Saturday, October 22, 2016

First of a new (old) breed.


All the AoS stuff of late has had me going back to my Bretonnians.  I rebased them on to rounds / ovals over the last week, and got around to finishing another knight - one that's been sitting on my shelf half done for quite some time.

Old school meets new school.

There's actually a fair bit of conversion going on here.  I have, through a variety of trades / eBay purchases, a reasonable stock of some of the older metal Bretonnian models.  The trouble is, those figs are all on the 5th edition horses, which are notably smaller than the current models (take a look at my Prophetess compared the to knights in the picture below).

Dainty horse for the damsel.

The difference is enough that I wouldn't want to use the different horses in the same unit.  The downside is that the older models came with alternate heads for the horse, often with funky decorations that matched the helm crests of the riders.  So I dug out my razor saw and files, and got to work.

An angelic presence?

The overall effect is pretty subtle - unless you know the Bret model range, you're unlikely to pick up on it, but I know what's been done, and I'm chuffed to be able to use the old models (which I love) in a way that's compatible with the more recent stuff.

But maybe a little dark, and broody.

Keen-eyed observers may recognize where the colours and heraldry come from.  I had a cheeky idea to do up a unit of these converted models with strangely familiar iconography, to those suitably initiated into the G-Dub mysteries ;)  As it turns out, I need to get a bunch more of these painted anyways.  The points provided for Brets in the General's Handbook, while welcome (since GW no longer supports the line, bothering to do this at all is appreciated), are clunky - units are bought in atypically large chunks.  Taking more knights is hardly a big problem, however, and it's an excuse to paint more knights.


Sunday, October 16, 2016

Army on Parade. Well, squad, anyway.

Hi all,

So, Armies on Parade has come and gone at the G-Dub, and sadly, I didn't get the Khorne force finished in time.  The 6 or 7 weeks I've had to paint (since finding out about the date and deciding to paint up the Khorne starter) just wasn't enough time.  That said, they're a heck of a lot closer to finished than they've been for most of the last year, at least some of them are done, I've played with them in two tournaments and against the Cub, and ended up picking up some more stuff to add to the list.

Bloodsecrator.  Pretty much auto-include in a Khorne mortals force.

Bloodsecrator backside.  Baby got back.

What's done so far is pretty fair as table-top goes, but I did find myself burning out a little on batch painting, and wanting to slow down and do better work - I'm going to want to go back at some point and pick things out a little better, especially on the metals.  GW's new gloss washes are killer for getting things to the church on time, but they're not a replacement for focused painting.


Rear view.  Flash has taken the shine off the brass a little.

The Bloodwarrior unit, slightly expanded from the starter box, is complete.  These fellas have been growing on me as I've gotten a little more practiced with the Bloodbound.  They're a pretty solid counter-punch unit, benefit from all the buffs the force can bring to bear, and have a few nasty surprises for anyone that takes them out.

More Warriors.


As I was working exclusively from the starterbox sculpts, there's a few minor conversions in here - mostly arm and weapon swaps.  The bannerman is a kitbash with bitz from the Chaos knight sprue.  Still deciding what to do as a symbol on the flag - a Khorne mark may be enough, but who knows, I might get ambitious.

We did at least go to the Armies on Parade event, and both Cub and I brought a few models - enough for him to qualify for the participation pin ;)  There were some standout forces on display, including a killer table sporting a Seraphon stepped pyramid, and one of the best weathering paintjobs I've ever seen in person.

Doesn't show, but this was a stellar paint job.

Seraphon table.

Cub and I are thinking about doing a joint display for next year - either orks vs. marines, or Khorne vs. Stormcast.  With a little more lead-time, we might even get things done in time ;)


Saturday, October 8, 2016

(Almost) Flawless Victory!

Hi all,

First, for those other Canucks out there in the aethertubes, happy Thanksgiving!

You're going to do what to me?

I managed (at the last minute, thanks to the Beloved) to get down to the G-Dub this morning to participate in a 1500 point tournament for Age of Sigmar.  It wasn't huge, with only 8 of us playing, but it was an excuse to get out, and get in some games with my developing force. I ran the same list as last time, with the minor addition of actually taking a couple abilities for which I was eligible, but hadn't know about, last time.  One of them, the Command Trait "Cunning Deceiver" (which imposes a -1 penalty to hit on opponents in the first turn), made a huge difference, and has joined my list of new favorite things.

Battle one.  Khorne vs. Slaanesh.

I went in the the tournament with the main goal of actually remembering everything my army does.  The list I've been building / running depends heavily on synergy around a couple of keywords (Khorne, and Mortal).  It means I have the potential to get a lot of little buffs, that in the aggregate, turn my decent-for-the-points, but not outstanding models into powerhouses.  By and large, I managed to do this (barring a couple of slips), and it paid off.  As it worked out, I ended up with best overall.  In a field of 8, it's not like I'll be tearing up the international tournament circuit, but I'll admit, I was pretty chuffed.

The battlefield from Lord Vahkos' point of view.

Seekers crash into the line.  Bloodreavers die well.

Game one was against a Slannesh Demons list.  It's the first time I've played against this, and while I'd been warned about the speed it brought to the table, seeing it in person was a different thing altogether.  My opponent ran a large unit of Seekers, one of the really big chariots, several Daemonette clouds, and assorted heroes (including a Forgeworld Keeper of Secrets).  Turn one was a revelation, when the Seeker unit moved a total of 25" across the board to charge my front line (Slaanesh demons start with high Move, can run and charge in the same turn, and she was running a formation that added move bonuses).  This was the first point where the Cunning Deceiver ability kicked in, blunting my opponent's ability to damage me before I had a chance to fight back.

The hard part was they kept coming back.

On the other hand, my knights are in a good position to flank and sweep.  Which they did.

This was actually why I'd taken it in the first place.  My list thrives when I get to choose the conditions for combat, and on the attack.  First turn alpha strikes make for a bad time (which I learned the hard way last time I played in a tourney).  Having a little insurance went a long way.
It mattered, as it turns out, a bunch of demonic cavalry up in my grill turned out to be something of a handful (especially after rolling a "1" for morale twice, which allowed them to restore lost models).  I eventually ground them down, and was able to pick my fights pretty effectively, using my knights (hands down the killiest part of my force) to good effect, and even took out the Keeper of Secrets.

We spent most of the game operating under a misunderstanding about how the victory conditions would be determined (we thought the Major victory was an all or nothing proposition, and that our game would be settled by kill points, but this proved incorrect.   It was possible to win a partial, Minor victory on scenario, and when our game was called for time, my opponent was ahead on Objectives.  This game me a minor loss in the opening round.

This doesn't end well for the chariot.

Or the Keeper of Secrets.

We broke for lunch, after which I set up for game two.  This was against another Chaos opponent, who ran a bit of a mixed bag - some Slaanesh, a couple of chaos Dwarf cannon, and notably, a War Mammoth (using Forge World rules, but subbing in a Mumak from the LotR range).  This was probably the game where I played best, remembered most of my rules (even remembered to have the Chaos knights' mounts get in their attacks, something I somehow manage to forget, despite playing Bretonnians).

Against mixed Chaos.  Note the Chaos War Mumak.

This was a game notable for the sportsmanship shown by my opponent.  He went ahead on objective points early, using his speed (again, the Slaanesh elements) to seize objectives and rack up some early points.  The scenario had a premium, however, for controlling objectives in the opposing deployment zone - and by turn 4 or five, I was in a dominant position, and rapidly catching up.  My opponent could have very easily stalled the game, but instead, made a point of playing efficiently, so that we got in a full five turns (the only game I played where this occurred).  As a result, I not only caught up, but won a major victory on scenario.

Vahkos considers his options.  That's a pretty nice skull for the Skull Throne lumbering towards him.

MVPs this game were the Slaughterpriests.  As well as offering one of the few ways to do damage at a distance in my army, the 'priests can also force enemy models to move towards me.  In this game, I used the ability to taunt the War Mammoth forward, away from its supporting unit.

We're going to need more BBQ sauce.

This let me pile in most of my really killy stuff into the Mammoth, and get in a couple of good turns on it before the rest of his army piled in to help.  The Mammoth is a crazy piece.  It has Forge World rules (i.e., is ridiculously powerful) and made up about a third of his army points.  Losing it (it was finally dealt the death blow by my Khorne Lord, Vahkos, in a rather cinematic finish), meant he didn't really have much else that could compete for attrition.

That's pretty much every killy thing in my army packed around one model.

I cleaned up the units he'd piled in, which amounted to most of what he had left, swept up the table, and took the objectives, especially the one in his deployment zone (worth by far the most points).  By turn 5, I'd pretty much tabled him, had all four points well under control, and was ahead on victory points.  Major victory.


Vahkos turns his attention to mopping up.

Game three was against the same opponent I'd played Game 1 last time.  He, like me, is a GW Oldboy, and I've found our games are both fun in themselves, and offer plenty of opportunity for nostalgia.  He ran much the same list of Beastclaw Raiders (Ogre cavalry, mammoths and mournfangs) as last time, aside from a few little tweaks to items, and had a much better handle on how to deal with my Khorne boys.  In many ways, this was almost a mirror of the first game - I was badly mauled, but was so far ahead on scenario it didn't matter.

We meet again.

The scenario we played is pretty close to perfect for my list.  I'm running a Khorne Mortal formation that has a rather nifty ability - whenever one of my heroes dies, a non-heroic model in my army can become a hero, splitting off from it's parent unit, and picking up a few bonuses.  Add in the fact that I have 5 heroes to start, including my commander, that objectives in the game can only be scored by heroes, and that heroes remain in control of objectives until an enemy hero claims them, and you start to see why this one was weighted in my favour.

Run Bloodstoker, run!

This game was pretty tense.  I sent most of my army in again his two strongest units (two other, mammoth-like creatures).  I took them out in the end, but paid a heavy price, losing  most of my infantry, and taking a pretty hard hit to my knights as well.  Even Vahkos went down under the hooves of the Mournfang, but he bought valuable time.  Taking out the Stonehorn (pseudo-mammoth) and rider meant my opponent no longer had any characters, and my lads' heroic last stand gave me time to take control of all three objectives.  The final turns saw the rather un-Khorne-like sight of several Khorne heroes, (including some newly minted ones) running pell-mell from what was left of his mournfangs.  In the end though, I had the objectives, he didn't, and that was another Major Victory.

Slaughterpriests, about to be slaughtered.

A newly minted Khorne hero, with eyes on the prize.

Three solid, fun games.  Three great opponents.  Two major wins, one minor loss.  I was feeling pretty good when Puddin' and the Beloved stopped in to pick me up.  Then results were announced.  My turn two opponent won a well-deserved Best Sport, the shop painting guru took Best Appearance, a likable younger fellow with Seraphon (Lizards) won Best General, and yours truly won Best Overall.  Huzzah!

I'm thoroughly stoked to paint these guys some more.  Not sure that I'll make it to finished for Armies on Parade, but on the other hand, I've made waaaay more progress than I would have without the commitment.  I'm going to try and get as much done as I can, and keep getting these on the table.

I've also been toying with the idea of getting a few more models.  One viable option would be the Khorne starter box.  That gives me another 10 Blood Warriors, 3 juggernaught riders, and a hero (another Slaughterpriest, but he's readily convertible).  Another option is either warriors, marauders, or Marauder riders - a little more speed might work.  I'm leaning towards some combo with Juggernaughts, as they're probably my favorite Khorne models, but I'm open to suggestions if people have any good ideas.


Tuesday, September 27, 2016

Blood and Lightning Campaign, Game 1

Hi all,

As some of you may know, there are moment as a parent when the time, worry, and frustration all seem to fade away, and you get a chance to bask in the realization of just how fantastic it is to have kids.  Such a moment came for me a few days ago, when the Cub turned to me and said "You know, Dad, we should really do an Age of Sigmar Path to Glory campaign."

Why, yes, son.  Yes we should.

Sunday afternoon saw the two of us huddled over the General's Handbook ($40 Canadian, and a sweeter deal you've not seen from Gdub in many a moon), putting together our warbands, and cackling madly.  Well, I was cackling, anyways.  After a few brief moments pondering why a stormcast herodude on a dragon horse entitled Cub to seven starting units, while my Khorne Lorde on a Juggernaught only got 4, we picked our units and set up the table for a game.  My warband, "Ze Bluthost uf Vahkos" (to be pronounced with a Craftmatic Adjustable Bed presented WWII movie German accent), consisted of the aforementioned Lord Vahkos on a Juggernaught, 5 Chaos knights (Ze Bluthoofs), 20 Bloodreavers (Ze Zanguine Horte), Kheldath Khrimzenmaw (Slaughterpriest) and Drog Korpsetakker (Bloodsecrator).  Man, that's a lot of extraneous "z"s and "k"s.  Cub's consisted of the units which come in the starter box, slightly fleshed out (Lord Celestant on Dracoth, Lord Relictor, 5 Retributors, 3 Prosecutors, 10 Liberators).  Due to injustice and GW's policy of consistent favouratism ( ;), Cub got a head start in the campaign of 2 glory points (players can take GPs - campaign "victory points", in lieu of starting units).

The scenario we picked features diagonal table zones, three objectives (controlled by mass of figures) and warbands coming on in successive waves.  I started with my Bloodreavers and Bloodsecrator, and proceeded to run like heck towards the middle of the table.  My 'reavers were the single largest unit on the table, and while they're not especially tanky, they offered my best shot at holding an objective and scoring some early points.  Cub ran up his Relictor and Retributors, but the former had a much better run roll, and was left a little out in the open.

We dragooned the Beloved into taking pictures.  This is from Cub's side of the table.  My Bloodreavers are in the background.  Being all angry, and stuff.

Turn two, I won priority and, taking advantage while I could, had the Bloodsecrator open the portal of skulls (Mortal Khorne units get +1 attack and are immune to battleshock / morale casualties), and charged Cub's Relictor with my lads.  While the boys generate a ton of attacks, my rolls were pretty crappy, and the Relictor is a hard nut to crack.  While I got in some wounds, he didn't go down.  On the plus side, I brought on my knights and Khorne Lord, which each took possession of an objective, and scored an early lead of three VPs.  On his turn, Cub fried a few 'Reavers with lightning, charged in his Retributors (who put some hurt on the Reavers), brought his Liberators on (running them through what turned out to be a Deadly wood, losing 2!), and had his Lord Celestant charge my Khorne Lord.  To my delight, the latter fight went very much my way (took his Lord down to one wound, only lost about half mine in return).  I still had control of all three objectives, but they only score on your own turn.

Turn two.  Knights and Liberators in the background, and dueling heroes in the fore.  Note the shrinking number of Bloodreavers at table center . . . 

The priority roll for turn three was key to the game, and Cub won it.  In the Hero phase, he fried a few more 'Reavers (that unit was shrinking rapidly), and used his Lord to make most of his army immune to Battleshock).  The Liberators charged my Knights (who, while badass on the charge, aren't so hot when outnumbered by durable opponents), the Relictor and Retributors continued to thin out the Bloodreavers, and his Prosecutors came on and charged my Lord.  While he lost his Lord Celestant this turn, he now had control of two objectives (outnumbering me on both flanks), and was well on his way to taking the middle one as well.  On my turn I brought in my Slaughterpriest, and charged in to support Lord Vahkos.  Things were starting to look a little iffy.  My guys are generally best when they can attack and break through opposing units (the Khorne list actually plays quite a bit like my Brets, in some ways).  Caught up in a grindy, attrition battle, I was playing to the strength's of Cub's army.  I scored no points on my turn three, being outnumbered at all three objectives, and the game proceeded.

Still shrinking.  In the background, Cub has brought on his Prosecutors.

And is about to tarpit my knights with his Liberators.

Cub won priority on turn 4 again, and pretty much clinched the game.  He finished off my Khorne Lord at the cost of a prosecutor, and continued to thin down my knights and 'reavers.  While he was losing troops as well, he managed to keep his numbers above my own, and scored all three objectives for a second turn.  On my turn 4 I cleared out the last of the Prosecutors with a well-placed Bloodboil from the Slaughter priest, but then made the mistake of moving him off the objective to support the Bloodsecrator now staring down the Relictor and the remnants of the Retributor unit.  This was a straight up goof, as the Slaughterpriest wasn't going to change the outcome of that fight, and I cost myself an objective point or two in doing it.  When Cub won priority again in turn five, I conceded - there was no way I was going to catch up to his VP count.

Just before I lost Vahkos, Lord of Khorne.  I'll gain control of the bottom objective, then lose it to abject stupidity.  Cub is ahead on points by now, and I'm not going to catch him.  Models in the foreground are casualties.

I think some aspects of the game went well for me.  In contrast to the games I played in the tournament a few weeks back, I used my Bloodsectrator fairly well, keeping him forward enough to take full advantage of his ability, but not making him a target.  On the other hand, I misplayed the scenario.  Cub, in contrast, kept his eyes on the prize.  There were a few points where he and I talked over what his best options were, but the choices were his. For example, he had a choice of whether to run and secure the objective on the right flank, or risk a charge and make contact with my knights.  I pointed out that the run move would almost certainly get him the objective, but give my knights the change to charge him, while if HE charged, there was a chance he'd roll low, and not move, but if successful, would probably lock me in place.  He weighed his options, took the gamble, and it paid off for him.

The Path to Glory campaign rules are pretty forgiving - destroyed models return in the next game, so outcomes are just different degrees of positive outcomes.  In the post-game campaign phase, Cub rolled the maximum possible glory points for his win, taking him to 5 (half way to victory!!), while I got the default one for losing a game.  Cub opted to roll for a unit reward, and ended up with his Liberators now being immune to battleshock for the rest of the campaign (just what I needed - to have his tanky unit essentially immune to morale!).  I opted to take another unit, this time of Bloodwarriors.  He seemed pretty stoked, so I imagine we'll be playing more games of this over the next few weeks.  Fingers crossed!

In the meantime, I've had the rest of my mdf bases from Sarissa show up, and will now finish up rebasing the Bretonnians.  I'm quite chuffed with these - they're sturdy, consistent, and well packed.   I imaging I'll be giving them more business in the future.

Sunday, September 18, 2016

Old age and guile

 . . . will win over youth and enthusiasm.  At least, that's how it worked out the other weekend when the Cub and I set out to play some 40k.  I fielded Warboss Binky and his usual crowd of malcontents and stooges, while Cub went with a toy-heavy Marine list.  He took his Redeemer, three characters, a Raptor, and assorted other goodies (I think there was a kitchen sink in there) at 1000 points, which in retrospect, may have cost him the list resilience he needed.

Binky takes charge.

This was one of those games where I got an early jump on things, and Cub never really got a chance to catch up.

Right flank

Left flank

Cub, for some reason, decided to deploy his Raptor on table at the start of the game, despite the odds that I'd have first turn (he had a chance to steal it, but the odds were in my favour).  Now, being the cunning fellow he is, he's tricked the thing out as an ork-murdering machine, with twin heavy bolters, twin-linked autocannon, and a special rule that means he hits ground targets on a 2+.  This is generally sufficient to tear the guts out of a mob in a turn, so I tend to treat it as a high-priority target.

Gaping hole where the Raptor used to be.

Needless to say, concentrated fire from half my army left a smoking crater where a Raptor used to be, and between scoring a VP for a "kill a unit" objective, one for seizing a located objective, and one for first blood, I ended turn one with a comfy 3-point lead.

But the Redeemer rolls up in lieu

Next up on the "to kill" list is generally his redeemer.  This thing requires either a ton of Rokkits, or a motivated Binky with Klaw to deal with, as it has ridiculous armour, and can fire twin flamer templates that are even worse than the raptor.  Cub's usual approach is to drive the thing into the middle of my army, and set orks on fire until I manage to kill it.  Meanwhile, the rest of his army gets a free ride.

This is going to hurt

True to form, he closed in, and started spraying auto-hitting, wound-re-rolling, armor-piercing promethium all over the place, with predictably killy results.  To add insult to injury, he also had it poop out a marine squad to screen the damn thing from assaults.  Kid's learning.

A lot.

Of course, dropping a tac squad into the middle of an ork army, even with Redeemer back up, posed its own problems.


Especially with Binky in view of his favorite S10 Power Klaw target . . .

Binky urges da boyz forward

Cub brought up a Librarian and Chaplain in support, and they did pretty solid service - he likes pyromancy, and his librarian got to unload with yet another flame template into my increasingly crispy boys.


Starting to bleed some boyz.

I think I got lucky with a rokkit at this point.  I'd been shooting the land raider pretty consistently for several turns, and finally made the 4th hull point stick.  I sent the rest of the shoota boys over to engage the tacticals and characters, while my tankbustas went right.

There's Devastators in them there woods.

Binky and the Librarian squared off in a challenge.

The Wrath of Binky.

Predictably, Binky Klawed the libby to death, da boyz did for the tacticals in combat (the Chaplain dying to the Nob), and the tankbustas and the rump of the deffkoptas put a hurt on the devastators that had spent the night lurking in the woods.

It was a pretty convincing win for the orks, but in fairness, Cub never really got his feet under him.  He got his revenge back this weekend, by completely spanking me in a game of X-wing.  I'm hoping to pick up the new, "official" rules for Kill team, so we might tinker with that in a few weeks.  In the meantime, I'm continuing to plug away at the Khorne stuff for Armies on Parade in October.


Sunday, September 11, 2016

Blood for the Blood God

Hi all,

Got out to the G-Dub yesterday for a1500 point Age of Sigmar tournament.  I took my growing Khorne Bloodbound force, which I'm painting up for the Armies on Parade event in mid October.  I had myself a fun day, with a 1-1-1 record, a couple of good games, and one that was a complete blast.  I ran the following list:

Allegiance:  Chaos
Bloodmarked Warband 

L1:  Khavos, Lord of Khorne on Juggernaught 
-          Crown of Conquest

The Sacred Eight

L2:  Bloodsecrator 
L3:  Bloodstoker
L4:  Slaughterpriest 
L5:  Slaughterpriest w. Hackblade and Wrath-hammer 
BL1: 8 Blood Warriors, Icon Of Blood
BL2:  8 Blood Reavers 
BL3: 16 Blood Reavers, Icon of Gore, Horn of Hate 
O1:  8 Khorne Chaos Knights, Carmine Banner, Glaives, Horn 

            O2:  Khorgoroth 

I spent a chunk of the day scrambling to keep track of the various conditional / special abilities the army brings to the table.  The Bloodbound are all about mutually reinforcing synergies, and there's a ton of "if/then" abilities to remember.  That's compounded by our use of allegiences in the tournament, which added even more (to the point that I actually overlooked a couple that might have made a difference in one game).  The bookeeping element will sort out over time, but what it translates to is an army that, if well-managed, hits like a truck, and if not, dies in piecemeal bits.

Game 1 was against a formation out of the new Beastclaw Raiders (i.e. Ogres) book.  He had a couple of Mammoth riders, and two units of Ogre cavalry - so, about as points concentrated / elite (and smashy) as you can get.  We played a scenario with two objective points, and I promptly used my larger number of deployments to refuse a flank.  I figured if I could hit him from the side, I could try to concentrate my army on a portion of his at a time, and even the odds.

Plan was to use terrain to limit how many of his units could hit mine, while funneling the knights into a target of my choice.

In the end, the game was a bloodbath.  By the end we were down to a handful of models apiece, and when the dust settled, he'd taken 1120 points of my army, and I had 1100 of his.  Highlight of the game for me was the knight unit charging one of his mammoth guys and nuking it in a single round of combat.  The Beastclaw formation is all-around solid, and it's only real weakness is the small unit count, so it'd struggle in some multi-objective scenarios.  I imaging it's fun as monkeys to play, and at least with another smashy list like mine, was also fun to play against.

It was at this point that my camera (which I'd checked that morning, and which showed a full charge), decided to die.  Not sure if it's on it's last legs, needs a new battery, or what, but it was deeply frustrating.  All pics in this post are, thus, from the first game alone.  Despite the setback, I carried on, and played my second game against a Free Guild (i.e., Empire) force.

He brought a gun to a knife fight.  Lots of handgunners and artillery, a lord on a griffen, a Hurricanum (shooty, plus it supports shooty - kind of an uber warmachine), plus a big unit of surprisingly resilient swordsmen.

The hole is where one of his mammoths used to be.  Knights hit like a truck.

This time, the scenario had 3 objectives, and instead of being straight control, we got victory points for every turn we controlled an objective - and the longer you had controlled it, the more points per turn you got.  I knew I'd have to close with him quickly, so again used my large number of deployments to refuse a flank, protect some units from shooting, and try to swing round and hit his shooters, rather than the protecting screen of swordsment and the griffen lord.

The plan worked fairly well.  I managed to take out the griffen over a couple turns, weathered the worst of the shooting, and held up his big mob of swordsmen with my own JuggerLord long enough to get hitty units into his shooty ones - with fairly predictable results.  The fact that I was taking the fight to him also meant I managed to seize two of the objectives early on, and ended up winning by scenario points - although he ground through a fair bit of my army in the doing.

Of course, so do Mournfang cavalry.

Game three was against Stormcast, and was something of a learning experience.  The Stormcast (aka Sigmarines) have a character that, once per game, can teleport any of their units anywhere on the board.  A standard trick, of which I was aware, but which I'd not seen (having not bought the model for Cub, not being an idiot), is to teleport a big unit of elite beaters into the opponent's deployment zone.  In my case, this involved a unit that rival my knights for hitting power, with the added bonus of four models that automatically do d3 mortal wounds (just skip the whole hitting, wounding, and armour save thing, and go straight to damage).

Sorry, so do Mournfang cavalry times two, and a second mammoth.

In practical terms, this meant that I lost my key force multipliers - my JuggerLord and Bloodsecrator, before my first turn, which kind of put me on my back foot.  I ended up almost being tabled, but learned a fair bit - notably, not to leave any space around my core units for these kind of shenanigans.

As it turned out, I had overlooked a couple of things that would have helped me in precisely this situation, notably command abilities (one of which can debuff enemy attacks for one turn), and a second magic item (for which I qualified due to taking a battalion warscroll), with a similar effect.  The combo would have made the teleporting unit -2 to hit on the first turn, which would have radically boosted my survival.

Turns out though, most of my stuff is pretty resilient.  Well, not the Blood Reavers, but the rest is pretty good.

In all, I had a really fun day.  I'm enjoying the Bloodbound, who while fairly direct in how they play (take axe, apply to face), do have some depth in how units reinforce each other.  AoS at this point reminds me a little of the early days of Warmachine, where people were still figuring out the kinds of over-the-top silliness one could pull off, and were actively looking for ways to entertainingly break the game.

The impetus from the games has me back at the table, working to get the Bloodbound ready for Armies on Parade.  I also got in a game with the Cub a week back, so between getting some WiP shots and that game, I should have a post ready fairly soon.  Until then, enjoy your hobby.