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Sigwarus

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Everything posted by Sigwarus

  1. This khorne book aint weak despite some comments in this board. Listen to the reviews, khorne got many ways to improve hiswarriors .
  2. Blood warriors have their place as good screens and Will be invaluable to tackle the FEC meta
  3. If someone retreats from your gobbos to achieve this you should be happy. Your control the Battlefield and hopefully some objectives.
  4. The new nighthaunt warband got a really nice AoS warscroll
  5. A beastmen bloodstoker can be made from the scar bloodwrath model (got hooves) and the original blood stoker or something else with a whip.
  6. I don't know about (Tzangor) spam but a balanced list contains both magic and combat elements to be sure. I don't think tzeentch can rely solely on magic in this edition because of the price hikes on the magicians. Look at my list above. I took on and defeated idoneth alfastrike with it.
  7. This is a potential list of mine for a upcoming tournament : Curseling Lord of change Gaunt Summoner Tzangor shaman 30 Tzangors 10 acolytes 10 acolytes 10 blue horrors 6 enlightened Pendulum Thoughts?
  8. Ching wing : It doesn't matter how top ranked your friends are, just read the warscroll. It's clearly a matter of choice and not a two in one. If it matters to you I am also a top ranked Sylvaneth player who would love your friend to be right but he/she isn't.
  9. Seriously LLV I hope you are trolling this time! To make the charger always go first could be the dumbest change ever. Why take away a tactical element from the game? Who in their right mind would suggest this? Which playtester would praise it? Aren't they supposed to be veterans? Please no. Just no. Like the other rumors though and models look amazing!
  10. Those alligence abilities! I love them. The tactical setup needed makes for some challenging games but the rewards are good.
  11. People who play one fast test game usually shuffle everything forward for a clash in the middle and don't play with scenario objectives. Then this game is rather simple and dull. But if you play some games and use the scenarios you can have a tacticaly challenging game. For example, Warhammer fantasy had a large rulebook with many different rules but I would say that AoS with it's "four pages" is a more tacticaly complex game than wfb.
  12. Thanks! The Wildwood sniping trick can often be avoided by deploying the Vexillor is correctly. The ability works nomatter where you deploy him and therefor he could be placed in a corner, and more importantly, more than 30" away from the free Wyldwood. The Retributors shouldn´t be placed in the center of the deployment zone rather than at a flank. Then you don´t have to spend several turns running to reach the enemy if the Vexillor is killed.
  13. Scenario: Blood and glory (claiming a major victory rendered 15-5 in tournament points but the mission had been altered so that it was enough to control 3 of the four objectives to win a major victory). The tournament score was then modified -/+ 5 due to the difference in point cost for killed units. The end score could be anything between 20-0 and 0-20 in tournament points. Anders army: Anders is a nice guy that I've encountered before in a smaller tournament. His 2000p army consisted of: Lord Celestant on Drakoth, lord Castellant, lord Relictor, knight Vexillor, 2 Concussiors, 3x5 Judicators, 2x5 Liberators, 10 Retributors, My army can be seen in the first post of this blog. Pre-game thoughts: I absolutely love playing against Stormcast! It is often fun games with plenty of bloodshed on both sides. But to be honest, I have yet to lose a game against a Stormcast army. The key when battling Stormcast is handling the incoming teleports, often in the form of 10 armour-smashing Retributors. But Sylvaneth have many tools to handle the threat. My goal was to snipe the Vexillor before any teleportation were made. That is easier said than done. Vexillors have a good save and most generals like to place them in cover or unseen behind terrain. But with some help from the forest I was hoping to take the banner bearer out. I got one acorn and the Verdant blessing spell so producing forests wouldn't be a problem in this game. Terrain (described from my side of the board as always): At the left side of his deployment were a building with some small area terrain just next to it. At the center of his deployment was a large cemetery acting as an area terrain. At the right side of his deployment was a tall but not that large stone pillar (impassible). The center of the board had, just as in my second game, a large and tall stone formation (impassible). I placed my free Wyldwood just to the right of it. In my deployment zone I had a relatively large area terrain to my left and a ruin at my right side with nothing but barren land between them. Deployment Anders deployment from left to right: Concussiors (just by the building), Judicators, Liberators (in the central area terrain), Relictor (with liberators), judicators, lord on Drakoth, liberators, judicators, Castellant (behind the stone pillar), Vexillor (same), Retributors (near the board edge to the right) My deployment: Branchwych alone to the left and the major part of the army in a half circle at the center with the intention of dropping a wood in my deployment zone. The 10 dryads were kept in the shadows and not deployed and the tree-revenants were placed at the far right side. The battle begins: As I deployed the whole army at once I decided the terms of the turns and choose to go first (do you see the pattern). I created a Wyldwood in my deployment zone and another one at the left side of the battlefield close to the building in his deployment zone. I then redeployed all my troops besides the branchwych and loremaster by walking the spirit path. The Treelord Ancient, The Spirit of Durthu and the Kurnoth hunters with scythes were deployed in that order into the free forest just right of the middle center of the board as close to the enemy as possible. Both the Kurnoth hunters and the Treelord Ancient got a 6 on their spirit path roll and could move even closer to the enemy. I then put the 2 units of Kurnoth hunters behind the other troops at the same forest. Before the teleportations the loremaster managed to buff Durthu with hand of glory. The Tree-revenants were placed at the right side of his deployment zone just by the board edge behind his troops to threaten the Vexillor and Castellant. The unit of 20 dryads were redeployed at the newly made forest to the left. By placing the Kurnoth hunters with bows in the forest I had dramatically changed their line of fire. Thanks to the new angle I could target the no longer hidden Vexillor in the shooting phase. The arrows from the two units was just enough to slay him and, as a consequence, the Retributors were now stranded at the far right and had to rely on their not to impressive move of 4" to close the gap. The Spirit of Durthu and the Ancient proceeded to shoot down the Celestant on Drakoth thanks to the rerolls granted by the hand of glory spell. I charged with both Treemen, the hunters with schytes and the dryads to the left. All but the dryads made the charge. The Ancient engaged the Judicators in the middle and killed a few of them. The hunters attacked the Judicators to the right and the Spirit of Durthu killed the lord Celestant on foot. The Tree-revenants failed to engage the lord Castellant. After that amazing first round my opponent retaliated. He charged the Ancient with his Concussiors and some liberators. He then charged the hunters with the other group of liberators. All his remaining shooting went into the hunters and in combination with the other attacks they were down to one guy. The Concussiors severely wounded the Ancient that was saved by having a mystic shield. The Retributors charged and killed the revenants (but this put them even more isolated to the right). My opponent then got the double turn and the Retributors ran closer to my troops. The hunters with scythes were now down to one wound. The Concussiors finished of the Treelord Ancient. In my second turn I moved the big unit of dryads from the left forest to engage the enemy but did retain my bonus for being near the forest by stretching out the unit and retaining a few of them close by the forest. I then teleported the two units of Kurnoth Hunters with bows to the same forest. Unfortunately one of the units rolled a 1 and couldn´t shoot in the following shooting phase. The Branchwych moved to control the objective at my left quarter of the board. The smaller unit of dryads abandoned their forest and run closer to the ruins at the right side of my deployment zone claiming another objective. The Loremaster moved closer to the action in the middle. In the shooting phase the Spirit of Durthu shot at the Retributors killing 2 of them. The Kurnoth hunters severely wounded the remaining Concussior. The Dryads then charged the enemies in the area terrain at the center of my opponents deployments zone killing the Concussior and a Liberator. Durthu killed the remaining Judicators. The Kurnoth Hunter with scythe was eventually killed. I´m not totally sure who won the role off for the third round but he eventually charged the Spirit of Durthu with the Retributors. The Treelord survived the onslaught thanks to his sturdy Oaken armour and killed a few Stormcasts in return. The Retributors later were decimated by combined bowfire even though they were protected by the light of the Lord Castellants lantern. End game: By the end of the forth battleround I had put the last Retributor to the ground and nailed the Lord Castellant with some arrows and roots. All Liberators were dead. My opponent was tabled and I used the last turn to seize the last objective. I now controlled all objectives and the major victory. The game ended in a 19-1 win in my favor and that was the end of gameday one. Killing the Vexillor proved to be just as important to my gameplan as I had hoped for. The big unit of Retributors spended several battlerounds to get into the heat where they belong and they were not able to pick their fight. I had plenty of time picking the other units of. The TO:s presented the matchups for the next day’s first game and I was more than happy to see that my next opponent ws another Stormcast player
  14. Thats not a part of a SE model Arkiham, the dwarf insignia at the bottom left tells us otherwise.
  15. Scenario: Border war. Major victory gave 15-5 in tournament points. That number was then adjusted +-5p according to the difference in killpoints for eliminated warscrolls for a final score between 20-0 and 0-20. Solaris´ army consisted of: Settra, Tomb king on foot, Hierophant, Tomb prince on Warsphinx, 2x5 Skeleton horsemen, 2x1 Tomb Scorpions, 3 Necropolitan Knights, 40 skeletons and 6 Spirit Hosts. My army is presented in the first blog post of this blog. Pre game thoughts: Having played a few games against Settra I knew that he is powerful in combat and have even more powerful abilities to augment his minions with. Therefor my first goal was to take him out early on. I opted to continue my first turn aggression tactics and thus taking some risks by placing my fate in the dice Gods mercy. Terrain of significance (described from what became my front of view after choosing sides) In the absolute center of the board was a very tall and rather big stone formation (impassible due to its height). At the center-left of the board, just were one of the scenario objectives were situated, there were a large hill. In the middle of his deployment zone he had one big area terrain. I had some area terrain at the left side of my deployment zone. The free Wyldwood (the tournament allowed a maximum of one citadel wood to be placed at a time regardless of source) was planted at what became the right objective from my perspective. Deployment: As he had a lot of deployments I needed not to set up my whole formation at once to get the first turn. His deployment was: A screen of skeleton horsemen to my left and behind them the prince on sphinx. In the big area terrain at the middle of his deployment zone were the 40 skeletons, the hierophant and the king on foot placed. Just right of them and just behind some of the skeletons was Settra. To my right was another screen of horsemen placed with the spirit hosts and Necropolitan Knights right behind. The tomb scorpions were buried beneath the sand (not on the board at the start of the game but ready for ambushing). My army was deployed in a half-circle in my deployment zone ready to walk the spirit path to another forest if I managed to plant one right beside them. Only the revenants were kept in reserve. The battle begins I took the first turn and planted one Wyldwood in my deployment thanks to the acorn of ages. My Treelord Ancient then managed to create another forest with his ability and I put it close the left objective just to the left of the large stone formation at the center of the board. After failing the hand of glory but succeeding with mystic shield (both on Durthu) I started to teleport my troops too more favorable positions. The two Kurnoth hunter units with bows were teleported to the left forest to secure the objective and still be able to fire against Settra. The left flank also looked less scary than the right with only some skeleton horsemen and the sphinx to worry about. The kurnoth hunters with scythes, the Treelord Ancient and the Spirit of Durthu were all redeployed to the right forest just nine inches from the skeleton horsemen. Unfortunately none of them got a 6 when rolling for the spirit path and therefore could only charge after teleporting. The two units of dryads were deployed just beside the other troops to the right ready to claim the objectives and fight skeletons. The Branchwych were left alone at the home objective and the Loremaster just moved forward in the center. In the shooting phase I opened fire with both bow units and the Treelord Ancient against Settra. With some favorable dice rolls the Ancient took 4 amazing wounds out of Settra. Between the great arrows of the two hunter units the once great Settra fell. I couldn’t be anything but pleased with this start of the game. The Kurnoth Hunters managed a long charge and just reached the skeleton horsemen while the two great Treelords fell short in their attempts to do the same. But the Hunters not only made it to combat, more importantly; they locked the spirit hosts in combat to. As long as the Hunters didn´t killed the skeleton horsemen the Spirits were locked in a combat they couldn´t contribute in (due to having 1” range in combat). The Hunters therefore attacked the Spirits instead. Not an ideal matchup but better than having them up close. I think one was able to pile in. One of the Necropolitan Knights also piled in at the other flank of the Hunters and did some damage. What a turn! Settra dead, holding 3 objectives and the spokey snakes and spirits tied up in combat. At this moment I lost my sense of tactical judgement. Too filled with joy for the excellent start to understand that the battle wasn´t quite over yet. My opponent realized that he had to play for the objectives to stand a chance once Settra was gone. In his turn he set up the Tomb Scorpions just outside my home objective ready to charge my lone and exposed Branchwych. I didn´t realize that they could pop up 5” from your troops and then charge. To my left he made two long and successful charges with the other unit of horsemen and with the prince on sphinx against my two units of Kurnoth Hunters with bows. In combat The Sphinx was a beast and started to hammer my Hunters to firewood. The Necro Knights retreated from combat and the Spirit Hosts continued to do next to zero damage. The Scorpions killed the wych and took the objective in my deployment zone. I think he got the second turn and the grind continued in al combats. In my second turn I tried to save the Kurnoth Hunters to the left by teleporting both units (1 hunter left in one of them) to the relative safety at the other side of the board. The Ancient had made yet another forest just right of the center stone formation at there were the Hunters placed. I healed one back with the formation spell and buffed the Spirit of Durthu with hand of glory. An alternative would have been to teleport some back up to the hunters instead but my opponents units were placed in the forest and thus hindered any teleporting attempts. The same were true for the forest in my deployment zone due to the presence of the scorpions. At the right side of the battlefield the Loremaster ran to hold the objective at the center-right and by that freeing the dryads to move elsewhere. The Ancient and the big band of dryads moved towards the center of the board to threaten the skeletons that camped at the objective in my opponent’s deployment zone. Unfortunately they were too far away making it hard to charge. The Spirit of Durthu joined the Kurnoth Hunters with scythes in their battle against the horsemen and the spirits. The smaller unit of dryads moved back with the mission to secure the home objective. The Tree-revenants were brought to the battlefield at the outside of my home objectives Wyldwood. In retrospect I did some mistakes in this movement phase. I underestimated the threat against my home objective and tied up my Durthu in a fight that were rather insignificant for the big picture. He (actually a she-model) could have aided my Ancient and dryads earlier in their struggle to take my opponents home objective. In my shooting phase the Kurnoth hunters with bows killed at least one of the scorpions, maybe both? (can´t remember). I don´t remember the exact details of all the following battlerounds but I will give you a summary with some highlights. In a well thought maneuver Solaris let his Sphinx abandon the left objective (the horsemen still held it) and instead move towards my home objective. In a later turn he placed it close to the edge of the large stone formation and by that effectively created a wall of stone that my troops couldn’t cross. The giant roadblock that goes under the name Warsphinx only takes half of the wounds suffered. That´s a good ability when you want to stop your enemies´ advance. The sphinx was eventually killed by the combined strength of magic into Wyldwood, Hunters with bows in close combat and most importantly by all my shooting, but it was too late. The horsemen to the left stood by the objective for the rest of the game with just some loses to bowfire. They, and the wellplaced sphinx, also stopped my troops from walking the spirit paths for a surprise attack (they stood to close to the Wyldwoods or inside them and therefor my troops couldn’t teleport). At the right side of the battlefield it was all about delaying. The skeletons and Necropolitan Knights were placed in the path of the Spirit of Durthu who turned them into boneflour in a frenzied stampede. But it took precious time until I eventually controlled the objective they protected. The dryads assisted Durthu in his/her efforts. In the end we didn’t have time to finish all the battlerounds and the last round were lost. Result Solaris secured the scenarios main objective by winning the objective controlling score by 19-18. But as I had wiped out his whole army baring those (damned) skeleton horsemen and lost next to nothing in return the 15-5 score were reduced by 5 for his part and increased by 5 for mine. End score: Draw (10-10 in tournament points) Conclusions: I must say that I´m impressed by Solaris´ comeback after having lost Settra in turn 1. He played brilliantly and I got sloppy. A lesson was learned. I shouldn’t have left my home objective with those weak defenses and when danger presented itself I should have reacted more firmly and faster. I was too confident that the fall of Settra would give me the upper hand. As it was I almost managed to get that big win despite those mistakes (just two more objective points…). Solaris´ tactical skill was no one hit wonder as he followed up the draw with 3 crushing victories and one more draw ending on 2nd place. That’s all for now but don’t panic – more battlereports will be published soon. The story continues with some Order vs. Order action. First up: Stormcasts.
  16. Well Solaris, the battlereport is almost done. I will post it tonight.
  17. You mean the army list? Spirit of Durthu, Treelord Ancient, loremaster, branchwych, 20 dryads, 10 dryads, 5 tree-revenants, 3 kurnoth Hunters with scytes, 3x2 kurnoth Hunters with bows. The list is in the first blog post. Items, traits and spells were randomly selected in each game.
  18. The scenario was Take and hold. A major victory gave 15-5 in tournament points (10-10 otherwise). That number was then adjusted +-5p according to the difference in killpoints for eliminated warscrolls for a final score between 20-0 and 0-20. I made this battlereport writeup from memory and I therefor apologize in advance if I got anything wrong. Jonas army from memory; Freeguild General, 10 archers, 2x10 handgunners, hurricanium, 16 knights of the realm, 2x cannons, engineer and Leoen Leceour, The Free forest was set up in the middle of the board a bit to the right. I deployed everything at once opting for the first turn. Almost al units were in a halfcircle around a potential wyldwood placement spot in the middle of my deployment zone. Some dryads and revenants were in reserve. He had the knights to my right side with cannons at the back. The hurricanium was deployed in the center surrounded by archers and handgunners. Leoen was deployed at the far left. I made a wyldwood behind my halfcircle of units with the verdant blessing spell. Then I started to teleport units along the spirit path for a potential first turn charge at the knight which I saw as the biggest threat. The scythehunters, Spirit of Durthu and the Ancient stood ready. The last one roled a 6 for set up and could therefore move before charges. Loremaster gave rerolls to Durthu. My shooting took out one cannon crew and quite a few knights. Only the Ancient made the charge. Some knights died and the Ancient was unharmed due to good save rolls and mystic shield. A bit disappointed I handed over the turn to my opponent. Then I learned the might of the free people synergies. Between the generals hold the line and the hurricanium the handgunners shoot with 2+ 2+ stats (!). Dryads died and scythehunters lost one. The Ancient lost a lot of wounds. He got double turn and Leoen swiftly advanced across the battlefield and charged Durthu. He wounded him badly and received some love in return. For my second turn I had put up a wyldwood with the spell just to the left of his handgunners guarding the hurricanium. That forest was the attack (escape) route of the Treelord Ancient who made a new wyldwood right next to himself and disappeared just after he had resurrected a hunter. I put down my big unit of dryads in the same forest. The revenants came up at the homebase forest to guard the objective. In the center some bow hunters advanced from the forest and eventually charged some archers after killing of the hurricanium together with the other bow hunters and the Ancient (or maybe he survived to my third turn). Leoen and Durthu took each other out and the hunters with scythes held against the knights. I think I went first for the third turn. Anyway, from there the battle was almost over. My Ancient and dryads charged some handgunners and the bowhunters continued their chargepath in the centre. The knights and kurnoth hunters held ground. I now controlled both objectives. In his third turn the knights eventually grinded the hunters down but the rest of the army fell apart in the continuing combats. Without Leoens immune to battleshock ability they ran like they are supposed to do. I won a major victory by controlling both objectives but we played on to see how much warscrolls we could kill. In the last rounds I took out everything except the general lurking behind some rocks. End score: 18-2 in tournament points in my favor. It was a fun game that could have ended more close if I haven’t been able to save my Ancient, who survived the battle with just a few wounds left, from the knights. Jonas was very nice and polite and I must apologize to him for being bad at my own army rules (I had only played Sylvaneth a few times before the event). Jonas took four big wins in a row after our game and ended at 4th place in his first tourney. That’s not bad! I´m unsure if it was wise to go for the first turn and play aggressive in this matchup. But I weakened his knights and held them in place and took out some shooting units before they could shoot. Maybe I should have gone for softer targets in the center instead but then I would have risked a charge from the big knight unit and knights are strong when charging. The Celestial Hurricanium should have been weakened or killed early too stop those silly to hit roles. Stay tuned for part 2 vs Tomb Kings!
  19. The Fantasia Fanatic is a reoccuring tournement held twice a year in Umeå. Two weeks ago I attended the 30th Fanatic with my Sylvaneth. We were 40 people playing 5 games over two days (200 players in total counting 40k, 9th age, warmachine and AoS). In the following blog entries I will make some battlereports but first the list and some pretournement thoughts. 2000p Sylvaneth alligence Spirit of Durthu Treelord Ancient Loremaster Branchwych 20 dryads 10 dryads 5 tree-revenants 3 kurnoth Hunters, scytes 3 kurnoth Hunters, bows 3 kurnoth Hunters, bows Household Gnarlrooot Pretournement thoughts: When I made the list I initially thought of playing very defensive, planting woods and casting spells to activate the wyldwoods. But after seeing my brother playing my army and decapitating Nagash after some crazy first turn charges I changed my mind. I was going to bring the battle to the enemy. If I got lucky with the random spell and item selection and charge rolls I could potentialy make some first turn charges and catch the enemy of guard.
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