Thursday, August 17, 2017

Midwest Meltdown 2017 - Warherd (Brayherd) List, Games, & Army Pics

I recently attended the Midwest Meltdown Age of Sigmar event in East Peoria, IL. This post will be about my list, and how it worked against the various opponents.

Here's the list: 2000 Chaos Warherd Sayl List

As you can see, I went with a mostly Warherd army. I threw Sayl in there in order to make Operation Grill a possibility on any unit that needed it (mostly that was the unit of 9 minotaurs). The Ungor were there to hold objectives. The Cockatrice was there to distract the opponent, and to die. The Doombull and Ghorgon were added to meet the requirements of the Bullgor Stampede warscroll.


Fluff-wise the force felt really kewl. All these Bullgors stampedeing around smashing things up, led by a Doombull, and backed up by a Ghorgon. The little Ungors swarming around, scavaging, killing things where they can, and generally trying not to get eaten by a minotaur. All that carnage attracted a Cockatrice, which flapped around and harried the enemy; really just looking for something to kill, and a meal to eat. Lastly, Sayl is there disguised as a Great Bray Shaman, after seeing the violence this lot was unleashing in his flames. He's directing the force to fulfill some objective of the dark powers, completely unbeknownst to the Doombull.
I was the only puffer at the event.
Going into this event I had no idea what to expect from the list. I never had a chance to play a game with it, as all my available hobby time was spent rebasing the Ungors, Great Bray Shaman, and Cockatrice. My plan therefore became to learn something. I decided to use Sayl as intended, and play a real smash'em-up kind of game. All aggression, and Operation Grill. I had nothing to lose really!
The tournament consisted of five games, with scenarios pulled from the General's Hand Book.

The first game I played against Dominic Reitman, a fella I'd never met before. He was from Indianapolis. He was playing Seraphon. I haven't played a solid Seraphon build. He had a battle line of 3 units of Saurus kitted out to have a 1+ rerollable save with rerolls! I had no idea what I was getting myself into when I pushed the 6 mino unit, and the 9 mino unit up, and 'smashed' into the line. It was pretty much a him-killing-me festival for a few turns. The only killing I did was from the mortal wounds I did on the charge, and the shooting from the Cockatrice (before he got schmucked by the Bastiladon). The Ghorgon died turn 1 to the Salamanders, and shooting from his lord which was mounted on a Carnosaur. The scenario had 4 objectives, 2 on the center line, and one in each of our deployment zones; you gathered points at the end of each of your turns that you controlled it. We were dead even going into the bottom of turn 3, and it was my turn. The judge had called 15 minutes remaining in the round when I started. I noticed the turn before that there was a unit of 10 Ungors within 20" of his deployment zone objective, which would shoot me way up in points to control; I made sure at the end of my move that they were within 10" of Sayl. I used Sayl's spell on my last turn, flew them in, claimed the objective, and won the game. Had we had more time to play to the end of turn 5, he certainly would have won the game. Due to the time, I got the win.

What I learned from turn one is that the Bullgors dish out a mob of attacks, but are not very survivable. The Ghorgon is just a big target, and the Cockatrice is worthless. Lastly, Sayl's spell was versatile for more than just getting my choppy units into the fray early; it was also great for pushing bigger units up to claim objectives.
Domus & Tom Talking
My second game was against Martin Orlando, he was playing a Grand Alliance: Order army with Grail Knights, Empire Swordsmen, Empire Hero on a Griffon with Ghal Maraz, Executioners, and a few other things I'm not recalling. I got turn one, and I immediately flew the large unit of Minotaurs up with Sayl's spell, and hit the chaff unit of Empire Swordsmen he had spread out to cover his army. They disintegrated, but then so did the large Bullgor block once the Grail Knights and Empire hero slammed into them. After that the game was a bunch of me running around trying to avoid getting completely wiped out, which Marty was doing his best to accomplish. I did manage to kill all the Grail Knights with the 6 strong unit of Bullgors, but in the end I lost the game and took zero points. I was never even able to do a wound to the Empire Hero, despite trying a few times.

I should have learned from this game how the chaff thing worked in AoS, lol. As you'll see in future games, it took me a few times to see exactly what was going on there.
My third game was against Christian Wear. He had a Grand Alliance: Destruction force, with a Thundertusk, a Stonehorn, 30 Saveage Orc archers w/ Kunnin' Ruk, and 3 or so chaff units Savage Orcs. He also had some tunneling creature of doom that I can't remember the name of; but it popped up in my backfield and raised hell virtually unchallenged. I took first turn, and did the same thing I did last game. I launched the big Bullgor block forward, and smashed a large unit of Savage Orcs dead. Then I lost all the Bullgor to Kunnin' Ruk shooting. After that, the rest of my army disintegrated to Kunnin' Ruk shooting as well. I had to push forward to claim objectives, but had no decent way to stop the shooing disaster that was decimating my army.

Again, in this game I had falled for the chaff line maneuver. Duh. I ended up pulling out my secret objective this game, but that was it.

My fourth game was against Jeff Tupper who was playing Storm Cast Eternals. He also had a few Dwarf cannons mixed in for good measure. This game I took note of my previous defeats, and used Sayl on turn one to fly the big block of Bullgors up on one of the flank sides. They smashed a bunch of Stormcast, then did the same next round, and eventually made it into the Dwarf Cannons. They were significantly more effective this way, lasting through several turns of shooting from SCE and Duardin alike. They did die to a man eventually, but while they were smashing up Jeff's army, I was using the rest of my guys to claim objectives.

I won this game, and felt like I had a better handle on how to make the army work.

My fifth and final game was against Jim Dupps, who had a Grand Alliance: Death army. He had 2 Terrorgheists one with Vampire Lord on it, and the other with a Ghoul King on it. There were also 3 units of 30 Skeletons, and a bunch of other characters on foot. For this battle, my secret objective was to kill his general. I picked it beforehand because I knew it'd be hard, and decided that if I could accomplish it I'd consider the game a moral victory regardless of whether I won or not. So, turn one, I did what lost me every other game, and blasted the big Minotaur block forward right into his Vampire Lord on Terrorgheist. The thought was that if I could kill him before he got to strike, I'd be a big step up on him. Had I gotten one more hit through, I would've done just that! As it was, he was left with 2 wounds; and by the end of the game he had healed himself back to full. The Bullgor units devastated the 30 strong Skeleton blocks, all three were wiped out by the end. The scenario required us to have characters sitting on objectives on the center line. That was a great one for him, and a poor one for me. My general ended getting schmucked by his Vamp Lord in the center of the table while he was standing on an objective trying to gather points. The rest of my forces ran around dying, trying to distract him from killing my 2 characters. This scenario really puts large model armies (Ogors, Bullgors, and the like) with low character counts at a disadvantage.

In the end, I lost this one. Had I gotten one more hit through and killed his general turn one, it would've went the entire other direction. It was a gamble, and in retrospect I should've let him go first I guess; then I could've brought multiple units to bear on his characters one at a time, and dragged them down.
Overall the event was a blast. It was fun to play some games, and hang with the fellas.

If I could go back and change up the list, knowing what I know now about the intricacies of how it'd play; I'd probably play a more mixed Brayherd / Warherd list. The Bullgors really deal some damage, but they aren't versatile enough to deal with many different types of challenges. You really need some degree of decent shooting to be competitive, which the Warherd and Brayherd don't have. I think Cunning Deceiver would have helped out a bunch, to alleviate some of the shooting for a round; so that's an option to consider as well.

I made a handy AoS cheat sheet for the army; something to help me remember what I can do in every phase of the game. Check that out here: AoS In Game / Tournament Cheatsheet

That's it for now. See ya next event.

1 comments:

Ryan said...

Great write-up. I feel like I'm going to have a similar experience coming up at the Renegade Open GT. Basically not having enough practice with the army and taking 2-3 games of a tournament to figure it out.

If you enjoyed this one you should look at Renegade for Novemeber! Would love to see you there.

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