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Author Topic: 1500 Beasts Vs Overlords: Realmstone Cache (finished)  (Read 591 times)

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Offline Wyddr

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1500 Beasts Vs Overlords: Realmstone Cache (finished)
« on: April 17, 2024, 12:58:29 PM »
1500 Points Beasts Vs Overlords: Realmstone Cache

Dearest Uncle,
It is fair sailing thus far over the bone wastes. Desolate country, as you warned, but there is a certain austere beauty to it. There has been no sign of the beast-men lurking about, so all those horror stories you terrified me with before leaving seem to have been for naught. Ha ha.

The admiral thinks we can find good trading here. While the creatures that inhabit this place are degenerate and untrustworthy, they like aethergold as much as anyone else. We have a promising lead, too: in speaking with the locals at the last trading post, they told of a huge cache of realmstone uncovered in a village not far away. We are headed there now, with all dispatch, as the admiral fears the beasts will make it there before us and use it for their own foul ends. I have charted our course, and none fly as swift as the ships of Barak Zilfin!

Yours, with utmost respect,
Darri Maskelport, Aether-Navigator, 2nd Class


This game took place a few months back, so apologies if some of the details are fuzzy (been a busy spring)

Barak Zilfin Battle Regiment

Admiral (General w/Command Trait of some kind)
Aether-Navigator (Command Trait that re-rolls navigator dice, Auto-dispel artefact)

10 Arkanaut Company (1x Volley gun, 1x Harpoon, 1x Skypike, Veterans: Tough as Old Boots)

6 Edrinriggers
6 Skywardens

Arkanaut Frigate w/Skycannon + self-destruct mechanism
Arkanaut Frigate w/Skycannon + Preservation Chutes

Allherd Beastherd (no battalion)

Great Bray Shaman w/Bleating Gnarlstaff (General: Twistfray Cursebeast, Spell: Wild Rampage)
Doombull

20 Gors w/Shields (Grizzled Veterans: Exemplars of Valor, Fleet of Foot)
10 Ungors w/Spears (Veterans: Wilderness Stalkers)
10 Ungors w/Spears (Veterans: Wilderness Stalkers)

6 Tzaangor Enlightened
6 Bullgors w/Man-splitter Great Axes (Veterans: Toughened Hides)
1 Cygor

Herdstone
Doomblast Dirgehorn

Mission, Terrain, and Deployment
The Realmstone Cache mission has a single objective at the center of the board which, at turn 3, explodes and becomes 2 new objectives in other spots on the board. The terrain was a desert-type board with little adobe houses around the edge of the board and a well at the center, right next to the objective.

My opponent chose the south edge of the board and threw down a frigate on each flank, the east with the Admiral and the west with the Navigator, betting that it would be harder for me to ambush and kill a whole frigate than one of his fragile little units. The Endrinriggers and Skywardens formed potent counter-charge units and the Arkanaut Company took up the middle. 

I deployed the Herdstone at the northern edge, next to the Cygor and guarded by the Gors. I threw one unit of Ungors behind a building at the northern edge, and everything else went into ambush.

Deployment:


Arkanaut DZ
Beasts DZ
Whole board (from the East)

To Be Continued...
« Last Edit: April 19, 2024, 10:13:23 PM by Wyddr »

Offline Wyddr

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Re: 1500 Beasts Vs Overlords: Realmstone Cache
« Reply #1 on: April 19, 2024, 04:35:44 PM »
Turn 1
In keeping with my "never go first again until someone gives me a good reason otherwise" strategy, I finished deploying last, so I will go last. The Overlords, wary of ambush, move cautiously. Everything shuffles forwards, nothing is in range. I think maybe the Navigator coaxed a lightning bolt to hit the gors, but the Bestial Might rule replaced those guys at the end of the turn, anyway, so it scarcely made a difference. They chose the "Cunning Maneuver" battle tactic, and so disembark the Navigator in range of the central objective. 

Top of Turn 1


"Steady as she goes, men! Keep an eye out for gors!"
The Navigator takes some atmospheric readings...

Aether-Navigator 2nd Class Darri Maskelport was proud to disembark into untamned territory for the first time. He felt the crunch of unfamiliar soil under his boots, smelled the stink of the nearby villagers, cowering in their houses, and generally felt like a conquering hero. The cache of realmstone, piled haphazardly next to the village well, seemed authentic, too. He took out his omniscope and started to poke around.

Other than the hum of the Enterprise's engines above, the world was quiet. The villagers, evidently unwilling to barter with the fleet, stayed out of sight in their boarded-up houses. Pshaw! Their loss!

The omniscope scanned across the realmstone and the dirt around it. The ore was authentic! But also...something odd. Hoofprints, all over the place. Not small herd animals, either, but big ones. Bipedal, judging by the pattern. Strange.

"Now, why would the beasts go and pile all this realmstone in the middle of a village square only to abandon it...unless..."

The quiet. The boarded up doors. The fleet bunched together, off guard. A...a trap?

Adrenaline surged through Darri short legs. "Trap! TRAP TRAP!" he signaled to the Enterprise to lower their boatswain's chair. The duardin on duty wasn't looking at him, though. He was looking behind Darri.

It was then that he realized the earth was shaking.
It was no longer quiet.


For my end of the turn, I chose Reduced to Savagery as my battle tactic. I used it on the Skywardens, which I achieved by using the Blood Taunt from my ambushing Shaman to drag them out of formation and then pounce on them with my Bullgors, who were propelled into combat via the Doombull's Slaughterer's Call, thereby avoiding Unleash Hell (aka "Overwatch"). The Bullgors made very short work of the 12-wound Skywarden unit.

Meanwhile, my gors used their Fleet of Foot Veteran ability to charge after a very sizeable run, propelling them across the field and into combat with the Arknaut Company, Navigator, and (sadly) within 3" the Admiral's Flagship. My attacks were sufficient to decimate the Arkanauts down to 1 guy, though not before their Unleash Hell killed about 4-5 of my guys. The Navigator failed to connect, and then something interesting happened with the Frigate. The frigate had the Admiral aboard, and neither the Frigate NOR the admiral were within melee range (though they were within engagement distance). This meant that my opponent basically had to activate the Frigate first, which then went on to kill a couple gors, which I then *removed from melee range* of the Admiral. Now, since the admiral is embarked and can't move and the frigate can't make a second pile-in move, this meant the admiral and his nasty clockwork axe thing didn't kill any of my guys. This is a neat trick, and you should all remember it should you come across this scenario in the last 2 months where this rule-set will matter.  ::)

Anyway, I secured the objective handily and achieved my battle tactic--solid turn!

Bottom of Turn 1


Gor Stampede!
This one stubborn dwarf with the skypike!

Current Score
Beasts: 4
Overlords: 4

Turn 2
I don't get a double turn, so my opponent goes and picks the standard "Turn 2 Battle Tactic" which is Eye for an Eye. He fulfills it by slamming the Endrinriggers into my gors which, between their buzzsaws and a LOT of shooting, wipes out the unit (alas). The Navigator hops back into the Frigate and goes full-steam ahead into the cygor, doing a substantial amount of damage (about 10 wounds) and the Cygor hits back for 5-6 wounds of his own. The flagship Frigate, meanwhile, withdrew from the gor conflict and headed north, trying to get a bead on my hiding Ungors.

Top of Turn 2


Cannon and carbine fire rakes the Gors
Hide-and-seek w/Ungors
The Cygor catches a Frigate by the prow

Darri held on for dear life as the Enterprise rose up and took him away from danger...or so he thought. Ahead of him, rising up as tall as a building, was some kind of horrid, one-eyed monstrosity, which bellowed in unclean tongues as the Frigate rammed into it. But the creature, rather than falling, held fast and snatched two arkanauts off the deck with its huge jaws.

Darri scrambled across the deck, firing blindly with his pistol as he looked for shelter. "Retreat!" he screamed over the din. "Captain! Retreat! Retreat!"

The captain, grim campaigner that he was, bellowed orders into his bullhorn: "ENGAGE ON ALL DECKS! SLAY THE BEAST!"


In the bottom half of turn 2, I ALSO choose Eye for an Eye, because obviously I do. The doombull and the bullgors earn it for me by moving across the enemy Deployment zone and charging both the last Arkanaut and the Endrinriggers, killing them all (that guy with the skypike was stomped flat by the angry doombull).

In the north, the Tzaangor Enlightened showed up and charged the Admiral's flagship, doing a stupendous quantity of damage (12 wounds or so), while losing 2 guys to the admiral's axe. The Cygor also did quite well, crushing the other frigate down to a mere 2 wounds or so. I blew the Brayblast Trumpet and called in the remaining ungors, placing a group of Gors and ungors on either side of the board, in preparation for when the Realmstome Cache would blow up.

Bottom of Turn 2


The duardin is about to be roadkill
The center of the board is once again mine!The Enlightened board the flagship!
The Enlightened board the flagship!
Almost got them!

Current Score:
Beasts: 8
Overlords: 8

Turn 3 (abbreviated)
The realmstone cache explodes, and both new objectives go south--in the southwest and southeast.

Now, even though we are tied, both ships are on the verge of destruction and, once gone, all that will leave the Overlords with is 2 characters -  little chance he can contest those objectives enough. My opponent elects to concede, rather than play the game out and possibly lose ships which, given the casualty rules of Path to Glory games, means they could be damaged from the outset next game.

I win by default.

Kraggoth's beasts piled the realmstone at the foot of their herdstone and made twisted sacrifices of the captured duardin. Whilst the revelry continued, he met with Ychrrigal on the roof of the tallest house in the village.

The tzaangor was in a state of...ecstatic bliss, Kraggoth supposed was the word, though he had scarcely seen such a thing in years. "We have found the path at last!" he said.

Kraggoth gazed at the bleak, empty horizons. A wasteland very much like the one where the Ossiarch's had nearly killed him, back when he was little more than a bitter upstart, still shaking off the taste of humanity. "This?"

"You do not see, for you have refused the Sight. Look to your bones. Listen to your totems - know what draws nigh."

Kraggoth crouched in the dust and poured out the bones, spitting blood amid them to get a better read. And he saw -  across this wasteland, a ruined keep. A keep of ancient and abiding evil - the seat of power for some great and powerful daemon, older than all the realms put together. He looked back at Ychriggal in shock. "This...this is what we've been seeking? Some demon to abase ourselves before?"

Ychriggal laughed. "You object, but you see its inevitability, as well. Despair not, Kraggoth - you will be rewarded for your service. The Dark Master is generous to those who bring him victory."

Kraggoth stalked off the roof, shuddering. He walked into the night, having now lost all taste for victory.


Post-Mortem
A quick game, all things told. To address the elephant in the room, yes I am irritated that the Beasts of Chaos will no longer be an AoS faction - it seems arbitrary and unfair. That said, I've sort of got the beasts down to a science at this point, and I've collected all the models I want, so I was about due for a change of army, anyway.

My opponent's problem, I think, is taking too many ships. Bodies on the ground - another 2 companies, for instance - instead of a second ship would give him the ability to control the board better. Of course, as the point levels go up, his options will increase. I think Arkanaut companies are crucial for his success, though - moreso than any of the specialty units - and I expect to see more of them in the future.

As for myself, what can I say? Everything worked pretty well and nobody choked all that badly. Props to the beasts - they know what they are about. A pity there is only a handful of games left for them.

Thanks for reading and thanks very much to my opponent!
   
« Last Edit: April 19, 2024, 04:37:00 PM by Wyddr »

Offline Irisado

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Re: 1500 Beasts Vs Overlords: Realmstone Cache (finished)
« Reply #2 on: April 20, 2024, 06:31:15 AM »
That was a fun game.  It was very close.  You are right about bodies on the ground though.  You simply had too many for the remaining Overlords to cope with.

I did not realise that the Beasts of Chaos faction was being abolished.  Does this mean that the entire army ceases to exist?  Is it being merged into something else?

Thank you for the report.  I enjoyed reading it.  Hopefully, you can get some more games in before the rules are changed.
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Offline Wyddr

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Re: 1500 Beasts Vs Overlords: Realmstone Cache (finished)
« Reply #3 on: April 20, 2024, 08:48:07 AM »
I did not realise that the Beasts of Chaos faction was being abolished.  Does this mean that the entire army ceases to exist?  Is it being merged into something else?

It will cease to be a faction in Age of Sigmar, but will continue to be a main faction in The Old World (which is the GW WHFB re-hash/resurrection). I'd play it, but we're back to square bases and besides, I was never able to find a WHFB opponent back when my gaming group was a lot larger - what makes me think I'll be able to find opponents now, when the game is more expensive?

There is the door open for certain units to be folded into Slaves to Darkness, but some models are just straight-up being discontinued (sorry, Dragon Ogors!). My gors or bestigors or ungors may someday see the table again, but time will tell with the rest of them.

GW is going to release a 4th Ed index army book for the Beasts on launch, but they'll never get updates after that and will be officially retired to "legends" in summer 2025.  :(

Quote
Thank you for the report.  I enjoyed reading it.  Hopefully, you can get some more games in before the rules are changed.

Another 2-3 battles, I think. Through the summer, at least. Then it's 4th edition and a new army. Maybe Gloomspite Gitz (Night Goblins), since I have an army of them dating back to AoS 2nd, or maybe something new. We'll see what the new rules push me towards.

Offline Irisado

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Re: 1500 Beasts Vs Overlords: Realmstone Cache (finished)
« Reply #4 on: April 20, 2024, 12:11:42 PM »
That is so disappointing.  It reminds me of how GW treated Tomb Kings of Khemri back in the day.  It really is a very unpleasant surprise for all those who have invested in this army and I know how annoyed I would feel had it happened to me.  I look forward to reading the reports of the final games that you play with them, as it has been a fun campaign to follow.
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Offline Wyddr

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Re: 1500 Beasts Vs Overlords: Realmstone Cache (finished)
« Reply #5 on: April 21, 2024, 01:25:54 PM »
I honestly think part of the reason this happened is b/c of tournament play being such a focus.

The Beasts are a super good army, but they require a lot of thinking and foresight to play well, hence they don't do that well on the tourney circuit, hence they were seen as "unpopular." Them, the Bonesplitterz, and other fringe factions getting cut because they perform poorly, even though I'd argue that's a problem with how the player uses them, not because they're actively bad.

Anyway, that's my theory. All the "GO AND SMASH" factions will stay around forever, no doubt.

Offline Roboknee77

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Re: 1500 Beasts Vs Overlords: Realmstone Cache (finished)
« Reply #6 on: April 22, 2024, 09:30:28 AM »
Thanks for the write-up, Wyddr, and as always, a fun game.

You are correct, I need more bodies against you.

Against The Nighthaunt, I have been doing well with a boat, an admiral, a arkanaut company, and an elite unit.  I really have to write-up those reports now that I can log into Imgur again and post photos.  In general, The Nighthaunt have been overly cautious against me, which lets me take on units one by one.

Against the Bonereapers, I feel l like I need the rend from the Endrinriggers and the Skywardens to chip away at his units in melee.

But you and your Beasts, yeah, bodies.  After the game I thought up a list that only had one boat and many more bodies that might play a little better against the Beasts.  I guess I'll have to see when we play 1,750. points.  If I were to start again, I would probably have picked a different sub-faction, most likely the one that gives a 5+ chance to negate commands you issue, or the one that give me +1 hit and wound on a charge.  The one I have now,a second Artifact for my ships is not so great.

Offline Wyddr

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Re: 1500 Beasts Vs Overlords: Realmstone Cache (finished)
« Reply #7 on: April 22, 2024, 01:46:27 PM »
I'd also have a different selection of certain things. My Command Trait, for instance, is not super useful (bonuses to cast), since my spellcasting just hasn't been that big a deal in any of my games.

Offline Roboknee77

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Re: 1500 Beasts Vs Overlords: Realmstone Cache (finished)
« Reply #8 on: April 22, 2024, 05:16:34 PM »
And the Bonereapers command trait is only effective against me, since the Nighthaunt don't shoot.  And your only shooting is a giant rock and ungor spears, which they rarely use. ;D

Offline Wyddr

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Re: 1500 Beasts Vs Overlords: Realmstone Cache (finished)
« Reply #9 on: April 23, 2024, 02:04:01 PM »
And the Bonereapers command trait is only effective against me, since the Nighthaunt don't shoot.  And your only shooting is a giant rock and ungor spears, which they rarely use. ;D

Hey! I use ungor spears ALL THE TIME!

It's just that no one notices, since I've never killed anyone with them.

 


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