Zaal 1 vs Goreshade 3 – Yet another Skorne Battle Report

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Zaal 1 vs Goreshade 3 – Yet another Skorne Battle Report

Posted in : Battle Reports on by : Admin Jon

2 games in 2 weeks, and another new opponent, practice is going well, this time I have decided to try Zaal 1, and giving my Swordsman a run out for the first time, and going down the radical route of  no titans….

The idea is to use Savages as Last Stand guided missiles, and that swordsmen can in theory get up to 5 dice of damage (2 base + Charge (or Zaal feat) + Mini-feat + Last Stand) so in theory I don’t need any heavy beasts to do a lot of damage… Let’s see how that theory works out…

I’m also looking forward to trying out the Legends of Halaak

My list looks like this, as I wait to see whether I should glue more cyclops savages together.

Skorne – Zaal1

75 / 75 Army
Supreme Aptimus Zaal – WB: +26
–    Kovaas
–    Cyclops Raider – PC: 9 (Battlegroup Points Used: 9)
–    Cyclops Savage – PC: 7 (Battlegroup Points Used: 7)
–    Cyclops Savage – PC: 7 (Battlegroup Points Used: 7)
–    Cyclops Brute – PC: 8 (Battlegroup Points Used: 3)
–    Basilisk Krea – PC: 7

Ancestral Guardian – PC: 5
Hakaar the Destroyer – PC: 7
Swamp Gobber Chef – PC: 1
Immortals – Leader & 9 Grunts: 15
Legends of Halaak – Valgesh, CIdaar & J’Deth: 8
Paingiver Beast Handlers – Leader & 3 Grunts: 5
Paingiver Beast Handlers – Leader & 3 Grunts: 5
Praetorian Swordsmen – Leader & 9 Grunts: 13
–    Praetorian Swordsman Officer & Standard – Officer & Standard: 4

Yes that’s a lot of troops, but his feat relies on there being casualties first, so you can’t make an omelette without cracking a few swordsmen… sorry eggs.

My opponent (Dangerous Jim) turned up with Cryx (eeek) in theme (double eeek)

War Room Army
Cryx – Goreshade 3
Theme: Dark Host
1 / 1 Free Cards     74 / 75 Army
Goreshade, Lord of Ruin – WJ: +27
–    Kraken – PC: 36 (Battlegroup Points Used: 27)
–    Leviathan – PC: 16
–    Leviathan – PC: 16

Bane Lord Tartarus – PC: 0
Necrotech – PC: 2
Bane Knights – Leader & 9 Grunts: 15
Bane Warriors – Leader & 9 Grunts: 16
THEME: Dark Host

So first of all we have Deployment

Initial thoughts
  • 5″ blast damn I have to spread out
  • Dammit I got it the wrong way round Rectangles claimed by beasts, circles by troops
  • That’s a lot of undead..
  • Why did I bring 2 units of beast handlers…
  • …and a goblin chef…
Turn 1
All his stuff runs

My first turn, Swordsmen get last standed, Zaal then moves and puts Inviolable resolve on the immortals while edging out of the kill box, everything moves forwards.

Turn 2

I have better threat ranges than him, he moves and shoots with the Colossal and bags a couple of swordsmen, shoots and kills an immortal or two, the central unit moves into the woods, but stays out of 3″ Line of Sight through woods.

My turn 2
Immortals use vengeance to advance into charge range of the jacks, I last stand a Savage and send it into the Colossal and watch it wreck one side of it. Half my immortals charge into the Crab jacks, doing some damage, but not enough, the rest lurk back in case the Bane Knights come out to play. The Legends get ready to charge as well, the swordsmen advance, Zaal continues to lurk in the background.
Turn 3

You’re about to see a lot of models go away. The Crab jacks ate the Immortals in front of them, the Colossal charged and ate some swordsmen, but the big gun hit Hakaar so didn’t go as badly as it could. A load of Bane Knights ran out of the wood, and the Bane thralls moved towards the center looking to get in on Zaal next turn (I assume). Then he feated to make my spare immortals, Hakaar, the Guardian and the legends all stationary (so harsh).

My turn, Payback
Zaal feats and last stands the remaining swordsmen, they mini-feat and charge the gargantuan through the woods, and end up reaching Bane Lord Tartar Sauce, the Objective and some of the banes. Everything dice, Boosted to hit dice, followed by either 9+5d6 and 9+4d6 or combosmiting for 12+5d6 wrecks Objectives, Bane Lords, Colossals, and the Bane thralls don’t like the side-step either. Next the beast handlers all charge as well, using boosted to hits from the feat, and auto points of damage from their anatomical precision, then the savage goes and buys 3 attacks, again boosting with the feat to get 3 more. The Krea runs across to the left rectangle, and I was a few mm short of getting the 2nd rectangle so I end up 2-0 ahead, and it looked like this.

Turn 4
He killed the last of the immortals, but didn’t clear the zone, Had nothing to get the Krea, so attacked and missed a couple of Beast Handlers and conceded since he had no way to stop me from clearing the center or troops and jamming his Crab jacks.
Win for Skorne

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