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Alabaster battle reports

Discussion in 'Memento Mori' started by Alabaster427, Mar 26, 2017.

  1. Alabaster427

    Alabaster427 Minister of Thriftiness True Blood

    Dec 9, 2013
    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
    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
    -+1 to hit artefact
    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.
    IMAG0518.jpg IMAG0519.jpg
    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
    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.
    Last edited: Mar 28, 2017
    Aranei and Unas the slayer like this.
  2. Unas the slayer

    Unas the slayer Black Knight

    Jan 1, 2017

    Love it! xD
    I also like the idea of a single thread.

    Some fun match! Do you plan to post picture of the first two games? Especially the first one would be interesting.
  3. Alabaster427

    Alabaster427 Minister of Thriftiness True Blood

    Dec 9, 2013
    pics added
  4. Unas the slayer

    Unas the slayer Black Knight

    Jan 1, 2017
    Those terrains are amazing!!!
  5. Alabaster427

    Alabaster427 Minister of Thriftiness True Blood

    Dec 9, 2013
    Yeah the store owner is a master painter who has been featured in White Dwarf a few times. The lava one is a pain to play on though.
  6. Alabaster427

    Alabaster427 Minister of Thriftiness True Blood

    Dec 9, 2013

    I forgot to take pics in the first round, but after that, I was pretty bummed, so I didn't bother taking any for the others.

    My list:
    Tomb King/Chariot
    -Tomb Blade
    Tomb Herald
    -Cursed Book
    4x3 chariots
    Screaming Skull Catapult

    Round 1 Blood and Glory

    I face off against a Tzeentch/Skaven combo:

    Tzeentch lord (Big Bird)
    Thanquol on Boneripper
    10 Pink Horrors
    10x3 rats
    3 Stormfiends

    I finish deployment first and deploy kind of receded to avoid spells. My opponent goes first and only gets one attack spell off on the mourngul. 9 mortal wounds which I save 5. He moves his army forward. On my turn, I give both commands and pray on a unit of chariots, giving them a 20" move and fly. I move them up to attack the left objective in his territory which only has two units of rats on it. I move all of the other units 10" forward. I shoot the catapult at the rats and kill 4. I forgot to shoot with the chariots. :( I charged the flying chariots into the first rats and kill them all. Another unit of chariots on the right flank gets an 11" charge and I can make it to the rats on the objective that are backed up by three stormfiends. I kill all of the rats there also.

    Round 2. I get the double turn. I pray on a second unit of chariots to fly them over some terrain that's in the way. I issue both commands again and there's nobody to resurrect. Everybody moves up. I remember all of my shooting this time and I shoot with the catapult last at Thanquol, which is 7" away from an objective. I charge the mourngul into Thanquol who is now Bravery 5. I charge all of the chariots. The far left go to the rats on the objective. The middle left go into the Tzeentch lord and pink horrors, getting 3 mortal wounds on each. The middle right go into the vermin lord (no mortal wounds). The far right go into the stormfiends. Settra and the Tomb King fail charges :( The chariots on the outskirts wipe out the rats and two stromfiends. The mourngul takes out 2 pink horrors and deals 8 wounds to Thanquol (shoulda directed all of my attacks at him but wanted to heal the mourngul and wasn't sure I could kill Thanquol outright). I also forgot about the extra attacks that generate on 5+... I get the Tzeentch lord down to 6 wounds and the verminlord down to three. I now control all four objectives.

    His turn, he focuses everything on the mourngul and Settra but not killing either and doesn't reclaim any objectives.

    MAJOR VICTORY for Death...

    At least that's what would have happened if I had understood the rules properly.

    Round three. He gets the double turn. He refocuses everything on the mourngul and Settra killing both and the Tomb Herald. He also kills a unit of chariots, reclaiming one objective.

    During his turn, I discover that I would have had the major victory based on the way the victory condition is worded, though it rarely matters. It reads "A player can claim a major victory if, at the start of the third battle round if they control all four objectives." I controlled all four at the end of the second battle round which is also the start of the third battle round. I had originally thought that you could only claim a victory at the end of third round. I ask the TO about it and he confirms that you can claim a major victory at the end of round two, but since we had already started the third round, we'd have to finish it. :( :( :(

    I try not to be a sourpuss about it but fail. I have one chance to reclaim my victory. There's a Tzeentch lord sitting alone on an objective and I maintain the other three, but don't have much mobility. I charge my Tomb King into the giant bird. I deal no mortal wounds on the charge. I have six attacks hitting and wounding on 3 with a -1 rend and D3 damage. The bird only has six wounds remaining and a 3+ save. I roll to hit and get five 2s... I also roll a two on to wound The horses also do nothing...

    My opponent gets a minor victory.

    Round 2 Border War

    I get a bye and have to play the TO (not awkward at all)

    He has a 100% shooty Stormcast list. I'm guaranteed the minor victory with a chance for a major victory.

    I decide to go first. I only get one unit of chariots into combat, but I lock up four units in the process. Everything moves up and there's a giant terrain piece in the middle that I have to go over and around. I fail most shooting but get 5 points. On his turn, he teleports 3 units out of the combat and onto my board edge. He has two hornblowers that deal a ton of damage to Settra, the herald, two units of chariots, and the Tomb King. He then charges all of those units to lock them in the terrain for his horn blowers (and also denying me any charges). At the end of round three, I am a point behind with only the catapult left in an reachable area.

    Minor victory for Death...

    Round 3. Gifts from the Heavens

    I'm playing Stormcast again but its not nearly as shooty. Still shooty but only like 60% but I'm unfamiliar with the units. I have less points so I get 1 reroll to hit, which I forget about.

    Neither of us were really in the game, but I managed to deny him a score for one turn and get two points on my turn three by sweeping a mourngul and two units of chariots around his weak right flank (3 snipers, 3 angels, 5 melee guys with two starsoul maces). If he reacted to the outflanking with his heavy hitters, he would have opened himself up to a charge from Settra and the Tomb King, who would both be in cover. My objective was on the far right with a unit of chariots on in cover. I scored a major victory at the end of round five with only one unit of chariots and the catapult still on the board. He still had 1000 points but they were too far away to claim my objective.

    Major victory for Death.

    As I said, the loss of the first round really bummed me out. I was glad that I didn't really have to worry about interacting with the TO because he spent a lot of time making rulings, which allowed me some time to quit being all mopey for round 3, though I still wasn't over it.
  7. Alabaster427

    Alabaster427 Minister of Thriftiness True Blood

    Dec 9, 2013
    NEW BATREP: Teaching Archaon some manners.

    This was just a fun game (not matched play). There are several new players at my LGS and one of them bought Archaon. Since then, he's systematically gone around to all of the other noobs and pinned them with Archaon. Then he started talking trash to me about Nagash and I couldn't let that fly. So I challenged him Nagash vs. Archaon. He accepted but complained that he would be down 200 points. So we decided to do 1200 points.

    His list:
    Archaon the Neverchosen
    Tzeentch sorcerer on disc
    3 Varanguard

    My list:
    Zombie Dragon (FE)

    He deploys ev rethink at the 12" mark. I deploy Nagash at my table edge with the dragon directly in front of him. I choose to go second.

    He does mystic shield but fails. He moves everything forward the max distance.

    On my turn, I use Lord of Death, cast mystic shield on Nagash, Arcane bolt on the Varanguard and get 2 wounds, and soul stealer on the sorcerer and get 3 wounds on him. I charge the dragon but can't reach anyone without bringing in Archaon, so I stay put. Nagash charges the Varanguard. I shoot at Archaon but do no damage with either the dragon or Nagash. Nagash kills two Varanguard and leaves one with 3 wounds left.

    Turn 2. I get the double turn.
    I cast mystic shield and it gets unbound. I cast arcane bolt on the sorcerer and kill it. I cast hand of dust on the remaining Varanguard but he selects the dice hand and lives. I also cast soul steamer but fail to wound him. I really don't want to get charged by Archaon so Nagash retreats. The dragon shoots at Archaon but misses. I charge the dragon and get 11 inches!! I fly over a terrain statue to the other side of Archaon, placing him between Nagash.
    I'm just outside three inches of Archaon but I fail to kill the Varanguard. The good news is that it's nearly as impossible for Archaon to charge Nagash.

    Archaon gets unbound for both spells so charges the zombie dragon. Archaon swings first and slayer of Kings does not slay. Out of all of the attacks, Archaon caused 20 wounds and the dragon saved ALL of them. The dragon gets two wounds on Archaon. The Varanguard then got 6 wounds through...
    The zombie dragon lives to see another turn and my plan has succeeded.

    Turn three. I win the roll off before t I decide to second to potentially get another double turn later.

    I unbind Archaon and he gets some wounds through on the dragon but not enough to kill him. The zombie dragon gets 6 through on Archaon. The Varanguard kills the dragon.

    My turn. I use Lord of Death. I cast mystic shield but roll low and get unbound. I cast soul stealer and arcane bolt on Archaon but he negates one and takes one mortal wound from the other. I'm too far away for Gaze and I need the Varanguard alive for my charge. I roll just enough to get 4 inches away from Archaon but succeed to the Varanguard. I use my pile in to get to Archaon. I put the spirits into the Varanguard and the rest into Archaon. The Varanguard falls and Archaon takes 8 more wounds. Nagash takes some minor damage.


    Turn 4 it's just the two Titans now. I win the roll off and take the double turn. I use Lord of Death and all my spells. Mystic shield goes off and he unbind arcane bolt. Soul stealer does nothing and he selects the dice hand again for hand of dust. I shoot at him but he saves. I start with his attacks and Archaon immediately falls to Alakanash's rend -3 and I roll 6 damage.

    All of the noobs cheer that Archaon is not so almighty and they all would now like to challenge him again. Nobody wants to fight Nagash :(
    Last edited: May 26, 2017
  8. Unas the slayer

    Unas the slayer Black Knight

    Jan 1, 2017
    LOL. xD

    That was really an unusual and fun match, and it's always nice to see Archaon killed. And not even by the hand of dust!
  9. Alabaster427

    Alabaster427 Minister of Thriftiness True Blood

    Dec 9, 2013

    My list: No step on snek

    Settra - general
    Royal Warsphinx - Cloak of Mist and Shadows
    Tomb Herald
    Liche Priest
    Mortis Engine
    Zombies x20
    Zombies x20
    Zombies x10
    Necro Knights x9 (sneks)
    Total: 2000 points
    I also have a lookout gnob/herald of Nurgle (my toddler)

    Round 1. Gifts from the Heavens
    Opponent: Stormcast
    Opponent list:
    Knight Venator - general
    -Staunch Defender
    Knight Azyros
    -Armor of Destiny
    Aetherwings x3
    Aetherwings x3
    Judicators x5 with Shockbolt bows
    Judicators x5 with Shockbolt bows
    Vanguard Raptors x6 with crossbows
    Vangurad Raptors x3 with crossbows
    Prosecutors x3 with Javelins
    Retributors x5 with 2 maces
    Retributors x5 with 2 maces
    Liberators x5 with hammer/shield and 1 Grandhammer
    Hammerstrike force
    Aetherstrike force
    Total: 2000 points

    This guy was the TO for the last tournament and he tabled me in the bye, so Settra longs for vengeance.

    I deploy my 50 zombies in the right sector in case the comet lands there. The Necromancer and Liche Priest are both towards the center in cover. Everything else is deployed in the middle. I figure that he has mostly shooting, so I should be able to move some heavy hitters to the left sector if needed without any issues. He deploys his Aetherstrike force in the center with a unit of Aetherwings each in the two side sectors. He used to be a death player, so I know I don't really need to explain things. He chooses to go second. I

    Round 1.

    Settra gets his prayer on the sneks and his command ability. The warsphinx uses his command ability on a unit of Judicators as all the units are too small to matter. The necromancer puts Vanhel's on the sneks and the Liche Priest puts Righteous Smiting on them also. Now that they're ready to brawl, I fly em up the full 20" and move Settra, the Tomb Herald, and the Mortis Engine to the middle of the board. The warsphinx stays back to protect against the hammerstrike. I put the Herald just inside some terrain. I have no shooting and only charge with the sneks. I get far enough that I can engage both units of Judicators and bring one of the Aetherwings, and all the other center units into combat except the two characters. I kill 9 Judicators with the first pile in. He attacks back with the remaining Judicator. He goes to pile in with another unit but I remind him that the sneks have Vanhels and he realizes he's mad a grave mistake. The judicator keeps two of the sneks from piling in any further, but I still manage to wipe out the unit of Aetherwings and everything but the two characters. The Aetherstrike force allows him to still put a bunch of shooting into the sneks and he kills 3 of them after all is said and done. Neither of us have battleshock.

    Opponent turn.
    He flees his two characters in opposite directions to make sure I can only chase one (but them some fast sneks) and hopefully claim an objective if it lands on the side. He brings in his hammerstrike force on my left flank, where there's basically nothing. The Prosecutors come in about 11" from the Warsphinx and 9" from the Herald. The first unit of retributors come in just under 3" away from the herald and the second unit is 4" away from the sphinx. The liberators fail to come in. He goes to charge, but realizes the retributors are already in combat with the herald (another grave mistake). The second unit makes it to the sphinx and they pile in first (the final grave mistake). They do 5 wounds to the sphinx after saves and halved, but their pile in brought them within 2.5" of Tomb Herald (to be fair, he was very careful to make sure that Settra was more than 3" away). The herald piles in to the retributors that are engaged with the sphinx, removing the other unit of retributors from combat, so they don't get to attack. The sphinx finishes off the retributors.

    Turn 2. He gets the initiative. The comet comes in the center, directly on top of my sneks. He doesn't have the models to claim it, so his only real hope is to secure my comet, but only if it comes on the left or center. His Liberators still don't come in. He kills a 4th snake from shooting but doesn't charge and instead just moves his characters further away (ain't gonna do no good). He shoots at the sphinx with his prosecutors and gets 1 wound through. He charges the retributors into Settra... If he were paying attention, he could have put two models' attacks into the tomb herald, but he wanted to keep his unit in cover and instead put all attacks into Settra, who saved all but three and passed two wounds off to the herald. Settra wipes out the retributors.

    My turn. The comet lands on my left where nothing is... Settra uses his command ability and prays over the sneks. The Necromancer and the Liche Priest are too far away to cast anything so I put Mystic Shield on Settra and Vanhels on the zombies just because. I use the Mortis Engine's once per game and only roll 10"... That's not enough to hit anything, but it heals Settra back to full health and a wounded snek back to full. I plant the banner on the tomb herald and bring back a snek plus the one from the snek banner. I use cloak of mist and shadows to teleport the sphinx over to the objective, just inside 6". I leave Settra in the middle of the board because I want to him to be able to buff the sneks AND the warsphinx. The sphinx shoots at the prosecutors and misses. The Mortis engine moves toward his character in the right sector. The sneks charge the character on the left, still maintaining the objective. I figure that since I'm already a turn ahead on claiming objectives, I don't really need to worry about the comet in my territory. So the sphinx charges the prosecutors and kills them all. The character attacks the sneks, but wiffs a lot, doing only a few wounds. The sneks kill him. I get 2 points.


    There's really no point in continuing, but he wants to, so we do.

    Turn 3. I win the initiative and heal another snek. I go through the motions and charge his last remaining character with the mortis engine and the sneks. I swing with the full hp engine and the spectral host kills his character. The birds manage to kill the wounded snek, but the sneks quickly avenge their "fallen" friend. I get 6 points. NOW he concedes as he only has the one unit of Liberators still in the heavens.

    Major Victory for Death 1800-0
    I ask the TO why I only got 1800 points when I tabled my opponent and he said it's because warscroll battalions don't count for points killed. I really hope that doesn't keep me from winning some sort of prize...

    ROUND 2. Take and Hold

    My opponent: Chaos
    Opponent didn't upload a list, so I'll do my best
    Lord of Change
    Gaunt Summoner
    Tzeentch Shaman on disc
    4 Pink Horrors x10
    4 Blue Horrors x10
    2 Brimstone Horrors x10
    Skyfires x9
    Tzeentch chariot
    warscroll battalion (unkown)

    I get lucky and he rolls poorly on his destiny dice: (654443321)

    He deploys his lord of change and a few characters then bubblewraps them on his objective.
    I bubblewrap my objective with zombies, necromancer and mortis engine. Settra, the herald, and the liche priest are on my right and the sneks and the warsphinx are on my left. The terrain was really poorly placed, so I didn't keep my warsphinx within 18" of Settra, thinking I could use the cloak to get him close enough in the hero phase.

    My opponent chooses me to go first. I played this guy in the last tournament so I know his magic is powerful. I take a few minutes to consider my options. If I engage, I SHOULD be able to punch through both of his screens of blue horrors and pink horrors with my first pile in, which would allow me to pile in the second time into his lord of change and the skyfires. If I stay back, I should be safe for the turn from most magic, but if he gets the double turn, I'll be facing two rounds of skyfires and one round of a ton of magic, severely weakening me. I don't think the sneks or my wizards, and possidly even Settra can survive that, so I decide to engage. All my buffs go off just fine, same as before. I teleport my sphinx, but the only way to get him within 18" of Settra is a beeline, which I opt not to do, as I don't think the +1 to wound is going to help. I have a dozen units to choose from and they're all really weak. So the sneks fly across the board and I only get a 4" charge. Thankfully, the musician gives me an extra 2", but I can only get 8 sneks in range.Settra, the herald, and the mortis engine follow, but no charges. I do a lot split attacks, putting all of the riders into two units of blues and two of brimstones. I put all of the sneks into the pinks behind them. I do REALLY well. I kill both units of blues, 1 of brimstones, and 2 pinks. The remaining brimstones have 4 models left and the pinks have 2 models left. He piles in with the brimstones, locking four of my sneks in place. I do my second pile in, but I can only get one to attack the skyfires and two to attack the lord of change. I wipe the rest of the brimstones and kill 2 skyfires and wound a third. The lord of change takes 3 wounds. I'm also able to wound the chariot. He does some attacks back and kills 2 sneks. He uses his destiny dice for the pinks that only have two models left to make it a 1 and gets 5 models back. He passes battleshock on the skyfires. This did not go nearly as well as I had hoped. :(


    I think every unit except the skyfires was a wizard... He puts most of his magic into the Mortis Engine and gets it down to 10 wounds, but he also killed some sneks, removing them from within 10" of Settra and the herald. The pinks are back up to 10 models. He moves the chariot over the sneks and kills another. Every model in his list also shoots... He kills 3 more sneks, leaving 3. He charges with the chariot but only rolls 4" so he has to go back to the sneks, but he was trying for the mortis engine. The skyfires go first and only kill one snek, which brings his chariot out of combat. I kill another skyfire and some pinks, but still not enough.

    TURN 2
    I get to go first, but I don't think it will matter at this point. I heal back two sneks and deal 1 mortal wound from the mortis engine to the chariot. I'm a bit flustered and forget to cast my spells, but the sneks are out of range so it doesn't really matter. I then forget to move Settra and the herald closer to the lord of change for a charge. I shoot at the chariot with the sphinx but miss. I charge the mortis engine to the chariot, but only get a 5, so I can't charge anything else. I was hoping to get closer to his other units for the hero phase shenanigans but alas. Settra is in range to charge, but only some blue and pink horrors. I boxcar the charge. The tomb herald gets snek eyes... I take a minute to consider my options. If I charge with Settra, I lose the bodyguard, which might not be that big of a deal. I'll probably kill both units, but they're worth like 100 points total and it puts Settra at huge disadvantage against his lord of change in the next hero phase. I opt not to charge. The sneks kill another skyfire and the rest of the pesky pinks. The chariot fails and the mortis engine kills the chariot. Two of the sneks die. One more skyfire dies to battleshock, leaving 4.


    His turn.
    He puts two spells into the herald and kills it. He then puts the big Tzeentch spell (roll 9 dice and 6s do D3 mortal wounds) into Settra on a 15. I use the Liche Priest to auto unbind it. He then puts the other big Tzeentch spell into Settra (roll 9 dice and 3+ deal 1 mortal wound) causing 4 mortal wounds. Settra lives. I activate the Mortis engine's once per game heal and get an 8... That's not enough to reach Settra or the lord of change. It reaches 4 enemy units and I deal 1 mortal wound to each and 3 to the skyfires, but the mortis engine heals 1. That could have gone better. The gaunt summoner finally kills Settra, but takes 5 mortal wounds for doing so, also killing himself. My opponent was really surprised that was a thing.The rest of the spells go towards the mortis engine. The skyfires shoot at the sphinx dealing 5 damage in the end and charge the mortis engine killing it. This is really bad. I can't win now, but I might be able to pull out a minor loss.

    Turn 3.
    I win priority.

    I put Vanhels on the zombies and he unbinds. I try to stone shape the sphinx but fail. I merge the zombies into a single unit (might have been too early) and shamble them forward 4". I also move the sphinx towards the skyfires and put the liche priest in cover. I forget to also move the necromancer to give him the extra save. I charge the zombies (only getting 13 in range) and the sphinx into the skyfires but I fail to kill any of them (4 remaining, 1 with 3 wounds). He kills 1 zombie and gets the sphinx down to 4 wounds remaining.

    He does a ton of magic, killing the sphinx and I deal 3 mortal wounds in return on some pink horrors (not like it's gonna matter). He shoots the necromancer off the board and ends up killing 23 zombies, 19 more die to battleshock.

    TURN 4
    I win priority (not like it's gonna matter)
    I heal back 1 zombie... We get the ten minutes remaining mark. Maybe I can still get the minor loss, but it's a long shot. In order to do so, I need to kill only two skyfires and one has already taken 3 wounds. So I cast Arcane bolt from the Liche priest and roll a 10. My opponent rolls double 3s so he fails to unbind. I do 3 mortal wounds. Now I just to need to get 2 wounds through with 9 attacks hitting and wounding on 6s... It didn't happen. The zombies die. We call it because he has a lord of change, 3 skyfires, and the shaman all within movement range of my objective and a unit of pinks on his. I only have the Liche priest still on the board, which has 0 chance of surviving.

    MAJOR LOSS 800-2000

    ROUND 3 Escalation (This is the one I was to hoping to play against Tzeentch)
    Opponent: Stormcast (also didn't upload list)
    He was also running Hammerstrike, but a much better version and another battalion.

    By now, my sneks have a reputation of being more deadly than a bloodletter bomb, skyfires, and stormfiends.

    I deploy my zombies and Necromancer on the far objective, but the necromancer is still in range of the sneks. I deploy the sneks on the near side, but they stretch all the way from the table edge to a piece of terrain directly in the middle of the deployment zone, which is where the liche priest, the herald, and Settra are. My opponent deploys one unit each on the two outer objectives and his characters in terrain. The prosecutors are also in the middle.

    He decides to go first because he only had 2 drops (I think) and he thinks that the best chance he has to kill the most sneks is before they have any buffs (smart thinking. He does his buffs and moves the prosecutors 9" away from the sneks. He brings in a unit of 10 raptors with 4 maces, a character, and a unit of retributors. He kills 2 sneks with shooting and does 8 wounds to my mortis engine. He charges with the retributors and gets a 9, allowing them to reach the engine, but only with 2 models, but also reaches Settra. The raptors charge the sneks, but roll a 4, so they can't go anywhere else. He kills two more sneks in combat and a 5th one has 4 wounds on it. I go with the engine next and kill one retributor. He decides the 4 remaining should go into Settra, but his pile in also brings in my Warsphinx. They get three wounds through on Settra and I pass two to the herald. I then pile in with the sphinx and kill another model. Settra sweeps the rest away. The sneks go last and kill all 10 raptors.


    Now it's my turn... I heal back two sneks with their banner and reanimate. I get Vanhels on them. The mortis engine heals 2 wounds, heals Settra and the herald. I use my teleport to get close to a unit of liberators with the sphinx. Settra also moves closer to them. The zombies shamble toward the objective and the necromancer follows. I shoot at the liberators and fail. I charge the sphinx and roll an 11, getting all the way to the rear of the liberators. Settra also charges them. The sneks roll low on the charge, but the minimum 6" is more than enough to engage the prosecutors, the character, and the liberators. The sphinx fails to do any charge damage with a 6 roll. I swing with the sneks first, killing the character and the prosecutors. The liberators swing next and do nothing. The sphinx kills 3 models and Settra kills the other two.

    My opponent concedes as his entire hammerstrike force has been killed on the first turn and he hasn't even killed a single unit, not mention that the sneks would be back at full size by the end of turn 2. He has two celestants on dracoths, but they are no match for the sneks or Setttra or the sphinx (though the sphinx is too slow to reach them).

    MAJOR VICTORY 1800-0

    I ended up placing 3rd overall, but I noticed that the person who got 2nd place also went 2-1 but beat me by 320 kill points. If warscroll battalions were counted (I still don't understand why they weren't), I would have gotten an extra 400 points, getting me to 2nd place.

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