We decided to play a 1500 Point game, which I was very excited about for two reasons. One, bigger table! Wargaming feels more fun on a 6x4 table for some reason, that was one thing I always missed when I got into Warmachine. The other is Scenarios are a lot more live at higher Points and on a bigger table, which means I can further improve my play and keep adjusting to the game.
Scenario: Blood and Glory
Terrain
Starting with the Ruin in the center of my Deployment Zone and going clockwise: Dangerous, Arcane, Nothing (Hill), Inspiring, Mystical, Inspiring, Damned, Damned.
Deployment, Army Lists, and Pre-Game
Destruction
Frostlord on Stonehorn w/ Battle Brew
Huskard on Thundertusk
1x Fanatic
20x Night Goblins w/ Spears
20x Night Goblins w/ Spears
40x Savage Orruk Arrowboys
Slann w/ Master of Defense
Saurus Sunblood w/ Quicksilver Potion
Saurus Eternity Warden w/ Obstinate Blade
Skin Starpriest
5x Saurus Guard
5x Saurus Guard
5x Chameleon Skinks
5x Chameleon Skinks
3x Ripperdactyl Riders
Shadowstrike Starhost
I won the roll for Deployment and chose to take the side with the Damned Terrain. While Mystical is so powerful with Arrowboys I continue to fear the drawbacks and don't think I'll pursue that Terrain unless I feel like I'm behind in a game. Also having some Mystical Terrain near my opponent's Objective could cause some problems for the Seraphon.
My plan for the game was to keep center and then move the Night Goblins up to cover my front. My Heroes should be able to hold their own and take a Charge if needed as long as I don't allow too much into me at once. I'm not going to be able to keep the Ripperdactyls and Skinks out of my Arrowboys so instead I need to hold off the Saurus Guard and move up the board for the Scenario.
Battle Round 1
Seraphon took the first Turn thanks to the Battalions and moved up the board with the Saurus, keeping the Wizards and Eternity Guard back. The Ripperdactyls and Skinks stayed off the board for the time being. Mystic Shield goes on the center Saurus Guard and the Starpriest uses Summon Starlight on the Saurus Guard to my left.
In my Turn I shuffle the Arrowboys and Thundertusk up while moving the Night Goblins up front with Rampaging Destroyer and Running. The Stonehorn moves up aggressively to try and get into the right Saurus Guard. Shooting sees the Thundertusk remove the left Saurus Guard while the Arrow Boys barely get rid of the center Unit. (3+ Rerollable Saves!) Unfortunately the Stonehorn rolls a 3 for his Charge and stands around looking menacing.
Battle Round 2
Seraphon wins the Initiative Roll and takes the Turn. The remaining Saurus Guard and Sunblood move up to prepare for a Charge on the Stonehorn while the Starpriest uses Summon Starlight on the remaining Saurus. Mystic Shield goes up on the Slaan who also casts Light of the Heavens and throws up Gift from the Heavens. The Chameleon Skinks and 'Dactyls come on the board, the former next to the Thundertusk and that latter behind the Arrowboys.
The Chameleon Skinks put 10 normal Wounds into the Thundertusk but he makes 9 Saves, followed by another 4 double Damage Wounds which I make 3 Saves for. During Charges the Sunblood and 'Dactyls get in but the Saurus Guard roll a three and fail to backup the Hero. The 'Dactyls start things off and kill 6 Arrowboys with the aid of their Battalion bonus and The Great Drake ability of the Slaan. I go to the Stonelord who makes short work of the Sunblood, and then back to the Arrowboys who bounce off the 'Dactyls with minimal attacks.
On my Turn I move the left Goblins over to deal with the Skinks and the right Goblins to make for the Objective. My Stonehorn advances with an eye for the Saurus Guard. Shooting removes a Unit of Chameleon Skinks with the Tundertusk and the Ripperdactyls with the Arrowboys. I get the Goblins and Thundertusk into the Skinks and the Stonehorn into the Saurus Guard, who kills two with his impact ability. The Skinks manage to get by unscathed thanks to triple 1's on the Thundertusk Wound Rolls but they don't do any damage back. My Stonehorn mops up the remaining Saurus Guard.
Battle Round 3
Seraphon again win the Initiative and take it. The Skink Priest kills a few Goblins with Arcane Bolt and the Slaan puts up his Spells and Command Ability but doesn't do much else.
Night Goblins and the Arrowboys continue moving up the board for the Objective but not making it to within 6" even with Runs and Rampaging Destroyer. The Thundertusk removes the Skinks in Shooting and puts a Wound on the Eternity Host with his Raven. The Stonehorn Charges the Skink Priest and kills it to claim the third Objective.
Battle Round 4
I win the Initiative and take it. Everything Runs and uses Rampaging Destroyer to get control of both the Seraphon Objectives. I end my Turn in control of all four and win the game.
Major Victory for Destruction!
This is a game where I would have normally taken a bit softer of a list, unfortunately I wasn't able to find out what type of list my opponent would have preferred until I was already at the store. I do think that the Seraphon list has a lot of merit, bigger Saurus Guard Units with the Eternity Host can be really nasty! Having the Hero as the linchpin can present some problems though. The Seraphon list feels a bit like mine, it just wants to be played at 2000 Points so badly. The Slaan would fit in a lot more easily and the list could be backed up with some Shooting.
Initially I was apprehensive about the Ripperdactyls but their output was less than I suspected, even with the +1 to Wounds and re-rolls from the Slaan. The more I play with the Arrowboys Unit the more I realize just how hard it is to eat through their Wounds. Most guns just aren't up to the task and it's very hard to get relevant melee Units into them. Having a few Warmachines on hand would go a long way, but that has its own issues.
I was really happy to play on a 6x4 Table as it prevents me from being able to just bunch up and do nothing but shoot. Lately I've been thinking Kunnin' Rukk is overrated against very high Tier competitive lists and having the Stonehorn gives me way more presence up the board by substituting those Points.
This week my League goes up to 1500 Points officially and I'm hoping to get another few games in. Age of Sigmar is getting better and better as the game sizes go up and I can't wait to get to 2000!