Post by rezfon on Dec 18, 2017 15:59:05 GMT
Hi everyone, I got my hands on 3 wold wights on Saturday, so I managed to get a game to test them out yesterday. Thought I'd use them under a lock I haven't played in ages, Tanith.
My opponent wanted to try something unusual and played out of theme. We were quite relaxed about what we wanted to do, so we agreed on just kill each other and skip steamroller.
My list:
Theme: The Bones of Orboros
3 / 3 Free Cards 75 / 75 Army
Tanith the Feral Song
- Druid Wilder
- Megalith
- Wold Wight
- Wold Wight
- Wold Wight
- Woldwyrd
- Woldwyrd
- Woldwarden
- Woldwarden
Blackclad Wayfarer
Blackclad Wayfarer
Blackclad Stoneshaper
Blackclad Stoneshaper
Blackclad Stoneshaper
Sentry Stone & Mannikins
Sentry Stone & Mannikins
Shifting Stones
Shifting Stones
Their list:
Goreshade, Lord of Ruin
- Deathjack
- Malice
- Deathripper
Bane Riders
Bane Riders
Soulhunters
I win the roll off and choose to go first.
Turn one I run everything up the board. One unit of shifting stones moves megs to the left side of the board. To help face the enemy jacks. Adnomition on one of the wights and scything touch on a warden.
After looking at the wights rules, my opponent plays a little differently than he originally intended and deployed for. He runs everything up, but making sure I'll only be able to kill 2 bane riders max for each unit.
My turn 2, mannikins activate and charge the bane riders, failing to hit any. The left side wights move in and kill a couple of riders after setting them on fire. Tanith activates, pops feat, casts scything touch on the right wight, channels affliction on to the right side bane riders, then casts rift on top of one. My right side wight moves in, uses animus to set 3 riders on fire then makes 2 attacks, leaving 2 of them on 1 hp each. Wardens + megs move up and cast their rifts, getting a little bit of damage out. One of the wardens also cast their animus to block los to the support pieces. One woldwyrd 2 shots the deathripper.
Opponent turn 2, fire doesn't go out and all the riders from that unit die because of scything touch wight. He kills my 2 left wights but fluffs the damage against the right wight. Because of my positioning, he can't ghostly to tanith or any of my important models. Soul hunters come in and kill all the mannikins, but fluff damage vs the remaining wight. He ressurects his remaining bane rider unit to full.
My turn 3, I teleport a warden to kill some soul hunters, the wight sets the remaining ones on fire. Megalith gets teleported and kills 3 bane riders. Woldwarden kills remaining 2. Rifts get thrown at deathjack to keep him still.
His turn, fire leaves him with 2 soul hunters. Malice damages and pull in megalith to deathjack who has scything touch. Goreshade finishes off megs. Deathjack charges and get in range of a warden just, after the rifts are taken into account. He rips the warden apart.
My turn 4, I kill the remaining soul hunters. Tanith drops deathjack defense by 5, woldwyrds aim and rip him apart. Remaining mannikins fail to do anything to his remaining models.
His turn 4, with only 2 models left he kills some mannikins and repositions.
My turn 5, Tanith, Mannikins, Stoneshapers and Woldwyrds shoot, and after many fluffed rolls, finally kill Goreshade.
The game was good fun. Wold wights are really good if they get the alpha or survive an attack. Their animus is crazy good. I can see Bradigus wight spam being a thing. My goal going into the game was to only half kill as many cavalry, then let the fire finish them off, which worked out pretty well. Wardens with the CiD changes are pretty good, at only 14pts now.
My opponent wanted to try something unusual and played out of theme. We were quite relaxed about what we wanted to do, so we agreed on just kill each other and skip steamroller.
My list:
Theme: The Bones of Orboros
3 / 3 Free Cards 75 / 75 Army
Tanith the Feral Song
- Druid Wilder
- Megalith
- Wold Wight
- Wold Wight
- Wold Wight
- Woldwyrd
- Woldwyrd
- Woldwarden
- Woldwarden
Blackclad Wayfarer
Blackclad Wayfarer
Blackclad Stoneshaper
Blackclad Stoneshaper
Blackclad Stoneshaper
Sentry Stone & Mannikins
Sentry Stone & Mannikins
Shifting Stones
Shifting Stones
Their list:
Goreshade, Lord of Ruin
- Deathjack
- Malice
- Deathripper
Bane Riders
Bane Riders
Soulhunters
I win the roll off and choose to go first.
Turn one I run everything up the board. One unit of shifting stones moves megs to the left side of the board. To help face the enemy jacks. Adnomition on one of the wights and scything touch on a warden.
After looking at the wights rules, my opponent plays a little differently than he originally intended and deployed for. He runs everything up, but making sure I'll only be able to kill 2 bane riders max for each unit.
My turn 2, mannikins activate and charge the bane riders, failing to hit any. The left side wights move in and kill a couple of riders after setting them on fire. Tanith activates, pops feat, casts scything touch on the right wight, channels affliction on to the right side bane riders, then casts rift on top of one. My right side wight moves in, uses animus to set 3 riders on fire then makes 2 attacks, leaving 2 of them on 1 hp each. Wardens + megs move up and cast their rifts, getting a little bit of damage out. One of the wardens also cast their animus to block los to the support pieces. One woldwyrd 2 shots the deathripper.
Opponent turn 2, fire doesn't go out and all the riders from that unit die because of scything touch wight. He kills my 2 left wights but fluffs the damage against the right wight. Because of my positioning, he can't ghostly to tanith or any of my important models. Soul hunters come in and kill all the mannikins, but fluff damage vs the remaining wight. He ressurects his remaining bane rider unit to full.
My turn 3, I teleport a warden to kill some soul hunters, the wight sets the remaining ones on fire. Megalith gets teleported and kills 3 bane riders. Woldwarden kills remaining 2. Rifts get thrown at deathjack to keep him still.
His turn, fire leaves him with 2 soul hunters. Malice damages and pull in megalith to deathjack who has scything touch. Goreshade finishes off megs. Deathjack charges and get in range of a warden just, after the rifts are taken into account. He rips the warden apart.
My turn 4, I kill the remaining soul hunters. Tanith drops deathjack defense by 5, woldwyrds aim and rip him apart. Remaining mannikins fail to do anything to his remaining models.
His turn 4, with only 2 models left he kills some mannikins and repositions.
My turn 5, Tanith, Mannikins, Stoneshapers and Woldwyrds shoot, and after many fluffed rolls, finally kill Goreshade.
The game was good fun. Wold wights are really good if they get the alpha or survive an attack. Their animus is crazy good. I can see Bradigus wight spam being a thing. My goal going into the game was to only half kill as many cavalry, then let the fire finish them off, which worked out pretty well. Wardens with the CiD changes are pretty good, at only 14pts now.