Fantasy Battles – Age of Sigmar

I promised a long, long time ago to try out Age of Sigmar. Jen really wasn’t interested, but my old Warhammer buddy has gotten into it and offered to show me through it.

We played Wood Elves vs Warriors of Chaos (with a few Skaven thrown in) but I suppose in the new jargon that would be ‘Aelf Wanderers and Sylvaneth’ against… something else? We used Warscroll Builder to come up with 2000pt armies, and since I haven’t read more than the four-page rulebook (and dozens of pages of warscrolls for my two elf armies…) I don’t know if it accurately reflects all of the points options available. Compared to old Warhammer, there are far fewer options. I suppose it’s on the same sort of level as Kings of War – pick a unit, choose small/medium/large and off you go. But I’d have to see the Age of Sigmar supplement that describes pointed battles to understand it properly.

Headline response? I think I’ll try it again, but it’s definitely not hooked me yet. It wasn’t that hard to pick up, although I didn’t really get to learn how to use each unit well. The game played out strangely – because I had managed to get near an objective and that unit didn’t die fast enough, I scored a couple of points and technically won. However, I lost almost my entire army and what was left was too far away to do anything if we’d played longer. Compared to our Kings of War game this one took 3 hours to finish 3 turns, and that took under 2 hours to finish 6 or more – with roughly comparable armies.

Comparing to both Kings of War and old Warhammer, this game is more fiddly. Every model moves separately. I wouldn’t be surprised if this is why it took so much time to play, since the other two games both involve pushing around whole trays of models that fight as a tight formation.

It also feels less tactical, although I suppose the tactics have just changed. I used a battalion rule that let me ambush and come on at any table edge to sneak in behind the enemy lines and start shooting. However, in Age of Sigmar turning around is impossibly easy, the combination of moving and charging means everything is a little bit closer and for bonus points, there is no benefit to flanking your opponents units. It looks like the game needs you to be smarter about which match-ups you get into or what support your units have (since combat no longer prevents you from shooting into or out of combat), and not necessarily smarter about how you move around the battlefield. The absence of any tactical movement rules like fleeing from a charge go along with this.

I’m not sure I like the new tactical direction. I liked the feel of drawing a unit somewhere it didn’t want to be and then hitting it in the side for maximum impact. Since I’ve almost always used Elves you need to be able to maximise their effectiveness with ganging up or gaining some sort of advantage, but there’s no major benefit to either of those in Age of Sigmar. It won’t matter where my Elf unit engages the Chaos Knights, they are screwed unless there are absolutely loads of them – and even then Battleshock will take care of the rest even if they win.

I do like Battleshock as a rule. I didn’t dislike fleeing and pursuing, but Battleshock is one area of the game that just goes faster and still does it’s job. It also keeps units in the fight so you’re not looking at all your fleeing units and wondering if you’ll be able to rally them in time to do something useful with them. The downside is when you realise that your units shouldn’t be in that fight in the first place, and you’d really rather they fled somewhere safer (although having ambushed right along the back line, my units had nowhere to run anyway…)

Another thing I liked was the individual melee weapon ranges. It’s a bit fiddly, the sort of thing that would go down well in Mordheim or Necromunda better, but the idea of a Treeman being able to reach over two models to hit a guy further back whereas swords are pretty much ‘base contact’ is really neat. I noticed that the spear wielders could still attack in two ‘ranks’ if they were bunched up together.

Overall, there are things I think I need to try again to see if I can get the hang of it. I almost feel like 2000pts is too big for a game where you’re moving individual models, measuring 1” ranges to see if they hit in combat (2” for spears) but I’ll try it with the Dark Elves (‘Aelf Exiles’) and see if they get on any better.

Sinister Statue Skirmish

I finally got around to playing a game of Warhammer with the new Dark Elves, against my regular opponent (once every year or two is regular, right?) with his Warriors of Chaos. We made it 3000 points, to get a few neat toys in, and stuck with the Pitched Battle to keep things simple.

We managed to remember a good deal of the rules between us, and everything just seemed to work the way that I intended. I took a horde of 30 Corsairs with a Battle Standard Bearer, a horde of 30 Witch Elves with the Cauldron of Blood, 10 Cold One Knights, 21 Black Guard, 3 Bolt Throwers, some crossbowmen and a Death sorceress (level 2), a Kharibdyss and finally Morathi as the general.

I was up against a Tzeentch force led by Vilitch the Curseling – there were some knights, a Fire wizard, two units of warriors, some Forsaken and Marauder Horsemen, a chariot, a Mutalith Vortex Beast, some Warhounds and a Hellcannon.

We placed a Bretonnian ruin, and grabbed a Buddy Christ dashboard ornament to sit inside it – flicking through the rulebook, this was designated a Sinister Statue and we completely forgot to roll for it about 30 seconds later. Still, it looked good.

On my left flank, the Warhounds kept running, rallying, regrouping, and running again from the Kharibdyss. By the time I got the hint and pulled it back to deal with other threats, it was almost too late to reach anything. It’s last action was to declare a charge against the Warriors with the Fire wizard, who fled right off the table. It never saw combat.

Morathi was extremely powerful. I took Dark magic, to get the maximum benefit, and loved the fact that all the little things that should work together did. The Hellcannon focused on destroying the Black Guard, while Morathi snuck behind the tightly packed lines and successfully cast Shroud of Despair. Just outside of the effect, the Cold One Knights destroyed the Chaos Chariot easily – causing a panic test in the Marauder Horsemen who were inside the Shroud’s bubble. The following turn,  another unit caused a panic test over there, and the effect just kept stacking… At the same time, outside of the effect, my Death wizard cast Doom and Darkness on the Chaos Knights while the bolt throwers caused casualties enough to make them run off. They probably would have gone off of the table, if I hadn’t taken Doom and Darkness off of them at that point, thinking it could do more good elsewhere.

It didn’t all go well for me – the Witch Elves were charged by the Vortex Beast, and dragged out of the way of being able to slam the fleeing Chaos general’s unit in the flank, Morathi was charged by the Hellcannon and needed to be rescued by the Cold One Knights, the Black Guard crumbled to the Forsaken and the Corsairs fell to the other unit of Warriors, who overran into a bolt thrower.

The Forsaken moved onto the Witch Elves, but they were destroyed in short order. Once the Hellcannon was dealt with, the Cold Ones charged Vilitch’s unit (now rallied) and broke it (even though Morathi’s second Shroud failed) and the Chaos Knights charged Morathi. The game was called at that point, as I still had more than half of my army and there was only the Warhounds and 2 Chaos Knights left, but I insisted that we finish the turn and the Chaos Knights finished Morathi off with that, so it wasn’t a complete rollover.

I think the main boost in that game was the Shroud of Despair scattering and disorganising the Chaos lines, and being pleasantly surprised that Morathi isn’t too bad in combat. In particular, her Leadership test for Enchanting Beauty (designed to be failed) along with the Shroud of Despair (everyone suffers from failing Leadership tests) means that you could end up with a big penalty to a unit’s Leadership, for crossbows or bolt throwers to force a panic test in.

On the Warriors side, the Chaos knights did alright to kill Morathi (even with that crippling penalty), and the Hellcannon did impressive damage against the Black Guard in a single shot. I think the top unit had to be the Warhounds for getting the Kharibdyss out of the game, essentially, and being the only Chaos unit to not suffer a single wound.

So what do I think of the new Dark Elves? The magic I used was mostly the subtle stuff, but in concert with other effects it was devastating. Getting everything lined up, in the right place and at the right time, might be a challenge if the opponent knows what is coming though. Murderous Prowess was a nice bonus, and occasionally gave me an extra wound, but nothing special. Always Strikes First is a massive boost, much better than Hatred was in the previous version. The Dark Magic lore attribute was too difficult to remember, and feels a little weak for what it does. Maybe if I wasn’t using Morathi, I’d be throwing more dice at spells and then would be doing a little more with it, but by the time I remembered that “hey, I have a lore attribute!” I only cast a couple more small spells and didn’t get a double or triple to trigger it.

I wasn’t too impressed with the Cauldron of Blood. It’s a nice Ward save for the Witch Elves, and makes them a little more deadly in combat, but I didn’t get into any big units to really try that out in this game. It’s a very expensive way of boosting Witch Elves as well, being 200+ points of Hero allocation. In a smaller game, I don’t know that I could justify it.

Next time, I would either repeat the Shroud of Despair with a Bloodwrack Shrine nearby to try and really force the issue, or I’ll replace the ‘powerful wizard’ magic with some Doomfire Warlocks, and completely swap the subtle stuff for the big blasty stuff. Hopefully, the next game will be less than 12 months away…

Second Games Night of 2013

We recently hosted our second games night of the year. Unlike the last one, where we started early and crammed in many many short games throughout the day, this games night was mostly taken up with long games.

The day began with a long game of Warhammer for Jen’s Vampire Counts against Dan’s Warriors of Chaos. She did relatively well, although I believe her spell choices were poor (despite having two doubles, she did not choose Hellish Vigour or Vanhel’s Danse Macabre!). The Terrorgheist at least survived the battle, and was last seen chomping through the back of a unit of Chaos Knights. Although we couldn’t work out victory points due to time, we eyeballed it and decided it was probably a minor victory for the Warriors of Chaos.

Once that was finished, I pounced on some of our new players (while the turnout was still fairly low) to teach DreadBall. That game was cut short by departures, but more players arrived at the same time so we reset the board and played again. This is the first time I think someone I’ve shown DreadBall would not play again, probably because the rules were not grasped as quickly as people usually do. It was an exciting game though, with the Corporation player scoring 5 points throughout the game despite the Forge Fathers keeping at least two of them injured at any time and, by the end of the game, killing three! In the final two turns, the Forge Fathers scored a 4-pointer and a 2-pointer to bring it back to 1 point in their favour. The Corporation player got the ball to the 2-pointer spot, and the whole game essentially came down to the final roll – two dice, requiring at least one 4+. And they flubbed it, the Forge Fathers win!

I love exciting games like that, and we had everyone present hanging on the outcome of that final roll. One old friend noticed that DreadBall is very much like ice hockey, which is interesting considering the game mechanics were originally designed for hockey or a hockey-like game. It’s a good way to get her into it again some time!

Once that long game of DreadBall was out of the way, we brought out Kill Doctor Lucky as a nice, simple, uncomplicated game for two rounds. The first was over quickly as over-ruthless bluffing let a murder attempt through without challenge (Tight Hat killer!), and the second was surrendered to the victor as she had 24 spite tokens to a combined total of 1 spite token across 5 other players and she had a car waiting for her outside for 20 minutes while she tried to turn that into a win! We gave her the win, and retired for the night.

It’s a shame we didn’t get to play so much, I think that was my fault for pushing a 2-player game onto people who weren’t quite used to tactical/strategic games, and I was going slowly myself because of the huge amounts of overtime I’ve been doing in work recently. I was exhausted way before the end of the night!

I’m not sure when the next games night will be – we’ve got a busy calendar ahead of us with DreadBall tournaments and the like, and I’d like to squeeze in a movie night at some point. The top candidate for that one would be the blu-ray box set of Resident Evil or new Batman trilogy that I picked up for Jen’s birthday/Christmas last year.

(Oh yeah, and we all lost the game)

Defence of the Northern Watchtowers

I’ve been itching to get back to regular Warhammer games for a while now, spurred on by listening to podcasts like Bad Dice and Garagehammer, and by some of the awesome new plastic kits that have been produced for the recently updated armies.

Luckily, I have a good friend in the same boat who just bought the new Warriors of Chaos book and wanted to take it for a test drive! I asked for a 2000pt game so that I could get a feel for the rules again, since it’s been at least a year since my last 8th edition game, but I was convinced into going for 3000pts. I’m glad that I did, I got to put in all the toys I wanted short of a dragon!

For my army list, I took heavy inspiration from the advice of Ben Curry on Garagehammer. Units of 30 in horde formation, Death Hag with a Cauldron of Blood and Battle Standard Bearer, and Shadow magic on a level 4 Sorceress. I also took a level 2 Sorceress with Metal magic, just in case I encountered Chaos knights.

The scenario was a Pitched Battle, and we had an Altar of Khaine on the table – it was very quickly decided that Chaos Warriors were invading Naggaroth from the North, and the Dark Elves were defending. We don’t go in for complex stories for our games, but a bit of context rather than ‘we wanted a rumble’ or ‘I’ve got all these toy soldiers’ improves the game quite a bit.

I was pleasantly surprised at just how well it turned out. Whenever I eschewed the Cauldron’s 5+ ward save in favour of an extra attack, I wish I had taken the ward save instead. I also completely forgot the Banner of Murder on the Black Guard, and they were wiped out. Overall though, the game went tremendously well and despite the high armour and Mark of Nurgle making it incredibly difficult to wound the Chaos Warriors, I scored almost double the victory points. At the end of the game, there was only one Chaos Warrior unit still on the table and going toe-to-toe with 30 Dark Elf Spearmen and a single Chaos Knight musician running off the table (one more turn would get him off the board).

The game started poorly for Chaos, with Warhounds using the Vanguard rule to get closer to my lines, then failing their Terror test when my Hydra declared a charge. And fleeing through a Chimera, causing a Panic test, and sending that running off too. Neither unit would play a part in the game.

The Forsaken rolled poorly for mutations, getting two turns of Always Strikes Last. This gave my 30-strong Corsair unit a chance to kill them off. The Chaos Giant was taken down by the sheer number of Poisoned Attacks that my Witch Elves had, but on the plus side he fell on top of them and killed another nine.

The Black Guard performed alright, but I forgot that they had the Banner of Murder entirely. This would probably have helped a little bit. Luckily, before they were destroyed another Hydra assisted with a flank attack and the Witch Elves got into the front with Okkam’s Mindrazor cast on them – this was one of my aims of the game, to try and get their massive volume of attacks boosted with the Mindrazor. Although the Black Guard were wiped out (they only had a Standard Bearer left at that point), the Chaos Warrior unit was completely devastated.

That was the only way I could have got rid of the Nurgle Wizard General, who had managed to cast a few spells successfully and thus had a boost to Toughness and Wounds of 3 or 4 – even with Mindrazor, that would be a difficult prospect. Running him down after a failed Break test was much easier.

I also faced a Slaughterbrute (proxied with a Great Unclean One, for the Nurgle theme). This got into combat with my Cold One Knights, who failed every Stupidity test they had to take. The Knights managed to knock at least a wound off each turn, and the Slaughterbrute thankfully directed it’s attacks against my general two turns in a row. Since he had the Pendant of Khaeleth (roll under the attack’s Strength and you get to ignore it) and the attacks were Strength 7, nothing got through to him. It kept the Cold Ones out of the game, but it could still have been more effective if it had been supported more by the nearby Forsaken or if it was paired with a larger, tougher combat unit to push a probable win into an absolute win. I think that next time, I may be facing a Mutalith Vortex Beast.

All in all, I was really pleased with my new army list and I’ll definitely take it again. It may even give me a chance against the Empire gunline that has plagued me for so long…