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PostPosted: Tue May 28, 2019 7:26 pm 
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Hello and how art thou,

So, going to be giving AoS a try (with handbook 3 out in June) to see if I feel if it is something I want to jump into or not, as frankly I miss wargaming and 9th is a non start in Vancouver and Warmachine isnt for me. The idea is to use my old High Elves (Mixed order Aevles now) for a number of games over the next few months to hone a list for Kippers Melee in October

I well expect to have a hard time, as Mixed order are not the best and a lot of the new factions have really good books. If by the end of Kippers I am happy, I will invest in a new army (or maybe if AELVES FINALLY COME OUT. God damn it why is there only daughters of khaine/Sylvaneth and thats it? wtf GW)

For those who might not know me, my old blog is here:

http://ulthuan.net/forum/viewtopic.php?f=76&t=42424

I used to play very competitive warhammer FB, with showings at the ETC, US masters, Adepticon, SCGT and many others.

Also ran the Chumphammer podcast.

Anyway. Here we go!

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Last edited by wamphyri101 on Mon Jun 17, 2019 6:58 pm, edited 1 time in total.

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PostPosted: Tue May 28, 2019 7:33 pm 
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So this is the first list I am going to be trying on Wed 5th of June

Anointed on Frostheart Phoenix (General): 280
- Master of Defense
- Glyphfeathers

Anointed on Frostheart Phoenix: 280

Anointed on Frostheart Phoenix: 280

Loremaster: 140

Battlemage: Amber: 120

Doomfire Warlocks: 160

10 Glade Guard: 120

10 Glade Guard: 120

10 Glade Guard: 120

30 Phoenix Guard: 360

Quicksilver Blades Endless Spell (20)
2000pts

So Idea:

2 frost hearts play aggressive while while the pg horde and general move up as fast as they can.

I have 3 casters and 5 units that can dispel, which is good since a lot of magic heavy armies now.

Battle mage uses endless spell turn 1 to send it off, or if a target for archers gives them the +1 to wound. Alt if I am expecting a heavy rush I will buff the PG

Glade guard is cause mixed order battle line is weak, and I dont have more than 30 PG right now. 30 Rend -3 is pretty good for an alpha strike, even if 4+/4+. Could really put some wounds on something, then just support fire and go for objectives

all 3 mage units try and push with PG unit as cover while being as close as they can to try and get the buff on the frosthearts.

Frosthearts play get in peoples faces with LM buffing the best situational one.

Doomfire warlocks play frost heart support. Their spell is my only main mortal wounds hitter


Anyway, feel free to comment and I will post once I play a game

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PostPosted: Wed May 29, 2019 2:11 pm 
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If you want to have an anvil, try out phoenixguard boosted by sisters of the thorn


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PostPosted: Wed May 29, 2019 3:06 pm 
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Oh damn, yeah. I was like "hmm, 220pts to reroll a 4+ armour save is ok"

But you are right, just says save, so would reroll ward saves too.

Daaamn. if I drop the warlocks and endless spell for them I still need 40pts

So i could drop the amber battle mage also, this would give me enough for the sisters and then 80pts free, which could by me an assassin for the PG

*edit*

Blag. checked this out online and doesnt count. The witness of destiny doesnt say save, just ignore on a 4+

https://www.tga.community/forums/topic/ ... nix-guard/

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PostPosted: Thu May 30, 2019 5:36 am 
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ah, well i'm sort of relieved.

Do you have a link to that?

But even if its just the armor save you get is rerolled it is quite nice...

And now lets find someone with a 3+ save to put it on :P


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PostPosted: Fri May 31, 2019 5:20 pm 
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Its the link i posted above. Just on the bad dice forum

Just managed to get my hands on 30 more PG and another of each phoenix, so may try phoenix court with allies

I have to wait a month or two to get the models (as coming from the Uk) but will still give me August - Oct to play with lists when they arrive.

Kinda thinking though:

Anointed on Frostheart Phoenix (General): 280
- Master of Defense
- Glyphfeathers

Anointed on Frostheart Phoenix: 280

Anointed on Frostheart Phoenix: 280

20 Phoenix Guard: 280

20 Phoenix Guard: 280

20 Phoenix Guard: 280

Archmage on Dragon: 320 (with book so can cast 2 spells)

2000pts

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PostPosted: Sat Jun 08, 2019 6:09 am 
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Havnt run much phoenix guards yet, have 20 unpainted lying around here somewhere :P
But they seem really good.


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PostPosted: Mon Jun 17, 2019 6:58 pm 
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urgh

So....

Looks like I am dropping "High Elves" for AoS for now, until a new book for them come out.

Phoenix temple had a shot of being interesting, but with Frost hearts going to 320 points from 280, that is a bit hit on an army that is already struggling in the Meta.

So, I picked up a daughters of khaine army for a good price and I am going to be playing them for now.

If anyones interested, I still might blog here (since all Aevles are elves lol) and Daughters are Order.

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PostPosted: Tue Jun 18, 2019 12:14 pm 
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Do it


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PostPosted: Tue Jun 18, 2019 6:04 pm 
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So this is my first DoK list with the new points.

I could do Slaughter Queen and Morathi (as I got those models with the deal) But I wanna hold off using her as a crutch atm

Daughters of Khaine:

Blood Wrack Medusa: 140
Devoted Disciples
Shadow Stone
Mind Razor

Hag Queen on Cauldron: 300
Thousand and one dark blessings
Catechism of Murder

Hag Queen: 90
Blessings of khaini

Hag Queen: 90
Martyr’s Sacrifice

10 Blood Sisters: 280

10 Blood Sisters: 280

30 Witch Alves: 300
(Banner/Musician/shields)

Temple nest Battalion: 130

5 Blood Stalkers: 140

5 Blood Stalkers: 140

5 Khinerai Heartrenders: 90

Endless Spell: Quick Silver Swords

Idea is to have 1 unit of snakes in front, with temple nest and Martyrs prayer that is a a lot of wounds back on the enemy and I should have a 4+ Save, 5++ reroll ward, 2 wounds a model and immune to battleshock.

Then the witches counter charge

Not sure if I want a second Medusa in exchange for the endless spell, a hag and 5 Khinerai. Will see how it goes. I think for sisters that Prayers are better to have than spells

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PostPosted: Thu Jun 20, 2019 3:54 pm 
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Played and won my first game last night, good start!

I used the above list. He had (roughly)

Dankhold Troggboss x 2
Mollog
Loonboss on Mangler squig
Fungoid cave shaman
3 x 3 Rockgut Troggoths
1 x 3 fellwater trolls
Troggheard battalion
Endless spell: Morks mighty mushroom

Scenario was Scorched earth

Things I learned:

1: Keep the general within 7 of my units. Stupidly left her at some points which cost the better ward

2: Hag positioning. eerrg multiple times I made the mistake of not being within 3 of the hero phase

3: Reading the scenario. I won on scenario and wiping out his army bar his general, but I could have moved the sisters and a hag up once I had capped the points.

4: Forgetting heartrenders can move after shooting on a 4+

5: not knowing that bloodshield and generals command trait were passive, as I thought I had to activate them. Cost me models on his 1st turn as his Mangler got into my witch aelves

Luck roll of the game for him: Fighting his general with the cauldron. I had mindrazor and D3 wounds on it.

Had gets 4 hits...4 wounds...then rolls 4x1's....Luckily it left him on 1 wound at that point and the medusa who was also clipped finished him...

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PostPosted: Mon Jun 24, 2019 2:59 pm 
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Game 2 did not go as well lol

I ran the same list, bar changing the cauldron artifact to Iron Circlet (reroll 1's for prayers)

He had Skaven Tide:

ArchWarlock (more more warp power)
Verminlord Warpseer (Master of magic, Suspicious stone)
Grey Seer (Warpgale)
Deathmaster
3 x 20 Clan rats
2 x Hell pit abominations
6 x storm friends (2 Gatling, 2 mortar, 2 fist)
Endless spell: Malevolent maelstrom

mission was 5 objectives to hold (1 middle, 4 18 inch apart from middle in an X)

I had first turn, and in hindsight I should have let him go first. Is ranged offensive wasn't huge till 12" and then its devastating. At one point the storm vermin with moremore warp power on them took off a hag and the cauldron in 1 round of shooting.

I could have placed the cauldron in a forest for the armour also.

I managed to kill his army bar the arch warlock, the warpseer, death master and 16 clanrats, but by this point he had taken an objective off me (main cause my hag with D3 wounds on whiffed and did 1 wound to the death master, who then ran away to cap the objective. I had my Kannaris, 4 blood sisters, a hag and 4 Stalkers

We called it on turn 3

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PostPosted: Thu Jun 27, 2019 5:43 pm 
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Ok, so played my new list yesterday, and it worked really well. I think I ended up losing 2 units of 10 Witchalves, 5 snakes and the Heartrenders

He lost is army bar 1 stoker on a few wounds locked in combat with Morathi

My list: (more drops than before, but not paying Blood Stalker tax or Temple nest, which felt meh as most people get rerolls of 1)
Hagg Nar
Slaughter Queen on Cauldron - Devoted Disciples - Crone Blade - Blessing of Khaine
Hag Queen - Mayter’s Sacrifice
Hag Queen - Catechism of Murder
Morathi, High Oracle of Khaine - MindRazor
3 x 10 Witch Aelves-- extra dagger, banner/musicians
20 Blood Sisters
5 Khinerai Heartrenders
5 Khinerai lifetakers

his list (roughly)

Korghos Khul
Slaghterpriest x 2
Blood Stoker x 2
Blood Secrator (blood banner)
20 Blood Reavers
15 Blood Warriors
15 Chaos Warriors
Khorgorath
5 Skullreapers
5 WrathMongers
hexgorger skulls
Gore Pilgrims

If people want more info then just shout

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PostPosted: Mon Jul 01, 2019 1:41 pm 
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Thanks for the updates. I agree with Botjer that it's great to read about elves here, even if they're called Aelves (I suspect that it was simply a typo from one of the writers which was missed and no-one afterwards dared correct it...). It's always nice to get some gaming in again. How are you finding AoS as a game?

Rod

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PostPosted: Tue Jul 02, 2019 3:12 pm 
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Prince of Spires wrote:
Thanks for the updates. I agree with Botjer that it's great to read about elves here, even if they're called Aelves (I suspect that it was simply a typo from one of the writers which was missed and no-one afterwards dared correct it...). It's always nice to get some gaming in again. How are you finding AoS as a game?

Rod


Cheers Bud. Main reason for Aelves is copyright. GW had so many issues with people selling parts, especially for 40k, everything got re-branded to something they could copyright (you may know this and was making a joke but with internets you can never tell lol)

I am finding AoS ok so far. Its fun playing games again. Few things I noted so far:

Pros:
1: Points, points, points
2: Army composition
3: Games can be fast paced. Activation rolling can give you double turns which can be devastating
4: the scenarios make it you have to move your army, and you can win even if most your army is deal. Objectives are really important


Cons:
1: though army points, you cannot min max points like you used to, so have to take things in set sizes (usually at 5 - 10 each set) so cant just take like 12 white lions or something
2: games can be fast. Because of rolling for activation, you can win a game by the end of your turn 2 without them really having a turn 2
3: remembering order of things can be hard, as you have to buff/commands before you move, so you need to think about where models will end after the movement/charge phase for next turn

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PostPosted: Thu Jul 04, 2019 7:34 am 
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wamphyri101 wrote:
Main reason for Aelves is copyright. GW had so many issues with people selling parts, especially for 40k, everything got re-branded to something they could copyright (you may know this and was making a joke but with internets you can never tell lol)

I did indeed hear this before as well. I just think that it doesn't actually work that way in real life. Copyright means that I can't write a story about Aelfs and actually get it published somewhere (technically that's probably not copyright but trademarking). But it does not prevent me from creating a set of plastic parts, putting them online and advertising them as "compatible with Games Workshop Aelfs". Copyright (or trademark) doesn't grant you the exclusive use of a single word in that way.

What's more, given the size of GW, if Aelf becomes a default name for plastic elf miniaturesused in a wargame then the whole copyright / trademark is useless and a small compay could sell them as Aelf miniatures, in the same way that walkman was not a Sony exclusive name.

But, back to wargaming.

For me, the big downside of AoS was the sheer number of special rules and abilities each unit or model has. Somehow AoS is fairly simple to start (you don't need much besides a basic understanding of wargaming). But once you dive a bit deeper then everything seems to have special rules and exceptions to defaults.

It's sort of the reverse of WH in that sense. WH has a fairly complex basic rules set. But once you have that down you have a pretty good understanding of what most models in the game do.

I Like the scenario's. I personally think that's one of the biggest gaps in WH, where you mainly play some variation of a basic battle line game.

Rod

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PostPosted: Thu Jul 04, 2019 4:36 pm 
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Yeah, its true they can have complicated rules, I still forget things at times (i made a cheat sheet I dont look at lol)

Mainly things like forgetting to pick out my 6's when I use Catacism of murder

I played against free peoples last night. Knife to the heart scenario again

Roughly he had:

Freeguild General on Griffon (ethereal pendant)
freeguild general with stately banner steed (With Indomitable command trait)
Knight incantor
Battlemage on Luminark
freeguild hand gunners (like 2 blocks of 20)
freeguild crossbow men (like 2 blocks of 40)
He had a block of guys with swords and shields also
5 outriders
Freeguild regiment

I went first, but tbh I should have set up outside of his shooting and chosen second

I moved forwards to good positions to I could charge into him turn 2

His turn 1 saw me lose a unit of 10 witch aelves, 4 WE from another unit and 2 snakes. Maybe a wound off the cauldron also

He then got the double turn, and did it again, taking my 2nd unit of WE down to 1 person (who ran away and hit behind a tower for the rest of the game in case it came down to points), another wound of the cauldron and 2 snakes

But...that was only 240pts (360 if you count the unit the last WE is hiding)

Plus my heartrenders died also

My snakes, morathi and Cauldron pretty much cleared out his front units in 1 round of combat.

I then got the double turn, and used the hags command trait to pile in the snakes and attacks again. Cauldron then charged back into combat and that was pretty much it at the end of my turn 3

He had 2 small units and the Luminark left and I had the cauldron, snakes and morathi sitting at the objective. MV to the daughters


My turn 2 I charged in, not realizing they can stand and shoot with some things, and lost my 3rd unit of witchelves and 2 more snakes.

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PostPosted: Fri Jul 05, 2019 7:13 am 
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That looks pretty bloody. He has a lot of shooting. And going twice in that situation is brutal. Still, once you manage to close the distance (without too many losses) you can do some serious damage in return. It's a lot about minimising those losses. And the stand and shoot doesn't help there of course.

I am wondering how effective shooting lists are in general. Or perhaps your opponent deployed / played it not too its potential. But units can be very fast. And though your opponent had two turns to deal damage at a distance, that seems to be the maximum you can hope for with this list. And it doesn't seem like enough damage (even though he took out 15% or so of your army in two turns without much damage in return).

Rod

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PostPosted: Fri Jul 05, 2019 3:26 pm 
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Yeah, I was lucky with my rolls but kept everything in bloodshield bubble and FNP +1

Shooting is a mixed bag. I think its needed, to help clear out screens. I am actually thinking of my new list is gonna have 3 Stormcast Raptors. They have 18 inch range, fir 6 shots (9 if they dont move) each, hitting on 4+/4+ for 1 damage. Could be really good for supporting fire allowing the Snakes/WE charge where the can hurt

New list is:

Hagg Nar (Ghur) - 1990pts - 11 drops (I dont mind going second)

Slaughter Queen on Cauldron - General
Devoted Disciples - Glyphfeather charm - Blessing of Khaine

Hag Queen - Mayter’s Sacrifice

Hag Queen - Catechism of Murder

Bloodwrack Medusa
Mindrazor

30 Witch Aelves-- extra dagger, banner/musicians

10 Sisters of Slaughter - banner/musicians

10 Sisters of Slaughter - banner/musicians

20 Blood Sisters

5 Khinerai Heartrenders

5 Khinerai Heartrenders

3 Vanguard-Raptors (I might test them, or I might take the Slaughter troupe Battalion)

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PostPosted: Mon Jul 08, 2019 7:22 am 
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I definitely think an army benefits from having some reliable shooting. If you don't have some ranged attack then you're giving up a lot of board control. You indeed run into screens or you keep chasing that one model running around to preserve points. But in general I think that it's mainly a support option. A shooting focussed list lacks in other area's too much I think. Armies are very fast in general, giving you little time to use the ranged superiority. And fighting over objectives means you can't just stay in place because then you might take out a big part of your opponents army but you'd still lose because you missed all the objectives.

I think the Raptors are a good choice. The 6 shots per model makes them very reliable. It should let you deal with the most annoying stuff fairly fast and with 3 of them they can pose a threat to big single models as well.

Rod

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PostPosted: Thu Jul 11, 2019 5:49 pm 
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After reviewing it and chatting to people, I didnt go with the Stormcast allies. Yeah they can throw out a lot of shooting, but the unit is slow, not very tough and 4+/4+ isnt that great

So swapped them out for the Slaughter Troupe Batallion

I played with the new list last night and smashed a BoK player by the start of Turn 3. WE and Snakes just smashed everything and my Slaughter queen and sisters of slaughter never even really saw combat

Hagg Nar (Ghur) - 1980pts – 6 Drops

Slaughter Queen on Cauldron - General
Devoted Disciples - Glyphfeather charm - Blessing of Khaine

Hag Queen – Sacrament of Blood

Hag Queen - Catechism of Murder

Bloodwrack Medusa
Mindrazor, Shadow Stone

30 Witch Aelves-- Buckler, banner/musicians

10 Sisters of Slaughter - banner/musicians

10 Sisters of Slaughter - banner/musicians

20 Blood Sisters

5 Khinerai Heartrenders

5 Khinerai Heartrenders

Slaughter Troupe

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PostPosted: Tue Jul 16, 2019 4:34 pm 
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had another game with the above list on Sunday. Played a different 2k Blades of Khorne army. Andy is one of the long time playing/tournament playing AoS player in our area

Got his list he had:
Blades of Khorne, Slaughterhost, Reapers of Vengeance

Bloodthirster of Unfettered Fury - General, Mage Eater, Crimson Crown
Slaughterpriest with bloodbathed axe, bronzed flesh
Blood Secrator - Skullshard mantel
3 x 10 Blood Reavers
Dark Feast
30 Blood Warriors - 3 Goreglaives
2 x 5 Skullreapers
5 WrathMongers
Blood Stoker
hexgorger skulls
Skull Altar
one extra cp


Game was very good and tough. I smashed his right flank, taking out 2 units of Reavers and the Skullreapers and Wrath mongers with the Witch Elves and 10 SoS. The WE where whittled down enough that they got smashed when the BT turned up, but due to the heart renders he spent the rest of the game trying to recap 2 objectives.

Meanwhile, My snakes took on his Blood warriors and 10 more reavers, as well as 15 Summoned Blood letter and 5 Flesh hounds. They ended the game on the 3rd objective (I had held 1 all game) to make it a drawer.

I had only lost 850 VP to his 1300 odd, So it was a minor win to me

Fun part was using the slaughter Troupe to run my SoS stuck with the BT out of combat and chase his Blood Secreator for the rest of the game till they killed him off

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PostPosted: Thu Jul 25, 2019 4:22 pm 
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Played FreePeoples again on a rematch last night. I used my same list, which is working well and I am getting used to. We rolled battle for the pass, with him choosing sides and me choosing to go first due to drops.

He used the following:

Free Peoples – Shyish

Free guild General – General, Indomitable, Staley war banner, warhorse

Free guild general on griffon – Shield/Hammer, Ethereal amulet

Battlemage on Griffon

Knight Incantor

20 Free guild guard w swords and shields

10 Free guild handgunners

10 Free guild handgunners

5 free guild outriders

10 free guild greatswords

40 free guild guard – militia weapons

30 Free Guild Crossbowmen

My game plan was simple really. Cap mid points asap and then make him move out as he cant shoot everything off.

I ran up turn 1 but kept out of his max range inc movement. 2 units of sisters went left while the snakes and WE went right. I capped 1 point but was just out of the 2nd. 3pts

He moved up cautiously and knocked 2 wounds off the Slaughter Queen (SQ). 1pt

I got my 2nd turn, I moved 1 unit of sisters onto the objective, while the other moved up 4" out of the greatswords. Meanwhile the Snakes moved up to charge the unit of 20 Guard, with the WE flanking.

I got mindrazor, catacism, blessing, witchbrew and Sacrament on the Snakes, and Brew on the WE. Snakes charged in, and then rolled double 6 on the WE to throw them up also (mainly for extra movement as 7 snakes just deleted his unit). Meanwhile, the sisters jumped into combat vs the greatswords and with 26 attacks...did...3 wounds...in exchange they lost 5!. They then popped as I rolled a 6 on the battle shock. grrr. I cap 5 points.

His turn 2, he shoots off another 4 wounds off the cauldron, kills around 3 snakes, 3 sos from the 2nd unit and 6 WE. He charges his griffon into the WE tip, also tagging the snakes to try and hold them in place. The flies the mage griffon up the other flank and his greatswords into my sos.

Combat sees me lose 2 sos, 12 WE and 1 snake. I took 10 wounds onto the griffon, 3 great swords but I also managed to get the snakes to tag the 40man unit which killed off 12 of them. He got 3pts

He then got the double turn, so his turn 3 saw him shoot off 3 more snakes, 1 more wound on the cauldron, and 6 WE. The SoS also were wiped out. His griffon took some more WE, as did his outriders as they had charged in. in turn, I killed off both the griffon and the outriders, but was left to 6 WE. Snakes also deleted the rest of the guard

My turn 3, I went all in. Slaughter queen charged the mage griffon, buffed with Witch brew and rune of khaine. Snakes charged up into the handgunner. Cannary's flew down, doing 3 wounds on the banner hero, but failed to charge in. The WE also charged the knight incantor, but sadly I miss measured and clipped the crossbowmen, who stood and shot them off.

Combat saw the SQ take off the griffon with ease, and the last of the great swords. Snakes took off the handgunners (bar 3 in 1 unit) and the banner hero. I capped 9pts and we called it.

Game ended end of turn 3 with 17 - 7 to DoK

We chatted about his list after. Mage griffon just isnt worth it, and he needs to find a way to get some MW in his list. We are hoping free cities book helps him out

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PostPosted: Fri Jul 26, 2019 7:26 am 
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Interesting battle for sure. Normally I would have guessed that the Battle for the Pass scenario would favour the more shooting heavy list, since they have more shooting opportunities. Though I guess having the objectives scattered around mitigates that somewhat, since you need to move forward, even with the shooting list.

Maybe his shooting wasn't "long range" enough. With a shooting list you want to start putting on the pressure T1, especially if you go second. But he only managed to start shooting T2 and even then not that much and you already were in his line. And in combat his list didn't carry enough punch to deal with the rest of your list.

Meanwhile, your list feels very agressive. Sort fo the opposite of his.

Rod

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PostPosted: Fri Jul 26, 2019 6:10 pm 
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Yes, my list is very aggressive. Players around here are used to a lot more conservative play I think while I go full in your face

Most shooting in AoS isnt great, it is why combat armies are doing a lot better in tournaments atm. Most his shooting is capped at 25 (but since the crossbowmen can shoot twice a turn....60 shots is not nice lol)

The thing is, I keep my army in a protective bubble.

I have the Bloodshield which gives me +1AS

Then I have the haggnar fnp of 5+ (as I usually conga line all my units so 1 model is 7" away)

I then buff up one of the big units or my cauldron with Blessing for the FNP rereoll, depending what they are targetting on (so for this game it was the snakes)

Finally, to shoot my source of these buffs, its a -2 to hit (look out sir and then Glyphfeather), followed by a 4+ AS, 5+ FNP and potentially a reroll on that

And if they are throwing everything at her, they are not shooting the 30 WE or 20 Snakes

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PostPosted: Fri Jul 26, 2019 6:19 pm 
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Image

WiP on my DoK

A hag Queen, 10 WE, 5 Snakes, 10 SoS and 5 Heartrenders done so far.

Just gotta do another 10 SoS, 5 heartrenders, 20 WE, Medusa, HAg Queen, Slaughterqueen on Cauldron and 15 snakes.....erg

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PostPosted: Sun Jul 28, 2019 9:28 pm 
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These are really nice, especially the bases!

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PostPosted: Mon Jul 29, 2019 7:02 am 
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They are lovely indeed. What do you use for the tall grass?

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PostPosted: Mon Jul 29, 2019 3:28 pm 
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Most of my stuff is from Green stuff world. I dropped money on it a few years ago for redoing my high elves but never did

http://www.greenstuffworld.com/en/grass ... green.html

On most i have green stuffed rolled on in patches with Elven Ruins

Then static grass and some of the tuffs

finally I have been sticking down some of the leaf litter which I still have to redo on most

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PostPosted: Wed Jul 31, 2019 7:10 am 
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Thanks for sharing. They look great. And Green Stuff World looks pretty great. It's the kind of site that makes me want to start a big terrain project and spends lots of money on cool items. :)

Rod

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