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kozokus

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  1. Hello, Here is a quick report of a tournament i just made. It was a 5 round – two days – 28 players in Bordeaux in France. Here is what i played : Allegiance: Fyreslayers - Lodge: Vostarg - Mortal Realm: Aqshy - Grand Strategy: Master of the Forge - Triumphs: Auric Runefather on Magmadroth (360)** - General - Command Trait: Blood of the Berzerker - Artefact: Master Rune of Unbreakable Resolve - Magmadroth Trait: Coal-heart Ancient Auric Flamekeeper (90)** Auric Flamekeeper (90)** Battlesmith (150)*** - Artefact: Nulsidian Icon Auric Runesmiter (135)*** - Forge Key - Prayer: Ember Storm Auric Runemaster (125)*** - Artefact: Volatile Brazier - Universal Prayer Scripture: Curse 10 x Vulkite Berzerkers with Bladed Slingshields (160)**** 10 x Vulkite Berzerkers with Fyresteel Handaxes (170)**** 10 x Vulkite Berzerkers with Fyresteel Handaxes (170)**** 10 x Vulkite Berzerkers with Fyresteel Handaxes (170)* 10 x Vulkite Berzerkers with Fyresteel Handaxes (170)* 10 x Vulkite Berzerkers with Fyresteel Handaxes (170)* Molten Infernoth (40) *Bounty Hunters **Command Entourage - Magnificent ***Command Entourage - Magnificent ****Expert Conquerors Artefact Artefact Total: 2000 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 162 Drops: 12 Some says that this is too much veterans and that i will be wrecked by hunters, but jokes on you, you where already deleting one unit of Vulkites in a single swing so it doesn’t change anything. Some also says that having rend 0 across the army is bad, but when you have such a high volume of attack, thoses ones are going to pop. 10 vulkites charging reliably force 20-25 armor saves, when thoses are dammage 2-3 this can become unbearable. Gameplan : The synergy relies on avancing a castle with multiple layers of vulkites with at least 4 units WW12 » of the battlesmith and the flamekeepers. The goal is to endure charges, fight on death, fuel the Masterflame Runes™ and countercharge your opponent in his own turn of boost some vulkites. This list is really good at trading units which is a bad deal for the ennemy. The runefather is simply a fast bruiser, with a one-time immunity to dammage. Here is how it went. : Round 1 Fyreslayer Lofnir on Turf War. He is playing the 3 droth list +10 HGB + 20 vulkites and he will end 4th of the tournament. Two fyreslayers on a scenario with only two objectives in the middle is bad news. He started the game by securing 5 easy points and placing a toe on each objectives and pass the turn. On my turn i poped the +1 hit rune, which is the best defensive option that doesn’t hamper your late game agressive plan. I went agressive and retake both objectives killing one of his vulkites and run’and charging on his HGB unit avoiding the strike first effect and reducing them to 3. He took the second tun and went all-in on one objective but made a mistake by beeing too close too disengaged vulkites. At the start of his own combat phase i poped a charge with an expert conqueror unit, and +1 dammage and strike first on a non-roared unit who promply kills a bounty-hunter-runeson in a single swing. This extra charge both prevent him from capturing any objective but also from scoring his tactic and he scores 0, then i double turned him, engage a duel of runefather with mine on extra-2 rend, and table him entirely. 20-0 Victory. Round 2 Bonesplitterz on Battle lines. He plays Bonegrinz, with 2X30 archers in expert conqueror and 4 wurgogs, a couple of bigstabbas and a screen, he will end on the third place of the tournament. This list is pretty tough and he plays it well. He leaves a large zone between us and make me start. There is no point in beeing defensive, i simply pop the move rune and run forward, also teleporting 2 units into his corner to score an easy tactic. the magmadroth and 10 vulkites simply kills some screens and bigstabbaz. On his turn he made a perfect with a wurgog mask on the magmadroth and began to kill some vulkites but he had trouble finishing some units which allows me to rally a lot of vulkites in the game. I won the initiative for turn 2 which allow me to stay in the game and we start a game of cat and mouse where i was constantely charging in his own turn. In the end of the turn5, there is only one models left on the table, a wurgog on 2 wounds. The butchery was immense, 400+ wounds where inflicted in that game. The 10 expert conqueror vulkites teleported in his back on turn1 where an extremely good move, he had trouble keeping the control of his territory while also capturing two other quarter which allows me to create a gap in the score. 15-5, victory ! Round3 STD Despoiler on Frontal collision. He plays A Khorne Prince, with a lord, sorcerer, some maraudeurs, 2x5 knights of khorne, a shrine and 30 tzeentch warriors. He made 2th. 30 Warriors with +3 armor save are extremely tough to break, fortunately i don’t have any rend that would have been useless, ahah. He let me start, i simply tighten my ranks, pop +1hit and the 5+ ward and wait for his inevitable double turn. He is not afraid to engage me so strike first is nullified and charging in his own turn is risky because of the Prince. He tried to charge vulkites with knights but i answered with fight on death and +2 dammage and we traded both units which was ok for me and re-fuled instantely my flamekeepers. We traded blows in the middle for 4 turns but the volume of attacks i have is too big and he ends making too much 2 on his saves against my dammage 4 vulkites (1+2 flamekeepers+hunter) and his army crumble. The infernoth had a sudden surge on turn3 and instantely killed all his heroes which added to his demise, but almost made me miss my Grand strategy. We are on equal score at the end of turn 4, but on turn 5 i can finally capture his home objective which made me score 10 and 0 for him. 15-5 Victory ! Round 4 Idoneth on The strong and the cunning. This scenario is extremely cruel when you play 6 veterans and you can offer up to 18 free points to the ennemy. Fortunately this is balanced by the fact you have an extremely good control of the objectives. He plays 30 thralls, 3x10 archers some support heroes, 2x5 Dawnriders ! and a general Eidolon that can overwhelm you with infinite spellcasting, + 3 endless spells. His list is interesting and i bless myself for forcing me to include the nulsidian icon. The inclusion of dawnriders-bounty hunter for additional spellcaster was a great idea. He made me start and i surprised him by using the +2 move rune and heroic action on runefather for +2 charge. I took all objectives, using 5+ ward, making a strong center and two small presence on side objectives. The runefather and 10 teleporting vulkites made the charge and killed 5 dawnriders +10 archers. His turn was a catastrophe, he casted a couple of spells but re-rolled onto a fiasco which ended his magic phase too soon. He also made the mistake of trying to kill the runefather with his 30 thralls instead of attacking my castle. The 30 thralls all dies in the process while dealing 2 wounds on the magmadroth. After that he rethink his plan and began to retake the game. The eidolon and 20 archers began to butcher my magmadroth and 40 vulkites with a rain of arrows and endless spells in 3 turns as i cannot put my hands on them. But he lacked any presence and can’t score more than one objective. A lucky initiative allows me to finally kills his last models but i only had foot heroes alive after that. 15-5, Victory ! Round 5 Nighthaunt on Gallet’s prise He plays 2x20 bladegheists, olynder, cruciator, guardian of souls, 3 bodyguards, 40 chainrasps and a corpse cart for -1 to wound. He made 8th. His lack of veterans plus cruciator and him not beeing afraid to engage a maximum of my units almost nullify flamekeepers. On turn 1 i use the rune of +1hit (which also gave me +1 attack) and prepare for a double turn. He played defensively, making strings of chainrasps and recapturing the only objective. I got the priority but sitting on 5+ ward and +1 attack i let him go first. He went all in and made a couple of 10+ charges which nullifies Strike first. But fortunately for me both flamekeepers where charged and i could pop some extra fight on death and +1 dammage where the cruciator wasn’t. The magic of the 4+ save means that he is prone to bad rolls and having no rend and a lot of attacks was my best attribute. Charging vulkites asks him about 21 saves every time which is too much for him. I won all priority rolls which allowed me to be constantely agressive. In the end of the game both armies where entirely destroyed except for 20 vulkites for me and 2-3 models for him but i kept the contrôle of the objectives for too long. Emerald Host was punishing for support heroes but it came too late. 14-6 Victory ! I barely won the tournament, the STD player i beated was only one point behind me. Afterthoughts. -Fighting on death was a marvel. Trading units constantely took most opponent offguard and allowed me to kill things in the opponent turn instead of just loosing units. -Two Flamekeepers where my MVP models. But they are very intense to use. Constantely checking your options, charging at the combat phase, avoiding Unleash Hell, taking opponent offguard, punishing bad positionning and recapturing objectives at the worst moment. They where exhausting to play and play against. -At the start of each combat phase you constantely says « STOP » and began to use 4-5 different effects. This is very hard to keep in mind and i made a lot of mistakes, using Fight on death when there is no real use or forgetting lords of the lodge (that you can only use in your own turn). -Having at least one magmadroth was very good. It was my cavalery, my fast missile. -Having one runesmither was indispensable. Allowing me to at least score « 2 units in your territory » when nothing else is possible. -The infernoth rarely made the difference except on turns where it explodes but it was an easy Grand Strategy, that i always scored. But i felt i paid it 40 points and 1-2 prayer cast for 3 bonus points. In the Fyreslayer mirror it only serves as minor nuisance for movement. Maybe there is a better Grand strategy to use. -If there was a modification to make, that would be making the runemaster general. He gets rarely killed and using two runes could have been much better than two pile-in, that i rarely needed. -Seriously Greyfyrd feels ****** when you have tasted Vostarg. Getting +1 hit wound and attack is incredible. 31-41 attacks on 2+2+, holy ****** ! boohoo no rend, yes but you rarely need rend with such high volume, plus you have an on demand extra rend once per game. -I wish i had the points to make thoses shields into more twin axes. They are ******. -Contrary to my precedent tournament with Kruleboys, there was no game i should have brutally lost. Scores could have moved a bit up and down, sometimes ending in a small defeat, but there was no game i won by straight luck against all odds.
  2. Hello, Juste a quick tournament recap from this week-end. Was a 5 round tournament with no special rules involved. I played the following : Allegiance: Kruleboyz - Warclan: Grinnin' Blades - Mortal Realm: Ghur - Grand Strategy: Hold the Line - Triumphs: Inspired LEADERS Snatchaboss on Sludgeraker Beast (315)** - General - Command Trait: Egomaniak - Artefact: Arcane Tome - Mount Trait: Smelly 'Un - Lore of the Swamp: Sneaky Miasma Breaka-Boss on Mirebrute Troggoth (180) Breaka-Boss on Mirebrute Troggoth (180) Killaboss on Great Gnashtoof (170) - Artefact: Mork's Eye Pebble Swampcalla Shaman GREEN (105)** Swampcalla Shaman with Pot-grot - Lore of the Swamp: Nasty Hex Swampcalla Shaman BLUE (105)** Swampcalla Shaman with Pot-grot - Lore of the Swamp: Choking Mist UNITS 10 x Gutrippaz (180)* 10 x Gutrippaz (180)* 10 x Gutrippaz (180)* 10 x Hobgrot Slittaz (80)** 10 x Hobgrot Slittaz (80) 10 x Hobgrot Slittaz (80) 10 x Hobgrot Slittaz (80) 10 x Hobgrot Slittaz (80) CORE BATTALIONS *Hunters of the Heartlands **Warlord First, THANKS, MANY THANKS to TheOffBeatGamer, a Youtube channel. https://www.youtube.com/channel/UCrI8sk9veBLXlpfDXll5YPA I literally stole his list, not changing a single word and followed his philosophy. Speaking of The list is metagamed, it is base on the following principles : -Many top lists include some sort of heavy shooting, if you entirely negate it on the first turn (grinning blades) and mitigate it on second (artifact), you gain a significant advantage because most games have very intensive in the first turns. -With so little investment in being anti shooting, you can go all in on anti-close combat, in the form of multiple layers of screens that counter any unfortunate doubleturns you might endure and protect your key pieces. Plus this gives you a large board cover. -Most armies are here to do very high quality damage destined to kill dragons and gargants but cannot deal efficiently with 170 wounds in squads of 10 guys. -Having 14 drops and not caring about the 1st turn allow you to read the enemy deployment perfectly and zone out his threats. On a personnal note : -I consider boltboys absolutely ****** in large numbers. The more you take the worse they become. They are far too fragile for their cost and I frown at any number over 9, 6 might be the best. -On the contrary I really love gutripaz. The more you take the better they become. They endure, they deal damage, they deliver. -Most people hate hobgrots, something I don't understand. They are the perfect screen, cheap, moderately dangerous in shooting and with a large range due to run and shoot. I played 50 and wished I had 20 more. Here is how it went. Game1 : Idoneth on the vice. Smashking lothan thrallmaster 40 thralls 2 sharks and a turtle. He did the right thing, he waited patiently until turn3 before running to me. But I did the opposite and rushed to him turn1 and occupying the center of the table early. The melee was confused and I was forced to see a king with +10 attacks cut through a lot of my army before dying vs the Killaboss which was nearly impossible to kill with +3 armor. However he made a pile-in mistake that allowed a troll to eat the turtle alive. With his main teeth removed, I could concentrate on the thralls and ensure that the center of the board was uncontested for turn 4-5. Win. 14-6 Game 2 Kharadron on Tectonic interference. He plays Barak Mhornar and doesn’t have the vortex. So the game is pretty unbalanced from the start. I simply walked on the objectives and spent the game making saves and removing models, t-posing on objectives. There is a limit to what the Kharadron can remove every turn and 170 wounds are too much to eat. Turn3 he felt that he needed to go all-in but a double turn allowed me to circle and destroy the fully loaded Ironclad. 1000 points dying in a single swing sealed the deal. 20-0 Game 3 Big Waagh on Struggle for power. Snatchboss sneaky, 9 boltboyz, shaman, Maw krusha fully loaded, gobsprakk and some ironjawz. Some lists seems hard to read until you eat them in the face and you realize they are ****** dangerous and have an answer for everything. Denying the first shoting phase and doubling turn2-3 allowed me to remove the dangerous shooting team with grenades and clever pile ins. However, he simply has a threat for each of my units and things like gobsprakk can be murderous under the influence of the Snatchboss plus all the toolbox he posess. The game was very close and when the dust settled he only had Gobsprak alive with 4 wounds and 8 grots plus 4 gutrippaz on my side. Close win 13-7. Game 4 Cities of Sigmar on veins of Ghur I absolutly hate it when some clever guy show up with some ingenious build that I never saw before. No living city here, the guy played Phoenicium! Yeah, with two fire phoenix, a luminarch and 4 dragons. Fire phoenix are uncommon but when you realize that the dragons can fight when dying and that "slay the warlord" and "bring it down" fail on a 4+, things can get messy. Plus the luminarch doesn't care if he has vision on my guys on turn 1 and reliably deal 5D3 mortal wounds every turn and gives a ward to the dragons. I honestly should have died to his list. Fighting on death wreak the kruelboys waagh plan and the amount of damage his list does to a MSU horde was unbereable. I ended up having a lot of luck and winning all priority and him fizzling a lot with the dragons. I was tabled but I won 39 to 38 points. Very lucky win 11-9 Game 5 Ironjawz on tooth and nails. MK, 2warchanters, 21 pigs and 3 wolfs My list was designed to beat such lists and it worked. He charged everything turn1, killed exactly 48 grots and some rippaz, then I retaliated, killing 12 pigs in the process. The maw krusha was stopped in its tracks against a troll with +3 to save rolls which retaliated with 13 wounds on the poor beast. By the end of turn 2 he had no model alive and I proceded to walk to every 4 objectives. Afterthoughts : Most Kruleboys tend to mass boltboyz and poison buffs from the shamans, I felt refreshing doing the exact opposite, playing horde, and stacking saves on heroes. (elixir-Defense-mystic shield-finest hour) The killaboss proved to be unkillable with such high saves and have enough damage to remove a lot of threats. Egomaniak was a key to keep inflicting millions of damage every turn and I didn't miss supa sneaky. Surprisingly, weird lists where the most difficult to beat and "classics" where a cakewalk. During testings I played a couple of times against OBR, classic-Stormcast, Living city, Sylvaneth, and only lost once against the warsong revenant. It is a blast to play and you feel very "safe" when you hide behind a wall of hogrots.
  3. Aventis is still a beast. He is still a decent choice over the unnamed Tauralon because of +40 points for a free arcane tome basically. I can't think of a suitable artifact except amulet and the mount traits are bad for several reasons : -Retreat and charge disable your +1 aura. -1 dispell is really a short aura, hard to connect. He is not simply a glorified +1 hi aura, he is a caster, a monster (think monstrous takeover and linebreaker), very fast with no degrading profile. decent in melee and chip some healing here and there. You really use all of that and the removing of a couple of shooting units that enjoy his +1 hit is not enough to remove him from a list. Aventis stops beeing interesting the moment you stop making a castle. The tricky part is that he can't be everywhere to give his buff. The best is to have 2x2 + 1x4 fulminators if you want my advice. Anyway both are good. I never felt a need for 1x4 but i never encounter 40 zombies or 20 pinks.
  4. Just a quick report from a recent tournament i made with Stormcast. It was a 64 players tournament no restriction, i ended 7th with 4-1. Lists : https://www.aosff.fr/sites/aosff/files/2021-10/listes-coupe-sud-est-age-of-sigmar-aosff.pdf I played the no-imagination card and copied the Matt goldesbourgh list : Player Name: Kozokus Allegiance: Stormcast Eternals - Stormhost: Hammers of Sigmar - Mortal Realm: Chamon - Grand Strategy: Hold the Line - Triumphs: Inspired LEADERS Lord-Relictor (145)* - General - Command Trait: High Priest - Artefact: Mirrorshield - Prayer: Translocation Aventis Firestrike Magister of Hammerhal (325)* - Spell: Celestial Blades Knight-Judicator with Gryph-Hounds (205)* UNITS 2 x Dracothian Guard Fulminators (230)* 2 x Dracothian Guard Fulminators (230)* 5 x Vindictors (130)* 6 x Vanguard-Raptors with Longstrike Crossbows (480)* 3 x Vanguard-Raptors with Longstrike Crossbows (240)* CORE BATTALIONS *Battle Regiment ADDITIONAL ENHANCEMENTS Holy Command: Thunderbolt Volley Scion of the storm TOTAL: 1985/2000 WOUNDS: 76 Here is how it went : Round 1 on veins of Ghur VS TECLIS 20 archers and 1 fox 1 drop Nice list and the player admit he is unexperienced. I win the toss and elect to deploy and play first. He did his best with aetherquartz and allout defense but i easily killed Teclis,10 archers and 10 wardens in the first turn. He struggled a bit in his turn, rallying archers and chipping some models here and there then i got priority turn2 and whipe him of the table. I accidentally made my opponent win the trophy of « beeing the first one to be entirely tabled ». Afterthought of the game : had i been forced to get second that it would have been muuuch more difficult : no double tap (because i would have been forced to deploy every shooter in heaven) and Teclis with his 5+ ward would have been a big problem. 20-0 Round 2 The vice Vs Reiknor’s condemned. Reiknor, Olynder, guardian of souls, cruciator, torment, Knight of shroud mounted 30+10+10+10 chainrasps 2x2 ghasts 2x8 banshees Deceiptively powerful list, I struggled a lot and the guy ended 5th of the tournament. I took the turn 1, removed the Guardian of souls and reiknor from the game and pass. I struggle to screen my longstrike properly and he feels forced to play very agressively so he teleport most things and fail most charges, he take the double turn and i loost all my longstrike and Knight Judicator while the dracoths are on his objectives, still manage to kill Olynder in the process. Turn 2-4 is me playing with Aventis and 4 dracoths trying to mulch as much as i could of his army as he can’t kill them with AAD + mystic shield. Turn5 he made a mistake and try to kill aventis which he failed instead of tagging the dracoths, which allow me to make a devastating charge on his 30 chainrasps, giving me the final objective and denying his strategy (having a battleline alive) which flip the game at the last moment for a short win. 12-8 Afterthought : The kruciator is a pure horror and i should have made him my prime target. I should have been more protective with the longstrikes. Round 3 on Powerz in Number. VS Ironjaw 1 MK + 1 Rogue idole + 12 pigs+15 Hardboys+2 chanter, one with tome The guy is a friend and this is a revenge match. I play very agressively and shoot everything i have on the Maw Krusha with 5++ and wall in with the Dracoths. When the dust settle i only removed 6 wounds and fear is upon me. On his turn he teleport the Rogue idole on my side and the MawKrusha hit my wall while i remove 3 pigs with unleash hell. He fizzle and only kill one dracoth while the Idol Kill 3 longstrike and the judicator. The Priority turn2 will decide the winner of the game and i win it. This time i kill the Maw Krusha and aventis win his duel with the rogue idol while 2 dracoths eradicate 6 pigs in a brillant charge. The rest is just me snipping the last of his models. 18-2 Afterthought : I played badly, i could have teleported everybody on his weak side of the board and simply killed them and playing the long game instead of trying to crack the MawKrusha coconut and risking the loss too easily. By beeing too agressive i forced the behaviour of my opponent to be overagressive and risking everything on the double turn which could have sucedded had i lost the priority. Round 4 on Power struggle. VS Tzeentch Archaon host arcanum. The guy is a friend and this is a revenge of the revenge match. This is basically the same game as before. Unable to learn from my previous mistakes i elect to to crack Archaon, i did 16 woulds and pass the turn. As the previous game he choose to run 6 with everybody and bet for the double turn. He got it ! and he charged my dracoths but failed and only killed one and my 2 gryphounds. This is my time, but this time Archaon is fully buffed with his 1+ reroll save and my whole army did 0 dammage on him. FAIL ! He got priority Turn3 and i get drowned under a sea of screamers and summoned blue horrors. In the end i manage to kill archaon by dispelling a crucial spell and teleporting away my 4 last longstrikes. Defeat 3-17 Afterthought : I should have removed everything but archaon. The 19 first wound you do on him are nothing and he can’t be everywhere. Round5 on Survival of the thickest VS SPIDERFANG ! 2 Arachanashaman 2 Skitterstrand 15 spiders 6 trolls 2 foot shamans 3 endless spells. WTF…. This guy is on 3-1, eating morathi-s and gotreks all day long and his only loss is due to a double maw krusha. He seems to be severly underestimated by his previous opponents and plays well at the same time. Fortunately for me i studied the subject and do not underestimate the dammage thoses things can do. A skitterstrand can easily do 15 mortal wounds in a single swing and terminate a unit of dracoth with a wave of the hand. I am torn because i again feel forced to kill his arachanarok general on destiny amulett as a priority target. For thoses who don’t know he has some kind of « waaagh » once per game ability which put his whole army on power of Hysh plus have a spell to double the mortal wounds he can do. I elect to castle everything and fortune favours e as i kill his general with longstrike. But i can’t do more than that. Once again my opponent is forced to commit a suicide attack on me on his turn and hope for the double. Once again, the turn2 priority is crucial, if he has it i will be trampled by 6 trolls and 3 giant spiders under the moon effect. Fortunately i got it and this transform into spider-hunting and dragoths trampling everything. 19-1 Afterthought of the tournament. I went 7th out of 64 player with 72 points (max100). The 5th and 6th player are the Nighthaunt and the Archaon i faced. This list is dumb, very fragile and very deadly not even bothering with the scenario. It forces your opponent to be overly agressive with you and forces the game into having the priority roll at all cost. Aventis was far better than i expected. Good at everything, having 2 cast was very precious for celestial blades + mystic shield. Except in one occasion i never missed having an artifact or a mount trait. The extra rend was nice too. The best part about the knight Judicator was the gryph hounds he brings, that is all i have to say about him. The lord relictor is my new best friend. I can hardly play withour him now. I will probably never play this fragile list again, 9 longstrike is far too much, 6 is enough and the Lord Judicator saw his last game. More boots on the ground please. Just a quick report from a recent tournament i made with Stormcast. It was a 64 players tournament no restriction, i ended 7th with 4-1. I played the no-imagination card and copied the Matt goldesbourgh list : Player Name: Kozokus Allegiance: Stormcast Eternals - Stormhost: Hammers of Sigmar - Mortal Realm: Chamon - Grand Strategy: Hold the Line - Triumphs: Inspired LEADERS Lord-Relictor (145)* - General - Command Trait: High Priest - Artefact: Mirrorshield - Prayer: Translocation Aventis Firestrike Magister of Hammerhal (325)* - Spell: Celestial Blades Knight-Judicator with Gryph-Hounds (205)* UNITS 2 x Dracothian Guard Fulminators (230)* 2 x Dracothian Guard Fulminators (230)* 5 x Vindictors (130)* 6 x Vanguard-Raptors with Longstrike Crossbows (480)* 3 x Vanguard-Raptors with Longstrike Crossbows (240)* CORE BATTALIONS *Battle Regiment ADDITIONAL ENHANCEMENTS Holy Command: Thunderbolt Volley Scion of the storm TOTAL: 1985/2000 WOUNDS: 76 Here is how it went : Round 1 on veins of Ghur VS TECLIS 20 archers and 1 fox 1 drop Nice list and the player admit he is unexperienced. I win the toss and elect to deploy and play first. He did his best with aetherquartz and allout defense but i easily killed Teclis,10 archers and 10 wardens in the first turn. He struggled a bit in his turn, rallying archers and chipping some models here and there then i got priority turn2 and whipe him of the table. I accidentally made my opponent win the trophy of « beeing the first one to be entirely tabled ». Afterthought of the game : had i been forced to get second that it would have been muuuch more difficult : no double tap (because i would have been forced to deploy every shooter in heaven) and Teclis with his 5+ ward would have been a big problem. 20-0 Round 2 The vice Vs Reiknor’s condemned. Reiknor, Olynder, guardian of souls, cruciator, torment, Knight of shroud mounted 30+10+10+10 chainrasps 2x2 ghasts 2x8 banshees Deceiptively powerful list, I struggled a lot and the guy ended 5th of the tournament. I took the turn 1, removed the Guardian of souls and reiknor from the game and pass. I struggle to screen my longstrike properly and he feels forced to play very agressively so he teleport most things and fail most charges, he take the double turn and i loost all my longstrike and Knight Judicator while the dracoths are on his objectives, still manage to kill Olynder in the process. Turn 2-4 is me playing with Aventis and 4 dracoths trying to mulch as much as i could of his army as he can’t kill them with AAD + mystic shield. Turn5 he made a mistake and try to kill aventis which he failed instead of tagging the dracoths, which allow me to make a devastating charge on his 30 chainrasps, giving me the final objective and denying his strategy (having a battleline alive) which flip the game at the last moment for a short win. 12-8 Afterthought : The kruciator is a pure horror and i should have made him my prime target. I should have been more protective with the longstrikes. Round 3 on Powerz in Number. VS Ironjaw 1 MK + 1 Rogue idole + 12 pigs+15 Hardboys+2 chanter, one with tome The guy is a friend and this is a revenge match. I play very agressively and shoot everything i have on the Maw Krusha with 5++ and wall in with the Dracoths. When the dust settle i only removed 6 wounds and fear is upon me. On his turn he teleport the Rogue idole on my side and the MawKrusha hit my wall while i remove 3 pigs with unleash hell. He fizzle and only kill one dracoth while the Idol Kill 3 longstrike and the judicator. The Priority turn2 will decide the winner of the game and i win it. This time i kill the Maw Krusha and aventis win his duel with the rogue idol while 2 dracoths eradicate 6 pigs in a brillant charge. The rest is just me snipping the last of his models. 18-2 Afterthought : I played badly, i could have teleported everybody on his weak side of the board and simply killed them and playing the long game instead of trying to crack the MawKrusha coconut and risking the loss too easily. By beeing too agressive i forced the behaviour of my opponent to be overagressive and risking everything on the double turn which could have sucedded had i lost the priority. Round 4 on Power struggle. VS Tzeentch Archaon host arcanum. The guy is a friend and this is a revenge of the revenge match. This is basically the same game as before. Unable to learn from my previous mistakes i elect to to crack Archaon, i did 16 woulds and pass the turn. As the previous game he choose to run 6 with everybody and bet for the double turn. He got it ! and he charged my dracoths but failed and only killed one and my 2 gryphounds. This is my time, but this time Archaon is fully buffed with his 1+ reroll save and my whole army did 0 dammage on him. FAIL ! He got priority Turn3 and i get drowned under a sea of screamers and summoned blue horrors. In the end i manage to kill archaon by dispelling a crucial spell and teleporting away my 4 last longstrikes. Defeat 3-17 Afterthought : I should have removed everything but archaon. The 19 first wound you do on him are nothing and he can’t be everywhere. Round5 on Survival of the thickest VS SPIDERFANG ! 2 Arachanashaman 2 Skitterstrand 15 spiders 6 trolls 2 foot shamans 3 endless spells. WTF…. This guy is on 3-1, eating morathi-s and gotreks all day long and his only loss is due to a double maw krusha. He seems to be severly underestimated by his previous opponents and plays well at the same time. Fortunately for me i studied the subject and do not underestimate the dammage thoses things can do. A skitterstrand can easily do 15 mortal wounds in a single swing and terminate a unit of dracoth with a wave of the hand. I am torn because i again feel forced to kill his arachanarok general on destiny amulett as a priority target. For thoses who don’t know he has some kind of « waaagh » once per game ability which put his whole army on power of Hysh plus have a spell to double the mortal wounds he can do. I elect to castle everything and fortune favours e as i kill his general with longstrike. But i can’t do more than that. Once again my opponent is forced to commit a suicide attack on me on his turn and hope for the double. Once again, the turn2 priority is crucial, if he has it i will be trampled by 6 trolls and 3 giant spiders under the moon effect. Fortunately i got it and this transform into spider-hunting and dragoths trampling everything. 19-1 Afterthought of the tournament. I went 7th out of 64 player with 72 points (max100). The 5th and 6th player are the Nighthaunt and the Archaon i faced. This list is dumb, very fragile and very deadly not even bothering with the scenario. It forces your opponent to be overly agressive with you and forces the game into having the priority roll at all cost. Aventis was far better than i expected. Good at everything, having 2 cast was very precious for celestial blades + mystic shield. Except in one occasion i never missed having an artifact or a mount trait. The extra rend was nice too. The best part about the knight Judicator was the gryph hounds he brings, that is all i have to say about him. The lord relictor is my new best friend. I can hardly play withour him now. I will probably never play this fragile list again, 9 longstrike is far too much, 6 is enough and the Lord Judicator saw his last game. More boots on the ground please.
  5. Meh. Is High priest translocation still a must? I don't see anything else.
  6. How does longshank works? Raw you cant charge or pile in as you cant finish a move within 3 of the ennemy. (The left the last sentence in place)
  7. Hello, Just a quick question, English is not my native language, can someone clarify the Starshard errata for me? ‘Add 1 to hit rolls for attacks made with Starshard Bolts by this unit, if the attacks target an enemy unit that is visible to a friendly Lumineth Realm-lords Hero that is within 18" of this unit.’ Can you clarify what has to be within 18 of what? Thanks in advance.
  8. AOS3 test Yesterday, I recklesslely charged 6 flayers with a block of 20 marauders. Opponent used "unleash hell". None made it into combat. I'll remember that.
  9. Question as English is not my native language : How many objectives can you kick? -1 maximum? -X where X = number of Krakeneaters? Thanks in advance.
  10. Hello, I just went from a 2 day event in Paris, 5 rounds with the Gargants, here is how it went : I took a stomper tribe, Warstomper, Eager for the fight Mantle of the destroyer Gatebreaker 3X1 and 1X3 Mancrushers. I chose the stomper tribe, partly because of the Parisian metagame, which resolves sometimes around spamming good units ad nauseam, and partly because the Warstomper is the coolest looking guy of the lot. Eager for the fight was always my favourite trait of all but the artifact was a switch from the Ironweld cestus, when the bravery 10 was taken in account when fighting Cathallars and Stonemages. It proved invaluable. I also switched from a Krakeneater to a Gatebreaker at the last moment because I knew there would be a need for even high rend in this tournament plus a couple of boat/nexus to destroy and finally, objectives manipulation proved to be a diapointment or a niche activity in my testings. Sometimes gamewinning but too many times useless. Game 1 Khorne on Blood and Glory reaper of vengeance. Archaon + Daemon prince + Bloodsecrator +2x5 hounds and 15 chaos warriors + 2 warshrines. I let him take the turn1, where he stacks piles of buffs on archaon which is now on a lot of 2+ rerollable on every stats and he sits on his objectives and pass the turn, shielded by the Prince that deny any charge. On my turn I take one of his objectives which was only guarded by 10 hounds with the pack of 3 Mancrushers +1 solo who kills them all but one. He took the initiative on turn2 and made the long charge and SLAY my Gatebreaker and use his big fat base to engage also 2 mancrushers. He made a crucial mistake by attempting a duel with his daemon prince on a mancrusher but he ends up dying with headbutts + two timber on his face. This move frees me from the charge deny and this is a relief. On my turn I advance on his side, he has a heart attack when he realise that the pack of mancrushers can go 14” move and can steal his last objective on a long charge that I don’t make, so he lives another turn. But he looses both his warshrines on the Warstomper plus 3 mancrushers. He has the turn again but Archaon is considerably weaker now. He charge my mancrushers and kills them but receive 19 wounds from the warstomper, ooops. In my hero phase he elects to flee from the Warstomper with 3 tithe points and flee behind a huge wall of chaos warriors. I only have the warstomper and a single Mancrusher left, I charge his chaos warriors, kills the Bloodsecrator on impact, but before I obliterate his warriors I pick one of them and chuck him into Archaon for two mortal wounds that he didn’t save and dies. Outstanding. Then I took all four points and won. 1-0 Game 2 Idoneth on 3 places of power. Classic list with Volturnos, 9 Ishlaens a farting eidolon, turtle and 4 sharks. The TO ruled the SOB designer’s note so I can’t alterate the rule of objective control UNLESS i can contest it by being within 6’. He took the turn 1 and simply gain one point by putting the eidolon on a point and refrain from advancing too much. In my turn I advanced with everything but he was out of range so I simply scored 3. I got the initiative so I went hyper aggressive. With careful concerted charges impact on ishlaens I manage to open a path for the gatebreaker so he can reach the Turtle. He spent all his points on reroll saves which completely negates anything that wanted to kills an eel (except for the warstomper that seized one of them on a 6 and chuck it back into the unit. The Turtle died to the Gatebreaker to my greatest relief and I score 6. On his turn he retaliate and killed the gatebreaker and 4 mancrushers. I got the turn 3 and simply disengage on objectives for scoring 9 so he can’t get back. Victory. Hero scenarios are stupid with SOB, even with some tempering on the Designer’s note. 2-0 Game 3 OBR on Starstrike. Katakros, a caster and 120 mortek are boredom incarnate but a common sight in paris where spamming is a thing. Both our turn 1 are simply gain CP, GO on each side (no CP for me due to Katakros). He got the init Turn2, advanced with everything, tagged the objective that landed on a side and elected for a charge on 4 mancrushers that where positioned so a solo MC is in front of 3. This proved to be a huge mistake as my positioning both put him outside of +1A of Katakros and only allows hi to springle Dammages on several Mancrushers at once. Even dammaged the retaliation is cruel for him and the +2 dammage from the stomper tribe hits hard and there was only 5 morteks left. The rest of the game is simply me combo-charge each pack of 40 morteks one by one with as many gargants as I can while disengaging and ignoring Katakros. The damage is too much for him, the stomper tribe bonus and my ability to remove the hekatos is gamewinning. 3-0 Game 4 Idoneth, same list as before on Scorched earth. Scorched earth is a pain for gargants, even with 6 units and Idoneth is one of our worst matchups as the damage is to high on their side. Knowing this I elected for a bold plan. I tricked him, making him believe that I would go defensive so he would deploy very aggressively, which he does. He gives me the first turn and he had a heart attack when he sees me toot “Get a Move On, You Slackers!:” for auto run at 6 on all Mancrushers and beeline toward him with everything, not even flagging any of my objectives. I only have a couple of 4” charges so it is easy. Every Ishlaens dies on the charge but when the moment of striking the sharks and turtle happens the dices fails me and instead of killing all of them, I kill none. Loosing models in your own turn is terrible but it is what happened. He double turned me after that and throw me out of the table on his turn2. Loose. Sometime a good plan is not enough. 3-1 Game 5 Daughter of Khaine on Blade’s edge. Morathi, cauldron, hag, 30 30 20 sisters of slaughter. Activation war Is not dead and Gargants don’t like that. I let him start and he shily put a foot on every objectives on his side while throwing the Shadow Queen on one of mine. On my turn I toot “Get a Move On, You Slackers!:” ignoring completely the Shadow Queen while moving around her. But I failed all charges (with rerolls) except for one for a lone Mancrusher who kills 15 Sisters but dies in the retaliation + spiked shields + martyr prayer. Happily for him, he got the turn (or would have died otherwise) and charged Morathi into both mega gargants that where too close. Mindrazor pops and another Mancrsher dies but he wisely screens the 4 last remaining, knowing the damage a single could cause and waiting for a better opportunity while he murder the other flank. Morathi cut 25 wounds on the warstomper and take 3. On my turn I make the good ol’ "disengage on an objective" with both mega and charged with the 4 screened gargants. I got clever and used 3 “stuff them in me bag” to open a hole for a single gargant so he can get into a unit behind so he can remove 20 sisters all by himself. I got the double, chuck a rock into Morathi to make her mid-life. And kills everything but his cauldron and both Morathi. He made a mistake and double charged the intact Gatebreaker instead of the wounded warstomper. His cauldron avatar kills all my remaining Mancrushers. Morathi didn’t kill the Gatebreaker and gets on 3 wounds left. I got the turn with relief because he would have killed the Gatebreaker in the hero phase. I killed morathi and closed the game with a duel with the avatar. 4-1 Not bad with the gargants. Interestingly, the top 4 of the tournament is 1)Idoneth 2)Idoneth 3)Garganrs (me) 4)Idoneth 2 turtles Afterthought: The army is deceptively fragile, unable to tank Rend-2 dammage in any way and you need a bit of luck on the Initiative roll. There was also a bit of luck involved into the pairings as I wouldn’t have been able to defeat some Kroak or Ironjaws that came in the tournament. Army list was a good call. The breaker of the taker tribe wouldn’t have done anything for me where the stomper tribe helped me deal with the mass of models some players presented me. The mantle of the destroyer was a huge winner, making me reroll freely 8 to 10 charges in every game so, nearly 50 charges in the whole tournament. Gargants lives or die by their ability to charge the opponent. Zero stress army plus finishing every game 1 hour before anyone is a reciepe for getting drunk at the bar.
  11. RAW it is clearly written that non-predatory endless spells models cannot move under any circumstances. This faq doesn't counter that fact. i do agree with the intent. i perfectly understand what they wanted to say, but they write the exact countrary..../facpalm
  12. Saturday : Interview with rulewriters "THERE WILL BE NO AMBIGUITY IN THE RULES FROM NOW" sweet! Today, they release a FAQ and then "Q: Can the caster of the Sanctum of Amyntok move while the endless spell is on the battlefield? A: Yes." We knew that from the begining, genius, the point is "can you move the ****** sanctum with its caster?"...... You had one job....
  13. Cities of Sigmar, i made a slight move forward qith dawnraiders, it pushed back the bridge and allowed me to give turn1 freely, the loss of a couple of horses was hard but bearable compared to what would happen otherwise.
  14. The pre-move was game-changer, denying early ennemy alpha strike or helping putting Horses in cover. The artefact was meh. The command ability made me won the game, otherwise i was unable to capture an objective. I forgot the general trait.
  15. -Thermalrider cloak isn't legal for matched play anymore unless the GT allows it specifically. -Your list is not Legal because you lack one unit in your Bloodmarcked Warband. -Greatblade are better than flails on chariots -Refrain from using the Lord on Juggernaut, unless you want to play juggernauts in battleline. He is bad for his price. You can replace him with Bloodstockers/chaos lord on foot. -Ravager is only good if you have 4+ STD heroes that doesnt rely on their command ability, otherwise it is pointless. (basically when you play Ravager you want a lot of chaos sorcerer) -The weapon option on the Knights is your personnal taste, I would advocate for the ensorcelled weapon, especially on big units as i find the ennemy has an easier time neutralising them with lances. -Either runs your list in : ++Khorne, the Tithe table is the ultimate toolbox of the apocalypse. Go either Vanilla suballigeance, giving reroll charge WW12 as general trait and the banner of wrath to the bloodsecrator plus an extra crispy artifact. Or go The Flayed for a nice Command ability. ++STD Despoiler and find room for a Daemon Prince of Khorne, possibly the best of the 4. ++STD Idolators, make one of your chariots your general and go for either double prayer of Khorne or +2 attacks on the great Blade. Your call, there is no perticular best. Other option to consider about the Bloodmarcked Warband : -It works at its best with Knights of the empty throne as your hero Varanguards are buffing themselfs for the second pile-in. But that is a completly different army. -The bonus it offers is hard to trigger outside of Empty Throne so it just act as a 1-2 drop army provider. If you are not attached to the Mark of Khorne, any other warband is better as they allows you to include sorcerers which are bonkers in a STD army. -Replacing the BMwarband with the Ruinbringer Warband is a very valid option as this is an enormous mortal wound generator.
  16. Not totally a nerf, the bodyguard rule is actually relevant at getting 6 extra wounds to any herso. Before that you had only the magmadroth (which is a much more expensive option) for the runefather or heartguards for the battlesmith. If you don't mind the extra drop this might be worth it. Extending the life of your bannerguy is key in the survival of some matchups. Plus it offers some flexibility, the oath only had to be pronounced at the start of the first round which allows you to adapt to any opponent if your backline heroes are not in danger. Plus he strikes much much harder than the said magmadroth in case of combat.
  17. Good quote, i should have said Mask of darkness with +1 to be basted.
  18. here it is : CV : 8 Target Any LRL unit WW12, put it anywhere 9" away as usual. Hand of Gork Style
  19. They come by 5 and costs 130, so two squads would bring you to 2020 points.
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