- Dec 9, 2013
- 1,315
Since I'm starting to participate pretty regularly in tournaments, I figure having one thread is better than flooding this subforum with a bunch of posts. So here we go.
1500 point tournament using the test points for GHB 2 (it only affects me as the only Death player and there aren't any Fyrelslayer players).
My list: "No horde outnumbers the dead."
Vampire Lord
-general; Ruler of the Night
Abhorrant Ghoul King on Terrorgheist
-Cursed Book
Crypt Ghast Courtier
Corpse Cart
-Unholy Lodestone
Zombies x50
Ghouls x30
Ghouls x20
Total: 1500 points
The first match is Take & Hold. I'm playing against Ironjawz (this is pretty much the best case scenario)
Opponent list:
Gor-drak on Maw Krusha
-general
Shaman
Warboss
Brute squad x5
Brute Squad x5
Ardboys x10
Warscroll battalion
Total: 1500 points
I win the initiative for deployment, and deploy as pictured below. I deployed the smaller ghouls to the right first and the larger ghouls in the center, planning to put the zombies on the right. I realize that's a mistake before it's too late and put the zombies directly behind the ghouls. My opponent gives me first turn (one of the few times, I'm happy to have it). I fail Unholy Vitality, but Mystic Shield and Blood Feast to the larger ghouls. I move the ghouls up enough to allow the terrorgheist to move right behind them to counter the Maw Krusha (MK) and the zombies to keep enemies away from the objective.
His warscroll battalion gives most of his stuff 2d6" free move in the hero phase. Not good. His MK gets 6". He gives +1 attack for all weapons to the MK (also not good). He doesn't have anything in range for shooting. The Ardboys stay back and hold the objectives. One unit of brutes successfully charge the smaller ghouls. The MK and other brutes successfully charge the larger ghouls. I lose 4 ghouls to the MK charge. He then decides to attack first with the brutes (very good). I lose two more models, but it's not enough to get the MK out of combat. But my pile-in is. I swing back with the ghouls first and get just far enough away form the MK. I kill 3 brutes. He kills seven ghouls on the smaller unit and I wound one in return. The GK wiffs it.
My models are positioned so that if he charges, he either has to charge the ghouls or the corpse cart. He gets initiative on turn two and moves his MK towards the middle. He gives the MK an extra d6 on the charge and +6" charge range. He also gives it something that gives it +2 attacks for everything (wtf is this shenanigans?) He fails Mystic Shield and moves the shaman and warboss to the center terrain piece. He moves the MK as close the ghouls as he can and towards the center. He shoots at the GK but I save all. He decides to charge and rolls a 13. Just enough to miraculously go all the way around the ghouls and get in contact with the GK. He gets 2 of his 8 impact hits and I save both. I'm starting to regret not buffing my GK at all. He at least has the cursed book. He doesn't make the mistake of not attacking with the MK first a second time. He deals a lot of wounds, I don't remember how many, but in the end it equated to 25 saves after armor. Es no bueno. Somehow, I save 12. That leaves the GK with only one wound! at the top of turn 2. I go with the ghouls first to kill the brutes and keep them from potentially attacking. About ten ghouls get to attack the MK and deal 5 wounds. His other brutes go next and kill 2 more ghouls. My Crypt ghast is in range and I pile in and kill a wounded brute, giving the smaller ghouls an extra attack. My GK deals 2 wounds to the MK... The smaller ghouls kill 2 brutes. The zombies are in pile in range of the MK, but it's only a few models that do nothing. I'm good on battle shock. Both of his remaining brutes flee (Great luck for me!)
On my turn 2, I heal 2 wounds on the GK. Th Ghast brings back 5 and I put them all in the smaller unit (now down 4 ghouls) I give the zombies +1 attack and cast spirit blight on the MK but he unbinds with the shaman. I fail Unholy Vitality again, even with the +1. Being a Death player, I know no shame. The GK flees... I mean, he advances to the rear... I move the smaller ghouls directly forward passed the MK, ignoring it. I want that objective. The Ghast follows. I consider also retreating the zombies for a later charge, but if he kills all of the ghouls with the MK, then he would be able to charge the TG if he gets the double turn. Es no bueno. So I pile in with the ghouls first. I get 2-3 more wounds through (he's at 9 taken now). He kills A LOT of ghouls (like all but three after battleshock) I pile in with more zombies and get 2 more through.
On turn three,he gets initiative. He does the +1 to hit and casts mystic shield on the MK. I unbind mystic shield. He tries to to "flee" by using his free 6" move in the hero phase to avoid the penalty, making it possible to charge the GK again. We decide that because it's "as in the movement phase" it would count as a regular flee and he would lose all other actions that turn, so he decides not to. He shoots at the TG and misses. He charges his shaman into the few remaining ghouls. The MK easily kills the remaining ghouls, but he put all of the weaker attacks into the zombies because they had no save. He killed 4. The zombies are now pretty well in range and I get about 20 in range to attack, so 40 attacks. They devour the MK like those giant ants in Indiana Jones 4. To add insult to injury, the MK turns into a zombie... He wants to call it there and add up points, but that would only give me a minor victory. He's not mad, just practical. I ask if we would give me the major victory, and he says no, so we play on.
On my turn, I raise the exact number of ghouls I need to get them back to 20. They aren't in range of the vampire though. I finally get Unholy Vitality off on the ghouls. I shoot an arcane bolt at the shaman, but only wound and he has 4+ save against it. I charge the shaman with the zombies and the corpse cart (note: the corpse cart is garbage in combat; it should NEVER be used in combat, but I needed it in range of the GK to give the +1 to cast). The TG screams, but he's still too weak to drown out the waagh. The ghouls need a 9 to charge the Ardboys and that's exactly what I roll. They are barely in range of the GK. I kill 4... He deals 7 wounds back with no rend. I roll 7 dice and get 4 sixes. I roll three dice for UV and save 2 more. I roll one dice for Deathless Minions and save the last. Now he IS mad. To make matters worse, two of the Ardboys flee. He deals no wounds with the shaman, then just pulls it off the table so I don't have to roll a bunch of dice.
Turn 4. He gets initiative. He moves the warboss to charge the ghouls. It ends up that I'm 2 ghouls down and he's down 2 more Ardboys (2 left). I heal the GK again on my turn and move up the TG and Ghast. I charge in with both and the GK wiffs it again. The ghouls kill the warboss, but no Ardboys.
Turn 5 goes to him again. He kills a few ghouls. I kill nothing. On my turn, I roll 5 1s to bring back ghouls.... So the GK shoots an arcane bolt and kills one ardboy. The ghouls finish the last one.
Major Victory for Death, with the points being 1500-300. After talking, it turns out it's his first game as Ironjawz and only his third game of AOS. He did rather well, I think.
Round 2. Gifts from the Heavens.
I get paired against a club mate. He's playing a super nasty Chaos list.
His list:
Demon Prince, khorne
-General
-+1 to hit artefact
Bloodsecrator
Bloodsecrator
Sayl the Friendless (because if you play Sayl, you have no friends)
10 warriors, khorne
10 warriors, khorne
20 bloodletters, khorne
3 stormfiends
Warpfire thrower
Total: 1480 points, he rolls reroll to wound on triumph table
I'm not going to go in to much detail because I made some really costly mistakes and rolled a lot of bad dice. The first mistake was that I thought we were measuring from the center of the objective, which landed on my left, but it turns out we were measuring from the edge of the marker. This allowed him to get his warriors within 6" of it and deny me points. He protected their flank with the demon prince. Unfortunately, his objective rolled in the center, where he had both bloodsecrators, Sayl, bloodletters, warriors, and a warpfire thrower protecting it. The second mistake I made was that when I piled in with my unbuffed ghouls, I wasn't paying attention and it brought the demon prince into combat, which cost me 11 ghouls before battle shock and 7 more after from the larger unit. I then charged the second unit of ghouls, my vampire lord, and the GK to the warriors and demon prince holding my objective. I got the DP down to one wound remaining and failed to kill a single warrior. He then flew in his stormfiends and promptly killed the GK (at least the DP went down with it. I was already down 700 points with no legitimate way of both reclaiming my objective and contesting his. We play for points because its ITC and he's still undefeated this season. I end up taking down the rest of the warriors on my objective, 13 bloodletters, the DP, and a stormfiend. I'm left with only my vampire lord and the corpse cart.
Major loss for Death VP=19-2; BP=1280-460.
Round 3. Escalation.
There's a Beastclaws player, and if there's any scenario I can beat him on, it's this one. Alas, I'm playing stormcast. But that's ok because I haven't played them since they first came out.
We didn't really look at lists since neither of us could win overall. I also forgot pictures.
From what I remember,
Lord Castellant
Dracoth character
Dracoth character
Warpriest?
5 Prosecutors
5 archers
5 archers
5 liberators
3 javelin throwers
3 crossbow snipers
Total 1500 points.
Because of the peculiar deployment, I start out with a major advantage. MY GK is 24" back, but he's faster than the rest of my army. I deploy my zombies (9") and corpse cart (18") as close to the left objective as possible. The smaller ghouls are running center. The larger ghouls are running left. I figure I can just sit on the two outside objectives without any fear of losing them. I mean, both of these units outnumber his whole army and he brought a monster slayer list (I asked and he said that his only goal for this tournament was to beat the double frost phoenix list because that list tabled him in the last tournament; luckily he got paired with that list in round one and beat him! He said he had no idea how his list would do against other armies, but he didn't much care.)
Anyways, he deploys everything but the javelins and the snipers in the direct center. The javelins and snipers were lined up against the zombies. I buffed the crap out of my center ghouls (Unholy Vitality, Blood Feast, Mystic Shield). I charged his liberators and killed all but one, which fled from battleshock. The next turn, I charged the first unit of archers with the ghouls and one of his dracoth riders with the GK. The GK decided to make up for his past failings and dealt 12 mortal wounds. The second Dracoth was able to pile in. I killed the archers. He counter charged the GK with the prosecutors and the warpriest. They cumulatively dealt enough to kill the GK, but he still got to attack and dealt 6 mortal wounds to the other Dracoth rider and the splosion killed it off. He killed the corpse cart with shooting. It turns out that it's nearly impossible to kill stormcast characters without mortal wounds and I just happened to deal 19 mortal wounds to two of them...
I maintained all 3 objectives for the first 3 scoring turns, and after the center ghouls finally died off, I had no desire to move any of my units. He was down a lot and had no desire to get into combat with another 80+ models to his ~10. So we both stayed still for turn 4-5.
Major victory for Death VP=12-0; BP=840-680
The only change I might have made is trying to fit a Wight King with a banner in there. It would have made everything a little bit more survivable.
***The battery on my phone is dead, so will upload pics later.
1500 point tournament using the test points for GHB 2 (it only affects me as the only Death player and there aren't any Fyrelslayer players).
My list: "No horde outnumbers the dead."
Vampire Lord
-general; Ruler of the Night
Abhorrant Ghoul King on Terrorgheist
-Cursed Book
Crypt Ghast Courtier
Corpse Cart
-Unholy Lodestone
Zombies x50
Ghouls x30
Ghouls x20
Total: 1500 points
The first match is Take & Hold. I'm playing against Ironjawz (this is pretty much the best case scenario)
Opponent list:
Gor-drak on Maw Krusha
-general
Shaman
Warboss
Brute squad x5
Brute Squad x5
Ardboys x10
Warscroll battalion
Total: 1500 points
I win the initiative for deployment, and deploy as pictured below. I deployed the smaller ghouls to the right first and the larger ghouls in the center, planning to put the zombies on the right. I realize that's a mistake before it's too late and put the zombies directly behind the ghouls. My opponent gives me first turn (one of the few times, I'm happy to have it). I fail Unholy Vitality, but Mystic Shield and Blood Feast to the larger ghouls. I move the ghouls up enough to allow the terrorgheist to move right behind them to counter the Maw Krusha (MK) and the zombies to keep enemies away from the objective.
His warscroll battalion gives most of his stuff 2d6" free move in the hero phase. Not good. His MK gets 6". He gives +1 attack for all weapons to the MK (also not good). He doesn't have anything in range for shooting. The Ardboys stay back and hold the objectives. One unit of brutes successfully charge the smaller ghouls. The MK and other brutes successfully charge the larger ghouls. I lose 4 ghouls to the MK charge. He then decides to attack first with the brutes (very good). I lose two more models, but it's not enough to get the MK out of combat. But my pile-in is. I swing back with the ghouls first and get just far enough away form the MK. I kill 3 brutes. He kills seven ghouls on the smaller unit and I wound one in return. The GK wiffs it.
My models are positioned so that if he charges, he either has to charge the ghouls or the corpse cart. He gets initiative on turn two and moves his MK towards the middle. He gives the MK an extra d6 on the charge and +6" charge range. He also gives it something that gives it +2 attacks for everything (wtf is this shenanigans?) He fails Mystic Shield and moves the shaman and warboss to the center terrain piece. He moves the MK as close the ghouls as he can and towards the center. He shoots at the GK but I save all. He decides to charge and rolls a 13. Just enough to miraculously go all the way around the ghouls and get in contact with the GK. He gets 2 of his 8 impact hits and I save both. I'm starting to regret not buffing my GK at all. He at least has the cursed book. He doesn't make the mistake of not attacking with the MK first a second time. He deals a lot of wounds, I don't remember how many, but in the end it equated to 25 saves after armor. Es no bueno. Somehow, I save 12. That leaves the GK with only one wound! at the top of turn 2. I go with the ghouls first to kill the brutes and keep them from potentially attacking. About ten ghouls get to attack the MK and deal 5 wounds. His other brutes go next and kill 2 more ghouls. My Crypt ghast is in range and I pile in and kill a wounded brute, giving the smaller ghouls an extra attack. My GK deals 2 wounds to the MK... The smaller ghouls kill 2 brutes. The zombies are in pile in range of the MK, but it's only a few models that do nothing. I'm good on battle shock. Both of his remaining brutes flee (Great luck for me!)
On my turn 2, I heal 2 wounds on the GK. Th Ghast brings back 5 and I put them all in the smaller unit (now down 4 ghouls) I give the zombies +1 attack and cast spirit blight on the MK but he unbinds with the shaman. I fail Unholy Vitality again, even with the +1. Being a Death player, I know no shame. The GK flees... I mean, he advances to the rear... I move the smaller ghouls directly forward passed the MK, ignoring it. I want that objective. The Ghast follows. I consider also retreating the zombies for a later charge, but if he kills all of the ghouls with the MK, then he would be able to charge the TG if he gets the double turn. Es no bueno. So I pile in with the ghouls first. I get 2-3 more wounds through (he's at 9 taken now). He kills A LOT of ghouls (like all but three after battleshock) I pile in with more zombies and get 2 more through.
On turn three,he gets initiative. He does the +1 to hit and casts mystic shield on the MK. I unbind mystic shield. He tries to to "flee" by using his free 6" move in the hero phase to avoid the penalty, making it possible to charge the GK again. We decide that because it's "as in the movement phase" it would count as a regular flee and he would lose all other actions that turn, so he decides not to. He shoots at the TG and misses. He charges his shaman into the few remaining ghouls. The MK easily kills the remaining ghouls, but he put all of the weaker attacks into the zombies because they had no save. He killed 4. The zombies are now pretty well in range and I get about 20 in range to attack, so 40 attacks. They devour the MK like those giant ants in Indiana Jones 4. To add insult to injury, the MK turns into a zombie... He wants to call it there and add up points, but that would only give me a minor victory. He's not mad, just practical. I ask if we would give me the major victory, and he says no, so we play on.
On my turn, I raise the exact number of ghouls I need to get them back to 20. They aren't in range of the vampire though. I finally get Unholy Vitality off on the ghouls. I shoot an arcane bolt at the shaman, but only wound and he has 4+ save against it. I charge the shaman with the zombies and the corpse cart (note: the corpse cart is garbage in combat; it should NEVER be used in combat, but I needed it in range of the GK to give the +1 to cast). The TG screams, but he's still too weak to drown out the waagh. The ghouls need a 9 to charge the Ardboys and that's exactly what I roll. They are barely in range of the GK. I kill 4... He deals 7 wounds back with no rend. I roll 7 dice and get 4 sixes. I roll three dice for UV and save 2 more. I roll one dice for Deathless Minions and save the last. Now he IS mad. To make matters worse, two of the Ardboys flee. He deals no wounds with the shaman, then just pulls it off the table so I don't have to roll a bunch of dice.
Turn 4. He gets initiative. He moves the warboss to charge the ghouls. It ends up that I'm 2 ghouls down and he's down 2 more Ardboys (2 left). I heal the GK again on my turn and move up the TG and Ghast. I charge in with both and the GK wiffs it again. The ghouls kill the warboss, but no Ardboys.
Turn 5 goes to him again. He kills a few ghouls. I kill nothing. On my turn, I roll 5 1s to bring back ghouls.... So the GK shoots an arcane bolt and kills one ardboy. The ghouls finish the last one.
Major Victory for Death, with the points being 1500-300. After talking, it turns out it's his first game as Ironjawz and only his third game of AOS. He did rather well, I think.
Round 2. Gifts from the Heavens.
I get paired against a club mate. He's playing a super nasty Chaos list.
His list:
Demon Prince, khorne
-General
-+1 to hit artefact
Bloodsecrator
Bloodsecrator
Sayl the Friendless (because if you play Sayl, you have no friends)
10 warriors, khorne
10 warriors, khorne
20 bloodletters, khorne
3 stormfiends
Warpfire thrower
Total: 1480 points, he rolls reroll to wound on triumph table
I'm not going to go in to much detail because I made some really costly mistakes and rolled a lot of bad dice. The first mistake was that I thought we were measuring from the center of the objective, which landed on my left, but it turns out we were measuring from the edge of the marker. This allowed him to get his warriors within 6" of it and deny me points. He protected their flank with the demon prince. Unfortunately, his objective rolled in the center, where he had both bloodsecrators, Sayl, bloodletters, warriors, and a warpfire thrower protecting it. The second mistake I made was that when I piled in with my unbuffed ghouls, I wasn't paying attention and it brought the demon prince into combat, which cost me 11 ghouls before battle shock and 7 more after from the larger unit. I then charged the second unit of ghouls, my vampire lord, and the GK to the warriors and demon prince holding my objective. I got the DP down to one wound remaining and failed to kill a single warrior. He then flew in his stormfiends and promptly killed the GK (at least the DP went down with it. I was already down 700 points with no legitimate way of both reclaiming my objective and contesting his. We play for points because its ITC and he's still undefeated this season. I end up taking down the rest of the warriors on my objective, 13 bloodletters, the DP, and a stormfiend. I'm left with only my vampire lord and the corpse cart.
Major loss for Death VP=19-2; BP=1280-460.
Round 3. Escalation.
There's a Beastclaws player, and if there's any scenario I can beat him on, it's this one. Alas, I'm playing stormcast. But that's ok because I haven't played them since they first came out.
We didn't really look at lists since neither of us could win overall. I also forgot pictures.
From what I remember,
Lord Castellant
Dracoth character
Dracoth character
Warpriest?
5 Prosecutors
5 archers
5 archers
5 liberators
3 javelin throwers
3 crossbow snipers
Total 1500 points.
Because of the peculiar deployment, I start out with a major advantage. MY GK is 24" back, but he's faster than the rest of my army. I deploy my zombies (9") and corpse cart (18") as close to the left objective as possible. The smaller ghouls are running center. The larger ghouls are running left. I figure I can just sit on the two outside objectives without any fear of losing them. I mean, both of these units outnumber his whole army and he brought a monster slayer list (I asked and he said that his only goal for this tournament was to beat the double frost phoenix list because that list tabled him in the last tournament; luckily he got paired with that list in round one and beat him! He said he had no idea how his list would do against other armies, but he didn't much care.)
Anyways, he deploys everything but the javelins and the snipers in the direct center. The javelins and snipers were lined up against the zombies. I buffed the crap out of my center ghouls (Unholy Vitality, Blood Feast, Mystic Shield). I charged his liberators and killed all but one, which fled from battleshock. The next turn, I charged the first unit of archers with the ghouls and one of his dracoth riders with the GK. The GK decided to make up for his past failings and dealt 12 mortal wounds. The second Dracoth was able to pile in. I killed the archers. He counter charged the GK with the prosecutors and the warpriest. They cumulatively dealt enough to kill the GK, but he still got to attack and dealt 6 mortal wounds to the other Dracoth rider and the splosion killed it off. He killed the corpse cart with shooting. It turns out that it's nearly impossible to kill stormcast characters without mortal wounds and I just happened to deal 19 mortal wounds to two of them...
I maintained all 3 objectives for the first 3 scoring turns, and after the center ghouls finally died off, I had no desire to move any of my units. He was down a lot and had no desire to get into combat with another 80+ models to his ~10. So we both stayed still for turn 4-5.
Major victory for Death VP=12-0; BP=840-680
The only change I might have made is trying to fit a Wight King with a banner in there. It would have made everything a little bit more survivable.
***The battery on my phone is dead, so will upload pics later.
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