4th Ed. Age of Sigmar Battle Report - Stormcast Eternals vs Kruleboyz
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- Опубліковано 11 вер 2024
- 4th edition AoS battle report featuring the legendary Krondys leading the Stormcast against a swampy filth-encrusted tide of Kruleboyz.
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Keep these reports coming! They are very easy to follow and much better than those live battles I've seen elsewhere. (So much screen time spent on dice rolls etc.)
In terms of list ideas: Some of the basic stormcast infantry seem cheap. Maybe it could be fun to try a horde with 1 or 2 heavy hitters?
Could test Drakesworn Templar or Yndrasta in that one to counter monsters. Bastion can push the infantry forward.
But Krondys deserves another try aswell. And we need to see Dracothian Guard spam!
The free commands from Bastian are a huge deal in this edition. Without him it is difficult justifying using the Command Points for All Out Attacks.
Also, if your going to include a few infantry units, don't sleep on Lord Celestant on foot or Vandus Hammerhand. If you're, the one attacking first, you can punch way above their points value.
Lucky roll to get krondspine on enemy turn needieg 9+. But krondspine can't countercharge. Manifestations aren't units except for specific exceptions and commands aren't. Manifestations can't use command abilities unless warscroll says otherwise. No counter charge, no reroll charge, no all out-whatever.
@@bakuchidancer Good to know.
Huge blunder with the level of aggression for SCE. Not sure why you thought dropping the long strikes up so far was sound. Just looking at the first picture in your slide show of the Krondspire... knowing it can move 10" and then charge...damn dude...6 long strikes staying well back, firing the whole 4 -5 turns, with plenty of screens out in front is waaaaay more effective than losing them on the opponent's turn 1 just to score a few points. Even if you do get to bring them back at half strength, having consistent damage output the whole game and the threat of sniping enemy heroes is way more valuable. If you're going to trade such a high value unit, make sure it's worth it. Also, your list was missing throw away chaff units. A few squads of libs or vindictors (units of 10 or splitting them up into units of 5) in place of your 6 annihilators and Lord Imperatant - waiting until the enemy comes forward so that your infantry and Gardus can charge - is way better than trying to grab a bunch of points turn one. You could have even had a better containment with multiple chaff infantry. Trying to contain an enemy in their own starting zone using expensive squishy hammers (i.e., the annihilators, foot heroes, and long strikes) is never a good idea. Had you tried the same thing with libs and vindictors (or vanquishers even; either 4 groups of 5, 2 groups of ten, or 1 group of ten and two groups of 5), It would have taken longer for the kruleboys to break out which in turn would've denied them points for longer, allowed more effective charging / shooting by your "real hammers" (Krondys, the long strikes) and more freedom for the prosecutors. To fit the infantry in, Either drop Kronys (but replace with another wizard for them sweet sweet manifestations), or drop the Lord Imperatant and annihilators (these guys are kind of a trap for inexperienced players. If the enemy is smart, they will always have enough units spread out in the deployment zone in a way that makes Scions of the Storm placement really ineffective (which this Kruleboy player did. Nothing like trading a much less expensive shooting unit for a big juicy unit of 6 annihilators) If you really want to use the Impertant / annihilator combo, wait a turn or two until the big ticket enemy units are more exposed. Always think about whether the trade is worth it!)). Next time, more anvils and less greed on the first round. Let the enemy come out for a round or two, tangle them up with chaff, and then charge in with your hammers. SCE have a strong counter punch, make sure you use it and I believe in you!
Since they took a hit to their range, I try to drop the Longstrikes 12" away from whatever they want to shoot, so the enemy can't redeploy out of range.
You are correct that the list was poor, but I was mostly aiming to try units out in the new edition. I think it was very unbalanced.
Totally agree on Annihilators in this edition, with the changes to redeploy. You have to invest a lot of points in the support characters to give them a better chance of reaching mostly sub-optimal targets.
Also manifestations can't be targeted by covering fire. Check faq
@@bakuchidancer Another handy bit of info.
Flying monster can't be wizard if he goes out of combat on 3+. That's heroic trait and wizard variant unique so can't take it. Presumably the melee boss version then
@@bakuchidancer Yes. Must've been just the fighty version.
@@Andy2D6yep, it's the killaboss who does mortal on charge