Path to Glory Round 4 Battle Report: Seraphon vs Beasts of Chaos

After three cancellations and reschedules, my opponent and I were finally able to meet up and play our 1,250 point game in round four of our glorious path to victory. This week, the battle plan was The Monolith. Let’s take a look at it, and jump right into the report.

I rolled high, and decided to construct a mighty monolith in celebration of my great deeds accomplished in this Path to Glory. My army had stared down the barrel of Stormcasts, Fyreslayers, and Ogor Mawtribes, and have been triumphant to the last. Construction had hardly begun when I noticed ranks of Beasts of Chaos, no doubt attempting to destroy our glorious monument. Here are the armies.

The Set-Up

I won the dice roll to set up first. I naturally set Lord Kroak, the Astrolith Bearer, the Eternity Warden, and the Starpriest all around the monolith, surrounded by my three units of Saurus Guard. Holding the line is the name of the game, and no unit in my entire army can do that better than the royal guard.

Hunter set up his Herdstone at the center of the table, surrounded by his Great Bray-Shaman, his Tzaangor Shaman, and three units of Ungors. His six Tzaangor on Skyfires were set-up in ambush, along with his two remaining units on Ungors. This means that at the end of his movement phase, he can set up the ambushing units anywhere within 6” of the edge of the battlefield, and more than 9” away from an enemy. His top priority is to kill Kroak, and break through my line, whatever comes first.

Round One

Hunter won the roll off for the first turn of the game. He made a blood sacrifice to gain summoning points and moved his ranks forward the most he could. On the first turn, he ambushed all of his units he had in reserve. The Skyfires got in an attack with their missile weapons which bounced off Kroak, and had nothing left to do but pass the turn.

My turn was extremely uneventful. My Starpriest cast the Chronomantic Cogs, which Kroak used to slow down time, giving him a fifth spell. This is where I began to mess up, I didn’t realize that the Tzaangor Skyfires were Daemons. This makes them Chaos Daemons, the type of model that Lord Kroak’s spell Celestial Deliverance deals 3 damage to per attack, rather than 1D3. If I had been smart and clarified what units were Daemons, and utilized Kroak’s Deliverance, this game would have ended differently. Instead, I put near all of my spells into conjuration points for summoning.

Round Two

We forgot to roll off for round two, and Hunter went first. He sacrificed more models for summoning, and moved his ambush units in, as well as summon a Ghorgon in to attack my Guards on the right. He got in another shooting attack on my Guard, this time dealing three mortal wounds to my unit on the left, punching a hole in my front line. He moved his units in, his Skyfires and Ungors charging at my left and center Saurus Guards, the Ghorgon charging my left. He first attacked with his Skyfires, taking out the last of my left Saurus Guard unit. I then attacked with the guards on the right, and deleted the Ghorgon from the game.

With the Eternal Starhost battalion, if my guards don’t move, they get an additional attack with their Celestite Polearm attack, and each attack deals 1D3 damage. That’s 16 attacks that hit and wound on 3+, have -1 rend, and deal 1D3 damage each. Like I said, no other unit in my army can hold a line like my guard.

By the end of the combat, my entire left unit of Saurus Guard had been taken down, though my other two units were untouched, and he had four Skyfires and six Ungors left within 3” of my monolith.

On my turn, I went up to 15 total for my monolith’s construction, and continued to be stupid. Instead of casting spells like Kroak is amazing at, I dumped them into conjuration points. My reasoning for this was he still had sixty Ungors that were going to be charging into me, so I wanted to summon a Bastiladon. This would provide me with a unit that is durable enough to charge into 60 Ungors with no fear of dying. It is also armed with a shooting weapon that deals three damage to Chaos Daemons.

So, I get up to 36 conjuration points, teleport my Astrolith Bearer to left (which was the only way I was even able to summon outside 9” from an enemy) and summoned a Bastiladon for 24 points, and a Razordon with Skink Handlers for 6 points each. I had some awful shooting attacks though, and when all was said and done after shooting and combat, a singular Tzaangor Skyfire was remaining. 

Hunter won the dice roll for round three, and rolled a six to destroy my monolith, scoring the victory.

All in all, I had an excellent time. The match induced nail biting, and the game’s favor was always a dice roll away from switching sides. Ultimately, if I had only taken the spells necessary to get a Bastiladon, and then cast the rest of my spells rather than having the points for a Razordon and Handlers, I would’ve had the damage output necessary to clear the monolith of enemies for at least one more battle round, which is quite possibly all I would have needed to get to 20 for my monolith.

Lessons have been learned, and I finally have picked up a loss. This was my last round playing with the old Seraphon rules, as the new Battletome will be out by the time the next round is up, so I’m expecting a couple more losses as I relearn my army. A most exciting task.

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