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KoW AltiBash IV [4 games - 2x 1800pts, 2x 2200pts)

Razordon

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I'm off to another tournament next weekend, AltiBash IV, and this one has a bit of a twist when it comes to army composition!

"Army Composition

You must submit 2 force lists (1800 and 2200 points)

You must retain a minimum of 1600 points of units within your 2200 point list. You cannot remove artefacts or options from a retained unit but you may add to them. Each list must abide by the normal list composition rules, including CoK modifications;
• Within your main force, you cannot select the same unit entry of type War Engine, Hero or Monster more than two times at 1800 points, or three times at 2200 points.
• You may take up to 450 points of allies at 1800 points, and may add an additional 100 points of allies in your 2200 point list.
• If you include allies, you cannot select the same allied unit entry of type War Engine, Hero (all types) or Monster more than once.
• Magic artefacts cannot be given to any allied units you take."


It turns out it is remarkably difficult to get two strategically coherent lists, one of which fits inside the other. However, after much mulling over the conundrum I came up with the following:

1800pts:
Hordes
Salamander Primes w/ Brew of Haste
Fire Elementals
Fire Elementals
Ancients on Rhinosaurs w/ Maccwar's

Regiments

Kaisenor Lancers w/ Healing Brew

Troops

Salamander Unblooded
Salamander Unblooded

Monsters

Lekelidon
Lekelidon

Heros

Herald w/ Sparkstone
Mage-Priest w/ Surge & Inspiring Talisman
Battle-Captain w/ Wings of Honeymaze

2200pts:
Hordes
Salamander Primes w/ Brew of Haste
Fire Elementals w/ Wine of Elvenkind (*hat tip @Itepixcauh*!)
Fire Elementals
Ancients on Rhinosaurs w/ Maccwar's

Regiments
Kaisenor Lancers w/ Healing Brew

Troops
Salamander Unblooded
Ghekkotah Warriors
Ghekkotah Warriors

Monsters
Greater Fire Elemental
Lekelidon
Lekelidon

Heros
Herald w/ Sparkstone
Mage-Priest w/ Surge & Mounted
Mage-Priest w/ Surge & Inspiring Talisman
Battle-Captain w/ Wings of Honeymaze

I'm fairly sure that these will be the lists that I take, but I would definitely appreciate any ideas if others suggest them! I've had a I have until Wednesday to submit my lists. In terms of scenarios, the new 'in thing' seems to be to announce the scenarios immediately before each game, so I can't provide any information there.

This is up in your neck of the woods again @Crowsfoot - any chance you might join us?
 
That means youu have tried the nimble elementals trick. They are mazing at getting into flanks!

Looks like a good pair of lists
 
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That means youu have tried the nimble elementals trick. They are mazing at getting into flanks!

Looks like a good pair of lists

I haven't tried it yet - this tournament will be the first!
 
So, the debrief - I had an absolute shocker and got the wooden spoon! I also learned just how important practice games are, particularly when you are including a unit as expensive and powerful (and therefore strategy-changing) as the Ancients on Rhinos for the first time.

While horrific dice luck at pretty much every pivotal moment did play a part (honestly, I was spitting feathers at times!), I was fighting an uphill battle every game as my deployment was extremely weak. I'm not really sure what happened, but I think the issue I found was that my strategy thus far has essentially revolved around a Primes Horde as central pivot, with FEs and double-surge on the flank, and Lancers on far end of the same flank. The Lancers would clear out the opponent's unit nearest the board edge, allowing the FEs to move forwards and wrap around their flank, slowly chewing their way through the opponent's army sideways while the Primes and other units distracted and held firm in the centre. Having not played with them before, I was putting my Rhinos alongside my lancers on the far flank with the idea that they could get around the side and start causing havoc. While bad dice luck stopped the Rhinos from being as effective as they should have been, they did cause some serious damage to units that they hit. The problem with deployment of the Rhinos was that extra units on the flank pushed the FEs further into the centre, which then wrecked their ability to get any flank changes. Without flank charges, FEs are quite weak (only hit on 4+!), meaning my centre kept folding before I could bring the Rhinos to bear. I need to get some practice games in to work out what to do, but I'm thinking that rather than deploying Rhinos on a flank I might try putting them further to the centre than the FEs. Instead of trying to get brutal flank charges with the Rhinos I'll use them to hit the front of units, and as such, something like Blood of the Old King might be more useful to deal maximum damage. By doing this, the FEs will then be able to go back to their traditional roll wrapping around the opponent's flank, which surge tricks make them incredible for.
 
By the way, due to AoRs still being on painting bases they sit really far forwards to spent most of the games facing backwards!

Game 1 (Loss)
IMG_20170701_100225.jpg IMG_20170701_100242.jpg IMG_20170701_102547.jpg IMG_20170701_104344.jpg IMG_20170701_110100.jpg IMG_20170701_111749.jpg
 
Game 2 (Draw)
IMG_20170701_115742.jpg IMG_20170701_120422.jpg IMG_20170701_121024.jpg IMG_20170701_122421.jpg IMG_20170701_123340.jpg IMG_20170701_123743.jpg IMG_20170701_124852.jpg IMG_20170701_130051.jpg IMG_20170701_130616.jpg IMG_20170701_131434.jpg
 
Amazing report, Thank You!

Taking last place is actually great. It's an experience and it's funny. If you are going to get low on the table better be the last and go home with a price.

Joking aside, the Ancients are amazing but I agree with you not easy to use at all. I'm still working on them myself. A lot of games they just die from a multicharge before doing something significant, such a juicy target for the enemy, but as with the Fire Elementals and the Skylord I will find the way.
 
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