Interesting tournament game that showcase that time is super important. Sadly is not easy to play 5 turn of aos in a hour and a half, I lost many game on time and I still find it very difficult to make it to the end. A couple of question: 1) isn't the coherency on the blue horrors off at 10:30? 2) why not use the other spells at 12:00 to free up the gravetide and piks? (The gravetide is nasty on the carge and the piks could have take the objective). 3) Do the flamers have run and shoot? at 15:32 they redeploy and shoot..
playing within 1.5h is in my opinion most influenced by: 1. experience with your own army, if you know what to do by heart and don't need to think much it speeds the game up a lot. 2. dice rolling, having to roll buckets of dice takes time. it adds up quickly over the game. just resolving a unit shooting like flamers takes several minutes. there were a few errors in the game: coherency was off on the blues. i had the old rules still in mind, currently you have to deploy within coherency of already existing models before the split. that limits placing a lot more. at 12:00 not sure which other spell would have helped? my shackles placement was really bad this game. that's one sign of the experience to not give the opponent more advantage from your own spell for example. the flamers unleash hell was wrongly played. they weren't allowed to shoot and had to shoot the closest enemy unit. definitly a point we both didn't catch at the table in the moment. luckily they didnt influence the outcome.
@TheRealmWarsNetwork 1) About coherence: every model also have to always be 1/2" near 2 other models. At the time stamp you made a sort of line on the edge of the unit. 2) you have casted other spell like the spawn one, just that could have free the unit. 3) Flamers also redeployed. Redeploy is a RUN ability. Can't shoot after redeploy unless you have run&shoot. Just wanted to point that out because many players haven't notice that.. Still, nice game and very good Battle report format, keep it up : )
How did the Flamers shoot the gitz wizards in gitz t3? For covering fire it should have been the closest unit (looks like the rockguts in the vid) - or was covering fire changed at some point?
Unsure if you guys are still making content but this is by far some of the best battle-report content I've seen. Up there with Season of war imo.
Very good report! The duration, content and production is on point. I look forward to your videos.
Glad you liked it, hope to make more in the future!
I second this
Interesting tournament game that showcase that time is super important. Sadly is not easy to play 5 turn of aos in a hour and a half, I lost many game on time and I still find it very difficult to make it to the end.
A couple of question:
1) isn't the coherency on the blue horrors off at 10:30?
2) why not use the other spells at 12:00 to free up the gravetide and piks? (The gravetide is nasty on the carge and the piks could have take the objective).
3) Do the flamers have run and shoot? at 15:32 they redeploy and shoot..
playing within 1.5h is in my opinion most influenced by:
1. experience with your own army, if you know what to do by heart and don't need to think much it speeds the game up a lot.
2. dice rolling, having to roll buckets of dice takes time. it adds up quickly over the game. just resolving a unit shooting like flamers takes several minutes.
there were a few errors in the game:
coherency was off on the blues. i had the old rules still in mind, currently you have to deploy within coherency of already existing models before the split. that limits placing a lot more.
at 12:00 not sure which other spell would have helped? my shackles placement was really bad this game. that's one sign of the experience to not give the opponent more advantage from your own spell for example.
the flamers unleash hell was wrongly played. they weren't allowed to shoot and had to shoot the closest enemy unit. definitly a point we both didn't catch at the table in the moment. luckily they didnt influence the outcome.
@TheRealmWarsNetwork 1) About coherence: every model also have to always be 1/2" near 2 other models. At the time stamp you made a sort of line on the edge of the unit.
2) you have casted other spell like the spawn one, just that could have free the unit.
3) Flamers also redeployed. Redeploy is a RUN ability. Can't shoot after redeploy unless you have run&shoot. Just wanted to point that out because many players haven't notice that..
Still, nice game and very good Battle report format, keep it up : )
@@Strade8 You can redeploy and shoot, there was a FAQ on that.
@@reformedbugman703 ah.. missed that..
i think you misread "take center"? Units must be within 3" from the center of the board , not within 3"+2cm
How did the Flamers shoot the gitz wizards in gitz t3? For covering fire it should have been the closest unit (looks like the rockguts in the vid) - or was covering fire changed at some point?
see the below comment, that was definitly a rules mistake that we didn't catch at the table.
Yay lady voice is back
Seize the center is 3" of the center of the board, not 3" of the objective in the center.
true, there would be a small size difference as the objective is 40mm wide + 3" radius around it.
Four miscasts for Tzeentch is so unlucky.
I’m working on a Tzeentch army.
It's great fun to play with tzeentch
I’ve been using the disciples of Tzeentch and Blades of Khorne for spearhead demos
The AI narration is obnoxious...