Friday, November 25, 2016

Age of Sigmar: Daemons vs Skaven, 22.11.2016

Scenario: Gifts from the Heavens
Points: 1500

Daemons

  • Wrath of Khorne Bloodthirster, general, Chaos Runeblade, Lord of War
  • Skulltaker
  • 20-man Bloodletters, full command, Gore-drenched Icon
  • 10-man Plaguebearers, full command
  • 10-man Pink Horrors, full command
  • 10-man Flesh Hounds
  • 5-man Flesh Hounds
  • Soul Grinder

Skaven

  • Verminlord Warbringer, Crown of Conquest (proxied by a model on a large blast template)
  • Queek Headtaker
  • Packmaster, Herding Whip & Blade
  • Skaven Warlord, general, Warpforged Blade,  Crown of Conquest,  Great Destroyer
  • 3x 10-man Clanrats
  • 3x Ratling Gun
  • 10-man Stormvermin
  • Hellpit Abomination (proxied by a model on a smartphone)
  • Warscroll Battalion: Verminus Clawpack

Terrain and deployment

The Skaven player won the roll-off for deployment. This is how we set up:


On my side, top to bottom: 5-man Flesh Hounds, Grinder, Bloodthirster, Bloodletters, Skulltaker, Pink Horrors, 10-man Flesh Hounds, Plaguebearers.
Skaven, top to bottom: Clanrats, Ratling Gun, Warlord, Stormvermin, Hellpit Abomination, Packmaster block; Clanrats, hero, Ratling Gun block; Verminlord; Clanrats and Ratling Gun.


We set up very cautiously, first placing units of no consequence to possibly hold the comets, then carried on with everything else. We managed to concentrate our forces on my left flank, although the Verminlord did pose a serious threat to my right.


Skaven, turn 1


I finished setting up first, so I let the Skaven go first. I wasn't in range of any of the guns, so the battleline surged forward. Let's see what we can do about that...

Daemons, turn 1


Surprise! With the command trait of the Bloodthirster (run +1, then charge +1), the Bloodletters managed a first-turn charge on the Verminlord. Now, this could have resulted in the instant elimination of the enemy monster, but I forgot a load of special rules. Keep in mind that I built my list with these in mind! I forgot both the +1 to hit and the rerolling 1s for the Bloodletters. Combined with a poor roll, this resulted in some, but not a lot of damage to the Verminlord. The Flesh Hounds might have saved the day with a long-bomb charge... but I forgot that they can reroll charge range. Sigh.
On the other side, the Grinder kept maximum range from the Hellpit Abomination and shot everything... the results were not impressive.


The retaliation was a lot more destructive though...



Daemons, turn 2


I won the roll-off, and decided to inflict as much damage as possible.

I sent in the Bloodthirster to deal with the Clanrats, shooting first into the Hero. I sent in the Fleshhounds to eliminate the block of rats on my right flank and possibly take over the comet.


By the way, my own comet fell in the middle. Right in front of the Pink Horrors.


All my assaults were successful, with the Verminlord eliminated and both Clanrat units badly mauled. We forgot battleshock here, otherwise it might have been even better. I also eliminated the Hero, who bravely (and foolhardily) charged my Bloodthirster. The Hounds killed off a Ratling Gun.


The right flank was mine! On the other flank, I kept shooting with the Grinder, but barely did any damage.



Skaven, turn 2


The comet fell on my right flank, where my Flesh Hounds were gaining ground. The Skaven had to mobilize in order to make up for the point disadvantage.
On the right flank, the Clanrats retreated, making way for the Hellpit Abomination.


On the left, everything advanced in a desperate attempt to reach my middle lines and take the comet.


Shooting wasn't very successful. On the other hand, the Hellpit Abomination eliminated the Bloodthirster in one go.



Skaven, turn 3


The Skaven won the roll-off for turn 3, allowing them two turns in a row. 


Left flank forms up, intent on charging the Flesh Hounds, which form a protective circle around the Grinder. On the right, the Clanrats form up to ward off the Flesh Hounds, while the Abomination charges the Bloodletters.


The Stormvermin do surprisingly well, killing off the Hounds.


The Warlord charges the Grinder.


Daemons, turn 3


I concentrate the Horrors on the Warlord, but they can't kill it off, despite Mystic Bolt, shooting AND close combat. The Stormvermin however, have no problem killing the Grinder in one shot.
The Abomination kills the Bloodletters, but it is brought down to 1 wound by an enraged Skulltaker.
The Hounds score 3 points (bringing me up to 5).


I won the next roll off, and the Skaven player conceeded. We were at 5-0, with the very real chance of me scoring 8 points for both comets this turn, and no way for him to make up for the difference.


Some surprising things to learn

  • Even though the game seems simple enough (4 page rulebook, plus a couple of pages of matched play and scenario), the rules associated to each unit type and their interactions are complex enough for us to forget a lot of them! That first turn blunder might have very well cost me the game if the comets didn't fall just right.
  • I have greatly underestimated the rats based on their previous performances. The Stormvermin pack quite a punch, with the extra attack by the Warlord and the +1 to hit if they outnumber the enemy.
  • The Grinder once again under-performed, with barely any damage output. He is still very scary though and a huge fire magnet.

No comments:

Post a Comment