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Well, I knew that last bit of the Q&A would rile some people. Here is the thing though. If you are paying $50 or more to go to an event then you should know the game pretty well. If you can't read the name of a model and know roughly what it does then you probably were not ready for that level of event. Even then I always ask if my opponent has any questions about my list. We normally talk for about 5 min and introduce ourselves before we even put models on the table. On a side note I generally score decently in sportsmanship. Which is not an easy thing to do when I frequently have tabled my opponent's important units by turn two.

The reason tournament players get a bad rep for game spirit in the Warhammer community has nothing to with other tournament players. It is generally outsiders who are upset because they don't want to play that type of list or that intense of a game. Which is fine. I play casual games on a weekly bases. The narrative campaigns that I have run and played in with my Clubhouse are some of the most fun games I have ever played. It is where my minis earned their names. That being said, some of the most enjoyable games I have had were at tournaments. It is why I attend them.

In short, most tournament players pay to go to events because they love the game. There have been a few times were I played someone at a paid event and they got super bitter and threw dice or something like that (buy those people a beer). However, most matches that I have been apart of at tournaments were friendly despite being competitive.
 
Further Ranting Via Anecdote:

The only game I have ever ended before either the end of the 5th round or because my opponent conceded was suppose to a friendly game. I was able to take an early lead on Vp and used LoSaT to essentially grantee my victory in the next turn or two. My opponent became so sour about the state of the board and would not stop telling me how dumb my army was and how overpowered all my units were. So, I told my opponent that if they were that unhappy with the game then I had no interest in continuing. I conceded and ended the game.

For point of reference I was playing Fangs of Sotek and he was playing the New DoK with Morathi and a metric ton of Witchaevles. Still the worse game of any mini game I have ever had.
 
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O yeah, if you don't like that kind of enviroment don't go to (serious) tournaments, warhammer or otherwise. And if you do enjoy it; more power to you. It's simply an unavoidable aspect of (serious) competitive play that people will seek the edges of what's acceptable & use every advantage they can get. And if you ban this particular thing another will just pop up again soon enough.
The only thing I really despise is when it starts to leak over into more casual play with friends or at more casual events. Or worse, when the competitive side becomes so prominent it becomes the complete focus of balancing and you get into a situation where things are deemed acceptable cuz it's "balanced" regardless of how horrible an experience playing with/against em is...
Fortunatly warhammer does seem to have a community that can actually seperate the two styles of play by and large unlike some other communities.
 
Fortunatly warhammer does seem to have a community that can actually seperate the two styles of play by and large unlike some other communities.

Yep. The first General's Hanbook really set the standard for AoS. Dividing the rule sets into Open, Narrative, and Matched Play did a lot of great things and likely saved AoS. In the past of WHFBs it would swing between those things from edition to edition. I feel that Matched Play would benefit if it were further divided into Standard Match Play and Event Play. This happens at the moment simply due to the efforts of tournament players, event planers, and organizers. However, it would be nice if GW helped those communities better address the issue in a more official capacity.
 
I have had a few people message me with regards of how I pilot the 2k Dracothion's Tail/Shdowstrike list.

Normally I try not to give away too much of how I run the list out of fear that someone at an event will have read my posting. lol. At anyrate I have decided to post a quick Q and A. This is a series of question a player (@Wilhelm Stürmer ) has PM'ed me and my responses to them.

Initial Q's and A's
Q: What do you typically summon to the field or is that also situation?

A: Summoning is very situational. In most cases I summon cheaply and often. There are several things I find myself summoning most often though. Skinks, sometimes Starpriest, and EotGs are normally my priority. If the game hasn't required that I summon on my first few turns then I will normally bring on an EotGs or replenish Ripperdactyls. I also like to summon Chameleon Skinks, even after the nerf that prevents them from summoning into ambush.

Q: I've always kept the Slann hidden and screened, but Dracothian's Tail seems to depend on the Slann being out on the battlefeild. Aside from screening with the two units of Skinks, how are you keeping the Slann alive. It seems like he'd be a priority target for the opponent.

A:Yeah, the Slann has to come out in the open. It is why I take Miasmic Blade. The -1 to hit helps significantly. Normally I will place him as far up as possible if I plan to take first turn. Then you can use two attempts to LoSaT the Slann to safety if the first one fails. If you take second you will have to the take the riskier move of using LoSaT to put your Slann in range and then send him back to safety. The Slann is always one of the last units I deploy. Don't forget that you can deploy some or all of a Battalion at any point during set up. This allows you to gain the most information from your opponent's deployment.

Q: Based on this wording: "However, each reserve unit set up in the same turn must be a different unit chosen from a different warscroll" I'm guessing it's best not to have more than one unit of the same warscroll in the Heavens, as it forces you to only deploy one unit of that warscroll per Hero phase?

A: Correct. I normally place my ScV on Carno, ScV on Coldone, 5 Saurus Knights, 4 Razordons, and the Rippderactyls in the Heavens. The Rippers and ScV coldone normally come down turn one. The Rippers follow the standard advice I frequently give in regards to Shadowstrike Starhost.

The ScV on Cold is looking to charge the corner of a horde unit that I can use Crown of the Betrayer on and hopefully tie it up for a turn or two. Either because it will take multiple turns to effectively pile in, or because they will choose to retreat. Sometime I will support the ScV on CO with the Saurus Knights. This is done by pinning the opposite end of the same horde or by covering the ScV's flanks to reduce enemy pile in.

I frequently save the Carno as a second wave if I feel confident that my Slann won't be assassinated. Ideally you will be able use the Carno as a threat and force your opponent to play more conservatively. I find that my opponent often forgets about the carno as well. This can allow you to bait your opponent into exposing a key hero or monster which you can then deploy your carno to engage.

Follow Up Q's and A's
Q: Part 1: Does having more than one Starpriest on the board help? I can see having the additional spell/dispell/unbind and of course the another Summon Starlight is great.

A:
Generally I only run with one Skinks Starpriest. The rule of one prevents you from casting or attempting to cast the same spell more than once per turn. If I am summoning a Skink Starpriest it is because the first one died.

Q:You mentioned replenishing Rippers. They seem to be a mediocre unit if not in range of Blot Toad and having used their Swooping Dive. How are you utilizing them after that first dump? They can't go back into the sky for another Swooping Dive, correct?

A: The goal is to add more Rippers to your army. They are not part of the original unit and thus can not ascend back to the clouds to swoop down. The hope is to keep sending them into units near the location of your original Bloat Toad so that they are still able to get their three bite attacks.

Q: You mentioned using LoSaT twice on the same unit. I was unaware Seraphon could do that. I thought if you rolled a 1 or 2, that unit was stuck?

A: Read the rules for LoSaT carefully. It says it cannot move or charge if you roll a one or two. You don't care about doing either of those things with your Slann. It also does not say that you can't use it on the same unit more than once. Deployment is always very important for Seraphon. Our biggest advantage is our mobility. The goal should be to force your opponent to respond to your placements in a way that puts them at a board disadvantage and then to capitalize on it with our allegiance abilities.

Q: Are the models you leave in the Heavens typically out of sight? Playing at my local GW, I usually just have all my Seraphon models in a box and pull out summoned models as needed. I can see that making it easier for the opponent to forget, but it also seems a bit... unfair isn't the right word, maybe unsportsman?

A: I normally only play Seraphon at Tournaments. I use my other Blades of Khorne and Maggotkin for friendly games. So yes, I keep the units in the heavens out of sight in my summoning box. My opponent always has a copy of my list and I ask them if they have any questions about my army before we start. After that it is up to them to ask for clarifications before they make choices. I myself am frequently asking to be reminded about the specific wording of my opponents rules.

Sportsmanship is always subjective. The basics are not gloating, asking if your opponent wants to just call the game, deliberately slow playing to increase the odds of you winning, and cheating. Beyond that there isn't a rubric to score high in sportsmanship. I do try to make sure my opponent is having fun with the game and I get behind whatever if any morale victories they chose to set for themselves.

One time I was at an event and got a novice SCE player for my first game. He told me he was new to the game and that his friend had loaned him the army. I let him know that I was quite familiar with the SCE army line and that I would try to remind him if he were about to miss any important rules. I also told him I was aiming for first place so I couldn't take it easy on him as I needed to score as many event points possible. I nearly tabled him turn one. He decided that his new goal would be to get his Gryph-hound across the table alive. He managed to do it with one wound. We spent the whole two hours laughing uncontrollably to the great confusion of the event hall.

Note: Edited to include the name of the questioner.


Regarding the following question:

Q:You mentioned replenishing Rippers. They seem to be a mediocre unit if not in range of Blot Toad and having used their Swooping Dive. How are you utilizing them after that first dump? They can't go back into the sky for another Swooping Dive, correct?

I believe a part of it was unawnsered. The part about the Swooping Dive. IIRC they can Swoop in each of your movement phases, but only counts in the next combat phase. So only yours. And you could do the same next movement phase
 
I believe a part of it was unawnsered. The part about the Swooping Dive. IIRC they can Swoop in each of your movement phases, but only counts in the next combat phase. So only yours. And you could do the same next movement phase

Correct. I believed the question to be in regards to the their Battalion ability that lets them deploy and gain the buff to wound rolls. In each of you movement phases you can buff them for the following combat phase. It is possible I misinterpreted @Wilhelm Stürmer 's question.
 
Regarding the following question:

Q:You mentioned replenishing Rippers. They seem to be a mediocre unit if not in range of Blot Toad and having used their Swooping Dive. How are you utilizing them after that first dump? They can't go back into the sky for another Swooping Dive, correct?

I believe a part of it was unawnsered. The part about the Swooping Dive. IIRC they can Swoop in each of your movement phases, but only counts in the next combat phase. So only yours. And you could do the same next movement phase
Doesn't it state till your next hero phase? Not just one combat phase?
 
Doesn't it state till your next hero phase? Not just one combat phase?

@IggyStarhost is referencing this:

Swooping Dive: At the end of your movement phase, you can declare that this unit will swoop down to attack the foe at close quarters. If you do so, then in the following combat phase you can re-roll failed hit and wound rolls for this unit as the enemy reels from the sudden assault. Until your next hero phase, measure range and visibility for models in this unit as though they were on the ground.
 
The swooping dive only affects the following combat phase for rerolls. The thing that last until the following hero phase no longer matters. It use to cause the models to be measured from their base instead of the actual model. Now all things are measured from the base and thus the last phrase is entirely unneeded.

At the start of AoS you could take Terradons and get in combat with enemy units. If the unit they were fighting only had a reach of 1" there was a good chance they could never attack them if you were not declaring swoops.
 
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The swooping dive only affects the following combat phase for rerolls. The thing that last until the following hero phase no longer matters. It use to cause the models to me measured from thier base instead of the actual model. Now all things are measured from the base and thus the last phase is entirely unneeded.

Now you’re absolutly right:p bummer
 
@IggyStarhost is referencing this:

Swooping Dive: At the end of your movement phase, you can declare that this unit will swoop down to attack the foe at close quarters. If you do so, then in the following combat phase you can re-roll failed hit and wound rolls for this unit as the enemy reels from the sudden assault. Until your next hero phase, measure range and visibility for models in this unit as though they were on the ground.
God our warscolls are terribly phrased at some points... I never even noticed the two effects have different durations.
 
2000pt Dracothion's Tail Summoning

Allegiance: Seraphon

- Mortal Realm: Ulgu

LEADERS:
Slann Starmaster
(260)
- General
- Command Trait : Great Rememberer
- Artefact : Miasmatic Blade

Saurus Astrolith Bearer (160)
Skink Starpriest (80)
Saurus Scar-Veteran on Cold One (100)
- Artefact : Betrayer's Crown
Engine of the Gods (220)
- Artefact : Spellmirror
Engine of the Gods (220)

UNITS:
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances
2 x Razordons (80)

BEHEMOTHS:
Bastiladon
(280)

BATTALIONS:
Dracothion's Tail
(80)
Firelance Starhost (150)

ENDLESS SPELLS:
Balewind Vortex
(40)
Chronomantic Cogs (60)

TOTAL: 2000/2000
EXTRA COMMAND POINTS: 2
WOUNDS: 88

Units Placed in the Heavens:
  • Scar-Veteran On Coldone
  • Bastiladon
  • 5 Saurus Knights
  • Razordons

This list was recently inspired by a player asking me for a beginner friendly version of Dracothion's Tail.

Essentially this is still a tempo based list that attempts to force your opponent to remain on the defensive. It lacks the massive threat of the Ripperdactyls, but requires far less decisions making. In most cases you will want to take the second turn. This is in the hopes of gaining a turn two or three double turn. On some battleplans this will not be possible due to the needed early leads on objectives. Buy time for a couple of turns with your Knights and Bastiladon/razordons to block enemy paths or tie them down in combat. At this point you should be able to flood the field with summoned units.

The ScV is still largely a missile to weaken hordes with Betrayer's Crown. Ideally you will find the corner the horde to prevent desirable pile-ins thus weakening and tying up the horde for a turn or two. If either EotGs rolls into a summon on turn one then I would strongly consider bringing in Ripperdactyls to allow a Bloat Toad placement for future turns. The Razordons and Bastiladon can also be deployed near the Astrolith Bearer to make re-rolls available, but this will come at the cost of weaken forward board control. The Astrolith Bearer is also an excellent target for LoSaT as it will allow units to be summoned near its location and provide Proud Defiance.

Dropping the Skink Starpriest can free up an additional 80MPP to bring the Razordon unit up to 4.

Note: Edited for formatting purposes.

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For the Shadowstrike I would consider Chameleon Skinks. The list is not as much about killing enemy units as it is about weakening and tying them up. For nearly every battleplan if you can keep your opponent in their own deployment for the first three turns of the game then you will win. Chameleons are excellent at doing just that. With the extra 40 points I would take a Balewind Vortex.
 
2000pt Full Summon Kroak

Allegiance: Seraphon
- Mortal Realm: Aqshy

LEADERS:
Lord Kroak
(450)
- General
Saurus Astrolith Bearer (160)
- Artefact : Ignax's Scales
Engine of the Gods (220)
Engine of the Gods (220)
Engine of the Gods (220)
Engine of the Gods (220)

UNITS:
20 x Skinks (120)
- Boltspitters & Moonstone Clubs
10 x Skinks (60)
- Boltspitters & Moonstone Clubs
10 x Skinks (60)
- Boltspitters & Moonstone Clubs
4 x Razordons (160)

ENDLESS SPELLS:
Balewind Vortex
(40)
Chronomantic Cogs (60)

TOTAL: 1990/2000
EXTRA COMMAND POINTS: 0
WOUNDS: 108

The list is pretty direct. Just summon as much as you can and flood the board.

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