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  1. Version 1.0.0

    24 downloads

    A beta for a visual aid program for Battle reports and just general visual representation of the games required.
  2. Scenario: Blood and glory (claiming a major victory rendered 15-5 in tournament points but the mission had been altered so that it was enough to control 3 of the four objectives to win a major victory). The tournament score was then modified -/+ 5 due to the difference in point cost for killed units. The end score could be anything between 20-0 and 0-20 in tournament points. Anders army: Anders is a nice guy that I've encountered before in a smaller tournament. His 2000p army consisted of: Lord Celestant on Drakoth, lord Castellant, lord Relictor, knight Vexillor, 2 Concussiors, 3x5 Judicators, 2x5 Liberators, 10 Retributors, My army can be seen in the first post of this blog. Pre-game thoughts: I absolutely love playing against Stormcast! It is often fun games with plenty of bloodshed on both sides. But to be honest, I have yet to lose a game against a Stormcast army. The key when battling Stormcast is handling the incoming teleports, often in the form of 10 armour-smashing Retributors. But Sylvaneth have many tools to handle the threat. My goal was to snipe the Vexillor before any teleportation were made. That is easier said than done. Vexillors have a good save and most generals like to place them in cover or unseen behind terrain. But with some help from the forest I was hoping to take the banner bearer out. I got one acorn and the Verdant blessing spell so producing forests wouldn't be a problem in this game. Terrain (described from my side of the board as always): At the left side of his deployment were a building with some small area terrain just next to it. At the center of his deployment was a large cemetery acting as an area terrain. At the right side of his deployment was a tall but not that large stone pillar (impassible). The center of the board had, just as in my second game, a large and tall stone formation (impassible). I placed my free Wyldwood just to the right of it. In my deployment zone I had a relatively large area terrain to my left and a ruin at my right side with nothing but barren land between them. Deployment Anders deployment from left to right: Concussiors (just by the building), Judicators, Liberators (in the central area terrain), Relictor (with liberators), judicators, lord on Drakoth, liberators, judicators, Castellant (behind the stone pillar), Vexillor (same), Retributors (near the board edge to the right) My deployment: Branchwych alone to the left and the major part of the army in a half circle at the center with the intention of dropping a wood in my deployment zone. The 10 dryads were kept in the shadows and not deployed and the tree-revenants were placed at the far right side. The battle begins: As I deployed the whole army at once I decided the terms of the turns and choose to go first (do you see the pattern). I created a Wyldwood in my deployment zone and another one at the left side of the battlefield close to the building in his deployment zone. I then redeployed all my troops besides the branchwych and loremaster by walking the spirit path. The Treelord Ancient, The Spirit of Durthu and the Kurnoth hunters with scythes were deployed in that order into the free forest just right of the middle center of the board as close to the enemy as possible. Both the Kurnoth hunters and the Treelord Ancient got a 6 on their spirit path roll and could move even closer to the enemy. I then put the 2 units of Kurnoth hunters behind the other troops at the same forest. Before the teleportations the loremaster managed to buff Durthu with hand of glory. The Tree-revenants were placed at the right side of his deployment zone just by the board edge behind his troops to threaten the Vexillor and Castellant. The unit of 20 dryads were redeployed at the newly made forest to the left. By placing the Kurnoth hunters with bows in the forest I had dramatically changed their line of fire. Thanks to the new angle I could target the no longer hidden Vexillor in the shooting phase. The arrows from the two units was just enough to slay him and, as a consequence, the Retributors were now stranded at the far right and had to rely on their not to impressive move of 4" to close the gap. The Spirit of Durthu and the Ancient proceeded to shoot down the Celestant on Drakoth thanks to the rerolls granted by the hand of glory spell. I charged with both Treemen, the hunters with schytes and the dryads to the left. All but the dryads made the charge. The Ancient engaged the Judicators in the middle and killed a few of them. The hunters attacked the Judicators to the right and the Spirit of Durthu killed the lord Celestant on foot. The Tree-revenants failed to engage the lord Castellant. After that amazing first round my opponent retaliated. He charged the Ancient with his Concussiors and some liberators. He then charged the hunters with the other group of liberators. All his remaining shooting went into the hunters and in combination with the other attacks they were down to one guy. The Concussiors severely wounded the Ancient that was saved by having a mystic shield. The Retributors charged and killed the revenants (but this put them even more isolated to the right). My opponent then got the double turn and the Retributors ran closer to my troops. The hunters with scythes were now down to one wound. The Concussiors finished of the Treelord Ancient. In my second turn I moved the big unit of dryads from the left forest to engage the enemy but did retain my bonus for being near the forest by stretching out the unit and retaining a few of them close by the forest. I then teleported the two units of Kurnoth Hunters with bows to the same forest. Unfortunately one of the units rolled a 1 and couldn´t shoot in the following shooting phase. The Branchwych moved to control the objective at my left quarter of the board. The smaller unit of dryads abandoned their forest and run closer to the ruins at the right side of my deployment zone claiming another objective. The Loremaster moved closer to the action in the middle. In the shooting phase the Spirit of Durthu shot at the Retributors killing 2 of them. The Kurnoth hunters severely wounded the remaining Concussior. The Dryads then charged the enemies in the area terrain at the center of my opponents deployments zone killing the Concussior and a Liberator. Durthu killed the remaining Judicators. The Kurnoth Hunter with scythe was eventually killed. I´m not totally sure who won the role off for the third round but he eventually charged the Spirit of Durthu with the Retributors. The Treelord survived the onslaught thanks to his sturdy Oaken armour and killed a few Stormcasts in return. The Retributors later were decimated by combined bowfire even though they were protected by the light of the Lord Castellants lantern. End game: By the end of the forth battleround I had put the last Retributor to the ground and nailed the Lord Castellant with some arrows and roots. All Liberators were dead. My opponent was tabled and I used the last turn to seize the last objective. I now controlled all objectives and the major victory. The game ended in a 19-1 win in my favor and that was the end of gameday one. Killing the Vexillor proved to be just as important to my gameplan as I had hoped for. The big unit of Retributors spended several battlerounds to get into the heat where they belong and they were not able to pick their fight. I had plenty of time picking the other units of. The TO:s presented the matchups for the next day’s first game and I was more than happy to see that my next opponent ws another Stormcast player
  3. ~ Chapter One ~ Athos looked upon the field of battle. Around him, his forces made ready for first-contact with the enemy. Across the broken landscape, dotted with withered trees, long drained of life by the recent incursion of Nurgle’s corruption, were gathered a multitude of orruks. Bonesplitterz, these particular brutes named themselves, though Athos cared little what names they chose for themselves. He cared not the name of his enemy – only their death concerned him. War-horns blared to life from within the rudimentary formations of the orruks, dozens all at once. The horde started to chant and roar broken-speech challenges to their opponents, taunting them to action. Throughout their midst, Athos could see the shapes of hulking warlords barking orders at the smaller brethren that surrounded them. There were others as well – sorcerers – judging by their dress; all feathers and special ornaments of bone and wood that the orruks reserved only for their shamans. They’ll prove a more difficult challenge, Athos thought. A far greater one than all the rest of their ilk combined. The Stormcast were the greatest warriors of Sigmar’s hosts, each and every one of their kind a warrior of unparalleled skill, stamina, and strength…but strength of arms could only do so much against a foe who wielded the chaotic power of raw magic, the ability to rip chunks of Earth from the ground, or else twist the fabric of nature to their destructive will. “The orruks are out in number this morning.” It was Calanius, the Lord-Relictor of their force. He had come to stand beside Athos to survey the enemy before battle was joined. In his right hand, the Relictor carried his prized banner, decorated with gothic depictions of a Stormcast soul’s returning to their God-King's embrace. “They’ll die all the same, few or many, it matters not,” Athos replied. “It’s their sorcerers that worry me. I count a dozen at least, though there’s almost surely more of them skulking about.” “We’ll handle it,” Calanius told him matter of factly. “We always do.” We do, Athos merely thought, because we cannot die. If we fail, we’ll merely come back again. That is our gift, and in other ways, our curse. Though not all resented the immortality bestowed upon the Stormcast by their God, some were…less enthusiastic. Athos had had a family once, a loving wife and daughter, though he could remember little of them now. Their faces were blurry images in his mind's eye, and their voices were muffled echoes. Athos wondered how much longer it would be before those lingering thoughts faded as well. How much longer would it be before he forgot them entirely? He wondered if he would ever see them again. A lifetime ago, death had offered the promise of reunion, no matter what came, but now… “The orruks are moving, Lord-Castellant." Calanius's voice, calling him back to the present. “We should begin," the Lord-Relictor then told him as Athos returned to the present. He saw the orruks then, a seething tide of green flesh and bone-weapons, and all of it pouring directly towards the forward lines of the Stormcast formations. Athos clenched one steel gauntlet around the hilt of the warhammer he carried. He pulled the weapon loose from the bonds on his back and raised it high for all around him to see. The weapon's steel-head glinted with the sunlight of the new morning. “Aye,” Athos spoke. “By Sigmar’s grace, let us bring swift death to these foul beasts.” **** A cold intelligence watched the storm of battle rage. Over a burning fire, the Gaunt-Summoner, One of the Nine, chanted eldritch words of power. The words of his God. His prayers were answered, and foul power poured from the flames. His minions danced and flayed their limbs about the ritual, chanting in a variety of alien tongues. Their devotion, their energy, their very life-force, gave power to the ritual. From far away, the Gaunt-Summonder heard the warhorns of the orruks, and he knew the time had come. From within his robing he produced an old book, wrapped in the skin of flayed man. As his elongated fingers opened it, the cries of a thousand damned souls screamed from within its pages. He cackled, knowing each of the voice's many names. In his freehand, the Seventh of the Nine raised a dagger, its twin-faces etched with ancient runes chiseled by the talon of Tzeentch itself. The wailing of the damned grew louder. The Gaunt-Summoner hissed through multiple rows of fanged teeth, and then he plunged the dagger down, directly into the pages of the book. The world shuddered. It was begun. The starting locations for the Stormcast and Bonesplitterz forces. Meanwhile, the Gaunt-Summoner and his cult perform an unholy ritual, unbeknownst to either force. The Stormcast forces advance, splitting their forces into three prongs. Priority switches to the savage orruks, who gleefully bellow as they surge forward. The orruks rush forward and charge headlong into their hated foes. After a fierce round of combat, the smaller unit of Liberators are wiped out to a man by the Bonesplitterz boar riders. All across the front, bodies begin to pile. In the heavens above, the sky trembles. Just as it appears the Stormcast will be overrun, the surrounding woods break, and a swarm of Sylvaneth pour forth from the shadows of Ghyran's foliage - directly into the already engaged Bonesplitterz!
  4. Forward The hand of Father Nurgle had been cleaved, but the foul taint of his touch lingered yet. Ghyran was saved, though at what cost? The Realm of Life bore the scars of Chaos’ corruption – scars that might never truly heal. The first stage of the Realmgate Wars were concluded, and righteous Order had claimed victory. Now, the forces of Sigmar and his allies seek to restore the lands taken back from the foul minions of Chaos. Across the Mortal Realms march the mighty Stormcast Eternal. Champions of their God-King, they bring wrath and fury to their foe – they bring swift death. Upon the Mortal Realm of Ghyran, one such force of Sigmar’s mightiest champions marshal themselves for war, moving against yet another threat. Victory is assured. The Stormcast shall never falter.
  5. I played my first game with the Sylvaneth recently against my friends Iron Jaws. I only took painted models for this game, so I was a little limited, but I could easily do the 2000 points we had decided on. We also played the comet scenario from the Generals Handbook. My list consisted of: Tree lord Ancient (Oaken Armor, an extra spell) Drycha (the spell that generates woods) Branchwych (regrowth) Branch wraith (Acorn of Ages, The Reaping Spell) Spirit of Durthu 3 x 10 Dryads 2 x 6 Kurnoth Hunters (Great Bows) Firstly the army felt small, although my opponents Ironjaws looked similar. He had: Godrak Mega Boss Orc Shaman Warchanter 2 x 5 Brutes 2 x 10 Ardboyz 3 x Goregruntas Deployment: Turn 1 Pete went first and roared across the table. The move in the Hero phase that Destruction units get made the army super fast. Everything moved up and allowed Gordrak to attempt to charge, but he failed. In my turn I popped out a couple of woods and fired a few arcane bolts doing minimal damage. I ran Drycha up to attempt a turn one charge (which she failed - this was an error as you'll find out later). I moved the Kurnoth Hunters to allow them to shoot the Ardboyz on the right flank and the Spirit of Durthu moved into the Acorn of Ages Wood ready to charge Godrak. I thought that this was my chance to get him off with Durthus mighty sword. However I failed the charge (its important to note I also forgot the Spirit Paths rule that could have allowed Durthu to move and charge on the roll of a six). Still, there was the chance of the double turn.... ...which I didn't get Turn 2 When Pete measured for his spells Drycha was in range for Foot of Gork, which Pete got off due to the proximity of being near orcs and some arcane scenery. He promptly stomped Drycha three times and killed her dead. Gordrak tore into the son of Durthu, bellowed at him for 5 wounds, and then killed him easily with the attacks that multiply out to D3 on a 6 vs monsters, heroes and wizards. He also charged the Kurnoth Hunters. The comet came down in the square on my right flank which was good as it was uncontested, meaning I had a shot to get it with the dryads or the hunters if they could finish off the units they were fighting. He also charged my ancient who killed a Brute whilst taking two wounds in return. In my turn I found that I couldn't escape from the Brutes with the Ancient due to the rule of being 9" away from models. This has been an issue in all my games with the Sylvaneth since AoS dropped - its really hard to move around if your opponent pops a model or two in the middle of a wood. The new rules allowing up to three woods to count will help, but then it becomes very difficult to place them. Anyhow, I'm digressing from the game, which was spiralling out of control fast! The Treelord missed with all his attacks (standard fare), and the Kurnoth Hunters did minimal damage with the bows. The Dryads failed their mystical terrain test for the second turn in a row and got wiped out. The unit in the centre stood and moved to contest the comet the had landed in the middle of my lines. The Branch wraith and Branchwych took up station to try and stop Godrak charging the ancient, knowing full well they were being sacrificed for the greater good! Turn 3 I lost the dice roll for turn three, but we were still drawing at this stage. The orcs continued to pour forwards. Gordrak went into the Branchwych, killed her and then charged again into the Branchwraith and killed her too. I was pretty sure Pete could have got into the Ancient, but I think at this point he was easing off the gas and didn't do it. This didn't matter as the Ancient went down to the two units of Brutes. I had successfully failed 12 3+ armour saves over 4 rounds of combat. This is a solid effort, even by my standards. The gore gruntas finally removed one unit of Kurnoth Hunters, and the Megaboss got into combat with the others to help out the Ardboyz. The Hunters had proved to be surprisingly resilient with the preroll on the saves, which made up for the fact they couldn't hit a barn door with their shooting! Turn 4 Turn 4 I lost the roll off again and the Gore Gruntas claimed the objective on Petes side of the board. Gordrak smashed my Dryads in the centre allowing him to claim that too. With only a Kurnoth Hunter and 10 Dryads left we called the game. The Ironjaws had been victorious! Conclusions 1. Man, I could not roll dice today! However I also forgot a lot of rules and I'm not sure I considered my army combos well enough. By my own admission I've spent a lot more time painting than I have reading the rules! 2. Kurnoth Hunters were very resilient, and would have been better with hand weapons in this game. Saying that I think that the bows are still a good option. 3. I'm not sure what I could have done against Gordrak other than run away and arcane bolt him. He was horrendously destructive. The fight with Durthu would have been better if I had remembered the rules and I think there may be ways to get him closer and make the charge more viable. I also played Drycha wrong. She would have been better being held back, although I didn't realise the potential of Foot of Gork. This meant I had lost my two best combat pieces before my second turn which really left me on the back foot. Overall there are a lot of things I learnt. Hopefully we'll get a game in next week and I can try out a few more things.
  6. Regular opponent Tom came over for a game of Age of Sigmar. With the new Realmgate Wars book release, All-Gates, we decided to take a stab at one of the battleplan, Through the Breach. Armies Tom had bought 2000 points of Dark Aelves (points from the new Handbook), and as I hadn't seen any leaks of the points myself we decided in true Age of Sigmar style to 'eye' roughly an equal force of Khorne. Khorne: Wrath of Khorne Bloodthirster (General) 20 Bloodletters 3 Bloodcrushers 5 Flesh Hounds of Khorne Mighty Lord of Khorne Lord of Khorne on Jugganaut Bloodsecrator Slaughterpriest Warshrine 20 Bloodreavers 10 Bloodwarriors 3 Skullcrushers Dark Aelves: Cauldron of Blood (General) 30 Witch Aelves 10 Doomfire Warlocks Sorceress 20 Executioners 20 Darkshards 5 Drakespawn Knights Assassin Scenario The objective is for the attacker (the army that breached the wall), must have at least 3 units in the defenders deployment zone by the end of turn 6. The defenders win a major Victory if they can prevent this. The breaching side must set up within the small deployment area, any models that cannot can come on at the end of any subsequent movement phase. The breachers all get +1 to their Bravery, to symbolise their increased moral after breaching the wall, however they all get -1" movement to show their efforts have been exhausting. The defenders can re-roll all attack dice, to recreate the effect that they have become desperate to defend their home. Result I'm not going to write a huge battle report, but summarise some major points and share some of the photos. I was easily able to get the 3 units in to the defenders deployment zone by the end of Turn 4. In fact, I would have tabled Tom as he only had the Blood Cauldron left. This is a fun scenario but really requires the defender to have a lot of units. You will struggle to defend if you have small elite squads. Summary I'm not going to write a huge battle report, but summarise some major points and share some of the photos. I'm really enjoying playing with the Bloodreavers. Yes, they aren't very resilient but that are great fun! Large numbers, added with the Warshrine and the Bloodsecrator makes them very hard hitting and gives them at least some kind of save (6+ ignore damage from the Warshrine). I am painting up another 20 of them to use and will look at adding a squad of 5 Wrathmongers to give them yet another attack. My Blood Warriors didn't survive a single combat phase, but did exactly what was required of them. I threw them into the very scary Witch Aelf squad on my turn and picked them first to attack. When they inevitably died they got to attack again. They also managed a to make a few saves, and deal mortal wounds back. If you include battleshock phase, they killed 23 Witch Aelves, that were buffed and had a 5+ ward save from the Blood Cauldron. The great thing about Khorne is their ability to shut down the magic phase. There are plenty of units that can unbind and a few that even get bonuses to the unbind roll. Flesh Hounds get +1 and the Wrath of Khorne Bloodthirster gets a +2 to unbind roll. I was able to deny the Doomfire Warlocks on many occasions. My Skullcrushers got bogged down by the Aelves easily, they really do need to be charging all the time to make use of the Mortal wounds. The Bloodcrushers were terrible, the 1 attack only from the Bloodletter on the top is a big let down, they barely did any damage. I can't see myself bringing them to tournament games. Dark Aelf Executioners were very good, sixes to hit explode in to 2 Mortal Wounds, they easily made short work of the 20 Bloodreavers and 20 Bloodletters I threw at them. Tom ran them in a group of 20, which is probably the way to go, they have a 4+ save and only 1 wound, running a sorceress behind them to give them Mystical Shield is a good idea too. I've played against the Witch Aelves before, and in large number they hit very hard with the Blood Cauldron nearby. In my last game against Tom they dealt a lot of damage to my Daemonettes, Keeper of Secrets and Soul Grinder before I could remove them. Photos
  7. The second and final AoS game of the weekend (we moved on to X-Wing after that) continued the story from the Pre-Emptive Strike scenario The newly-arrived Bloodthirster relived Morghur of command (considering he'd made such a mess of stopping the invasion) and gathered all the chaos beasts together to stop the Stormcasts from breaking out of their foothold. There were a lot more Stormcast to content with than the first scenario, and a Celestant-Prime waiting in the heavens (actually that tower) to lend reinforcement. Fortunately, now there was one greater daemon on the table, Morghur had his eyes on summoning another... The scenario was Breakthrough, and the full report is here: http://woffboot.blogspot.co.uk/2016/05/woffboot-x-stormcast-vs-chaos-alliance.html
  8. A few weeks ago, I sent my Beasts army to fight against a freshly-undercoated Stormcast force. We started off with the Pre-Emptive Strike scenario - a Lord-Relictor leading a vanguard of Prosecutors to secure a Realmgate and bring the rest of the legion through. Before they can get far, the Beasts get their scent and battle is joined! To add a bit more spice we decided that, if the Lord-Relictor's summoning roll ever failed on a '1', it would accidentally bring through a Greater Daemon (picked at random, swapping sides at random - and able to summon more daemons!). Full report here: http://woffboot.blogspot.co.uk/2016/05/woffboot-x-stormcast-vs-chaos-beasts.html
  9. My buddy Laurie came over again for a game of Age of Sigmar. 100 SCGT points, and the Heralds of Storms battleplan from the pack. I had five heroes to Laurie's two, so I should have the upper hand with this battleplan. Although removing Thanquol or the Screaming Bell from his objectives won't be easy. The plan will be to leave some Heralds at the back, and charge everything up field to remove Thanquol and the Screaming Bell. I won't be writing a full report, as like most games against Laurie, I could not deal with his ability to dish out Mortal Wounds. Some Highlights. 3x Storm Fiends with Warpfire Projectors, take 9 wounds off the Soul Grinder, before the Abomination charges in and kills it before he can do anything. Turn 2, four out five of battleshocks test were 1's, meaning many of the models I lost wer returned. 20 Daemonettes take on and two StormFiends before my second Keeper of Secrets kills the remaining model. That's it really, I was unable to get across the table, even with all the speed at my disposal, as soon as I got close, units were shot by Thanquol or Artillery. Enjoy some pictures from the game.
  10. This Sunday afternoon I played my friend Laurie at a couple games of Age of Sigmar. I've not quite got the hang of this game yet, there are so many synergies that I still struggle to remember. I need to spend some time reading the warscrolls. The first game of the evening was The Shattering from the Godbeast book. I played the Breacher army, while Laurie played the Obstructor's. I took my Khorne Bloodbound as I'm a bit tired of playing Slaanesh. My Army: Mighty Lord of Khorne Bloodsecrator Bloodstoker Slaughterpriest Khorne Lord on Juggernaut Wrath of Khorne Bloodthirster 40 Bloodreavers 10 Blood Warriors 1 Khorgoraths 6 Mighty Skullcrushers 3 Bloodcrushers Of Khorne 1 Chaos Warshrine Laurie's Skaven: Thanquol and Boneripper Verminlord Deceiver Screaming Bell Plague Priest 5 Plague Censer Bearers 40 Plague Monks 3 Stormfiends 20 Stormvermin 1 Plagueclaw Catapult 1 Warp Lightning Cannon The objective is for me to get 33% of my models across the board by turn 6. Laurie deployed all his units up to the half way point. I took first turn, and pushed everything forward seeing as I don't have much shooting trying to get in to combat as soon as possible. However, my Skullcrushers were stupefied, and 5 of the 6 units I charged failed 6"-8" range even with the Mighty Lord of Khorne's ability granting 3 dice and picking the highest 2. Laurie then proceeded to mortal wound me off the table, starting with my Bloodcrushers, the Bloodsecrator and taking many wounds of the Bloodthirster. Luckily the Mighty Lord of Khorne only took 4 wounds and survived another round. I won the roll for second turn, and finally managed to get my units into combat. Sadly things didn't go to well, my dice were terrible and I failed to kill of anything of worth. End of Laurie's second turn, and all I had left were the Khorgorath, the Warshrine and 3 Skullcrushers. We called it game here as I didn't have enough units alive to complete the mission. Laurie's army has many units that can deal Mortal wounds, the warshrine does give me the ability to save all wounds on a 6, but it doesn't amount to much when you can't roll 6's. I think my biggest problem is not being able to deal mortal wounds, or shoot from distance. Skull cannons would help with range, but don't deal many mortal wounds. I would need some Wrathmongers to help deal more damage, and possible more Blood Warriors over Bloodreavers. But no purchases until I've painted what I have. The second game I chose to use my Slaanesh Daemons, first time since I completed painting them all. My Army: 2 Keeper of Secrets 1 Daemon Prince of Slaanesh 2 Heralds of Slaanesh 1 Soul Grinder 60 Daemonettes 20 Seekers of Slaanesh Laurie took the same force. This game we played On Thin Ice, from the Balance of Power book. The battlefield is split into six pieces, each has 12 wounds, and a random section takes 2D6 wounds and adjacent tiles take D3 wounds. One of the middle tiles immediately took nine wounds, which made it precarious, Any models running or charging across it must immediately take a D6 check. On a 1, the model is removed from play. This made things very difficult for me to get across the table. With the Skaven shooting, and Skitterleap I had to get across the table quick, before the board disappeared. I chose to move as much as possible to the right flank and run across there. 20 Daemonettes, a Herald, the Daemon Prince and 1 Keeper of Secrets moves across the precarious left flank. The Keeper casts Ice Bridge, which means she's immune to ice field failing. I can't do much more than move everything forward. At this point, Laaurie points out that he has so many models that put out mortal wounds that he could collapse both sections with ease. And proves it with rolling the dice. We decide to remove this part of the Battleplan, and say that it can only be damage by the random roll at the beginning of each turn. He Skitterleaps the Deceiver across the board behind the Keeper of Secrets on my left flank, and puts several wounds in to him. His warmachines add some wounds to various other units. and the Plague Monks on his right flank moves up to engage and hold up my units on the table that looked like it will fall in to the sea at any moment. Nothing else happens with most my units out of range. This roll sees the table section I deployed on the left collapse in to the sea, I've been rolling 1's and 2's all day but someone managed to roll an 11, with the wounds it took the previous turn meant it disappeared. The crucial roll came when rolling the adjacent damage to the section on the left with My Keeper, a Herald, 20 Daemonettes, 1 Deceiver, 20 Plague Monks and 5 Plague Censors. I rolled a 4 on the D3 and it was reduced to 1 wound! Laurie won the roll of, and started to dish out some damage to my left flank. He decided to leave the Deceiver where it was and took the Keeper of Secrets to 1 wound with it's shooting and magic. His warmachines took some more wounds of the Daemonettes and a wound of the Daemon Prince. The Plague Monks made it into combat with the Daemonettes. He chose to go first with the Plague Monks, and they killed many Daemonettes, this meant I could at least get one attack with the Keeper of Secrets.... Who whiffed, and did just 1 wound to the Deceiver. Keeper inevitably dies to the Deceiver. My roll on the Time of War chart see me roll Jotunberg Mists. I use this to remove his Storm Fiends from the table, in all the games we've played they've always done the most damage. I expect the left flank to fall away, so leave it be, I fly the Daemon Prince forward to deal with his Warmachines, and move my right flank forward to engage. The Daemonettes on the right flank fail their long charges, but the Seekers rush into combat, the other unit of seekers hold back as reserve. Daemonettes on the left flank hold their own against the Deceiver, Plague Monks and Plague Censors, the Seekers start reducing the Plague Monks in the centre, and the Daemon Prince destroys the Plague Catapult. Turn 4, my other section of deployment fell in to the Sea, we are now playing on a 4'x4' table. Laurie wins the roll off, and is unable to bring back the Storm Vermin. again he leaves the Deceiver attacking the Daemonettes. Thanqual moves around the forest and takes the Daemon Prince of the table. The Screaming Bell takes a few Daemonette models of the board. Daemonettes on the left flank take out a few more Plague Monks but finally succumb to the Deceiver, Monks and Censor bearers. Seekers and Plague Monks in the centre continue to fight each other to a stand still. My turn 4, and I manage to finally get everything else in to combat on the right flank. Daemonettes and Soul Grinder attack the Screaming Bell taking it down to a few wounds. The Stormvermin and Daemonettes trade blows and the Plague Monks are taken out by the remaining Seekers. Turn 5, another section of the battlefield falls in to the sea, taking with it, a squad of Seekers, several Daemonettes and the Soul Grinder. It also takes the adjacent board section with the Deceiver, PLague Monks and Censors. We've been rolling super high on the damage to the battle field all game, I'm sure they are not supposed to all fall in to the sea. At any rate, we're left with 2'x2' section of the board. It was looking good until that happened. I won the roll off, and removed the Screaming Bell, and reduced the Stormvermin to 2 models, the Plague Priest was left with 1 wound and the Monks were all killed. Laurie's next turn see's the Storm Fiends remain off the board and Thanquol move up and kill all but 1 Seeker, The Plague Priest is killed as are the rest of the Stormvermin by the Daemonettes. Thanqoul charges in a removes the rest of the Slaanesh army. A really fun game, that swung back and forth I had better luck with the Slaanesh than with the Khorne but still lack any mortal wound dealing units. The Keeper of Secrets looks much scarier than the rules are. I hope when the redo Slaanesh with the Aelves that they get a new model like the Bloodthirster with updated rules. The army could do with some Chariots, but they are a pain to transport, and I'd like to keep the Slaanesh Army to 2 carry cases. Forgot to take photos again during the game, so apologies for the wall of text.
  11. Over the weekend I had the privilege of playing in one of the best games of Warhammer this side of Morrsend. We played using no points (the brief was to literally bring what we liked), and no extra rules restrictions or modifications other than what was clarified in the recent FAQs. The scenario was of course Convergence of Fate, which we only adjusted to make better deployment zones, and removed the extra re-rolls for Vow of Enmity. The battle took place in one of the Underworlds within the Realm of Death, where the memories of the souls who linger there have formed facsimile landscapes of the World-That-Was. This is why you will notice some familiar names. The Forces consisted of: The Host of Light Eltharion the Grim (General) Tyrion - Avatar of Light (thank you @Mengel Miniatures for the Warscroll!) Teclis Korhil 2 x High Aelf Mages 1 x High Aelf Prince 25 x Swordmasters 15 x Lion Rangers 2 x Chariots 5 x Dragon Knights 3 x Bolt Throwers 20 x Archers 1 x Great Eagle The Tomb Legions of Settra the Imperishable Settra the Imperishable (General) Royal Warsphinx 2 x Tomb Kings 4 x Liche Priests 1 x Casket of Souls 6 x Necropolis Knights 20 x Tomb Guard 40 x Skeleton Archers 1 x Necrosphinx The Deathlords of Shyish Arkhan the Black (General) Nagash Wight King with Black Axe Wight King with Infernal Banner Necromancer 2 x Morghast Archai 3 x Spirit Hosts 40 x Skeleton Warriors 10 x Grave Guard 5 x Black Knights Deployment Turn 1 Nagash allies with the Host of Light against the more threatening Tomb Legions, who need no ally. The mystical forest near the aelf deployment befuddles the eagle and the archers. The Swordmasters gain potent magical protection from the Eldritch council - 3 Mystic Shields and the Shield of Saphery. The Host of Light advances, laying claim to the Dais early. The buffs start spreading in a lengthy first Magic phase by the Tomb Kings. The alliance is troubled by the power developing down this end of the board. The Necrosphinx, with 2 Mystic Shields roars across the battlefield to engage Eltharion, and preventing the archers from releasing their mighty volley (whenever they awaken from their stupor). Eltharion takes heavy damage. Nagash unleashes his magic. Able to borrow the Liche Priest's spells, he imbues the Grave Guard with potent ability. The spirit hosts is destroyed by a round of shooting from the archers, and Nagash takes four wounds from the same unit. The Undead armies advance. Nagash summons another Spirit Host and moves to lend support to his Aelf ally. The Grave Guard make a huge charge into the Tomb Guard, though the skeletons fail, and so they are left without support. The combat is swift but brutal. They kill many, but are completely destroyed in return, despite their buffed ability. Turn 2 Alliances stay in place. The Tomb Legion clearly need to be stopped. Eltharion is slaughtered by the Necrosphinx, and Tyrion wheels round to attack. The Dragon Knights move in to support. The Tomb Legion releases its second wave - the Necropolis Knights, while his super-buffed archers move to take out Nagash. Over 150 shots later, the Lord of the Undead is taken down. With the help of the Necropolis Knights, Tyrion is slain. The Heart of Avelorn shatters and he is brought back, but only briefly. The reanimants are too strong. The archers charge the skeleton warriors, braving the wrath of the Wight Kings. The Swordmasters pile in to the Necropolis Knights, but this foe is too strong even for them, with mystic shields in play and too many wounds. Teclis's Tempest blows the Necrosphinx off the battlefield, but still little headways on the Necro Knights. The Brave Aelven Prince seeks vengeance for the death of the High Lords, and charges Settra - wounding him twice. He somehow survives with 1 wound left. He is killed the following turn. The Dragon Knights charge into the battle, but are wiped out completely before they can attack. Yep, that's 3 Mystic Shields on the Necro Knights. The skeleton warriors ably cut down the archers, as Arkhan observes how his ally fares. The Necropolis Knights threaten to carve through the entire Aelf force. With a dismissive gesture, Arkhan casts Curse of years on the Necropolis Knights. The Aelves look on, astonished, as the seemingly invulnerable unit crumbles into corpse dust before their eyes. Such power! The Morghast and Black Knights turn to deal with the emerging Tomb Scorpions. This doesn't go as well as hoped, as the scorpions take down one of the Morghasts with ease. The first and second waves of the Tomb King assault have been vanquished, at great cost. However, having witnessed Arkhan's potent magical ability, Teclis begins to rethink the alliance... Turn 3 Betrayed! The Aelf and Tomb Legion forces ally, and both armies take the initiative. The Liche Priests summon more Tomb Guard, and imbue them with Righteous power. The Spirit Hosts are charged by Settra. Miraculously they get past his defences with their ghostly attacks, and Settra is vanquished! Another turning point in the battle. The undead forces had been moving to position around the Dais. They had been hoping for the alliance to last another turn to better establish themselves. But now, caught on the back foot, they are surrounded by Lion Rangers and Swordmasters. Arkhan the Black is cut down by the Tomb Guard. Luckily, the Black Knights and Morghast begin to demolish the scorpions. The necromancer summons a few Grave Guard, but will it be enough? The Lion Rangers, led by Korhil, surround and butcher the necromancer. With his passing also goes the ability to summon more troops. Chariots and Bolt Throwers cut down the summoned Grave Guard. Suddenly the Aelves are in the ascendancy, very well positioned to hold the Dais. The Wight Kings attempt to consolidate by finishing off the Tomb Guard. Turn 4 The alliance shifts against the Aelves, as the two Undead forces join. The Tomb Kings unleash a ferocious third wave. The Royal Warsphinx and Bone Giant are imbued with multiple Mystic Shields and Righteous Smiting. The elite Aelven forces are cut down in the face of such an assault. With numbers thinning, the result of the battle is in the balance. In return their magic and shooting drastically reduces the last of Nagash's forces. The Black Knights retreat from the chariot and great eagle. What's left of the skeleton warriors take advantage of the alliance pact (with no generals left to break the pact), and surround the Liche Priests. Turn 5 The Wight King allies with the Aelves once again. Unable to take victory for himself, he chooses to fight against their shared hated foe, from battles long ago. Frantically hacking at the War Sphinx, the Dark Lord of Despair is unable to finish it off with his Black Axe. But he does prevent it from moving on to smash the Aelven allies. He even survives an extra round thanks to the Infernal Banner. More frantic positioning around the Dais. The Aelves are low on models remaining, but currently have the advantage. The final model in Nagash's army, refusing to let the banner fall. Turn 6 Going into the final turn. There are no alliances. The Aelves refuse all help. The Tomb Guard retreat from the Wight King, and take the objective. Liche priests summon more archers, and the Bone Giant wrecks what is left of the Aelven forces. The Wight King is finally cut down in his attempt to kill off a few more Tomb Guard in order to give the Aelves a chance at victory. The Aelves need to kill two more Tomb Guard in order to claim the objective. Teclis and his Eldritch council line up their Arcane Bolts. They miss with the first two... But the last one kills two Tomb Guard on the Dais... and as the final turn ends, the Aelves have the victory! And so concluded an absolutely epic battle. It took about eight hours to play, but we figure about three of those hours were taken up by the casting buffing spells, and another 4 hours on re-roll archer's shots. So it wasn't THAT long really...
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