Jump to content

Fisren

Members
  • Posts

    35
  • Joined

  • Last visited

Blog Entries posted by Fisren

  1. Fisren
    Batrep:
    Idoneth Deepkin (me) vs. Fyreslayers
    Battleplan: Places of Arcane Power
    Lists:
     
    Deepkin:
    Enclave: Fuethan / Realm: Aqshy
    Leaders:
    -       Tidecaster
    n   General
    n   Spell: Steeds of Tides
    n   Command Trait: Born from Agony (+2 wounds)
    -       Souscryer
    n   Artifact: Cloud of Midnight
    -       Soulrender
    n   Artifact: Thermalrider Cloak
    Battleline:
    -       10 x Namarti Thrall
    -       10 x Namarti Thrall
    -       10 x Namarti Reavers
    -       10 x Namarti Reavers
    Other Units:
    -       9 x Akhelian Morsarr Guard
    -       9 x Akhelian Morsarr Guard
    Battalions:
    -       Namarti Corps
    50 remaining points used for +1 CP
    (2000/2000 points)
     
    Fyreslayers: (Don’t remember the last one of the heroes, they all looked the same to me)
    Leaders:
    -       Auric Runefather
    n   General
    n   Tyrant Slayer
    n   Warrior Indominate
    -       Auric Runemaster
    n   Prayer : Searing Heat
    -       Auric Runemaster
    n   Prayer: Ember Storm
    -       Battlesmith
    -       Auric Runesmiter
    n   Prayer: Prayer of Ash (?)
    -       Auric Runeson(?)
    Battlelines:
    -       10x Vulkite Berzerkers
    n   Handaxes
    -       10x Vulkite Berzerkers
    n   Handaxes
    -       30x Hearthguard Berzerkers
    n   Flamestrike Poleaxe
    Other Units
    -       5x Auric Hearthguard
    Battalions:
    -       Lords of the Lodge
    Magmic Invocations:
    -       Runic Fyrewall
    -       Zharrgron Flame-spitter
     
    (Sorry for the unpainted models, at least the eels are colorful? Also forgot my flight-stand bases that day so had bought the bases on-the-spot and just stuck the eels onto them…. I swear the next time I post them they’ll look MUCH better).
     
    Deployment:
    Fyreslayers won priority for deployment, and deployed vulkites to the west side. I deploy my tidecaster near the center. He proceeds to deploy the hearthguards(and the rest of his lords of the lodge) closer to the west edge (I was surprised he didn’t just deploy them straight down the middle), after I deployed a unit of 9 eels to the East. He then proceeded to declare the Runesmiter to ambush, which I followed up by declaring the same with my Soulscryer. He places a unit of vulkite with the runesmiter while I deploy a unit of eels with mine. I have a fewer number of drops, and finish first by deploying my namarti corps.
     
    I choose to go first to try and establish a forward position and to try and limit his movement and buffs.
     (I was low on time from prepping and forgot to take a pic of deployment)
     
    Turn 1: Idoneth Deepkin:
    Hero Phase:
    I decide to just go for it on Turn 1, and reverse the tides to be able to run + charge or run+ shoot turn 1.
    My Tidecaster pulls off the prayer on an 9+, preventing the duardin from receiving cover (might as well).
    I cast steeds of tides on my Soulrenderer and teleport him directly onto the center objective (hindsight, probably not the smartest move since the soulrender already had +4” movement and fly, so could just run up the center).
     
    Movement:
    White eels stood between boats to prepare for Turn 2, in case of deepstriking or to support the frontlines in the next turn. Middle reavers moved up to shoot duardins. South thralls were spread out to prevent deepstriking from behind, while second unit of thralls to the east ran into the woods for cover.
    At the end of the movement phase, soulscryer enters with second unit of reavers and the blue eels. Soulscryer was prepped to take control of the objective in turn 2, so really needed him to survive, hence the weird donut wall around him.
     
    Shooting:
    Reavers shoot, and I think 1 or 2 vulkanites die (nothing spectacular).
     
    Charge:
    Soulscryer targets a chubby vulcanite which was sticking out of the woods, and charge into the vulcanites which were flanked with a Runeson (I think). Zapped the runeson to death, and eels killed off the unit of vulkanites. Vulkanites return their attacks as they fall in battle, resulting in two dead eels.
     
    Battleshock:
    Nothing much happens, eels passed.
     
    Fyreslayers Turn 1:
    A boatload of buffs were used (quite a bunch failed too) , ones I remember were:
    -       -1 to hit on my blue eels
    -       General popping the -1 to wound 12” aura
    -       +1 to save on hearthguards
    -       (running + charging prayer failed iirc).
    -       Both magmic invocations come out.
    Movement:
            Hearthguards didn’t get the run+charge buff, so could only waddle their way up slowly. Auric and the battlesmith run towards the west objective, while the two runemasters and runefather move towards the center.
            Runesmiter enters the field at the west objective, with the vulcanite berserkers placed near my thralls along the southern edge (see pic!).
     
    Shooting:
    The magmic thing spat fire at my soulrender, dealing 2 mw (I really dislike how despite that it’s fired during the shooting phase, its not technically considered a shooting attack).
     
    Charge (this was when I finally remembered to take a pic, sorry):
            Hearthguards pull off their charge into the blue eels, with a remnant also tagging my reavers. After a round of attacks by the hearthguards, 5 eels were remaining (passed battleshock w/ a 1), and only one reaver died (iirc his hero was too far back to use a CP to attack again or something).
     
     
    End of Turn 1:
    VP: 1 – 1
     
    Turn 2: Deepkin win roll-off and take turn 2
     
    Turn 2: Deepkin: High Tide!
    Hero Phase:
    Prayer doesn’t go off
    Steeds of Tides goes off, and I teleport my tidecaster to the eastern objective.
     
    Movement:
    Reavers retreat
    Blue eels retreat to threaten western objective.
    Southern thralls move up to block vulcanites from routing.
    Thralls in woods and reavers at north start to move forward.
     
    Charge:
    White eels charge into hearthguards, forming a wall to try and stop them from moving up further. White eels zapped and killed off a number of hearthguards, and all but one eel remains after the end of combat (iirc only 3 survived, another 2 ran from battleshock).
     

     
    Fyreslayers Turn 2:
    Hero Phase:
    A bunch of buffs went off, including the run+charge prayer onto the runefather.
     
    Movement:
    Priests and runefather start running up. Vulkanites move back to intercept my blue eels.
     
    Shooting:
    He thought he could fire the magmic thingy at will, but I played against him a couple months back, and checked its rules afterwards so I knew you needed a priest within 6” to activate it.
     
    Charge:
    His runefather charged into the reavers, and vulkanites charged into the blue morsarr eels.
     
    Combat: (here is where things got a little dicey w/ rules)
    Since it was his turn, he activated the ability to let the hearthguards attack first, killing off my eel.
    Since it was high tide, the rest of my army attacked first, and I piled my reavers such that they were out of 3” from the hearthguards (they were all closer to the runefather, so I just inched them closer to the runefather and farther from the hearthguard). Blue eels kill off several vulkanites.
    Fyreslayers begin to attack back. Since I wasn’t too sure of the rules, I wasn’t aware that ONLY units who charged that turn OR had an enemy within 3” were eligible for combat, so technically his hearthguards weren’t allowed to attack again. Blue eels end up down to 2 remaining, and my soulrender survives the onslaught with 1 wound remaining.
     
    I ended up ahead at 4:3 points at the bottom of Turn 2.
     
    Since we both took quite a while, the match was called (mini-event at FLGS, so matches were timed at 2:30 hrs). Had the game gone to 5 rounds, I don’t think I would have been able to win, mostly due to a couple strategical errors. (Should have probably tp’d the soulrender to capture east objective on turn 1, soulrender did little to nothing even with the namarti corp buff, as the namarti pretty much just die within one round of fighting).
    I don’t think I made any mistakes with timing of the eels, but rolled rather poorly (most of my spear attacks didn’t go through). I had considered letting him go first on Turn 1, allowing me the opportunity to possibly flank from behind to kill off most of his heroes. However, I felt that going first on Turn 1 with the Deepkin would give me better control of the board, and trying to get some attacks in before he could start buffing the hearthguards.
     
  2. Fisren
    Visited FLGS last night and a friend challenged me to a mini pickup game of 500 points of AoS. (I had my BoC army still at store from last weekend's 1000 event). 
    Matched Play: 500 points
    Mission: Starfall (played on 2x2 board so edited mission so that objective would drop in center of either board rather than 3 locations).
    Lists:
    BoC:
    Greatfrey: Allherd
    - 1 x Beastlord  (General, Command Trait: Dominator, Artefact: Blade of Desecrator)
    - 1x 10 Ungor (mace and shields)
    - 1 x 10 Bestigors
    - 1 x 3 Bullgors (Greataxes)
    - 1 x Chaos Spawn
    Total points: 480
     
    KO: 
    Skyport: Barak-Urbaz, The Market City  (Footnote: Where there's war, there's gold)
    - 1 x Aether-Khemist (General, Command Trait: Khemists Supreme , Artefact: Breath of Morgrim )
    - 2 x 10 Arkanaut Company (7x Pistols, 3x Light Skyhook)
    - 1 x 5 Grundstok Thunderers ( 5x Aethershot Rifle)
    Total Points: 500
     
    Deployment:
    KO won deployment, and deployed in a line (left to right)
    Grundstock, arknaut company #1, aether-khemist, arkanaut company #2
    On the opposite side:
    Herdstone right at center of BoC  territory
    Bullgors, chaos spawn, ungor (near herdstone), Beastlord (on herdstone), Bestigors
    Round 1:
    KO finished deploying first and decided to go second.
    BoC:
    Gained 3 primordial points sacrificing ungors to the beast gods! For a total of 4 points to start.
    Bullgors and chaos spawn ran up the left side of the board, staying 22 inches away from Grundstocks (18" shooting + 4" move)
    Bestigors ran up right side of board to 17" away from enemy (original plan was to stay outside pistol range of 12" shot + 4" move)
    KO:
    Aether-khemist buffs both arkanaut company's skyhooks (+1 to attacks)
    KO army inches forward 4" with their stubby legs
    Both arkanaut companies shoot skyhooks into bestigors (24" shot range, forgot about those @_@), killing 8 bestigors (remaining 2 run off in battleshock phase).
     
    Round 2:
    To my dismay, objective drops down to the right side of the board (where my almost-decimated bestigors are at!)
    KO win initiative (yea... rolled 4x 1's for initiatives throughout this match) and decides to go first.
    KO Turn:
    Aether-khemist buffs himself and arkanaut company #2 (right side). Arkanaut Company #2 and Aether-khemist run with their short stubby legs run to capture the objective.  Arkanaut Company #1 remains in place, while Grundstuk move up to prepare for shooting.
    Shooting:
    Grunstuk shoot into bulls, doing a grand total of 2 dmg, arkanaut company #1 deal 1 dmg to my chaos spawn. 
    KO gain control of the point and gain 2 points.
    BoC Turn:
    Hero: Sacrifice 3 more ungors to the gods! (gain 1 (hero phase) + 3 more summon points for a total of 8). Two command points are converted into summon points (10 total)
    Movement: Bullgors move up towards Grundstuks, readying to charge. Chaos spawn starts heading towards Arkanaut Company #1 to prevent them from assisting to capture points. A unit of ungor raiders are summoned near Arkanaut Company #1 (far side edge), while a unit of bestigors are summoned on right side of the fight (near Arkanaut Company #2). (10 summon points used).
    Shooting: ungor raiders make 1 shot into the Aether-Khemist!
    Charge: miraculously, everyone makes their charges (bullgors into grundstuks, chaos spawn and ungor raiders into arkanaut company #1, bestigors into arkanaut company #2) .
    Close Combat: I chose bestigors to go first (with +1 attacks on charge, rerolling 1s to hit against order, +1 to hit against unit of 10 models), and deleted the arkanaut company #2. KO chose grundstuks to go next, and..... they retreated!!!! (didn't know they could do that, so was a misplay on my part). Chaos spawn attacked next, dealing a grand total of 1 dmg. Arkanaut company splits attacks into chaos spawn and ungor raiders, dealing 2 wounds to chaos spawn (3/5), and 2 wound to ungor raiders. Ungor raiders whiff all their attacks into arkanaut.
    Battleshock: Just when you don't want to see that magical 6, it appears! resulting in an additional 4 ungor raiders running (2 dead + 6 roll = 8 - 4 battleshock = 4 run).
    BoC recapture the point and gain 2 points for objective. 
    Round 2 score: BoC 2: KO 2
     
    Round 3:
    KO objective drops on the right side of the map to my horror. BoC objective drops on the left side of the map (meh). 
    Initiative: (Guess who rolls a 1 again!) KO wins and decides to take the turn.
    KO Turn:
    Aether-khemist buffs himself and Arkanaut Company #2, and decides to use the "Where There's War, There's Gold" this turn on arkanaut company #2. Arkanaut Company #2 shoot, killing off the ungor raiders, but only getting one wound off on the chaos spawn (YAY!). 
    Movement Phase: 
    Aether-khemist move towards my bestigors, and triggers Breath of Morgrim, dealing 3 MW. Grundstuks inch towards the edge away from bullgors.
    Shooting:
    Arkanaut Company #2 is stuck shooting into chaos spawn (very very dead this time). Aether-khemist and his ungodly 3d6+1 shots (ending up in 15 to my horror), lands 7 wounds on my bestigors and kills them off (those dice...).  Grundstuks shoot at bullgors, dealing 3 damage total and killing one off (one at 3/4 wounds remaining).
    Battleshock: none
    Victory points: Aether-khemist captures point in KO territory, gaining a total of 3 +2 = 5 points. 
    BOC Turn:
    Hero: 2 more ungors are sacrificed! (1+2 = 3 total summon points). (I could have used an additional point to summon ungor raiders, but didn't really want another unit of raiders at this point). 
    Movement: bullgors decide to move towards arkanaut company #2 (ignoring grundstuks). Ungors run and make it to capture BoC objective.
    Charge: Bullgors pull off a 10" charge, making it into the arkanaut company #2. 
    Close Combat: .... and bullgors score mvp by missing ALL attacks. Luckily arkanaut company isn't very good at melee either, dealing 1 wound to the bulls (2/4) remaining. 
    Victory points: BoC only capture one point, for 3 points this round = 5 points total
    Round 3 end score: BoC 5 : KO 5
     
    Round 4:
    Initiative roll: for once, BoC go first! (double turn, yay)
    BoC turn:
    Hero: beastlord decides to sacrifice himself to the gods, and get smited for an ungodly 3 MW (1+3=4 + 3(from last round) = 7).
    Movement: ungors run toward the center (6!) to try and help capture points in round 5. Beastlord decides its time to move off the herdstone or everything will be lost!, moving towards aether khemist. 10 bestigors are summoned (again!) to the right edge of the map, 9" away from the khemist.
    Charge: Decided to attempt bestigor charge first (forgot about command trait allowing charge rerolls if beastlord made it first), and fails to charge. Beastlord, on the other hand, makes a 10" charge. 
    Close Combat: With beastlord down to two wounds and potentially contesting the center point, beastlord goes first, making all 5 attacks! but..... Aether-khemist saves 1, and survives the onslaught. Arkanaut company #2 decide to go next, whiffing everything. Bullgors land 4 wounds onto the arkanauts in retaliation! Aether-khemist only succeeds to deal 1 damage to my Beastlord, hence both generals survive the turn.
    Battleshock: KO uses a command point to prevent battleshock test, bullgors prevent battleshock (6+ 3 units within 12"). 
    Points: unable to kill off the khemist, BoC only gain 4 points for the previously captured objective in BoC territory. 
    KO turn:
    Hero: Aether-khemist buffs himself and arkanaut company #2. 
    Movement: Grundstuks move toward their own point.
    Shooting: Arkanaut Company #2 shoot at bullgors, and succeed to do 2 damage, killing off one bull and putting 1 wound on the last bull. Grundstuks all whiff! Aether-khemist gets another ungodly 15 shots at the Beastlord, landing 6. Yea... that's one super dead Beastlord. 
    Close combat: Arkanaut Company #2 go first, managing to deal 0 wounds to the bullgor. Bullgor swings and a grand total of 1 damage to the company. 
    Points: KO keep the center objective for 4 points.
    Round 4 points: BoC 9: KO 9
     
    Round 5: 
    Initiative: BoC gain initiative and go first.
    BoC Turn:
    Movement: Ungors run and make it into within 3" of the center point, bestigors run and make it into the KO objective point.
    Combat: My single lonely bullgor champion decides it finally wants to make a splash, landing all three greataxe hits for a total of 9 damage (rend 2, dwarves couldn't save it). 
    Since I've captured all three points, we decide to call it after the combat (yay bullgor!)
     
    Conclusion:
    My friend has been very disappointed in KO after its nerfs, so I tried to come up with a more friendly list (I also had chimera (which i was super tempted to summon), enlightened, ghorgon, bray shaman, etc. at hand. It was also either I play my beasts or I play sacrosanct stormcast (LA on gryph, 2x5 sequitors) which isn't very fun). I misplayed one combat phase (though those grundstuks ended up not doing much damage throughout the game *shrugs*). Skyhooks are super deadly, and aetherkhemist hurt as well (especially with that rend 2).  Overall it was a fun mini practice match on a weeknight (he's relatively new to AoS).
    Note to self: take more pictures @_@. Trying to get beasts painted but have a super long hobby list (Kill team season about to start which includes judging of painting so have to work on that first... as well as blood bowl mini-event, hence why BoC are all black right now. Also can't decide if I want to do a grey-scheme beasts or a blue-scheme beasts army). 
     

×
×
  • Create New...