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Author Topic: 1000 Beasts of Chaos Vs Nighthaunt (completed)  (Read 3821 times)

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Offline Wyddr

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1000 Beasts of Chaos Vs Nighthaunt (completed)
« on: February 25, 2024, 11:45:05 AM »
1000 Beasts of Chaos Vs Nighthaunt: Path to Glory

The ancient, ruined village was not so deserted at night. No sooner had the herd feasted and bedded down in the shadow of their newly-erected Herdstone, than the moans of the damned had swirled around them. A cold, crimson glow was encircling them, moving closer and closer.

Kraggoth, holding tightly to the leash of his pet Cockatrice, screamed at his gors to put themselves into some semblance of order. On the other side of the camp, blazing orange atop his disc, Ychrigal the Tzaangor Shaman was consulting with his honor guard while the ungors ran hither and thither, their eyes wide with panic.

"Ychrigal!" Kraggoth yelled, "get those ungors into order!"

"Nay!" the tzaangor screeched. "This battle turns not upon their talents, but upon my own."

Arrogance? No, the wretched thing had divined the future, was all. Probably discussing with his so-called "Enlightened" which of them was about to die. 

"What about me? How do I fare?"

Ychrigal cackled. "Poorly."

Kraggoth didn't have time to wonder what he meant - the dead were upon them.


Allherd War Band (no battalion)

Great Bray Shaman w/Bleating Gnarlstaff (General: Twistfray Cursebeast, Spell: Tendrils of Atrophy)
Tzaangor Shaman w/Brayblast Trumpet (Spell: Wild Rampage)

20 Gors w/Shields (Veterans: Exemplars of Valor)
10 Ungors w/Spears (Veterans: Wilderness Stalkers)
10 Bestigors (Veterans: Defensive Formation)
6 Tzaangor Enlightened on foot
1 Cockatrice

Scarlet Doom Battle Regiment

Knight of Shrouds w/Pendant of the Fell Wind (General: Spiteful Spirit)
Guardian of Souls (Spell: Soul Stealer)

10 Chainrasps
10 Chainrasps
10 Grimghast Reapers
10 Bladegeist Revenants
3 Spirit Hosts
3 Spirit Hosts

Mission, Terrain, and Deployment
We played an open-play mission, which wound up being 3 objectives and one deployment zone in board center and the other DZ at either short end of the table. Whoever held the most objectives at the end of the game won - majority for minor victory, all for major victory. There was an objective in the center, one in the SW and one in the SE.

My opponent won the initial roll-off and chose to be the attacker, leaving me as defender. He picked the edges of the battlefield as his DZ and I got stuck in the middle. I dropped pretty much everything in there except for the Bestigors, who (along with summoned gors from the trumpet) I'd bring in later where needed.

My opponent split his army pretty neatly in two, with the SE corner featuring Chainrasps, Reaper, Guardian of Souls, and a Spirit Host escort and the SW corner also with Chainrasps and then Revenants, Knight of Shrouds, and his own Spirit Host escort.

Terrain was mostly open in the middle and crowded in the edges - a fact that only belatedly made me realize that it would work to my opponent's advantage, given that everything of his could fly.

Deployment


Me, huddled in the middle
SE deployment
Reapers behind a building they can just fly over
SW deployment
The whole board (viewed from the north)
« Last Edit: February 28, 2024, 10:07:17 PM by Wyddr »

Offline Wyddr

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Re: 1000 Beasts of Chaos Vs Nighthaunt
« Reply #1 on: February 26, 2024, 03:34:59 PM »
Turn 1
The Nighthaunt have the first turn. Since we're playing Open Play, there are no battle tactics to worry about. The Guardian of Souls uses Spirit Lure to replace some Reapers that were casualties from a previous battle, and that was it. All of his army moved closer to the center of the board, but nobody got in charge range. He currently holds the SW and SE objectives; I hold the center.

Top of Turn 1


Reapers in the East!
Revenants in the West!

In the bottom of turn 1, I develop my central strategy for the game, which I call the Schlieffen Plan, after the ill-fated German strategy of the same name in WW1 - I will SMASH one flank quickly and then turn everything back against the other flank.

I decide the west flank - the one with the Knight of Shrouds - needs to die first. My general uses the Blood Taunt to pull the hapless ghost 9" closer to my lines and then I throw Tendrils of Atrophy on him. Then I charge him with the Cockatrice, the 20 Gors, and 10 Gors I summon with the Brayblast Trumpet. I hit him with ~36 attacks and watch him pass basically all his saves or wards so that, in the end, I do a grand total of 2 wounds. He recovers one of those after killing 6 of the summoned Gors and then explodes thanks to Spiteful Spirit, doing another 1 mortal wound to literally all the units over there. Ouch. Most of the summoned Gors return thanks to Bestial Might, but my pride is still bruised.

Meanwhile, I run the ungors SW to claim the objective while the Tzaangor Shaman and his Enlightened smack into the chainrasps and Revenants. I kill the chainrasps in short order, and, thanks to the Spirit Hosts piling in, I kill the rest of them, too, thanks to the potent attacks of the Enlightened. I don't do very much to the revenants, killing 1-2, and they in turn take out 2 Enlightened.

Bottom of Turn 1


I prepare my attack
This guy will NOT go down
Tzaangors vs Revenants
My general looks on from a safe distance

Turn 2
In the second turn, the Nighthaunt keep the initiative and go first. While all the ghosts in the east keep closing in my direction, the Revenants retreat and charge at the Enlightened, killing all but the champion, losing only 1 of their own to counterattacks. The Knight of Shrouds, meanwhile, retreats from the grand melee and then charges my defenseless general. I have him redeploy closer to the cockatrice, but the damn thing misses for the second time in a row and then my Great Bray Shaman is carved right up. The Knight of Shrouds now has a wound characteristic of 7, coupled with Spiteful Spirit, which makes him uncommonly deadly (6" moral wound bubble is INSANE).

Top of Turn 2


Edging Closer...
Not pictured: my general's bloody corpse
The Enlightened just barely hold on.

The gors hacked and stomped and flailed at the looming spirit, but to no avail. Kraggoth felt his blood chill and the crimson specter passed right through the wall of muscle and bone and steel that was his army and confront him.

"Now..." the thing whispered, "you will taste death."

Kraggoth snorted, spreading his arms and awaiting the inevitable. "Neither of us are quite so lucky as that. Do your worst."


At the bottom of turn 2, I've got the Knight of Shrouds locked (insofar as any Nighthaunt unit is "locked") in combat with my summoned gors. It is becoming time to shift my attention eastwards.

I need to lock down the west first, though. The Tzaangor Shaman lays down the Twisting Curse on the Revenants, killing 5, and then hits them with an Arcane Bolt, killing another 1. Betting his attacks can handle the last one, I fall back with the Enlightened with the intention of rallying them next turn, and I throw a bunch of ungor spears at the last ghost. The spears don't work, but the Tzaangor Shaman's attacks do, knocking out the last of my opponent's units over there. 

Meanwhile, the Cockatrice, gor herd, and the ambushing Bestigors smack into the meat of the other Nighthaunt flank. I wipe out the chainrasps thanks in large part to 2" range hacking blades for the gors. Then my bestigors focus on the reapers. After 21 all-out attacks, I manage to kill...2. Just 2. Jeez.

Also, the summoned gors keep hacking at the Knight of Shrouds, only to almost get wiped out, but they regenerate back to about 6 bodies or so thanks to Bestial Might. They predictably do NO damage to the Knight, who is now sitting on 8 out of 8 wounds after a Heroic Recovery rolls earlier in the turn.

Bottom of Turn 2


Here we come!
Bestigors on the ridge!
Tzaangor vs Undead Swordsman!
I'm only making him MORE powerful
 

Offline Wyddr

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Re: 1000 Beasts of Chaos Vs Nighthaunt
« Reply #2 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!

Offline Irisado

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Re: 1000 Beasts of Chaos Vs Nighthaunt (completed)
« Reply #3 on: March 1, 2024, 06:55:51 AM »
It's a real shame that you could not finish the game.  I wanted to see how many more souls the Knight of Shrouds would reap!  I love Nighthaunt.  If I still played, they would probably be my army.

The report was very enjoyable to read.  It was also amusing that the Cockatrice failed to petrify anyone, again.  Has it ever worked :D?  Thanks for the write up :).
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Offline Roboknee77

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Re: 1000 Beasts of Chaos Vs Nighthaunt (completed)
« Reply #4 on: March 1, 2024, 08:45:09 AM »
I think the Cockatrice worked against my Overlords at least once.

Offline Wyddr

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Re: 1000 Beasts of Chaos Vs Nighthaunt (completed)
« Reply #5 on: March 1, 2024, 10:30:24 AM »
I've gotten it to work maybe 3 times in probably about 15-20 opportunities (I've used in in maybe 4-5 games). I am *terrible* at rolling a 4+.

Right now, it mostly is supposed to work as a deterrent. Risking the "only hitting on 6s" thing is hopefully a calculation my opponents need to make.

It doesn't seem to be working.

Offline Irisado

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Re: 1000 Beasts of Chaos Vs Nighthaunt (completed)
« Reply #6 on: March 3, 2024, 12:17:00 PM »
I was misremembering in that case.  Thank you.  Still, I think that you need to change the dice that you roll for the Cockatrice, as the success rate has not been that high :D!  I do like the concept of it though, so I hope that you keep using it.
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