16 Jul 2015
Me and my friends have had several good fights with Age of Sigmar. Below are some of the better matchups, results, and thoughts. Enjoy!
Battle 1: Gutbuster Wartribe vs Ghoul King List
1 Tyrant
1 Butcher
3 Ogres
3 Ogres
3 Ogres
3 Ironguts
3 Leadbelchers
1 Ghoul King
1 Tomb Banshee
1 Necromancer
1 Mounted Vampire Lord
10 Ghouls
10 Ghouls
10 Ghouls
6 Crypt Horrors
Results: Ogre Victory (my tyrant, ironguts, and leadbelchers survived.)
Thoughts: One of our first games. My opponent placed a Charnel Pit (terrain that gives ghouls all sorts of nasty bonuses) in the center of the map. For my sudden death victory condition I decided to hold it (I needed just a single unit within 3" by turn 4). Ironguts were the MVP. We first learned of their deadliness when they completely murdered his vampire lord before the poor sucker got a chance to attack. The ironguts then proceeded to obliterate 2 whole units of ghouls without taking any damage!
The rest of my army tackled the rest. Crypt Horrors hit hard ~ about on par with the Ogres. Watch out for necromancers, he summoned more crypt horrors halfway through the game. I also recall the tomb banshee having a powerful shriek ability that targeted the ogres bravery.
Sorry for the scattered thoughts, this game was awhile ago. But as you can see, our warscroll is powerful. Even with several more heroes brought to the field, the ogres still won out.
Battle 2: Ogres vs. Dwarfs
1 Bruiser Standard Bearer
1 Firebelly
3 Leadbelchers
6 Ogres
1 Sabertusk
1 Sabertusk
1 Sabertusk
1 Sabertusk
1 Anvil of Doom + Smithy guy
1 Dwarf Lord
1 Engineer
1 Bolt Thrower
15 Longbeards
10 Miners
Results: Ogre Victory (my Bruiser, firebelly, and a single ogre survived)
Thoughts: Quite an interesting game indeed. My opponent brought some crazy synergy to this game. Longbeards seem to live forever ~ if they dont move in the turn they reroll their armor saves. The longbeards could grumble, allowing a non-general to use a command ability. He would do this, allowing his dwarf lord to stick a grudge on me (I believe it was reroll 1's to wound that unit? Maybe it was worse...). His anvil of doom also shined. It got to "cast" 2 spells a turn, succeeding on a 2+. It didnt appear to be actually casting so we determined I could not dispell it (great!). The icing on the cake was this anvil could cast a mystic shield like ability on those longbeards giving them +1 save. In conclusion, that's a 3+ save rerollable folks.
The bolt thrower was garrisoned in a tower with an engineer. While engineers make war machines nearly twice as deadly, the bolt thrower is just sort of underwhelming. I largely ignored it most of the game. My opponent did roll poorly but he vowed to take something with more gusto next time.
The firebelly really shines in that 6"~12" range. Quite a few mortal wound options.
One final quirk. Sabertusk deployment was tense. In 8th, those single drops force your opponent to reveal his hand. In age of sigmar pushing out deployment either makes your opponent paranoid that the stonehorn is coming at the end (and therefore I must keep deploying units) or lets your opponent finish deploying first and get the first move. Consider this as you weigh the pros and cons of lone sabertusks.
Battle 3: Ogres vs. Beastmen
1 Hunter
1 Firebelly
3 Ogres
10 Gnoblars
1 Sabertusk
1 Sabertusk
1 Sabertusk
1 Sabertusk
1 Beastlord
1 Bray Shaman
10 Ungor Raiders
5 Bestigors
5 Bestigors
5 Centigors
Results: Beastman Victory (1 Beastlord and Shaman Left)
Thoughts: This was a showcase game for my beastman friend, so I intentionally dialed back my force (just slightly). I think the scariest part of this game is the mobility of beastmen! They get several movement bonuses and many can run and charge in the same move. It was but 1 turn to get most of his army where he wanted them. The next thing to watch out for is that beastlord. If he gets a kill he provides a boon to units in a large area - this was unexpected and scary. Finally, I hadn't really been on the receiving end of shooting before. His archers took a big chunk out of my exposed firebelly before I got him to the fray. Protect those lone heroes I guess.
The MVP for this fight was the gnoblars. I set them up to take the centigor charge by putting my generals inspiring presence on them. I'll be damnded but those 10 gnoblars survived a good 2~3 full battle rounds. As soon as my inspiring buff dropped though, they fell like flies. Also, gnoblar trappers are not even close to what they used to be
There's a quick glance at some fights. I'm sure I misremembered something! If you've any thoughts or comments ~ shoot! I may post some more if they turn out any good.
Battle 1: Gutbuster Wartribe vs Ghoul King List
1 Tyrant
1 Butcher
3 Ogres
3 Ogres
3 Ogres
3 Ironguts
3 Leadbelchers
1 Ghoul King
1 Tomb Banshee
1 Necromancer
1 Mounted Vampire Lord
10 Ghouls
10 Ghouls
10 Ghouls
6 Crypt Horrors
Results: Ogre Victory (my tyrant, ironguts, and leadbelchers survived.)
Thoughts: One of our first games. My opponent placed a Charnel Pit (terrain that gives ghouls all sorts of nasty bonuses) in the center of the map. For my sudden death victory condition I decided to hold it (I needed just a single unit within 3" by turn 4). Ironguts were the MVP. We first learned of their deadliness when they completely murdered his vampire lord before the poor sucker got a chance to attack. The ironguts then proceeded to obliterate 2 whole units of ghouls without taking any damage!
The rest of my army tackled the rest. Crypt Horrors hit hard ~ about on par with the Ogres. Watch out for necromancers, he summoned more crypt horrors halfway through the game. I also recall the tomb banshee having a powerful shriek ability that targeted the ogres bravery.
Sorry for the scattered thoughts, this game was awhile ago. But as you can see, our warscroll is powerful. Even with several more heroes brought to the field, the ogres still won out.
Battle 2: Ogres vs. Dwarfs
1 Bruiser Standard Bearer
1 Firebelly
3 Leadbelchers
6 Ogres
1 Sabertusk
1 Sabertusk
1 Sabertusk
1 Sabertusk
1 Anvil of Doom + Smithy guy
1 Dwarf Lord
1 Engineer
1 Bolt Thrower
15 Longbeards
10 Miners
Results: Ogre Victory (my Bruiser, firebelly, and a single ogre survived)
Thoughts: Quite an interesting game indeed. My opponent brought some crazy synergy to this game. Longbeards seem to live forever ~ if they dont move in the turn they reroll their armor saves. The longbeards could grumble, allowing a non-general to use a command ability. He would do this, allowing his dwarf lord to stick a grudge on me (I believe it was reroll 1's to wound that unit? Maybe it was worse...). His anvil of doom also shined. It got to "cast" 2 spells a turn, succeeding on a 2+. It didnt appear to be actually casting so we determined I could not dispell it (great!). The icing on the cake was this anvil could cast a mystic shield like ability on those longbeards giving them +1 save. In conclusion, that's a 3+ save rerollable folks.
The bolt thrower was garrisoned in a tower with an engineer. While engineers make war machines nearly twice as deadly, the bolt thrower is just sort of underwhelming. I largely ignored it most of the game. My opponent did roll poorly but he vowed to take something with more gusto next time.
The firebelly really shines in that 6"~12" range. Quite a few mortal wound options.
One final quirk. Sabertusk deployment was tense. In 8th, those single drops force your opponent to reveal his hand. In age of sigmar pushing out deployment either makes your opponent paranoid that the stonehorn is coming at the end (and therefore I must keep deploying units) or lets your opponent finish deploying first and get the first move. Consider this as you weigh the pros and cons of lone sabertusks.
Battle 3: Ogres vs. Beastmen
1 Hunter
1 Firebelly
3 Ogres
10 Gnoblars
1 Sabertusk
1 Sabertusk
1 Sabertusk
1 Sabertusk
1 Beastlord
1 Bray Shaman
10 Ungor Raiders
5 Bestigors
5 Bestigors
5 Centigors
Results: Beastman Victory (1 Beastlord and Shaman Left)
Thoughts: This was a showcase game for my beastman friend, so I intentionally dialed back my force (just slightly). I think the scariest part of this game is the mobility of beastmen! They get several movement bonuses and many can run and charge in the same move. It was but 1 turn to get most of his army where he wanted them. The next thing to watch out for is that beastlord. If he gets a kill he provides a boon to units in a large area - this was unexpected and scary. Finally, I hadn't really been on the receiving end of shooting before. His archers took a big chunk out of my exposed firebelly before I got him to the fray. Protect those lone heroes I guess.
The MVP for this fight was the gnoblars. I set them up to take the centigor charge by putting my generals inspiring presence on them. I'll be damnded but those 10 gnoblars survived a good 2~3 full battle rounds. As soon as my inspiring buff dropped though, they fell like flies. Also, gnoblar trappers are not even close to what they used to be

There's a quick glance at some fights. I'm sure I misremembered something! If you've any thoughts or comments ~ shoot! I may post some more if they turn out any good.
