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TTS Tournament Game 2: Skaventide vs Seraphon


Gwendar

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Seraphon - Scorched Earth

My List

Spoiler

Allegiance: Skaventide
Mortal Realm: Ghyran

Leaders
Warpgnaw Verminlord (260)
- General
- Command Trait: Malevolent
- Artefact: Ghyrstrike
Warlock Bombardier (120)
- Lore of Warpvolt Galvanism: Warp Lightning Shield

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

Units
40 x Plague Monks (280)
- Woe-stave
40 x Plague Monks (280)
- Woe-stave
1 x Warp-Grinder (80)
1 x Warp-Grinder (80)

Artillery
Warplock Jezzails (420)

Endless Spells / Terrain / CPs
Chronomantic Cogs (80)
Bell of Doom (40)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 179
 

Seraphon List

Spoiler

Allegiance: Seraphon
- Constellation: Dracothion's Tail

Leaders
Lord Kroak (320)
- General
- Spell: Stellar Tempest
Skink Starseer (140)
- Artefact: Godbeast Pendant
- Spell: Tide of Serpents
Saurus Astrolith Bearer (140)
Skink Starpriest (120)
- Spell: Hand of Glory

Battleline
20 x Skinks (120)
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
5 x Saurus Guard (100)

Units
12 x Salamander Hunting Pack (240)
12 x Salamander Hunting Pack (240)
12 x Salamander Hunting Pack (240)
12 x Salamander Hunting Pack (240)

Endless Spells / Terrain / CPs
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 134
 


T1
Took no notes, so I'll be going off memory here and I expect the scores in-between rounds to be wrong except for the final score. I win on drops and let him go first and he generates CCP and absolutely stacks the buffs on Kroak, making him nigh-unkillable with multiple FNP\pass-off saves and sitting on 2+ RR 1's. He put all 4 of his Salamander unit in the sky and brought 1 down to remove the Jezzails Clanrat screen but that was largely it. He did manage to get 1 of the Salamanders in range of the objective and take it from me.

I ensured during deployment there was no way for him to teleport behind me and proceed to get Cogs out with a RR and Kroak fails to unbind, but it's close. The Warpgnaw and Monks are all in reserve and I pop 1 unit out to the top of the board and the Warpgnaw comes out bottom left. Both make their charges and remove all the Skinks in the way and I take both objectives. 5-5 Draw
T1.PNG.5a082233d125996b008001001977eb5d.PNG

T2
I get the double turn, manipulate the Cogs again to keep up the +2 move\charge and then bring up the other 40 Monks with a dutiful sacrifice from the Grinder team. Jezzails finish off the 1st Salamander wave thanks to a Warpspark giving me just enough damage. Warpgnaw and the bottom Monks charge into Kroak, Astrolith, Starseer and 5 Guard while the top Monks just barely make it into the Skinks (rolled a double 1, but the +3 still got me within .5"). Now, here was my biggest mistake of the game. For some reason, I decided to go with the Warpgnaw into Kroak first knowing full well I needed to go with the Monks first to try to remove the Astrolith and 5 Guard.. so the game would've ended right away had I done that. All in all the Warpgnaw did 3-4 damage to Kroak out of 10.. again, had I killed off his Guard first I would've taken off Kroak and that would be game, but oh well... live and learn. Top Monks clear the 10 Skinks and I decide to risk it and burn all 4 objectives to ensure he can't teleport and take them back once I move off.

Kroaks spellcasting absolutely shreds both Monk units by around 10-15 models each and kills the Warpgnaw (with whom I've rolled ~4 5+ FNP saves across 3 games so far). He then teleports Kroak bottom middle and brings down 2 more Salamander units, which wipe off the Jezzails. 17-5 Skaven
T2.PNG.03173677fbb912d876b31b9639e8e74f.PNG

T3
I somehow win priority again but don't have a lot I can do with it so I just manipulate the Cogs again and Warp-Lightning is unbound by Kroak. Top Monk unit charges the Astrolith, Starpriest, Starseer and 1 remaining Guard and take out the Astrolith and put a couple wounds on the Starseer while bottom Monks run towards Kroak.

Kroak yet again goes to town thrashing everything with spells and he brings down the last Salamander unit. By the end of his turn, I'm completely tabled. He didn't manage to get the top right objective, so I still scored it making it 22-8.

From there, he won T4 priority and teleported Kroak to the top right objective to bring the score to 22-12. For T5, he burns all objectives but doesn't roll enough, making the final score 22-22 with a Skaven victory.

t3.PNG.d644c300707bfde61d62647eb5c8e279.PNG


Overall Thoughts
Yeah this list is rough.. I think I played this about as perfectly as I could with the exception being my idiotic mistake of not choosing the Monks to take the Guard/Astrolith off the board before going into Kroak. I probably could've used the Jezzails a bit better as well.. I definitely think I would've been better off keeping them closer to the Gnawhole and teleporting them out of that little killzone (or you know, just put them further back) and they may have even been alive to take out Kroak.


This game was way too close and a lot of things went right for me. Winning all priority rolls I think is what got me the win, especially since I didn't make best use of my double turn with the whole not-picking-the-right-unit-to-fight-first thing.

Thanks for reading.. I'll try to do more of these; I missed doing batreps for nearly 5 months 😅

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Thanks.... i love reading these batreps. Happy to hear that cogs works well for popping units up 9" away and still making the charge. Definitely something i'll be stealing :)

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1 hour ago, Cosmicsheep said:

Thanks.... i love reading these batreps. Happy to hear that cogs works well for popping units up 9" away and still making the charge. Definitely something i'll be stealing :)

Yeah, it's pretty great but it really is reliant on the Cogs going off so the Monks get +3 to their charge in total; rolling a 6 is far easier to do than hoping for that 8 they would get without it.

It's versatile enough, especially with my changes to it. Could always start with the Monks on the table, give them both DDF from the Warbringer and Grinder the Clanrats to take objectives later on, but in this scenario without DF\DDF I exclusively keep them underground.

Edited by Gwendar
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But with cogs being cast in the hero phase, i guess there's no need to bring up the monks until ready? Maybe throw in a Deceiver or a Warpgnaw to get up front and assist with a re-roll charge if necessary?

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38 minutes ago, Cosmicsheep said:

But with cogs being cast in the hero phase, i guess there's no need to bring up the monks until ready? Maybe throw in a Deceiver or a Warpgnaw to get up front and assist with a re-roll charge if necessary?

Correct. If my opponent doesn't leave me anywhere to bring them in then they can stay off.. I generally keep the Bombardier pretty far back to make sure nothing short of Kroak is in range to dispell it. 

Like I said, in my altered list I plan to run a Warbringer who should be able to run up and at least reach one of the units to support them if needed.. all depends on the battleplan, opposing army and deployment which is why this being so adaptable with it's 4 null deploys works out reasonably well. Should I get the turn priority then he can try to get off DDF and hopefully get it onto both units, but the strategy isn't reliant on it.

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