Wednesday, July 31, 2024

July Games

Monday, 1 July 2024 (Canada Day!)

We started the month by heading over to Shannon's to play some board games with her and Kevin. 

First we played Betrayal at the House on the Hill. I've seen this game played (on Wil Wheaton's Tabletop? Maybe?) and we've played Betrayal at Baldur's Gate (a D&D themed reskin of the game that Finnegan has), but I've never played the original. 

I played Jenny LeClerc... 

And... This is how the Haunt happened on my second turn... 

We did not get far. 

The Betrayer was determined to be Shannon's Character; Professor Longfellow

Shannon left to read her rules and we were left to read our rules and figure out how to defeat the professor and win... I STILL have no idea what we were actually supposed to do... Shannon won very quickly... 

Afterwards we played Carcasonne. 

I like Carcassonne. We were only playing with the base set and four people so it seemed like it went very fast and was quite low scoring. 

Afterwards we played Dixit. Dixit is okay if you're playing with the right people. These were the right people. I had a lot of fun playing it. Other times... less so... 

We played a game called NMBR9... then Kevin had to go out. 

So Amanda, Shannon and I played again. 

Strangely, we all did way WORSE on our second game... but I did less worse tha Amanda and Shannon and won that one! 

That wrapped up a VERY BUSY WEEK of playing games (and other stuff!) if you recall from June, we'd played multiple games of Warhammer Underworlds EVERY DAY, ALL WEEK in preparation for the Rivals Tournament on Sunday, 30 June 2024!? (Also Keiran graduated from high school on the Monday kicking off that week... and... other stuff happened?!)


Friday, 5 July 2024

I rode all the way out to the Warhammer Store Friday afternoon, hoping to get in a game or two of Warhammer Underworlds... and no one showed up... 

So I got roped into playing a game of the new Warhammer Age of Sigmar: Spearhead against Dray... I played with the store's Stormcast Spearhead force and beat down some Ghouls of the Flesh-Eaters Court pretty hard... 

You can read the game report here:

Warhammer Age of Sigmar: Spearhead - First Game!


Sunday, 7 July 2024

Sunday Nic and Orion were back to play more Warhammer Underworlds! 

In the first game I played with Thundrik's Profiteers with Rimelocked Relics (the combo I'd planned to bring to the tournament, but didn't). Amanda played Lady Harrow's Mournflight. Orion Played the Crimson Court and Nic played the Skinnerkin, both with Nemesis decks. 

For our second game we all played with Rivals Decks. I played the Dread Pageannt. Amanda played the Thricefold Discord. Orion played the Headsman's Curse. Nic played Da Kunnin Krew. We all had one BIG figher (a fighter with 5+ wounds!) 

I haven't made a game report for this game... I took a bunch of pictures... but just didn't get to it. The following week was brutally hot AND I was totally distracted by all the PDFs of the new Age of Sigmar rules and battle profiles and warscrolls being released?! 

It was so hot, I didn't even ride out to the Warhammer Store on Friday... I can survive riding in the heat... it's the prospect of standing around trying to play games while SOAKED in sweat that did not appeal to me! 


Tuesday, 16 July 2024

The following Tuesday, we finally started our Warhammer Quest: Shadows Over Hammerhal campagin! John and Maygan joined Finnegan and Amanda as they delved into the catacombs under the Cinderfall District of Hammerhal Aqsha. 

There is a bit of a report and more pics here:

Warhammer Quest: Shadows Over Hammerhal - Session One!


I missed the Skirmish Night at the Warhammer Store, as well as the Spearhead League kick off, because the temperatures soared into the +30s (°C) for a good chunk of the week... AND the air quality was terrible - for a few days, Environment Canada was just reporting it as 10+... once it gets beyond 10, there's just no point in keeping track, because it's just BAD!!

I had been super looking forward to Carrying on with the Warhammer Campaign the following Tuesday... but John and Maygan had to bail... 


Wednesday, 24 July 2024

Wednesday, Orion had an evening free and really wanted to try out Warhammer Age of Sigmar: Spearhead - and I had just finished the last of the Hedonites of Slaanesh Spearhead force and was looking for a game too! 

Orion's Soulblight Gravelords just DESTROYED my Hedonites... You can read all about it in the Game Report:

Spearhead: Hedonites of Slaanesh versus Soulblight Gravelords


Sunday, 28 July 2024 

Back to playing Warhammer Quest!

We moved our game to Sundays, because it's kind of the only day that worked for Maygan and John... but unfortunately Finnegan now plays D&D on Sundays, so he's had to drop out of the campaign!? Nevertheless... we forged ahead!

A brief report of the action can be found here:

Warhammer Quest: Shadows Over Hammerhal - Session Two!


Not as much gaming this month... 

People have been busy.... 

It's been HOT (and smokey!).... 

August isn't looking like it's going to be much better!?


What did everyone else get up to this month!? 

Work-In-Progress Wednesday - 31 July 2024

Well... it has been a WEEK!

Last Wednesday, I had just finished up the last of the Hedonites and was excited to try them out. I panic-painted the terrain for Spearhead so I could play a game with Orion Wednesday evening

After that I was all prepared to get started on my NEXT Spearhead force - which was to be Soulblight Gravelords...

And then Thursday happened and I traded away three 40K Imperial/Chaos Knights for a Khorne Bloodbound army... and suddenly THAT became the PRIORITY!!

So far, I have finished the Slaughterpriests and a handful of Bloodwarriors and a Mighty Skullcrusher - to figure out how I wanted to paint them. 

THEN I went to the Dragon's Den to get paint and found a bunch of the Battle Boxes and Starter Boxes and Army Boxes from Age of Sigmar 3rd Editiion on the 40% off shelf... and I ended up buying two of them!? 

With those i have a bunch of new terrain and the units I need to make a Daughters of Khaine Spearhead force. 

So there is a LOT of stuff on the workbench at the moment - and even more in boxes and piles nearby... but I HAVE been pretty focused on painting JUST THE KHORNE STUFF!

The Workbench.... 

Mighty Skullcrushers - two more to finish off the unit

Blood Warriors -  seven more to finish off the two units of five for the Spearhead force

Bloodreavers

Khorgorath - not needed for the Spearhead army... but it looked fun, so it's here getting painted... 

Garrek's Reavers - since I was painting some Bloodreavers anyway... I thought I might finish these....

Since I was working on a Slaughterpriest anyway, I thought I'd might finish these... 

After I finish up the Blades of Khorne Spearhead army, I may continue, as planned with the Soulblight Gravelords... Or maybe I'll switch some stuff up and work on a Daughters of Khaine Spearhead force (as Amanda has indicated that she might actually be interested in giving it a try if I finished those up!). Kind of leaning towar the latter at this point... 

After that...? I might need to reassess... there are other Spearhead forces I thought would be fun to finish up and try out (Soulblight Gravelords, Stormcast Eternals, and Skaven!). 

OR I could work on some extra stuff for the ones I've completed to bring them up to a point where they could be used in a Paths to Glory campaign... 

OR I could get back to work on Warhammer Underworlds warbands (I will definitely - probably - finish up the the two Khorne warbands I have yet to finish, that I have been working on along with the Spearhead force!?) 

OR I could get back to work on miniatures for Warhammer Quest! I have a few things left to finish up for The Silver Tower... and a LOT of stuff to finish up for Cursed City (and Night Wars!) 

Anyway, here is what else is still on the workbench... 

Carmilla DuSang, Vampire Lord - the one item from the Soulblight Gravelords Vanguard box I did assemble and start painting.

Two pairs of Vlad and Isabella Von Carstein. I thought I might use them as Generic Vampire Lords in a Paths to Glory campaign, instead of the many named vampires I have..

The Crimson Court - since I figured I might be working on Soulblight Gravelords I thought I should get these out to work on them along with the rest of the Vampires. 

I may just take all these Vampires OFF the Workbench this week to remove distractions and make space for the Daughters of Khaine... 

These two are still around from when I was working on Hedonites and I haven't removed the yet because they're both just SO CLOSE to being done!?

Melusai Ironscale. I started working on her around the same time as the Vampire Lords - just to get ONE of them done... and see what it looked like and how much of a pain in the ass it was to paint... It was seeing this, only partly painted, that got Amanda thinking that maybe she WOULD like to try them out after all... Need to strike while that iron is HOT!!

Melusai Blood Stalkers - since I already had these assembled and primed, I thought I' bring them up so they're ready to go as soon as I finish the Bloodbound. 

I should dig out The Shadeborn Warhammer Underworlds warband to paint up while I'm working on the other Daughters of Khaine!

This fucking guy... ugggghhhh... STILL on the workbench. I am loathe to just put him away when he's SO CLOSE to being done... maybe after the Bloodbound, but before I start in on the Daughters of Khaine I just need to set aside and evening and say "this is it, I'm getting this dude DONE!" 

Castigors still lurking around the edges, hoping to be test-painted as Anvils of Heldenhammer! 

This trio of Darkoath Warriors

Mindstealer Sphyranx - this will probably sit at the verges for ages... I don't know... Maybe it should go into storage. I worry I will forget about it there and NEVER get to it!? 

So far this year I have purchased (or otherwise acquired) 361 28mm foot figures (and other stuff... but the 28mm foot are the most common and therefore the metric by which I measure progress) I have painted 139. So I'd need to paint 1.5 miniatures per day for the rest of the year to catch up an not be in the red... assuming I didn't buy any MORE?! I mean... I COULD do that...? 

143 of the 28mm foot miniatures acquired this year (about 40% of the total!), were acquired in the last week. Half of them (72) were acquired in the trade

Also this week... my three months of having Audible for 99¢ ended and I didn't cancel it, as planned, but have continued on with the $14/month because I've really enjoyed listening to the Black Library audiobooks while painting these last three months.... and would like to continue doing so, at least for a few more months. The cost per month is less than buying any of these as a paperback (which I probably wouldn't get to reading anyway!?) 

WHAT ARE YOU WORKING ON THIS WEEK!?

(or what are you reading or listening to!?)

Age of Sigmar - Khorne Bloodbound Blood Warriors and Mighty Skullcrusher

 I haven't JUST been working on the Slaughterpriests this last week, I've been working on all of the Bloodbound in greater or lesser amounts. A few I pushed through - mostly as test figures - to get the palette right and system/order of paints sorted out... 

Khorne Bloodbound Blood Warriors and Mighty Skullcrusher 

The test Mighty Skullcrusher. For some reason I started with the hornblower!? There are two more of these to finish up a unit of three. They are TANKS with a 2+ save!? They're not as fast (or Flashy!) as the Slickblade Seekers of the Hedonites of Slaanesh... but they will deal damage when they do charge! 

Three of the Blood Warriors. These are the heavy foot troops of the Bloodbound. Rocking 3+ Saves and 2 Health, they are basically red Stormcast on 32mm bases... In regular Age of Sigmar they are fielded in units of 10 - but can be reinforced to 20 (I wonder if that's what the previous owner did, because there is only ONE standard bearer amongst the lot of them...?). In Spearhead, for some reason, they are in two units of five...? Not sure the reasoning behind that? 

I have seven more Blood Warriors to finish.

After the Mighty Skullcrushers and the Bloodwarriors, I have ten Bloodreavers to do to finish up the Spearhead force. The Bloodreavers are less well armoured and armed. Despite the bare-chested swol beefcake look... they are not so frightening. They're going to be not much better than the Blissbarb Archers in combat (and they are NOT GREAT!) and arguably less deadly than the Deathrattle Skeletons. They're more of a speed bump that can come back as reinforcements... 

I think I have a system worked out now and should be able to crank through the rest by the weekend. 

Age of Sigmar - Khorne Bloodbound Slaughterpriests

 I got two Bloodbound Slaughterpriests in the Blades of Khorne army I acquired last week. I needed one painted for the Age of Sigmar: Spearhead army I am putting together from the force. 

I ended up painting BOTH of them... partly because I wasn't sure which one I wanted to use... and partly because... well... I was doing one, why not just do both while I was at it. 

Two Bloodbound Slaughterpriests

One of the Bloodbound Slaughterpriests

The other Bloodbound Slaughterpriest

I suppose I should have named them... Maybe I will at some point. 

Now I just need to finish up the rest of the UNITS for Sunday. 

Tuesday, July 30, 2024

Warhammer Quest: Shadows Over Hammerhal - Session Two - Ancient Halls!

 This past Sunday we got in the second game of our Warhammer Quest: Shadows Over Hammerhal campaign. 

We had to move to Sundays, as it was really the only day that worked for John and Maygan... Unfortunately, Finnegan now plays D&D on Sundays (in addition to running games of his own on Saturday and Monday evenings!?), so he's had to drop out of the game (though we talked about running a separate campaign - either just him and me, or with some other people...?) 

In the previous game, the group had discovered a secret door with steeps leading down, deeper into the catacombs beneath the Cinderfall District of Hammerhal Aqsha!

Heading down these steps they ended at a long passage with a narrow bridge over a hot magma! Alnaryn made not to lodge a complaint with OHS for the lack of handrails on the bridge! 

Crossing it two had a slip, but both passed their agility check and made their way across without harm. 

Golnir Coalbeard, the Duardin Cogsmith, was the first to make it across and had enough actions to get to the door at the far end of the passage, and open it. 

Alnaryn went next and made it across and through the door into the dark room beyond the door that Coalbeard had opened 

As she entered, ghostly apparitions appeared!!

Alnaryn backed out! 

Lord-Castellant Arvios Sunhelm of the Hammers of Sigmar charged in and lit up the room with the Light of Azyr in his lantern, which stunned the Chainrasps. 

Everyone piled back in and destroyed the Chainrasps. Alnaryn was the most effective at destroying them as she had MAGIC! The weapons of others weren't as effective against the Chainrasps. 

(This room was meant to be haunted and the whole encounter was written to be dealt with by a single dice roll that either dealt some d3 damage... or gave up TREASURE?! I happened to have found stats for Chainrasps online and have a bunch from the Thorns of the Briar Queen, so I made it an actual encounter AND game them some treasure at the end of it!) 

Next they explored some rooms to the East - one with a pit full of magma and some Flame Elementals that would dart out and deal damage to anyone that got too close! Also there was an ancient empty room with four plates in the four corners that if stood upon by all four characters, flushed away the magma in the next room and the Fire Elementals with it! 

At some point while exploring these, I rolled an "ambush" which was just two Kairic Acolytes coming down the stairs. Clearly they were tasked with looking for the murderers who had massacred their brethren upstairs! When it was their turn to go, I rolled a result that said if there were more than double the number of adventurers than hostiles, they FLEE! 

So the Acolytes wandered down the stairs complaining to each other talking about the massacre upstairs, got to the bottom of the stairs, spotted the Adventurers, looked at each other and immediately ran back upstairs. 

I decided this would increase the chances of more showing up (5+ for ambush rolls - which are normally only on 6s) 

After the characters had dealt with the Magma, a second group of Kairic Acolytes showed up - the two that had shown up earlier, and two more powerful Adepts... 

Unfortunately one of the Adepts slipped on that bridge and failed his Agility roll to recover and took a bunch of damage... so he was easily finished off and the others were likewise dealt with... and Sunhelm didn't even need to help out... he just kept exploring... 

They found the final room a which was a hall littered with bodies (obvioulsy slain by brutal traps!) and at the far end was a plinth with a crude iron ring, pulsating with power. 

Getting across the room required a special action; Brave Traps (4+). Both Vizrin Kyre an Coalbeard made attempts at it, and were both injured and had to retreat. 

The Sunhelm, with Mighty Sigmar looking down upon him successfully passed through the corridor with deadly traps unscathed. He gathered up the Ring of the Slumbering King and retreated out of there. 

At this point it was decided that all should make their way back up to Cinderfall - if for no other reason but to ditch some of the gold they'd collected, as most were at their carrying capacity!

So that is where we will start the next session - Back in Cinderfall - before returning to the Catacombs to explore further. 

I love this game. I am so stoked to play more of it. Serioulsy wish we could play longer than a few hours on Sunday evenings. 

I think this would be a great game to try and play through in a marathon gaming weekend! 

Spearhead: Hedonites of Slaanesh versus Soulblight Gravelords

 Last week I got my first game in with the Hedonites of Slaanesh Spearhead force! And then Thursday happened and I completely forgot to do the game report... 

Last Wednesday, Orion brought her Soulblight Gravelords over to try out Spearhead! This was her first time playing, though she's played a LOT of Warhammer games. 

All set up and ready to go. I think Orion won the roll-off and decided to be the attacker, so I chose the board, the orientation, set up terrain first, deployed miniatures second... But then Orion got to choose who went first... 

We also picked a Regimental Ability and an Enhancement for our heroes. 

I picked Unparalleled Speed for the Regimental Ability - which allowed me, once per game, to designate a unit as having the Strike First ability (which would allow them to attack in an enemy's combat phase before an enemy could attack... or potentially allow two of my own units to attack first in my own Combat Phase (though I didn't think of this second option until after the game...). The other ability I could have selected would have been Locus of Diversion... which allowed my units to Retreat in the Movement Phase and then later Charge and/or Shoot (both of which cannot normally be done in a turn when a unit Retreats) which, in theory, looks like it would be good... because two of my units shoot, and the Slickblade Seekers do get to deal extra damage on turns that they charge... BUT in Spearhead, units that retreat are also dealt D3 mortal wounds... and... that could potentially take out half of one of my Blissbarb Archer units (or finish them off, if they've already taken casualties!?).

The Enhancement I took for my Hero was Cacophonic Choir - which allowed the Shardspeaker, in her own Hero Phase, to make a casting roll and on a 6+ she made a "Cacophony Roll) of a single D6 an every enemy unit within 6" with a Control charactaristic less than the roll would be dealt d3 Mortal Wounds! Seemed like a good idea... except to actually get into position for that is MUCH trickier than it would seem. I'd have to have end one of MY tursn within 6" enemy units to guarantee I'd be anywhere close to them by the Hero Phase at the beginning of my next turn... but that would leave the Shardspeaker vulnerable to being charged and she is NOT that tough!! Five wounds, sure, but only a 5+ save and just about every thing has a rend ability that reduces that! 

Orion took the Endless Legions Regimental Ability, that allowed one of the Deathrattle Skeletons that was taken out of action to return to the battlefield... ANYWHERE on the battlefield (as long as it's not within 6" of enemy models... She also took Spirit Gale which allowed her Vampire to make a casting roll in her Hero Phase and on a 7+, deal one Mortal Wound to EVERY ENEMY UNIT ON THE BATTLEFIELD!? 

Oh, everyone was set up... except these guys - Orion's three Vargheists. They're flying around in the sky and don't get to show up until the third round. 

The first twist drawn, for Round One. 

Orion got to score that! The Blood Knights charged one of my units of Blissbarb archers and just wiped them out! (and also seized the objective on my left flank. 

A unit of Deathrattle Skeletons surged forward and seized the objective in the center of the battlefield. 

So... Orion scored at least four points this first round. One for holding an Objective, a second for holding more than one Objective, a third for holding MORE objectives than the enemy, and one for the twist... I feel like she maybe scored more - from her battle tactic cards. I had a little scrap paper that I'd been keeping track of the points per turn... but lost that... Ah well... 

On my turn the unit of Blissbarb Archers returned! The are the only unit I have with the "reinforcements" key word - which allows them to be returned to the battle once. 

All of them shot at the Deathrattle Skeletons... Twenty attacks, hitting on 3+ should have meant 13.3 hits. Those hits wounding on 4+ should have meant 6 or 7 wounds. Rend 1 for the Archers would have reduced the Deathrattle Skeletons save to 6+, so they should have saved one... then the whole freaking army has Ward 6+ (for each wound they take they roll a die and on a 6+ the don't take that wound... ) and that would have meant another wound reduced, so... 4-5 skeletons gone... 

I don't remember what I did... but that seems close. I probably took out two or three... because... bad rolls...? 

BUT!!!

At the beginning of the Combat Phase (after my Slickblade Seekers charged the Skeletons), BEFORE any Fight Abilities could be used, they got to make use of the Skeleton Legion ability which allows them to roll a die for each slain model and on a 5+ that model rejoins the unit... so... one or two rejoined the unit... and it was nearly back to full strength... 

Between the Slickblade Glaive and the Exalted Steed's Poisoned Tounge (yeah... my army attacks by licking things...) I had THIRTY attacks against those skeletons... ALL of them hit on 3+ - so, in theory, on average... should have dealt 20 hits. All of them wound on 4+, so.... 13.3 wounds... HALF of them (6.66) being from the Slickblade glaive which has rend of 1 reducing the Skeletons save to 6+ so they should have saved one of those, so five or six getting through - dealing two damage each would be 10-12 damage... and then their Ward 6+ should have reduced that by two... so. 8-10 models being removed... which should have removed what was left of the unit before the Seeker Daemon Mounts determined how much damage licking the skeletons did - which was another 6-7 hits, two of which would have been saved and if another was reduced by the ward maybe 4 more models removed...

That unit SHOULD have been super dead... Was it? Oh, no... It would take another full round of fighting them with the Slickblade Seekers to finish them off... 

3/5 of my units concentrated all their attacks on ONE of the Soulblight Gravelords weakest units... and couldn't even take them out... 

My Slaangor also charged the Blood Knights... The seemed the most likely to do SOME damage to them....?

In the end I think they dealt... two damage...? not enough to Kill and Blood Knight... then they killed two of the Slaangor and healed right back up to full strength. 

This was a problem... !

One of their units was destroying nearly two of my units in the first round... three of my units could not take out their weakest... 

I think I scored four points this round. One for holding an objective, one for holding more than one objective (despite not taking that Skeleton unit OUT, I did reduce it enough to control that objective in the middle... so... Yay? I guess...?) 

And then scored two battle tactic cards from my blissbarb archers standing in the corner holding the objective that was both in enemy territory and close to the long edge of the table in Enemy territory. 

So... I think the game was at 6-4... not terrible. And I was the underdog for Round Two

On Round Two we drew the Ring of Fire twist (and then I had Johnny Cash stuck in my head for the rest of the game!). The Underdog (ME!) got to choose an objective that was ON FIRE and could not be scored for this round AND any models on the objective at the end of their round were deal Mortal Wounds!  So, of course, i picked the Objective in Enemy Territory that Orions other unit of Skeletons were on.. 

Because there was no way I was going to score the Battle Tactic on this card, I tried using it in the first Combat Phase... 

To let my Slaangor for FIRST against the Blood Knights... thinking it might give it a chance to deal damage... I'm not sure WHY I thought ONE Slaangor might be able to do ANYTHING when the ENTIRE UNIT couldn't take out a SINGLE Blood Knight... 

It was, in fact, an entirely useless endeavor... I MIGHT have dealt ONE damage...? but it was quickly healed when the Slaangor was utterly destroyed...

All this time I was having a really hard time deciding what to do with the Shardspeaker of Slaanesh... She was a bit of a liability. Did not really want her to get into melee combat with any of these units... could not get her close enough to use the Cacophonic Choir enhancement without risking ending up in combat on the Enemy's combat phase - where ANY of their units that got to hit first would probably take her out before she even got to use her attacks... which weren't THAT good anyway....

The Slickblade Seekers managed to nearly finish off the Deathrattle Skeletons on their turn... and it was looking like they might get to charge the Vampire Lord! 

But then she moved away... and more than half the Skeltons returned to their unit... so... 

Teh Vampire Lord moved off to threaten the Archers on the Objecitive in the corner... and potentially my Shardspeaker!? 

On the third round the Vargheists dropped in, the Vampire Lord charged the archers...

I feel like I MIGHT have taken out the Vampire Lord...? but in the process both units of Blissbarb archers and the Shardspeaker were also lost...  

The Slickblade Seekers seeing the writing on the wall and realizing those Blood Knights would charge them if they didn't charge the Blood knights... so they charged... despite the extra damage dealt when charging and having TWENTY-FOUR ATTACKS between the slickblade glaives and the seekers licky tongues... they failed to take out a SINGLE Blood knight... and then were wiped out by the Blood Knights and that healed any damage that the Slickblade Seekers had dealt...

Orion used the Endless Legions to bring back the one unit of skeletons I actually took out... in my territory, right on top of the objective in my own territory.  

My last unit... the other Blissbarb Archers that were allowed to return as reinforcements, did so... they shot at and then charged the unit of skeletons on the objective in my territory - as it was the only chance of scoring ANY points in my final turn... whittled the unit down to ONE... (which... was enough to score one point...) 

But then on Orion's turn, HALF the unit of skeletons returned... AND the Blood Knights charged... 

Ooof! Orion obviously won! Like, 22-12! My entire force was wiped out. I think all of Orion's were still on the table (except, maybe the Vampire Lord...?). Still, it was a FUN game! 

I don't want to blame things on my army... or dice rolls... Orion is an AMAZINGLY GOOD player, who has played a LOT of Warhammer games and I am a bit of an idiot... (if I were being a bit more gentle or generous with myself I could say, "I lack the executive functioning capacity to figure out plans in the first place, let alone modify them or come up with new ones in the middle of a game to deal with dynamic, ever-changing situations that come up within a game") But, wow... I just do not get HOW these Hedonites are meant to be played (again, that lack of executive functioning capacity!). 

I mean, I did have some preposterously BAD rolls... but still... 

I especially do not how to manage the Tempation Dice/Depravity Points thing in a way to gain the advantage while NOT helping the enemy utterly destroy your army before you can take advantage of them!? I kind of almost feel like just ignoring that whole thing going forward... 

But also.. Maybe this is a bit of a tough match-up...? Just take the two leaders, for example (get ready for some Theory-Math-Hammer!). They both have 6" move an 5 wounds and a Control characteristic of 2... So far, so good!

But the Vampire Lord has a save of 3+ and the Shardspeaker has only a 5+ - meaning you're going to have to deal 15 wounds on average to take out the Vampire Lord (oh, but then there is the Ward 6+, so make that 18 wounds, on average to take out a vampire lord). If you take into consideration just about everything has Rend 1 (-1 to saving rolls)... it's closer to 12 wounds to take out the Vampire Lord...

On the flipside, the Shardspeaker has a Save of 5+... so... on average, you'd need to deal 7.5 wounds to take out a Shardspeaker of Slaanesh... Again, if you consider just about anything attacking the Shardspeaker is also going to have a Rend of 1... that becomes 6 wounds to  to take out a Shardspeaker... 

So... because a Shardspeaker is so weak, surely it must deal a fuck-tonne of damage in combat or something - like a whirling dervish of death...? Not-so-much. The Shardspeaker has three attacks to the Vampire Lords FIVE. Both hit on 3+, but the Sharspeaker only wounds on a 4+, where as the Vampire lord wounds on a 3+. Any of the wounds that actually DO get through from the Shardspeaker deal d3 damage... but the wounds from the Vampire lord deal 2. 

So a Shardspeaker hitting a Vampire Lord in melee will hit with two of it's attacks and then wound with one... She does have a rend of one, which means there is a 50-50 chance of that wound being saved and dealing no damage at all... and if id does deal any damage it will deal between 1-3 (d3) but each of those has a 1/6 chance of NOT actually dealing any damage because of the Ward 6+... So, on an average turn, a Shardspeaker would deal, on average 1 wound to a Vampire lord... 

When the Vampire Lord hits a Shardspeaker, they have five attacks and will hit, on average with 3.33 of them, and 2.22 of them should wound... as the Vampire lord has a Rend of 1 as well, those wounds should be saved on a 6 (16% chance...) and any of those wounds getting through deal 2 damage... So, on an average turn, a Vampire L ord would deal, on average 3.7 wounds to a Shardspeaker... 

So... the Shardspeakers special abilities should be pretty awesome, right?! It will have a kick-ass spell!? Well... The Shardspeaker, on their Hero Phase can cast a spell called VISION of DAMNATION... Sounding pretty good, right? what does it do? Well on a 6+ on a 2d6 Casting roll you get to roll 6 dice... for each that get 4+ you get ONE DEPRAVITY POINT... What does THAT get you!? Well when you get TWELVE of them all of your units gain the Tantalizing Torment ability... which mean they can Run AND Charge in the same turn... which is almost entirely useless, because, given the size of the board... pretty much anyone can just move and potentially charge any unit on the table (unless, maybe, they are in opposite corners...?). At 24 Depravity Points all the Hedonite forces get Sadistic Spite, which is pretty good... but by the time I got it, everyone who could have made use of it was dead. (there are other ways to get Depravity Points, this is just a way to get them mildly faster... which wasn't nearly fast enough...)

The Vampire Lord, on the other hand, has Vile Transference. On their Hero Phase they can make a casting roll and on a 6+, they pick an enemy within 6" and ro;; dice equal to the target's health characteristic and roll that many dice. For each result of 5+ they deal that many mortal wounds to the target unit and then heal themselves an equal amount... 

Don't even get me started on the Blood Knight versus Slickblade Seeker match-up. 

I do have ranged attacks with the Blissbard Archers... but that seems not entirely useful, as the units are small, and the boards are small, so they get one round of shooting before anyone that wants to get into combat with them can (and they SUCK in melee!). Also anyone that I could shoot at in this match-up either has great saves (vampire and Knights both 3+ saves that arrows just bounce off) or they just keep coming back because I just can't possibly deal enough damage to entirely wipe out a unit with just shooting!?

So, maybe it wasn't JUST my shitty rolls or that Orion's is actually a way better player than me that caused me to lose the game 22-12!? 

I am a LITTLE dubious of Games Workshop's claim that this was the most playtested game of all time and that these armies are all perfectly "balanced".

This is what I get for picking armies based on how cool they look and/or their background fluff... Not that Orion did otherwise, mind you! She, like me, also has Cursed City and therefore already essentially has a Soulblight Gravelord army - and the vanguard box adds some really fun stuff to that army (which is exactly why I ALSO bought a Soulblight Gravelords Vanguard box/Spearhead force!) 

Am I going to paint up my own Soulblight Gravelords next now!? No. Well.. that WAS originally the plan - to paint up the Soulblight Gravelords after I finished the Hedonites - before I even played against them.... and I STARTED assembling and painting a few of them... But that whole plan has been sidetracked by the acquisition of the Blades of Khorne arm. 

Am I painting the Blades of Khorne next because I think they'll beat the Soulblight Gravelords? No. I mean, maybe they will... I haven't looked that hard at the two of them. While I can do Theory-Math-Hammer, it's not something I do all that much. It's not what I use to determine what armies I want to play. It's more something I do when I lose really badly and I'm trying to figure out WHY. 

The MAIN reason I'm doing the Blades of Khorne is the miniatures are a lot beefier than the Hedonites of Slaanesh (or all the dainty little skeletons in the Soulblight army) and will be much easier to transport without them utterly shattering... I have taken a brief look at their stats and they do look a little Tankier than the Slaanesh force... better saves, for sure... hit harder, maybe... Some special abilities that MIGHT work out... Slower, definitely (but I don't think that's as much of a deal on such a small board). 

Have I given up on the Hedonites of Slaanesh? Oh, no! I'll still play them at home from time to time. It will just take some pondering on how to actually play them better (if that's even possible!?)... and... y'know some dice that roll a bit better. Also, I think they'll work better in regular AoS when (IF!?) we get playing a Paths to Glory campaign.... Maybe...