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Nico

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Blog Comments posted by Nico

  1. Saturday - Game 1 vs James Hayday (Soulblight)

    I had met James and his friend John Greene the day before, where I had observed and given them advice on their game as they tried out Sylvaneth and Soulblight and the new Battleplans. They were new to the tournament scene and cool guys. The first Battleplan was the new Blood & Glory - Total Conquest with the fiddly curvy zig zag deployment.

    I had to split up Kairos and the Manticore and to take on the objectives. I started out by summoning the Daemon Prince, who took out the Vampire Lord on Foot with Bolt of Tzeentch. I elected not to charge with him for some reason and set up Kairos and the Treacherous Bond Toads. The Ogroid sat back in reserve. 

    At some stage I used Kairos's Oracle ability to block a charge from the VLoZD. The Blood Knights proved underwhelming (they are still badly overcosted compared to say Skyfires!).

    The Gaunt Summoner proved his worth his using Infernal Flames on the Skeletons guarding the objective, which whittled them down despite the Infernal Banner 6++. I eventually ground down the forces on both flanks and won the Major.

    I remain unconvinced by Soulblight and Death in general - other than the ever potent multiple Flappies of @Thanatos Ares

    James was a great opponent and took the defeat well - the dice weren't terribly friendly to him. On reflection I think I spent too little time chatting - especially at the start of the game - I finished a lot of games with half an hour or more to spare - this might have contributed to my lack of best sports votes. 

     

     

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    • Like 1
  2. Friday night

    The venue (which is amazing and has cool staff) was surprisingly quiet on the Friday. I needed to get some practice games in on the new Battleplans, so arrived early. Luckily I got to play Owyn's awesome Soulblight list and then Paul Whitehead's #SodHordeMeta 4 Stonehorns.  Both games were pretty close - I've got to say that Death without the 5++ is a completely new Ball Game - they really miss it. Kairos trolled the charge of the VLoZD. Owyn did a standout retreat run onto an objective with his ultrafast Vargheists which was impressive but didn't quite win him the game. The Bloodletters were a complete waste of space....

    The standout moment in the second game was when I cast the Ogroid's own spell into a Stonehorn on an objective, did 3 mortal wounds and summoned on 2 Blue Horrors. Due to the wording of the spell, these jokers are free to move and promptly retreated out of combat and scored the objective! I won both games and got some preparation vs James Hayday who would be using Soulblight in my first game on the Saturday. 

    I wish I had had time to play in the Skirmish Event too as it looked fun. I've certainly enjoyed our Hinterlands Campaign, where my Fyreslayers got wrecked #NotAnyMore. 

    Afterwards a tipsy @Leonardas rampaged around Cardiff dragging Alex and me along like Fanatic Ball and Chains. Good times! All ready for the main event!

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     Kairos tanks 3 Stonehorns like a boss! It's astonishing how little damage they inflict without Battlebrew!

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    • Like 2
  3. Thanks for the comments and responses.

    Ironguts seem cheap at that price. However the weak allegiance abilities would hurt. Query whether Warherd do what Gutbusters do more efficiently?

    I think Thanquol needed a cut, but 400 would be too good. Tele-Thanquol is still a thing with the Deceiver - especially now that Tunnel Skryre is hopefully probibitively expensive. The nerfs to shooting make things like Thanqless more viable.

    The same is true of Mannderp - the fact that he is no longer costing you the 5++ Ward makes him interesting again as a general. Similarly to Thanqless he isn't going to be tabled turn one by Skyfires as frequently as he was.

    • Like 3
  4. Updated FAQ 16 July 2017
     
    I came up with these FAQs for London's #Calling - a 2,000 point AoS tournament using 5 of the 6 SCGT Battleplans.
     
    All comments are welcome.
     
    FAQs for London's Calling 2017
    We're going to apply the following FAQs at London's Calling 2017. These FAQs supplement and add to the official GW FAQs (the December ones with the Magenta amendments on them); and the House Rules of the SCGT pack. Most of these are clarifications of specific rules, particularly new rules from the latest Battletomes, rather than changes to core mechanics which would have broader effects. They have been developed independently from the SCGT pack to address issues that are frequently discussed on TGA. The TOs at the SCGT may decide the answers differently. We've done a fair number of practice games on the DoT side of things in particular (stretching back to my Fatesworn Warband of summer 2016) and a lot of theoryhammering.
     
    We would welcome any feedback on these FAQ answers (from attendees or otherwise) both before and after the event. We may make further tweaks to these prior to the event.
     
    Stormcast Eternals
    Q: Can I use pointed Battalions in the General's Handbook (e.g. Warrior Brotherhood, Skyborne Slayers, Wardens of the Realmgate) even though they are not on the Stormcast Eternals Battletome?
     
    A: Yes.
     
    Q: Is the Baleful Realmgate included within the cost of the Wardens of the Realmgate?
     
    A: Yes (please note that this was ruled the same way at The Warlords and Heat One).
     
    Q: Do Aetherwings have the option of using Watchful Guardians to make a charge?
     
    A: Yes. This rule allows for a move in the start of your opponent's charge phase. Interpreted purposively this can be a charge but doesn't needto be a charge (you can but need not end the move within 3" of an enemy model). For simplicity's sake, any buffs to charge moves (e.g. reroll charge rolls) will affect any move using Watchful Guardians. If your opponent has any ability that activates at the start of the charge phase (e.g. Fanatics), then the opponent can choose the order in which these "simultaneous" abilities take place, as it is necessarily the opponent's turn (see the Hints and Tips in each Battletome).
     
    Q: How does the Shockbolt Bow (D6 wound rolls on a hit) work with the Vanguard Wing battalion's Bearers of the Storm ability (6 or higher to hit "make two wound rolls rather than one"); and the prayer Bless Weapons (6 or more to hit generates another attack)?
     
    A: If you roll a 6+ to hit, then the initial attack will cause D6+1 wound rolls (so the abilities do synergise but by addition, rather than multiplication - so it's not 2D6 wound rolls). Furthermore, you will also get to roll an additional attack with the Shockbolt Bow (which would lead to another D6 wound rolls if it hits). 
     
    It's worth noting that the Lord Celestant's Furious Retribution Command Ability only works in the combat phase. 
     
    Sylvaneth
    Q: How does the Tanglethorn Thicket ability of Kurnoth Hunters work?
     
    A: Tanglethorn Thicket can be activated at the start of any charge phase and lasts until the end of that turn! This means that it never works during any shooting phase (as shooting phase precedes the charge phase). Furthermore, as it happens at the start of the charge phase - the Kurnoth Hunters can never charge after using Tanglethorn Thicket (as a charge is a type of move - see the FAQ for The Rules - the table of types of move in magenta text).
     
    Q: How does the core rule "re-rolls happen before modifiers to the roll (if any) are applied." interact with rerolling failed saves from Tanglethorn Thicket?

    A: The reroll can only happen before the modifier takes place - so you must decide whether to reroll the failed saves on the basis of theunmodified rolls.  
    The difficulty is that you cannot say whether the save would be successful until after the modifier has been applied. This means that - irrespective of the rend, cover, mystic shield or other modifiers) - only natural rolls of 1, 2 or 3 can be "failed" saves (as a 4+ is a "successful" save).
     
    In practical terms:
     
    • As the rule is discretionary (not mandatory), if the Kurnoth Hunters are in cover against rend "-", then you can choose not to reroll a natural roll of 3 (as you know that you will pass the save once the modifier (cover) is applied.
    • The situation where the result differs from the oversimplified "3+ rerollable save" is against rend. If the Kurnoth Hunters are in cover but against -2 rend, then the modifier is -2+1= -1. Here, a natural roll of 4 cannot be rerolled (as it's not a "failed" save - see above). However, once the modifiers are applied, the 4 becomes a 3 and hence that save does indeed fail. 
    • This is a small nerf to Kurnoth Hunters as it makes them more susceptible to rend. However, it is also an application of the core rules. 
    • See below regarding the Paradoxical Shield. 
     
    Moonclan Grots
    Q: Does each unit of Fanatics need to be deployed as a "drop"? What is the effect of the FAQ answer on including several independent units of Fanatics within one unit of Moonclan Grots?
     
    A: Yes - each unit has to be deployed as a drop.
     
    Our understanding is that the purpose of the FAQ answer was to stop players deploying a unit of (say) 6 Fanatics within one host unit of Moonclan Grots and then releasing the Fanatic models individually as ones or twos - in order to reduce the number of drops on the army and gain an unfair advantage of flexibility (as small units being to block charges in the opponent's turn or as large units for offence in the Moonclan player's turn).
     
    Hence, you can still deploy (say) a unit of 6 Fanatics and a unit of 2 Fanatics within one host unit of Moonclan Grots (which would be two drops - three if you include the host unit of Moonclan Grots) and choose to release one Fanatic unit but not the other at the start of any charge phase (or you could choose to release both).
     
    Disciples of Tzeentch
    Q: If a Warscroll is a Wizard and has Mortal and Daemon can I take a spell from both the Lore of Fate and the Lore of Change?
     
    A: No - you can choose one spell total from either the Lore of Fate or the Lore of Change (not both).
     
    Q: Is "Flamer"/"Flamers" a keyword both times that it appears in the text of The Exalted Conflagration (rather than a unit name, i.e. intended to refer to Flamers of Tzeentch - a unit name)? 
     
    A: Yes. It is a keyword both times (despite not being in bold - this appears to be a typo). 

    Q: How do Changehost swaps work? 

    A: You can swap different pairs of units, so a given unit can be in two or more different pairs of unit (provided that the exact pair is not swapped twice or more).

    If you have sufficient units in the Battalion (9, 18 etc.) for multiple swaps in the hero phase, then each swap is an independent ability; and there is no requirement to do the swaps simultaneously or one after another. 

    Q: Can I use Changehost swaps to swap a Lord of Change or other wizard with another Hero Wizard in the Changehost battalion which is on the upper platform of a Balewind Vortex?

    A: No.

    While very inventive, this is just going to provoke controversy.

    The same would apply to Skitterleap. 

    Q: How can I deploy The Changeling?

    The Changeling deploys after regular deployment is complete. The Changeling may deploy in the area of the Battlefield where enemy models are permitted to deploy (or you may choose to deploy it in your own deployment area).

    The wording as regards timing is ambiguous (it doesn't say "after set-up is complete" for example, which would be a defined point in the core rules).

    We've interpreted this as requiring that the Changeling deploy as a "drop" as normal along with your other units (rather than deploying after set-up is complete).

    The wording as regards location is also ambiguous.

    We've interpreted this as allowing The Changeling to deploy in the enemy territory (rather than only in the deployment zone as specified by the Battleplan).

    Please note that the first ruling is a nerf to The Changeling while the latter is a buff to The Changeling - the overall effect is broadly neutral. However, the opponent cannot simply bubble wrap the Changeling with chaff models during deployment as a trivial counter.

    The first sentence of Arch-Deceiver is optional ("you can set up"), so you can still deploy the Changeling in your own deployment zone as specified by the Battleplan instead (and the rest of the Arch Deceiver rule applies as normal, i.e. enemy units will still treat it as part of their army).

    Q: Are the debuff effects of Arcane Suggestion meant to last until your next hero phase?

    Yes. This is a typo.

    [The spell has a high 7 cast value; and has a random effect. The current wording leaves most DoT armies without an effective debuff.]

    Q: Are Mortal Wounds considered to be "damage" e.g. for the purposes of substituting a Destiny Dice for a "Damage roll" or for adding up the damage inflicted by a unit of Bloodletters attacking a Stonehorn in melee before halving?

    No.

    Q: Assuming that you have the available reinforcement points is it mandatory to use Split and Split Again? 

    A: No. In general, the use of any rule that requires reinforcement points is at the discretion of the player (other examples include Neferata's Mortarch of Blood ability.

    Q: In Matched play, how do I deal with "undersized" units (e.g. when creating 6 Blue Horrors from using Split from 3 Pink Horrors or when I summon 2 D6 Dryads)?

    A: On the basis of "you get what you pay for" and to avoid excessive bookkeeping, when a new unit is created using such rules - you must decide how many reinforcement points you are subtracting from your pool. The points subtracted then determine the maximum size of the unit. You can top up the number of models to that maximum size even if the unit was summoned/set up initially below that size.

    For example, a Branchwraith can summon a unit of 8 Dryads after the player decides to subtract 120 points from the pool of reinforcement points. A Gnarlroot Wizard can then top up the unit by D3 models using Verdurous Harmony. However, if the result is that 3 models are added, then only 2 can be added as the player has only paid for 10 models (not 20 or 30).

    After 3 Pink Horrors die in the shooting phase, a player can subtract 50 points for a unit of 10 Blue Horrors, but only gets to deploy 6 models at the end of that phase. If 4 more Pink Horrors die in the Combat Phase, the player can top up the 6 Blues to 10 models (but not more) without paying reinforcement points (as normal); and optionally create another unit of 10 Blue Horrors (for a further 50 points), but only gets to deploy 4 models.

    If 8 Blue Horrors die on the combat phase, then the player can choose to spend 40, 80 or 120 points for a unit of 10, 20 or 30 Brimstone Horrors, but only gets to deploy 8 models at the end of that phase (in all 3 cases). These can then be topped up subsequently to the maximum size paid for (i.e. 10, 20 or 30).

    Q: Is a summoned Wizard a "Wizard in a Tzeentch Army" and hence entitled to choose a spell from the appropriate Lore?

    A: Yes.

    Q: Can I choose to deploy a unit of 10 Chaos Warriors as 9 models within the Fatesworn Warband even though the minimum unit size of the unit in the General's Handbook is 10 models?

    A: No.

    Q: How does the core rule "re-rolls happen before modifiers to the roll (if any) are applied." interact with rerolling successful saves from the Paradoxical Shield?

    A: The reroll can only happen before the modifier takes place - so you must (it's mandatory) reroll the successful saves on the basis of theunmodified rolls.

    The difficulty is that you cannot say whether the save would be successful until after the modifier has been applied. This means that for a 4+ save - irrespective of the +2 to save modifier from Paradoxical Shield, rend, cover, mystic shield or other modifiers) - only natural rolls of 4, 5 and 6 can be "successful" saves (as a 4+ is a "successful" save) - these must be rerolled. Meanwhile, natural rolls of 2 or 3 aren't "successful"saves and don't have to  
     
    A few notes by way of explanation (bearing the name of the shield in mind):
     
    • "If this was interpreted literally for a 4+ save, then it would lead to the absurdity (and literally a paradox) that rolls of 2 and 3 would be unsuccessful saves, so they wouldn't be saved, but then you would add 2, so they would then be successful (which is a paradox or a contradiction as the saves are both successful and not successful)."
    • "On reflection, maybe that was what they intended. I'm starting to doubt myself - damn you Kairos - sowing doubts in frail mortal minds!" 
    • "the point here may be that it really is intended to cause a paradox/mess with your minds, as that's very Tzeentchy."  

    Chaos

    Q: I have painted Slambo and want to include him in my army, what can I do?
     
    A: We of the South London Legion believe that one can never have too much Slambo. Slambo is so awesome that any Chaos army would welcome him with open axes. Accordingly Slambo can be included in any Chaos army (for his points cost) and can assume any allegiance - i.e. be taken without affecting/breaking allegiance (however, he does not gain any keywords during the game as a result). For example Slambo can be taken in a Tzeentch Allegiance army or a Moulder Allegiance army.
     
    Q: Can I wear a Slambo outfit?
     
    A: Yes.
     
    Reinforcement Points

    Q: Do I need to subtract reinforcement points from my pool in order to use Skarr Bloodwrath's The Slaughterborn, Vlad Von Carstein's Carstein Ring or the Flamespyre Phoenix? 

    A: No.
     
    The FAQ answer regarding the Ring of Immortality (subtracting reinforcement points for this) was a specific nerf to that ability, when it could readily have been stated as a general principle. These abilities (which aren't automatic - especially the 4+ for the Flamespyre Phoenix) are baked into the costs of these Warscrolls.
     
    Q: If I dismiss a Balewind Vortex at the start of my hero phase using the Held Aloft ability, can I summon it back again later in the game (in a different position and optionally using a different Wizard casting the spell Summon Balewind Vortex) without subtracting an additional 100 reinforcement points from my pool?
     
    Yes. You've already paid for it. The words "until it is summoned again" suggest that you can bring it back after dismissing it.
     
    • You still have to attempt to cast the Summon Balewind Vortex spell again when you summon it in the new position. 
    • You do not regain the reinforcement points when you dismiss the Balewind, so you cannot for example choose to dismiss the Balewind Vortex and then summon 10 Bloodletters instead using the same reinforcement points. The reinforcement points have been committed to the Balewind Vortex.  
    • If the Wizard on top of the upper platform is slain, then the Balewind Vortex is removed and your opponent is credited with kill points for killing the Balewind Vortex equal to the reinforcement points subtracted to summon it.

    Allegiance

    Q: How do I work out the Allegiance of my army?

    A: It's basically a two step process: 

    1. List building: You write the list for the army on the basis of any Allegiance that you can satisfy.
    2. Choice of Allegiance pack: Then you pick the Allegiance pack based on any allegiance that you can satisfy.

    Significantly you don't then redo step 1 after doing step 2. 

    The best example is Ironjawz, who have no inherent Battleline units and no allegiance pack of their own. They build a list using the fact that some of their units become Battleline if you satisfy Ironjawz Allegiance. Then they choose the Destruction Allegiance pack (invariably) - this doesn't stop their Brutes from being Battleline.

    Further important points:

    1. A unit within a Battalion can gain the Allegiance stamped on that Battalion.
    2. However, Battalions by themselves don't break allegiance, so "A Battalion can still be part of any allegiance that all its units have on their warscrolls." This is a new rule in the DoT book (page 95, point 4). 

    A good example of point 2, is that 10 units (including at least one hero) with the Slaves to Darkness and Tzeentch keywords in the Everchosen Battalion the Fatesworn Warband satisfy the following 4 Allegiances: Chaos, Tzeentch, Slaves to Darkness and Everchosen. This means that you can take Knights and Marauder Cavalry as Battleline for list building purposes and still choose Tzeentch allegiance. 

    Garrisoning Buildings

    Q: Can I garrison a building if there is an enemy unit within 3" of that building or within 3" of my unit at the start of the movement phase (which is the only time when you can garrison according to the Warscroll for the Skull Keep)?

    A: No to both questions.

    Miscellaneous

    Do First of the Mortarchs, the Balewind Vortex and the Astrolith Bearer affect all ranges of spells?

    Yes - they affect unit-to-unit ranges, all models/units within a range from a unit type ranges; and any other types of ranges within a spell.

    Slaying heroes/monsters with special weapons

    Q: How do weapons which have a special rule if they "kill" an enemy hero/monster work given that the opponent has the right to allocate damage from your unit when you attack with multiple weapons (e.g. Mortarch of Blood, Archaon's Triple Headed Monstrosity and Gordrakk's Strength from Victory).

    A: To avoid the opponent rigging this (choosing damage to another weapon as the final wound to allocate - assuming that this is even possible) or you having to roll attacks one at a time, if the weapon in question contributes any damage to the target hero/monster which then dies from the attacking unit's melee attacks (all in the course of the same pile in and attack), then the buff triggers. For Gordrakk, you can pick which of Smasha or Kunnin' gets the buff (not both weapons from a single slain hero).

    • Like 1
  5. There were plenty of strong lists out there, perhaps fewer "big names" were there as many had already qualified.

    There were plenty of Skyfires about, but not many lists with 18 or 27. I gather Joe's 27 bumped into a Khorne army and got flooded with bodies and ground down.

    The KO were out in force and seemed to do very well. Ziflin reminds me of Clan Skryre in some ways.

    The Kroak list was rampaging on the top tables too. 

    Perhaps fewer Mixed Destruction Filth lists than normal. Two Ironjawz armies were playing in the top 5 tables in the last round, which is noteworthy.

    I think it's a big positive for the game that some high body count Khorne lists trumped the new shiny pew pew filth in some games. Then there were the Squigs of course.

    • Like 1
  6. Final results

    I came 6th and was the Best Chaos - take that Skyfires - probably my best tournament result to date (I managed 4th at SELWG Smash)! I was admittedly fortunate with my match ups - avoiding some of the worrying filth.

    I got 4 Majors and a Major Loss, together with 8,260 kill points.

    Very pleasingly given only two clubmates could make it, we came 5th and 6th! Ben also got a painting nomination! Hobby Hero!

    • Like 1
  7. Game 5

    Game 5 was almost a repeat of Game 3 - a relatively formulaic game against an MSU Ironjawz army. The only way I would lose would be if I failed key cast rolls.

    My opponent had an awesomely painted and nominated Ironjawz Army:

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    Turn One

    He took turn one and managed to get his big unit of Ardboyz in turn one.

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    Again the two units of 10 Chaffrats did their job by blocking and dying, then Archaon Derped, true to form. At least he managed to stay in cover, which would keep him alive.

    Then it was my turn - and what a turn. 

    This time both spells went off and Archaon even summoned a Herald, although he ended up at the back of the board due to the 9" rule.

    The 40 Clanrats retreated, flew and charged into 3 units of Brutes plus the Megaboss and a Warchanter. Meanwhile the 30 Stormvermin and a Warlord went into the Ardboyz. Sayl blasted them for good measure.

    The Clanrats immediately killed the Megaboss and two units of Brutes. The Ardboyz didn't do much as their damage was split up between multiple targets. Archaon derped again, although Dorghar took out a Boy.

    Then the Brutes started activating and a horror show it was too. As the Clanrats started dropping, the dying models took out the Warchanter and eventually left only 4 Brutes alive from 20. Horrific!

    The Stormvermin chopped away and evenutally 12 or so Ardboyz were dead. Battleshock wiped the unit although none of the Brutes fled.

    Megaboss, Warchanter and 16 Brutes killed by 240 points of Clanrats. 

    Battleround Two

    I won the initiative and completed the job. The Stormvermin flooded the Maw Krusha and the Verminlord went into the Brutes. With their remaining 20 models, the Clanrats charged the Weirdnob Shaman.

    The Brutes hacked about 6 wounds off the Verminlord, but the everything in the middle died. 

    To my surprise, my opponent elected not to go for the hail mary pass of Foot of Gork on the Stormvermin. The Clanrats completed the job.

    This was my fourth Major and the third one with 2,000 points killed. 

    He got my favourite player vote for taking a crushing 2 battleround tabling with grace.

     

    • Like 5
  8. Game 4 - High Aelves

    Game 4 was decidedly more challenging. I faced 4 Bolt throwers and a couple of units of Waywatchers, together with undercosted (comes back for free) Tyrion and a Dragonlord, plus a Loremaster and 2 Spellweavers.

    I knew my opponent was a strong one as well. He deployed pretty well - resisting the magnet on the 12" line. This meant I had to do something inventive.

    Turn One

    I had fewer drops for a change and so I opted to go first. I deployed Archaon 36" away from the crew of one Bolt Thrower and just behind the 40 Clanrats on my 12" line.

    I cast Sayl's spell and Death Frenzy and buffed up the Clanrats. Now for the ploy. Archaon attempted to summon a Balewind. This would not only nudge the Clanrats in front of him forward some 6" or so, but it would also allow me to summon on a Herald to zap some crew or use Arcane Bolt for the same.

    Naturally, Archaon derped and failed the cast. Thereafter, I ran him away.

    The Clanrats also failed what was a 9" charge.

    The response was painful. The Bolt Throwers shot off the Verminlord as is traditional. They also killed about 5 rats. However, Tyrion and the Mystic Shielded Dragon came out to play with the rats. The Dragon chomped through 18 Clanrats, however, 10 of them piled into the Dragon on Death, while 8 went for Tyrion. Even with their great saves, the Dragon took 8 wounds and Tyrion died and then rolled a 1! Boom!

    Turn Two

    I lost the initiative and the wave of fire continued. Archaon died to my horror as did one of the Warlords. The Dragon limped back to its lines and breathed on the Clanrats. About 10 of them survived. The 20 Glade Guard moved off the far right objective into the centre. 

    In my turn, the Clanrats went for the cheeky boltthrower which had shot around the edge of a building to kill my Warlord. The other Warlord started running quickly for the far left objective. I decided not to use Sayl's speed spell, so instead he summoned on the Herald, which proceeded to nuke the Dragon. The Clanrats bossed the crew of the left Boltthrower, while the 10 Stormvermin in the middle made a decent charge and piled in to kill one of the Spellweavers and damage the Boltthrower. I lost 3 in return.

    Having felt very nervous about how the game was going, I suddenly realised that if I won the initiative, then sent my 20 Stormvermin right to swamp Alith Anar and retreated the Stormvermin in his lines onto the far right objective, then I would immediately win a major. I probably could have achieved the same result by killing all his stuff, but this would be far quicker.

    Turn Three

    I won the initiative and that was that - Major Victory. I outnumbered him 7 models to 6 on the far right objective! Moving forward with the Glade Guard proved to be a costly error. I still got 920 kill points.

     

     

     

     

     

     

     

     

    • Like 1
  9. Game 3 - FEC

    After a disappointing defeat (my combo is stronger than any melee army with the possible exception of Tomb Kings), I was hoping for a win to all but ensure qualification.

    Thankfully I got a perfect match up - FEC on Border War - Ghoul Patrol!

    It was pretty much text book, my opponent took turn one and surged forward in a line of MSU. I lobbed out the Clanrats -  again Death Frenzy failed. However, the haul of damage was horrific - they took out a unit of 6 Horrors and 2 Units of 3 Flayers. After that it was rinse and repeat. The Stormvermin went left and killed the Terrorgheist. Then it was mopping up. 

    My opponent's list was pretty soft - MSU and melee doesn't work (except possibly for Khorne due to Blood Tithe). It was gorgeously painted, with a cool Flayed man theme - Boltons!

     

    • Like 1
  10. Game 2: Juggernauts - easy pickings

    For my second game on Table 4, I somehow dodged KO and DoT and ended up against Khorne. I felt increasingly confident when reading the list - loads of Juggernauts. I knew full well how abysmal their melee damage was. My melee combos were stronger than Khorne's and I had the Bloodwarrior buff to boot.

    Deployment

    I deployed between some buildings, with a view to funneling the Khorne forces to reduce how many could attack. I left minimal forces on the flanks. The Battleplan was Escalation, so my Verminlord was pinned back.

    The Juggs bunched up on the right, all 12 of them.

    IMG_0650.JPG.2f80f506d0dacee29abcae8f47d90ef6.JPG

    Turn One

    Slavek had a bunch of Battalions, so he could pick and decided to go first. He did some movement and tried to charge my line of two units of 10 Clanrats, but largely failed. His unit of 3 Juggs made it in and popped 10 Clanrats. i took some wounds off a Jugg in exchange. Slavek gained a Blood Tithe point.

    In response, Sayl cast his spell in order to fish out the first Brazen Rune. Archaon cast his summoning spell to fish out the second. Death Frenzy was cast. The 40 Clanrats took the buffs and prepared to wreck face - they retreated from the 3 Juggs to engage the line of units behind. To my horror they double oned the charge.

    Turn Two

    Thankfully I won the initiative at least, however, this time I failed Sayl's cast roll; and more importantly failed to cast Death Frenzy.

    I summoned on a Herald of Tzeentch, who proceeded to nuke the Bloodsecrator (oddly not planted) with Pink Fire.

    The Clanrats went in - however, I weighted them too heavily towards the Bloodletters (instinctive fear of these) and not enough on the Juggs - I had hoped to get the 20 Stormvermin into the Juggs as well.

    I rolled an 11 for the charge, which allowed me to reach around the Letters and kill Skulltaker, who was chilling at the back. All 30 Letters were shredded. I also killed two Juggs (who had +1 save). However, the Stormvermin failed their charge.

    In response, Slavek unleashed his Slaughterpriests on the Stormvermin, 3 rerollable D6 mortal wounds is disgusting! He charged my 10 Stormvermin on the right flank with 3 Juggs and 5 Bloodwarriors - I was stupid for sending them this way - even if I scored a point as a result.

    The Juggerlord charged in too and did some mortal wounds on both the Clanrats and the Stormvermin - it's brutal that it's every enemy unit within range.

    The Clanrats started dying in droves (with no Death Frenzy). My Stormvermin did 4 wounds on the Lord. Then the Lord shredded more Stormvermin, which eventually popped. The Juggs killed off the 10 Stormvermin as well.

    Turn 3

    I won the initiative. Archaon was moving on the left flank to go and beat up 20 Bloodreavers, with 10 Clanrats in support. With my centre shattered, I buffed up the Verminlord, who went into the Juggs in the centre, along with a Warlord. The other Warlord Sayled over to engage a pair of Slaughterpriests.

    The Verminlord was unlucky to only kill 2 Juggies. The Warlord failed to take out a Slaughterpriest. Slavek pinned Archaon with a pile in, which stopped him getting to the second unit of Reavers. Archaon derped again and failed to kill the Reavers (who didn't have Battleshock immunity).

    In response, the Slaughterpriests killed a Warlord; and the Juggerlord and the other unit of Juggs slammed into the Verminlord and the Warlord, doing a tonne of wounds. The Verminlord went down to mortal wounds, rather than in combat (which would allow him to attack); and Slavek healed his whole army.

    Archaon still couldn't grab back the left objective (although I held the centre by a rat's whisker).

    Turn 4

    Slavek won the turn and mopped up my centre. 

    I had a newfound respect for Khorne and for Juggs in particular.

    The failed cast on Death Frenzy was absolutely huge in hindsight as were the early failed charges. I can see the Prayers getting Rule of Oned very soon.

     

     

     

     

  11. Game 1: Kunning Rukk 

    I was hoping for a soft start to the tournament as I really didn't want to be pushed to qualify like at Heat 1. Naturally I got 40 Arrers and 2 Stonelords for Game 1.

    The Battleplan was 3 Places of Power which was not ideal for my list.

    Deployment

    I deployed 10 Clanrats on my right - this pulled his first Stonelord out to that side, where it would struggle to connect with my army turn one.

    I then bunkered in the middle with my Verminlord at the front. I expected my opponent to give me turn one, whereupon I would lob the Clanrats in, and block the Stonelord charge and gradually grind them out and pin the Arrers out or range of the rest of my army. After a lot of thought, he took the turn.

    IMG_0641.JPG.59544bf10a839176c65c304a37a72db9.JPG

    This was good in a sense, as he had deployed the arrers as if he was going second (i.e. behind a wall of chaff), which reduced the damage output for turn one.

    Turn One

    The Stonelord brewed up and made its charge. The Arrers didn't move very far and took 4 wounds off the Verminlord. The other Stonelord stayed back. on the right objective. The Clanrats did a wound in return.

    IMG_0642.JPG.9fe05bdf9db34ce42ea7b299e73dfb6d.JPG

    The Stonelord made the charge and proceeded to delete the Verminlord and some Clanrats.

    In response I planned to Sayl the Clanrats forward - using their retreat and charge ability and get them into the Arrers. In fact, Sayl failed to roll a 6 on 3 dice. I was not happy. Instead, the Clanrats went for a retreat charge into the Stonelord. Archaon and Clanrats moved up on the right - the Clanrats shielding Archaon.

    There was no where to summon the Herald to and Archaon failed mystic shield. The buffs went on the 20 Stormvermin, who prepared to charge the Stonelord. Sayl did his once per game zap attack in the shooting phase, which chipped off another 2 wounds.

    The Stormvermin made it in and narrowly killed the Stonelord.

    IMG_0643.JPG.1af8067e8ecf95b51d04ea9fbd859e80.JPG

    Archaon charged into a unit of Boyz and derped his attacks, the Clanrats shielded him from the Stonelord. The Clanrats started to chew through the Boyz as well.

    My other heroes nudged forward, as they would be needed to score.

    Ominously, Destruction won the initiative, so his gamble paid off.

    Battleround 2

    The Arrers shot at the Stormvermin and dented them significantly. The Stonelord and Megaboss went into the Clanrats. This was worrying as the Megaboss could potentially clear them out of the way only for the Stonelord to bury Archaon.

    The grind continued in the middle. However, before getting to the Megaboss I spotted an out for Archaon. He wasn't base to base with the two Boyz in front of him and so he could orbit around him and then touch base - putting him out of range of the Stonelord and also getting him into range of the Arrer Boyz.

    This saved the game for me.

    Thereafter my heroes came in for the Arrerboyz, while Tretch and the second Warlord went off to the left objective. The Herald came on and did some damage to the Stonelord. Sayl did some reasonable melee damage in the centre, but the 10 Stormvermin initially failed to kill the Shaman. The buffed Stormvermin rolled well and deleted the Stonelord and the Megaboss in one stroke!

    Capture.JPG.7e0a854ffebeda7fe23d2a634d0a27fa.JPG

    While the Destruction player had amassed a fair lead. I now proceeded to score points on all 3 objectives for the rest of the game. Ultimately I tabled him. Relief after an edgy start.

    With a Major and 2,000 points in the bag (never got that in game one before) would I manage to reach the lofty heights of the Livestream?

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  12. Round 1

    We were fortunate in knowing our opponents were the legendary EATBATS crew - so super dudes with awesome paint jobs.

    As for the draw (itself a fascinating part of the game), you are basically able to choose the opposing army for two of your players (by putting your player out front and holding the other one in the "pocket" so to speak). Throughout the event, I adopted the approach of protecting James (who was our least experienced player), rather than going for aggressive 20-0s. Ben's list was pretty solid all round and I figured that Tom would be competitive in most match ups (his big downside was the low range of his pew pew).

    As none of the rest of the team were particularly experienced against Sylvaneth I opted to take on Jimbo's Sylvaneth. I'd played Jimbo at Heat One (one of my best games - sadly only a practice game on the Friday so it didn't count).

    Jimbo had a text book Gnarlroot plus Loremaster list.

    I deployed in a bunker behind some of the Zombros.

    Battleround 1

    James went first and spawned a Wyldwood on my left and another one on my right. He moved his 3 Scythe Hunters through to the central Wyldwood. His Kurnoth pew pew fired at the Necbromancer but achieved little due to the wound bouncing mechanic. Durthu and the Ancient moved to the Wyldwood on my left and did some pew pew, but elected not to charge in. The Scythes made it in and killed a Necropolis Knight and dented the Wight King.

    My turn was brutal. Arkhan buffed himself with Vanhels Danse Macabre, but double oned the Mystic Shield cast like a boss. The Liche Priest did cast Righteous Smiting. The Necromancer lobbed a bolt at Durthu and did 2 wounds. The Necropolis Knight came back to life. Mr Whippy buffed the Wight King, before he teleported 12" forward - off to hunt the Loremaster.

    Arkhan moved 16" forward over the Zombros to be 3" away from Durthu. Settra and the Knights stayed put for some grinding against the Hunters.

    Arkhan made the charge as did the Wight King. I activated Arkhan first and he proceeded to delete Durthu without much difficulty. The 6 attacks from the Spirit Hosts exploding and doing a mortal wound on 4+ was brutal. I deliberately ensured that the Ancient was out of 3" both to avoid the Stomp and to avoid a pile in.

    The Kurnoths hit back and from memory did some damage to Settra. I wiped them out in return.

    The Wight King slew the Loremaster comfortably.

    Battleround 2

    Jimbo won the initiative and extricated his forces to distant Wyldwoods. He knew that he had bounced and was quick to switch to playing for the secondaries. The Ancient went back to defend the Bow Hunters.

    In response I put the movement buffs onto the Necropolis Knights and send them sharply right towards the Kurnoths. The offensive buffs went onto Arkhan again. Arkhan smashed into the Ancient and half killed him, took some wounds back, but healed back two at the end of the phase. The Necropolis Knights managed the feat of losing 3 models out of 6 when they charged into the Wyldwood. They killed another Hunter.

    Battleround 3

    James again won the initiative, which kept him in the running. The Ancient went off to support the Kurnoths in the race to wipe out the Necropolis Knights (and to hold an objective). Against all probability his pew pew attack actually went through and did 5 damage. The combat was tight. The Hunters were wiped out, but the Ancient managed to get his impaling Talons through on the last Knight. With only a few wounds left, Jimbo needed a 3+ to wipe out the unit. Tragically a 2 it was. The Knights clung on.

    Mr revenge was brutal - Arkhan cast the reanimate spell on the Necropolis Knights to bring back the banner bearer - I put the model closer to my forces and then planted the Tomb Herald's banner to bring back another model and a third came back from the banner bearer - evil! I put the buffs onto the Necropolis Knights. Arkhan also flapped over to hit the Ancient from behind. Settra rolled about pointlessly. The Ancient went down and I had the objective now.

    Battleround 4

    I won the initiative and tightened the noose. The Wight King moved over to take the building (which was one of my secondaries). Arkhan and the Necropolis Knights went after the Bow Hunters who were hiding in a Wyldwood on the far right of the table.

    Jimbo did what he could, but probably could have retreated more aggressively.

    Battleround 5

    Jimbo won the initiative and made a play for one of the secondaries with the 5 Tree Revenants that were in his back corner - my whole team (and Jimbo) were playing this wrong to our disadvantage all tournament (playing that the unit had to be in the enemy deployment zone at the end of the game, not at any point - which is trivial).

    In my final turn, Settra had to make a charge into the Tree Revenants to wipe them out and stop Jimbo scoring. Everywhere else the forces of Death wiped out the last of the Sylvaneth, but Settra derped.

    That made it an 18-2 victory to me. A promising start. Even better, while James and Tom had lost, they had kept the losses to marginal ones; whereas Ben had smashed face, so we recorded a 49-31 win! Jimbo @Jimbo was a pleasure to play against - a true gent as always!

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  13. The list

    My 2,500 point list was as follows:

    • Settra 369
    • Tomb King 100
    • Liche Priest 120
    • Necromancer 120
    • Necrotect 100
    • Tomb Herald 100
    • Arkhan 340
    • Coven Throne 260
    • Wight King 120
    • 6 Necropolis Knights 320
    • 9 Spirit Hosts 360
    • 30 Zombros 180

    2480 points

    The units in blue were the options. I could build 3 lists of 2,000 points - 1 offensive, 1 bunker and 1 bunker with the Coven Throne. Spirit Hosts were perfect for a defensive unit as they synergise well with Settra.

     

     

     

     

  14. Budget-Krell

    Krell mysteriously lacks points, so I had to come up with a way to use the budget version - the wight King with Black Axe, who has 1 fewer attack and only a 4+ save (significant nerfs). However, being generic does open up artefacts and the Cloak of Mists and Shadows fitted perfectly.

    This meant that the Wight King could be setup 12" forward in the hero phase (after being fully buffed). He would then be able to move 14" (with Fly) and then charge, for a suitably deadly cannonball (for 120 points)

  15. Enter Arkhan

    Arkhan solved one problem in the list - namely that of unreliable casts of spells. He could take charge of casting Vanhels and Mystic Shield with +2 to cast.

    However, Arkhan also supplied another cannonball for my arsenal - for he is a Skeleton. That means that he is able to be buffed by Vanhels and Righteous Smiting and by the Tomb King buff (unlike Nagash or any other Mortarchs or other big scary heroes).

    Arkhan is movement 16", so long charges are a real possibility. Full buffed, his Ghosts would be 6 attacks, exploding on 4+ and simultaneously doing a mortal wound, which is great. The Claws would be 6 attacks, exploding on 4+ , 3+ to wound, rerolling ones and then -2 rend, 2 damage. 

    Furthemore, Arkhan could also summon with +3, this gave me the option of using either Spirit Hosts or Zombros as a summoning pool. I devised the following plan. After buffs were placed on the cannonball, Arkhan would summon 20 Zombros on a cast of 5 (there was no Battleline requirement by the way under the pack) to form a protective wall or ring in the middle of the table, which Settra could move up into (so that he could be in range to buff the cannonball. The first cannonball could fly over the Zombro wall in the movement phase (as Settra grants Fly in the movement phase only).

     

  16. Final thoughts

    I came 24th in the end - I chose to gamble for the Major Victory in game 5 instead of taking the safe Minor and that was the consequence. I was pleased with the list - it had worked well even against seriously strong lists.

    I killed and crippled this lot:

    • 2 Stonelords in game two;
    • a Husktusk and crippled a Stonelord in game 3;
    • another Stonelord and Husktusk in game 5;
    • a Thundertusk and crippled a Stonelord in game 6.

    More importantly (for it is He!), Gordrakk only managed to kill 300 points across 6 games:

    Gordrakk Cumulative Kill Index = 300 points

    A lot of this was down to the match ups, which forced me to use Gordrakk as a reserve or second wave. However, his inconvenient base size, inability to claim cover or hide behind anything that isn't the size of a Skull Keep and lack of magic all point towards a cost reduction in GH v2.0. While his damage output is phenomenal and he can obliterate Wizard Heroes, it's only marginally better than that of a Stonelord with Battlebrew (which is also a lot tougher, routinely makes a 24" effective charge; and is on a smaller base). If you take Gordrakk, you have to get full value out of the Command Ability, which doesn't seem possible in a pure Ironjawz Allegiance.

    On the train back, my massively overstimulated head (after 3 epic days of Hobby!) started spitting out list ideas, one of which would become #Casinostrike after a few weeks experimentation back at the lab in utmost secrecy.

    Epilogue

    Max was the only undefeated player at the event and beat Terry Pike in a fascinating game on the top table. He ultimately came third, but this was an awesome achievement! Well done Sir @grunnlock

    His list and the very same models went on to triumph at Heat One in Craig Namvar's capable hands. 

    Blood & Glory was perhaps the high water mark for Destruction (Peak Destruction) - pending Grot Scuttlebags...? The December FAQ took out all of their older battalions in one fell swoop, including the Great Gitmob (and thus took out my list). #LongLiveTheHoodedVillain. Nasty Skulkers were nerfed (but at least the timing of their attacks was clarified in their favour). Fanatics were nerfed (but not as much as people think - see FAQs on page 4 here, which explains the point:

    DoT have brought Chaos back up to parity with Mixed Destruction, Mixed Order and Stormcast. Stormcast have received a massive shot in the arm too. I'd say it's too early to see what will be the strongest type of list at SCGT. I'm concerned that pew pew is (as I've long predicted) going to become dominant.

    Spamming Skyfires with 180 points of Battleline (taking over from Kurnoth Hunters plus Hurricanum Mixed Order) is going to become the meta (which is seriously dismal for a game that should be more about melee combat and magic). Personally I'm going for 9 Enlightened (with fewer Skyfires in case I need to use them in a Battalion). Stormcast have some Traits (Shielded by Faith; Staunch Defender; artefacts - Mirrorshield; the Lantern of the Tempest; and Prayers (Divine Light), which mitigate Skyfire spam, but I doubt that this will stop people spamming pew pew filth. Raptor spam is also another potentially dismal development.

    If I had to make a prediction, I'd guess that a Hallowed Knights Stormcast List with heavy amounts of Raptors and Judicators would take out the SCGT (no Raptors in the lab at the moment....), but maybe someone will surprise us all.

  17. I think the Starseer can be worth it - but it's a much more marginal choice if it cannot reroll initiative rolls as is the case in the current SCGT pack.

    Now that Kairos has lost his ability to alter the initiative roll, I see no reason for stopping the other (less powerful - rerolls or adjustments, not straight to a 6) methods for altering the initiative. People may say that this is overpowered, but the units in question are grotesquely overcosted without that ability (160! for the Lords of the Lodge; have you ever seen a Coven Throne at a tournament? I used one at Firestorm Fours in one game).

    As I found out at Heat One, my opponent could reroll them almost as often as I could when i used the Starseer due to the guess the number under the fez mini-game.

    Furthermore, taking a single drop battalion to get a 50% chance of a double turn could be seen as overpowered by some armies (many of which cannot even possibly take a single drop army, like Ironjawz or Grots or most Mixed Chaos or Mixed Order lists - using one of these reroll mechanics as a soft counter to the double turn risk arguably improves balance (assuming that the points costs aren't too cheap).

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