Unas' battle reports

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Ah, so you took Warlord battalion and picked unique enhancement to gain the additional mutation?

Our handbook doesn't specifies that you need to take the Warlord Battalion. It only says that for every battalion you pick you can take an additional mutation.
Unless it refers to the battletome battalions, as the Deathstench Drove... i must look at the exact wording and see if it refers to "warcroll battalions". Now, if that's the case, it becomes much harder to have a second mutation
 
I can't seem to find that rule in the book, are you maybe confusing it with FEC mount traits?

Nope.
This needs to be checked.

I think i've found the issue.

I have the italian version of the handbook, here's where i find the rule: in the main page of the dynasty.

avengorii.jpg


It literally says:
"For every warscroll battalion (so, only the ones in the battletome; this would answer my previous doubt) you can select one additional friendly TERRORGHEIST of Avengorii dynasty or friendly ZOMBIE DRAGON of Avengorii Dynasty, to have an additional cursed mutation. A model cannot have more than one cursed mutation, and an army cannot include more than once the same cursed mutation."


NOW, I've checked the FAQ / Errata, and I've found this:

Page 82 – Battle Traits, Cursed Abominations. Delete the second rules paragraph and add the following to the start of the first rules paragraph: ‘Cursed Abominations are unique enhancements.’

I've missed the Errata, so my reference was the Battletome.

If this specific rule (pag. 82) is not printed in your battletome... i can only presume your version has been printed and updated after the FAQ. Maybe?
 
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This is going to appear as an uphill, one-sided battle.

2000 pts, one of the weakest AoS armies, against one of the most (currently) powerful army army and one of the most OP heroes around



Nighthaunt vs Lumineth, with Teclis


1st disclaimer: the tension was high. I totally forgot to take a pic of the set-up, and basically i took pics of only the first round. But i hope i will be able to clear it up
2nd disclaimer: my opponent has Teclis' model, but it was given to a painter, so for this match the Lord was proxied by a maw-crusha...

feel free to place your bets.


NIGHTHAUNTS
Emerald Host

(grand strategy: at least a battleline must survive)

Leaders:
Lady Olinder (with shademist) - general
Guardian of souls (with shademist and Lantern +1 to cast)
Krulghast cruciator
Spirit torment
Cairn Wraith (pendant of the fellwind)

Battlelines:
5 hexwraiths
5 hexwraiths
6 spirit hosts
20 reapers

other:
10 Dreadscythe Harridans
1 Black coach
4 stalkers

endless spell:
chronomantic Cogs


It's basically a list written to have a fast block on the battlefield, and half of the army in deep strike



LUMINETH
(nation: the one that gives +1 to cast and dispel)

(grand strategy: a wizard must survive... and every unit is a wizard)

Leaders:
Teclis (general)

Battlelines:
2 x 10 Vanari Wardens (melee warriors with lances)
2 x 5 Vanari dawnriders (fast cav. on kangaroos)

Other:
2 x 20 Vanari Sentinels (the archers that deal MWs)


If you don't know, Teclis is borderline broken: can cast 1 spell that cannot be dispelled, or 2 spells as if he rolled 12, or 4 spells as if he rolled 10. Can autodispel a spell and one endless. Among his spells: give ward 5+ to all the army in a 18" bubble (making them more resilient than any undead army), or another one that inflicts d3 (on a 2-4) or d6 MWs (on a 5-6) to ALL enemy's units within 18".
All those Vanari units inflict MWs on 6s to hit (as if all of them were spirit hosts) for free, and with a spell those archers can do it at 5+. with range 30" that could be increased to 36". with no need for LoS.
they begin the battle with a inbound -1 to be hit.
units have Aetherquartz that can do 1/game very nice things (basically replicate effects as all out attacks, or all out defense, or autopass morale tests - almost as if each unit got 1 extra cp)
they fight with 2 units at a time
and other things i don't recall, as spells that give them double move and similar



BATTLEPLAN:

Power in numbers.

6 obj: from battle round 2 you can burn a obj you control to gain points that increases as long as you were in control of it. The later you destroy them, the more points you gain.



SET-UP:
You will somehow see the set-up by the pics of the first round.


My opponent places Teclis in the middle, flanked my 2 wardens, that shield the archers in the rearline.
on both sides, the 2 units of cavalry.

i place olinder, the cairn wraith, the 2x hexwraiths, the spirit hosts and the black coach in a central huge castle. Olinder is 30.5" away from Teclis.
Guardian of Souls, Kroulghast, Spirit torment, harridans, reapers and stalkers in the underworld.


i'm out of meaningful ranges and i lack shooting. My opponent (which has the initiative) lets me go first.
 
FIRST ROUND



NIGHTHAUNTS' turn

i can approach the battle in a conservative way, trying do dig my defenses and strike in a counterattack in the moment the Lumineth tries to move forward, as they are less numerous than me and with less units.
However, this is also the moment where they are vulnerable, with no additional bonuses, so i could opt for a "all in" approach, trying to put my opponent into heavy and unexpected pressure, forcing a mistake.
I'll try that


As battle tactics, i pick Ferocious advance (run with 3 units).
The Coach gains immediately 3 levels!
Olinder casts cogs... being out of range of Teclis, it cannot be countered. it's set with the bonus to charge.
Olinder then casts shademist... double 1, 3 MWs that kills a hexwraith... which is immediately brought back by the coach.

i run forward with the main group, pushed also by the pendant of the fellwind.
Command point to run 6" with the coach, and then i drop my reserves. ALL of them.
the stalkers take the only obj on my left that was unguarded, while the 3 heroes plus the reapers and Harridans appears to support the attack of the coach.
THe coach needs a 6" charge, harridans and reapers are set at 9", but exactly wholly within 18" from the cogs.

The shooting by the krulghast kills a pike-warden, and gives me a 5+ ward

1-1_Nighthaunts.jpg



Charge!
the reapers fail... command point, fail again.
the coach manage a 7", not enough to reach the archers (and take a couple of MWs by unleash hell from the archers), but inflict 2 MW to the pikes.
the harridans charge with a 8". impacting the kangaroos and the pikes


Harridans with all out attack (to balance the -1 the elves have) do some solid damage. 2 kangaroos survive and only 1 warden.
with the screen gone, the coach can pile-in on the archers. 8 survives.


1-2_Nighthaunts.jpg


in the battleshock phase the archers pass it tnx to their quartz.
Command point on the 2 survived kangaroo knights
the lest warden flees.

i complete my battle tactic.

2-0 for Nighthaunts.



LUMINETH's turn

I took my opponent by surprise, so he acts to face the main threat.
As battle tactic, he decides to take control of the obj in my possession (the one with the harridans on it).

The magic phase is a unstoppable machine gun... damage scattered to basically my whole units, ward 5+ and other bad things.
the only positive things is that the group of 20 archers roll a double 1 on their spell to increse the MWs output to 5+, and 3 of them die.

the 2nd unit of warden charges the coach, and Teclis charges the harridans.

The coach is killed with the exact wounds needed.
The harridans lose only 2 models and incredibly survive, and even kill the last 2 knights!
The obj is still mine, so the battle tactic is negated.


1-3_Lumineth.jpg



end of battle round 1
Victory Points:
2-0 for Nighthaunts.


from the next turn, we can burn the objectives, and atm i control 4 of them!
 
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SECOND ROUND

right, the Lumineth are in a very bad spot. they NEED the double turn, otherwise it could very well be game over for them.

they roll a 3.
i roll a 2.
sigh...

from this point, no more "new" pics. i was too concentrated. sorry guys, i hope it will be clear nonetheless.


LUMINETH's turn

battle tactic: kill a battleline (one of the hexwraith unit)

again, monstrous magical phase by Teclis, that hurts my lines and i'm saved only my the low damage rolled.

with a spell, double move for the left unit of kangaroos that charges my stalkers, killing them and taking the obj.
the wardens charge the harridans (BTW, their pikes have 3" range), still in melee with Teclis, and they killed them.
the archers concentrates fire on the hexwraiths and kill them

2-1_Lumineth.jpg



the lumineth, at the end of their turn, burns the 2 obj they were holding since T1 (2 points each) and the 2 obj they took from me this turn (1 pt each), plus the battle tactic.

8-2 for Lumineth



NIGHTHAUNTS' turn


battle tactic: kill a battleline (the wardens).

i move forward with everything, to concentrate my effort on the survived archers, the 10 wardens and Teclis.
I shoot with the Krulghast and Olinder (which does another double 1 on shademist), then i charge with the reapers, the cairn wraith, the spirit hosts and the hexwraiths.
i need everything, as they have a ward 5+, and i manage to wipe the 8 archers and the pikemen, locking Teclis in combat. Some reapers die, but 2 are brought back by the spirit torment.

I complete the battle tactic and burn my to obj: 2+2+2

end of battle round 2:
8-8!



THIRD ROUND

I don't grab double turn

LUMINETH's turn

Let's keep it simple:
Teclis teleports away to escape the melee with almost the entirety of my army; he goes in my portion of the battlefield to score the battletactic "savage spearhead" with the kangaroo knights already there. with magic the krulghast is killed. The Archers roll another double 1 (we had snake eyes 4 times in this game!), losing a couple of them. their shooting is not that effective.

10-8 for Lumineth



NIGHTHAUNTS' turn

i select savage spearhead too, and push everything on the archers, kiling them

10-10


FOURTH and FIFTH ROUND

The only battle tactics we could do would be "kill the general". Teclis is out of range, and Olinder is surrounded by all of my forces and the bodyguards.

the battle ends 10-10, we both complete our grand strategy.
13-13


THE GAME ENDS WITH A DRAW!​
 
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AFTERMATH & THOUGHTS

What an amazing and epic match! it was really a fun one and we both ended it mentally exhausted and happy.

I knew i had very small chances with such an outdated army agains this new mostrosity. Lumineth have a trick for everything and they were unlucky with those double 1s on their most critical spell. but they are STRONG. -1 to hit them in melee and shooting as long as they don't run and keep contact, ward 5+, every one is a wizard so they have a Grand Strategy assured (barring a wipeout) they inflict large amounts of MWs with an absurd ease in basically every phase...
That said:


1) Teclis is almost unstappable. in melee he's barely good, but he's by far the most powerful support for an army AoS can actually offer. it's crazily powerful with OP abilities
2) the list was not perfect. with Teclis, you should afford ONE unit of archers and field the battlefield with more support units (another 10 wardens and something else)
3) My opponent coud have won: he made a mistake in his first turn, when he should have gone for the obj controlled by the stalkers, in the way he did in the second turn. Instead he went for the one controlled by the harridans and i was lucky to resist. But we could say it was a forced mistake, 'cause he was not expecting a nighthaunts army played as a ork WAAAGH. 😉
4) this nighthaunts list has potential, even in the current state of AoS. If not for the immediate Lumineth's double turn, i would have won (but the scenario was a really weird one)
5) it's very sad that the leader of our army doesn't have a single +1 to cast.
5) Emerald Host is vital to protect our general. Olinder is still very strong, and i cannot judge her based on this match (which was clearly out of her league), but i wonder about leaving her home and playing a Knight of shrouds on steed as general. the block Knight + Hexwraiths would have a massive 15" move, and +1 attacks is huge. And for the Cogs i only need a hero with the book.
6) harridans and reapers are strong units. Harridans excel in groups of 10 (due to their limited range) but for the reapers, a block of 20 is the way to go


As always, i welcome any comment and debate.
 
Very detailed! Grats on the win!
This will help me learn the game and it's good to see broken armies get knocked down a peg or two, lol.
 
NIGHTHAUNTS

This batrep will be a very peculiar one.

The past weekend I went to a tournament, playing for the last time the old Nighthaunts book.

It was a narrative tournament, that took inspiration from the events of the last year tournament, and that will forge the premises for the next year tournament.

The background: after the past events, Malal managed to control a powerful, planetary-scale device (called Obscura Machinaris), that sent a mystical ray of energy through the realms, hurting Dracothion. All the Great Allegiances are moving: Sigmar wants to cure and save the majestic beast, Destruction wants to poison and control it, Archaon wants to kill it, Nagash wants to kill and raise it.

Each Allegiance sends a certain number of teams, to score they own goal: each army must conquer a number of KEYS to control the Device, and a number of POTIONS to cure / control / kill Dracothion.

(Note: a team of a certain allegiance, is not forced to have both armies of that allegiance. One army can be a mercenary)

Each team is composed by 2 players, 1000+1000 points. Teams of a certain Allegiance, of course, will fight only teams of different allegiances.

There will be 3 matches:

1st match: it’s a single game 2v2: we fight to seize the keys

2nd match: it’s a double game, 1v1: each team is divided in attacker and defender, respectively facing the defender and attacker of the opponent team: the attacker must conquer the potions controlled by the defender.

Final: the team with the greatest score for each Allegiance goes to the final.

One player for each team will fight on the back of Dracothion, against 3 players of the other 3 allegiances, trying to cure / infect the wounds

One player for each allegiance will fight on the Device, trying to help with the Rays the companion on the back of Dracothion.



But what about the ones that are not in the final? They will play against each other in “free matches”, running against the time: if a team manages to win its game and the final is still going on, it can immediately give an advantage to the team of its allegiance that is fighting on Dracothion (additional command points, raising dead, and so on).



There were 4 teams for each allegiance, so basically we were 32 players

The DEATH teams:

Double Nighthaunts (me and another guy)

Double Soulblight

Soulblight + Slave to Darkness (mercenaries)

Soulblight + Kharadron Overlords (mercenaries)



There wasn’t a single player with FEC, nor with Ossiarch. What a pity…
(BTW, there was a fifth Soulblight player, but he was allied with destruction)
 
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Due to the very nature of a tournament, i've picked very few photos, so my Batrep(s) will be very short.


FIRST GAME
- NIGHTHAUNTS vs DESTRUCTION -

(Ogor Mawtribes + Gloomspite Gitz)

My list:
Emerald Host

Knight of Shrouds on steed (general)
Spirit Torment (pendant fellwind)
Black Coach
5 Hexwraiths
10 Grimghast reapers
10 Chainrasp horde
10 Dreadshyte Harridans

my ally
Emerald host

Lady Olinder
Guardian of Souls
Spirit Torment (midnight tome)
20 CHainrasp Horde
10 Grimghast reapers
10 Bladegheist revenants


Ogor Mawtribes
Huskard on Stonehorn
Stonehorn
Mournfang pack
Yethees
Frost sabres

Gloomspite Gitz
Loonboss on mangler squig
Colossal Squig
12+12+12 squig Herds


FUN LISTS! 😊


My main force occupies the left flank, the chainrasp are kept in reserve and the coach is on the right.
Olynder takes the center with 20 chainrasp as screen, reapers on the right with a spirit torment and bladegheist in reserve

Destruction places at the center the big guys (2 stonehorns and the loonboss), with the colossal squig on our right

The first round starts very well, i roll for the Black coach and i suddenly gain 3 power levels!
Our opponents are ready to roll over us, so we decide to force them on the defensive: the plan is to run with the black coach, charge the colossal squig and, with the support of the reapers, lock their left flank and force them to react on that side, leaving room for us to develope an attack on the left.

3_Prima partita 1.jpg




The coach of course goes in, but the reapers fail the 7" charge, even with reroll.
I'm not able to kill the colossal squig (16 wounds are no joke, and the squig rolled for the roar, so the coach was not able to activate all out attack), I'm able to survive its counterpunch, but i'm swarmed also by the unhindered squig herds and i'm taken down.

without anything that can hamper them, the beasts roll as one toward Olynder, shattering the screen AND the right reapers. The plan was to force them to react on our assault, instead we are the ones forced to react.

And we react, indeed. Lady Olinder, the bladegheist from reserve and my troops exact an heavy toll: during the game we kill both the Stonehorns and the loonboss, and in the last 2 rounds we even manage to push through the left and into the center, but it was an uphill battle, worsened by many poor rolls (not a single spell was cast!).

We managed to stay in the game, but in the end we losed 22-18.

A bad start... (but a very fun game, with very nice opponents.)
 
SECOND GAME
- NIGHTHAUNTS vs DESTRUCTION -

(Kruleboyz + Fyreslayers)

I am the attacker and i'm gonna face the Kruleboyz as defenders

There are 3 objectives placed in the middle, we deploy on the corners


Kruleboyz
Snatchaboss on Sludgeraker
Breaka boss on troggoth
Shaman with Potgrot
3 x manskewer boltboyz
10 x Gutripazz
10 x hobgrob slittaz


I deploy basically a large block with almost all my force in the middle, with only the Chainrasp on the right (no need to keep them in reserve with only 3 central objectives).
My opponent places:
the Gutrippaz on my right (fighters with 2 wounds each)
at the center, the core of the army (Snatchaboss, Shaman, Manskewer)
then 10 hobgob
The Breakaboss on troggoth makes a pre-game move to threaten my left flank, already reaching an obj.

4_Seconda partita 1.jpg


FIRST ROUND

I let him go first.
As predicted, the Gutrippaz take the right obj, and the hobgob take the central obj.
With my central force so massive and concentrated, the Breakaboss don't charge. They have all the obj, it's up to me.

IN my turn i "shake" the battlefield.
I plan to not consider the Breakaboss on my left; I use my spectral summon to shift the chainrasp and i place them near the left obj. NOW, if the the Breakaboss will leave the obj, i will take it with no effort.
My whole army crushes the hobgob, except for the Harridans that charge the Gutrippaz, killing 3 of them. 4 harridans die, but 2 are raised back by the Spirit torment, so i control 2 obj.

SECOND ROUND

double turn.
The Hexwraiths charge the Snatchaboss (one survives)
The buffed reapers charge the Shaman and the Manskewers, making short work on them
The buffed Harridans reduces the number of the Gutrippaz
i raise one hexwraith to limit the pile-in of the Snatchaboss

in the Kruleboyz turn, the Snatchaboss finishes the Hexwraiths and the Breakaboss wipes away the chainrasp
the Gutrippaz die to the harridans.


THIRD ROUND

i kill the Snatchaboss: I've lost 10 chainrasp and 5 hexwraiths, the Breakaboss is the only enemy still standing.


Landslide victory for Nighthaunts!
In the meantime, Lady Olinder grabs a minor victory against a 3 Magmadroth army
 
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yeah, The Sun King , you are right: this annual meeting becomes better and better with each year that passes, and the mood is very friendly, as the narrative is pushed more than anything else. You even get bonus points for background and non competitive lists.


Time to do some math.

the referees watch all the scores, to see who will go to the final.
For the Death Faction, we have a tie at the bottom: Double Soulblight and Soulblight + StD sits on the lowest step
at second place it's my team.
For only a couple of points, the best death team was the one with soulblight + kharadron.

They will fight the final, and while the staff is setting the stage, we hurry to fight the last game: it's a race against time, we must complete the game while the final is still going on, if we want to send some help.

This will almost certainly be my last game with the current nighthaunts handbook


NIGHTHAUNTS vs ORDER
(Seraphon + Idoneth)

Seraphon - coalesced:
starseer (with the pyramid terrain)
10 skinks
Stegadon
Stegadon
the squad from underworlds

Idoneth:
Akhelian King
Akhelian allopex (the shark model)
Akhelian allopex
3 x Akhelian guards (the eels)
3 x Akhelian guards


the battleplan is with 4 obj in the corners, that slowly converge toward the center.
We deploy in a similar way to the first match, the main bullk of my amry on the left, Olinder with her chainrasp + reapers near the middle, my black coach and my chainrasp on the right (made a mistake, i totally forgot to put them in reserve. Oh well)

our opponents deploy the eels on the wings, all the rest is a big central block


5_Terza partita 1.jpg


5_Terza partita 3.jpg




FIRST ROUND

The order starts, and it's terrifying.
Double shooting by stegadon, and Lady Olinder is killed!
the whole army starts to move toward us

we move toward them, but we cannot charge anything


SECOND ROUND

Basically their entire army crushes on our lines. My partner takes the blunt of their blow: the grimghast reapers are blasted away, the chainrasp were somehow protected by Shademist and ONE of them remains. This was very important, because the battle tactic was to kill them as battleline! So, despite the heavy losses, they are not ahead.

In our turn, my force hits the left flank of their group, supported by the Black coach (that this game will shine) : a shark is killed, a stegadon is killed (battle tactic completed, +1 additional point for killing a monster), the second stegadon is taken to 1 wound remaining
THe bladegheist drop in their backfield and manage to score the 9" charge on the sterseer and the pyramid, stealing also an obj


THIRD ROUND
the stegadon, albeit wounded, kills the harridans, and the fish King devastates my chainrasp that were holding a objective
the eels in the backfield faces the bladegheist and kill them (but leaving unguarded one obj)

...but in our turn we kill the last stegadon (battle tactic!) and also the king with the black coach!


FOURTH ROUND
double turn for us!

My general on steed and the hexwraiths are able to steal the unguarded obj in the enemy's territory (battle tactic), while we kill the last shark.

We are now ahead by 7 points AND we are still potentially scoring both our grand strategies, while Seraphon are already out, so our opponents concede and so we can "send" an help to the Death's team that is playing the final.



My last match with this beloved battletome, has been a
VICTORY FOR NIGHTHAUNTS!
😊
 
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just so that you know...


these were the only real undead in the final:

6_Finale 1.jpg



...but when our help arrived, it was all for naugh. The soulblight were unable to seize the machinery with enough power to turn the events on the other table...

...where these guys were going to win.

6_Finale 2.jpg



it's CHAOS TIME!

Going by fluff, this was... an acceptable ending.

First: it's fair that a Death allegiance that involved Kharadron, in the end was unable to win
Second: We nighthaunts don't love Nagash, our depraved galoer that tortures us for eternity, So sorry he missed this chance.
Third: ...and it's not our fault! hey, we won our battle, we helped those vampires "champions". It's not us that are going to face his wrath!


Final considerations: let's face it. I went to a tournament with one of the oldest book in AoS, and my partner was the same as me. We faced newest armies or newest battletomes, and still we managed to win 2 matches and lose 1 by a small margin.
I'm pretty satisfied.
 
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NEW NIGHTHAUNT BATTLETOME


I was very uncertain about this. The game wasn't that good and i took very few pics.
But hey, it was my very first game with the new battletome, so why not?


NIGHTHAUNTS vs FYRESLAYERS


NIGHTHAUNTS
Emerald Host

(grand strategy: at least a battleline must survive)

Leaders:
Knight of Shrouds on steed (General, hatred for the living, artefact slitter)
Reikenor (with Seal of shyish spell)
Guardian of souls (with Lightshard and shademist spell)
Spirit torment
Dreadblade Harrow

Battlelines:
10 chainrasp
3 + 3 spirit hosts
20 reapers

other:
10 Dreadscythe Harridans
1 Mourngul
2 CHainghasts




FYRESLAYERS

Lofnir Lodge (the one that buffs magmadroth)

Leaders:
Runefather
Battlesmith
Runesmither


Battlelines:
Runeson on Magmadroth
Runeson on Magmadroth
Runeson on Magmadroth

Other:
5 x grimwrath berzerkers
5 x grimwrath berzerkers

Molten Infernoth



OK, that's not that great.
Slitter won't help me, and my 20 reapers won't have that many targets to trigger their inner bonuses.

But let's see...



We roll for the scenario, and it's the one with 3 obj in the middle and one of them (ramdom each round) will be worth 2 points.
A boring scenario, but one that should favor me.


0_Set-up.jpg
 
FIRST ROUND

the central obj is worth 2 pts


My opponent lets me go first, to exploit later double turn. with this scenario, i don't know if its a great move.

I buff defensively my 20 reapers (Seal of Shyish) and the chairasp (shademist), and i simply move my army to control the central obj and the one on the left, completing the "run with 3" battle tactica and collecting 5 pts
i set a solid castle, using the building and creating a bubble of buffs with my heroes, shielded by the spirit hosts.

1_1-nighthaunt.jpg



FYRESLAYERS' turn


he selects the battletactic to kill a battleline (chainrasp) and, surprise surprise, moves in.

However, the defensive bubble of maluses to hit (harridans and Mourngul), plus command ability to raise the ward on the chainrasp, proves to be effective and the unit survives (also the reapers, altough damaged, and suddenly raised a little by the spirit torment).
i fight back, severely damaging the blue magmadroth. and mantaining the control of the central obj


1_2-fyreslayers.jpg



5-2 for nighthaunt


SECOND ROUND

the central obj is again worth 2 pts

i win the roll.

I select kill a battleline (the blue magmadroth).

I protect the reapers with seal of shyish and shademist

i disengage with everything.
i send my chainrasp on the left, to charge those grimwrath and limit their pile-in toward my harridans, that charge the green magmadroth.
the reapers and the mourngul take care of the blue one, and i just build a scree to protect me from the white one


The blue magmadroth is killed, the green one heavily wounded. I control 2 obj and complete the battle tactic.

10-2

2_1-Nighthaunts.jpg



FYRESLAYERS

they do some damage, but i am able to withstand their effort:
the -1 to-hit bubble from harridans and Mourngul covers almost all my defensive line.
reapers are buffed by the -1 to wound
reapers, harridans and spirit hosts are buffed with ward 5+ (spell and double command, tnx to the dreadblade harrow)
i hit hard tnx to the bubble of +1 to hit and wound (chainghasts and guardian of souls).

some units are damaged (but also healed back tnx to the spirit torment)

fyreslayers manage to retake control of the left obj, thus complete the battle tactica and collect 4 pts... but the green magmadroth is killed when i fight back.

10-6


THIRD ROUND

double turn by fyreslayers.

they manage to kill my general (which i moved in a stupid position), but that's it.

10-10

it's my turn: i raise the dreadshyte harridans (guardian of souls) and the reapers (spirit torment), i kill the last magmadrot (battle tactic) and the troops on the left.

15-10 for nighthaunts.


FOURTH ROUND

double turn for me, i wipe out the last fyreslayers - Major victory for nighthaunts




my considerations:
this was a static game, with my opponent making the mistake of letting me go first in a scenario where it was only needed to castle up.
...and when we do castle, we're hard as a rock.
spirit torment is wonderful, our summonable units are really hard to kill and to raise 3 model each turn is invaluable.
the combo KoS + Dreadblade Harrow is gold
KoS + Dreadblade + Seal of Shyish = 3 units with ward 5
 
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Great write up - and congratulations on the win! It is really nice to see that our army can play defensive as well. I love how we can switch gears between being killy and tanky. How did the Mourngul work for you? Seems that it was important with its debuff.
 
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Great write up - and congratulations on the win! It is really nice to see that our army can play defensive as well. I love how we can switch gears between being killy and tanky. How did the Mourngul work for you? Seems that it was important with its debuff.

it was solid. With its ability to deal MWs, and (in this case) enjoining a buff on to hit and to wond... well, 8 attacks at 2+/2+ and 2 dmg each are scary,.
But must be said that in this specific case, it was pure gold exactly because (playing a defensive battle) i was able to make more use of is 6" debuff.

But that was an optimal situation.
 
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