Articles in Category “Battle Reports” 1,039

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  • New

    So, having just played 5 games at the Colonial Carnage Team tournament I wanted to put some thoughts to paper whilst everything is fresh in memory! I played one of 4 Vampire Covenant armies at the event (32 players) but was the only one to choose the Lamia bloodline. The other 3 VC lists were Brotherhood of the Dragon. With a lot of luck I went 2-1-2 (my 2 wins were largely due to running out of the generous playing time given). Below I give my review of how well the elements of my list did in each game as well as other important game notes. Unless otherwise noted, the magic I took was Spectral blades, glory of gold, along with 3 instances of "arise!" and the mandatory dead arise. Also, feel free to skip ahead to get to the quick and dirty ratings I gave every unit!

    Game 1 vs. OK - Hold the center

    Count, Gen, Dead Arise, Adept(Evo), PW, LA, Blessed Inscriptions, Destiny’s Call, Dragon Staff, Dragon Fire Gem, Commandment: Did not do much except for just survive! She was caught in a combat where she could only allocate attacks at the Ogre Khan general. The OK allocated all his attacks at the Vampire and did 4 wounds! Luckily, I made 3 out of 4 Aegis saves and a 1 was rolled for the multi wound. The vamp also did a wound. After seeing the tactic of allocating attacks on the vampire, I challenged with her in the next round. With 1 less attacks and hitting on 5's the OK did not successfully hit me in the challenge but I could not kill the Khan either. The game ended before the challenge could be finished.
    Necromancer, Adept (Alchemy), Skeletal Steed, La, Necromantic Staff: Raised skeletons above starting size. Nothing else of note.
    3 Tomb Banshees: I split the banshees up between the ghouls, skeletons and Phantom host and they were ineffective.
    35 Skeletons, FC, Spears: The skeletons won me the secondary objective by holding the center for 3 game turns. However, they were the recipient of an awkward charge. The Ogre Khan general and his unit of 9 tribesman managed to wheel around my phantom host and hit the skeletons in a way that took away 2-3 files of my attacks whilst not taking away any of his. To make things worse for me he rolled out of the box to hit and with battle focus he did more hits than he had attacks! After crumble I was down to just command models! This was the 5th turn and no doubt if the game was finished that the rest of this unit would have been vanquished along with the likely crumbling of the vampire and court of the damned.
    20 Ghouls, Ch: Nothing of note but were about to be crushed by Mercenary Veterans!
    2 Bat Swarms: 1 unit chased the cannon/chariot but never made it as time ran out and the other died to merc vet shooting.
    Altar of Undeath: I can't remember of it died or not but it definitely didn't do anything helpful!
    Court of the Damned: The court of the damned mustered the only significant damage I could do against the big tribesman unit.
    5 Dire Wolves: Chased cannon with bats... They may have been killed by an intercepting ogre dart.
    8 Barrow Knights, Mu, Std, Zagvozd’s Banner: One of the few games this unit did not die but they also were not able to do anything useful.
    4 Vampire Spawns: Passed their frenzy check and were able to dance around and eventually charge the frost mammoth. They kept the frost mammoth away from my lines even though they were slowly being ground down. End of game they gave up half points and did not do enough to get half from the mammoth.
    3 Vamp Knights, Ch: Misplayed them but in their sacrifice they kept the mercenary veterans away from the center of the table allowing the skeletons to easily hold the objective for 3 turns.
    1 Phantom Host: Unsuccessful chaff attempt (see skeleton entry).

    Game notes: This ended up in a small win because of securing the objective but surely I would have lost big had the game played out. I think the skeletons would have done much better against the tribesman if both units were maximized and the tribesman did not go flipping crazy with battlefocus! A fun game but would have preferred to play it out!


    Game 2 vs. UD - Secure Target

    Count, Gen / Court of the Damned / skeletons - Picked up points for an ethereal scarab swarm but the overrun took them out of position where they were comb charged by Shabti, skeletons and another ethereal scarab swarm. The Shabti did most of the damage and it was enough to crumble everything... this was more to do with a horrendous mistake I made than to the performance of the list elements. Ouch! The court may have actually killed his wizard master (my opponent was being a great sport and mentioned to me I could attack him - I wouldn't have seen this otherwise as my chariot was sideways and I couldn't see what was in base contact).
    Necromancer - Was foiled by the casket and could not get a spell off until he was about to die. When he did finally get a spell off (Glory of gold on the vampire spawn) he rolled three 6's on a 5 dice casting attempt. I'll let you look up the miscast table :whistling:
    3
    [Read More]
  • New

    I wanted to try out a list that I felt was a good mixed arms/all-comers list against a nasty new variant of my usual opponents Saurian Ancients.

    I was looking forward to this game as we were trying out the new hotfix rules and I felt this build took a slight hit due to the becalming/hereditary nerfs. However, I did also try out the Sea Guard, checking to see if the points reduction had made them more playable.

    Sea Dragon Host-

    The Host of the Protean Frog:

    Thoughts on the match up:

    Secondary Objective and Deployment Type:

    Spell Selection:


    Host of the Protean Frog- Turn 1:

    Sea Dragon Host- Turn 1:

    Host of the Protean Frog- Turn 2:

    Sea Dragon Host- Turn 2:

    Host of the Protean Frog- Turn 3:

    Sea Dragon Host- Turn 3:

    Host of the Protean Frog- Turn 4:

    Sea Dragon Host- Turn 4:

    Host of the Protean Frog- Turn 5:

    Sea Dragon Host- Turn 5:

    Host of the Protean Frog- Turn 6:

    Sea Dragon Host- Turn 6:

    Results and Thoughts on the Game:
    [Read More]
  • New

    Results:
    • I had been ahead going into round 3, so with a 20 pt win I was in first place and won the tourney
    • I was a bit surprised with this outcome, but I think I got lucky on match ups.
      • Game 1 was a really bad match up for my opponent.
      • I was actually hoping for a 12-15 in Game 2, I thought that was a fairly good match up for me.
      • Game 3 I think I was better positioned against his magic than most opponents but the caimans and poison skink block were good counters for my AD, the result in Game 3 came down to deployment and dice.
    • Overall a really great way to spend a Saturday, I had a great time and had fun with a bit of an atypical single tourney list
    Thoughts on the List:
    I’ll go through unit by unit and give my thoughts, with the looming hotfix it will be interesting to see what happens:

    AD: Having played 5 games with the AD in 2.0 now I’ve had the following data points/takeaways:
    • The MoCT is absolutely critical to make the AD playable. In 3 out of 5 games the AD would have died without the healing from the MoCT. I’m not sure if the cosmology master can achieve the same outcome with Touch the Heart and Hereditary combo keeping the AD alive, but then I’d be without a BSB
    • I didn’t invest very heavily in the damage output of the rider, but the damage output on the AD overall underwhelmed generally. I think I need to invest in either rod of battle and/or a better weapon set up on this guy. His damage output is nowhere near as reliable as the other big bads out there, ex. scourge of wrath
    • I’ve got at least one perfect example of the huge base’s impact, and I’m sure if I’d faced more cannons I would have more examples. I think the march rate increase this model saw was a good add but this base is a clear cut cost in the upgrade from dragon to AD, the upgrade needs to be repriced.
    MoCT: I’ve used this model in 9 out of 10 games in 2.0 BETA, but I used it in 90%+ of my games in 1.3, so I’m a long-term believer.
    • I really love the flexibility of the magic phase, but the MoCT struggles as a solo caster, the lack of magic missiles makes early phases a bit bleh. If it’s a solo caster it requires the magical heirloom as a bare minimum to make it functional, which means the model is no longer a viable combat character as it can’t be properly defended with only 60 pts of enchantment allowance left.
    • I think in its current iteration it could be considered too cheap. I think a 20-40 pt cost increase would be appropriate.
    • I’m working on lists that combine the MoCT with another caster so that I can put more pressure on in early magic phases
    Flame Wardens w Rending Banner: I haven’t changed my build on these guys since 8th edition, the rending banner makes them a good all-around unit. I really made an effort to NOT overestimate these guys during this tournament and it paid off as I didn’t lose them even once.
    • I can see the combo of the hereditary on Flame Wardens as being really frustrating for opponents. I’m not supportive of the multi-layer nerfs to the hereditary that have been forecast but this particular unit has enormous synergy with the hereditary in its current form.
    Lion Guard w Navigator’s Banner: This was actually my first time trying out this unit, I think it’s fairly good but at the end of the day they are just t3 elves. They really need the distracting banner and the MoCT to keep them alive. They went down in one game, pretty much went down in another. I do like the threat they bring to a lot of scary units (knights, monsters, etc) but they have some super hard match ups (anything with parry, lots of other elves, horde armies) so they’re not all-comers like some suggest. I’d like to work a foot prince into my list to take advantage of stubborn.

    GW: These guys look better on paper than they actually are on the board. They’re super expensive and your opponent has to have relevant targets for them. That said, they’re great against lots of hard counters to the AD and they can occasionally come up huge like in game 3 with the -1 to hit on the caimans. Swingy choice, but I see myself using them in any dragon list.

    Shooting Units: I thought I’d finally found the sweet spot for shooting. As any who follow my blog know, I don’t like to take a lot of shooting but I have struggled to find the goldilocks point (not too much not too little). The combo of a decent amount of shooting from core and the SGRs was enough to help me win the chaff war and put shooting pressure on opponents with little shooting. I’ll need to think about this build now as the loss of becalming banner in core definitely changes the calculus on the archer unit.

    Lancers: I really struggle with Lancers, the block of 10 is unwieldy and doesn’t usually earn its points back. The darts of 5 really don’t belong in any combats and I found myself using them as expensive chaff sometimes. That being said, I didn’t find myself in a place where I needed the champ dart mechanic with the AD so they didn’t have an opportunity to fully fit their role.… [Read More]