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Monthly Meetup: Skaven vs Nurgle & Stormcast


Gwendar

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My List

Spoiler

Allegiance: Skaventide

Leaders
Warlock Engineer (100)
- General
- Command Trait: Deranged Inventor
- Artefact: Vigordust Injector
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Engineer (100)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Grey Seer (140)
- Lore of Ruin: Skitterleap

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

Units
6 x Stormfiends (520)
- 2x Windlaunchers
- 2x Ratling Cannons
- 2x Shock Gauntlets
9 x Warplock Jezzails (420)

Behemoths
Hell Pit Abomination (240)

Endless Spells / Terrain / CPs
Vermintide (40)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 161
 


Game 1: Nurgle - Shifting Objectives

Nurgle List

Spoiler

Allegiance: Nurgle
- Host of Chaos: Munificent Wanderers

Leaders
Great Unclean One (340)
- General
- Bile Blade & Doomsday Bell
- Command Trait: One Last Gift
- Artefact: The Endless Gift
- Lore of Virulence: Favoured Poxes
Harbinger of Decay (160)
- Artefact: Mucktalon
Lord of Blights (140)
Sorcerer (120)
- Lore of Foulness: Cloying Quagmire

Battleline
30 x Plaguebearers (320)
5 x Putrid Blightkings (160)
5 x Putrid Blightkings (160)
5 x Putrid Blightkings (160)

Units
3 x Plague Drones (200)
3 x Nurglings (100)

Battalions
Blight Cyst (140)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 153
 

T1
Main Objective is right side. I go first and get MMMWP off on the Fiends and teleport the Jezzails over to the right.. and they manage to get the GUO down to 1 wound left. The Windlaunchers where out of range due to the Jezzails blocking their path, but they did manage to kill 1 1\2 Drones.

His turn has the GUO heal back to 10 wounds which definitely pretty frustrating that I failed by 1 wound but.. nothing else really happened aside from him slowly moving forward.

5-0 Skaven

IMG_20200222_131036.jpg.504d46857041b191619b8dbb44160913.jpg

T2
Objective stays right side. I get priority, and yet again fail to shoot off the GUO. I rearrange Clanrats on objectives to force him to have a longer charge and get the HPA up the center to engage the Plaguebearers.

His  turn has me unbind or him fail any useful spells but he manages to kill a Jezzail with Arcane Bolt. He charges the Plaguebearers into the HPA and do 2 wounds.. meanwhile it hits back and takes off 12.

10-0 Skaven

IMG_20200222_141916.jpg.11e0becd982a47525689bf2d9fdefd6e.jpg

T3
Objective stays right side. He wins priority and takes me off the left objective with his Harbinger and 5 Blightkings. HPA takes Plaguebearers down to 4 remaining but dies in the middle from the Blightkings that charged in, but I roll a 5 and it comes back with 4 wounds. 

On my turn I finally take off the GUO and drones. I get my middle Clanrats out of the middle to take care of the Nurglings in my backline as my hidden agenda was to not have any enemy units in my territory at the end of the game.

13-2 Skaven

IMG_20200222_150054.jpg.eb31633895ce1071b14d5877080c57d5.jpg

T4
Objective moves to the left side. I win priority and he calls the game as I'll easily take mid and he won't be able to recover from the points deficit.

Skaven Major Victory
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Game 2: Stormcast - Scorched Earth (2018)

Stormcast List (player didn't have list, so this is from memory.. not sure on artifacts\trait\etc)

Spoiler

Allegiance: Stormcast Eternals
- Stormhost: Hammers of Sigmar

Leaders
Lord-Arcanum on Gryph-Charger (220)
- General
Knight-Incantor (140)
Lord-Castellant (120)

Battleline
20 x Sequitors (440)
- Stormsmite Mauls and Soulshields
5 x Sequitors (130)
- Stormsmite Mauls and Soulshields
5 x Judicators (160)
- Skybolt Bows

Units
10 x Evocators (440)
1 x Celestar Ballista (110)
1 x Celestar Ballista (110)

Endless Spells / Terrain / CPs
Dais Arcanum (30)
Everblaze Comet (100)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 122
 

T1
He  goes first, fails to get off the Comet and I unbind the Dias cast. A handful of Clanrats get shot off.. but the 10 Evocators came down on the right side, made a 12" charge and killed all but 9 Clanrats and the HPA.. which yet again came back but only on 1-wound. It swings back and kills 2 but he still takes the objective after BS with only 1 Clanrat remaining with the HPA.

I get off MMMWP and reshuffle Clanrats to project a screen closer to the 20 Sequitors. Shooting phase has the Jezzails shoot off all but 2 Evocators on the right side and the Fiends kill around half the Sequitors. The rest of the Evocators run from BS.

4-2 Stormcast

IMG_20200222_172119.jpg.503ce2214bd4bae37d9b1115222eb1b0.jpg

T2
I get the double turn, MMMWP goes off again and I prep 20 Clanrats to make a run towards his back left objective that's only being held by the 5 Judicators. The Fiends shoot off the rest of the Sequitors and he calls the game. We quick play a few things and I would shoot off the Knight-Incantor to shut off the comet and there isn't much he can do at this point to pull it back after I killed ~1k points worth.
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Overall Thoughts
I'm liking the list so far. I don't put a batrep up of every game I play, but this was the 1st time I played with the HPA and definitely loved it more than the Monks. More testing will need to be done.. I mean it didn't get to do anything against the Stormcast and I got lucky with rolling a 5 both times for it to not die. I hate GUO's and their inability to die, but my opponent rolled some monster FNP saves.

Not much to say overall.. I have a variant where I swap Fiends for Acolytes, but I dunno. I really want to keep the 9 Jezzails as they're so incredibly useful\threatening against any army so I don't want to swap them for 30 Acolytes + Fiends (which, as I mathed out before works well enough with Deranged Inventor). The thing with this setup is that the HPA and Jezzails can both act alone and that's great to have. Also, I wasn't sold on Skitterleap but I don't know that I replace it... the only thing I would replace it with is Warpgale and I'm not sure it's a valid tradeoff for the utility of Skitterleap.

Anyway, good games, but more practice required. I'm hopefully going to be able to bring my Hallowheart list to the next tournament, so if anyone is interested in seeing that be sure to check the blog every week or so.. I generally only post about a game in the relevant faction thread. Thanks as reading, as always.

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Great report per usual. I really do love Skitterleap. The threat of taking any objective anytime really puts pressure on the opponent. Reading those reports of yours, it's getting increasingly clear that I NEED to get myself some jezzails. I love how hero light this list is. There's just so much room for everything else. Jezzails, fiends, AND HPA? Nice! 

  • Like 1
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2 hours ago, gronnelg said:

Great report per usual. I really do love Skitterleap. The threat of taking any objective anytime really puts pressure on the opponent. Reading those reports of yours, it's getting increasingly clear that I NEED to get myself some jezzails. I love how hero light this list is. There's just so much room for everything else. Jezzails, fiends, AND HPA? Nice! 

Thanks, and yeah I do too so it'll probably stay just for those moments. 9 Jezzails are definitely great for their points.. they can wipe\cripple elite units and are always a threat to monsters and squishy heroes.. and the fact they don't need buffs at all makes them more convincing to use; 1 less point of failure. Speaking of points of failure, that's why I really liked the HPA despite it not getting to do anything 2nd game... I don't need Death Frenzy around and hope it goes off and it can also act solely on it's own like the Jezzails.

I wasn't sure how I would feel about not having a Bell or VL, but I don't think either is necessary. This list puts all the power in the units themselves and you have the minimum needed to get by. I mean, I don't need the Grey Seer but I would generally rather have Skitterleap available than another Engineer\AW but that could change.

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5 hours ago, Gwendar said:

Thanks, and yeah I do too so it'll probably stay just for those moments. 9 Jezzails are definitely great for their points.. they can wipe\cripple elite units and are always a threat to monsters and squishy heroes.. and the fact they don't need buffs at all makes them more convincing to use; 1 less point of failure. Speaking of points of failure, that's why I really liked the HPA despite it not getting to do anything 2nd game... I don't need Death Frenzy around and hope it goes off and it can also act solely on it's own like the Jezzails.

I wasn't sure how I would feel about not having a Bell or VL, but I don't think either is necessary. This list puts all the power in the units themselves and you have the minimum needed to get by. I mean, I don't need the Grey Seer but I would generally rather have Skitterleap available than another Engineer\AW but that could change.

Yeah. The engineers are only there to buff the fiends right? And occasionally jezzails in a pinch. So a Grey seer is way better than a third engineer. 

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8 hours ago, gronnelg said:

Yeah. The engineers are only there to buff the fiends right? And occasionally jezzails in a pinch. So a Grey seer is way better than a third engineer. 

Only the Fiends really. The Jezzails should never be buffed in my opinion; only with Deranged if they need to move and can't use the Gnawholes. If the Fiends are dead then.. sure, go for it. Generally the hit rerolls is enough to take out most anything. A 3rd engineer would really just be for more redundancy, but I prefer the utility of snagging abandoned objectives.

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