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AoS Upcoming local 2K Tournament Advice

Ripperdactyl

Wilhelm Stürmer

Well-Known Member
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So this is a new adventure for me, as I've never played a tournament before. Hopefully, I'm posting this in the proper forum (didn't seem to make sense for Lists or Battle Reports). Anyway, the tournament is one day, on 4/27 at a local game store (not GW). Here's the info I currently have:
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2000 points
All GHB 2019 rules and points in effect.
Realmscape rules and features will be in effect.
Secondary objectives will be in effect.
Three rounds beginning at high noon.
Each round will last two hours and thirty minutes.

Round one: Blood and Glory in the realm of Ulgu.
* No additional realmscape features other than additional spells and command abilities.

Round two: Three Places of Power in the realm of Shyish.
* Realmscape feature: Atherquake Aftershocks in addition to additional spells and command abilities.

Round three: Gifts from the Heavens in the realm of Chamon.
* Realmscape feature: Irresistible force in addition to additional spells and command abilities.

Secondary objectives will be rolled at the beginning of each game.
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Currently, I'm planning to take the same list I recently used in a 2K MPP battle, but I'm open to changes/suggestions.

Allegiance: Seraphon
Mortal Realm: Ulgu


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

Saurus Scar-Veteran on Cold One (100)
- Artefact: Betrayer's Crown
Saurus Oldblood on Carnosaur (260)
- Artefact: Sword of Judgement
Skink Starpriest (80)
- Artefact: Spellmirror

Battleline
5x Saurus Knights (90)
- Lances
5x Saurus Knights (90)
- Lances
5x Saurus Knights (90)
- Lances
10x Skinks (60)
- Boltspitters & Star Bucklers
10x Skinks (60)
- Boltspitters & Star Bucklers

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

Battalions
Firelance Starhost (150)
Dracothion's Tail (80)
Shadowstrike Starhost (180)

Endless Spells
Chronomantic Cogs (60)

Total: 2000 / 2000
Extra Command Points: 3
Wounds: 110
Leaders
Slann Starmaster (260)
Saurus Astrolith Bearer (160)
Skink Starpriest (80)
Skink Starpriest (80)
Skink Priest (80)
Saurus Scar-Veteran on Cold One (100)
Saurus Scar-Veteran on Carnosaur (240)
- War Spear
Saurus Oldblood on Carnosaur (260)

Battleline
15 x Saurus Knights (270)
- Lances
20 x Saurus Warriors (200)
- Spears
10 x Saurus Warriors (100)
- Clubs
40 x Skinks (240)
- Boltspitters & Star Bucklers
20 x Skinks (120)
- Boltspitters & Moonstone Clubs
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers

Units
4 x Razordons (160)
6 x Ripperdactyl Riders (280)
2 x Salamanders (80)
9 x Skink Handlers (120)
9 x Skink Handlers (120)

Behemoths
Bastiladon (280)
Troglodon (160)

Endless Spells
Aethervoid Pendulum (40)
Balewind Vortex (40)
Chronomantic Cogs (60)
Geminids of Uhl-Gysh (40)
Prismatic Palisade (30)
Soulsnare Shackles (20)

I'd love to get any and all feedback. I'm reading up on these battle plans and realm info to prepare.
 
If you PM me I am willing to share some of the ways I play these Battleplans. It isn't something I want to make public atm though. I still need to play a GT and a Masters before I spoil my list:D
 
I read over the Realm info and here it is in condensed form:

CV = Cast Value
EU = Enemy Unit
FU = Friendly Unit
EH = Enemy Hero
FH = Friendly Hero
BF = BattleField
HP = Hero Phase
CP = Combat Phase
OTC = Of The Caster
FTC = For The Caster
MW = Mortal Wound

Ulgu
  • Realmsphere Magic:
    • Mystifying Miasma: CV 4; Until your next HP, 1 visible EU within 18" OTC cannot run and -2 to charge rolls.
  • Spells:
    • Labyrinth of Shadows: CV 5; Until your next HP, 1 visible EU within 12" OTC moves half it's Move Characteristic.
    • Crown of Asphyxiation: CV 6; Roll 1D6 for ea EU within 3" OTC; ea 4+ is 1 MW
    • The Enfeebling: CV 6; Until your next HP, re-roll failed wound rolls for 1 visible EU within 12"
    • Phantasmal Guardian: CV 6; Until your next HP, roll 1D6 for ea wound or MW allocated to the caster; on a 5+ it is negated
    • Bridge of Shadows: CV 6; 1 FU wholly within 12" OTC can be removed from the BF and then set back up anywhere wholly within 24" OTC and 9" from the enemy. It may not move in the subsequent movement phase.
    • Aetheric Tendrils: CV 6; Until your next HP, 1 visible EU within 12" OTC suffers D3 MW. If the unit is a HERO or MONSTER, YOU can move it 4".
  • Realm Commands:
    • Lord of the Shadow Realm: At the start of your HP, use either Shadowed Mansions or Shadow Realm without losing models. This can be used in addition, if one of those is the active Realmscape Feature.
  • Realmscape Features: Not being used, except for those mentioned by the Real Command
    • Shadowed Mansions: This feature mentions units in garrisons, which won't be used.
    • Shadow Realm: 1 FU with all models, within 6" of the board edge can be removed and setup outside 9" of EUs and within 6" of a different board edge.
Shyish
  • Realmsphere Magic:
    • Pall of Doom: CV 6; Until your next HP, 1 visible EU within 18" OTC is -2 Bravery
  • Spells:
    • Word of Ending: Roll 1D6 for a visible EH within 12" OTC; D3 MWs if the D6 value > the number of wounds allocated to the unit.
    • Night's Touch: CV 8; Until your next HP, 1 visible FU within 6" OTC ignores +/- save roll modifiers
    • Soulshroud: CV 6; Until your next HP, 1 visible FU within 12" OTC is not affected by other spells
    • Unnatural Darkness: CV 6; Until your next HP, 1 visible FU within 12" OTC, -1 to be Hit
    • Soulflay: CV 7; 1 visible EH within 12" OTC suffers D3 MW. Also, if the spell caused 3 MW, -2 Bravery.
    • Ethereal Guard: CV 6; Until your next HP, +1 Hit FTC
  • Realm Commands:
    • Honour the Dead: At the start of any CP, roll 1D6 for 1 FU within 3" of a FH; if the D6 value < the number of models slain from the unit, +1 Attacks
    • Soul-Force Sacrifice: At the start of your HP, 1 FU within 3" of your General can have any number of wounds allocated to it and that number of wounds is healed on your General.
  • Realmscape Feature:
    • Aetherquake Aftershock: +1 to casting rolls
Chamon
  • Realmsphere Magic:
    • Transmutation of Lead: CV 7; Until your next HP, 1 visible EU within 18" OTC, 1/2 Move Characteristic (rounded up). Also, if the Save Characterisitic is 2+, 3+, or 4+, re-roll Hit rolls of 1.
  • Spells:
    • Rain of Lead: CV 6; Until your next HP, 1 visible EU within 18" OTC suffers D3 MW and -1" from their Move Characteristic
    • Curse of Rust: CV 7; Until your next HP, 1 visible EU within 12" OTC is -1 to Hit & Save rolls
    • Molten Gaze: CV 6; Pick a visible point within 12" of the caster; any unit crossed by a 1mm wide line from that point and the closest part of the caster suffers 1 MW.
    • Rule of Burning Iron: CV 8; Roll 1D6 for ea model in 1 visible EU within 12" OTC. Ea 6+ is 1MW
    • Glittering Robe: CV 6; Until the your next HP, re-roll Save rolls of 1 FTC
    • Transmutation: CV 7; Roll 3D6 for 1 visible EU within 18" OTC. Ea roll > that unit's Wound characteristic, 1 model is slain.
  • Realm Commands:
    • Adapt or Die: At the start of your HP, Roll 1D6 for each wound or MW allocated to 1 FU within 3" of a FH or 12" of your General. On a 6+, ignore the wound.
  • Realmscape Feature:
    • Irresistable Force: A doubles casting roll, after re-rolls but before modifiers are applied, is successful and can't be unbound. Upon spell resolution, ea unit within 3" OTC suffers 1 MW.
 
Meh, your list is fine (or well, it's not like we have terribly much options) You have teleport and summoning, and your list is relativly fast so it's good for these kind of objective based games. It could use some sturdier stuff, but you don't have many options there.

You got 2 wizards so you can make plenty of use of the realm spells. Don't forget em, some of em are brilliant. This is about the only time our slann is actually liable to be casting regularly.

First match: we got teleporting and summoning as well as strike from the skies. Use that to your advantage to control objectives

2nd match: Get your slann on an objective, cast something defensive on yourself, summon a skink screen and dump wounds on them with Soul-Force Sacrifice. Your slann should now be able to hold that objective against most opponents as long as you don't run out of skinks. Do try to keep big scary stuff away from him though, he isn't going to fight off a bloodthirster. Again, make royal use of summoning and teleporting to control the other objectives.


3th match:
- Transmutation is briljant for murdering hordes of 1 wound units, better than rule of burning iron (Transmutation will kill 15 models in a 1 wound horde, rule of iron will need a horde of 90! models before it'l deal 15 wounds, obviously this is on average. If you're Lucky rule of iron can do more damage).
- Be carefull with where you place your casters so you don't kill their guards with irresistable force.
- Again, teleport and summon to control objectives.
- Pray you don't face tzeentch as they'l basicly succeed at all the spells constantly with their inherent modifiers on top of irresistable force :P

Minor sidenote, get some chameleons they'd be briljant here.
 
@Canas Thanks for the advice on Realm tactics. I think I'll use some of the Handlers as proxy for Chameleon until I can buy some. Seems like they are good to have!
 
Meh, your list is fine (or well, it's not like we have terribly much options) You have teleport and summoning, and your list is relativly fast so it's good for these kind of objective based games. It could use some sturdier stuff, but you don't have many options there.

You got 2 wizards so you can make plenty of use of the realm spells. Don't forget em, some of em are brilliant. This is about the only time our slann is actually liable to be casting regularly.

First match: we got teleporting and summoning as well as strike from the skies. Use that to your advantage to control objectives

2nd match: Get your slann on an objective, cast something defensive on yourself, summon a skink screen and dump wounds on them with Soul-Force Sacrifice. Your slann should now be able to hold that objective against most opponents as long as you don't run out of skinks. Do try to keep big scary stuff away from him though, he isn't going to fight off a bloodthirster. Again, make royal use of summoning and teleporting to control the other objectives.


3th match:
- Transmutation is briljant for murdering hordes of 1 wound units, better than rule of burning iron (Transmutation will kill 15 models in a 1 wound horde, rule of iron will need a horde of 90! models before it'l deal 15 wounds, obviously this is on average. If you're Lucky rule of iron can do more damage).
- Be carefull with where you place your casters so you don't kill their guards with irresistable force.
- Again, teleport and summon to control objectives.
- Pray you don't face tzeentch as they'l basicly succeed at all the spells constantly with their inherent modifiers on top of irresistable force :p

Minor sidenote, get some chameleons they'd be briljant here.

Doenst transmutation just kill 3 models at maximum? For each dice you roll higher than the wound charc. you can kill a model. How do you get to 15?
 
Doenst transmutation just kill 3 models at maximum? For each dice you roll higher than the wound charc. you can kill a model. How do you get to 15?
Right, I misunderstood how he wrote the spell down and somehow came to the conclusion you'd roll 18 dice cuz of the 3D6, nevermind. The amount of acronyms rather threw me off.
 
Tournament is this Saturday! And I might be having another prep battle tomorrow. Any further advice/suggestions/feedback is welcome. :)
 
I will finish my write up for you tomorrow morning. this weeks got crazy with real life stuff. I have a close friend who has needed a lot of help.
 
I just found this thread, and a 2k battle looks awesome. Can’t wait to see the battle report.
 
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