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AoS Stürmer's Battle Reports

Well if you theoretically get a large globe of them, then say a starpriest and priest...
That could be pretty interesting to watch and probably could deal good damage for the cheap.
 
Well if you theoretically get a large globe of them, then say a starpriest and priest...
That could be pretty interesting to watch and probably could deal good damage for the cheap.
By the time you have enough skinks for the skinks to become a viable source of damage you also have so many skinks you've covered the board, so don't bother :P

More seriously; a blob of 40 skinks with all our available re-rolls is still only going to force like 10-ish saves with no rend per round of shooting. Basicly anything else will be more cost-efficient if you want to deal damage.
 
Ecalation leagues frequently only require the same allegiance. This so players don't have to include something like a Slann at 500 MPP in order to have the same general through out the league.
 
Ecalation leagues frequently only require the same allegiance. This so players don't have to include something like a Slann at 500 MPP in order to have the same general through out the league.
eh makes sense I guess, though feels weird to change half your army from game to game. Would expect some limitations beyond allegiance.
 
eh makes sense I guess, though feels weird to change half your army from game to game. Would expect some limitations beyond allegiance.

It's about what the event organizers and participants want. Escalation Leagues are frequently put on by stores and clubs to help new players ease into the game while encouraging painting and thoughtful collection growth. You don't generally see many players with a large collection of their particular army join them.

Esca Leagues are also great for helping newer players learn what units they want to include in their army as they progress. Experienced players that participate in the league often help direct the newer players select their next units. This often leads to less buyer's remorse.

I will occasionally join an escalation league as a ringer or buy in order to help an LGS or our Warhammer club fill a spot. I always stick to the expanding the same list for myself just to give the people with small collections, who the events are actually marketed towards, a fairer game. It also gives me a chance to dust off my Slave to Darkness which are pretty much unplayable in the tournament scene. At least as Allegiance S2D.
 
As a pure introduction for new players to build up from very small games to more complex ones it's fine I guess. I'm just used to them not being used that way, but more as an excuse to start building a (new) army and if you'd allow people to completly overhaul their army each time you'd get nasty surprises like someone starting with an army heavy on say, cavalry, and then switching everything out for artillery once he sees that'd be more effective in this particular meta. Hence my suprise, I'd personally expect a rule like " at least 75% of your army needs to carry over each game" or some such to prevent sweeping changes in playstyle.
 
Honestly, I wanted to stick to simply building up an army as @Canas was describing, but the prime reason I didn't was because I was playing Gwendar's FEC and at 500 & 750 we didn't play objectives. That largely dictated my lists. No one in the league is keeping to this idea though, so I'm not going to handicap myself into it now, since we're already at 1000 MPP. Someday, I think it would be interesting, however.
 
Escalation League
1000 MPP in Hysh, Game 1
Seraphon vs Disciples of Tzeentch

Allegiance: Seraphon
Mortal Realm: Ulgu

Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer


Skink Starpriest (80)
- Artefact: Spellmirror

Battleline
10 x Skinks (60)
- Boltspitters & Star Bucklers

10 x Skinks (60)
- Boltspitters & Star Bucklers

Units
4 x Razordons (160)
6 x Ripperdactyl Riders (280)

Endless Spells
Balewind Vortex (40)
Chronomantic Cogs (60)

Total: 1000 / 1000
Extra Command Points: 0
Allies: 0 / 200
Wounds: 61
Allegiance: Tzeentch

Leaders
Gaunt Summoner and Chaos Familiars (180)
- General
- Trait: Arcane Sacrifice
- Lore of Fate: Bolt of Tzeentch

Ogroid Thaumaturge (180)
- Artefact: Wicked Shard
- Lore of Fate: Infusion Arcanum


Battleline
1 x Burning Chariots of Tzeentch (160)
10 x Kairic Acolytes (80)
10 x Pink Horrors of Tzeentch (200)
- Lore of Change: Fold Reality

Behemoths
Mutalith Vortex Beast (200)

Total: 1000 / 1000
Extra Command Points: 0
Allies: 0 / 200
Wounds: 51

In this battle, I faced off against my familiar Tzeentch opponent. We picked Battle for the Pass and I won the deployment roll. As we both had 6 drops, I was able to finish first and opted to go first. I rolled a 5 for the Constellation: Sage's Staff for Re-Roll Hit rolls of 1.
Deployment.jpg

Seraphon T1: I cast Cogs and slowed down time, but failed Balewind. Summon Starlight and Serpent Staff on Razordons. Accrued 10 CCP. I teleported my far right unit of Skinks to the left objective. In movement, I flew the Rippers up to gain the right objective and hoped for a good charge roll. Middle Skinks and Razordons advanced to cement control of my objective and get range for shooting in subsequent turns. I failed the charge on the Rippers and opted not to re-roll it with CP. RIP Rippers I had 4 Skinks in range of his Acolytes for shooting, but forgot to shoot them, but wasn't too upset as it was 4 shots. 5-0 Seraphon.
Seraphon T1 EoM.jpg

Tzeentch T1: I managed to unbind 3 of his 4 casts, so that was exciting. He got off Mystic Shield on the the Vortex Beast. The Vortex Beast's ability inflicted 3 wounds. His Acolytes and Ogroid moved up to contest the left objective. The Vortex Beast moved up into charge range. In shooting, the Chariot managed 2 more wounds. My left unit of Skinks took fire from Acolytes and Pinks and lost 3. The Vortex Beast made its charge, but Acolytes failed. In combat, the Vortex Beast inflicted 5 more wounds. 5-1 Seraphon

Tzeentch T2: Tzeentch won priority. Definitely not good and I shortly considered conceding, but abandoned those thoughts and waited to see what happened so I could attempt a comeback.
I didn't manage to unbind any spells this round and 1 or 2 offensive spells went into the Rippers and 1 went into my left Skinks. Vortex Beast's ability finished off the Rippers, giving him control of the right objective. Again, NOT GOOD. The Vortex Beast was now free to advance and did so towards my middle Skinks. Acolytes and Ogroid continued their advance and gained control of the left objective. Shooting saw my left unit of Skinks melt and 6 of the middle skinks die. The Vortex Beast charged the Razordons and I failed their Instinctive Defense. Ensuing combat here inflicted 2 wounds on the Razordons and 4 wounds to the Vortex Beast. 5-6 Tzeentch

Seraphon T2: I successfully cast Balewind and left Cogs on +1 spell casts, gaining 13 CCP (I just realized during the game I made an error: I forgot to subtract the 1 cast for the Balewind and gave myself 16 CCP). I attempted to cast the Realm Spell Banishment, with a Cast Value of 8, to throw the Vortex Beast back, but failed. I teleported my Slann and 4 remaining Skinks to the right objective, gaining control. Couldn't move anything, but brought in 3x Ripper, a Sally, and 3x Handlers (again, due the the previous mentioned mistake). Shooting into the Vortex Beast with Razordons, inflicted two more wounds. The Salamander shot into the Chariot and got a 6 on the damage roll. Chariot gone! In Combat, the Razordons did inflict more damage on the Vortex Beast, but lost two models. 8-6 Seraphon

Seraphon T2 EoC.jpg


Seraphon T3: The pendulum has swung back! I again attempt Banishment with the Starpriest and again fail it. I don't recall if I failed both LoSaT rolls or forgot them, but the Slann stayed put. He's back up to 15 CCP. (The more I look at the T3 pic, I think I just forgot to use LoSaT) The Skink Priest got the additional cast and used it on Summon Starlight. I rolled an 11, but Tzeentch used two 6s from their destiny dice to unbind. I moved the summoned Rippers towards the Vortex Beast, incase the Razordons couldn't finish him off, but this proved unnecessary as the Razordons shot him off the board. 11-6 Seraphon
Seraphon T3 EoM.jpg


Tzeentch T3: I'm having a bit of writer's block here, but I know Tzeentch forgot to summon at end of movement. I believe they failed 3 or 4 spells as well, so not a great turn other than maintaining control of the left objective. I do think he killed a model in the summoned Rippers, but the other shooting whiffed. 11-9 Seraphon

Seraphon T4: The Slann teleports back and controls the Cogs, giving 16 CCP for a total of 31. I cast Summon Starlight on the remaining Razordons and refresh Serpent Staff (I've been keeping this ability on them the whole game). I move the two remaining Rippers to attempt a charge into the Acolytes, reposition the three units around the right objective, and move up the Razordons to also shoot at the Acolytes. EoM I summon in a Bastiladon. In shooting I'm able to remove 5 of the 10 Acolytes, but then fail the charge on the Ripperdactyls and the Command Point re-roll charge. 14-9 Seraphon
Seraphon T4 EoS.jpg


Tzeentch T4: Hero phase wasn't particularly effective this turn. He gained more Blue Horror points from sacrificing Pinks, which comes from the Gaunt Summoners chosen Trait. Movement saw the Acolytes move up to charge my Rippers and he summoned a unit of 10 Blues to accompany the Ogroid and keep control of the left objective and another unit of 10 Blues to contest the right objective. Both units of Blues and the Acolytes and some Pinks are able to shoot, killing 1 Handler and 4 Skinks on the right objective and wounding the Rippers. The Acolytes make their charge, as do the right unit of Blues. In combat, the Acolytes manage to kill a Ripper and inflict 2 wounds onto the last one. The Blues kill another Handler, but don't damage the Sally. My strike back kills 3 Acolytes and 2 Blues. 14-14 tie

Seraphon T5: The Slann continues conjuring, accruing 16 + 3 left over. Starpriest teleported to the right side of the board and I teleported the remaining Ripper out of combat and over near the left objective. I once again attempted Banishment, this time on the Blues controlling the right objective, and failed... again. I move the Bastiladon it's 5" and then summon in a unit of Skinks and 3 more Rippers. The Razordons are able to kill off the remaining Acolytes in shooting, and the Bastiladon manages 3 wounds into the Blues on the left objective. Tzeentch removed the three closest Blues to the objective which left my lone Ripper with 2 wounds the only model within 6" and I gained control of it. 17-14 Seraphon
Seraphon T5 EoM.jpg


Tzeentch T5: All that really matters here is that he moved the Ogroid and remaining 7 Blues onto the left objective, cementing his win. 17-19 Tzeentch. Humorously, we lost track of the rounds and ended up playing into turn 6, thinking it was turn 5.

Post Battle Analysis

Obvious mistakes: I gave myself too much CCP from my turn 2 onward. Had I calculated it correctly I would have summoned in a unit of 10 Skinks and 2 Razordons to guard the right objective, leaving me with 5 CCP. Also, completely forgetting LoSaT on my double turn and not returning the Slann within range of the Cogs was huge. It would have changed the entire rest of how I played the game. Summoning in the Bastiladon should not have been possible and even if I could have, it was a bad call, as I needed bodies to try and take the left objective to attempt turning the tide.

On a positive note, I definitely feel more confident using LoSaT on the Slann to get around the board and summon in units in strategic locations. Great Rememberer really aids in this and if I roll like I did on LoSaT in this game, teleporting two units is just so strong. Also, the escalation league is incentivizing me to paint! I've gotten a Starpriest painted and 5x Knights, the Carnosaur, and 4x Razordons are in the works.
 
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Allegiance: Seraphon
Mortal Realm: Ulgu

Leaders
Slann Starmaster(260)
-General
-Trait: Great Rememberer
-Artefact: Doppelganger Cloak

Skink Starpriest(80)

Battleline
10 x Skinks(60)
-Boltspitters & Star Bucklers
10 x Skinks(60)
-Boltspitters & Star Bucklers

Units
6 x Ripperdactyl Riders(280)
4 x Razordons(160)

Endless Spells
Balewind Vortex(40)
Chronomantic Cogs(60)

Total:1000 / 1000
Extra Command Points:0
Allies:0 / 200
Wounds:61
Allegiance: Flesh Eater Courts
- Grand Court: Court of Delusion - The Feast Day
Mortal Realm: Ghur

Leaders
Abhorrant Archregent(200)
-General
-Trait: Dark Wizardy
-Lore of Madness: Spectral Host

Abhorrant Ghoul King on Royal Terrorgheist(400)
-Artefact: Gryph-feather Charm
-Lore of Madness: Blood Feast
-Mount Trait: Gruesome Bite


Battleline
20 x Crypt Ghouls(200)
10 x Crypt Ghouls(100)

Endless Spells
Chalice of Ushoran(40)

Total:940 / 1000
Extra Command Points:1
Allies:0 / 200
Wounds:51

Well, unfortunately @LizardWizard #youwereright. This report will be short :rolleyes:

Escalation League
1000 MPP in Hysh, Game 2
Seraphon vs Flesh Eater Courts

Played Gwendar's FEC again. I knew I was at a disadvantage from the start, as I had 6 drops to his 4. My hope was I'd be able to screen enough to make it to T2 and pull some shenanigans out to win on VP. Obviously, he opted to go first. I rolled a 4 on the Constellation for Sage's Staff.
IMG_20190523_133803.jpg

T1 FEC: He casts three spells: the FEC ES (which I unbound) and Unholy Vitality and Spectral Host, both on the AGKoRT. I wasn't able to unbind either. This gave the unit an additional 5+ FNP save (it already has a natural 4+ and 6+ FNP from the army), plus it allowed it to run and charge. He summoned in 3 Flayers and a Vargulf on my left side, 9" away from the Skinks guarding the objective. The AGKoRT gets a 19" run (14" natural, +1 from Gryph-feather, a roll of 4)... and trolls an 11 on the charge... Since the unit can fly, this places him squarely in my backline, in combat with the Starpriest, Rippers, and Slann. The summoned units fail their charges, but that's irrelevant. In Combat, I used the Doppleganger Cloak to keep my Slann alive, but the AGKoRT took 17 of the 18 wounds in the Rippers, 2 wounds into the Starpriest, and 7 wounds into the Skinks. 26 wounds across three units without any combat buffs... I managed to win both Battleshock rolls, but I knew my options for progressing past T1 were limited. 2-0 FEC
IMG_20190523_140201.jpg

T1 Seraphon: I successfully cast Cogs and Balewind, teleport out the Slann 21" away from the AGKoRT and then fail the second LoSaT. I then retreat and run the Starpriest, arrange the Skinks guarding the left objective to better guard the Slann, and position the 4x Razordons to fire into the AGKoRT. End of movement I summon in another unit of Skinks to screen the Razordons and one Sally behind my left Skink screen. In combat, the AGKoRT is -1 to be bit, thanks to Gryph-feather charm. I manage 10 wound rolls out of 35 hit rolls from the Razordons, but only 2 actually make it through. The long Ripper inflicted a wound in his retaliation, but failed all melee attacks. In total, I only managed 3 wounds into a 14 wound model. Then the AGKoRT retaliates and does 12 MW to the 3 Skinks left and 3 wounds to the Ripper left with 1 wound. 2-1 FEC
IMG_20190523_142400.jpg

Roll for T2 priority: we both roll a 4, which means it goes to Gwendar. I concede at this point, because I know between the AGKoRT, 3x Flayers, and a Vargulf, my army is not long for the game and he's already ahead on VP.

Post Battle Analysis

So, the only thing I think I could have done differently would have been to deploy everything along my board edge, with just the Skinks out in front on the objectives in hopes that I could hold onto at least 1 so I didn't go into T2 at a possible 4-0. Had I done that, however, I doubt he would have come within charge range of the Rippers, as he knows what they could potentially do, though without rend, even volume of attacks has a hard time against 4+, 6+, and 5+ saves. Shadowstrike might also have helped, but again, Gwedar rarely makes mistakes that really allow me to utilize Shadowstrike on T1. I think it's safe to say that a Terrorgeist at 1K is equally, if not more, dangerous then Shadowstrike.
 
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Honestly, without patting myself on the back too much, I think this is the best game I have played to date.

Nice battle, indeed… especially given that this was your first game against an unknown army.
of course, 6 rippers at 750 pts are pretty strong.


Gwedar rarely makes mistakes that really allow me to utilize Shadowstrike on T1. I think it's safe to say that a Terrorgeist at 1K is equally, if not more, dangerous then Shadowstrike.

Yep, you're right… at 1000 a TG is a beast.
But i should stay silent… I tend to play an EotG at 1000. :p
 
Terrorgheists are scary. Cool report but that was some pretty terrifying events that went down
 
Terrorgheists are scary. Cool report but that was some pretty terrifying events that went down

Yes. He played this same list against Khorne tonight. The Khorne list had a Bloodthirster and the TG was able to nearly one shot it. Then he got a double turn and murdered the Khorne army.
 
Yes. He played this same list against Khorne tonight. The Khorne list had a Bloodthirster and the TG was able to nearly one shot it. Then he got a double turn and murdered the Khorne army.

And against Khorne the TG cannot even exploit its ranged weapon!
 
Escalation League
1000 MPP in Hysh, Game 3
Seraphon vs Fyreslayers

Allegiance: Seraphon
Mortal Realm: Ulgu


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

Skink Starpriest (80)

Battleline
10x Skinks (60)
- Boltspitters & Star Bucklers
10x Skinks (60)
- Boltspitters & Star Bucklers

Units
4x Razordons (160)
6x Ripperdactyl Riders (280)

Endless Spells
Chronomantic Cogs (60)
Balewind Vortex (40)

Total: 1000 / 1000
Extra Command Points: 0
Wounds: 61
Allegiance: Fyreslayers
- Lodge: Hermdar

Leaders
Auric Runefather
(100)
- General
Battlesmith (140)
Grimwrath Berzerker (100)

Battleline
10 x Hearthguard Berzerkers
(240)
- Poleaxes
10 x Hearthguard Berzerkers (240)
- Poleaxes
10 x Vulkite Berzerkers (160)
- Pairs of Handaxes

Total: 980 / 2000
Extra Command Points: 20
Allies: 0 / 400
Wounds: 77

First time playing Fyreslayers! We used Open War cards and ended up with the King Slayer Objective, the deployment that starts at 12” on the 4’ board edge and then goes at a diagonal to the center of the board, giving a basic “house” shape zone. The Twist card was +1 attacks to all melee weapons. My Ruse was not having to take battleshock. The Realm Feature was -1 to hit rolls made for attacks that target units in cover.

Deployment:
I won the priority roll and had less drops. We discussed each other’s armies a bit and I deployed conservatively, because I wanted him to advance and perhaps give me a good opportunity to LoSaT Rippers behind him. He deployed to the edge of his zone. I allowed him to go first.
IMG_20190524_195720.jpg

T1 Fyreslayers: So, I found out real quick that I should have taken first turn or deployed further back. I don’t know the army for the specific abilities, but apparently on his turn one Fyreslayers can move absurdly far up the field. Unfortunately, I mis-measured and he was able to get his entire army into combat with mine. I did manage to get off Instinctive Defense and take out 4 of 10 Vulkite. Unfortunately, the Hearthguard wiped my Ripperdactyls. One unit of Skinks used Wary Fighter to escape combat, and the other unit lost 6, but I removed them so the remaining 4 would still screen. I was able to pile-in the Razordons so they were outside the 3” reach of one of his heros and killed 1 more Vulkite. At this point, he’s already killed 24 wounds, which is what the objective card scores on.

T1 Seraphon: He has no unbind and I have Sage’s Staff, so I get both Cogs and Balewind. Serpent’s Staff is applied to the Razordons. 1st LoSaT gets the Slann 21” behind his army on the right. Unfortunately, the 2nd LoSaT failed and the Razordons were stuck in combat. Blot Toad was placed between his units of Vulkites and one unit of Hearthguard. I moved the Starpriest and retreated Skinks further away from his army and then summoned in a unit of 3x Rippers. Skinks shooting did nothing, but Razordons killed 1 more Vulkite. I fought with the Rippers first, but rolled poorly on everything, including the D3 Vicious Beak attacks, only managing two wounds, killing one Hearthguard. After all combat was resolved, I lost the remaining 4 Skinks of one unit, 1 Razordon, and the 3x summoned Rippers. I did manage to kill one more Vulkite, bringing the total to 7. Fyreslayers are now up to 40 wounds and I’ve only managed 9. :eek:
IMG_20190524_204156.jpg

We roll for priority for T2 and Fyreslayers get a 5 to my 4. I conceded at this point, as it’s obvious I will not be able to make up the difference in wounds inflicted/taken.

Post-game analysis:

I did not roll well overall. The Razordons managed 10 wounds, but his Save rolls were on point the whole game, so even wounds rolls I managed weren’t making it through. It also didn’t help that we didn’t play an objective game. I know now that if I want Fyreslayers to go first, I need to deploy further back than I think is safe! It was a good learning experience. Hopefully, next time I play his army I’ll deploy in such a fashion so that his 1st turn charges are wasted on Skinks and not on more important units.
 
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Escalation League
1000 MPP in Hysh, Game 4
Seraphon vs Blades of Khorne
Allegiance: Seraphon
Mortal Realm: Aqshy


Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Ignax’s Scales

Skink Starpriest (80)

Battleline
10x Skinks (60)
- Boltspitters & Star Bucklers
10x Skinks (60)
- Boltspitters & Star Bucklers

Units
4x Razordons (160)
6x Ripperdactyl Riders (280)

Endless Spells
Chronomantic Cogs (60)
Balewind Vortex (40)

Total: 1000 / 1000
Extra Command Points: 0
Wounds: 61
Allegiance: Khorne

Leaders
Bloodthirster of Insensate Rage
(280)
- General
Bloodsecrator (140)
Slaughterpriest (100)
Slaughterpriest (100)

Battleline
10 x Bloodreavers
(70)
- Reaver Blades
10 x Bloodreavers (70)
- Reaver Blades
5 x Flesh Hounds (100)

Endless Spells
Bleeding Icon
(60)
Wrath-Axe (60)

Total: 980 / 1000
Extra Command Points: 0
Allies: 0 / 200
Wounds: 61

First time playing Khorne! We used Open War cards and ended up with the Invasion Objective. There are two objectives, one in each territory and whoever controls both objectives by the end of their opponents turn wins the match. Deployment was only 8” up. Twist was +1 attacks to all melee attacks. The Realm Feature was Speed of Light: at the start of the Movement Phase, on a 6+, one friendly unit could be removed from the battlefield and set up anywhere that is 9” away from the enemy.

Deployment:
I won the priority roll. We had equal drops so I would get to go first. We discussed each other’s armies a bit and I deployed my Skinks and the Razordons in the middle of my zone, with Ripper to the right and Slann and Starpriest to the right. He placed a unit of Bloodreavers on his objective, but it seemed as though he intended to advance most of the rest of his army. I elected for him to go first. He set out the Khorne Altar and I rolled Sage’s Staff for my Constellation.

T1 Khorne: He got prayers off and summoned the two Judgements of Khorne he brought. He advanced all units except the unit of Bloodreavers guarding his objective. I wasn’t two worried about the judgements, as I intended to keep my distance from them and the debuffs for spell casting weren’t too threatening, as only the Starpriest would be casting.
IMG_20190524_173016.jpg

T1 Seraphon: I measured around the Bloodreavers on his objective and found he’d left me just enough space to teleport in the Rippers. I cast Cogs and Balewind and banked the rest of the Slann’s spells for 13 CCP. Blot Toad was placed in the middle of the afore mentioned Bloodreavers. The LoSaT roll was a 5! Movement and Charge on the Rippers! The 2nd LoSaT also went off and I moved a unit of Skinks to road block his Flesh Hounds and Bloodthirster. In movement, I advanced the other unit of Skinks and Razordons, being sure to keep a 3” gap for Instinctive Defense. The Rippers moved outside 3” of the Bloodreavers. The Teleported Skinks shot into the Flesh Wounds and managed to kill one (2 wounds)! The Rippers charged into the Bloodreavers and I did the Vicious Beaks attacks. IIRC, I ended up with 42 wound rolls. I rolled the first 21 and 20 were 4+. He wasn’t able to save more than 10, so the unit was gone.
IMG_20190524_174809.jpg

We initially misread the Objective conditions and thought I had won on T1… which felt really crappy. Then re-reading showed I had to control it at the end of my opponents turn. So on to T2! Priority went to Khorne.

T2 Khorne: Both Judgements dissipated, and he re-summoned them to deal with my Rippers. They inflicted several mortal wounds and then he moved his Bloodsecrator and Slaughterpriests to assist in dispatching the remaining Rippers. He moved his Flesh Hounds and Bloodthirster towards my Skink roadblock. His charges were all successful. The Bloodthirster fights first and manages 2 wound rolls of 6, immediately dealing 12 mortal wounds. Goodbye Skinks. I managed to kill one of his Slaughterpriests and his Bloodsecrator was able to pile in and finish of the Rippers.

T2 Seraphon: I cast Summon Starlight on the Razordons, and bank 16 CCP on the Slann for 29 total. LoSaT goes off and I move the Slann into Khorne’s zone. The 2nd LoSaT goes unused. I shift the remaining Skinks and Razordons back to better cover my objective and make it more difficult for the Flesh Hounds to capture my objective (my hope is the Bloodthirster will be distracted by the units I’m going to summon in). I summon in a unit of Skinks, Rippers, and a Salamander. The Summoned Skinks shoot into his 2nd unit of Bloodreavers and deal 1 wound. None of the rest of my shooting is in range. I fail the charge on the Rippers, so I’m hoping for a double turn… AND I GET IT!.
IMG_20190524_182931.jpg

T3 Seraphon: Summon Starlight on the Razordons, Slann banks spells for 13 CCP (not in range of the Cogs). 1st LoSaT fails, but the 2nd gets the Slann towards Khorne’s objective, but outside direct threat range. I move the Skinks into a block, the Rippers within charge range of the Bloodreavers, and the Sally within range of the Bloodthirster. I then summoned in a unit of Knights and a Salamander. The Salamander wasn’t going to be able to move or shoot, so I kept it back, but put the Knights within charge range. The Skinks shot into the Bloodreavers but missed everything. I forgot to shoot with the Sally. Rippers charged and I had to roll the Knights charge twice, but they did make it. I attacked with the Rippers first, but the Bloodreavers are outside the Blot Toads influence. Even so, I manage to murder the unit. He attacks my Knights next, but only kills one. The Knights in turn whiff all their attacks. His Bloodsecrator is able pile into the Rippers and does 2 wounds.
IMG_20190524_184849.jpg

T3 Khorne: The prayers dissipated at the end of last round, but he can only summon one now. He brings back the Wrath Axe and slams it into my Knights and also the 2nd summoned Salamander. The Salamander dies and deveral mortal wounds are inflicted on the Knights. His Bloodthirster has definitely noticed the action behind him and comes into the fray, heading straight for the Rippers. He moves the Flesh Hounds atop the plateau blocking my objective. The Bloodthirster is able to charge into my 3 Rippers and has no problem dispatching them. I think I may have managed some wounds on the Bloodsecrator, but he is then able to kill my remaining Knights.

T4 Seraphon: I cast the Realm Spell Vengeful Illumination on the Flesh Hounds threatening my objective, granting +1 to Hit rolls for Missile weapons. The Slann banks 13 CCP, but I leave him in place intending to drop more units to help secure Khorne’s objective at the end of his turn 4. I move the Razordons within 6” of the Flesh Hounds, run the Skinks in Khorne’s zone 11” along the edge of the battlefield, and move up the 1st Salamander to within range of the Bloodthirster. The Razordons get 35 attacks and I roll the first 20, dealing 7 wounds. The other 15 attacks easily take care of the last wound of the unit. The Salamander makes its hit and wound rolls and gets 6 wounds + 2 more from It Burns! Yes… I forgot to summon! Nothing is range for combat, and there are no Battleshock tests to take.

T4 Khorne: The Wrath Axe didn’t dissipate, but it does move to chop on my Slann. Ignax’s Scales allows only 3 of 7 Mortal Wounds through. The Bloodthirster moves in for the kill and his remaining Slaughterpriest and the Bloodsecrator move to fight the Skinks. The Bloodthirster makes its charge and only manages 1 wound, which I save. I fight back with the Slann (dumb) and manage 3 wounds, leaving the Bloodthirster with only 3! The Slann rarely sees combat and that was impressive performance. One of the models in combat with the Skinks manages 2 wounds, but then they Wary Fighter away, but keep control of his objective. MAJOR VICTORY for Seraphon!!
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Post-game analysis:

I LOVE bamfing the Slann around the board, dropping off units, and causing mayhem. I defeinitely think I’m getting better at it and I think my opponents are typically befuddled by it, which makes it that much more fun. Additionally, I feel like the army and units’ abilities are coming more naturally to me. I do have a cheat sheet but don’t reference it too often and the warscroll cards are primarly there to remind me what the attacks Hit and Wound on.

This was not an easy battle and it could have been much more difficult had Khorne used some of the 9 or 10 Blood Tithe points he accrued. I kept pressure in his zone, so he really never posed much threat to my objective, which definitely help to set the tempo of the battle. Getting a double turn going into T3 was huge as well. I’m honestly tempted to play for that double turn more than the end of T1.

The Wrath Axe was very likely his MVP as it did most of the damage to my army. The Bleeding Icon was largely ineffectual, and the Altar isn’t really a threat to Seraphon currently, as Starpriest can easily stay away from it and the Slann isn’t casting anyway. Overall, a good game and I learned another army’s abilities and playstyle.
 
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I think the fyreslayers also lucked out massivly with that twist. They already have a massive advantage in melee over you, with +1 attacks they'l just outright murder everything you can throw at him (as shown in this match). The charge was a bit surprising though I guess.

It also shows the weakness of your list. Your rippers and razordons are the only ones capable of doing anything. So if someone manages to get to them and wipe them out turn one you're completly screwed.


Versus khorne: why didn't you dump starlight on his bloodthirster? Also, I feel like using more realmspells might be a good idea. Especially in this game as there was noone in range for unbinding & as long as you can avoid the debuff from the shrine you'd be casting quite reliably. And a couple of damage dealing spells, or buffing spells, could go a long way when you have complete magical dominance anyway. Admittadly you banked most of it for summoning, and to an extent that was needed given how quickly the bloodthirster chewed through your units. But a couple of good spellhits might've taken him down earlier.

As for your slann doing a decent chunk of damage. He does actually have a vaguely decent weaponprofile. It's just that it's far too risky to use it half the time. Kroak is even weirder in that aspect. With 2D6/3+/3+/-1/1 attacks a 4+ save, and his dead for unnumerable ages rule (not to mention his casting centering around him further encouraging him to get into the thick of it) he looks like he should be fairly capable in melee, but it's just not worth the risk.

Also, does noone paint at your tournament? I swear like half the armies we see are gray :p
 
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