Ripperdactyl
IggyStarhost
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Hi Guys,
I attended the dutch GT with 28 players for 2 days with 5 games. Below my brief reports. I was mentally coocked at the end but hope I can remember some stuff for you. I didnt play that well. Actually I played very bad at the tournament, but I am sleep deprived by our baby
So I just wanted to play same games with Seraphon. My first games this year actually.
My list:
Allegiance: Seraphon
- Constellation: Fangs of Sotek
Leaders
Lord Kroak (320)
Saurus Astrolith Bearer (140)
- Artefact: Serpent God Dagger
Skink Starpriest (120)
- Spell: Hand of Glory
Skink Priest (70)
- General
- Command Trait: Master of Star Rituals
Battleline
5 x Saurus Guard (100)
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
Units
12 x Salamander Hunting Pack (330)
12 x Salamander Hunting Pack (330)
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Bound Geminids of Uhl-Gysh (70)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 147
Factions Terrain: Realmshaper Engine
Game 1 vs Big Waagh! on Knife to the heart
Allegiance: Big Waaagh!
- Mortal Realm: Hysh
LEADERS
Orruk Megaboss (140)
- General
- Command Trait : Brutish Cunning
- Artefact : Metalrippa's Klaw
Orruk Warchanter (110)
- Warbeat : Fixin' Beat
Orruk Warchanter (110)
- Warbeat : Get 'Em Beat
Orruk Warchanter (110)
Orruk Weirdnob Shaman (120)
- Artefact : Shamanic Skullcape
- Lore of the Weird : Da Great Big Green Hand of Gork
UNITS
6 x Orruk Gore-gruntas (320)
- Jagged Gore-hackas
6 x Orruk Gore-gruntas (320)
- Jagged Gore-hackas
10 x Orruk Ardboys (200)
- 1 x Gorkamorka Banner Bearers
- 1 x Gorkamorka Glyph Bearers
10 x Orruk Ardboys (200)
- 1 x Gorkamorka Banner Bearers
- 1 x Gorkamorka Glyph Bearers
10 x Orruk Ardboys (200)
- 1 x Gorkamorka Banner Bearers
- 1 x Gorkamorka Glyph Bearers
BATTALIONS
Ironfist (160)
My opponent brought a scary list with a teleport and with 3 warchanters. Obv he outdropped me. I figured he would let me go first, because who want to give Seraphon the initiative to double turn? Especially with such a smashy list, which if it would double turn me,.. that would be horrible. Below the setup. I thought I would focus on the warchanter and shaman. But boy did the game go differently..

Turn 1
My opponent takes the first turn, for the reason that Skinks scare the shit out of him and wanting to punish me for not bringing a command point to save skinks from battleshock. So first turn he makes a free move with both units of pigs and can easily reach the skinks. He charges the skinks (and doesnt exploit the gap for the salamanders), and just annihilate both units with 40 skinks without battleshock.

On my Turn 1 I fired Kroak up and cleared 2 pigs on either side. I moved the salamanders in position to charge. And accidentally rolled the charge before shooting "-__-. So no shooting from the salamanders.... Luckily they bite hard aswell and cleared 4 more pigs. Battleshock took the rest but one pigs. A huge error on my side, but not overcomeable.
Turn 2
He wins the roll of. Teleports 10 buffed up ardboys on my left flank and takes out the salamander with them and the last pig. On my turn 2 I clear the ardboys and pig with kroak and the salamanders.
Turn 3
I win the roll off and have to finish the game with just one unit of salamander and the kroak bomb.
But since kroak is slow I need to push with the salamander but keep the models. I opt to put the in the terrain near his objective so I could should some ardboys. But I would have a hard time charging. But needed that +1 save. In shooting I melt 6 ardboys which were furthest. Then I got the charge off to tag the other unit in combat. Only 1 salamander could bite, but I wanted his ardboys unable to have a good charge and pile-in. I lost some models in return, but made them battleshock proof with the Starpriest spell (we could pick spells before each game). Kroak also took out some ardboys and I summoned 10 skinks in front of kroak to screen my objective. Since we are playing knife to the heart, I also have to be careful.

On his turn he moves the heroes to the edge of the objective to zone out a teleport. 3 arboys continue fighting with my salamander and 3 get sent up to screen on the front.
Turn 4
I delete the screen with kroak. Summon another unit of skinks and teleport them. I moved up the other 10 skinks aswel. Sallies finish the last ardboys and the skinks make the charge and survived combat to take the game. No turn 5, but I would have tabled him there.

Not a good game on my part, setup wise and play wise. But I dit the best with what I could and knew my win potential was summoning skinks and pushing them up from to seal the deal. I think it was a mistake of my opponent to take the first turn and go for the skinks. While the sallies remained untouched. They really pull through.
I attended the dutch GT with 28 players for 2 days with 5 games. Below my brief reports. I was mentally coocked at the end but hope I can remember some stuff for you. I didnt play that well. Actually I played very bad at the tournament, but I am sleep deprived by our baby
My list:
Allegiance: Seraphon
- Constellation: Fangs of Sotek
Leaders
Lord Kroak (320)
Saurus Astrolith Bearer (140)
- Artefact: Serpent God Dagger
Skink Starpriest (120)
- Spell: Hand of Glory
Skink Priest (70)
- General
- Command Trait: Master of Star Rituals
Battleline
5 x Saurus Guard (100)
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
Units
12 x Salamander Hunting Pack (330)
12 x Salamander Hunting Pack (330)
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Bound Geminids of Uhl-Gysh (70)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 147
Factions Terrain: Realmshaper Engine
Game 1 vs Big Waagh! on Knife to the heart
Allegiance: Big Waaagh!
- Mortal Realm: Hysh
LEADERS
Orruk Megaboss (140)
- General
- Command Trait : Brutish Cunning
- Artefact : Metalrippa's Klaw
Orruk Warchanter (110)
- Warbeat : Fixin' Beat
Orruk Warchanter (110)
- Warbeat : Get 'Em Beat
Orruk Warchanter (110)
Orruk Weirdnob Shaman (120)
- Artefact : Shamanic Skullcape
- Lore of the Weird : Da Great Big Green Hand of Gork
UNITS
6 x Orruk Gore-gruntas (320)
- Jagged Gore-hackas
6 x Orruk Gore-gruntas (320)
- Jagged Gore-hackas
10 x Orruk Ardboys (200)
- 1 x Gorkamorka Banner Bearers
- 1 x Gorkamorka Glyph Bearers
10 x Orruk Ardboys (200)
- 1 x Gorkamorka Banner Bearers
- 1 x Gorkamorka Glyph Bearers
10 x Orruk Ardboys (200)
- 1 x Gorkamorka Banner Bearers
- 1 x Gorkamorka Glyph Bearers
BATTALIONS
Ironfist (160)
My opponent brought a scary list with a teleport and with 3 warchanters. Obv he outdropped me. I figured he would let me go first, because who want to give Seraphon the initiative to double turn? Especially with such a smashy list, which if it would double turn me,.. that would be horrible. Below the setup. I thought I would focus on the warchanter and shaman. But boy did the game go differently..

Turn 1
My opponent takes the first turn, for the reason that Skinks scare the shit out of him and wanting to punish me for not bringing a command point to save skinks from battleshock. So first turn he makes a free move with both units of pigs and can easily reach the skinks. He charges the skinks (and doesnt exploit the gap for the salamanders), and just annihilate both units with 40 skinks without battleshock.

On my Turn 1 I fired Kroak up and cleared 2 pigs on either side. I moved the salamanders in position to charge. And accidentally rolled the charge before shooting "-__-. So no shooting from the salamanders.... Luckily they bite hard aswell and cleared 4 more pigs. Battleshock took the rest but one pigs. A huge error on my side, but not overcomeable.
Turn 2
He wins the roll of. Teleports 10 buffed up ardboys on my left flank and takes out the salamander with them and the last pig. On my turn 2 I clear the ardboys and pig with kroak and the salamanders.
Turn 3
I win the roll off and have to finish the game with just one unit of salamander and the kroak bomb.
But since kroak is slow I need to push with the salamander but keep the models. I opt to put the in the terrain near his objective so I could should some ardboys. But I would have a hard time charging. But needed that +1 save. In shooting I melt 6 ardboys which were furthest. Then I got the charge off to tag the other unit in combat. Only 1 salamander could bite, but I wanted his ardboys unable to have a good charge and pile-in. I lost some models in return, but made them battleshock proof with the Starpriest spell (we could pick spells before each game). Kroak also took out some ardboys and I summoned 10 skinks in front of kroak to screen my objective. Since we are playing knife to the heart, I also have to be careful.

On his turn he moves the heroes to the edge of the objective to zone out a teleport. 3 arboys continue fighting with my salamander and 3 get sent up to screen on the front.
Turn 4
I delete the screen with kroak. Summon another unit of skinks and teleport them. I moved up the other 10 skinks aswel. Sallies finish the last ardboys and the skinks make the charge and survived combat to take the game. No turn 5, but I would have tabled him there.

Not a good game on my part, setup wise and play wise. But I dit the best with what I could and knew my win potential was summoning skinks and pushing them up from to seal the deal. I think it was a mistake of my opponent to take the first turn and go for the skinks. While the sallies remained untouched. They really pull through.
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