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Margawt

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  1. A new Battle Report using the same point total as mentioned before in above post (500 pts). In brief, Seraphon-Coalesced-Koatl's Claw (LIST: 2 units of Saurus Knights w/War spears, 1 Saurus Scar-Vet on Cold one,(General), 1 Skink Starpriest w/Hand of Glory spell) (460 points), Vs Stormcast Eternals (LIST: 2 units of 5 Vindicators each, 1 Lord Exorcist (General), and 1 Knight Vexillor with Banner of Apotheosis) (500 points). I got to use my Triumph which was: Inspiring (+1 to Wound), Playing the same battle plan as before (First Blood). I won the toss to choose who will be the Attacker/Defender. I choose to Attack and had the Battle Regiment battalion (Grand Strategy: Hold the Line) and deployed my army first, Stormcast choose the Vanguard battalion (Grand Strategy: Prized Sorcery). Since I finished deploying first I choose to go first and moved out to take the center and northern objectives with a cavalry thrust (using the Aggressive expansion battle tactic with success, scoring 5 victory points.) He used the Ferocious Advance and moved both his Heroes and a unit of Vindicators towards the Center Objective but failed to get more than me and did not claim the objective and scored 2 Victory points for Turn 1. The pic below is the starting positions before the battle begins. I kept winning the Priority roll each round until the end of the game (Turn 4 ). If anyone noticed it there is a Blot Toad on the Realmshaper Engine, he's just there watching and reporting to the Slann nearby...lol. Anyway, I kept my units close to each other for support and buffed them with the Serpent Staff that worked really well for me today. My spells just could not get off at all because of low rolling or unbinding by the Stormcast wizards. I used Ferocious Advance in Round Two and it was successful when I moved (On the Double command on the Skink StarSeer to catch up with the General and a unit of 5 Knights that started on the North end of the Realm Shaper Engine and took the Objective to the North), while the other unit of knights did a regular move action to position themselves for a charge to seal off a Vindicator unit that was facing my General and second unit of knights as they would soon be vulnerable to be charged by him as he went next in this turn (2). I made my charge and rolled well, I charged around and got into position to pile in sealing the fate of that unit of Vindicators. He used the Conquer battle tactic and took the center objective from the Seraphon with his General and then moved his last unit of Vindicators and the Knight Vexillor into position to charge my unit of knights that took out his other unit of Vindicators. His charge went well with both his Vindicators and his Knight Vexillor and he killed 4 out of 5 of the knights, leaving only the champion left behind with a wound, he made his battleshock test. I scored 5 more Victory points and he scored 3 for Round Two for a total of 10-5 Seraphon. My General and other unit of Knights were now in position to charge both his Knight Vexillor and his last unit of Vindicators. They both made their charges as they were close to begin with. The resulting damage took out both of his units. I used Broken Ranks on his last unit of Vindicators and completed that with the help of the use of my Triumph here . He then moved in his general to slay the warlord on my general and failed. I subsequently did the same on him and succeeded. Seraphon Win 19-7 in Victory points (Major Victory). I got a lot of use out of the Koatl's Claw ability to get the +1 to hit for charging and could save my command points for other things. Next month (August) the league I'm in goes up to 1000 point battles (2 opponents per month) and I'll be back to posting the results.
  2. The Battle Report of my skirmish with the Iron Jawz Orcs was a Major Victory. We played the Battle Plan "First Blood" in our Escalation league, first battle was at 500 points (See post above on start of page 2). The red counters were the Objectives, there are three to start with, one is hiding behind a piece of Terrain in the center of the map. This picture is the start up positions of both armies. He had two units of Ard Boyz , a Shaman and a Mega Boss. I had what I described in the post above. The Blot Toad that is just sitting next to the Skink priest on the Realmshaper engine is there just watching the battle and reporting to the Slann nearby...lol. We both had "Hold the Line" for our Grand Strategy's, I got mine but he lost his when both of his Ard Boyz units were destroyed. By the 4th turn all he had left was his Mega Boss and he only had two wounds left. I had 13 to 3 in Victory points at that point and my Grand Strategy to add yet. He called it at this point.
  3. We only get Bless and Smite for now, and for the Prayer Enhancement you can pick one of the universal Prayer Enhancements for one of your Priests if you took more than one Priest in your army. You could take a Core Battalion and get another Enhancement to take another prayer from the universal prayers but most people use the enhancement bonus from the core battalion for a Artifact of Power.
  4. We're running a escalation league play of AOS 3.0 at our local gaming store and were starting out at 500 points. You can only have two battle line units with no reinforcement rules, 1 Leader (General) and 1 Hero. What do you guys think of this load out or do you have another idea. Battle line unit number One: 5 Saurus Knight's with War Spears (110 points) (Coalesced, Koatl's Claw) Battle line unit number Two: 5 Saurus Knight's with War Spears (110 points) (Coalesced, Koatl's Claw) General: 1 Saurus Scar-Vet on Cold One (Coalesced, Koatl's Claw) (110 Points) Hero: 1 Skink StarPriest (Hand of Glory spell) (Coalesced, Koatl's Claw) (130 points) Total points: 460 (Triumph: Inspired (+1 to wound) *I could go with the Skink Star Seer instead and still be under 500 points, but I took the Star Priest instead for his staff ability he can put on a unit of Knight's and he has a better speed (8) than the Seer at (5). Thoughts?
  5. We're running a escalation league play of AOS 3.0 at our local gaming store and were starting out at 500 points. You can only have two battle line units with no reinforcement rules, 1 Leader (General) and 1 Hero. What do you guys think of this load out or do you have another idea. Battle line unit number One: 5 Saurus Knight's with War Spears (110 points) (Coalesced, Koatl's Claw) Battle line unit number Two: 5 Saurus Knight's with War Spears (110 points) (Coalesced, Koatl's Claw) General: 1 Saurus Scar-Vet on Cold One (Coalesced, Koatl's Claw) (110 Points) Hero: 1 Skink StarPriest (Hand of Glory spell) (Coalesced, Koatl's Claw) (130 points) Total points: 460 (Triumph: Inspired (+1 to wound) *I could go with the Skink Star Seer instead and still be under 500 points, but I took the Star Priest instead for his staff ability he can put on a unit of Knight's and he has a better speed (8) than the Seer at (5). Thoughts?
  6. Errata now says they cost 110 points and you can have 4/12 max for 440 pts. Also does anyone know what the wound count for this unit is, I may not be understanding it correctly. The Salamander Hunting profile says it has 1 wound. It says the wound characteristic of the Salamander is 3. So, if you had one unit, would the wound count be 6 total (3 for the Salamander and 3 for the three handlers at 1 each as the main profile says). Or is the count just 3 wounds, which belong to the Salamander and once that's gone the 3 handlers are automatically removed?
  7. Could the Skink Chief on Stegadon use his Command Ability on his model? The Command ability says that you can pick one friendly "Skink" unit wholly within 24" of a friendly Stegadon Hero with this Command ability. Until the end of that phase, add 1 to the Attacks characteristic of Melee weapons used by that "Skink" unit. A unit can not benefit from this command ability more than once per phase. I was thinking "Yes" because the Chief's unit has the Skink Keyword in it. So, if the command ability would work, would that also increase all of the Stegadon's melee attacks as well as the Skink Chief's melee attacks or would it just affect the Chief because he is the Skink per se?
  8. I did not know that, interesting wording there that I overlooked. I'll definitely be trying that out in my next battle with my friend. I have to be more aggressive with my Stegadon's. I tend to hang them back near my objectives, so they can get shots off when I should proly be attacking with them to get the most out of their profile. I know you can shoot in combat but your kind of ingrained to thinking that a unit with bows or those types of weapons usually hang back and shoot while the infantry moves to take the heavy brunt of the fighting.
  9. Hey Caleb, Would you get 4 shots with the Bow with the Prime Warbeast ability for the Stegadon with the Skink Chief on it? Also, I love your video's on the Seraphon Army in AOS. Cheers!
  10. Drop a unit of 10 skinks and use that 60 pts along with your 30 pts and get a Unit of 5 Chameleon Skinks.
  11. I usually play Coalesced Seraphon, but I have to say you will be disappointed in the fact that when you shot 80 bolts that you need 5+ to hit and then another 5+ to wound so you will probably do between 8-12 wounds if you roll good. Then they get their normal Armor save which will trim you meager wounds down some more. I'm just saying it's not easy to roll that good when your target number is so high. I would imagine I would summon your units to try to take Objectives. I would maybe suggest you use some Kroxigors with those Skinks to help take your objectives and hold them a bit longer until your summoned units can back them up. I would also make sure that you make good use of your "Lords of Time and Space" ability, of transporting units through time and space to capture Objectives early in the game before the enemy gets too close to them (Transporting a unit of Kroxigors or Saurus warriors there can maybe hold long enough for reinforcement). Good luck in your battle.
  12. I'm new here, and I'm sorry if this subject was recently discussed. I was wondering where my fellow Beastlords place their Herdstone's before deployment of their army. Do some of you place it as close as you can to enemy territory for the effects of the powers that emanate from it? (but this can be dangerous for the GBS that would be there). Do some of you place it somewhere in-between the center of your territory or do you place it back by the edge of the board for safety reasons, in getting off primordial call points to just summon units?
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