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An AoS tournament

Alabaster427

Minister of Thriftiness
True Blood
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Dec 9, 2013
Messages
1,315
#26
We're using the points of the General's handbook I.
We are aware that their cost is going to increase, but the reasoning is: it would be unfair to raise the points only for Tomb Kings, without knowing the points increases of the other armies.
They already updated the points in the app, but not the FAQ. Fyreslayers and I think one other had points updates also.
 
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503
#28
With my successful invasion of the Beastclaw land, now i see a new set of potential opponents.

In this last turn played at 1500 pts, I'm going to invade a territory controlled by Beastmen, while the Beastclaw will try to take back the one they losed to me.


BATTLE n. 8 - TK VS BEASTMEN

Beastmen, sprinkled with true chaos (2 skullcannons).
My swift attack takes totally unprepared those hideous beasts, and wipes them from the batlefield!

(read: my opponent couldn't play, and forfeit the match)

TK score an uncontested, but also unsatisfying victory. o_o
 
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#29
Beastclaw riders want to take back the territory I've won in the 6th battle, and attack me...

BATTLE n. 9 - TK VS BEASTCLAW RIDERS


Tomb Kings

Royal warsphinx (General, master of Black Arts)
Liche Priest
Necrotect
6 Necro Knights
5 Horsemen
5 Horsemen
10 Skeletons
30 Archers

(NOTE: given that we play in a realm where you can place additional wyldwood forests during the game, i choosed to pick the artefact that let me teleport one unit from a forest to another. I need just one addtional forest to make it work, but in five turns, it will never happen.)


Beastclaw

Frostlord on Stonehorn (general)
1 x Thundertusk
1 x 2 Mournfang
1 x 4 Mournfang
1 x 4 Frost Sabres


Scenario: Blood and Glory

I must have a sort of Subscription for this one...

Set-up

From my left to my right: I place a horsemen unit and the Sk. warriors (near the left objective), the Royal Warkitty, the archers with the necrotect at the center, then the NK, the priest and the other Sk horsemen on the right .

My opponent places (from my left to my right): the 4 mournfang and the tigers near his objective, the Frostlord at the center, then the thundertusk and the 2 mournfang on the other objective.

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FIRST TURN:
Beastclaw: my opponent decides to start. Rolling on the winds of his Allegiance, he obtains to re-roll all the 1s for saves. He advance with the Thundertusk (keeping a safe distance from the archers), and run at the center with the Frostlord; the Lord needs a 9 to charge, but fails.

Tomb Kings.
I must immediately take hard decisions.
The frostlord is in a perfect position: I can hit it with ALL the intact power of my army, shooting, snakes with righteous smiting and even the sphinx.
It has a save 2+ in CC and 3+ on shooting, so it will save on 3+ against my archers and 3+ agains my melee. Re-rolling all 1s.
Basically, it means that it will only take one sixth of the wounds I'm going to deliver. Halving them.

In a single turn it's not possible to do the Killing, maybe if I win a double turn, but at this point, I could win anyway with my other tactic.

So, I ignore the Lord and move my troops:
The NK and the LP goes to the right, threatening a secure charge against the Thundertusk and the mournfang.
The King, the horsemen, the warriors, the archers and the necrotect move to the left, I want to go en masse toward those 4 mournfangs.
The tigers will be wiped away by the archers: 22 of them are in range to shoot, so it's 44 arrows.
Only 6 of them wound (!), well under the average, the frost sabres roll 2 sixies, and only 2 dies, rolling a 1 on battleshock. Apparently, I picked the worse company of archers in all khemri...

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SECOND TURN:

If I win the roll, I could basically end the game.
Obviously, Beastclaw go first...


The frost sabres advance a little.
The cursed thundertusk kills my Liche Priest with the ranged mortal wounds.
The frostlord charges the necrotect and also the archers (it's base is huge), the necrotect is killed by the d6 mortal wounds for the charge (rolled a 6), then all the attacks goes on the archers, and wipes them all away!
(for the note, I've rolled 25 saves for the Death trait, and I rolled only one 1. For the necrotect. :angry: )

Cool...
my turn. Let's see if we can gain some ground

Left wing: I use the warriors as a running screen, placing them within my king and the frostlord. I roll a 2 to cast arcane bolt, then I roll poorly (1) for the run of the horsemen, so i decide to use them against the tigers; the warsphinx moves, fiery roar on the mournfang (failed); there's a passage to go against the mournfangs, I'd need a 8 to charge the 'fangs, but i roll a six, so also the sphinx goes against the tigers. What an overkill...

Right wing: I've lost the buffs of the LP for the Necroknights, but i charge nonetheless, with the support of the command ability of my far king. I must divide the attacks; 3 snakes on the thundertusk, 3 snakes on the 2 mournfangs.
The thundertusk is only wounded... the tusks, against the 5 successful "to wounds" of the fangs, roll four 6s, inflicting 4 mortal wounds to my snakes, and then another one when they fight back, killing one snake.

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This game is going really well...
Will it goes better in the following turns, or my bad luck will continue?
the third turn is here, and winning the roll could be decisive...
 
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#30
My numerical advantage is still solid and I'm near all the objectives: if I win the roll, I should almost certainly win also the battle.
But again, Beastclaw go first...

THIRD TURN:

Beastclaw riders:
On the left, the mournfangs charge and kill my horsemen. The Sphinx is drawn into combat and kills a single fang.

On the right, the Frostlord charges on the rear my snakes (taking also the objective in the part of my battlefield): the impact is devastating and i roll saves under average. 3 Necroknights are slaughtered.
Only 2 remain and it's my turn to counterattack: if I manage to kill both the Thundertusk and the last mournfang would be excellent, but only the thundertusk goes down, the fang stands with still 1 wound.

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Tomb Kings:
My possibilities are now limited.

on the left, my King kills a mournfang and wounds another one; sk. warriors run forward, to add their number in the fourth incoming turn.

On the right, i raise a Snake: with three stuck in combat with the mournfang and the Stonehorn, I kill the last fang, and then (for once) i somehow resist the Frostlord that fights back, losing only one snake (but with another one taken down to 1 wound)


FOURTH TURN:

I win the roll, but I don't have the same good conditions there were before. Let's try to do something...

Right wing:
I raise a NK, retreat from combat and take the objective.
the horsemen run back, and I manage to place 2 of them within 6" within the objective that was taken by the Frostlord.
Now, I'm controlling 3 objectives.

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Left wing:
The warriors run... but rolling just a 3, only one skeleton is within 6" from the fourth and last objective.
My King need to slay the two mournfangs to win the battle (with a major victory, nonetheless)

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...a good shot with Arcane Bolt (3 damage) it's a good start, but 2 saves at 6 made against the king's blade means that a Mournfang still stands, with 2 wound. I don't control the objective. <_<


In their turn, the frostlord slays the horsemen, taking back the objective.
We'll play the last turn for a minor victory.



FIFTH TURN:

I go first.

My king kills the last mournfang, i raise a fourth snake, but I cannot evade the Frostlord's charge.
Now, I'm controlling 3 objectives, I need to resist the incoming attack

Beastclaw:

The frostlord charges my snakes: one got only one wound, so i can afford to take 15 wounds, to keep one snake alive and mantain control of the objective.

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In close combat I save at 3+... and I manage to suffer 17 wounds.

The snakes are wiped away, I control 2 objectives, my opponent controls 2 objectives.

I still have 420 points on the battlefield, my opponent got 460.


for 40 pts, MINOR VICTORY for Beastclaw Riders.


what a game...
 
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#31
We are going to start the last turn of battles, with 2000 pts armies.

My score, up 'til now:

battle n. 1: TK vs Dwarfs (dwarfs' minor victory)
battle n. 2: TK vs Dwarfs (TK major victory)
battle n. 3: TK vs Stormcast (TK major victory)
battle n. 4: TK vs Stormcast (TK minor victory)
battle n. 5: TK vs Stormcast (Stormcast victory - forfeited match)
battle n. 6: TK vs Beastclaw riders (TK major victory)
battle n. 7: TK vs Daemons of Khorne (TK major victory)
battle n. 8: TK vs Beastmen (TK victory - forfeited match)
battle n. 9: TK vs Beastclaw riders (Beastclaw minor victory)
 
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Messages
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#32
The tournament enters the final phase, 2000 pts.

At the moment, I could attack 5 opponents:
Beastclaw riders, Beastmen, Deamons of Khorne, Stormcast, Flesh eater courts.

When it's my turn to decide, the first 3 were already attacked, so I'm forced to pick one between stormcast and FEC (which includes also 2 mournguls)

Even if I would like to fight a different army, I decide to avoid fec: they are ahead of me in number of territories, while Stormcast have the same number as me, so it makes more sense to face my direct rival and take him down.

Curiously, Stormcast reasons in the same way, and declares that he's gonna attack me, so for this round i'll have (again) 2 battles against SE.

TENTH BATTLE - TK VS STORMCAST ETERNALS


Tomb Kings

Royal warsphinx (General, master of Black Arts)
Liche Priest
Necrotect
6 Necro Knights
5 Horsemen
10 Skeletons warriors
10 Skeleton warriors
30 Archers
10 archers
15 Tomb Guards

Battalion: Tomb Legion


Stormcast "Infantry Supremacy"

Lord Celestant (general, master of defence, can cast Shield of Thorns)
2 x Lord Vexillor (the old version, that can teleport units at 3" from the enemy)
1 x Lord Relictor (? the priest that can pray for magic effects)
15 x Retributors
5 x Decimators
5 x Decimators
5 x Liberators
5 x Liberators
5 x Liberators


Scenario: escalation

this time, we use the updated rules for the scenario: you place all the units at the beginning, but they must be set at different distances from the enemy's territory: 9" for battlelines, 24" for behemoths and warmachines, 18" for all the rest.


Set-up

Stormcast start placing their units in the heavens, giving me no clues.
At that point, I've decided my tactic: i will go "en masse" on 2 objectives, gaining the victory points and keeping them, while I will totally ignore the third objective. So, I will play aggressively at the beginning and defensive later.

To do this, i decide to set-up my whole battalion in a single placement, thus gaining the right to decide who will go first.

In the end the set-up is this:

a unit of warriors ready to advance toward the objective on the corner, flanked by the other warriors' unit, then the mass of the army: 30 archers, TG, LP, necrotect and SSC, on the right the king, the NK and the SK knights.

My opponent places the 3 units of liberators and one of the decimators in the heaven, the other units and heroes are at the border of the table, mostly hidden behind the buildings.

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I decide to let the SE go first: in this moment, I know he's not going to waste the retributors in a first strike, and its main force is in the heaven, they would descend in the move phase (thus not targettable by effects in the hero phase) and must be placed at 9" from my units, so they'll be almost useless in the first turn.
I, on the contrary, can see my opponent's moves and could also win a double turn...
 
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#34
Are you gonna finish this batrep?
Absolutely yes, but yesterday I ran out of time... :redface:

Here you are!



The battle


FIRST TURN:

Stormcast:
SE drop successfully 3 units: one unit of liberators goes (as expected) near the objective on the corner of my right, the one that i am ignoring.
A unit of Liberators and a unit of Decimators land near the objective on my left, my opponent knows he must contend it to me, and places his 10 models almost perfectly hidden behind the ruined building.

Tomb Kings.

My king can see a model of the decimators' unit, so I use my command ability upon them, necrotect's buff and righteous smiting on archers.
my skeleton warriors advance, as the snakes and the horsemen.
SSC moves toward the left, and the 30 archers run for a grand total move of 12":

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I've got 22 models within my 26" shooting range and with los on the decimators. I shoot at them, and also with the catapult, dealing enough damage to kill the 5 decimators before battleshock.


SECOND TURN:

i win the roll.

Tomb Kings:
easy. i secure the central objective and the left one. Archers kill 3 on 5 liberators near the left objective, SSC hits twice, the liberators save but flee for battleshock. no enemy remains in that corner, and I take 2 points.
I fail to give mystic shield to the snakes.


Stormcast.
my opponent goes on a all-out push.
the remaining liberator unit from the heaven land at 9" from my right flank, a vexillor teleports the 15 retributors all around my snakes (they also have shield of thorns cast upon them), and the other vexillor puts the 5 decimators between my SSC+Necrotect and the TG+LP. Some damage scattered around for the effect of the pennant of stormbringer

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Liberators fail the charge.
Retributors successfully charge the snakes (which are not buffed by mystic shield) and the 10 archers. 3 snakes killed and one taken down to 1 wound. I manage to kill 3 retributors in return.
Decimators would like to charge my TG... BUT my opponent knows that his first attack will be made by the retributrs and my TG will attack the decimators before they can act... so he sends the decimators against the Necrotect and the Catapult. The necrotect kills one decimator (!), then i suffer 2 mortal wounds on the crew, 1 wound on the SSC, 1 wound on the necrotect. Good!

SE take 1 victory point for their uncontested objective on my right

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tnx to the effect of Shield of Thorns, also the snake with 1 remaining wound dies, and so the archers.


THIRD TURN:

I need to win the roll to see who'll start, to save my sakes. My opponent rolls a 2! I roll a 1. <_<

Stormcast:
Retributors finish my snakes.
Decimators fail to kill the necrotect, that takes just another wound.

another victory point, 2-2

Tomb Kings:
time to kill.
Command ability against the retributors, righteous smiting on the 30 archers.
heavy shooting from the archers and the king upon the retributors... 18 unsaved wounds, 6 models killed.
Necrotect and SSC disengage.
THe king charges the retributors, the Guards charge the decimators.
I attack with TG first, and the decimators are gone.
The retributors inflicts 5 damage (halved to 3) to my king, then my King attacks, killing another couple of those sigmarines and the last ones flee.

This is a beautifully clean battlefield! ...and i take 2 victory points: 4-2

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FOURTH TURN:

I win the roll.
I kill from a distance a vexillor and move my guards toward the liberators on the right (that could still charge my SSC).

SE: my opponent knows cannot win, so he moves in a safe position the general, to avoid him being killed (it would cost him the artefact).

FIFTH TURN

Nothing happens, victory points 8-4 for me.

MAJOR VICTORY. :D
 
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#35
BATTLE n. 11 - TK VS STORMCAST

After the last defeat, fearing my superior tactical skills and battle prowess, the Lord Celestant decided that it was better for their cause, to save their forces for some different opponent.

(my opponent couldn't play, and forfeit the match)

Uncontested victory for TK. Mission accompllished.
 

Alabaster427

Minister of Thriftiness
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#36
I'm glad that you didn't face the Flesh Eaters Player because that means that Death takes up more of the top rankings.
 
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#37
Yeah, that was my reasoning as well... but it cannot be openly said (you know, sportsmanship ;)).

In the next tournament we'll play with allegiances between armies of the same faction, but in this one we're supposed to be all against each other.
 

Alabaster427

Minister of Thriftiness
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#38
Even if it was a tactical decision, like half of the artefacts don't work against Death units and several abilities apply to Death, so can also buff your opponent. There's plenty of tactical reason to not play another Death player.
 
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#39
The funny thing, is that (if we take a look at all the armies in our tournament) the veteran advancement of my general (+2 to bravery) can only work against the terrorgheist...
 

Alabaster427

Minister of Thriftiness
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#40
Even then, it's only a max of 2 mortal wounds, which you'd have at least one save against.
 
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#41
This is the second to last turn.
And i'd say it's good, because frankly the tournament is starting to be boring... due to the rule that an army cannot be attacked more than once in a turn (to avoid "allegiances" to wipe someone), I find myself stuck almost Always with the same opponents.
Bonsplitterz attack Khorne... so I cannot attack khorne.
Khorne attacks beastmen... so I cannot attack beastmen.

Guess what?
Dwarfs attack me, and I'm forced to attack Stormcasts.
9 armies, and I've played only with 4 of them. Sigh.

anyway.


BATTLE N. 12 - TK VS DWARFS


Tomb Kings

Royal warsphinx (General, master of Black Arts)
Liche Priest
Necrotect
6 Necro Knights
5 Horsemen
10 Skeletons warriors
10 Skeleton warriors
30 Archers
10 archers
15 Tomb Guards

Battalion: Tomb Legion

For the artefact, I give to the NK a banner that gives +1 to save to them and other units within 3" to the banner.


Dwarfs

Warden King (general, don't recall the artefact)
1 x runelord
2 x Cogsmith
2 x cannon
1 x Organ gun
1 x Bolt thrower
30 x thunderers
20 x warriors
10 x longbeards
10 x Longbeards
10 x Hammerers
5 x slayers
1 x gyrobomber


well, plenty of artillery and a large group of thunderers, which could give me some problems. However, I know dwarfs and I should win this one.
Of course, if I play as I should.


Scenario: escalation

What was I saying? ah, yes... boring. But this time I can only blame the dice.

Set-up

I know dwarfs don't like to spread all over the map, so I'll do it, to conquer objectives.

On my left i put a unit of warriors and the horsemen, so even if targeted by artillery, I can conquer and keep the left objective.
I reinforce the centre with my long range 30 archers, and the TG to point at the middle objective, supported b the nearby priest.
I decide to use the NK plus the King as big hammer, that will advance smashing enemies while I pick the third objective with the 10 warriors + 10 archers, that i put on the right (warriors into the building)
Necrotect and SSC behind the building, safe from enemy's warmachines and able to shoot.

Dwarfs put 20 warriors and 5 slayers on my left, but far away from the objective. No problem.
At the center, behind a thin line of longbeards and the bomber, there is the big firing Group: bolt thrower + cannon, thunderers, organ gun + cannon.
Toward my right there is the warden king, the runelord, 10 hammerers and 10 longbeards.

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I decide to let the dwarfs go first: in the first turn they cannot do much damage, and i like to have the chance for the first "double turn".

here we go!
 
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#42
The battle


FIRST TURN:

Dwarfs:

Little movements, basically the longbeards and the hammerers toward my right objective (the only one "in range" for the dwarfs).
Cannon and Organ gun move and open fire upon the 10 warriors in the building, wiping them away.
The gyrobomber moves toward the central objective (don't know why, it seems a suicidal move)

Tomb Kings.

I move the 10 archers in the building and shoot at the longbeards (no kill); the SSC tries to kill the cannon's crew but without success, the block of NecroKnights (buffed by necrotect) + King advance, and so the mysticshielded Guards.
The 30 archers at the center run, into range to shoot at the bomber, buffed by righteous smiting, and will shoot at it.
On my left, the 10 warriors and the 5 horsemen sit on the objective (don't take points, because those are gained at the 2nd turn).

The 30 archers kill the bomber (the following picture has been taken before the shooting phase.

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SECOND TURN:

Dwarfs win the roll, and go first:

basically, it's shooting time.
first cannon and organ gun tries to wipe the archers in the building, but 3 archers survive.
Thanks to my careful placement and the use of mystic shield, combined with the artefact, I have the NK, the King and the Guards, all at save 3+ Vs shooting.
The second cannon fires at the guards, wounds with both, but i save.
the bolt thrower shoots at the 30 archers.... Killing 6.
Thunderers are out of range.
warriors on my right take the point of that ojective.


Tomb Kings:
archers heal.
command ability of my king against thunderers. Righteous smiting on archers, Necrotect's buff on Necroknights, that move forward at full speed, followed by the running royalsphinx.
the Guards take the central objective.
Shooting: SSC and archers on the 30 thunderers. The archers manage to kill only 2 thunderers (great save rolls), but the SSC kills 8 of them! other 10 will flee after the battleshock.
Charge: the NK impact upon the right warriors, wiping them away and taking the objective.

I'm in full control of all 3 objectives. 3-1

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THIRD TURN:

I win the roll, in the worst moment for the dwarfs.
Both archers units heal fully, advance and shoot.
My sphinx charges the remaining group of longbeards (killing just one!)
The NK charges the hammerers and the cannon crew, turning both into red paste.

I do 3 points again: 6-1


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Dwarfs:
the efforts of the remains of the army, inflict a grand total of 2 wounds to the Sphinx and kill one Necroknight, but they lose the organ gun (crew must pile-in toward the NK).
On the left, the 20 warriors try to run, but it's too late for them to be effective.

no points, so it's still 6-1

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FOURTH TURN:

Dwarfs win:

shooting kills another Necroknight
warriors and runelord are killed in CC by the Sphinx and the Knights

Tomb King:

I raise a Serpent; shooting kill the last cannon's crew, The charge of necroknights and Royalsphinx kills the warden king and the last 10 thunderers.

9-1 points of objectives. the fifth turn is moot.



MAJOR VICTORY for Tomb Kings!
 
Joined
Jan 1, 2017
Messages
503
#43
BATTLE n. 13 - TK VS STORMCAST

Due to various job reasons, my opponent couldn't play during the last 2 weeks, and forfeit the match.

Uncontested victory for TK.

Nice, but not exactly exciting...
 
Joined
Jan 1, 2017
Messages
503
#44
(almost) the end...

My final score:

battle n. 1: TK vs Dwarfs (dwarfs' minor victory)
battle n. 2: TK vs Dwarfs (TK major victory)
battle n. 3: TK vs Stormcast (TK major victory)
battle n. 4: TK vs Stormcast (TK minor victory)
battle n. 5: TK vs Stormcast (Stormcast victory - forfeited match)
battle n. 6: TK vs Beastclaw riders (TK major victory)
battle n. 7: TK vs Daemons of Khorne (TK major victory)
battle n. 8: TK vs Beastmen (TK victory - forfeited match)
battle n. 9: TK vs Beastclaw riders (Beastclaw minor victory)
battle n. 10: TK vs Stormcast (TK major victory)
battle n. 11: TK vs Stormcast (TK victory - forfeited match)
battle n. 12: TK vs Dwarfs (TK major victory)
battle n. 13: TK vs Stormcast (TK victory - forfeited match)

We should play just one final game, however, we decided to don't play the last turn. Some players have problems and, most of all, the top positions are almost fixed:

Tnx to my last victories and a couple of losses of the Daemons and Beastmen players, I am at THIRD PLACE, on ten players, and i simply cannot be surpassed.
At the same time, I cannot reach the first positions, which are 2 territories ahead of me.
The two top armies, at the moment, are Beastclaw Riders and Flesh Eater Court.
So, there will be just be a single game to decide the absolute winner.

Up til now, I was the only player able to beat Beastclaw riders (that is scoring 11 victories and just one defeat), and I am the only player that hasn't suffered a major defeat, so HORRAY for Tomb Kings! :cool:


I will keep you informed of the final game. Let's see if Death will take its toll! :vampire3:
 

Alabaster427

Minister of Thriftiness
True Blood
Joined
Dec 9, 2013
Messages
1,315
#45
[QUOTE="


Up til now, I was the only player able to beat Beastclaw riders (that is scoring 11 victories and just one defeat), and I am the only player that hasn't suffered a major defeat, so HORRAY for Tomb Kings! :cool:


I will keep you informed of the final game. Let's see if Death will take its toll! [/QUOTE]

The AOS app just reverted the TK points back to the GHB points, so I'm going to play them again in my next tournament. I was thinking of running a Settra/Nagash buddy list. lol :vampire3: :)
 
Joined
Jan 1, 2017
Messages
503
#46
THE FINAL MATCH


the fight for the first place, will see DEATH vs BEASTCLAW RIDERS

Given that this was the final match, the players decided it was ok to play a massive list at 3000 pts.

DEATH:
Ghoul King on terrorgheist (general - ruler of the night)
Ghoul king on zombie dragon
Mourngul
Mourngul
Varghulf courtier
Infernal courtier
12 x crypt flayers
10 x ghouls
10 x ghouls
10 x ghouls
10 x ghouls

BEASTCLAW RIDERS
(a formation that i don't recall):
Frostlord on Stonehorn
Huskard on Stonehorn
Stonehorn
Stonehorn
Stonehorn
4 x Mournfangs
4 x Mournfangs
2 x Mournfangs

Scenario: escalation

Set-up:
Death fields almost all the army at the left-center, with 2 units of 10 ghouls on each side
BR are more or less symmetric.

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first turn goes to BR; they blast the 2 ghouls units on their left, move toward the centre and place some mournfangs at charge distance from their right objective (left on picture).
The sky birds manage to deal 3 mortal wounds to a Mourngul!

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Death's reaction: if you wipe away my right wing, I'll do the same with yours...

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SECOND TURN

BR goes first again. they keep a couple of mourfangs to mantain their left objective, and set a massive defensive position at the centre. with a screen of 4 mournfangs and FIVE stonehorns ready to charge, they control 2 objective, forcing Death to attack.

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...a challenge that Death accepts!
The zombie dragon and a mourngul taste the blood of some 'fangs.
now Death controls the central objective

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THIRD TURN

Death wins and go first. with shooting, the mournfangs are killed and so both the mourngul charge. The zombie dragon places himself as "disposable screen"

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The mammoths charge as one, producing their maximum effort.
The Dragon goes down with just the wounds needed.
The Mourngul laughts at the worthless efforts of 3 behemoths combined. just 3 wounds inflicted on the already wounded mourngul, that kills a stonehorn and... heals 3 wounds.

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Death again.
The general on terrorgheist enters the fray.
The terrorgheist slays horribly one Stonehorn (18 mortal wounds with the maws!). The mournguls kill another Stonehorn.
the 2 remaining stonehorns are able to inflict just a single wound.
The player of Beastclaw alliance quit (almost ragequit)...

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... and with some reason. 2 mournguls alone, proved themselves able to deal with a whole army, without breaking a sweat, with just the general staying back to give them also the Death save 5+.


Not exactly a win by superior tactic, but DEATH WINS THE TOURNAMENT

first place: Death - Flesh eater court with mournguls
2nd place: Beastclaw Riders
3rd place: Tomb Kings
4-10 places: losers. :tongue:
 

Alabaster427

Minister of Thriftiness
True Blood
Joined
Dec 9, 2013
Messages
1,315
#47
It always breaks my heart to see so many Bravery-specific units without a screaming skull catapult... But good job.
 
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