Wednesday, December 14, 2016

Undiscovered Power Lists: Archaon Rotbringer

Welcome to the second part of our list-tech series, wherein I explore the dark apertures of a mind so insidious, even the Lords of Chaos can’t come up with lists as broken as his. I refer of course to the mystical augur we know only as ‘Jim’.

Jim comes up with thematic, non-legacy lists that we haven’t yet seen from the international tournament scene, or at least are not as prominent as we feel they could be.

Last time we looked at a badass, Dragon-Riding ‘A(e)lfa Strike’ list. You can check out that post here.

This week, Jim  gives us something far more sinister. Kneel, mortals, before Archaon Rotbringer.

The Destroyer of Worlds is blessed by all the Dark Gods, often taking on their different aspects - including Nurgle.

Archaon Rotbringer


Archaon has been seen on the tournament circuit, but seldom, if ever, gets to a podium. Despite his intimidating stats, he is quite unwieldy, and can get taken out more often than is appropriate for a Destroyer of Worlds.

This list will work probably better with small Archaon, but our goal is to find ways to make non-legacy warscroll lists viable. We think this is a great way to get value out of big Archaon.

The basis for this combo is Archaon’s ability to trigger the Command Abilities for all Chaos Heroes nearby, and the fact that the effects of abilities can stack.

It should be noted here that some tournaments add a house rule that stops abilities from stacking, so if you are looking at running this list, check the Player's Pack well beforehand!

The List

  • Archaon - 700
  • Festus the Leechlord - 120
  • Harbinger of Decay - 140
  • Harbinger of Decay - 140
  • Harbinger of Decay - 140
  • Harbinger of Decay - 140
  • Chaos Marauders (x10) - 60
    • Mark of Nurgle
  • Putrid Blightkings (x5) - 180
  • Chaos Warriors (x10) - 180
    • Mark of Nurgle
  • Chaos Warshrine - 200

Leaders: 6
Battleline: 3
Behemoths: 2
Number of models: 32

TOTAL POINTS: 2,000


The Combos


Deployment

As a unit-heavy list, you have 10 deployments, and are unlikely to get the choice of first turn. This leaves you vulnerable to turn one alpha strikes, so deploy cautiously when up against alpha-strike lists by bubble-wrapping your heroes with the Marauders.


Command Abilities

Let’s crack straight into Command Abilities. Archaon’s Warlord Without Equal ability allows all other units in the army to immediately use their own command abilities. In order:
  1. Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6.
  2. A second Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6.
  3. A third Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6.
  4. A fourth Harbinger of Decay uses Morbid Vigour, allowing each model within 7” to ignore wounds and mortal wounds on a roll of a 5 or 6.
Let us pause here to explain how this works. In AOS, there is no such thing as a ‘Ward Save’. Listed above are four separate abilities, each of which lets each model within range ignore all wounds suffered (after saves) on a 5 or 6.

For example; Archaon is within 7” of all four Harbingers. Say he gets hit by an arrow, and fails his 2+ armour save (he has Mystic Shield on of course). Now he has four more chances to ignore the wound on a roll of 5 or 6 - once for each Morbid Vigour ability in affect.

This means that after Archaon fails an armour save, 19%, or roughly one-in-five wounds are actually going through. Effectively you would have to inflict 100 wounds to him to take him down. If you do factor in his save, which even up against -2 rend is a 4+ with Mystic Shield - that is 200 wounds he can statistically absorb. Plus he gets the extra save against mortal wounds thanks to the Chaos Runeshield.

The rotten cherry on top of this disease-ridden combo is the Chaos Warshrine, adding an extra save on a six thanks to Protection of the Dark Gods.

The Chaos Warshrine could then activate, allowing all units within 16" to re-roll failed Wound rolls with the Favour of Nurgle.

Festus can then heal D3 wounds on one of your models with his Delightful Brews, Splendid Restoratives.

The Putrid Blightkings can also heal nearby units D3 wounds with their Virulent Discharge.


Magic Spells

If you need to make Archaon invulnerable, Mystic Shield goes on him.

Festus' Curse of the Leper is a nice debuff that can make key heavily armoured opposing units softer and softer. This combos very well with the Putrid Blightkings, who need the extra help with their lack of rend.


Movement

If you want to make the most of the protection combos, you need to keep your units pretty tightly grouped within range of the Harbingers. This is a disadvantage for when you have to divide your force for objective play, so you could divide the Harbingers between a few smaller pods if required.

Marauders are a fantastic ‘chaff unit as they have Move 6, and can be very fast on the retreat, allowing you to block charges and then move on to contest objectives. As mentioned, they will not die in a hurry.


Shooting

None to speak of!


Combat

There isn’t much to say here. The synergy of the list is that the Nurgle units will not die. All units benefit from the combat buff from the Warshrine, but again it's the protective synergies that are taking you the distance.


Army Cost

This is a bit more of an expensive army to put together using the correct models. Archaon is the single most expensive model in the game at the moment (though if you can obtain the small version that might be an option), and the Harbingers are Finecast direct order only models. You can get around this by maybe converting some Chaos Knights. As is, however, the RRP is £321.50, and you will have 10 Marauders and 6 Chaos Warriors left over from their boxes.


Unit Substitution

This list could work well with a variety of Nurgle units. Epidemius is a great choice - hide him in your backlines somewhere. You could drop a few Harbingers for some more mobile troops like Plague Drones if the confined nature of deployment is too restricting. The Glottkin could be useful to double the amount of wounds the Marauder chaff can take to 100. You can even run the small Archaon if you want to be even cheesier than Jim -  as long as he can trigger the Harbingers, you’re golden. Or at least a sickly shade of green (it’s Nurgle after all).

Fitting in the Plaguetouched Warband battalion adds some nice synergies (such as -1 to hit in combat army-wide) at the cost of some points efficiency, but would allow you to get your whole army down in one deployment. This would also give the whole army the Everchosen allegiance, allowing you to take Varanguard as battleline.

The list would scale very well up to Warhost sized games.


Weaknesses

Once the heroes start dying, your synergies fall apart. The good news is, this is very hard to achieve.

Tactical flexibility is a big issue. To maximse the synergy, your units must all be in close proximity, relinquishing a lot of battlefield control. One way around this is to split your army into two pods, sending two Harbingers with each.

A well-timed Hand of Dust or Curse of Years will also bring tears to your eyes.


On the Table

Jim and I had a game play-testing this list. My army consisted of:

  • Nagash - 900
  • Wight King with Black Axe - 120
  • 5 Black Knights x 120
  • 20 Skeleton Warriors with Sword and Shield - 160
  • 20 Skeleton Warriors with Spear and Shield - 160
  • 20 Skeleton Warriors with Spear and Shield - 160
  • 20 Grave Guard with Great Blades - 320
  • Legion of Death Battalion - 60

We played the Blood and Glory battle plan. It ended up being a poor example of how the Rotbringer army could play. Jim moved Archaon too far out of reach of the buffs. He charged some skeletons and fluffed all his dice rolls. I retreated my skeletons onto his objective, and charged him with my Grave Guard. Over the next few turns I was able to take him down, as he did not have the benefit of the Harbinger buffs. Plus his dice luck failed.

I almost won the game, but missed a run roll with Nagash which would have allowed me to claim all four objectives. As a result, Nagash wasn’t involved in the game at all. Jim stayed in the game somehow, using his marauders and Harbingers to sneak through my army lines with canny use of retreats and piling in, and was able to snatch all four objectives by turn 5. An incredibly exciting and tactical game, which I’m still buzzing about, but not one that shows off the main synergies of Archaon Rotbringer!



I am keen to hear from anyone who has tried this! Please let me know your thoughts in the posts below. Can you think of any other counters? Would you be keen on giving the army a try?

Monday, December 05, 2016

Undiscovered Power Lists: Order Draconis

Despite the simple core rules, Warhammer: Age of Sigmar is a deep and complex wargame, with most of the complexity found in the unit rules, or ‘warscrolls’. Metagame-defining combos are still being discovered, hidden in plain sight within (and between) the hundreds (and hundreds) of warscrolls available.

Here in the land of Tron we have access to the ‘Rain Man’ of the Age of Sigmar, a mysterious figure known only as ‘Jim’. Jim has a sixth sense at finding combos, and I wanted to start a series to go over some of his list-tech.

These will be lists that we haven’t yet seen much (if at all) in the international tournament scene. I suppose I should qualify that by saying that it is quite possible some of these lists have been discovered, and even used competitively, but our focus is on their lack of prominence for the purpose of this series.

Without further pre-amble, I give you the first of the Undiscovered Power Lists - Order Draconis.

Carrying on ancient traditions from a world long-lost, the Order Draconis range across the Eight Realms,
searching for other enclaves, and assisting the forces of light against the Mad Gods.

Order Draconis


Aelf lists are not heavily favoured in the competitive metagame at present. We think this list is an exception, as it can be built to perform as one of the most effective alpha-strike lists out there. In Warhammer: Age of Sigmar, games often come down to one crucial turn. This list takes advantage of this dynamic, pumping up the effectiveness of all models and enabling them to take maximum advantage of it for that one turn.

The List



  • Dragonlord Host (Battalion) - 80
    • Dragonlord  (General) - 400
      • Dragon Lance 
      • Aelven War Horn
      • Reckless (Re-Roll Runs and Charge within 10”)
      • Quicksilver Potion (attacks before other models)
    • Dragon Blades (x5) - 160
    • Dragon Blades (x5) - 160
  • Dragonlord Host (Battalion) - 80
    • Dragonlord - 400
      • Dragon Lance 
      • Aelven War Horn
      • Quicksilver Potion (attacks before other models)
    • Dragon Blades (x5) - 160
    • Dragon Blades (x5) - 160
  • Dragonlord - 400
    • Dragon Lance 
    • Aelven War Horn
    • Quicksilver Potion (attacks before other models)
Leaders: 3
Battleline: 4
Behemoths: 3
Number of models: 23

TOTAL POINTS: 2,000

The Combos


Deployment


Three deployment drops - one Dragonlord, and the two battalions. This means you will almost certainly get the first turn. And if you don’t, it’s not the end of the world, just hand back and set up for the charge in a following turn. While this makes for a spectacular first turn charge, this army works just as well saving up for a decisive big turn later in the game if required.

When deploying, a key consideration is making sure that your units are within 10” of the general at key moments - that will be the main skill of the list.

Speed


First up, the basic Move profiles are very fast; 14” for the Dragonlords and 12” for the Dragon Blades.

Add to this the battalion ability, which allows each unit to make a full move in the hero phase. If they are close enough to charge, after this bonus move, they can do so on a 4+. However, what we are aiming for is a turn one charge, so you will be starting at least 24” away from your opponent’s models, meaning this charge will require a roll of 10+ for the Dragonlords and a 12 for the Blades. We will opt to save this ability for the Dragonfire instead - more on that later.

The army now makes its regular move. By now, the Dragonlords have moved 28”, and the Dragon Blades 24”.  They should be within easy reach of key targets. Because Dragonlords can fly, you can even get over the chaff or terrain if needed.

Then you get to do your charge, on average another 7”, but you also have the General’s Reckless ability to reroll your charge rolls within 10” of him if you have positioned carefully.

The first turn charge is a big deal, but as mentioned, you can also save the big charge for later in the game - in which case charging in the hero phase might be a useful option.


The upshot is, this army can move across the table for the turn one charge more reliably than Destruction armies using Rampaging Destroyer, and almost as well as the Lightning Strike Stormcast.

Shooting


A requirement of decent alpha strike armies is the ability to clear 'chaff'. Chaff are the annoying sacrificial units the enemy will throw in your way to slow you down, or ‘bubble-wrap’ more important units.

To help deal with this, Dragonlords each have a ranged ability called Dragonfire.

Remember how we passed up the opportunity of charging in the hero phase using that battalion ability? Instead, on a 4+, the Dragonlords can use Dragonfire in the hero phase, each potentially causing D6 mortal wounds. They can then do this again in the shooting phase. Pretty decent.

Combat


This is the meat-and-potatoes part of the list. Let’s assume you’ve managed to charge at least one dragon into key targets, which is quite likely. How much damage can you actually do?

Each Dragonlord has an Aelven War Horn. When blown once per game, all units within 10” gain +1 attack with each melee weapon. The wording is important. If all three blow them in the hero phase, and are within 10” of each other, that is +3 attacks with each melee weapon.


Suddenly, each Dragonlord attacks with:
  • Dragon Lance:
    • 6 Attacks, 3+ to Hit, 2+ to Wound, -1 Rend, 3 Damage
  • Dragon’s Claws:
    • 9 Attacks, 4+ to Hit, 3+ to Wound, -1 Rend, 2 Damage
  • Fearsome Jaws:
    • 6 Attacks, 4+ to Hit, 2+ to Wound, -2 Rend, D6 Damage

And each unit of 5 Dragon Blades unit attacks with:
  • Drake Lance:
    • 25 Attacks, 3+ to Hit, 3+ to Wound, 0 Rend, 2 Damage
  • Steed:
    • 25 Attacks, 4+ to Hit, 4+ to Wound, 0 Rend, 1 Damage.


Fearsome Jaws is the important one, but imagine a unit of 5 Knights doing 50 attacks! And half of them do two damage each!

Now for the fun part. The General’s Command Ability, Lord of Dragons, allows every unit within 10” to reroll all failed Hit rolls for its combat attacks.

OK I lied, THIS is the fun part; all Dragonlords have Quicksilver Potions. This is because you have two battalions in use, so you get an extra two artefacts. Most events allow duplicate artifacts (nothing against it in the GHB anyway). So you can attack with all three Dragonlords before the enemy gets to strike back. And as this is also your turn, you can even get in a unit of Dragon Blades.

And that’s pretty much it. As an alpha strike army, you are getting the charge, doing an almighty ton of damage, and hoping there is not enough left to swing back.

Army Cost


The Dragonlord Hosts as a competitive 2,000 point army is one of the least expensive to collect. RRP directly from GW it is £177.50 - less if you purchase via online retailers. That’s a pretty good deal!

Additionally, there are only 23 models to prepare, making it a good one for a beginner to get stuck into.

Weaknesses


There are some downsides that a canny opponent can take advantage of. The key one is that this army does its thing in one turn, while the Aelven War Horns, Potions, and charge bonuses are in effect. The Hit roll of the most important attacks (such as the Dragon’s) are only 4+, so anything that reduces the hit roll is going to throw a big spanner in the works.

During turns in which these guys do not charge, the lance attacks lose +1 to Wound and 1 damage. Also, there is a lack of rend for a lot of these attacks.

Objective play is a strength of the army, with a high threat range and speed.  But the army needs to throw everything at you in one go, and then go back for the objectives once they’re done. Perhaps keeping one or two units of Dragon Blades in reserve. So if you can keep out of their reach you might be able to score enough to take the game away from them. Easier said than done though.

And lastly, just outlasting them if you can. Enough chaff ‘bubble-wrap’, a few missed charges from the Dragons, and things will start looking up.

On the Table


Jim and I had two games play testing the Dragonlord Host. My army consisted of:

  • Nagash - 900
  • 4 x Morghast Archai - 480
  • 2 x Morchast Harbinger - 240
  • 2 x Morghast Harbinger - 240
The Draconis force has been censored here due to unsightly proxies. Just use your imagination!



I had been yet to lose Nagash in a matched play game so far, spanning three tournaments and a bunch of test games, so I was counting on Hand of Dust doing some good work.

In the first game, Jim had the first turn, and by the end of that same turn I had lost Nagash and 4 Morghast Archai without striking back.

In the second game, I took the first turn, got all my buffs off, and then tried to bubble-wrap Nagash a bit better. I moved the Harbingers to take some side objectives. This time Jim charged in the second turn, and again I lost Nagash and most of everything else in one round.

Absolutely brutal!



I would be keen to hear from anyone who has tried this! Please let me know your thoughts in the posts below. Can you think of any other counters? Would you be keen on giving the army a try?

Monday, November 14, 2016

Wellington Warhost 2016 Results

It was a fantastic weekend of wargaming in Aro Valley, Wellington. Fourteen players, 2,500 point armies, and four games each made for an impressive spectacle.

The final results were as follows:

1st Place: James Page (Tomb Kings)
2nd Place: Tim Lind (Deathlords)
3rd Place: Matthew Britton (Beastclaw Raiders)

Best Painted Army: Tim Lind
Best Opponent: Aiden Nicol

Congratulations to the above! Standout armies also included Shaun T's Khorne, who were unbeaten until the last round against TK for first place, Shaun B's Stormcast Retributor bomb, and Ron G's Ironjawz, who all performed very well.

Deathlords strike a pose
I personally had a much better result than anticipated, in no small part due to some epic luck in my last two games. The first was against Ron's Ironjawz, where Curse of Years triggered full death mode against 20 'Ard Boys and then again on the Maw Crusha, allowing me to secure the win. The second was against Shaun's Retributor list, where the teleporting unit of 15 Retributors failed to kill Nagash, and then me winning the double turn to summon some troops and capture all four objectives at the top of turn 3 (Blood and Glory Scenario).

As for my top pics - Shaun and Hayden were my two choices that didn't make it into the top 5. Had I not won my last two games it may have been pretty much spot on. Matt's army proved the stronger of the two Beastclaw Lists, the Magma Dragon proving a bit too much for some of his opponents to deal with.

I filmed most of my games on my phone, so will edit that up and produce a YouTube video sometime soon. The last two were especially exciting. In the meantime, check out some of the pictures from the weekend below.

MASSIVE THANKS to the generous sponsors who provided prizes. Without you the weekend would not have been so special. Thank you for helping to grow this wonderful game.
  • Games Workshop Wellington
  • Mighty Ape
  • Nathan Smith
  • James McPherson
  • James Page
  • Ron Golds
Thanks also to the ringer players. We had a bit of uncertainty in the build up to the event due to various health concerns, and had a cadre of gamers on standby to fill in. I hope you enjoyed the games you played and look forward to seeing you again!
  • Fraser Baker
  • Austin Ronald
  • Thomas Lissington
Full Results









Picture from the multiplayer game from Saturday night - 8 players over two tables with a Realmgate connecting them!

Thursday, November 03, 2016

Wellington Warhost 2016 - List Overview

New Zealand's first 2,500 point tournament is coming up on November 12th and 13th. With 14 players, it is also going to be the best attended so far in our small but growing community of Warhammer: Age of Sigmar players.

The army lists were released today, so I wanted to have a look at each and give my thoughts, as well as my pick for the top five.

The player's pack can be found here, and you can follow all our event chatter on the Age of Sigmar New Zealand community or tournament groups.

Additionally, we are hoping to provide a live stream of the top tables on Twitch, so follow my Twitter or Facebook feed if you are interested.

Without further ado, let's look at the first list.

Ron's Ironjawz
Ron won the GuardCon 2016 tournament for the 2,000 point event this year, and can play his list very well. Free to bulk up to 2.5k, Ron has added more Brutes and more Pigs, essentially scaling up his army based on his existing formula. He will be using the extra speed afforded to Destruction armies to neutralise key threats early, and will likely look to the 'Ardboyz as fodder against the Beastclaw pain train.

James P's Tomb Kings
James is so far unbeaten in the Age of Sigmar, and that includes tournament wins at the NICON, Call to Arms and Skull Keep events this year. His list has remained consistent over those events in taking six Necropolis Knights, buffed by Settra Himself, and a Liche Priest for extra attacks. In this bigger game format, he has added a Tomb King, Necrotect and Necromancer to buff the unit beyond insanity. And it gets worse. The Tomb Guard are just as good as the Necro Knights. He is also running Arkhan, who can benefit from any buffs that effect Skeletons. The rest are 'just' chaff, but they perform better than throwaway units from most other armies. I think you'd have to play your guts out and get a bit of luck to beat it, and we can only hope that Jim becomes bored with TK eventually...

David's Stormcast Eternals and Extremis Chamber
I like this list. Not least because I am also building one around the Warrior Brotherhood battallion and the Knight-Azyros' ability to drop them closer to the enemy. Interestingly, David is taking the new Lord Veritant, obviously anticipating a bit of magic to nullify. Concussors and Fulminators provide a very good hammer blow to this force. One thing I thought that could improve it would be to have the Azyros as part of the battallion, as there is a risk David could lose the model before he gets to use its synergy for the inevitable alpha strike. He is entitled for a few more Starsoul Maces too, but these are hard to obtain for those who picked up the starter set. Love the list concept, looking forward to seeing how it goes for when my own Storm Chamber takes the field!

Bo's Aelven Host
Bo's bringing back the shooting! Certainly there's a lot of it here. As we discovered at Call to Arms, it is not infallible, despite the core rules allowing shooting into and out of combat. With Destruction rampaging through the metagame with their Turn One charges, Bo has several unfavourable matchups to plan around. It's great to see Tyrion on the table, and I think opponents may get caught short with the Ellyrian Reavers and their movement rules. Overall, solid MSU pew-pew that will provide a counterpoint to the 'deathstars' and low model count armies.

Shaun B's Stormcast Eternals and Free Guild
Shaun has the (dubious) honour of fielding the first Retributor Bomb ever witnessed on NZ soil. This is going to catch opponents off-guard. The combo involves the Knight-Vexillor using the Pennant of the Stormbringer to teleport a unit of 15(!) Retributors into a unit of his choice, possibly also buffed up by the mages. The small mercy is that he is taking two-less Starsoul Maces than he is entitled to, although how much of a difference that will make is debatable. He has some chaff to help compete against Alpha Strike lists, and some back-line damage from the Hurricanum. A very good list being wielded by a wily player.

Hayden's Beastclaw Raiders
Hayden is famous in the AOS community for his incredibly quick painting. He painted two full armies in the time it takes me to do a single warscroll. The worst part? The army looks great. The Jorlbad Battalion allows those units to run and charge, which is amazing when combo'd with the Destruction ability that allows units to move a bit in the Hero phase. Only having two heroes will mean he has to play mindfully on certain scenarios, but the Mournfang Cavalry will be able to cover any gaps in his battleline. Beastclaw Raiders are known for one thing - Turn One charging with big monsters. There will be those who are ready for it, and those who are not.

Matthew's Destruction Warhost
The main goal of Matt's army is similar to the other Beastclaw list. Get the monsters into the face of his opponent. I played against Matt at Call to Arms, and he came the closest out of everyone of being able to kill Nagash. Matt has brought along a bit more diversity into his list this time. Grots, for objectives and chaff-related tasks, is a good move, allowing him to add a few more options to his strategy. I am interested to see the Magma Dragon in action! The shooting attack in particular almost guarantees that a Hero will die each turn. What a beast! It turns out Matt has grudged me for round one...

Aiden's Clan Pestilens
I have no idea what we are up against here. I haven't read or have access to the Warscroll Battalions, which scares me - something I will get on to between now and the event. The Virulent Procession is made of of two Congregations of Filth. And a Foulrain Convocation to lay down some damage from a distance. I'll bet there are a heap of synergies there, so I'm going to guess that killing heroes is the way to go about taking it down. There are a decent amount of bodies on the table, so if he's careful he can insulate his catapults against the Alpha strike lists while taking out key targets. I'm a fan of lists that take loads of synergies, so looking forward to this one.

James M's Clan Pestilens
Another Pestilens army! It's rare enough to see one, so cool to have two. James played at the now famous Warlords event at Warhammer World, and has thrown himself into the NZ AOS scene. He also very generously brought us back a few exclusive goodies from WHW to use as prizes, so I hope everyone buys him a drink next weekend!

His army looks amazing, and while he has seen somewhat tempered competitive success, the swarm army is always wielded skillfully. The army is similar to Aiden's, but he is making use of different Warscroll battalions. Again, I don't have access to these to know what the key differences are, but Skrolk is present to provide hit roll debuffs, which are key to some enemy strategies.

Shaun T's Khornate Warhost
Of all the lists, this one is my favourite. A core of Khorne daemons, supported by Wrathmongers and Be'lakor! The Flamers of Tzeentch are obviously lost and have fallen in with the wrong crowd. The big trick with this list is the Warscroll Battalion granting up to three units an extra attack in the Hero Phase. And so many models... This will make it hard to compete against when playing for scenarios. Because do you really want to get close to Khorne models? Wrathmongers will be Shaun's hard counter to the crazy monsters out there that his Bloodthirsters cannot deal with by themselves. Be'lakor's Dark Master ability will win games. I'm calling it now.

Nicholas's Darkling Coven
One imagines that the poor Free Guild and Duardin present in this list are in fact enslaved to the will of the Sorceress, so spare a thought for them as they rain fiery death upon you. Quite an infantry-heavy list, Nick has supplemented the choppiness with some Demigyph Cavalry and some Ironweld artillery. It's solid, and it looks like a ton of fun. The Thrall Warhost battalion will give a huge movement and combat bonus, allowing a free charge and round of attack in the Hero phase. My guess is this will focus around the Executioners. A scary proposition for any unit he will come against.

Tim's Deathlords
So this is my list. It seems to be generating a disproportionate level of anxiety, but I think it's far from unbeatable. Since the General's Handbook came out I have wanted to field Morghast as Battleline, and I am almost there with the painting side. This means I get to summon up to 300 points of reinforcements. Had I left Arkhan out, I would be looking at Mourngul and more Grave Guard, but Curse of Years is such a fun spell that I have a hard time leaving him behind. Noone will believe I took this army for fluff reasons (that is my story though, and I am sticking to it), so let's talk about what it does. I have to rely on these few models to do the damage up front, which means Nagash and Arkhan need to make their points back on the front lines. They can do this admirably, and some lists may not have an answer to them. But some lists are making me quite anxious indeed. Morghast effectiveness is improved a lot by Nagash's command ability, so this will need to be enough to compete with those top lists. The flexibility afforded to me by summoning should allow me to compete for objectives or utilise chaff as required.

Ken's Bonesplitterz
This one is all about the synergies. The various buffs and special rules will allow the Arrowboys to make up to 120 shots per turn, which is too much for most things to withstand. Those armies unable to take down his heroes early are going to suffer big time. The other stunning stat from this army is the sheer number of wounds - 251! With objective play this will be very forgiving for Kenny, and is going to be a tall order for his opponents, where one or two smashy units might just not be enough to get through it all.


Top Five Picks

  1. James - Tomb Kings - No brainer (ba dum PISH).
  2. Shaun  - Stormcast - Retributor bomb will be key to victory.
  3. Ron - Ironjawz - Placing a good deal of value on Ron's generalship.
  4. Hayden - Beastclaw Raiders - Too fast, too strong. Should do well.
  5. Tim - Deathlords - Going to back myself, as I've seen Nagash turn games around. 
The last few are very match-up dependent. I could see Kenny's Bonesplitters and  Matt's Beastclaw list doing really well. As always with AOS, you cannot fully discount any army, so I am sure I will be proved wrong!


So, do you agree/disagree? Who are your picks?

Massive thanks to our event sponsor Mighty Ape - do check out their excellent hobby section!




Tuesday, August 09, 2016

Call to Arms 2016 Warhammer: AOS Tournament Review

A review of the results and general awesomeness of the Warhammer: Age of Sigmar event at the Wellington Warlord's Call To Arms convention.

We had 11 entrants and one ringer player, making it one of the biggest events at Call To Arms.

Unfortunately my tournament software failed me on the day, after using it successfully at several previous events. Luckily I had a backup spreadsheet handy, which worked very well. I tend to play at events as well as organise, so luckily this method wasn't too time-intensive.

I'm going to look at the results first, then at how some of the lists performed. I will then go over my thoughts on the battleplans we played. Once I have a bit more time this week I will post a full battle report of my final game against Tomb Kings, which decided the tournament.

Results



Congratulations everyone! Campbell's army was particularly impressive:









Army Performance


Player army lists can be viewed in a previous post.

Tomb Kings

This was the winning list. The Necropolis Knights buffed by Settra and the Necrotect was the undoing of most armies, as they flew around the table doing crazy damage. Highly mobile, and highly durable with the unit banner. The Terrorgheists cry combined with the Bravery debuff from the catapults had more modest success, but were responsible for taking down a Treelord Ancient. Jim played the Freeguild, Sylvaneth, and Nagash lists, and had the most problem against the Undead. All up, the mobility served the army well with the objectives, and the 'deathstar' Necro Knights did the damage. Tomb Kings are very much a power army in Age of Sigmar.

Freeguild

Multiple Celestial Hurricana are a great combination, and Shaun's list had a lot of success. Only by missing out on a major objective did he come second - his kill points were not matched at Call To Arms. It's great to see the human troops do well, and suspect great things are in store for the faction going forward. Shaun says the mortal wound output was a key part of his success, and that the General on Griffon performed well with the extra attack and damage. His opponents tended to focus on his chaff units, allowing him to move on to table his opponent in most games. The game where he didn't push for the tabling cost him the event!

Beastclaw Raiders

This faction was only released on the day of the event, but thanks to the current release policies, the rules were available over a week beforehand. With only nine models, I was a little bit sceptical that the army could perform in battleplans that require quantity of models to capture objectives. In practice however, they did really well. Allegiance abilities allow the army to get across the table very quickly and hit hard, and so were able to neutralise opponents pretty well. I played this list in game two, and only Nagash was able to pull the game back. He would have won it easy had I not had the big guy.

Moonclan Grots

There were two armies that took Moonclan, and both had a mix of infantry and large creatures. The gribblies can be scary; I came up against the Troll Hag and Colossal Squig, which had some great abilities. The problem arose with Bravery and Battleshock. Once the infantry take a few models off, they crumble very quickly. The fanatics had some great rules, and it was great to see Skarsnik hit the table!

Aelf Bows and Arrows 

I was curious to see how this list performed, because it was almost 100% ranged attacks. With units that can shoot while in combat, it had the potential to be very powerful. It did do quite well, winning two of the three games with Major Victories. Bo never got the chance to play against the top three, so to some extent never got to fully test it. However, he went down against the Sylvaneth army, who were able to get across the table quickly. Once in combat their effectiveness was neutralised. I would like to see this matched against Tomb Kings. I think it would have done well against my army.

Sylvaneth

This faction is going to be one to watch. Being able to teleport across the board thanks to the Wyldwoods makes them a great alpha strike army, which is going to define the meta-game somewhat. Jim says if it wasn't for the fact that he spread his army a bit too thinly, and failed to focus on the priority targets in his army, Brendan would have won that game.

The Nagash List

It was great to be able to get my army down in two deployment drops, meaning I always got the choice of first turn. I probably made the wrong choice once or twice however. It was crucial on one of the games. The Legion of Death troops make excellent objective holders, with a ward save from the allegiance abilities and regenerating models. They are slow, but the battalion rule does help with that. The Wight Lord was very tanky. I found the Ring of Immortality useful - if he died I was able to resurrect him on an objective. But the true hero was Nagash. Simply put, he swings the game. He only came close to death once against the Beastclaw Raiders, but otherwise he serenely drifted around turning things into dust. He worked very well with a solid infantry core. The Grave Guard all got taken out before they could do anything.


Battleplan Review


Border War

I played against Alistair's Moonclan. Taking the first turn allowed me to take the central objectives and score 5 VPs in turn one, which put Alistair on the back foot. He was able to retake them for a while in the middle of the game, but in the final two turns I was able to table him and take the back objective. I think getting that first turn and being able to capture the middle objectives early is a huge advantage, but you have to be able to weather the counter attack.

Gifts From The Heavens

Such a good scenario, one that I almost messed up. On each player's second turn an objective will drop in a random part of the battlefield. My opponent for this was the Beastclaw Raiders, who just focused on smashing me. My troops were quite slow, and I deployed them too far forward, so I got charged in turn one. However, without quick troops it's difficult to react to the objective drops. Requires a diverse list to cope with. Even tabling the opponent is no guarantee of victory if you can't get near the objective. Remember that you score more later in the game too.

Blood and Glory

This was my favourite. You can move off the objective and still control it, until your enemy comes and claims it. We slightly misinterpreted exactly when you can 'flip' it. We played it that you can only claim it at the end of your own turn, but the rules do say you can also do so at the end of your opponent's turn. We were consistent so it didn't effect the outcome. The most significant thing about this battleplan is that you can only score a major victory if you control all four objectives, which can be quite tough. My army for example is not very mobile, so I could only ever hope for a minor victory against an agile army like Jim's.

Feedback


I've had some fantastic feedback following the event, with gamers really pumped for more. Jim and I will have a rankings page up soon, so hopefully we can form a solid tournament scene out of the success of events like this. I can only see the game going from strength to strength.

The General's Handbook rules get a big thumbs up from us!

There are players who really want to play at 2,500 point level, while some are happy with the smaller point events. I hope to be able to test all sizes and formats this year to see how we go, so it's great to be able to test the waters.

A massive thanks to Matthew, Luke and especially Nathan for supplying some of the most amazing GW store terrain they've put together over the years. Nathan brought his Legion of Azgorh as the ringer player, won two of his games, and most importantly gave people really fun games.


Photos


Here are some of my favourite photos. You can view a full album on my Facebook blog here.





Thursday, August 04, 2016

Call To Arms 2016 - Warhammer: AOS Army Lists

The Wellington Warlord's annual gaming event Call To Arms is this weekend, and they were kind enough to let us run Warhammer as one of the events on offer. We ended up with 11 entrants (plus one ringer player), and it has been great to meet with all the new players (over the internet so far, but in person this weekend) and share in their enthusiasm in the build-up to this event.

For some it will be their first tournament, and for others it will be their first games of Warhammer: Age of Sigmar. However, there are a few seasoned campaigners among us.

This will be the first event in New Zealand to use the General's Handbook matched play guidelines.


I have been working to finish the last of my Deathrattle Legion of Death, who will be overseen by the Supreme Lord of the Undead Himself:


The first round draw has been made, so I will list those here along with the army lists, and talk a little bit about each.

Table 1

Campbell Orchard - Order
VS

James Page - Death
Campbell's list has a mix of old and new, mixing Freeguild (along with some familiar faces from the World-That-Was) with some Stormcast Battleline units. I think it will rely on the General and Steam Tank to get the job done, while the Greatswords and Stormcast will be the objective holders. Gelt and Huss are not strong choices here, but I will be interested to see how they do perform over the weekend.

James has a pretty hard list. He took Tomb Kings with great success at NICON, and has opted on two main combos at CTA; one that boosts the effectiveness of the Necropolis Knights, making them fast and very killy, and one that debuffs bravery via the Screaming Skull Catapults in order to make the Terrorgheist attacks more effective. The chariots have great regeneration, so he also has some objective holders. It's going to be a tough one to go against. The only weakness that I can see comes if we can somehow get Jimmy to kneel down during his games...

Table 2

Nicholas Jebson - Order
VS

Nathan Smith

Nathan is the ringer player, so we don't have his list. He is very kindly supplying a TON of awesome terrain, which we are all excited to play on. Thanks Nath!

Nick's army focuses around a core of Scourge Privateers. The Warscroll Battalion will allow him some extra flexibility with bonus movement. Nick will be well served by a solid infantry list if he keeps his eye on the scenario objectives, but it remains to be seen how he will cope with larger monsters. The lone Grimwrath Berzerker (a prisoner, we assume) is a good dark horse choice, as they always do more damage and stay around longer than you might think.

Table 3

Matthew Britton - Destruction
VS

Fraser Baker - Destruction
A good old-fashioned Ogor-Off. Matthew is able to take the brand new Beastclaw Raiders allegiance, giving him the smallest army in the field at nine models. This army will be all about charging in and dealing mortal wounds up front. He may struggle with objectives, but that doesn't matter because this is one of those good old balls-to-the-wall table-or-be-tabled lists, and is going to be good fun to go up against.

His opponent Fraser has a more traditional Gutbuster list, with a core of infantry along with some shooting from the Ironblaster. A solid, all-rounder that should do well if he focuses on objectives.

Table 4

Alistair Allan - Destruction
VS

Tim Lind - Death

I'm kind of scared of Alistair's list. The Moonclan are popular with players in AOS, and this guy has all the Forge World toys - Troll Hag, Colossal Squig, and even old Skarsnik! There is so much potential damage output here, I am going to have to rely on Nagash pulling his weight from a distance if possible, as I don't trust Alistair to not take him out in one turn. A solid battleline with the insane (damage-wise as well as mental health-wise) Fanatics to think my ranks. Whatever happens, it will be a blast.

With my list, I took the Legion of Death Warscroll Battalion and Nagash, giving me just two deployment drops, so I should be able to have the choice of the turn order in all my games. I should be able to weather most of what people throw at my battleline, which are no slouches in the damage department either (the Grave Guard are seriously dangerous), but Nagash himself can take out half an army if he needs to. I am somewhat conservative with him though, as I have lost him in one turn before, but if I can keep him alive and score the objectives, his point cost alone should allow me to win any tie-breaks.

Table 5

Bo Paterson - Order
VS

Brendan Dee - Order

Bo's list is going to be a good test to the notion that shooting-based armies are OP in Warhammer: Age of Sigmar. The Ellyrian Reavers being battleline units is quite beneficial, as they have excellent manoeuvrability, and can pump out shooting attacks as well. Great for getting to and sittin on objectives. Three bolt throwers... my goodness. Again, nothing stopping Bo from dropping these on objectives. Swordmasters are going to do some damage in combat, but success against this list will be determined by other armies ability to get across the board and wipe units out. Easier for some than others! 

Brendan is taking the brand new Sylvaneth units, and I'm keen to see how they perform. The Warscroll Battalions add a bit more survivability to the Treelords, and allow some of the Dryads to recycle back onto the table, which will be great for objectives. Hopefully Brendan also has a heap of Sylvaneth Wyldwoods to cover the table with, as these will help create tactical advantages such as dangerous ground for his opponent, and unit teleportation for himself. A good chance at doing well against tough lists due to this flexibility.

Table 6

Luke Henning - Destruction
VS

Shaun Bates - Order

Luke is sporting another Moonclan list, and this one is focused on covering the table in grots. The larges model count by far at 145 models, it also has some fantastic damage dealers in the Mangler Squigs and the Fanatics. Hopefully the weight of numbers will be enough to survive on the objectives.

Shaun has a Freeguild list that I really like. No less than three wizard-wagons, and two more wizards on foot, supported by infantry for objectives. That could equate to some serious magical damage output. The wizards on foot allow Shaun to choose a different spell lore for each at the start of each game, giving him some flexibility against his opponents. 

As you can see there are some really interesting list out and about at Call To Arms, and I'm really looking forward to the aftermath.

The entrants at this event will also be the first to be able to enter the national scoreboard, and more details will be forthcoming after the event.

It is still not too late to enter the event as a last-minute entry, so please get in touch if you would like to participate. If not, and you are in the area, please come in and say hello! 

Monday, August 01, 2016

Warhammer: AOS Tips and Tricks for Tournament Players

The new edition of Warhammer has had a great increase in event attendance around New Zealand in the last six months. For many of the entrants, this is has been their first tournament experience - and even their first ever games of Age of Sigmar!

As someone with what I regard to be fair bit of experience in the game at this point (at least one game a week on average for the past year), I would like to present my own take on some 'tips and tricks' for those brave souls venturing out into Sigmar's Maelstrom.

Please note that my concern here is with the Matched Play, Pitched Battle format. Open and Narrative Play are much more diverse gaming experiences, and have a different approach entirely - many of the following tips do not apply to those formats.


Special thanks to Daniel S. for suggesting the topic for this post :)

Nagash and his Mortarch of Despair take on the Children of Grimnir and Grugni

General Tips

  • Print and learn your warscrolls!
    I've found that when teaching new players the game, the core rules don't need to be referred to after turn two of their first game. They melt into the background and let the flow of the game take over. From then on it is about remembering what each of your units do. There is far more rules interaction with and between units than there was in 8th edition, and this is where you need to do the most learning. Have the warscrolls on hand during a game (or on your app), and it might even be worth coming up with a 'cheat sheet' of main abilities and synergies you need to remember.
  • Consider movement trays!
    I know what you're thinking. Trust me that it's not the first time I've heard it. But movement trays are still very useful, particularly in the early turns. Some armies have hundreds of models, and moving each unit model-by-model is tedious. Even just a cardboard cutout would help. A few of us locals have used the likes of Litko or Sarissa Precision. It really helps for army transport and presentation as well!
  • Be time-efficient!
    You will be playing to a time limit at tournaments. That's not to say you need to rush, but you can have a leisurely game while still being efficient with your time. Consider your next moves while your opponent is taking their turn. Perhaps keep a notebook on hand so you can list what you want to do so you don't forget. Pre-measure, and try not to be precise with positioning your models if you don't need to. There is no need to agonise over positioning when charging, for example, when you get to make a 3" pile in during the combat phase.
  • Make your own tokens!
    Tokens, tokens, tokens. I can't really stress enough how much you need tokens. There will be so many synergies, rules and abilities in play affecting different units that you will want to keep track of them somehow. If you don't want to make your own, I can suggest the likes of Scenery Dice and Mortal Realms (in addition to the likes of Litko, linked earlier). 

    Some of the main things I've found essential to have tokens for are:
    • Terrain (Mystical, Damned, Inspiring, Arcane, Sinister, Deadly)
    • Terrain Effects (Ensorcelled, Befuddled, Cause Fear etc.)
    • Command Abilities
    • Spell Effects
    • Other abilities and buffs

List Building

Creating your army list is fairly straightforward, and is outlined in the General's Handbook (GH). Here are some things you should keep in mind:
  • Read the Battleplans!
    I'm referring to the six 'Pitched Battle' scenarios (or 'battleplans') in the GH, which is what you will be playing at tournaments more often than not. What you are looking for are the ones with different deployment rules (Escalation), and how the objectives work. For example, requiring more models than your opponent within 6", or having at least 5 models within 6" could be difficult to achieve with a low model-count army. Think about how you will achieve the objectives and cope with the deployment as you put your list together.
  • Reinforcement Points!
    This is essentially your side-board. You can put aside a number of points with which to summon, or bring on models during the game, as the rules for your army allows. You do not need to state which models you are bringing on at any point, allowing you to be flexible, and have different options on hand to counter your opponent's list. If you have a small collection, you can also bring back a unit that was killed earlier that game, so long as your army's rules allow you to do so (via summoning for example). Your reinforcements are also not bound by your army's allegiance. So you can have a Deathlord allegiance army, and summon Nighthaunts without losing that allegiance.
  • Choosing your allegiance!
    Generally speaking, you will want your allegiance to be to one of the four Grand Alliances (Order, Chaos, Destruction, Death). However, you can take a faction allegiance to gain access to different battleline units. For example,  a Nighthaunt allegiance will allow you to take Spirit Hosts as batteline units, but each warscroll in your army needs to have the Nighthaunt keyword. The most recent faction releases, such as Sylvaneth, Bonesplitterz and Beastclaw Raiders have their own allegiance abilities. For the rest of us, for now at least, you can always chose the Grand Alliance allegiance abilities, even if you have a faction allegiance.
  • Allegiance Artefacts!
    You normally get to pick one and give it to a non-unique Hero. However, if you deploy Warscroll Battalions, you get to pick an extra artefact for each battalion. This adds additional value to them, so keep that in mind.
  • Look for synergies!
    There are a lot of them, usually between warscrolls in the same specific faction. This is a great way to get more value from your troops for no extra points cost. It's also very themey!

Setup / Deployment

  • Why a low number of deployments is an advantage!
    In 8th Edition, having a large number of deployments was a good thing because you can dictate favourable board positioning. Even missing out on the +1 to the dice roll wasn't a huge deal compared to the benefits. 

    In Age of Sigmar, if you finish deploying first you get to choose who has the first turn. You usually want to let your opponent go first, generally speaking. This is because by going second, you have a 50% chance of winning the roll for turn priority for turn two, which would give you two turns in a row. This is crucial, as it puts your opponent on the back foot early in the game. They will get the same opportunity at the start of turn three, but by that point you have had the opportunity to neutralise key threats.

    An exception to this advice might be if you are up against a shooting army, and have units fast enough to engage them early. Even then, your opponent might have two turns of shooting in a row after that, so it's quite a risk.
  • Be mindful of terrain!
    If there is a lot of Mystical terrain in your deployment zone, it might be tempting to swarm it for that sweet, sweet Ensorcelled goodness. But consider what would happen if key units become Befuddled for 3 turns. Believe me, it happens. Arcane terrain is super useful if you have any wizards, particularly if summoning is part of your game plan. Plan your advance around any Deadly terrain - remember that you remove the whole model if you fail the roll!
  • Be aware of deep-strikes!
    These can come in the form of special deployment options, most notably the Stormcast Lightning Strike abilities, or summoning. You can deny table space required by these abilities by making sure there are no 'pockets' of the battlefield more than 9" away from any of your models, which would otherwise allow sneaky deployment drops. Ask your opponent if they have any units that do this before you start deploying.

The Hero Phase

  • Don't miss anything!
    A lot of things happen in the Hero phase. While you are getting used to your army, you may want to make a list of things you need to activate, and use those tokens I suggested earlier. Besides spells and command abilities, many of your other units may have benefits that you need to activate in the Hero phase.
  • Pay attention to when things happen!
    In the ability rules, you will be told when an ability is used in the Hero phase. This will be either at the start, during, or at the end. If you have two abilities that activate at the start of the phase, you can choose the order, but the have to happen first. Given the choice, make sure you do the most beneficial actions first. For example, casting spells and rolling for Mystical terrain both happen 'during' the Hero Phase, so cast all your spells before you roll on Mystical terrain, lest you learn the pain of Befuddlement!
  • Casting spells and command abilities happens before moving!
    This means you need to be in a position and range to use your synergies in the previous turn, so you have to think ahead, or you will find yourself out of range at key moments.
  • Summoning... it's not useless!
    When you hear otherwise online it is usually because folks are familiar with some of the community tournament packs, where you could increase your starting army size considerably through summoning. The GH has a more balanced approach, which still has important uses. The ability to react to your opponent's deployment via 'deep strike' summoning is very useful, as is dropping in end-game objective holders or assaulters where needed. You also get to react to your enemy's army list, by summoning from a choice of models to best counter them. 

The Movement Phase

  • Remember that the Charge Phase is coming!
    Get as close as possible if you intend to charge.
  • Remember the double turn!
    If your army advances, consider that your opponent also gets to do a full move before charging. And if they get the double turn, can move twice before charging. Don't leave yourself exposed, and consider whether you need to advance early.
  • Discretion is the better part of valour!
    Retreating can be very powerful. So long as you finish your move outside 3" of the enemy, anything goes. Sneak out of combat and onto an objective. Remember that you can run as part of this move. Now those cavalry and chariot units are starting to look a bit more useful.
  • Don't stop the music!
    Unit musicians for each faction have some benefit to movement - usually in the form of bonuses to running, but also on charging. It varies from faction-to-faction. Use of these bonuses will help you get where you need to be.

The Shooting Phase

  • Split your shooting!
    Most of the time you will want to focus fire, but if there are mop-up jobs you need to do, remember that you can split the shooting your unit can do between multiple targets, so long as you specify that before rolling.
  • Shooting while in combat!
    This seems like a bugbear with many people. Why can a unit shoot while it is in base-to-base contact with an enemy? It comes down to the balance of the game in context of armies being able to get into combat one or two turns earlier than previous editions. If your archers are in combat turn one, you would rightfully have to question their value. I remember a lot of complaints about ballistic skill shooting being useless in 8th edition, so it's nice to see that change. This makes 'gunline' armies quite potent of course, especially in objective-based battleplans, but most shooting units are pretty dire in combat, and units can die very fast. Countering 'gunlines' is just part of the meta-game.

The Charge Phase

  • Roll before declaring a target!
    This is true of magic spells too. Roll the dice, then measure to see what is within range, then move your models. If you roll high enough, you might be able to charge units that were not your original target, that you thought were reasonably out of reach.
  • Don't move in to base contact!
    You only need to get one model within half an inch to be successful. Bring as many models as you can up, but don't put them in base contact. This will give you some control during the pile-in that happens in the combat phase.
  • Do move in to base contact!
    Wait, what? There are situations where you do want to move into base contact! Primarily this is to restrict the movement of the unit you are charging. If the enemy is in combat with one of your other units for example, a flank charge will stop more of their models being able to pile in and attack, splitting the unit's effectiveness. Who said flank and rear charges were pointless?
  • Be aware of drawing in other enemy units!
    If your charge brings you within 3" of other enemy units, be mindful that they have to join the ensuing combat. Stay out of 3" if you don't want other units joining, or deliberately put your models within range if you do want to draw them in. There are situations where you will want to do each. 
  • Multiple units charging... think of the combat!
    You get to pick a unit to attack first, but then your opponent gets to attack. That means that one of those units you just charged in will have to endure a round of attacks before they get to do anything.

The Combat Phase

  • Combat order is CRUCIAL!
    In your turn, you get to choose which unit attacks first. But then your opponent gets to pick a unit. You have several factors to consider. Do you mitigate your opponent's strongest unit first, go for a unit you can wipe out completely, leave your durable units until later, make the most of your unit before they retaliate? Some units gain bonuses with certain numbers of models. Skeletons get an extra attack each with 20 models. Reducing them below 20 before they can attack is a good idea. Monsters lose effectiveness the more wounds they take, so consider attacking them first too. 
  • Pile-in like a pro!
    Remember how we kept our charging units half and inch away? Now is the time to use that to our advantage. There is a lot you can do with a pile-in. Each model can move 3". Understand that you can move 3" anywhere, so long as you finish your move closer to the nearest model than when you started. This could allow you to move models around behind the unit. Or within 3" of another unit, to start attacking them. If you can fly, the possibilities are greater still, as you can move over enemy troops. You can use piling in to move closer to an objective, or to draw your opponent away from one (they have to attack you).
  • All your attacks happen simultaneously!
    All attacks on a unit's warscroll happen at once, so even if your opponent is removing models within range of you first, you still get to complete all your attacks.
  • The art of removing casualties!
    You get to chose which of your models to remove. Usually this will mean anything except your standard bearer. But it can also be used to pull your unit out of combat with a second enemy unit. 

The Battleshock Phase

  • Remember your banners!
    Like musicians, unit banners provide a slightly different benefit to the unit depending on the faction. They usually have something to do with battleshock or bravery. 

The Most Important Rule

  • It's important!
    It really is.
  • Value your opponent's experience of the game!
    Without getting too existential, take the time during your games to consider how your opponent might be experiencing the game. Is there anything you can do to improve it? Sometimes mercilessly and ruthlessly crushing their army into dust is not the best strategy. It may feel like you won, but did you really?
  • Paint your armies! Write a back-story!
    Having a fully-painted army with its own epic history on the table is super important. Why? Because you can enjoy the journey. Relish each game turn. Move around the table, and enjoy the spectacle and the narrative value. That way, when things go against you, you still have the story. You win, even if you lose.


Can you think of anything I have missed? Please let me know and I will add them to this post! I am sure there will be an exception to everything I have listed above. The beauty of the game is that there is such diversity of unit abilities that you really never can plan for everything. Enjoy learning this amazing game.

Are you in New Zealand and want to attend a local event? Check out the following for this year:


Thanks for reading :)