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Hi all, here is the first battle report from the second 760 point week of our Slow Grow league at Kirton Games (https://www.facebook.com/kirtongames/?ref=ts&fref=ts). I haven't added anything to my army from the previous week, despite my low model count, so I wasn't expecting great things. Please see the previous blog entry for my list. Battle 1 Khorne ( bloodhound I think) opponent had 30 blood letters and a big unit of the Khorne marauder guys, as well as a half naked guy with a whip, a priest with the banner and a proxied blood letter hero. Deployment we played the mission where meteors would drop on turn 2 in a random area in each deployment zone. Turn 1 He got the first turn and whipped the marauders who ran forward to the halfway point, he also used inspiring presence on them to prevent battleshock. His characters moved forwards and so did the blood letters. I failed to replace a Destiny Dice with a 1 or 6 before my herald read his scroll and used 3 Dice for the Lore of Change version of Tzeentch's Firestorm. It cast on an 11 and I used 2 6s from my Destiny Dice to add some guaranteed damage yet the rest of the 9 Dice failed to roll any 6s. I rolled 4 mortal wounds on the marauders. The pink horrors fared better dealing 5 mortal wounds with Bolt of Tzeentch, unfortunately they were immune to battleshock. The screamers on the right pushed right up at the blood letters hoping to act as a speed bump. The burning chariot and exalted flamer unleashed on the blood letters killing about 5 with an additional few from capricious warpflame, then the screamers charged in. I rolled well and managed to kill about 3 ( there were 11 dead before battleshock but I can't remember who killed what exactly) and only lost 1 screamer in return. Battleshock came and saw another 5 bloodletters banished. Turn 2 Having lost the turn 2 roll off I also realised that I'd forgotten to shoot the horrors in the previous turn! The psycho mouth breathers of Khorne moved forwards into charge range with my horrors while the chraracters moved up too, the whip guy used his no more battleshock on the marauders again. The marauders charged in hitting both my horrors and my General. The bloodletters went first and butchered my remaining screamers. The horrors struck back and slew a few marauders before losing 2 of there own with my General losing a wound. I used my DD to rig battleshock into regening my horrors with reality blinks. They preceded to fluff point blank shooting and magic with Bolt of Tzeentch and their flames only killing 4 saveless marauders. Tzentch's firestorm failed to cast, my exalted flamer caused 2 wounds on the bloodletters but was saved, the burning chariot killed 4 but capricious warpflame resurrected 2 of them. In combat the horrors killed a few as did my general's chariot screamers leaving only 9 remaining, unfortunately they were still immune to battleshock. He failed to damage the horrors in response but inflicted 2 wounds for a total of 3 on my General. Turn 3 will continue in part 2...
So my FLGS is embarking on an AoS slow grow league to get a player base established in the area. I have decided to play Disciples of Tzeentch, as I've long been an admirer of the changer of ways. I will be keeping my progress and results updated here as the league progresses, mainly as a way to document my experience and keep me motivated. The league itself will be starting at 760 points with a requirement of 1 battleline unit to begin with. I am playing daemons of Tzeentch, other armies I know of at this stage include 2 Sylvaneth, 2 Stormcast, Fyreslayers, nurgle daemons and ghouls. My force began with a Start Collecting: Daemons of Tzeentch box as well as an additional burning chariot and box of screamers. I chose the extra screamers over flamers because I like the models and like the idea of a fast, mobile army as a core of my early force. Not only do Flamers appear to be a bit too lethal but at 200 points they are quite expensive at this stage. My initial list is as follows: Allegiance: ChaosLeadersHerald Of Tzeentch On Burning Chariot (200)- General- Staff of Change- Trait: Incorporeal Form - Tzeentch Daemon Hero- Lore of Change: Bolt of TzeentchBattleline1 x Burning Chariots Of Tzeentch (160)- Tzeentch Daemon Battleline (Herald on Chariot General)Units3 x Screamers Of Tzeentch (140)3 x Screamers Of Tzeentch (140) Reinforcement Points: 120Total: 760/760 Not sure how this will perform, the only model I have assembled for summoning is an exalted flamers on foot but I'm hoping to exploit the mobile nature of this list. I have little to no experience with Age of Sigmar so don't have any real tactics in mind at this stage, but any suggestions would be welcome. Thats all for now folks, will update tomorrow with some painted shots of my screamers.
So had my first two battles at 760 points last night against Stormcast and Skaven as part of the http://www.kirtongames.com/ AoS starter slow grow league. My list for the games was the following: Allegiance: TzeentchLeadersHerald Of Tzeentch On Burning Chariot(200)- General- Staff of Change- Trait: Nexus of Fate - Tzeentch Daemon Hero- Artefact: Aspect of Tzeentch - Lore of Change: Bolt of TzeentchBattleline10 x Pink Horrors Of Tzeentch (140)- Lore of Change: Unchecked Mutation1 x Burning Chariots Of Tzeentch (160)Units3 x Screamers Of Tzeentch (140)1 x Exalted Flamers of Tzeentch (120)Total: 760/760 The first game against the Stormcast was number 3 scenario from the matched play rules, the one with diagonal deployment and battle lines starting first. I started with my horrors and burning chariot, he began with a unit of 10 prosecutors and 10 judicators. He advanced them up the centre of the board towards my units. The horrors and the chariot shot at the judicators killing 3 who then lost an additional model to capricious warpflame and another 2 to battleshock. Turn 2 saw a Stormcast chocobo hero thingy turn up on my flank and charge into the horrors killing 6, they retaliated for 2 wounds. I used a 1 from the Destiny Dice pool to recover 4. In my turn 2 the Herald and exalted flamer arrived on the board. The horrors cast arcane bolt at the chocobo knight inflicting an additional 2 wounds followed by shooting for an additional 1. The exalted flamer then also shot dealing another wound. I used capricious warpflame Destiny Dice to generate enough mortal wounds to finish it off. The Burning chariot killed another 2 Judicators at which point my opponent capitulated. I enjoyed my first outing, shooting was definitely effective and carried the day for me. To follow tomorrow Slow Grow week 1 part 2: The Skaven Menace.
Just a small update on my first bit of painting progress. The screamers were a nice simple model to assemble with only four pieces but the kit has enough options to really vary the different daemons you get in it. I initially went for a marine predator feel with subtle shades of blue but they looked rather bland so I've blended (well attempted to) the dorsal fins and spines with purples to add more Tzeentch vibrancy. The blending still needs a bit more work and I think I'll have to do the underside spines a little as you can see them on the flight base. I'm undecided on leaving the eyes pupil-less or not, I like the idea of a serpent like eye but they currently remind me of the sentinels from the matrix with just a red glow.