Skink
Leo Finighan
New Member
- Messages
- 10
- Likes Received
- 8
- Trophy Points
- 3
The List
Allegiance: Seraphon
Mortal Realm: Ghur
Leaders
Slann Starmaster (260)
- General
- Trait: Arcane Might
- Artefact: Gryph-feather Charm
Saurus Eternity Warden (140)
- Artefact: Gryph-feather Charm
Battleline
10 x Saurus Guard (180)
5 x Saurus Guard (90)
5 x Saurus Guard (90)
Battalions
Eternal Starhost (150)
Endless Spells
Emerald Lifeswarm (60)
Total: 970 / 1000
Extra Command Points: 1
Allies: 0 / 200
Wounds: 34
The Battle
First off: the Eternal Starhost is foul. Sickeningly foul. Put a Mystic Shield on your largest unit of Guard, and you have a -1 rend 3-attack-each unit that has a 2+ save, rerolling 1s. Any mortal wounds that go through are counteracted by the Emerald Lifeswarm - but the Dispossessed have little in the way of mortal wounds at any rate.
Our battle lasted 3 rounds, and ended early when it became obvious that I was going to win.
It was an objective game; we each started with two stationary objectives. Controlling your own: +1 per objective at the end of the round. Controlling an opponent's: +3 per opponent's objective.
I started as far into the middle of the board as I could; I wanted my Guard in fast and I wanted them hitting as soon as possible. Kept my Slann at the back in case the fight went south and I'd need to rely on summoning. I lucked out with a 6 for the constellation; re-roll hit rolls of 1 across my entire army. The Gryph-feather Charm kept my Eternity Warden alive, which meant my Guard got to add 2 to their saves, and got an additional attack.
In addition, when the two battlelines clashed, my Guard's weapon damage increased to 1d3 damage per wound. To put that into perspective, 1 unit of 5 Guard attacked 16 times (with the leader). 3+ to hit, re-rolling 1s, then 3+ to wound. -1 rend, and d3 damage per wound.
He simply could not outmatch me in the melee. HOWEVER. I don't know if this is a homebrew or if it is official, but we usually roll to see who starts set-up, and once set-up is complete, we roll to see who goes first. I have read that it is actually whoever finishes set-up first that goes first, but can't find the RAW on this. Where is it?
Anyway, I won because I was able to go first. My Guard charged forward, using my bonus Command Point to ensure a successful charge. The Dwarves were locked into combat and from then on it was a matter of out-hitting and out-saving them, while my Slann racked up summoning points.
There was one risky moment during the game; his lord had an ability that allowed him, once per game, to teleport himself and a friendly unit, ending up more than 9" away from any enemies. So, to preemptively block this, I dropped a few summoning points on two Razordons, creating a screen around my Slann so that he wouldn't get assassinated; if he somehow manoeuvred through the Razordons to charge my Slann, he would immediately be peppered by the Razordon's ability. I know that strategically Skinks would have been cheaper than Razordons and more useful as a screen, but I had never played Razordons before and just wanted to see what they were like
At the end of the game I felt bad - it almost felt like dirty playing, with the Eternal Starhost. With Mystic Shield, the only way I'd lose a Guard to normal wounds is by rolling two 1s in a row. Unless I'm missing something in the rules?
Allegiance: Seraphon
Mortal Realm: Ghur
Leaders
Slann Starmaster (260)
- General
- Trait: Arcane Might
- Artefact: Gryph-feather Charm
Saurus Eternity Warden (140)
- Artefact: Gryph-feather Charm
Battleline
10 x Saurus Guard (180)
5 x Saurus Guard (90)
5 x Saurus Guard (90)
Battalions
Eternal Starhost (150)
Endless Spells
Emerald Lifeswarm (60)
Total: 970 / 1000
Extra Command Points: 1
Allies: 0 / 200
Wounds: 34
The Battle
First off: the Eternal Starhost is foul. Sickeningly foul. Put a Mystic Shield on your largest unit of Guard, and you have a -1 rend 3-attack-each unit that has a 2+ save, rerolling 1s. Any mortal wounds that go through are counteracted by the Emerald Lifeswarm - but the Dispossessed have little in the way of mortal wounds at any rate.
Our battle lasted 3 rounds, and ended early when it became obvious that I was going to win.
It was an objective game; we each started with two stationary objectives. Controlling your own: +1 per objective at the end of the round. Controlling an opponent's: +3 per opponent's objective.
I started as far into the middle of the board as I could; I wanted my Guard in fast and I wanted them hitting as soon as possible. Kept my Slann at the back in case the fight went south and I'd need to rely on summoning. I lucked out with a 6 for the constellation; re-roll hit rolls of 1 across my entire army. The Gryph-feather Charm kept my Eternity Warden alive, which meant my Guard got to add 2 to their saves, and got an additional attack.
In addition, when the two battlelines clashed, my Guard's weapon damage increased to 1d3 damage per wound. To put that into perspective, 1 unit of 5 Guard attacked 16 times (with the leader). 3+ to hit, re-rolling 1s, then 3+ to wound. -1 rend, and d3 damage per wound.
He simply could not outmatch me in the melee. HOWEVER. I don't know if this is a homebrew or if it is official, but we usually roll to see who starts set-up, and once set-up is complete, we roll to see who goes first. I have read that it is actually whoever finishes set-up first that goes first, but can't find the RAW on this. Where is it?
Anyway, I won because I was able to go first. My Guard charged forward, using my bonus Command Point to ensure a successful charge. The Dwarves were locked into combat and from then on it was a matter of out-hitting and out-saving them, while my Slann racked up summoning points.
There was one risky moment during the game; his lord had an ability that allowed him, once per game, to teleport himself and a friendly unit, ending up more than 9" away from any enemies. So, to preemptively block this, I dropped a few summoning points on two Razordons, creating a screen around my Slann so that he wouldn't get assassinated; if he somehow manoeuvred through the Razordons to charge my Slann, he would immediately be peppered by the Razordon's ability. I know that strategically Skinks would have been cheaper than Razordons and more useful as a screen, but I had never played Razordons before and just wanted to see what they were like
At the end of the game I felt bad - it almost felt like dirty playing, with the Eternal Starhost. With Mystic Shield, the only way I'd lose a Guard to normal wounds is by rolling two 1s in a row. Unless I'm missing something in the rules?