Faction: epic Morvahna - Seasons of Fate
Tiers: 4
Morvahna the Dawnshadow (*5pts)
* Pureblood Warpwolf (9pts)
* Pureblood Warpwolf (9pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 5 Grunts) (9pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)
VS
Thagrosh, Prophet of Everblight (*5pts)
* Scythean (9pts)
* Seraph (8pts)
* Scythean (9pts)
* Shredder(2pts)
Blighted Ogrun Warspears (Leader and 4 Grunts) (8pts)
* Warspear Chieftan (2pts)
Blighted Ogrun Warspears (Leader and 4 Grunts) (8pts)
* Warspear Chieftan (2pts)
Spawning Vessel (Leader and 5 Grunts) (3pts)
Warmonger War Chief (0pts)
The Forsaken (2pts)
The Forsaken (2pts)
Basically the two prey units go opposite each other with the caster and heavies in the middle! I do not recall much about the early game here.
My prey was on Wolfs > Ogres, Trackers > Scythean
His was Ogres > Wolfs, Ogre > Trackers.
Prey for everyone!
Phil, Turn 1:
Let us run! So the good thing about a list like this, is that it's pretty easy to work out the threat ranges, so everything runs aggressively forward, at the points that should be just out Assault range of the ogres.
Expect for the Wolf Riders, or who charge forward more aggressively, staying just outside of charge range of the unit of Ogres. They want to try to bait them into some Assault shots and overextending them into the threat ranges of other models while being Def 17. This backfired somewhat
Mike, Turn 1:
Effective this can be summed up by "He came at me" and his army runs toward, already in my threat ranges from starting. His Ores assault my Wolf Riders, two making it and hitting the 10's needed to take two out with the helpful Rat bonus from the Ogre Warchief.
Minor Salt acquired.
Note: I know they are Ogruns, but Ogre is much easier so I'm sticking to it.
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Phil, Turn 2:
This won't be the best as my memory of the game is a little hazy unfortunately - Basically Wolf Riders charge in and take out some Ogres, Blood trackers take a few more on the other side of the table.
Key point for this turn was that a Pureblood lands a solid spray on the Seraph and Scytheon, doing high damage to both. Followed up by an Ravager charge, they manage to net another Ogre Kill, and take out the Seraph.
Solid turn. (Slight Understatement)
Mike, Turn 2:
This turn is the turn that the Scythean's need to get involved and really get some work done, as the Ogre line has fallen, but unfortunately they don't live up to the hype.
Needing 7's and 9's to hit, Mike opts to boost the hit rolls, one of which missed. Having to boost, boost, buy and boost is all the attacks up, and due to auto-killing every model I have it's very hard to get a bloodbath off. In turn this means the Scythean only kills two models. The other I recall didn't fare any better.
Thags feats back the Seraph and does Thagrosh things.
My turn by turn memory of this game is pretty poor, so I'll sum up here.
Thoughts:
After a somewhat bad turn where not much is killed, I'm able to steadily take out the remainder of what's left on the table, with the game ending with very few of Mikes models left.
It turns out that when Scytheans cannot Bloodbath and do not have a Mat fixer they are not very good at killing Tharn. If he also uses his Animus to RFP that means two boosted attacks and then a hard 7+. I have too many dudes for that to be a problem.
All my stuff is also very good at killing Legion heavies it turns out, even Legion Brick ones thanks to Mat 9 Pow 15 Charges backed up with re rolls and Purification. I'm a little less afraid of the Scytheans RFP'ing my entire army without some way to fix their Mat. Both Abbys and pVayl would be scary.
I think taking the assault from the Ogres on the Riders worked out somewhat well, I wanted them to overextend with Assault shots, and it's reasonable to assume that they are not going to hit Def 17 without Prey often, and Riders are excellent at killing them in return.
Needing 7's and 9's to hit, Mike opts to boost the hit rolls, one of which missed. Having to boost, boost, buy and boost is all the attacks up, and due to auto-killing every model I have it's very hard to get a bloodbath off. In turn this means the Scythean only kills two models. The other I recall didn't fare any better.
Thags feats back the Seraph and does Thagrosh things.
My turn by turn memory of this game is pretty poor, so I'll sum up here.
--------
Thoughts:
After a somewhat bad turn where not much is killed, I'm able to steadily take out the remainder of what's left on the table, with the game ending with very few of Mikes models left.
It turns out that when Scytheans cannot Bloodbath and do not have a Mat fixer they are not very good at killing Tharn. If he also uses his Animus to RFP that means two boosted attacks and then a hard 7+. I have too many dudes for that to be a problem.
All my stuff is also very good at killing Legion heavies it turns out, even Legion Brick ones thanks to Mat 9 Pow 15 Charges backed up with re rolls and Purification. I'm a little less afraid of the Scytheans RFP'ing my entire army without some way to fix their Mat. Both Abbys and pVayl would be scary.
I think taking the assault from the Ogres on the Riders worked out somewhat well, I wanted them to overextend with Assault shots, and it's reasonable to assume that they are not going to hit Def 17 without Prey often, and Riders are excellent at killing them in return.
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