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Monthly Meetup: Skaven vs StD, IJ, Sylvaneth


Gwendar

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My List for the Tournament (Note, I left my Jezzails at home for Saturday so we used proxies.. disregard the giant Rooster 😅)

Spoiler

Allegiance: Skaventide

Leaders
Grey Seer on Screaming Bell (240)
- General
- Trait: Master of Magic
- Lore of Ruin: Death Frenzy
Warlock Engineer (100)
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Engineer (100)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!

Battleline
40 x Clanrats (200)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade
20 x Clanrats (120)
- Rusty Blade

Units
30 x Skryre Acolytes (320)
9 x Warplock Jezzails (420)
40 x Plague Monks (280)
- Woe-stave

Endless Spells / Terrain / CPs
Extra Command Point (50)
Vermintide (40)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 191
 


Game 1: StD - Blood and Glory

StD List

Spoiler

Allegiance: Slaves to Darkness
- Damned Legion: Despoilers
Mortal Realm: Ulgu

Leaders
Slaves to Darkness Daemon Prince (210)
- General
- Sword
- Trait: Paragon of Ruin
- Artefact: Sword of Judgement
- Mark of Chaos: Khorne
Chaos Lord on Karkadrak (250)
- Artefact: Dimensional Blade
- Mark of Chaos: Khorne
Be'Lakor (240)
- Spell: Binding Damnation
Chaos Lord (110)
- Reaperblade & Daemonbound Steel
- Mark of Chaos: Khorne

Battleline
15 x Chaos Warriors (300)
- Hand Weapon & Shield
- Mark of Chaos: Khorne
10 x Chaos Warriors (200)
- Hand Weapon & Shield
- Mark of Chaos: Khorne
10 x Chaos Warriors (200)
- Hand Weapon & Shield
- Mark of Chaos: Khorne
5 x Chaos Knights (180)
- Ensorcelled Weapons
- Mark of Chaos: Khorne

Battalions
Godsworn Champions of Ruin (180)

Endless Spells / Terrain / CPs
Realmscourge Rupture (60)
Darkfire Daemonrift (50)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 116
 

T1
He wins priority and goes first. Daemon Prince + Be'lakor run up onto terrain and blacken them, blocking LoS. Otherwise, Knights and Karkadrak move up on the left side.

Bells rolls +1 to casts, Vermintide goes off and does 1 MW to Be'lakor. Due to the now LoS blocking terrain, I decided to shoot at his Chaos Lord on foot in the middle of the board and they take it off.
IMG_20200125_132146.jpg.7458f44bfef66a863fdbf47a81c2cf03.jpg

T2
I win priority.. however I determine I have no good targets for shooting and pass it to him. I move Vermintide into the Karkadrak doing 2 and Be'lakor heals 1. I unbind both his Realmscourge Rupture and Enfeeble spells. Combat has the Knights + Karkadrak charge in, killing all 20 Clanrats.

Bell rolls an 8 and does a couple MW to the Daemon Prince and the Monks do 3 from the Book. I get MMMWP + Vigordust + Spark out on the Acolytes which is all that really matters. Jezzails leave the Karkadrak on 2 wounds and the Acolytes dump 6 shots into him finishing him and the other 21 in range of the Knights proceed to do ~46 damage after saves if I recall.
IMG_20200125_135222.jpg.7ad5ae9b91f96e0ef19443821e36a183.jpg

T3
He wins priority. Vermintide puts 2 MW's on Be'lakor while mid and he proceeds to run him middle. Middle and right Chaos Warriors start heading to my bottom right. Daemon Prince charges into the Clanrats, killing a good amount, however they somehow manage to finish it off.

Bell rolls a 3 and Death Frenzy goes off. I run everything up to start working towards capping the objectives and the Jezzails finish off Be'lakor. He concedes as I end up winning the roll-off.

Skaven Major Victory
IMG_20200125_142728.jpg.be804fc1593acfbb3cd40635eae37976.jpg
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Game 2: IJ - Better Part of Valour

IJ List (He was 50 under as he didn't know you could only buy 1 extra CP)

Spoiler

Allegiance: Ironjawz
- Warclan: Ironsunz

Leaders
Orruk Megaboss (150)
- General
- Trait: Right Fist of Dakkbad
- Artefact: The Golden Toof
Megaboss on Maw-Krusha (460)
- Boss Choppa and Rip-tooth fist
- Artefact: Sunzblessed Armour
- Mount Trait: Mean 'Un
Orruk Weirdnob Shaman (110)
- Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (110)
- Warbeat: Fixin' Beat

Battleline
5 x Orruk Brutes (140)
- Pair of Brute Choppas
- 1x Gore Choppas
10 x Orruk Brutes (280)
- Jagged Gore-hackas
- 2x Gore Choppas
3 x Orruk Gore-gruntas (160)
- Jagged Gore-hackas
3 x Orruk Gore-gruntas (160)
- Jagged Gore-hackas

Units
4 x Ironskull's Boyz (80)
5 x Orruk Ardboys (90)
- 1x Gorkamorka Banner Bearers
- 1x Gorkamorka Glyph Bearers

Battalions
Ironfist (160)

Endless Spells / Terrain / CPs
Extra Command Point (50)

Total: 1950 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 127
 

T1
He wins priority and makes me go first. I deployed to deny any chance at a T1 Hand of Gork.. unfortunately, I couldn't really do much other than take 4 off the Maw-Krusha with what few Jezzails were in range of it.

His turn, he Mighty Destroyers the bottom Pigs and then proceeds to run everything else up as far as possible. Bottom combat has the Pigs kill 12 Clanrats but do nothing in return.
IMG_20200125_171149.jpg.edd60bf7887a3dd0edea920cfed64849.jpg

IMG_20200125_173519.jpg.89eb06f4609ffa723d9be0a8cd1d0789.jpg

T2
He gets the double. Everything charges and he kills the bottom and top Clanrats as well as 1 Jezzail.

Bell rolls an 8 and throws out 1 MW onto bottom pigs (but literally rolls 1-3 for every other unit) while throwing out Vermintide and doing 2 to the Maw-Krusha. MMMWP + Vigordust onto Acolytes. I teleport the Jezzails to the top of the board who do largely nothing to his top Pigs unit.. but the Acolytes kill the Maw-Krusha and remaining 2 Pigs in front of them. Monks charge in and only 4 manage to not get in combat.. but without Death Frenzy (failed on a 3) their overall damage was absolutely abysmal and my opponent made some of craziest saves I've ever seen. What he does kill manages to toss out a couple MW's here and there however.
IMG_20200125_184517.jpg.cf761e9606eed85609c6fbaa90cb6fe2.jpg

T3
He wins priority again. Teleports 10 Brutes behind Jezzails who proceed to make their charge and kill them all, giving him the objective which he burns.

I concede as I cannot mathematically do much else considering the position he's left me in.

Skaven Major Loss

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Game 3: Sylvaneth - Scorched Earth

Sylvaneth List

Spoiler

Allegiance: Sylvaneth
- Glade: Winterleaf

Leaders
Treelord Ancient (260)
- General
- Trait: My Heart Is Ice
- Deepwood Spell: Regrowth
Drycha Hamadreth (320)
- Deepwood Spell: Regrowth
Arch-Revenant (100)
- Artefact: Frozen Kernel
Branchwraith (80)
- Artefact: Spiritsong Stave
- Deepwood Spell: Throne of Vines
Branchwraith (80)
- Deepwood Spell: Verdurous Harmony

Battleline
20 x Spite-Revenants (200)
20 x Spite-Revenants (200)
20 x Spite-Revenants (200)

Units
6 x Kurnoth Hunters (400)
- Scythes

Battalions
Outcasts (100)

Endless Spells / Terrain / CPs
Spiteswarm Hive (50)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 127
 

T1
He wins priority and goes first as I counter-deployed against his Drycha with the Jezzails. I unbind his spell to summon woods but the TLA summons one middle-right. Drycha teleports behind middle woods to block LoS from Jezzails and then she proceeds to shoot off 5 Clanrats from top side.

Bell rolls a 5 but only does 1 MW to Drycha. Vermintide goes out and does 2 to Arch-Rev in middle woods, but Death Frenzy\MMMWP aren't worth casting this turn. I teleport the Jezzails to the top side (note, 1st picture shows them a bit out of range; they were nudged during deployment on accident and he allowed me to move back wholly within 6") and bring Drycha down to 1 wound after shooting; I would've killed her but I forgot to use a Spark for the +1 damage.

4-4
IMG_20200126_113015.jpg.07d11bf5262cc2d3f19daf461e115361.jpg

IMG_20200126_120425.jpg.f041baf893776eaec46789e3ae581134.jpg|

T2
He wins priority. I move Vermintide and decide to make it hit the Drycha with 1 wound, and it manages to do 6 MW's. He summons 10 Dryads into middle-right woods. 20 Spites teleport to middle woods and charges them into the bottom Clanrats, killing 10. The Clanrats + Bell manage to kill 9 Spites, but 9 more run to BS.

Bell rolls an 8, but only does d3 MW's to the remaining bottom Spite unit finishing them off. I auto 6"-run the bottom and top Clanrats (14" movement) and take control of both his front objectives. Fully buffed Acolytes manage to get fully in range of the 20 Spites up top and do 75 damage... damage dice pool below for 'proof'. Note that is of course with the +1 damage from the Spark.

I burn both objectives, scoring 5. 13-8
IMG_20200126_125347.jpg.8116c49630d7e46f3bad66cb1c1b8358.jpg

IMG_20200126_125205.jpg.20cd53ca944d64f0c2e389f2e08c75f3.jpg

We roll off, but I win priority and he concedes.

Skaven Major Victory
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Overall Thoughts
So yeah, I like this list a lot. Plenty of bodies, 3 threats.. well, 2 threats. I'll be honest I didn't like the performance of the Monks at all but I know I also could've potentially deployed\used them a bit more aggressively. Across all 3 games they just felt like a waste of points and they did nothing for me except make movement take longer. Of course.. The Jezzails and Acolytes are a different story, doing their job every time they needed to. The Jezzails would've had a couple more 1-shot kills, but for some reason I keep forgetting that they get a Spark as well. Anyway, game specifics:

StD game: The Jezzails forced my opponent to go first as he knew I would just shoot off Be'lakor. Assuming this and knowing he had no deepstriking, I screened up and waited for that first wave to hit. He did make sure that his Knights were out of range LoS and not being able to hit Be'lakor\the Daemon Prince had me worried at first. I knew since the Knights couldn't hit me T1, I was safe to keep everything where it was since he would at most just be able to kill the 20 Clanrats and the Acolytes would take the Knights + Karkadrak off the board, which they did. I would say I played this about as perfectly as I could have.

IJ game: I gotta say.. I was slightly salty at this one for a bit. I can say with 99% confidence the double-turn is what caused the loss here. I felt I deployed to the best of my ability to counter against a double turn (maybe I could've thrown the Jezzails middle instead of bottom) but.. it just wasn't enough. I had to counter the threat of Hand of Gork which meant my frontline would be a bit thin since I needed to conga my Clanrats thanks to the massive board space this battleplan has. While I wiped the Maw-Krusha and Pigs on the bottom side, the top side just couldn't deal with the entire rest of his army. Again, if I had perhaps placed the Jezzails mid and shot off the Shaman to prevent a teleport I could've done a bit better, but then I wouldn't have pushed enough damage through on the Maw-Krusha to kill it (it reduced the Acolytes -2 rend to -1 and I just barely killed it) so.. who knows. New opponent, but a great guy and hope to play him more in the future.

Sylvaneth game: I felt I played this about as perfectly as I could have as well. I enjoy having so many drops as it allows me to bait out most opponents and I can counter-deploy easily. The Clanrats are my first 3 drops 99% of the time so I can place the power-units and their buffing Wizards accordingly. With the shorter board space of this battleplan, I had a much easier time on deployment as I knew he had no teleports without woods behind me. I bided my time waiting for the Kurnoths to come down, but the moment I saw I could burn 2 of his objectives I went for it even if it meant leaving the Acolytes\Jezzails open without a screen. 


So yeah, it was a good weekend, going 2-1 and taking 2nd by only 5 points. I have my Tzeentch order coming in so.. you may be seeing that in the future for a bit. Next weekend may have the return of OBR for a short time, although I've considered running a 6 Fiend list again to try it one more time. Thanks for reading, as always.

 

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Excellent report! Thanks!
This list does seem pretty nasty! The dual defensive gnawholes seem fantastic combined with the jezzails! I'll need to get myself some jezzails and acolytes for sure! :)
Do you typically have the plague monks or 40 clanrats around the bell?

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Yeah, gonna be testing it a lot in prep for Nashcon and Nova this year.. though I'm currently working on swapping the Monks for a Hell Pit but also considering running Fiends\Acolytes\Jezzails or a Hellpit with no Bell. I really think if you're running Jezzails (or hell, even Fiends without Bridge) it's really the best use of the Gnawholes. Many overestimate what they can do and will always have a unit guarding a backline one.. so more often than not I place 1-2 in my deployment (or near it) or 1-2 in the middle-ish of the table.. by T2-3 people tend to forget about them.

Typically I run the 40 Monks with the Bell because of Death Frenzy. That wholly within range for the BS immunity can actually cover 40 Monks and 20 Clanrats quite easily.. but I'll throw 40 around it depending on what is deployed in front of them.

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