Carnasaur
Kilvakar
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So I did end up going to my first tournament! It went... Ok? I ended up going 1-2 out of a 3-game tournament.
The list I went with was:
Allegiance: Seraphon
- Constellation: Thunder Lizard
- Grand Strategy: Beast Master
- Triumphs: Inspired
Engine of the Gods (265)**
- General
- Command Trait: Prime Warbeast
- Artefact: Cloak of Feathers
- Mount Trait: Beastmaster
- Universal Prayer Scripture: Curse
Slann Starmaster (265)*
- Spell: Celestial Equilibrium
Skink Priest (80)*
- Universal Prayer Scripture: Heal
Skink Starpriest (130)*
- Artefact: Fusil of Conflaguration
- Spell: Hand of Glory
5 x Saurus Guard (115)**
Stegadon (265)**
- Weapon: Skystreak Bow
Stegadon (265)**
- Weapon: Skystreak Bow
6 x Kroxigor (300)**
- 2x Moonhammers
- Reinforced x 1
Bastiladon with Solar Engine (250)**
Emerald Lifeswarm (60)
*Command Entourage - Magnificent
**Battle Regiment
Artefact
Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 91
Drops: 4
There were 16 people in total. 4 brought Seraphon, 4 brought Stormcast (only one did Dragon spam though) 3 brought Kruleboyz (Big Yellers, of course), 1 Ironjawz, 1 Idoneth, 1 Khorne, 1 Legion of the First Prince, and one Gloomspite Gitz. I played against a mirror match vs. Thunder Lizards, vs. Kruleboyz and Ironjawz.
To sum it up because it would take way too long to go turn by turn for the whole thing:
Game one: I beat Thunder Lizards in the mirror match! Here's what he had:
Allegiance: Seraphon
- Constellation: Thunder Lizard
- Mortal Realm: Ghur
- Grand Strategy: Sever the Head
- Triumphs:
Saurus Oldblood on Carnosaur (270)
- General
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
- Mount Trait: Beastmaster
Skink Oracle on Troglodon (270)
- Spell: Fiery Convocation
Skink Priest (80)
- Universal Prayer Scripture: Heal
- Universal Prayer Scripture: Curse
Skink Starseer (145)
- Spell: Hand of Glory
Slann Starmaster (265)
- Spell: Stellar Tempest
5 x Saurus Knights (110)
- Blades
20 x Saurus Warriors (210)
- Clubs
- Reinforced x 1
20 x Skinks (150)
- Boltspitters Celestite Daggers & Star Bucklers
- Reinforced x 1
Bastiladon with Solar Engine (250)
Bastiladon with Solar Engine (250)
*Command Entourage - Magnificent
Prayer
Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 108
Drops: 10
Neither of us were playing anything close to a "meta" list, but I will say mine was probably better. Plus, he rolled pretty poorly on his double Bastiladons trying to take out a single Stegadon on my side, which messed up his battle tactics for two turns in a row. I won by a large margin by the time the time was called on turn 4.
Game two: I lost to Kruleboyz. Here's his list:
Allegiance: Kruleboyz
- Warclan: Big Yellers
- Mortal Realm: Ghur
- Grand Strategy: Hold the Line
- Triumphs:
Snatchaboss on Sludgeraker Beast (315)
- General
- Command Trait: Egomaniak
- Artefact: Arcane Tome (Universal Artefact)
- Lore of the Swamp: Sneaky Miasma
Swampcalla Shaman with Pot-grot (105)
- Lore of the Swamp: Choking Mist
Swampcalla Shaman with Pot-grot (105)
- Lore of the Swamp: Nasty Hex
Killaboss on Great Gnashtoof (170)
- Mount Trait: Fast 'Un
20 x Gutrippaz (360)
- Reinforced x 1
10 x Gutrippaz (180)
9 x Man-skewer Boltboyz (360)
- Reinforced x 2
3 x Man-skewer Boltboyz (120)
10 x Hobgrot Slittaz (80)
3 x Rippa's Snarlfangs (70)
Beast-skewer Killbow (130)
*Battle Regiment
**Battle Regiment
Total: 1995 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 138
Drops: 2
I'm a bit salty about this one. First of all, because my opponent *KEPT. ROLLING. NOTHING. BUT. SIXES! and dumping mortal wounds on me like nothing I'd ever seen before. "Oh, my three Boltboyz shooting at your Bastiladon roll 4 6's to hit? Automatic 8 mortal wounds!" He had the Snatchaboss on Sludgeraker Swampbeast as his general, and he comes with an aura that increases the mortals done by their poison ability, and his two Shamans just kept handing out mortals on 5s and extra buffs to his guys the entire time.
Second, I still only lost due to time limits. I managed to kill both his Snatchaboss and Killaboss as well as wiping out both units of Gutrippaz and Rippa's Snarlfangs. I lost my Bastiladon and both my Skink foot heroes, as well as all the Saurus Guard and 4 out of the 6 Kroxigors. I definitely could have (and almost certainly would have) come back and won in turns 4 and 5, but it was a timed event so when we got the call for dice down in turn 3 he was ahead on VP and so won. Still a good game. Kruleboyz are like a slot machine, and he put it. You either roll high and melt everything, or you don't and you get melted. I definitely think this is true.
Third game was against a true "meta" Ironjawz list.
Allegiance: Ironjawz
- Warclan: Bloodtoofs
- Mortal Realm: Ghur
- Grand Strategy: Hold the Line
- Triumphs:
Megaboss on Maw-Krusha (480)
- General
- Boss Choppa and Rip-tooth fist
- Command Trait: Hulking Brute
- Artefact: Armour of Gork
- Mount Trait: Mean 'Un
Megaboss on Maw-Krusha (480)
- Boss Choppa and Rip-tooth fist
Orruk Warchanter (115)
- Warbeat: Fixin' Beat
Orruk Warchanter (115)
- Warbeat: Get 'Em Beat
6 x Orruk Gore-gruntas (340)
- Jagged Gore-hackas
- Reinforced x 1
3 x Orruk Gore-gruntas (170)
- Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)
- Jagged Gore-hackas
5 x Orruk Ardboys (85)
*Battle Regiment
Total: 1955 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 118
Drops: 2
This was the last game, and it was against my first and still most hated army to play against, Ironjawz. I tried to deploy as defensively as possible with all of my foot units in the Realmshaper and my Bastiladon and one Stegadon blocking either side of it with terrain, protecting my other Stegadon and my Engine. Of course he went first and turn-1 charged me with both his Maw-Krushas and the big unit of piggies. One thing I was not prepared for was for him to simply smash my Realmshaper with the monstrous action. I lost a Kroxigor and a Saurus Guard to this, and everyone was dumped on the ground. The TO said that afterward you remove the terrain piece from the board, so they were all just sitting there with their pants down.
He killed my Bastiladon with his general and the piggies, and killed a Stegadon with his other Maw-Krusha. but in my turn I was able to bring down his general Maw-Krusha only because I got Curse off. I *needed* the double-turn to be able to recover, but we tied on the priority roll and I conceded because there was no way I was surviving another round of his other Maw-Krusha and pigs stomping on me and no way to get out of my deployment zone to take objectives. So I said GG and he was grateful as he said earlier that he would probably have given *me* the game if things weren't going his way after the first couple rounds because he had to leave a bit early.
Some things that went my way:
I got a lot of damage off from the Realmshaper in the mirror match game.
I got Curse off vs. the Maw-Krusha and was able to kill it as a result.
I rolled pretty good on the Coalesced ward saves from terrain in some key moments, allowing my units to live just a little bit longer. Especially considering how many mortals were coming at me from the Kruleboyz army, lol!
I did ok on battle tactics. I was able to make all of them vs. Seraphon and most of them vs. Kruleboyz.
I was able to save my Slann from the Swampbeast by un-garrisoning him from the Realmshaper and hiding behind it.
Not having to play vs. the Dragon spam list or any of the multiple Krondspine Incarnates that were on the field
Things that did not go well for me:
Rolled to hurt myself twice in one turn on the Engine...
Kruleboyz absolutely dumping buckets of mortal wounds on me.
Me forgetting key things like "This unit has the Starpriest's buff" or "This unit has an extra +1 to save from the Priest's CA" due to feeling rushed because of the time limits.
Getting my Realmshaper blown up. I don't know how anyone uses faction terrain vs. fast monsters when they can just smash it on a 3+...
Time limit screwing me out of what almost certainly would have been a win vs. Kruleboyz if the game had been allowed to go all the way.
Not having screens vs. some armies like IJ, but they of course don't need screens because they're going to go first and smash you no matter what.
3e's smaller boards *suck.* That's my official opinion on that
Any armies that want to bum rush you are able to do it pretty much guaranteed. While armies that need to castle or play the long game are punished by having *maybe* one turn to shoot or set up before they get charged.
All in all, it was fun and I'm very glad I went. Such a good learning experience! And I did say before that if I won one game, I'd be happy. So I am!
I was hoping to get a chance to play against armies like the Gitz or the Stormcast, but all I got was more Orks, lol! Still, they're a popular meta pick for a reason. And I'd still rather face the piggie herd than the Dragon rush any day, lol!
This really did solidify some of my opinions about the game, though:
For one, I definitely dislike the smaller boards. I will continue to use the larger ones in my home games, although when playing on TTS I'll use the new sizes.
Another thing that seems pretty clear is that against armies that are currently updated and good at combat, +1 to save for Seraphon means nothing. I know that sounds hyperbolic, but when everyone's coming at you with rend -2 or -3 or just dumping mortals (both of which armies other than Orks can do) having a +1 to our nearly army-wide 4+ saves is kind of useless. The only time I had a unit survive thanks to OOD was my Kroxigors vs. the Gutrippaz.
Other people also can't hit with Carnosaur jaws, it's not just me
3e is freaking complicated! There are so many things to remember that I forget several of them a fair bit of the time. How many CP do I have? Have I used this CA yet this phase? Can I use it? What about Heroic Actions? Monstrous Rampages? Prayers? Spells? Special Warscroll abilities? Allegiance abilities? I was just getting the hang of 2e when they changed it up, and despite getting more than a couple games in for 3e I still can't remember everything most of the time...
I much prefer to play through unless someone wants to concede. Ending a game early that you know you could have won due to arbitrary time limits is annoying as heck, even if it's a necessary thing from a TO's perspective. You can't have some people playing round 1 for 5-6 hours, lol!
Seraphon are still good, but are definitely going to need a major overhaul in the stat department in our 3e book. We know for a fact that subfaction abilities are going away for the most part, and our 2e strategy of "buff the heck out of one unit, suicide it into whatever you want dead, repeat until game ends" just does not work. We still have some buff stacking that we can manage, like throwing Prime Warbeast, Great Drake, and Beastmaster on our monster general. Or some lucky combos like getting Curse off on a key target and then following up with a good unit with the Starpriest's buff. But compared to other 3e armies, our attack profiles are bad. Our saves are bad. Our damage is mediocre. Our rend is pathetic.
But before anyone gets offended by that, it doesn't mean our army is currently bad. It just means that, in my opinion, we are going to need the type of warscroll buffs that some people are hesitant to call for because they worry it will take away from the uniqueness of our army. But I don't think that stat buffs will hurt our actual playstyle. The problem I see is that we have a very large model range and thus *should* have a large variety of playstyles available. So we don't have to just be a cheap horde army, or just a monster mash army, or just a magic denial army, etc. Just follow the Stormcast example and make us able to do everything! But don't make any of our units as grossly overpowered as Stormdrakes, Fulminators, or Annihilators, ok GW?
The list I went with was:
Allegiance: Seraphon
- Constellation: Thunder Lizard
- Grand Strategy: Beast Master
- Triumphs: Inspired
Engine of the Gods (265)**
- General
- Command Trait: Prime Warbeast
- Artefact: Cloak of Feathers
- Mount Trait: Beastmaster
- Universal Prayer Scripture: Curse
Slann Starmaster (265)*
- Spell: Celestial Equilibrium
Skink Priest (80)*
- Universal Prayer Scripture: Heal
Skink Starpriest (130)*
- Artefact: Fusil of Conflaguration
- Spell: Hand of Glory
5 x Saurus Guard (115)**
Stegadon (265)**
- Weapon: Skystreak Bow
Stegadon (265)**
- Weapon: Skystreak Bow
6 x Kroxigor (300)**
- 2x Moonhammers
- Reinforced x 1
Bastiladon with Solar Engine (250)**
Emerald Lifeswarm (60)
*Command Entourage - Magnificent
**Battle Regiment
Artefact
Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 91
Drops: 4
There were 16 people in total. 4 brought Seraphon, 4 brought Stormcast (only one did Dragon spam though) 3 brought Kruleboyz (Big Yellers, of course), 1 Ironjawz, 1 Idoneth, 1 Khorne, 1 Legion of the First Prince, and one Gloomspite Gitz. I played against a mirror match vs. Thunder Lizards, vs. Kruleboyz and Ironjawz.
To sum it up because it would take way too long to go turn by turn for the whole thing:
Game one: I beat Thunder Lizards in the mirror match! Here's what he had:
Allegiance: Seraphon
- Constellation: Thunder Lizard
- Mortal Realm: Ghur
- Grand Strategy: Sever the Head
- Triumphs:
Saurus Oldblood on Carnosaur (270)
- General
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
- Mount Trait: Beastmaster
Skink Oracle on Troglodon (270)
- Spell: Fiery Convocation
Skink Priest (80)
- Universal Prayer Scripture: Heal
- Universal Prayer Scripture: Curse
Skink Starseer (145)
- Spell: Hand of Glory
Slann Starmaster (265)
- Spell: Stellar Tempest
5 x Saurus Knights (110)
- Blades
20 x Saurus Warriors (210)
- Clubs
- Reinforced x 1
20 x Skinks (150)
- Boltspitters Celestite Daggers & Star Bucklers
- Reinforced x 1
Bastiladon with Solar Engine (250)
Bastiladon with Solar Engine (250)
*Command Entourage - Magnificent
Prayer
Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 108
Drops: 10
Neither of us were playing anything close to a "meta" list, but I will say mine was probably better. Plus, he rolled pretty poorly on his double Bastiladons trying to take out a single Stegadon on my side, which messed up his battle tactics for two turns in a row. I won by a large margin by the time the time was called on turn 4.
Game two: I lost to Kruleboyz. Here's his list:
Allegiance: Kruleboyz
- Warclan: Big Yellers
- Mortal Realm: Ghur
- Grand Strategy: Hold the Line
- Triumphs:
Snatchaboss on Sludgeraker Beast (315)
- General
- Command Trait: Egomaniak
- Artefact: Arcane Tome (Universal Artefact)
- Lore of the Swamp: Sneaky Miasma
Swampcalla Shaman with Pot-grot (105)
- Lore of the Swamp: Choking Mist
Swampcalla Shaman with Pot-grot (105)
- Lore of the Swamp: Nasty Hex
Killaboss on Great Gnashtoof (170)
- Mount Trait: Fast 'Un
20 x Gutrippaz (360)
- Reinforced x 1
10 x Gutrippaz (180)
9 x Man-skewer Boltboyz (360)
- Reinforced x 2
3 x Man-skewer Boltboyz (120)
10 x Hobgrot Slittaz (80)
3 x Rippa's Snarlfangs (70)
Beast-skewer Killbow (130)
*Battle Regiment
**Battle Regiment
Total: 1995 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 138
Drops: 2
I'm a bit salty about this one. First of all, because my opponent *KEPT. ROLLING. NOTHING. BUT. SIXES! and dumping mortal wounds on me like nothing I'd ever seen before. "Oh, my three Boltboyz shooting at your Bastiladon roll 4 6's to hit? Automatic 8 mortal wounds!" He had the Snatchaboss on Sludgeraker Swampbeast as his general, and he comes with an aura that increases the mortals done by their poison ability, and his two Shamans just kept handing out mortals on 5s and extra buffs to his guys the entire time.
Second, I still only lost due to time limits. I managed to kill both his Snatchaboss and Killaboss as well as wiping out both units of Gutrippaz and Rippa's Snarlfangs. I lost my Bastiladon and both my Skink foot heroes, as well as all the Saurus Guard and 4 out of the 6 Kroxigors. I definitely could have (and almost certainly would have) come back and won in turns 4 and 5, but it was a timed event so when we got the call for dice down in turn 3 he was ahead on VP and so won. Still a good game. Kruleboyz are like a slot machine, and he put it. You either roll high and melt everything, or you don't and you get melted. I definitely think this is true.
Third game was against a true "meta" Ironjawz list.
Allegiance: Ironjawz
- Warclan: Bloodtoofs
- Mortal Realm: Ghur
- Grand Strategy: Hold the Line
- Triumphs:
Megaboss on Maw-Krusha (480)
- General
- Boss Choppa and Rip-tooth fist
- Command Trait: Hulking Brute
- Artefact: Armour of Gork
- Mount Trait: Mean 'Un
Megaboss on Maw-Krusha (480)
- Boss Choppa and Rip-tooth fist
Orruk Warchanter (115)
- Warbeat: Fixin' Beat
Orruk Warchanter (115)
- Warbeat: Get 'Em Beat
6 x Orruk Gore-gruntas (340)
- Jagged Gore-hackas
- Reinforced x 1
3 x Orruk Gore-gruntas (170)
- Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)
- Jagged Gore-hackas
5 x Orruk Ardboys (85)
*Battle Regiment
Total: 1955 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 118
Drops: 2
This was the last game, and it was against my first and still most hated army to play against, Ironjawz. I tried to deploy as defensively as possible with all of my foot units in the Realmshaper and my Bastiladon and one Stegadon blocking either side of it with terrain, protecting my other Stegadon and my Engine. Of course he went first and turn-1 charged me with both his Maw-Krushas and the big unit of piggies. One thing I was not prepared for was for him to simply smash my Realmshaper with the monstrous action. I lost a Kroxigor and a Saurus Guard to this, and everyone was dumped on the ground. The TO said that afterward you remove the terrain piece from the board, so they were all just sitting there with their pants down.
He killed my Bastiladon with his general and the piggies, and killed a Stegadon with his other Maw-Krusha. but in my turn I was able to bring down his general Maw-Krusha only because I got Curse off. I *needed* the double-turn to be able to recover, but we tied on the priority roll and I conceded because there was no way I was surviving another round of his other Maw-Krusha and pigs stomping on me and no way to get out of my deployment zone to take objectives. So I said GG and he was grateful as he said earlier that he would probably have given *me* the game if things weren't going his way after the first couple rounds because he had to leave a bit early.
Some things that went my way:
I got a lot of damage off from the Realmshaper in the mirror match game.
I got Curse off vs. the Maw-Krusha and was able to kill it as a result.
I rolled pretty good on the Coalesced ward saves from terrain in some key moments, allowing my units to live just a little bit longer. Especially considering how many mortals were coming at me from the Kruleboyz army, lol!
I did ok on battle tactics. I was able to make all of them vs. Seraphon and most of them vs. Kruleboyz.
I was able to save my Slann from the Swampbeast by un-garrisoning him from the Realmshaper and hiding behind it.
Not having to play vs. the Dragon spam list or any of the multiple Krondspine Incarnates that were on the field
Things that did not go well for me:
Rolled to hurt myself twice in one turn on the Engine...
Kruleboyz absolutely dumping buckets of mortal wounds on me.
Me forgetting key things like "This unit has the Starpriest's buff" or "This unit has an extra +1 to save from the Priest's CA" due to feeling rushed because of the time limits.
Getting my Realmshaper blown up. I don't know how anyone uses faction terrain vs. fast monsters when they can just smash it on a 3+...
Time limit screwing me out of what almost certainly would have been a win vs. Kruleboyz if the game had been allowed to go all the way.
Not having screens vs. some armies like IJ, but they of course don't need screens because they're going to go first and smash you no matter what.
3e's smaller boards *suck.* That's my official opinion on that
All in all, it was fun and I'm very glad I went. Such a good learning experience! And I did say before that if I won one game, I'd be happy. So I am!
I was hoping to get a chance to play against armies like the Gitz or the Stormcast, but all I got was more Orks, lol! Still, they're a popular meta pick for a reason. And I'd still rather face the piggie herd than the Dragon rush any day, lol!
This really did solidify some of my opinions about the game, though:
For one, I definitely dislike the smaller boards. I will continue to use the larger ones in my home games, although when playing on TTS I'll use the new sizes.
Another thing that seems pretty clear is that against armies that are currently updated and good at combat, +1 to save for Seraphon means nothing. I know that sounds hyperbolic, but when everyone's coming at you with rend -2 or -3 or just dumping mortals (both of which armies other than Orks can do) having a +1 to our nearly army-wide 4+ saves is kind of useless. The only time I had a unit survive thanks to OOD was my Kroxigors vs. the Gutrippaz.
Other people also can't hit with Carnosaur jaws, it's not just me
3e is freaking complicated! There are so many things to remember that I forget several of them a fair bit of the time. How many CP do I have? Have I used this CA yet this phase? Can I use it? What about Heroic Actions? Monstrous Rampages? Prayers? Spells? Special Warscroll abilities? Allegiance abilities? I was just getting the hang of 2e when they changed it up, and despite getting more than a couple games in for 3e I still can't remember everything most of the time...
I much prefer to play through unless someone wants to concede. Ending a game early that you know you could have won due to arbitrary time limits is annoying as heck, even if it's a necessary thing from a TO's perspective. You can't have some people playing round 1 for 5-6 hours, lol!
Seraphon are still good, but are definitely going to need a major overhaul in the stat department in our 3e book. We know for a fact that subfaction abilities are going away for the most part, and our 2e strategy of "buff the heck out of one unit, suicide it into whatever you want dead, repeat until game ends" just does not work. We still have some buff stacking that we can manage, like throwing Prime Warbeast, Great Drake, and Beastmaster on our monster general. Or some lucky combos like getting Curse off on a key target and then following up with a good unit with the Starpriest's buff. But compared to other 3e armies, our attack profiles are bad. Our saves are bad. Our damage is mediocre. Our rend is pathetic.
But before anyone gets offended by that, it doesn't mean our army is currently bad. It just means that, in my opinion, we are going to need the type of warscroll buffs that some people are hesitant to call for because they worry it will take away from the uniqueness of our army. But I don't think that stat buffs will hurt our actual playstyle. The problem I see is that we have a very large model range and thus *should* have a large variety of playstyles available. So we don't have to just be a cheap horde army, or just a monster mash army, or just a magic denial army, etc. Just follow the Stormcast example and make us able to do everything! But don't make any of our units as grossly overpowered as Stormdrakes, Fulminators, or Annihilators, ok GW?
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