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  1. Afternoon everyone!! As the title implies, Adepticon is but a couple of months away and the playtesting is officially underway! I'll be keeping records of the list I'll be taking and recording my games (good or bad) to see what I can learn. I'm very much a believer of understanding how your list works, so next to no changes are going to be made to the list, even though I am curious to see what people think off the bat!! I will give the caveat that I'm more looking to just play to the best of my ability and enjoy my weekend, so I'll be more than content with a 2-3 or a 3-2 record! The list is as follows: Allegiance: Khorne- Slaughterhost: Reapers of VengeanceMortal Realm: GhurLeadersBloodthirster of Insensate Rage (270)- General- Trait: Mage Eater- Artefact: AmberglaiveBloodsecrator (120)- Artefact: Gryph-feather CharmSlaughterpriest (100)- Blood Blessing: Blood SacrificeSlaughterpriest (100)- Blood Blessing: Killing FrenzyDoombull of Khorne (100)- Artefact: Skullshard MantleBattleline5 x Blood Warriors (100)- Goreaxes10 x Bloodreavers (70)- Reaver Blades5 x Flesh Hounds (100)5 x Flesh Hounds (100)Units6 x Bullgors of Khorne (280)3 x Bullgors of Khorne (140)3 x Bullgors of Khorne (140)BattalionsBrass Despoilers (190)Gore Pilgrims (140)Endless Spells / Terrain / CPsHexgorger Skulls (40)Total: 1990 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 127 Thank you everyone for joining me on this journey! Let the blood flow and many skulls be reaped!!
  2. I am going to be running a small meeting engagement tournament in Bristol (Ingaland) in March. I was wondering if there were any common rules queries I should cover in the tournament pack as the format is not well played? The two things that I can think of are: The bone tithe nexus will be treated like any other piece of faction terrain. If there is no space, there is no space. "Deepstriking" units are to be declared before deployment commences and deployed with the relevant contingent. Anything else I should add?
  3. Da great south waaagh 8th and 9th of Feb 2020 Held at the Bournemouth International centre during the beachhead trade show. FB - Page https://www.facebook.com/events/491696744915959/ Early bird tickets available until the 30th of November (once we sell out they maybe opportunity to get more tables and make this event massive as the 40k players have 100 tables so hoping to sell out before them and do some table nabbing) One slight adjust meant to the player pack we will be running in a tournament only hall so your not disturbed be the traders while gaming but you will receive wristbands for full access to the trade show and have factored in a long lunch for those that which to shop or pop back to their accommodation (this was decided as last year we had a few complaints that there wasn't enough time to look round the stores and play through the tourney) Ticket Link - https://entoyment.co.uk/event-tick/beachhead-events/da-great-south-waaagh-aos-itc-beachhead-2020.html player pack - https://www.dropbox.com/s/1c71t3aop3dwzzp/Da%20Great%20South%20Waaagh%20-%20UK%20ITC%20Championships%202020.pdf?dl=0 Runners 1.Angus Brain2 Steve Curtis3 Stuart Millar (legio ix)4 Ben Baker5 Sam Baker 6 Dave Cooper (legio ix)7 Henrik Reschreiter (legio ix)8 Alex Hamilton9 Richard Belfield10 Thomas Richardson11 Michael Mclean12 Chris Myhill13 Ric Myhill14 Andrew Scott15 Andrew Mullan (southhampton sluggaz)16 David Carter17 Arran Folly18 Ray Standage19 Matt Byrne (hamphire hammerers)20 Zac Rowe21 Charles Jamieson22 Elliott Haugh (hampshire hammerers)23 Jake Harding (Hampshire hammerers)24 Daniel Arnold25 Chris Brine-Howe26 Anthony Moylan (legio ix)27 Doug Croucher28 James Clark29 Tony Bone 30 Pior Wlodarczyk (EON Szczecin)31 Michael Wilson32 Robert Phillips33 James Gutteridge34 Matthew Lyons (pro painted podcast)35 Gary Fisher (Solent wargamers)36 Eric Hoerger37 Tony Kirby (Solent wargamers)38 Mathew Davies3637383940414243444546474849505152535455565758596061626364 Tournament Video.mp4
  4. Saturday January 12th, 2019Tyton Games106 E St Charles Rd, Villa Park, IL 60181To Pre-register call (630) 501-0200Or email carsonhburns@gmail.comCheck In: 10:00 a.m.First round starts at 10:30 a.m.-$15 buy in which will be used for prize support-2000 Points using General’s Handbook 2018-Realm Artifacts are ALLOWED-Realm scapes and spells will not be used-Missions will be generated from GHB 2018-Bring 4 typed copies of your army list using Warscroll Builder or Ayzr-Bring any relevant FAQs and source materials for your army-Scores will be determined over 3 Rounds-Painting is not required but there will be a best painted award-Conversions are allowed but proxies are prohibited everything must be WYSIWYG-Multiple prizes will be awarded! Link to Facebook event can be found here.
  5. List Breakdown Recap – Legion of Grief at Masters 2019 Overview Gidday all, Aiden’s back with a recap looking at how my list did at Masters and the changes I’d make from my various games and the experience I gained. With the list breakdown post currently being my most read post on this blog, the format is going to quite literally be a copy paste deal where I show what I originally said, then I respond to it based on how it all played. I’ve neatly done my responses in a good honest ethereal blue so it’s clear where my reviews can be located for each paragraph and breakdown. The List Allegiance: Legion of Grief Mortal Realm: Hysh Leaders Dreadblade Harrow (90) - General - Trait: Vassal of the Craven King (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) Necromancer (130) - Artefact: Aetherquartz Brooch (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Guardian of Souls with Nightmare Lantern (140) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Knight of Shrouds (100) Battleline 40 x Chainrasp Horde (280) 10 x Chainrasp Horde (80) 10 x Chainrasp Horde (80) Units 20 x Dreadscythe Harridans (280) 15 x Dreadscythe Harridans (240) 12 x Myrmourn Banshees (210) 20 x Grimghast Reapers (320) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 147 Allegiance Choice – The Legion of Grief Anyone familiar with my dreams of a competitive ghost army knows I’m in a perpetual pull between the Nighthaunt and Legions of Grief allegiances. Nighthaunt offers battalions, Wave of Terror and a flexible deployment method, Legion of Grief offers Gravesites and all the thrills that come with them. Given the local meta has a proclivity for taking lots of threat units, I valued the defensive capabilities of Gravesites and they won out this time. I will however be trialling Nighthaunt post-Masters to see if I want to take them to CanCon. Review: This went very well for me. There was one time in the whole event where I would have had an advantage running pure Nighthaunt allegiance and that lasted all of 15 minutes. Legion of Grief remains the vastly superior choice to Nighthaunt, for the time being. The ability to bring back units that have been slain allows the ghosts to play around burst damage and attrition, two fields that the Nighthaunt allegiance was heavily outclassed by when people were attempting to run it competitively. Realm Choice – Hysh, Realm of Light Lol, you know why I picked this. At this stage Aetherquartz Broach is going to end up in my Last Will and Testament. Review: God bless this hot mess, Aetherquartz Broach isn’t going ANYWHERE any time soon. Dreadblade Harrow – General – Vassal of the Craven King This one goes without saying. The combination of his ability to teleport basically wherever he needs to be every turn to resurrect fallen minions and the sheer power of the command trait Vassal of the Craven King singlehandedly prevent Olynder from ever being ran in her OWN legion. The Dreadblade is no close-combat king, he’ll struggle in a fight against even the most basic of chaff, but what he lacks in punch he makes up for with sheer utility. His movement happens at the START of the movement phase, and resurrection can be used at the END, ensuring he is always right where he needs to be to pull a unit out of the dirt. He’s a good boy. Review: Always a good choice, doesn’t really require much explanation. Everything above remains correct, and through clever gameplay and execution my Dreadblade Harrow spent at least 2CP every game on resurrection while not dying even once over 5 games. Necromancer – Aetherquartz Broach – Dread Withering Another that goes without saying. Pre-Grief, Nighthaunt players were willing to give up their first CP of the game just to sneak one of these into their army with Sons of the Lichemaster. His unique spell turns any of the threat units in this army into a slaughtermachine, and his Deathly Invocation is always handy if he’s near said units. Giving him Aetherquartz Broach makes sense because he can be kept the safest of my 4 heroes (except the Dreadblade, but never put all the eggs in one basket) so I don’t need to fear losing it. I’ve also given him Dread Withering in the even I need to dig through a high save value. Necromancer is another good boy. Review: Quietly powerful, the Necromancer was able to do good work over the course of the event. I found I strongly preferred his Vanhel’s Dance Macabre on the big blob of Chainrasps, especially if it had charged. The only change I would make here is giving his Aetherquartz Broach to the Dreadblade Harrow as the Necromancer is a Nagash-damned bullet magnet for threats and the Dreadblade managed to survive 5 times out of 5 to the Necromancer’s 2 out of 5. Guardian of Souls with Nightmare Lantern – Dread Withering This lad is less certain than the previous two. He’s here purely for his Nightmare Lantern buff that provides a radiant wholly within 12” bubble of +1 to wound for NIGHTHAUNT units. Weighing in at 140pts, this guy is 8 Myrmourn Banshees’ worth of model and I’m grimly aware of it whenever he under-performs. A vulnerable character with only 5 wounds, this can be smacked out of the game by an opportunistic chaff squad or just a good round of shooting. However despite these flaws, when he’s in the right place at the right time the Guardian of Souls can guarantee a unit of Dreadscythe Harridans or Grimghast Reapers will destroy their targets, and even give Chainrasps a dangerous punch. His spell is not worth relying on but it’s nice, he’ll mostly cast Dread Withering. An average boy, with a lot to prove given he replaced the Knight of Shrouds on Ethereal Steed and a potential Triumph. Review: Ooooh bad news Guardian of Souls, you’re out of the band. 140pts is just too expensive for a radiant +1 to wound attached to an extremely vulnerable threat magnet. He died in nearly every game, failed to cast constantly and overall was a disappointment. “Dice games and external factors” you say to me, but for 20pts less I can have a Knight of Shrouds on Ethereal Steed throwing out +1 attack, comparable to +1 wound, with no dice roll. Which I intend to. See you next GHB Guardian of Souls, don’t call me unless you’re 100pts. Knight of Shrouds My personal favorite character in the army, nay, the Nighthaunt line-up in general. He’s very simple, a cheap close combat bruiser with a niche healing mechanic and a very powerful command ability. Spectral Overseer can turn even the infamously swingy Myrmourn Banshee melee profile into a weapon of nuclear destruction, and he spends most of his time smack in the centre of a unit of Dreadscythe Harridans. Serving as the nozzle of the funnel I pour all my excess Command Points into, he supports the team, he looks after the ‘Rasps and he’s the type of guy who’s happy to sober drive the Black Coach home. A very good boy, potentially the best boy. Review: What a good lad. Made the army work in every game while slapping to death any unit that had the AUDACITY to try and confront him head on. 100pts for this bloke is a steal, and he pulls the hard work every time. The only change I would make is have him dedicated to following around a unit that rewards his bonuses to hit more with damage output. Dreadscythe Harridans really couldn’t get it over the line but the Myrmourns slaughtered elite units with ease when buffed, and the Chainrasps smashed aside any threat with superior weight of dice. Chainrasp Hordes Hands down the best generic 80pt Battleline available to the entire Death Grand Alliance (fight me Skeleton Warriors). Chainrasps are another very simple unit, they have an Ethereal 5+ save and if there’s more than 10 of them, reroll 1’s to wound. Like any Death unit, their big vulnerability is mortal wounds and magic, but they make up with this with high bravery and the occasional deflection of a -3 rend attack that should by all rights erase them. They swamp objectives well, and nothing crushes the enemy spirits more than resurrecting 40 Chainrasps right as they manage to finally brick them the first time. Review: The only, only change I’m making is DOUBLING UP on that unit of 40. These little beauties were directly involved in every victory and close defeat all weekend. When squatting on Gravesites these little lads are nigh irremovable and bringing back the unit of 40 was impossible… because no opponent successfully managed to stomp it out. Let the ghostly glow of my ocean of Chainrasps become my signature, because all they do is win win win. Taking them out of the movement trays (following the lead of top NZ player Mitch Harty and his Skaven deployments and maneuverings) helped me think outside the box and make better use of their absolute area denial. Dreadscythe Harridans Alright these are a stylistic choice if I’m being honest. I bought 4 boxes when I started playing Nighthaunt (wanted to run a Shrieker Host to ****** off Skaven players) and ever since I’ve tried to make them good. They bring a lot to Legion of Grief as the best of the Big Three Nighthaunt threat units (Grimghast, Dreadscythe, Bladegheist) for buffing with the Knight of Shrouds command ability given they’re cheaper than the other 2 while having the most output raw damage wise with 2CP invested. Their -1 to hit aura also tends to come in handy against Destruction armies (well well well) and their large footprint and Ethereal save give them a wide range of options to contribute to the force. Review: Not great. Running Dreadscythe Harridans is a risk because their -1 to hit aura is a large part of their points cost but it will come into effect maybe 40% of the time due to popular armies tending to boast high bravery (Slaanesh, all Death armies, Stormcast Eternals) or boosts and rerolls that let them effectively shrug off the debuff (Skaven, Daughters of Khaine). The Dreadscythe’s only major contribution over the weekend was their large base size helping to zone off enemy units, and I could have achieved that with twice their number in Chainrasps for the same cost. Outside of running my meme-tier Shrieker Host in local games days, these ladies will be sitting on my shelf for a while. Myrmourn Banshees World’s most monopose unit. Coming in at a grand total of 4 available poses, which is 3 more than they have attacks. What they do have however is -2 rend and D3 damage on said attack, and they get a bonus attack for unbinding enemy spells, which they also get a large bonus to do. They can also dispel an endless spell at the cost of taking D3 wounds (happens at the start of the phase, do it near a gravesite and you’re golden) which ALSO gives them +1 attack. With even a single bonus attack this unit becomes scary, with 2CP invested from a Knight of Shrouds there isn’t a single thing they won’t kill. With only 12 in the unit, it’s not very hard for the enemy to murk this unit pretty quickly, but it would be a shame if somebody… brought them back. Review: Oh damn, it’s the golden girls. How does such a small unit over-perform so hard? They had no equal this event save the Chainrasps. One opponent outright refused to cast spells all game because he knew if he rolled a low but successful cast I would obliterate him with them immediately. Fantastic vehicles for the CP Farm that Legion of Grief is, these models are absolutely what you want in this list. And if 12 doesn’t quite cut it for you… perhaps 24? Grimghast Reapers A unit that needs neither justification nor explanation. Grimghast Reapers single-handedly kept Legions of Nagash relevant during the Daughters of Khaine Winter, and even bumping their cost to 160pts for 10 couldn’t hamper their effectiveness. Point them at an enemy threat unit and watch it die. Invest some CP in them and watch the enemy army die. When THEY die, bring them back. Rinse and repeat. Review: Yeah you don’t need me telling you these guys kick ass. Only change I would make is up the unit to 30 of them. They can just roam around the table with no support and still threaten anything the enemy may have half-capable of contesting them. They can fight over top of other units, reach over chaff screens to slap a cowardly hero hiding behind them and cheat their way up the table by taking 3 Damned Terrain sets of mortal wounds then immediately healing off 3 Gravesites and a Necromancer on turn 1. They’re good, and unless the GHB slaps them with ANOTHER unmerited points hike (stop punishing us for the behavior of Legion of Sacrament) they’ll stay golden. The Plan for the Future Obviously I’m taking the Legion of Grief to CanCon. I changed my twitter bio to feature “Number One Legion of Grief” and frankly I can’t come down from that level of behavior. Look forward to a similar list breakdown (and consequent review) in January when we take these ghosts straight to Canberra, Australia.
  6. List Breakdown – Legion of Grief – NZ Masters 2019 Overview Gidday all, Aiden here with the first “List Breakdown” for this blog. I had planned to do this the night before Masters but with me flying down tomorrow lunchtime and then likely drinking from there on out I’m not going to have the time. New Zealand Masters 2019 is the third Masters event our country as hosted, we have had one for every full year of Age of Sigmar gameplay since the game began. I’ve attended all of them so far, but this will be my first not running Skaven. In NZ we send out invites to our top 20 players then as people accept or decline, we work our way up the rankings from 20 to make up the numbers, with usually just over half of the top 20 being able to attend. Our country provides a unique challenge to masters attendance numbers, namely being split into two large islands (named Te Ika-a-Maui and Te Waipounamu by the native Maori culture. In true colonial fashion, European settlers applied their own well thought out and creative names for them, North Island and South Island respectively), despite this challenge to attendance we have had a good turnout for the event. The field is an interesting spread, with each of the Grand Alliances being well represented. The most represented is Destruction, with a wide range of Big Waagh lists, Ironjawz and a Gloomspite player. Death is the least represented with just myself and a Legions of Nagash list. How they do and general stats will all be covered in a post tournament report next week. The List Allegiance: Legion of Grief Mortal Realm: Hysh Leaders Dreadblade Harrow (90) - General - Trait: Vassal of the Craven King (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) Necromancer (130) - Artefact: Aetherquartz Brooch (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Guardian of Souls with Nightmare Lantern (140) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Knight of Shrouds (100) Battleline 40 x Chainrasp Horde (280) 10 x Chainrasp Horde (80) 10 x Chainrasp Horde (80) Units 20 x Dreadscythe Harridans (280) 15 x Dreadscythe Harridans (240) 12 x Myrmourn Banshees (210) 20 x Grimghast Reapers (320) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 147 Overall very standard Legion of Grief fare for me. I’ve ran this self-same list for 10+ games now, with a variety of wins and… learning experiences. Overall it works well and what it does well, and has some weaknesses which can be covered with placement and planning. Below I have outlined the choices I made with this army, and why I made them. Allegiance Choice – The Legion of Grief Anyone familiar with my dreams of a competitive ghost army knows I’m in a perpetual pull between the Nighthaunt and Legions of Grief allegiances. Nighthaunt offers battalions, Wave of Terror and a flexible deployment method, Legion of Grief offers Gravesites and all the thrills that come with them. Given the local meta has a proclivity for taking lots of threat units, I valued the defensive capabilities of Gravesites and they won out this time. I will however be trialling Nighthaunt post-Masters to see if I want to take them to CanCon. Realm Choice – Hysh, Realm of Light Lol, you know why I picked this. At this stage Aetherquartz Broach is going to end up in my Last Will and Testament. Dreadblade Harrow – General – Vassal of the Craven King This one goes without saying. The combination of his ability to teleport basically wherever he needs to be every turn to resurrect fallen minions and the sheer power of the command trait Vassal of the Craven King singlehandedly prevent Olynder from ever being ran in her OWN legion. The Dreadblade is no close-combat king, he’ll struggle in a fight against even the most basic of chaff, but what he lacks in punch he makes up for with sheer utility. His movement happens at the START of the movement phase, and resurrection can be used at the END, ensuring he is always right where he needs to be to pull a unit out of the dirt. He’s a good boy. Necromancer – Aetherquartz Broach – Dread Withering Another that goes without saying. Pre-Grief, Nighthaunt players were willing to give up their first CP of the game just to sneak one of these into their army with Sons of the Lichemaster. His unique spell turns any of the threat units in this army into a slaughtermachine, and his Deathly Invocation is always handy if he’s near said units. Giving him Aetherquartz Broach makes sense because he can be kept the safest of my 4 heroes (except the Dreadblade, but never put all the eggs in one basket) so I don’t need to fear losing it. I’ve also given him Dread Withering in the even I need to dig through a high save value. Necromancer is another good boy. Guardian of Souls with Nightmare Lantern – Dread Withering This lad is less certain than the previous two. He’s here purely for his Nightmare Lantern buff that provides a radiant wholly within 12” bubble of +1 to wound for NIGHTHAUNT units. Weighing in at 140pts, this guy is 8 Myrmourn Banshees’ worth of model and I’m grimly aware of it whenever he underperforms. A vulnerable character with only 5 wounds, this can be smacked out of the game by an opportunistic chaff squad or just a good round of shooting. However despite these flaws, when he’s in the right place at the right time the Guardian of Souls can guarantee a unit of Dreadscythe Harridans or Grimghast Reapers will destroy their targets, and even give Chainrasps a dangerous punch. His spell is not worth relying on but it’s nice, he’ll mostly cast Dread Withering. An average boy, with a lot to prove given he replaced the Knight of Shrouds on Ethereal Steed and a potential Triumph. Knight of Shrouds My personal favourite character in the army, nay, the Nighthaunt line-up in general. He’s very simple, a cheap close combat bruiser with a niche healing mechanic and a very powerful command ability. Spectral Overseer can turn even the infamously swingy Myrmourn Banshee melee profile into a weapon of nuclear destruction, and he spends most of his time smack in the centre of a unit of Dreadscythe Harridans. Serving as the nozzle of the funnel I pour all my excess Command Points into, he supports the team, he looks after the ‘Rasps and he’s the type of guy who’s happy to sober drive the Black Coach home. A very good boy, potentially the best boy. Chainrasp Hordes Hands down the best generic 80pt Battleline available to the entire Death Grand Alliance (fight me Skeleton Warriors). Chainrasps are another very simple unit, they have an Ethereal 5+ save and if there’s more than 10 of them, reroll 1’s to wound. Like any Death unit, their big vulnerability is mortal wounds and magic, but they make up with this with high bravery and the occasional deflection of a -3 rend attack that should by all rights erase them. They swamp objectives well, and nothing crushes the enemy spirits more than resurrecting 40 Chainrasps right as they manage to finally brick them the first time. Dreadscythe Harridans Alright these are a stylistic choice if I’m being honest. I bought 4 boxes when I started playing Nighthaunt (wanted to run a Shrieker Host to ****** off Skaven players) and ever since I’ve tried to make them good. They bring a lot to Legion of Grief as the best of the Big Three Nighthaunt threat units (Grimghast, Dreadscythe, Bladegheist) for buffing with the Knight of Shrouds command ability given they’re cheaper than the other 2 while having the most output raw damage wise with 2CP invested. Their -1 to hit aura also tends to come in handy against Destruction armies (well well well) and their large footprint and Ethereal save give them a wide range of options to contribute to the force. Myrmourn Banshees World’s most monopose unit. Coming in at a grand total of 4 available poses, which is 3 more than they have attacks. What they do have however is -2 rend and D3 damage on said attack, and they get a bonus attack for unbinding enemy spells, which they also get a large bonus to do. They can also dispel an endless spell at the cost of taking D3 wounds (happens at the start of the phase, do it near a gravesite and you’re golden) which ALSO gives them +1 attack. With even a single bonus attack this unit becomes scary, with 2CP invested from a Knight of Shrouds there isn’t a single thing they won’t kill. With only 12 in the unit, it’s not very hard for the enemy to murk this unit pretty quickly, but it would be a shame if somebody… brought them back. Grimghast Reapers A unit that needs neither justification nor explanation. Grimghast Reapers singlehandedly kept Legions of Nagash relevant during the Daughters of Khaine Winter, and even bumping their cost to 160pts for 10 couldn’t hamper their effectiveness. Point them at an enemy threat unit and watch it die. Invest some CP in them and watch the enemy army die. When THEY die, bring them back. Rinse and repeat. The Game Plan Nice try James (my round 1 opponent) and anyone else attending, a wizard never reveals his secrets. Look forward to how it all turns out in the post tournament review, and all the pictures to come which will end up on my twitter at @ThreeTwoPrince.
  7. One day event held at entoyment poole. hope to see you all there get some banter going post a few picks of your army, or super sneaky post a pick of what your not bringing. Ticket link - https://entoyment.co.uk/event-tick/store-events/the-waaagh-warmup-aos-itc-gt.html Facebook Link https://www.facebook.com/events/2324561604465840/ Generals Generals (paid)1- Simon Holdridge (Legio ix)2- Andy burgess (Legio ix)3- Andrew Mullan4- Carl Hewson5- Thomas Richardson (Legio ix)6- Henrik Reschreiter (Legio ix)7- Dave Cooper (Legio ix)8- War Mill (Legio ix)9- Matthew Byrne 10- Gabrielle Sosso11- Martin Clarke (Hampshire Hammerers)12- Richard Belfield (Legio ix)13- Hamidreza khabbazan (tunsgate tyrants)14- Eliot Haugh (South Wiltshire Wargamers)15- Jake Valten Harding (FBG)16- Simon Walker Bircham (South Wiltshire Wargamers)17- James Brown18- Piotr Włodarczyk (Eon Szczecin)19- Anthony Moylan (legio ix)20- Joe Hadfield (legio ix)21- James Wilson (legio ix)22-23-24-25-26-27-28-29-30-31-32-
  8. Details Date: 10th November 2019 Army: Legions of Grief with Penumbral Engine Opponent: Kyle Duncalf - Draichi Ganeth Daughters of Khaine with Morathi Game Type: Matched Play 2000pts Scenario: Starstrike 2019 (rolled at random) Setup The board yielded a large amount of varied terrain rules, including a Commanding piece that had me salivating. Naturally Kyle took this side, to my dismay. I set up my Gravesites to be spread fairly evenly with Starstrike being relatively unpredictable, with 2 placed in front of my Penumbral Engine (represented by the square of blue dice, mine is still on sprue and i was meant to build it the night previous but ended up babysitting). Kyle easily outdropped me, having 7 to my 13. Having free choice of who starts and losing nothing by going second due to it being Starstrike, Kyle gave me first turn. Didn't bother with a battle mat as it was a torrential downpour and the nearest one was inside. Battle Round 1 - The Worst Trade, Maybe Ever Acutely aware that a double turn would absolutely obliterate me, I was somewhat cautious to do anything too dramatic. I collected my free CP from the Penumbral Engine, spread out my backfield to prevent the two enemy units of Khinerai Heartrenders from having an easy ambush on my vulnerable support heroes, and moved my Grimghast Reaper bomb forward to the Gravesite 8" in front of it so it was tagged by 3 whole Gravesites as well as surrounding a Knight of Shrouds on Ethereal Steed, giving them decent durability. My choices were down to holding back and risk the Daughters of Khaine getting a double-turn and boxing me in my own deployment for the remainder of the game, or move forward and deny this at the risk of facing an even more lethal double turn. I could have placed Gravesites hard behind his army and warped my general to them to bring on flanking units, but I was aware Kyle would simply drop his Heartrenders on the Gravesites and I would lose use of them completely. Apprehensive but confident I had done all I could, I passed to Kyle. Kyle immediately began the bufforama on all of his threat units, particularly the Witch Aelves adjacent to my Grimghast Reapers. I kept asking him if he planned to cast Mindrazor (an exceptionally powerful spell and arguably the best in their book, it's literal only counter are ethereal models with bravery 10 as it grants improved rend, as well as improved damage if the target's bravery is lower than the attacker) which he politely ignored. Catechism of Murder (6's to hit inflict 2 hits) failed to go off (phew), but they still received received Sacrament of Blood (treat the battle round as one higher for their allegiance ability), the Witchbrew buff (reroll wound rolls + immunity to battleshock, often called Sippy Cup) from the Hag Queen behind the unit. Morathi, the High Oracle of Khaine and First Sorceress of the forgotten Druchii nation attempted to cast a single spell and failed it. The Cauldron of Blood awoke it's Avatar of Khaine and the army advanced forward, everything that could run and charge ran, and the Avatar fired a stream of boiling blood into the Grimghast which splashed off them harmlessly like water on rock. Then the Witch Aelves hit my front rank and swung 20 Aelves worth of attacks at full buff with bonuses on the charge to hit. The result is below. 5 Reapers remained standing. With their effectiveness utterly obliterated and the size of the unit diminished to the point it was only withing range of a single Gravesite before moving, i allowed battleshock to remove the unit rather than waste a point planning to return them to the other end of the table immediately and abandon the left flank to the aelf rampage. I had traded 30 Grimghast Reapers, costing 400+ points, for a single Witch Aelf. If i failed to return the unit, this would lose me the game. At the end of this round going into the second we rolled for the first objective, which naturally landed center field i middle of some Witch Aelves. I rolled for my Penumbral Engine and it remained on the mode that gives me free CP. Priority roll came about with myself winning ties, sadly I rolled a 2 to Kyle's 4. He opted to take the turn. Battle Round 2 - The Shadow Queen Emerges Kyle, unimpressed with Little Morathi's behavior thus far, transformed her into her monstrous Shadow Queen form. The Hag and Slaughter Queens kept their buff train rolling, ensuring that the Witch Aelves were at peak efficiency. The army moved forward again and the Avatar of Khaine managed to laser off a few Chainrasps, which i pulled off the table away from the 6" pile in of the Sisters of Slaughter. Few charges took place, Morathi and the Slaughter Queen moved into the Dreadscythe Harridans on the right flank and promptly were surrounded. The Witch Aelves that had just finished destroying my Grimghast Reapers ran forward and wiped out the Myrmourn Banshee unit on the flank as well as the Knight of Shrouds on Ethereal Steed. The Harridans managed to score the 3 wounds on Morathi she can take each turn, and the Slaughter Queen dodged death against the bone claws of the Harridans. Morathi roared in range and lanced out with Heartrender and her envenomed tail, but many blows fell flat as they simply passed through the ethereal forms of her attackers. While the Shadow Queen is more than capable of taking out whole units at a time, the deadly rend of her weapons had no purchase here and only 7 Dreadscythe Harridans fell. I spent a Command Point to ensure they remained on the table, and Kyle scored for controlling the center of the table. As my turn began I made an attempt to cast Vanhel's Dance Macabre with the Necromancer, which Morathi denied immediately. The invigorating aura of my Gravesites returned my Dreadscythes almost to full fighting strength, and the Chainrasp Horde units around the middle of the table were fully restored as well. As the movement phase began my Dreadblade Harrow disappeared into thin air... appearing directly within 9" of the Gravesite near Morathi and just out of range of her shooting attack. With a whispered curse and the expenditure of a single CP, 30 Grimghast Reapers materialized within shouting distance of Morathi. My Chainrasp Horde secured the center of the table to protect my nascent advantage on the right flank, and the Harridans shaved off another 3 wounds from Morathi while she failed to kill more than 2. The Penumbral Engine abandoned me right when i needed it as I rolled for it, switching to a presently useless Mystic Shield provider and stripping me of my valuable CP farm. The remaining objectives fell from the sky... both landing on the far left a whole board away from where my powerbase lay. We hit priority, and Kyle won again, opting to take the turn. Battle Round 3 - Deadlock Kyle buffed up, got his army up with all of their special effects and as many prayers as available to make sure his effectiveness was peak. The Slaughter Queen even used her prayer to enhance her weapon, planning to try carve as many Grimghast Reapers down as possible when they charged in on my turn, and as many Dreadscythe Harridans as possible before then. Morathi halted her attack on the ghosts swarming her briefly to attempt to cast Arzunipal's Black Horror, only for a lowly Necromancer to unbind it and end the attempt. The Khainite cultists began consolidating their board state, forced to split away from my onslaught to capture the new objectives. Morathi, angered by her failed casting, directed her poisonous gaze at a Knight of Shrouds who narrowly dodged being destroyed instantly. Morathi attempted to set about with her spear and end the perfidious gheists attacking her, but was instead brought down to a single wound herself. The Slaughter Queen charged into the Dreadscythes and sliced at them with her Deathsword, but failed to fell enough to make a difference. As my turn begun the Necromancer successfully cast Vanhel's Dance Macabre on the 40 Chainrasps, Morathi failing to deny it. The Chainrasps then moved into position to drag the Cauldron of Blood while surrounding the Sisters of Slaughter holding the objectives on their side of the table. The Dreadblade Harrow disappeared in a wink and appeared in front of the Witch Aelves holding the backfield objective, and with another gesture summoned 24 Myrmourn Banshees to stand between himself and the aelves. The Chainrasps swept in and around doomed Sisters of Slaughter, and tagged the Cauldron of Blood on the back of it's base to prevent it supporting the line-holding attempt against the inbound Grimghast Reapers, who themselves came tearing down on Morathi and the Slaughter Queen as a stepping stone to the middle objective. Confident a crippled Morathi and lone support hero could not diminish 30 Grimghast Reapers, I activated my Chainrasps first and slaughtered the Sisters of Slaughter through sheer weight of attacks. Morathi flailed at the spirits, but to little avail. The Slaughter Queen weathered the scythes of 8 Grimghast Reapers, only to have her soul blasted from her body by the unit's Extoller of Shyish, his Deathknell erasing her permanently. With the table now significantly leveled out between the two armies, and the tide of board control turned towards myself, priority meant everything. Unfortunately, should Kyle win the toss he would be able to simply move forward into my Grimghast Reapers with his screen unit to prevent me receiving both a move AND a charge with them next turn, and fall back with everything else to secure 2 of the 3 points. However if i won it, i would be able to swamp all three objectives as well as return my 2 units of slain Chainrasps to completely dominate the table and pull ahead by a handful of points by turn 5. Sadly Kyle won the roll, and we called it. His early game lead had proven too much to overcome with my attrition, late game focus. THis pulled Kyle ahead in our personal standings to a clean 2/1 to him. Conclusion - What went well Bumping up to two units of Dreadscythes after my game against Regan proved to be a wise choice, they once again pulled their weight. Dreadblade Harrow lived the whole game while contributing to game state in every turn, improving on my failings in the last game. I was able to more effectively screen off attacks against valuable units, and gauged the worth of each fight a lot better this time around. What went poorly The Grimghast Reapers dying immediately because I went too far ahead was preventable, I should have forced the enemy to have to cross the whole table to alpha me if they got a double turn. Penumbral Engine is wildly inconsistent, it would be fine if it was free but it cost me 100pts so I'll be saying goodbye to it. Two units of Myrmourn is one too many for Legion of Grief, two is more viable in Nighthaunt where you can pop them up near enemy casters turn 1, not in Grief where doing so costs a wasted Gravesite.
  9. Details Date: 16th November 2019 Army: Legions of Grief with Buff-o-Rama Opponent: Regan O'Halloran - Legion of Night with Debuff Focus Game Type: Matched Play 2000pts Scenario: Border War 2019 (rolled at random) Setup We rolled out the random terrain and ended up with a healthy blend of new and old rules, with the large centerpiece terrain model and the piece next to it yielding overgrown which would have been neat if either of us had shooting attacks or any ranged focus. We placed our Gravesites predominantly on (my) left side, both clearly planning to strongly contest the point there. Regan won the rolloff, but with no Commanding or Arcane terrain on the table he opted to take the side with the least terrain to prevent him moving around, being fully aware that my army cannot receive cover saves from terrain anyway. In a canny play of tactics Regan didn't deploy his Vargheists till the end, and opted to NOT ambush anything in his army. Of course by the time this revealed itself, I had placed my 40 Chainrasps behind my army to cover off any potential ambushes (last game we played he ambushed and killed two support heroes nearly immediately), his subtle mind-game tricking me into deploying my army further back from him than I normally would, ensuring I would be making no massive moves into his army turn 1. With both sides set up and Regan having the choice of who would start, he categorically selected me (man loves that Double Turn potential) and gave me the first move. (Besides what is visible above, Regan has paid for a Balewind Vortex and an extra Command Point. I have also paid for an extra Command Point) Battle Round 1 - Bore-der War Having been given turn 1 in Border War, I began the process of doing exactly what everyone playing Border War on turn 1 EVER does, moving up to tag the side objectives and score 5 points. My hero phase was brief, immediately failing to cast Mystic Shield on turn 1 always gets my hopes high. I had some good runs, had to spend a Command Point to nab a 6 to run after the Chainrasps on the right rolled a 1 and was rewarded by receiving 2 Command Points back from my Vassal/Broach combo. My troops moved up on all fronts to insulate my home objective (and Gravesites) and the flanks secured both objectives with enough models to make sure Regan would need to seriously commit to take each from me. Confident I had taken the best available course of action, I passed to Regan. Regan's hero phase was a lot more exciting than my own. He immediately summoned a Balewind Vortex while dropping Morbeg's Claw, granting his Necromancer and Mannfred von Carstein +2 to their casting rolls. Largely out of range for now (and with my Myrmourn Banshees close at hand) they kept their casting succinct, laying down Mystic Shield and Van Hel's Dance Macabre on the leftmost unit of Skeletons with Swords. Neferata blessed the unit of Vargheists nearest to her with Dark Mist, and both units then immediately closed in on my unit of Myrmourn Banshees. I had left a 5" gap between my unit of Dreadscythe Haridans and my Myrmourn Banshees, ensuring that no massive boost to movement could place a model between the units in the move phase, and that a charge that carried the unit over the front rank would draw both into combat and guarantee the destruction of the enemy. Regan rolled a modest charge and instead opted to dump all of his attacks into the Myrmourn. Half the unit was immediately evaporated, and the other half was able to kill a Vargheist in the other unit before meeting the same fate themselves. Regan's other flank failed to get enough skeletons into range of the point to capture it from me, and he scored 3 points. Priority Phase came around with myself winning the toss. With no Predatory spells in play and me being close enough to Regan to immediately cop a charge from him should he go, I elected to take the turn. End of Battle Round 1 Score: Aiden 5 - Regan 3 Battle Round 2 - Dirty Debuffs, Done Dirt Cheap In keeping with the grand tradition, I opened my turn by attempting to cast Van Hel's Dance Macabre on my Grimghast Reapers and immediately failed to cast it. Disappointed but not surprised, I ordered my ghostly legions into a full advance. The Dreadblade Harrow warped into being within 9" of a Gravesite, and the 40 Chainrasps moved up to replace the 20 Dreadscythe Harridans as they began their advance forward to the Varghiests. On the left flank, the 10 Chainrasps advanced JUST far enough to recap the objective from Neferata and her backup Skeleton dancers. On the right flank, the Chainrasps and Dreadscythe Harridans heavily consolidated their grip on that objective, and the Grimghast mobilized forward to charge the 40 Skeletons with Spears. With the moves finished, the Dreadblade Harrow called to beyond with a Command Point (and got it back) to return my slain Myrmourn Banshees to existence. The Grimghast Reapers then swept in, intent on sweeping the skulls from the skeletal bodies of their opponents. Activating the Grimghast Reapers first (being consciously aware that the massive pile of attacks from the Skeletons would be adequate to brick the unit entirely) I started swinging my scythes around. Without a single buff the unit managed to strike down half the unit, clipping it's combat effectiveness on the strike back. Regan then activated his Vargheists into my Dreadscythe Harridans on the other side of the table. Fortunately, I rolled extremely well on armor saves and Deathless Minions saves, and lost barely a handful. In retaliation they shaved away both Vargheist units, leaving a single model in each unit. The Skeletons struck back on the other flank, but their reduced numbers and impressive saves from the Grimghast Reapers saw only 3 fall. Regan spent a Command Point (and got it back) on the Skeletons to dodge the brutal Battleshock test. I scored another 5 Victory Points and the turn passed to him. Regan's hero phase began with no less than 10 Skeletons returning to his unit of Skeletons, giving them their combat buffs back. Then he began casting some magic from his Necromancer, Mannfred and Neferata. After a few unmodifed 9's to cast on Fading Vigor and Overwhelming Dread he had turn my Dreadscythe Harridans into having 1 attack and hitting at -1, then popped a Command Point to use Neferata's Twilight Allure to make sure the turn went his way. Regan's moves were relatively conservative - Mannfred drifted behind the Balewind Vortex to bide his time, Neferata advanced to make sure she could charge the Chainrasps holding the left objective on a 3, and everything else largely stayed where it was. With no shooting either, he went straight to charges. Predictably, Neferata and her entourage of Skeletons thundered into the 10 Chainrasps. Predictably Regan opted to activate his Skeletons fighting the Grimghast Reapers first, and pumped 100+ attacks into them. Amazingly 3 Grimghast Reapers survived. The Dreadscythes were pumped up by the Knight of Shrouds to have a more reasonable hit rate and were able to slice apart the last Vargheist in one unit and leave the other bitterly wounded. Neferata obviously killed 10 Chainrasps, though it was actually a close thing. The Grimghast Reapers spitefully murdered another handful of Skeletons before disappearing in the battleshock phase. Going into the Priority Phase, Regan was able to beat me in the roll and take the turn. While a double turn at the start of the third battle round would be damning, his unit of Skeletons with Spears had a unit of Chainrasps in front of them to prevent their easy advance (I had a feeling this could happen) and the other flank had to stay where it was to prevent a mass sweeping advance from my main force. End of Battle Round 2 Score: Aiden 10 - Regan 8 Battle Round 3 - Vampire Queen, Deceiver, Mortarch... Assassin? The Gravesites once again were good to Regan, bringing his large Skeleton unit even closer to full fighting strength. The debuffs (almost) all went off again without a hitch, this time Neferata's Dark Mist was unbound by a unit of Myrmourn Banshees, netting themselves an extra attack in the process. The Dreadscythes had been once again heavily clipped in their effectiveness, and in an extreme display of believing in the heart of the cards, Regan burned his last Command Point for Neferata's Twilight Allure, and was rewarded for his faith by getting the point back. The movement phase was largely uneventful, with the Skeletons with Spears advancing to the 3" mark from the Chainrasps, and Neferata moving into position to tag the entire left half of the table with her aura. Mannfred smelt weakness on the wind and charged the debuffed Dreadscythe Harridans, and the Skeletons then expectedly charged the Chainrasps. What wasn't expected however was Neferata then charging 11" to place herself behind my army and in range with my... Dreadblade Harrow. Having horrific flashbacks of the last time Regan pulled a similar move, I spent a Command Point at the start of the combat phase on All Out Defense, scoring a Mystic Shield-esque reroll of 1's to save. I also popped the Knight of Shrouds Command Ability Spectral Overseer twice to grant +2 to hit rolls to units wholly within 12" of himself, offsetting Twilight Allure's -1 to hit. Neferata went first and threw everything she had into the Dreadblade, who, astoundingly, only took 3 wounds total. Neferata's infamous Dagger of Jet failed to instantly slay the Dreadblade Harrow, and her assassination attempt was foiled. The Dreadscythes, pumped up to not being completely worthless by Spectral Overseer, were able to score a few hits on Mannfred's Armor of Templehoff, which negated one wound and saw him take a meager 3. The Skeletons swept away the Chainrasps immediately, and Mannfred was able to kill half a dozen Dreadscythe Harridans with sweeping blows from Gheistvor. Neferata faced 8 attacks from 4 Myrmourn Banshees, and with their hit and wound rolls buffed by the Knight of Shrouds and Guardian of Souls respectively, she was torn to pieces and banished to Nulahmia. Regan had recaptured the side objective and scored a solid 5 Victory Points and pulled ahead to 13. My turn opened with a massive power-play. From my Gravesites. Dreadscythe Harridans had their numbers restored fully to 20 as they conga-lined off the fight and over the central terrain piece to wrap around Regan's exposed home objective, and the Chainrasps that had taken by-blows from Mannfred's repeated Winds of Death blasts returned to full strength. The Necromancer, likely suddenly aware that his point cost was coincidentally the same as bumping my unit of Grimghast Reapers to 30 and taking a Prismatic Pallisade, suddenly pulled his finger out and cast Van Hel's Dance Macabre successfully on the 15 Dreadscythe Harridans near him. The Dreadblade Harrow, playing it safe after his brush with death, warped into the center of the Chainrasp Horde holding the home objective. The Dreadscythes near Mannfred promptly retreated and wrapped themselves tightly around the opposing home objective, After the forces had moved into position, the Dreadblade Harrow once again exercised his mastery of the dark arts and returned 20 Grimghast Reapers to the table. The Dreadscythe Harridans thundered into the Chainrasps, supported by remaining wholly within 12" of the nearby Knight of Shrouds. The Myrmourn Banshees, retaining their bonus attack due to the wording of Spell-Eaters, closed in on Mannfred and his supporting units to ensure he didn't chase the retreating Dreadscythe Harridans. The Skeletons had their numbers obliterated by screeching Dreadscythe Harridans finally having a chance to trade blows, and the Myrmourn Banshees took the brunt of Mannfred's enraged fury, halving the unit. The remainder struck back, crippling Mannfred down to a mere handful of wounds remaining. The Skeletons received Regan's last Command Point to stay on the table and denying me the side objective by a single model. Taking the home objective from Regan while retaining my own netted me 5 points, and I won the priority roll. Surveying the table, Regan opted to surrender as my return of the Grimghast Reapers and ability to summon 2 units of 10 Chainrasps onto the left objective meant I would capture all the points in the concurrent turn. End of Battle Round 3 Score: Aiden 15 - Regan 13 Final Outcome: Major Victory to Aiden and the Legion of Grief. Conclusion What went well Not investing points into buffing the Grimghast Reapers and instead supporting the less efficient factors of the army (Myrmourn Banshees, Dreadscythe Harridans) gave the army a consistency it carried all game. Reviving slain units every battle round after round 1 ensured a brutal attrition game that favored me. Screening my heroes (mostly) well ensured all 4 lived till the end of the game. What went poorly The Dreadblade Harrow nearly dying to Neferata was a massive misplay by me, he should never be in a situation where he can have an enemy successfully pile into him. I should have just tagged the unit of Skeletons with Spears on the flank with Grimghast Reapers and waste their combats rather than fight them head on. Make more use of All Out Defense rather than just when desperate to stay alive as it will improve the durability of my threat units, which are almost always illegible to receive it due to being wholly within 12" of a Knight of Shrouds or Guardian of Souls. All around a great game. Regan's debuff list caught me off guard at first and almost stole the game early on. After his recent defeats of me I was however able to apply what I had learned and pull out a win to bring our scoreboard back to an even 3/3. Regan's twitter: @PaintPyrow My Twitter: @ThreeTwoPrince
  10. The Event Details. The Purple Sparkly Unicorns present Decent Of The Faithful, a 2000 point match play event of five games of Age of Sigmar on the 25th and 26th of January 2020 The address of the venue is: Willaston Masonic Hall The Acacia Suite, Wynbunbury Road, Nantwich, Cheshire, CW5 7ER This will be the a two day, 5 game Age of Sigmar, 32-player tournament at 2000pts. Entry is £35 per player advanced purchase, this will include food both days. Payment to the PayPal address of: psunicorns@hotmail.com All mats boards and scenery will be provided! Rules. Battleplans: We will be generating the scenarios using all 18 matched play battleplans. The battle plan will be randomly selected and announced at the beginning of each round. Realmscape features/rules will not be used but realm artefacts can still be selected as normal. Standard General's Handbook 2019 rules will be in use along with all current Games Workshop FAQ's. HIDDEN AGENDAS: will be used in every game, players must select one before the game starts, players cannot select the same agenda more than once over the weekend. Completing a hidden agenda will be worth 2 tournament points each round (maximum 10) Scoring will follow a Major win, Minor win, Draw, Minor loss and Major loss system, the tournament will be run on Table Top To. ALL PLAYERS MUST SIGN UP FOR FREE ON TABLE TOP TO BEFORE THE EVENT. Any rules disputes will be handled by the tournament organiser. Painting The minimum required standard for models used at this event is: • Fully assembled • Three distinct colours applied • Coloured and textured base A number of tournament points will be awarded to each player for achieving the following : Painted: 10pts – Your army has been painted with a minimum of three colours and has had appropriate extra work applied such as but not limited to wash, dry brush, highlighting, basic detailing, etc. Based: 10pts – Bases must be fully textured and painted. Transparent flying bases are excluded. Cohesive Scheme: 10pts – All models look like they all belong to the same army, for example they are painted in a cohesive colour scheme and cohesively based. Army list: 10pts if in on time and legal. Army list submission To give us a fair and fighting chance to check all the lists we ask that all lists are submitted to the psunicorns@hotmail.com email address by midnight on the 19th January 2020, and that you all use War scroll builder to complete your list. https://www.warhammer-community.com/warscroll-builder/ Schedule Saturday 25th January 2020 9:00am Doors open for registration • 9.50am Announcements and first round pairings. • 10.00am Round 1 Begins • 12.30pm Round 1 Ends • Lunch • 1.30pm Round 2 Begins • 4.00pm Round 2 Ends • 4.15pm Round 3 Begins • 6.45pm Round 3 Ends • 7:00pm Standings and Round 4 Pairings Posted Optional evening meal * Sunday - 26th January 2020 9:30am Doors Open • 10.00am Round 4 Begins • 12.30pm Round 4 Ends • Lunch • 1.30pm Round 5 Begins • 4.00pm Round 5 Ends • 4.15pm Award Ceremony and Final Standings Posted Sportsmanship We pride ourselves on being a fun group of friends who like varying levels of competitiveness, that being said we want everyone to have a good time! We expect that all players will conduct themselves in a sportsmanlike manner whilst participating in this event. This means knowing and abiding by the rules of the game, ensuring that both players are always aware of the state of play of the game, and ensuring your opponent maintains the same standards. Stalling, not rolling dice correctly, fairly or visibly, constantly misplaying or misrepresenting rules, and any other form of unsportsmanlike conduct can and will be acted upon by the TO. Winners Prizes will be awarded for the following : 1ST PLACE 2ND PLACE 3RD PLACE Best Painted : There will be a players vote for best painted at lunch on day two. You will be asked on the morning of day two to display nominated armies at lunch for voting. Sparkliest unicorn :This is of course the most important title awarded for the Sparkliest unicorn or best sports, voted for by players, in the event of a tie it will be the highest ranked player from the nominees . Each player will vote after game 5 with their favourite opponent or favourite game. Wooden Spoon : For the player who refused to win a game. Dice Master : For the player who wins the most spot prizes throughout the weekend. Most Bloodthirsty General : The player who scores the most victory points Cunning strategist : For the player who achieves the most hidden agendas. 1st place , 2nd place and 3rd place will be excluded from winning Dice master, most bloodthirsty general and cunning strategist for a more inclusive tournament. *Saturday evening If you are traveling from a distance the are hotels quite close to the venue (a premier inn is 1.1 miles away and a 4 minute drive) there are other hotels as well. We are planning on going out for a meal on the Saturday night, if you want to come along please email psunicorns@hotmail.com with how many people you want to reserve a space for. Contact Details If you want to get in touch with us regarding anything in this pack, questions about the event, queries about the venue, food allergies or intolerances or even simply help with hotels or any other local knowledge then please do get in touch! You can contact us in the following ways: Email: psunicorns@hotmail.com Twitter: @PurpleSparklyU1 ,@rockchef25 , @DodgyRoller
  11. We are super excited to announce the next Element Games Grand Slam - Coming to you on the 29th February & 1st March 2020 - TICKETS ON SALE NOW! 5 games, 2 days, 90 players…But there can only be one champion!! We are super happy to announce our next Element Games Grand Slam on the 29th February and 1st March 2020! This will be what you have come to expect from our Grand Slam’s in a 2000 point generals handbook tournament. We also have a brand new hot and cold food Café on site and as always constantly levelling up the Gaming Area to ensure we bring you a world class weekend! What do you get for your ticket? • Entry into the Element Games Grand Slam • Free access to casual gaming and pre-Event social on the Friday night • Chance to win lots of prizes, trophies and awards • Participation prizes for ALL attendees (Our goodie bags are always JAM PACKED with swag!) We hope to see you all there and looking forward to checking out the armies, exchanging game stories., rolling dice and most importantly - having fun! >>>> CLICK HERE FOR FACEBOOK EVENT PAGE <<<< >>>> CLICK HERE FOR TICKETS <<<<
  12. Event Title: Autumnal Altercations - 1500pt AoS One Day Tournament Event Author: Tropical Ghost General Calendar: Events UK Event Date: 08/31/2019 09:30 AM to 08/31/2019 06:30 PM A one day event in Bristol, UK. Held at Bristol Independent Gaming, hosted by Bristol Age of Sigmar. 1500pt armies using pitched battle Battlehose formation (so 3 battleline). Places limited to just 20 players. Prizes for 1st, 2nd, 3rd and wooden spoon. Plus award from 'Best Army'. No painting requirements, but any entries for 'Best Army' must be fully painted and based. Tournament Pack included for downloading. Link to more event details and how to purchase tickets below: https://www.facebook.com/events/1021111808080153/ Autumnal Altercations - 1500pt AoS One Day Tournament BIG Autumnal Altercation.pdf
  13. until
    Ludic Incoming Milano is happy to announce that on, the weekend of the 19th – 20th of October 2019 the very first edition of “Winter Incoming” will be hosted, a gaming event dedicated to the promotion of organized play in the city of Milan! Our first Weekend Warlords will take place during this occasion, a two day - single player, Age of Sigmar Tournament. The event will be endorsed by the “Champions of Age of Sigmar”, Lega C.A.O.S. and will be sanctioned by their Official Info pack wich will be available soon. TOURNAMENT INFORMATION · Format Structure: Age of Sigmar 2000 points. The event will follow the official info pack, the missions and scenarios will be selected randomly the last days preceding the start of the event and after the closing of Lists Submission. · Rounds Structure: 5 Matches with the maximum round time being 2 hours 30 minutes. 3 Games will be played on Saturday 19 and 2 will be played on Sunday 20. · Realms of Battle: Will be selected randomly and announced two weeks before the list submission closure. · Participation Fee: 25 EUR. The whole Prize Pool will comprise plates, gift vouchers, and event-exclusive gadgets distributed to all the players · Prizes: Will be awarded to the 1st, 2nd and 3rd places. Best Army. Best Slaughterer. Best Sportsman. Event-Rookie and last but not least the formidable Wooden Spoon. TIMETABLE Saturday the 19th: - 10.00 A.M. Sign Up Opening - 10.30 Tournament Starts/ First Round - 13.00 End First Round – Lunch Break - 14.00 Second Round Starts - 16.30 End Second Round - 16.45 Third Round Starts - 19.15 End Third Round Sunday the 20th: - 10.00 A.M. Sign up Opening - 10.30 Start Fourth Round - 13.00 End Fourth Round – Lunch Break - 14.00 Start Fifth Round - 16.30 End Fifth Round - 17.00 Awards GENERAL RULES 1) Tournament Points: - 30 Points Major Victory - 20 Points Minor Victory - 10 Points Draw - 7 Points Lesser Defeat - 0 Points Major Defeat 2) Painting: - Full Paint Requirement. We are aiming for the best Hobby Experience for all our players and as such we kindly impose to our participants to have full painted armies. ludicincomingmilano@gmail.com 3) Proxy: - Proxies are NOT allowed, nor for models nor for scenery pieces. - Modifications are allowed as long as these do not compromise the shape/dimension of the original model. - Any proxy found during the matches without previous authorization will be promptly removed from the table of play. A certain degree of freedom is allowed as far as weapon equipment is concerned. Do ask the Staff in case of doubt. 4) Materials: - Each participant must be self-organized, with all the different needs for the correct occurring of their matches (Dice, Ruling, Measuring Tape, etc). LIST SUMBMISSION & PARTECIPANTS Army Lists, specifying each detail, should be sent to the following e-mail, no later than Sunday the 30th of September: ludicincomingmilano@gmail.com 1-Leonardo Ravioli 2-Alessandro Nordino 3-Andrea Radaelli 4-Elias Poggi 5-Roberto Battistini 6-Alfonso 7-Andrea Alfano 8-Alessandro Galli 9-Nicolò Caniglia 10-Ambrogio Lamartina 11-Mattia Lo Parrino 12-Federico Tarroni 13-Ambrogio Facchini 14-Pietro Braghieri 15-Raffaele 16-Luca Grimaldi 17-Salvatore Lanza 18-Manuel Clemente 19-Stefano Dimasi 20-Marco Finotto 21-Stefano Monopoli 22-Luca Onorati 23-Simone Perego 24-Federico Ronchi 25-Nozza 26-Tirloni 27-Michele Onorati 28-Fredi Marcarini 29-Vittorio Canziani 30-Andrea Epis 31-Federico Azzali 32-Stefano Bonamin 33-Daniel Lenzotti 34-Stefano Chiodi 35-Andrea Graziosi 36-Lorenzo Canali 37-Teo Rolezio 38- Pierpaolo Danese 39- David Gori 40- Marco Pinto 41- Cecco 42 - Damiano 43 - Matteo Compagnoni 44- Jacopo Favarotto 45- Domenico Palmieri 46- Luca Bellino 47- Leto Colombo Alessandro 48- Pisacreta Jacopo 49- Dinardo Davide 50 -Alberto Azzani 51 - Vendramini
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    A one day event in Bristol, UK. Held at Bristol Independent Gaming, hosted by Bristol Age of Sigmar. 1500pt armies using pitched battle Battlehose formation (so 3 battleline). Places limited to just 20 players. Prizes for 1st, 2nd, 3rd and wooden spoon. Plus award from 'Best Army'. No painting requirements, but any entries for 'Best Army' must be fully painted and based. Tournament Pack included for downloading. Link to more event details and how to purchase tickets below: https://www.facebook.com/events/1021111808080153/ BIG Autumnal Altercation.pdf
  15. Event Title: Spear The Rear Event Author: TimM85 Calendar: Events UK Event Date: 10/19/2019 09:00 AM Limited to 32 players 1000 points - Meeting engagements Tickest -https://entoyment.co.uk/event-tick/store-events/spear-the-rear-aos-itc-1000pt-tournament.html Event Pack https://www.dropbox.com/s/pl66wvuq2dp2v9t/SpearTheRear19%3A10%3A2019.pdf?dl=0 Event Facebook https://www.facebook.com/events/328522638092918/ Spear The Rear
  16. TimM85

    Spear The Rear

    Limited to 32 players 1000 points - Meeting engagements Tickest -https://entoyment.co.uk/event-tick/store-events/spear-the-rear-aos-itc-1000pt-tournament.html Event Pack https://www.dropbox.com/s/pl66wvuq2dp2v9t/SpearTheRear19%3A10%3A2019.pdf?dl=0 Event Facebook https://www.facebook.com/events/328522638092918/
  17. I’ve made a system to differentiate between players at a tournament by using the amount of Victory Points scored in each battleplan as the metric. As each battleplan has different ways of scoring and therefore a different total VP available, each battleplan has had a weighting applied to it based off the maximum available VP one player could score if they held all objectives for all five turns. I feel this tiebreaker system represents player skill with less of the random opponent factor of Strength of Schedule for example. It is also more objective based than using Kill Points avoiding giving a bias to just wiping out an army. I have attached a spreadsheet to use if anyone is interested, simply input player VP scored under the battleplan and the Tournament Points for the W/L/D etc. Then use a sort on the total column each round to determine placing. Battleplan weightings: Blood and glory. 1 VP x50 Escalation. 12 VP x4.17 Border war. 45 VP x1.11 Three places of power. 45 VP x1.11 Gift from the heavens. 28 VP x1.79 Take and hold. 1 VP x50 Knife to the heart. 1 VP x50 Total conquest. 40 VP x1.25 Duality of death. 30 VP x1.67 Battle for the pass. 45 VP x1.11 Starstrike. 40 VP x1.25 Scorched earth. 50 VP x1 Total commitment. 40 VP x1.25 Focal points. 40 VP x1.25 The better part of valour. 48 VP x1.04 Shifting objectives. 25 VP x2 Places of arcane power. 45 VP x1.11 The relocation orb. 15 VP x3.33 Stregth of Win.xlsx
  18. Event Title: General's War #20: Pruszkowska Masakra II [2x1500] Event Author: Jan "Kyoshi" Mejor Calendar: Events Poland Event Date: 03/16/2019 12:00 AM to 03/17/2019 12:00 AM Shop Merfolk, Battlemania.pl and General's War are happy to to invite you to the second edition Pruszkowska Massacre, where we will play the Age of Sigmar Master class tournament again. This time with the narrative background and in the pair format! [updated 04/01/2019] When? 16-17 march Where? w Hotel ComfortBiznes ul.Bolesława Prusa 1 05-800 Pruszków I.Format : 1. The tournament is played in a pair format with a story background. 2. Rosters should be prepared for 2x1500 points with Vanguard rules - each army must be submitted according to these restrictions: 2 + Battleline, 1-4 Leaders, 0-2 Behemoths, 0-2 Artillery. 3. [option deleted] 4. We prepare the rosters using official applications and send them using online form by 9/03/2019 at the latest 5. Armies in the alliance can not repeat units among themselves (warscrolls - including endless spells) - if a given army chose a unit, the other army can not have it, regardless of whether it would be chosen normally or, for example, as allies. 6. Armies can be paired if a description is available in AoS books or manuals where selected armies cooperated with each other. Also: a) Fyreslayers - can be paired with any other army b) Kharadron Overlord - can be paired with any other army except the army of Allegiance: Chaos c) Beasts of Chaos - can be paired with any army from Allegiance: Destruction and Chaos d) Legion of Azgorth - they can also be paired with any army other than armies with keywords: duardin e) Free Peoples - can be paired with any other army 7. Armies in pair are neutral for each other, we throw one dice at start and set up two drops. 8. Trimuph - we throw one triumph for the whole alliance. 9. We play with Endless Spelle. 10. Realm arthefacts are available but can not be repeated in the alliance. 11. Only armies painted at 100% are allowed (at least on the minimum level -3 base colors, wash) II. Scoring – 140p: We use victory conditions in accordance with the rules of a given scenario. Extra 8 points Points for Hidden Agendas. In case of a draw we also count points for the full enemy units killed. "Table" are counted as a full 2,000 points. According to the result we use the following point values: 1. Major win – 20-0 2. Minor win – 13-7 3. Remis – 10-10 4. Minor loss – 7 punkty 5. Major loss – 0 punktów 6. Walkower (nie stawienie się na bitwę) – 13:0 7. Additionally, in each scenario, 2x hidden agendas will be selected (will be specified in the description of each scenario) for each of them the player receives 4 points (a total of 8 per battle) III. Painting and preparation – 50p: 1. The whole army in the alliance is painted in at least 3 colors including made bases - 5 points per army (10 total) 2. The whole army in the alliance has a full WYSIWG together with describing how individual troops, heroes are different in rosters - 5 points per army (10 in total) 3. The entire army in the alliance and bases are painted in a coherent pattern color - 5 points for an army (10 in total) 4. Sending the rosters within the set time - 5 points 5. Possession of cubes, scoops, all rules used by the army / armies - 5 points 6. The narrative history of the army sent within set time. The story of the alliance, where it is described why the given alliance fights together. - 10 points IV. Additional points - 30p: Best painted alliance : 1. 1 place + 10 p 2. 2-3 place + 5 p 3. 4-5 place + 1 p Best story 1. 1 place + 10 p 2. 2-3 places + 5 p Best play 1. 5 votes BP + 10 p 2. 4 votes BP + 8 p 3. 3 votes BP + 5 p 4. 2 votes BP + 2 p 5. 1 votes BP + 1 p Negative points – yellow cards - they can be "awarded" by the judge and organizer in justified cases. Each reminder is -2p deducted from the general score. Examples of behavior that can be punished are: - intentionally playing for time - intentionally moving the models beyond the permitted phases - misleading about the rules of your army T.B.A. V. Scenarios : 1. Total Committment: Invade, Attrition 2. The Better Prat of Valour: Defend, Ancient Heirloomms 3. Blood and Glory: Conserve, Secret Mission 4. Duality of Death: Terrify, Linebreaker 5. Starstrike: Slay, Secret Mission Each game lasts 3h 15min VI. Terrains: We do not use Age of Sigmar terrain placement rules. Each table will have a map with the indicated location of the area as well as a description of what effect the area has. All to save game time. Players only throw for the selection of the side and start placing in accordance with general rules. VII. Day schedule : Saturday: to be announced! 1. Przygotowanie i rejestracja: 2. Pierwsza bitwa: 3. Druga bitwa: 4. Trzecia bitwa: Sunday: to be announced! 1. Czwarta bitwa: 2. Piąta bitwa: 3. Podsumowanie, wręczenie nagród VIII. House rules (in translation): IX. Zapisy: We accept applications via the google form. Please enter the email address of the contact person. Any changes to the rosters, and all organizational matters will be conducted through it. Rosters can be changed without penalty points until 9/03/2019. Entry fees paid in advance, until 17/02/2019 in the amount of PLN 90 per person Merfolk ING 80 1050 1924 1000 0092 3343 3342 title „GW + Imię + Nazwisko„ In this fee, we guarantee a delicious dinner on site in a hotel on Saturday. After the given time: 100 pln. Last minute application in days before event: 120 pln. Returns: in case of resignation from participation in the tournament, refund of the full entry fee is possible until 23/02/2019. After this date, refunds in shop loans are possible, less the cost of catering. Cancellations 7 days before the tournament cannot be refunded. X. Accommodations: For the guests staying overnight at the venue, the ComfortBiznes hotel has prepared a special promotional price list: Room for 2 - 170 PLN (extra fee for 3rd person possible +45) Room for 1 - 150 PLN The room cost includes a breakfast in hotel buffet. FAQ 1 Drawing Scenarios General's War #20: Pruszkowska Masakra II [2x1500]
  19. I played my second tournament at the beginning of march and commanded my Nordheimers to great success. Scored 3th place and won the overall rating including wins, painting, conversion and sportsmanship. They call it "Leonardo Award". Here`s my tourney list: We played 3 different scenarios with fixed realms, realmfeatures and realmspells. They were set by the TO`s and really well picked, in my opinion. We even used the hidden agendas from GW. 3 in each game and you were not allowed to use one twice. Overall it was a very good tournament experience for me. Here`s the battle report of the first game. Scenario was "Places of arcane power" and the opponent was an Idoneth Deepkin army with lots of Eels. Places of Arcane Power (page 60 Generals Handbook 2018) Realm: Shyish Realmfeature: Aethernachbeben (Add one to casts) Specials: 1) Command-Ability: Soul-Force Sacrifice (Core Book) 2) Spell: Word of Ending (Spell 1 Malign Sorcery) 3) Spell: Souldshroud (Spell 3 Malign Sorcery) 4) Spell: Ethereal Guide (Spell 6 Malign Sorcery) Here the list of the Idoneth player: The game was real fun. Tthe left and right opjectives were hidden behind big towers which could block a whole griffon. This was bad for me. My initial game plan on this scenario was to set up my crossbows in the middle and kill everthing in the corners. So I picked the side which was more "open" to be able to get to the center easily. Unfortunatly he put his one shipwreck right before me to block my path to the center. After setup I gave him the first turn. He turned the tides with his Tidecaster. So in the second round all his units will be attacking first. Unexpectitly he refused to charge right into me. Instead he moved his units onto each objective and made no charges. On my first turn I nearly killed his 9 eels in the center with my crossbows. I also killed his 5 Khinerai at the lower left objective with a good roll of my archers. Luckily I got the double afterwards. In this turn I managed to kill his character holding the lower left objective with a hit of the Luminark, good boy🤩. The first 30 crossbows killed 10 Thralls near the center objective. The other 30 crossbows wanted to kill his Akhelian King on the second Objective. But he just used his artefact and I wasn`t allowed to attack him in this phase. Luckily I already moved my General on Griffon towards him and charged him directly. It was the second round, so he attacked first making 4 wounds on my griffon. Afterwards I just killed him. Rolling 2 6s on the hit the Sword of Judgement mad all the wounds needed for a dead Akhelian King Unfortunately I wasn`t able to get my Luminark onto the lower left objective. He was blocked by my own guards On his second turn he charged his othe runit of 9 eels into my general on the center objective and he died really quickly. There was absolutely no chance for him. Afterwards the game was done. I wasn`t able to score enough points with only my luminark being able to take objective. And his remaing character on the upper right objectives was out of my reach hidden behind this big tower. But I managed to score 2 hidden agendas in this game, which will be very important in the end. It was a fun game and I now know that it is possble to beat this dreaded Idoneth eels. Second game battle report on "Better Part of Valor". The opponent was a Beastclaw Raiders army with "Braggoth`s Beast Hammer" Battalion. The Better Part of Valor (page 58 Generals Handbook 2018) Realm: Aqshy Realmfeature: Flaming Missles (+1 rend for missle weapons if target unit is at least 12" away) Specials: 1) Spell: Fireball (Core Book) 2) Spell: Stock Rage (Spell 1 Malign Sorcery) 3) Spell: Parch (Spell 5 Malign Sorcery) 4) Spell: Incandescent Form (Spell 6 Malign Sorcery) Here the Beastclaw list: This game was really tense and in the end depended on a single dice roll. I build my castle on the center and right objectives. Guards in front, a second ring of archers and handgunners 3" behind the guards and finally the crossbows 3" behind the second ring. So I was able to withstand his double pile-in from his battalion. On the left objective I placed my second griffon to force him to spread his units. He took first turn and charged right into me. Fortunatly he desided to move 4 Mournfangs towards the left to kill the lonely griffon. But there he missed the charge. In the center he managed to get all his units into me. 2 Goregrunta units and the Frostlord on the left of my castle. The 4 Mournfangs on the right. The Thundertusk moves really short and could only shoot is 6 mortal wound stuff at my guards. My shooting due to the great companies doesn`t went well. I had some bad roles and managed to kill only two Goregruntas and one Mournfang. In the combat phase his units hit really hard. He managed to kill the left Guards and nearly killed the right ones too. But 3+ save rerolling ones holds well nethertheless. After the first combatphase he decided to take the second pile-in from his battalion. Fortunatly my crossbows were still safe, far enough away from his units. But he killed all my handgunners and the rest of the guard in this turn. He even gained hold of the my center objective and burned it right away. On the right he could only kill the guards and my remaining archers safed me the objective. This was round one with many many casulaties on my side. The next roll for initiative was the game decider. Luckily I won the roll off and started the second round. In this turn I used Hold the Line on the Crossbows givung the +1 to wound and hit. Additionally I used the realmspell "Stock Rage" on one crossbow unit, giving them another +1 to wound rolls. So they were rending on 4+. I also managed to shot with the right crossbows to the left and vice versa. So the distance to the enemy was more than 12" and all attacks were with another -1 rend due to the realmfeature. This was bloody and I just killed all of his units. It`s insane what 60 can do when half of the hits are with rend -2 This was the game for me, afterwards I killed his remaining 4 Mournfangs with my griffons and took his objectives. His Thundertusk Beastrider were killed by my Luminark in round 2. The good boy hit 2 times with 6 damage. I really, really like my Lumi. Pew, Pew Lasergunz! I even scored my 3 hidden agendas in this game. Third game battle report on "Knife to the Heart" with a Seraphon army on the other side of the table. Knife to the Heart (page 50 Generals Handbook 2018) Realm: Ulgu Realmfeature: Darkly shaded (The maximum range of attacks or spells is 18") Specials: 1) Command-Ability: Lord of the Shadow Realm (Core Book) 3) Spell: The Enfeebling (Spell 3 Malign Sorcery) 2) Spell: Bridge of Shadows (Spell 5 Malign Sorcery) 4) Spell: Aetheric Tendrils (Spell 6 Malign Sorcery) Here the List of teh Seraphon army: This game was not as interesting as the other ones for me. I splitted my companies and put one on my objective and the other one I wanted to use to get hold of his objective. In the end he send single units into my crossbows until round 3. I killed his Saurus Knights, Ripperdactyls, Saurus Guards and the Sunblood with only loosing my archers and getting 4 wounds on my griffon. But unfortunately I couldn`t really move forward due to him attacking all the time. The winning move was using the realm command ability and one realm spell to teleport a unit of 20 guards and a unit of 30 crossbows right in front of his objective. Luckily I got the double turn afterwards. With my Crossbows I swarmed his objective and was able to gain control of it, winning the game with a major victory. I even gambled really hard in this game and was able to score 3 hidden agendas. Including holding more objectives than the enemy In the end I went third place in this tournamend being tie with the second. But he had a better Strength of schedule. Meaning his opponenets scored better than mine so his wins were weighted higher. As mentioned before I really enjoyed this tournament. All players were nice and friendly and the organisation was very good. If you`re interrested in some stats you can look them up on this german tournament page: T³ - TableTop Tournaments I will remind myself to make more pictures in future games. Thanks for reading and commenting
  20. Event Preparation: ChariCon Upper Hutt First event with "New Skaven" This coming weekend the Wellington Region in New Zealand (The Capital Region, the Best Region, the Once-and-Future Region) is playing host to a new style of event called ChariCon. The astute among you will notice this word is a mash-up of the words "Charity" and "Convention", which believe it or not is no mere coincidence. 100% of the proceeds and revenue generated by registrations and various charity raffles and the like over the weekend will go towards Cancer research, and the tournament doesn't count towards the National Rankings so a huge portion of new players are coming along to get their feet wet and the established players are treating it as an excuse to run fun, non-optimized lists and have a good time just socializing. What better opportunity to take my new army for a spin in a tournament style event without causing my ranking to suffer when I inevitably crash and burn? The list I'm taking is largely things that I already have painted, given my work and home lives have been extremely hectic the last few weeks I didn't want to gamble on having painting time. I got my Gnawholes purchased and I have will need all of the roughly 12 minutes spare time I get each week to get them at least drybrushed. With the next few events being only 1250pts till Notorious Grand Tournament in May my stock of 100 Plague Monks painted to a high standard will get me through painting rubrics, but I'm working on the remaining 60 for the big event. I padded the numbers in the list with some Plague Censer Bearers, which aren't exactly top tier but I converted my own out of Stormvermin and so help me I will run them at least once this year. Without further ado, I present the list: Allegiance: PestilensMortal Realm: UlguLeadersPlague Furnace (180)- General- Trait: Master of Rot and Ruin - Artefact: Liber Bubonicus Plague Priest (80)- Artefact: The Foul PendantPlague Priest (80)Battleline30 x Plague Monks (210)- Foetid Blades30 x Plague Monks (210)- Foetid Blades30 x Plague Monks (210)- Foetid Blades5 x Plague Censer Bearers (60)5 x Plague Censer Bearers (60)BattalionsCongregation of Filth (160)Total: 1250 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 122 Before anyone asks, no Warscroll Builder hasn't been updated with the Skaven stuff yet I just tweaked it in a word document, I imagine it could be a while before it's updated. To start, one can clearly see the absence of the Verminlord Corruptor. I opted to take the Plague Furnace kitted out with both the Artefact and Command Trait that boost it's prayer effectiveness, in the hopes of getting an early Neverplague. The issue with taking the Corruptor is a small scale game is you need to give him a lot just to make him capable of praying, while the Plague Furnace benefits much more from it at this game size. The two priests on foot are there for two reasons; Hero models for Three Places of Power, and absolutely abusing the prayer mechanic (as always). I've given one The Foul Pendant to deal with non-optimized casting given the event is running Realmsphere rules and each army with a wizard will have access to an extra spell. Three units of 30 Plague Monks are just plain here to party and not go anywhere thanks to Altar of the Horned Rat + Plague Altar making sure they don't take casualties from Battleshock and have a bit more durability. Given they aren't units of 40 I had to select command options rather than just taking them all like the good old days, and opted for Banner of Contagion (6's to wound inflict 2 damage instead of 1) and Bale-Chimes (6's to hit are resolved at -1 rend). I opted not to take the Doom Gongs (+1 to Run and Charge) as i'll need to spend my excess Command Points on SOMETHING, or the Icon of Pestilence (roll a dice when a model is slain in combat, on a 6 the cause takes 1 mortal wound) as I plan to hit first and inflict massive casualties, rather than putting efficiency into being on the back foot. The Plague Censer Bearers are here, good for them. They'll either get set up in bubbles around the Plague Priests to keep them alive or used to push the Plague Furnace around. Perhaps used as a wall or some other suicidal task befitting a unit of their... pedigree. Congregation of Filth remains the mainstay Clan Pestilens battalion, even without providing re-rolls to charge. The 6+ ward save (a save that works against both unsaved wounds AND mortal wounds) is neat and it's wholly within 18" requirement is nothing to worry about. This combined with the fact Plague monks now have a 6+ armor save makes them doubly durable against no-rend attacks. I may be taking a risk taking it at 1250pts given it's 160pts not being spent on more bodies, but risk is the only way to test results. The plan with the army is relatively straightforward. Surround the Plague Furnace with two flanks of Plague Monks heavily buffed up and charging forward forcing the enemy's attention, while the rest of the army pushes up the other part of the board and forces them to split their forces. The Plague Priests will get stuck in on the front lines using Lead from the Back to remain healthy despite being in the thick of it, and the Furnace will (ideally) hang close enough to it's units of Monks that it doesn't awkwardly come to a halt. Looking forward to really stress-testing the list and having a great weekend rolling dice and pushing toy soldiers around for charity, see all of my NZ peeps there.
  21. Extreme Flank added to the ban list; superior tactician, deathly fortitude and sudden growth added to restricted list.
  22. NZ Masters Tournament 2018 Road to the Top Overview With the New Zealand Masters Tournament 3 weeks away, and list submissions due in 6 days, I figure it’s close enough to talk about my preparation for this tournament. Unsurprisingly, I’ll be running the Pestilens allegiance and going for the top, with the goal yet again of being the first Clan Pestilens player to win or place a major event. Over the last 2 months my list has gone through a heavy amount of changes, and I ran a version of the list at the recent Notorious Hammer tournament to test the waters as well as countless practice games with close friends to streamline the list and reach a standard of consistent performance I’m happy with. The NZ Masters tournament is an invitational tournament, where the top 20 players n the NZ rankings are offered places at the event and then the invites work there way up from 20 if people decline. The New Zealand tournament meta is relatively consistent and features roughly 20 consistent contenders at most tournaments with a few more players that make the odd tournament here and there, and most people are known clearly for the lists they take and change them rarely. The most popular armies currently are Stormcast Eternals, Nurgle and Legions of Nagash, with the rest of the players displaying a wide variety of forces from all Grand Alliances. This being the case, for anyone to be a contender for the top spots they have to pack tools that let their force deal with decent armor saves, long-range magic and large numbers. All the recent winners of local tournaments will be attending the Masters, and with every player being in the tier of rankings where they on average win 3 or more games in a 5-game event the competition is guaranteed to be fierce. The Event The tournament follows the same pattern as most tournaments, 5 games with 3 on day 1 and 2 more on the second day. Realm Artefacts are available for list building, but the Realm Spells and Realmscape effects will not be. While most NZ tournaments have relaxed painting standards, 3 color minimum at most with the incentive to paint your army being bonus hobby points for the soft scores, at the Masters a model that is not painted to a degree that demonstrates completion (based, highlighted, washed etc) will simply not be allowed to be used. The tournament is in the Kapiti Coast region of NZ, a 45 minute drive from the capital city hosted by the local wargaming club there, who hosted the event last year as well to great success. My List So without further ado, here is the list I’ll be taking in the tournament. Allegiance: Pestilens Mortal Realm: Aqshy Leaders Verminlord Corruptor (220) - General - Trait: Master of Rot and Ruin - Artefact: Magmaforged Blade Plague Furnace (180) - Artefact: Liber Bubonicus Plague Furnace (180) - Artefact: Thermalrider Cloak Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Battleline 40 x Plague Monks (240) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades Units 5 x Gutter Runners (60) - Allies 5 x Gutter Runners (60) - Allies 40 x Clanrats (200) - Rusty Spear - Allies Battalions Congregation of Filth (170) Congregation of Filth (170) Total: 2000 / 2000 Extra Command Points: 2 Allies: 320 / 400 Wounds: 181 So to start from the top. The general of the list is the Verminlord Corruptor. I chose the Verminlord because him being the general means I can give him Master of Rot and Ruin, which means he can pray in the same manner as a Plague Priest (and as of AoS2, also generate Great Plagues on a 6 to pray), as well as him being incredibly mobile so his 12” range auto-pass battleshock range can get where it needs to go. While I would rather give him Sword of Judgement over the Magmaforged Blade, I needed to pick Aqshy for another artefact in the list so I reached a compromise. The twin Plague Furnaces each fulfil a different role. One has been given Liber Bubonicus, shoring up it’s prayer capabilities so it can follow the large unit of Plague Monks around and keep them buffed up. The second has been given the Thermalrider Cloak, a devastatingly useful artefact for a Plague Furnace by giving it an extra 4” move as well as granting it the ability to FLY. By snaking 10 rats around the furnace you can fire the thing out of the deployment zone and halfway up the table, potentially into a devastating charge onto an objective. The 3 Plague Priests are here to spam their breath prayer on turn 1 to get the Neverplague Great Plague nice and early, then spend the rest of the game harassing unit clumps with their breath and stacking debuffs on vital targets. Keeping one of these lads near the two 40-man units ensures battleshock tests won’t ruin them utterly. The Plague Monks are the life of the party. One unit of 40 that can have buffs stacked on it easily and refuse to get off objectives and four units of 10 to run around and suicide into targets and harass flanks. Plague Monks really aren’t something opponents can afford to ignore, but spending time killing them is time spent not targeting the enormous 12 wound threats in the leader slots. If the 40-rat unit isn’t bled down in the early game, the opponent has to deal with an enormous footprint that will tear a hole in anything that can’t commit to destroying it in a single turn, and even then, the Rabid Fever prayer means they’ll still get to take a swing before they die. Gutter Runners are, for lack of any better description, a pain in the ass. They pop up behind the enemy ranks and throw a bunch of throwing knives into them before running in and shanking them. The shooting attack isn’t exactly Skyfire tier but their melee attacks are nasty with decent hit and wound chances and innate -1 rend. Their main strength is that the enemy needs to spend troops on zoning these bad boys out, while dealing with the massed Plague Monks hurtling towards them from the front. Caught between a rock and a very stabby place, such as it were. Clanrats, god bless them, rarely need any kind of explanation why they’re in a list. They’ll run, they’ll charge, they’ll run away and they’ll do it all again. Retreat and Charge is a crazy feature of a very cheap unit, meaning they won’t get tied up fighting other chaff and their big unit size means getting rid of them means a hefty commitment. The only weakness of Clanrats is their propensity to cut and run the moment they start taking casualties. Well, it would be, if we weren’t living in glorious AoS2 and a battleshock test is one Command Point to get out of jail free. The battalions in this list are 2 Congregations of Filth, each comprised of 1 Plague Furnace and 2 or more units of Plague Monks. The only reason I’m taking this is to shave the list drops down to less than 10 to out-drop other armies that don’t take battalions and for the big unit of 40 getting to reroll its charges. Also I needed a bunch of artefacts and command points. Cheers congregation. List Building Process The list above is actually no less than the 17th Pestilens list I’ve ran, with the goal of creating the ideal list for my meta. After every tournament and serious practice game I have gone over what works, what doesn’t, and made the necessary adjustments. The list has gone from no less than 240 wounds at the start of the year, to running multiple endless spells and allied wizards with the Malign Sorcery drop, and for about 2 weeks dropping it completely and angrily painting my Gautfyre Scorch. The end result is unlikely to be a perfect list but is the most streamlined for my current situation and hopefully will prove as much at the masters. Conclusion I’m hoping this will be the even where I at last bring in the big win for my Clan and the group of very scary people breathing down my neck expecting results. If I win or at least podium, I will have completed the goal I set for myself 2 years ago when I finished the second tournament I’d attended with 0 victories and risen to the top of the highly talented NZ Warhammer scene. If I lose I’ll probably nuke my army from orbit and start an Eshin army for the memes. Anyhoo, see you all after Masters in my new blog Clan Eshin Best Clan!
  23. Hey all, I'm competing in a tournament and am stuck between two artifact choices for my VLoZD. I'm running grand host and want to use a VLoZD for some aggressive support for my skele stacks. I already have a necro with diadem (thanks to a battalion) but I can't decide between balefire lantern or the ethereal amulet for my VLoZD (we're using realm rules, spells and artifacts) Any suggestions on which, or other artifacts I should take?
  24. Hey there fellow Acolytes, figured I might as well do some posts relating to the rules spoilers we will be getting leading up to the battletome. To preface this, it's important to acknowledge all rules we are shown are in a vacuum, we have no idea what other changes may be coming that supplement or affect these rules. But that being said, let's dive straight into it. Kicking off strong. Now "Overwhelming Mass" is exactly the sort of thing I expected with a new Skaven book, it both rewards and strongly pushes taking large unit sizes, which often with Pestilens I wasn't wont to do due to it potentially setting up a bad battleshock. THAT BEING SAID, I think it is extremely, EXTREMELY unlikely the Plague Monk warscroll hasn't had more than a few changed to accommodate this rule. "Strength in Numbers" is also here making a return. I've sung this one's praises in previous blog posts before, it's neat it's clean and it does exactly what you need it to do. Glad you're still here with us buddy. Well well well. "Lead From the Back" is one hell of a rule. Sylvaneth Superstar Lee who I play regularly has started making a habit of shooting his allied Deepkin eels across the table at me and assassinating Priests / heavily damaging Furnaces, and this will provide some insurance against that. It also helps to negate the drawback of the Priests needing to be right in the thick of it with their 13" range prayers. "Scurry Away" is neat as hell. If the enemy doesn't activate into it in time, the Plague Priests and Plague Furnaces can just LEAVE the combat instead of fighting. If the Verminlords get this I'll be shocked, but if they do I'll be a very happy man. This one is a spell for Grey Seers specifically, but it's not far fetched to imagine we will be making a greater use of those under the new ruleset. "Splinter" is funny as hell, you can either use it to casually remove that Daemon Icon Bearer and prevent them from cheesing their way through the battleshock phase, or you can shoot for the moon and try get that cheeky 3+ and knock off a Blood Knight. It's neat and has decent enough utility. On top of all this there were a few little hints scattered throughout the article. "Pestilens players will find their allegiance abilities familiar" implies the return of Echoes of the Great Plagues, but given they gave us 4 other allegiance rules I wouldn't be surprised for it to be a little diminished. The confirmation that every clan has Command Traits and Artefacts means there's a good chance our existing ones have been reworked somewhat to accommodate the new rules. I imagine we'll have a few days of Flesh Eater Courts spoilers (boo, hiss, who cares) interspersed between glorious Skaven rule releases, so i'll check back in a few days when we have more info. As always, leave your thoughts below.
  25. Event Title: General's War #19 Event Author: Jan "Kyoshi" Mejor Calendar: Events Poland Event Date: 01/20/2019 09:30 AM to 01/20/2019 06:30 PM When: 20.I.2019 Where: Club Adeptus Mechanicus, al. Krakowska 110/114, Warszawa (Budynek B-27, ostatnie piętro). Map Army size: 2000p Army Composition: Battlehost Rules of the game: We use General’s Handbook 2018 official rules, FAQ and Battletomes. We do not use publications publishes one week before tournament. „House rules” are mostly clarifications and can be found in our FAQ. We use Endless Spells, We use realm artefacts. We use realm spells We do not use REALMS OF BATTLE feature from Core Book. Battleplans (3 out of 5 selected by players): Total Conquest – Realm: Ghur – gramy bez Monstrous Beasts – Realmscape feature: Hungering Animus Scorched Earth – Realm: Hysh – gramy bez zaklęcia Banishment – Realmscape feature: Aetheric Beams of Light Places of Arcane Power – Realm: Chamon – Realmscape feature: Steel Rain Focal Points – Realm: Ghyran – Realmscape feature: Seeds of Hope Battle for the Pass – Realm: Aqshy – Realmscape feature: Every Step a League Time: 2h30min per game Paringi: Swiss type plus first round challenges. Points: Major victory – 17 punktów Minor victory – 12 punktów Remis – 7 punktów Minor loss – 5 punkty Major loss – 0 punktów Walkower – 12:0 (nie stawienie się przeciwnika na bitwę) Extra points KINGSLAYER: Kill more enemy heros BREAKTHROUGH: Have more units in enemy deployment zone GRUNTSLAYER: destroy mote battleline units Max. 25 P additional points for : 5 P = Correct Army roster - printed 5 P = Own dice, rules and stuff (game preparation) Good Play 7,5 P: You an cast up to two votes for best play for you opponents during tournament. Best Painted 7,5P: You can vote for best painted army during tournament. Signups: Fill out the online form: TUTAJ Entry fee: 25 pln/ 30pln in the day of the tournament 10 1020 5561 0000 3902 0001 1585 – Jan Mejor; title: GW19 – Name and Surname StockDesign General's War #19
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