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Age of Sigmar / Re: 1000 Beasts of Chaos Vs Nighthaunt
« Last post by Wyddr on February 28, 2024, 10:06:58 PM »Turn 3
At the top of the turn, I currently control 2 out of 3 objectives. We are also running out of time - the store is closing soon, so this will be our last turn. We roll priority - I win! Double-turn for me!
In the movement phase, I use the Wilderness Stalkers veteran ability on the Ungors to redeploy them in the SE corner of the board, claiming that objective out from underneath the Spirit Hosts. The remaining Enlightened move to guard the SW objective, and the Tzaangor Shaman flies across the board to assault the Reapers.
I hit those Reapers with everything I have (though I forget to use Petrifying Gaze from the Cockatrice, which never worked *once* all game!) - Gors, Cockatrice, Tzaangor Shaman, Bestigors, and when the smoke clears I've killed...3. Just 3. They still have 5 guys, who proceed to kill the Bestigors down to 4 or so.
Meanwhile, in the north, the Knight of Shrouds (currently sitting on 8 wounds) slaughters the remaining summoned gors and is finally free.
Top of Turn 3
At this point, it's sort of questionable what happens next, but we're pretty much out of time. It seems likely to me that I'll bust through the Reapers, though much of that depends on whether or not the Guardian of Souls can raise enough guys and whether his (crazy good) dice hold out. I don't think the spirit hosts can account for all 10 ungors in one charge, so there are good odds I'm keeping that SW objective unless he falls back with the reapers and charges them in down there, but that means my whole army could follow him up (or even just part of it)
The Knight of Shrouds, monster though he is, can't live forever and I have enough guys to thump him or, at minimum, steal the center objective from him. Nobody is going to get down to the SE objective again, not in the couple turns remaining.
So, my opponent concedes and I accept a minor victory. There was no way I was going to end the game with fewer than 2 objective and could have maybe pulled off 3. Conversely, my opponent would have to be very lucky to hold on to 2 objectives themselves. A lot of it would have come to dice and, in a perfect world, I would have liked to finish the game.
In any event, the game ended there, with the Knight of Shrouds symbolically claiming the center objective, even if he could never hold it.
Final Score
Beasts: 2 objectives
Nighthaunt: 1 objective
Minor Victory for the Beasts of Chaos
This was the second time Kraggoth had been slain by a ghost. It hurt less this time. Everything hurt less, he was finding. It was unbearable. He never thought he would miss pain so much.
He sat up, his wounds still oozing blood, but his body still operating - Ychrigal's curse. Ychrigal's blessing.
He found his staff and staggered to his feet. Much of the herd was still intact, and the ghosts were dissipating with the coming of dawn. Kraggoth staggered towards his Gors, who were wide eyed to see him standing.
Ychrigal flew overhead, "We must keep moving, Kraggoth. Keep moving - the Master will not reveal himself to the lazy!"
Master? What Master? Kraggoth turned the little nugget of information over. They were looking for something at the behest of Ychrigal's master, whoever that might be. They hadn't found it, either. Not yet.
It was Ychrigal's first mistake, or so it appeared. A pitiful reward for being impaled on a spectral blade, but in his current state, Kraggoth could not be greedy. One day he would get his revenge. One day.
But not today.
Post Mortem
Well, the Nigthhaunt are one tough nut to crack, especially if they are rolling well. Those army-wide ethereal saves + wards is brutal. I was shocked at how tough it was to take those ghosts down.
I think my opponent's main mistake here was splitting his forces. He could have done better with everything in one place, I think, and more broadly I think that's the trick to the Nighthaunt - hitting people with everything you got at once. Use the Chainrasps to sneak around and take objectives and smack the enemy around with everything else.
Because he was split up, I could bring my full force to bear on one part of his army and then the other - that's tough to deal with.
Also, while playing we discovered a rule that only applies to Path to Glory games that lets the Nighthaunt "haunt" terrain, only to jump out at inopportune times in ambush. Looks like my own ambushing tactics are going to get turned back against me in the future! Good times.
Anyway, this was a really interesting battle and very close, and it's shame we couldn't finish it. There's always next time, I guess! Thanks for reading and thanks, as always, to my opponent!
At the top of the turn, I currently control 2 out of 3 objectives. We are also running out of time - the store is closing soon, so this will be our last turn. We roll priority - I win! Double-turn for me!
In the movement phase, I use the Wilderness Stalkers veteran ability on the Ungors to redeploy them in the SE corner of the board, claiming that objective out from underneath the Spirit Hosts. The remaining Enlightened move to guard the SW objective, and the Tzaangor Shaman flies across the board to assault the Reapers.
I hit those Reapers with everything I have (though I forget to use Petrifying Gaze from the Cockatrice, which never worked *once* all game!) - Gors, Cockatrice, Tzaangor Shaman, Bestigors, and when the smoke clears I've killed...3. Just 3. They still have 5 guys, who proceed to kill the Bestigors down to 4 or so.
Meanwhile, in the north, the Knight of Shrouds (currently sitting on 8 wounds) slaughters the remaining summoned gors and is finally free.
Top of Turn 3
At this point, it's sort of questionable what happens next, but we're pretty much out of time. It seems likely to me that I'll bust through the Reapers, though much of that depends on whether or not the Guardian of Souls can raise enough guys and whether his (crazy good) dice hold out. I don't think the spirit hosts can account for all 10 ungors in one charge, so there are good odds I'm keeping that SW objective unless he falls back with the reapers and charges them in down there, but that means my whole army could follow him up (or even just part of it)
The Knight of Shrouds, monster though he is, can't live forever and I have enough guys to thump him or, at minimum, steal the center objective from him. Nobody is going to get down to the SE objective again, not in the couple turns remaining.
So, my opponent concedes and I accept a minor victory. There was no way I was going to end the game with fewer than 2 objective and could have maybe pulled off 3. Conversely, my opponent would have to be very lucky to hold on to 2 objectives themselves. A lot of it would have come to dice and, in a perfect world, I would have liked to finish the game.
In any event, the game ended there, with the Knight of Shrouds symbolically claiming the center objective, even if he could never hold it.
Final Score
Beasts: 2 objectives
Nighthaunt: 1 objective
Minor Victory for the Beasts of Chaos
This was the second time Kraggoth had been slain by a ghost. It hurt less this time. Everything hurt less, he was finding. It was unbearable. He never thought he would miss pain so much.
He sat up, his wounds still oozing blood, but his body still operating - Ychrigal's curse. Ychrigal's blessing.
He found his staff and staggered to his feet. Much of the herd was still intact, and the ghosts were dissipating with the coming of dawn. Kraggoth staggered towards his Gors, who were wide eyed to see him standing.
Ychrigal flew overhead, "We must keep moving, Kraggoth. Keep moving - the Master will not reveal himself to the lazy!"
Master? What Master? Kraggoth turned the little nugget of information over. They were looking for something at the behest of Ychrigal's master, whoever that might be. They hadn't found it, either. Not yet.
It was Ychrigal's first mistake, or so it appeared. A pitiful reward for being impaled on a spectral blade, but in his current state, Kraggoth could not be greedy. One day he would get his revenge. One day.
But not today.
Post Mortem
Well, the Nigthhaunt are one tough nut to crack, especially if they are rolling well. Those army-wide ethereal saves + wards is brutal. I was shocked at how tough it was to take those ghosts down.
I think my opponent's main mistake here was splitting his forces. He could have done better with everything in one place, I think, and more broadly I think that's the trick to the Nighthaunt - hitting people with everything you got at once. Use the Chainrasps to sneak around and take objectives and smack the enemy around with everything else.
Because he was split up, I could bring my full force to bear on one part of his army and then the other - that's tough to deal with.
Also, while playing we discovered a rule that only applies to Path to Glory games that lets the Nighthaunt "haunt" terrain, only to jump out at inopportune times in ambush. Looks like my own ambushing tactics are going to get turned back against me in the future! Good times.
Anyway, this was a really interesting battle and very close, and it's shame we couldn't finish it. There's always next time, I guess! Thanks for reading and thanks, as always, to my opponent!