Cold One
MerciaBear
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Hello all!
My first battle report, C&C on my tactics in particular would be greatly appreciated! Sorry its light on pictures :/ Got carried away with enjoying the game!
The forces:
Khorne starter set:
Slaughter priest x1, 8 x Blood warriors, 3x Blood crushers
Battalion warscroll: Allows a re roll of wounds to one unit on a roll of 3+
Seraphon starter set:
8x Saurus Knights, 1x Scar vet on Carnosaur, 12 x Saurus Warriors
Set up:
We didnt use any objectives or any new terrain rules (in hindsight I think I would have benefited from objectives).
He won the dice roll so finished setting up first and made me go first.

Turn 1:
I declare Saurian savagery on the knights, shuffle both them and the carno forward 5" towards his blood warriors and slaughter priest. The warrors strike out towards the bloodcrushers.
*I did low movement assuming he might get a double turn, so keeping me out of his charge range but setting myself up for a turn 2 charge. The warriors i wanted to use to keep the blood crushers out of the fight while i dealt with his priest and warriors.
He shuffles forward, not being too ambitious. Spots that the carno may be gunning for his warriors but not much he can do. Moves bloodcrushers forward.
Turn 2:
He seizes the initiative and fires off a prayer at my carno which doesnt do anything. He stays still with everything (im still outside of maximum movement plus charge range). Puts a spell on his blood warriors allowing them to re roll wounds til next hero phase.
My turn 2. I use the Reform Ranks ability from the starter set warscroll battalion to jump both the Knights and Warriors forward 5" then reform around their new lynchpin. I then move everything forward max distance. The knights are 3" away from the blood warriors and the carno is 5" away from the other end of warrior group. The Saurus Warriors are 8" away from the Bloodcrushers.
Charge phase - pay attention.....
The Saurus Knights roll a double 1 on their charge, the only roll that they could possible fail the charge on. So they sit there. The carno then also fails his charge (by 1"). The Saurus Warriors make theirs (8"). My opponent breathes an audible sigh of relief, I gnash my teeth!
Turn 3
He seizes the iniative, charges his blood warriors and slaughter priest into the knights. He goes first with them, re rolling wounds and kills 4. Not too bad considering. His bloodcrushers do a wound to my warriors and they do a wound back (hurrah!). Tar pitted.
I charge with my carnosaur and go first with it, doing 8 unsaved wounds. He loses 4 guys, looks upset. I jig the knights out of combat with the Reform Ranks battalion skill and charge them in. They do another two wounds, he is down to 3 warriors and the slaughterpriest. He attacks the carnosaur with everything, and does quite well putting 5 unsaved wounds on it, mainly with his slaughterpriest. The warriors and bloodcrushers plink each other more.
Turn 4
I seize, attack with the knights and carnosaur, finishing off the warriors but they get a mortal wound thing that hurts me when he dies, plus the slaughterpriest the carno gets 4 wounds in return and the knights are down to two. The warrios v the bloodcrushers finally succumb but the crushers have lost 7 wounds total so charge with both remaining models into the rear of the carno, killing it.
The knights narrowly avoid killing his slaughterpriest then succumb to further attacks.
Summary:
Well. What a different game that would have been if I had made my (very easy) charges in turn 2. I suspect I would have wiped the warriors and punished the priest and been able to leap over to finish the bloodcrushers.
As it was, it turned into an extended combat which favoured his armour saves. With some objectives, I would have jumped the knights out of combat and zoomed them off to seize a location or whatever.
Im fairly happy with my approach. I think in hindsight I should have put the carno and knights against the blood crushers as they are only 15 wounds in total so marginally easier to kill than the blood warriors and not as many attacks back.
My first battle report, C&C on my tactics in particular would be greatly appreciated! Sorry its light on pictures :/ Got carried away with enjoying the game!
The forces:
Khorne starter set:
Slaughter priest x1, 8 x Blood warriors, 3x Blood crushers
Battalion warscroll: Allows a re roll of wounds to one unit on a roll of 3+
Seraphon starter set:
8x Saurus Knights, 1x Scar vet on Carnosaur, 12 x Saurus Warriors
Set up:
We didnt use any objectives or any new terrain rules (in hindsight I think I would have benefited from objectives).
He won the dice roll so finished setting up first and made me go first.

Turn 1:
I declare Saurian savagery on the knights, shuffle both them and the carno forward 5" towards his blood warriors and slaughter priest. The warrors strike out towards the bloodcrushers.
*I did low movement assuming he might get a double turn, so keeping me out of his charge range but setting myself up for a turn 2 charge. The warriors i wanted to use to keep the blood crushers out of the fight while i dealt with his priest and warriors.
He shuffles forward, not being too ambitious. Spots that the carno may be gunning for his warriors but not much he can do. Moves bloodcrushers forward.
Turn 2:
He seizes the initiative and fires off a prayer at my carno which doesnt do anything. He stays still with everything (im still outside of maximum movement plus charge range). Puts a spell on his blood warriors allowing them to re roll wounds til next hero phase.
My turn 2. I use the Reform Ranks ability from the starter set warscroll battalion to jump both the Knights and Warriors forward 5" then reform around their new lynchpin. I then move everything forward max distance. The knights are 3" away from the blood warriors and the carno is 5" away from the other end of warrior group. The Saurus Warriors are 8" away from the Bloodcrushers.
Charge phase - pay attention.....
The Saurus Knights roll a double 1 on their charge, the only roll that they could possible fail the charge on. So they sit there. The carno then also fails his charge (by 1"). The Saurus Warriors make theirs (8"). My opponent breathes an audible sigh of relief, I gnash my teeth!
Turn 3
He seizes the iniative, charges his blood warriors and slaughter priest into the knights. He goes first with them, re rolling wounds and kills 4. Not too bad considering. His bloodcrushers do a wound to my warriors and they do a wound back (hurrah!). Tar pitted.
I charge with my carnosaur and go first with it, doing 8 unsaved wounds. He loses 4 guys, looks upset. I jig the knights out of combat with the Reform Ranks battalion skill and charge them in. They do another two wounds, he is down to 3 warriors and the slaughterpriest. He attacks the carnosaur with everything, and does quite well putting 5 unsaved wounds on it, mainly with his slaughterpriest. The warriors and bloodcrushers plink each other more.
Turn 4
I seize, attack with the knights and carnosaur, finishing off the warriors but they get a mortal wound thing that hurts me when he dies, plus the slaughterpriest the carno gets 4 wounds in return and the knights are down to two. The warrios v the bloodcrushers finally succumb but the crushers have lost 7 wounds total so charge with both remaining models into the rear of the carno, killing it.
The knights narrowly avoid killing his slaughterpriest then succumb to further attacks.
Summary:
Well. What a different game that would have been if I had made my (very easy) charges in turn 2. I suspect I would have wiped the warriors and punished the priest and been able to leap over to finish the bloodcrushers.
As it was, it turned into an extended combat which favoured his armour saves. With some objectives, I would have jumped the knights out of combat and zoomed them off to seize a location or whatever.
Im fairly happy with my approach. I think in hindsight I should have put the carno and knights against the blood crushers as they are only 15 wounds in total so marginally easier to kill than the blood warriors and not as many attacks back.