel; I’d likely have much better chance on that objective. The Knights could have tied up a unit of 40 Clan Rats to allow the Rippers the potential for survival and reuse. Of course, all of that depends on WLV not going off. The Skaventide double turn didn’t help either, but my mistakes combined with my opponent’s good luck spelled an end to the battle.
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