Sunday 24 September 2017

#102: Age of Sigmar Battle Report - 1600 Pt Clan Pestilens Vs. Stormcast Eternals

And here I am, in round three of the event, facing down another Stormcast player. I was sitting on a win and a loss, and as with every event I attend, my goal is always to win more games than I lose. But the final game of the day would prove to be my toughest opponent yet.

The scenario was Duality in Death, which is a new take on Three Places of Power. My opponent was fielding a Castelant and a Lord-Aquilor, so I definitely had the numerical advantage when it came to units that could claim the objectives. Not only that, but the Castelant is slow as a wet week, and the Aquilor doesn't have the tenacity to be able to withstand an all out assault without support.

But while I had the advantage in regards to scenario-playing units, my opponent had three very intimidating units that I didn't really have an answer for. The first is the obligatory unit of ten Liberators (buffed by the Castelant's lantern and Stanch Defender of course), which would be a challenge to break down without some serious luck. The second was the ever-reliable and ever-lethal pair of Fulminators. And the third, assisted by the Aquilor for some uncatchable and inescapable movement shenanigans, was a unit of nine (yes, nine) Longstrike Raptors.

You know all those characters that I was talking about in my army? This unit would very likely become their doom.
My deployment followed normal suit with the Furnace and Corruptor lining up an objective each, backed up by a Priest in case they met a messy end. I sat my catapults a fair way back, in an attempt to lure the Raptors close. If they wanted to kill the catapults, they would have to move within reach of the bulk of my army. There was also a cheeky unit of Vanguard Hunters lurking off-board, so I was again, mindful of my backfield. 
Knowing that my heroes were on borrowed time, I took first turn, pushing forward on my right flank. Thanks to the multitude of nearby monks, the Furnace got a bit of a push and launched into within range of the objective, starting that vital scoreboard ticking over. It was accompanied by the massive regiment of monks, who took up centre stage. In the shadows of the ruins, the back up Priest lurked, waiting for his moment of glorious burden. The left flank was a little more restrained, for fear of the crossbowmen opposite. 
My first turn was altogether pretty uneventful other than movement. The Furnace had Mystic Shield cast upon it, while the big unit of monks in the centre received Rabid Fever and the Command Ability, in case the Dracoths made a long-bomb charge. The Catapults were either out of range or completely ineffective. 

The retaliation was unforgiving. The Aquilor and the Raptors leapt to the left flank, while the rest of the army pushed forward. The impenetrable shield wall advanced to support their general, but despite his movement abilities, he fell just short of being able to claim the left objective. The Dracoths failed their charge (thank you Bale Chimes!), but the Longstrikes put work in and outright deleted the Furnace in a single volley. Well, alrighty then...
In response, I continued my forward march, pushing most elements forward. My Corruptor moved onto the left objective, protected by Vexler's Shroud and Verminous Valour. After the ungraceful death of my furnace, the Priest moved onto the right-hand objective, seeing his opportunity to reap glory and climb the clergy ladder. 
With the relentless grind forward by the Clan, pressure was beginning to be applied to Sigmar's finest. The Raptors leapt to the back board edge and made the risky decision to split their fire. To my surprise, he chose not to shoot the Corruptor because of his ranged damage mitigation, and instead focused on the two priests. The Priest in the shadow of the Corruptor was indiscriminately skewered, while the Priest on the right staggered to his feet with a single wound left. To add to my suffering, the Judicators managed to punch holes in the left hand Plagueclaw, splintering it into a pile of twisted timber, bent metal and a rather unsavoury soup-like substance. 
The Vanguard-Hunters also made their triumphant arrival emptied a few crossbow bolts into the nearby monks. At this point, I was quietly pleased with how this flank was going. I'd well and truly taken the lead on the scoreboard, and for some reason, my opponent didn't commit to combat. While the monks posed a significant threat, I could barely scratch the Liberators, and the same goes for the Corruptor. His complete lack of rend, and Lay Low the Tyrant would have swung the conflict in my opponent's favour. Even the Fulminators would have made short work of him! Not that I was complaining...
Having been given a moment to take a breath, I didn't waste the opportunity. The severely wounded Priest healed thanks to his proximity to the objective, while the nearby Monks encircled him to protect the bread-winner from any surprises. The unit accompanying the Corruptor daisy chained in front of him to create a speed-bump, giving me at least one round of combat between my general and the hammers of the God-King. The final play of the turn was a bit of a gamble. The central unit pushed hard up the centre in a hyper-aggressive move that was either going to be a glorious assault or end up with that unit stranded in the middle of nowhere and get mopped up. 
But the dice were with me. I charged 11", which not only allowed me to tag the Fulminators, but also pile in to the Raptors with the majority of the unit. This worked out perfectly, as if I finished within an inch of the Raptors, they could fire into the vulnerable ranks of my Monks. However, because I made a successful charge against the Fulminators and finished with models within 3" of the Raptors as part of the initial charge, they could then Pile In unscathed! 
I snuck through a total of four wounds upon the Fulminators (in no small part thanks to exploding rats), but managed to wipe out the Raptors completely after Battleshock claimed the two surviving Stormcast. Excellent! Even though it required me to throw away a large unit of monks, it ultimately led to the complete destruction of probably the only unit capable of affecting the late-game scoreboard. 
Realising all too late that the battle was slipping through his fingers, despite inflicting horrific casualties, my opponent finally committed to combat, charging in his Lord Aquilor and Liberators into the Monks, while the Hunters and Judicators trimmed two wounds off the Verminlord. 
Elsewhere on the battlefield, disaster struck once more for my opponent, as he failed a five-inch charge that would have spelt inevitable doom for the Monks and Priest. 
In true verminous fashion, I unleashed my surviving Plagueclaw (who had done sweet nothing all game) and the Priest's Pestilent Breath upon the Dracothian knights, and pushed through such horrific levels of damage, there could be no withstanding it. 
In the fading light of the last turn, my General stood tall against the odds! He survived shooting from the Hunters and Judicators, and the melee assault from the Liberators and Aquilor while only dropping four wounds… He turned out to be far tougher than I gave him credit for! 

In the end, I landed a major victory with a convincing scoreline. I think my opponent underestimated his army's power. I have no doubt that if he'd been more aggressive, he would have pushed me off one or both objectives and been in competition for the win. I think he was unnecessarily cautious around my left flank. The Dracoths were incredibly unfortunate to have failed a short charge, because they would have easily cleaned that objective. 

At the end of the day, I was able to capitalise on my opponent's errors and push the advantage to a convincing scenario win! 

Once again, I spent the whole game haemorrhaging victory points, and my opponent went on to win the prize for most victory points killed. I'm fast learning that Clan Pestilens, much more so than Bloodbound, have to be prepared to throw away any and every unit in their army for the greater good of winning the scenario. This is a liberating play style, as everything is an acceptable loss, and no sacrifice is too great for the win! 

This finished my first outing with Pestilens and I was stoked to walk away with a 2-1 record. The army is quite nuanced, and requires a lot of thoughtful planning, but it's a challenging army that I'm really enjoying. I wouldn't have changed much about the list that I took, and am currently working on what to spend four hundred points on to bring me up to 2000 points. I think the army would really benefit from another big unit of Monks, and maybe even another Furnace, but there are also some pretty tasty Allied options available to me. Time will tell. 

Thanks for reading, 
Gabe



Sunday 17 September 2017

#101: Age of Sigmar 1600 Pt Battle Report - Clan Pestilens Vs. Stormcast Eternals

Coming off a significant amount of learning in game one, my second opponent was none other than Stormcast Eternals! It was a very combat oriented list, which was more favourable to me than one with a significant shooting phase, but thats not to say that Stormcast are a push over. Far from it!

The scenario was Battle for the Pass, which, due to the fact we were playing on a 4x4 table, essentially meant playing Border War. This was totally ok with me, as I hadn't actually played Border War that many times, so the game was still fresh. In trend with the new scenarios, units of 20 or more take precedence when claiming objectives, which was great for me.
My deployment was fairly similar to Game One with the exception of making sure that I actually had somewhere advantageous to place my Verminlord. My Catapults held down the two back corners to make sure no Stormcast units dropped in to gain a foothold in my territory. In contrast to Game One, I actually had a really valuable objective to defend in my half of the table, so I wasn't about to just hand my opponent an opportunity to sneak a 4-pointer. 
My opponent deployed a Lord-Castelant, a Lord Relictor and two Fulminators on his objective, keeping 10 Retributors, 10 Liberators, two units of 5 Liberators and a Celestant Prime in the sky to drop in and cause havoc. Knowing that I had very few viable targets for shooting, and that I could snatch objectives off the enemy with my big units, I chose to give turn one to my opponent.
In true Stormcast fashion, a massive unit of Retributors materialised, intent on shattering my right flank, while five Liberators dropped onto the right hand objective. The Fulminators who started on the board moved onto the the left hand objective, claiming five points in the first turn. The Retributors weren't satisfied with that, and attempted to charge both the Plagueclaw and the Plague Priest hiding in the woods, but Bale-chimes (musicians who emit a 12" -1 to Runs and Charges of enemies aura) in the nearby unit of Monks proved their worth, neutering the charge potential and ultimately preventing the Retributors from reaching combat. This failed charge absolutely saved my bacon. Losing those elements so early in the game would have been catastrophic.
Having made it through my opponent's first turn completely unscathed, my army launched into action, orchestrating a perfectly executed series of prayers and buffs. The Priest in the woods bumbled through his Prayer and mortally wounded himself, but was within 13" of the Retributors and cursed them with his Plague Tome. This gave me re-rolls To Wound against them. The nearby unit of Plague Monks had Rabid Fever and the +1 Attack Command Ability on them, while a Mystic Shield was placed upon the Furnace and Rabid Fever was cast upon the forty-strong Monk unit bubble-wrapping my objective. My shooting achieved very little, killing a single Retributor. The furnace also managed to trigger the Neverblight, adding 1 to all Prayer attempts, and negating the possibility of my priests hurting themselves. 
On my left flank, my other twenty-strong unit pushed up onto the objective, clawing it away from the Fulminators, while the Verminlord charged into the Fulminators to pin them in place and stop them from getting their truly destructive charge against anything. Unsurprisingly, I inflicted next to no damage to them! 
The real conflict was on the right flank, however. The furnace made a successful charge, which put some serious hurt on them. But the real highlight was a successful charge from the monks. Thanks to a re-roll from the Furnace as part of the Congregation of Filth, the monks made it well and truly into combat, and politely explained to the Retributors that it was time to get shanked...
In a combat phase that left the entire player pool stunned, the monks absolutely blended the Retributors, killing five outright, only losing five of their own (who in turn piled in and exploded, kiling two more), and claiming objective for having more models within 6" of the objective! Battleshock cleared out the ragged survivors of the Retributors, and the Furnace suffered four wounds in exchange for three Liberators. The flank was well and truly mine! This was a huge psychological advantage for me, as I was really concerned about the Retributor unit, and my opponent had a lot leaning on their performance! 
On the other side of the table, I quickly learnt that Fulminators do not need the charge to kick teeth down throats. My Verminlord suffered ten wounds, somehow escaping its demise with some truly ridiculous save rolls.
My opponent took the next player turn, and in a brilliant move, killed my barely-standing Corruptor with their thunderous shooting attacks, then charged into the nearby monks, obliterating them to a man, but not making it out unscathed. A single Fulminator held the objective with a single wound!
The Liberators embroiled in the fumes of the Furnace were reinforced by a second unit of five Liberators, which was fortunate, as the first unit had but a single model on a single wound! Also in this photo, you'll notice that my Monks from last turn that killed the Retributors is no longer on the table. There is a very good reason for this. The Celestant Prime also arrived this turn, hitting the battlefield like a comet, and going to work. His AOE mortal wound blast rolled a 1 for its radius, which was catastrophic, as he had dropped it between the Furnace and the Monks and any result other than a 1 would have resulted in significant damage to both. He then used his dice modification ability to guarantee his charge into the Monk unit. He absolutely obliterated them in the combat phase (no surprise to anyone), but simply wasn't prepared for the Rabid Fever and sheer damage output of the monk in their death throes, still fully buffed from my last hero phase. The Prime is brutal, but against the mortal wounds and volume of saves he was required to take, he simply couldn't survive the odds! This was the second huge blow to my opponent, as the one unit of monks had successfully slaughtered both of his main offensive pieces. 
A this point of the game, I started to tear away with the points scoring. The unit of Plague Monks unclasped their Book of Woes, clipping a wound off the Liberators near the furnace, and more importantly, killing the last Dracoth. My catapults leant their weight to the Furnace, trimming wounds off where they could, while the foul stench of the Furnace's aura also took its toll. The Furnace also managed to bless itself with Filth, and in the process, manifested the Undulant Scourge, killing two Liberators! On the left, now that the objective was wide open, my Priest made a dash for it and took up residence on it, hopefully claiming it for the rest of the game. My large unit of Monks spread out as much as they could, as I was painfully aware of the fact that there was still a 10-man unit of Liberators in the sky. 
The Furnace now held the right-hand objective, as the last remaining Liberator was a hairs-width outside of 6" of the objective to contest, further pushing me ahead on the scoreboard. Running out of bodies, and facing a daunting points margin on the scoreboard, my opponent started the last turn of the game with the sole intention of claiming as many VP's as he could (for which there were significant rewards at the event). His 10 Liberators finally came down behind the ruins in front of my Furnace, but failed their charge, as did his Lord-Castelant, who finally left his woods to smite down the pretentious Priest currently holding the left objective but he failed his 7" charge. 

In the dying moments of the game, I followed suit and also attempted to claim some last minute Victory Points. The last remaining Liberator in combat with the Furnace fell to his knees, coughing and spluttering as the noxious fumes filled his lungs. His demise came at the hands (?) of the Great Censor, whose impact saw Sigmar's finest launching into the nearby Dias, shattering the golden warrior against the ancient masonry. 

The opportunistic Priest on my left middle objective took the opportunity to cast Pestilent Breath, managing to clip both the Castelent and the Relictor! To top it off, he manifested the Bubonic Blightplague, which outright killed the Castelant and caused another two wounds to the Relictor! Huzzah!

This was my first win with Clan Pestilens, and I was much happier with my performance after the defeat in game one. I think I was much more aware of unit placement, planning a turn ahead for prayers, and elements supporting each other. I don't think anyone was expecting the absolute blinding carnage inflicted by twenty humble Monks as they rampaged through 10 Retributors and a Prime! 780 points killed by a 140 point battle line unit… not too shabby at all! 

I wish I could take full credit for the win, however. Luck did not favour my opponent. His units arrived piecemeal, and there were several crucial charges that he failed, allowing me to dictate the flow and pace of the battle. He was a great sport, though, and I'd gladly play him again!

Game Three will be published in the coming days. Until then, thanks for reading.

Gabe

Saturday 16 September 2017

#100: Age of Sigmar Battle Report - 1600 points Clan Pestilens Vs. Wanderers

What better way to learn how to use an army than to play your very first game with them in a tournament… right? Right, guys?

My first outing with my Pestilens army would be at a small 8-man exhibition tournament to celebrate the store birthday of the Brisbane City Warhammer store. All participants used this opportunity to take a break and run armies that were either new, or new-thanks-to-GHB17. Because of this, my first opponent was a stunning Wanderers army mastered by a very good mate of mine. Despite posing an extreme challenge to my list, I was quietly thankful to have my first game against someone who knew I was still coming to grips with the play style. My biggest concern going into this event was getting through my games… In 1600, I was fielding in excess of 80 models, and I know how testing of one's patience it can be playing against hordes. Add that into a recipe of new scenarios and a new army, and it goes without saying that I was very appreciative of the grace and patience that the other players showed me. Despite the challenges, I managed to finish all of my games on time; a victory in my book.

But I digress.

The first game of the day was playing the Starstrike scenario, which is the new Gift of the Heavens. At the start of turn two, an objective lands somewhere on the centre line of the battle field, followed by two more objectives on turn three (one on each of the 12" deployment lines).
My left flank was definitely the weaker one. A unit of twenty Plague Monks and a Plagueclaw deployed in such a way as to leave no windows for the Wanderers to leap behind my lines and cause mayhem! The Verminlord Corruptor (being the last element to deploy) ended up in the woods for lack of anywhere else to stand that would have an impact. 
My right flank consisted of another catapult, 60 monks and the Furnace. A Plague Priest lurked behind the realm gate, while a second cowered in the woods in the shadow of the Verminlord. My opponent deployed the majority of his army in the two back corners (to give himself plenty of options for the Wanderer moves), while a thin green line of Eternal Guard stood shoulder to shoulder across the front of his deployment zone. 
Having finished deploying first, I chose to take first turn, to make moves and get buffs off before key elements died to the inevitable shower of aelfen arrows. My big unit of forty monks were the focus of my hero phase, getting Inspiring Presence and Rabid Fever (pile in and attack upon death), while the Furnace was the recipient of a successful Mystic Shield from the Verminlord. My movement phase was entirely uneventful, but my shooting phase was something to behold! 

The first catapult fired at the Eternal Guard and killed nine! This was a great start, but nothing else was in range of the second catapult, so it too fired at the Eternal Guard. The dice were kind, as it did another twelve wounds, outright killing the unit! What a great start to things.
Their deaths would not go unanswered, however, as both flanks were flooded with mist-walking aelves, bows drawn! 
The barrage of arrows that followed was something to behold! The prime targets of these attacks were the Furnace (somehow surviving shooting from twenty Glade Guard and two Way Watchers), and my left hand Plagueclaw Catapult which...
…died a swift and painful death to the dreaded Arcane Bodkins, stripping it of any save it may have had before. To top it off, I may have gotten just a little bit double-turned. The centreline objective dropped on the left flank beneath the steps of the Dais, which was conveniently already occupied by Glade Guard. 
The second consecutive round of shooting was not as brutal as I was expecting. Some horrific dice rolls and some truly spectacular saving rolls prevented major losses. The Furnace dropped down to five wounds and the Priest on my right flank took a single wound. On the left, determined to protect an objective that was rightfully property of the Skaven, the Glade guard unleashed yet another hail of arrows, this time into the Plague Monks threatening them, which suffered seven casualties after Battleshock. Considering the potential trauma my opponent could inflict, I think I survived the double turn relatively well. Time to show those dress-wearing Aelves what dress-wearing Skaven could do!
I wasted no time in making my intentions clear, by placing the Corruptor's Command Ability on the slightly bruised Plague Monks, turning a volatile unit into a downright explosive (literally) one! The Corrupter chose not to run, with hopes of landing a long-bomb charge at either the Glade Guard, or if luck favoured me, perhaps even the Sisters at the back. 
On the right flank, the Furnace suffered a mortal wound from an incorrectly pronounce phrase from an infernal scroll of some kind, while the Priest by the gate successfully lobbed a ball of vomit into the impeccably dressed Glade Guard, killing one and wounding a nearby Waywatcher. The Furnace was pushed toward the gathering of Aelves, creaking under the strain of such weight moving on such rickety construction. My remaining Plagueclaw added its considerable firepower to the conflict, trimming a few more bodies off the cowering bowmen. 
This was a learning experience for me, and one thing I learnt is that Plague Monks with a buff or two are absolutely horrific in their damage output! With four attacks each on the charge, re-rolling Hits, thirteen (THIRTEEN!) Monks butchered 20 Glade Guard without pausing to wheeze. 
The other combat was somewhat less successful. While Glade Guard and Waywatchers are far from competent in combat, the Furnace was in such horrific condition, it failed to have any kind of significant impact on the fight. The Monks put in a few punches, but all in all, it would not be enough!
Frozen in the headlights of indecision, my large unit of monks spread out to prevent any unwelcome teleports, and protecting my remaining catapult. 
In true aelven trickery and rules bending, out of nowhere, a fresh unit of Glade Guard popped up on a fresh objective and unleashed arrows into the Monks, who (with some small help from the javelins of the Sisters) did a fantastic impression of not being alive anymore. The following turn was a horrific one, with a few more Glade Guard dying in combat with my Furnace, but in exchange, the Furnace, my last remaining Catapult and the Verminlord all met their nefarious demise at the hands of Aelven-fletched arrows; the Verminlord in particular did a great job of head butting Arcane Bodkins. 
Realising that the scenario was slipping from my grasp, the Monks on the right flank, having finally lost their Furnace to another hail of terrifying shooting, tactically withdrew (the most Skaven tactic there ever was) onto the freshly landed objective in my deployment zone. The priest moved into cover to prolong his ever-so-fragile existence in the face of such ranged fury.
Don't mind my cheat sheet in the background (an essential to learning with an army this layered). My forty man unit, bereft of their duty to protect the recently deceased Catapult, decided to chase the rabbit and kill a Waywatcher, wounding another.
This, of course, turned out to be a ruse, as I was left isolated from the key points on the battlefield. The movement abilities of the Wanderers simply allowed them to move onto the objectives and secure a convincing and decisive win for the Wanderers. 

I think going into this game, with the random locations of the objectives and my opponent's ability to react to their arrival with relative ease, I'd already convinced myself that I'd lose. In truth, there was a lot that I could have done. Knowing that the first objective would be on the centre line, and that units of 20 or more models have precedence in claiming them, I should have pushed my entire army into the middle of the board on turn one instead of remaining static and reactive. That would have meant that my opponent would have to kill his way to my first objective, focusing on infantry instead of my big combo pieces and damage dealers. I think I was so focused on not letting my opponent get behind my lines, when in truth, it really wouldn't have mattered where he shot me from. I had nothing to defend in my deployment zone until turn three, and keeping my big unit of monks (my biggest combat threat) at the back of the board was a complete waste. 

I think this game taught me that in some games, Prayers (and in turn, Echoes of the Great Plagues) are just not going to go off. I got off a couple here and there, but I think I was expecting to be dropping big prayers left, right and centre. Without forward planning, a lot of my pieces were just not in a position to have an impact, and the ones that were either failed to successfully pray, or their abilities (primarily Pestilent Breath) were proved impotent by poor rolling. 

On the bright side, I got to stretch my legs with this army. The Plagueclaws proved how lethal they could be. Monks have horrific damage output. Monks also die to a gentle breeze. I think the most valuable lesson was my hero phase though, and thinking a turn ahead, getting those combo pieces set up to maximise their efficiency. 

It's a very different army to my Bloodbound. I get a magic phase AND a shooting phase! Spoilt! I really enjoyed the off-kilter play style of such a unique army. This was a great learning game, and I wasn't expecting any wins from today with such a nuanced army, but I was ever optimistic. There were still two games left in the day… 

Thanks for reading,
Gabe




Sunday 3 September 2017

#99: Clan Pestilens Tactical Review - Catch My Disease

What's going on, everybody!

So, the handbook has well and truly hit the Age of Sigmar scene, and the gaming community that I'm luck enough to be a part of are in an absolute frenzy of indecisive enthusiasm! As each player settles upon their chosen faction, I decided that it was time to tackle an army that I'd dabbled in for a few months now. Clan Pestilens.

What originally drew me to Pestilens was the financial cost (being almost completely comprised of very affordable plastic kits), the fact that they had a battle tome (despite it being a little older than many) and finally, that no one else seemed to play them. Sure, a couple of savvy generals had given them a try, but I haven't seen anyone who plays them with determination.

At first glance, Pestilens looks pretty trash on paper. They have fragile infantry, fragile war machines, very little in the way of rend from their combat troops, and arguably the worst Verminlord of them all. But the more I look at this army, write lists and theorize with combos, the more I realise there is some real strength to this army. So let’s break it down step by step.

The Verminlord Corruptor is definitely the runt of the Verminlord litter. He’s not as versatile as the Warpseer, he’s not as mobile and precise as the Deceiver, and it’s a bit unfair to even compare his pitiful combat abilities to the Warbringer. His twin Plaguereapers look pretty intimidating with their re-rolls to hit, but with no rend and only doing one damage per successful wound, this towering rat-giant is not gonna be doing much of the heavy lifting when it comes to combat. So, why take him?

This comes down to the same reason that Ironjaws took Mawcrushas, and why many armies took overpriced, underperforming elements.

Because it’s the best available option; now, sure you could ally in another, better Verminlord in, but that then stops it from being a General and taking artefacts. The Corruptor is a natural choice for two reasons. For one, he is your only wizard within the Pestilens allegiance. He can only cast once, but Mystic Shield is not the vital piece it usually is, when you consider none of your infantry have saves. What he does have is an absolutely mental spell in the form of Plague, which (thanks to the newfound popularity of Massive Regiments) will now be insanely terrifying; a spell that can bounce through multiple units, rolling dice for each model in that unit (30-40 for example) and punching out mortal wounds on 6’s. Yes please!

Secondly, he is the only model in the allegiance with a command ability. Inspiring Presence will admittedly get a lot of use, but being able to give an extra attack to every one of the forty frenzied fanatics charging at the enemy has its uses. It also helps that he had his points reduced slightly, now only weighing in at 220 points. He’s best used in a supporting role, only entering combat when survival and victory is already assured, which is pretty much the most Skaven way to lead an army anyway, am I right?

Next up is the Plague Furnace. It was looking at this unit for the second or third time that I realised where the strength of this army lies. This army crushes all before it with a combination of “Death by a Thousand Cuts” and the sheer number of abilities that can chip a mortal wound or six off here and there. The Furnace will be a common sight in pretty much every Pestilens army for very good reason. It’s fairly resilient, it hands out powerful prayers unique to its scroll (either Re-roll to Wound for a unit that already re-rolls to hit, or pile in and attack with models from the blessed unit when they die), can be the recipient of some pretty powerful Artefacts which we will get to later, emits an ever-so-useful Bravery buff to nearby units, and most importantly, can generate a truly terrifying number of mortal wounds with it’s wrecking ball and its lingering aura of mustard gas and bad wind!

The Furnace is 200 points flat, which is a nice discount as well, but the reason that it’s likely to be a common sight is its inclusion in the Congregation of Filth Battalion, which we’ll touch on later, but no decent sized Pestilens army should be leaving home without one.

This leaves one more Hero to discuss; the humble Plague Priest. While technically, this hero has two separate scrolls, the difference is only their weapon and a secondary special rule. These fellas are only 80 points each, and are cheap enough to run in numbers; besides, there aren’t many other heroes to run…

These chaps are another great source of players, having one to cripple nearby enemies, and one to just straight up kill them with a burp that garlic and onion would be proud of. They fill a tricky role, as you need them right up in the hear of the action to be in range of all their abilities (most of which are only range 13” because… Skaven!), but they’re not designed as heavy hitters by any stretch. They do play a vital role in the army though, as the more prayers you cast, the better chance you have of accidentally unleashing some pretty potent diseases!

There are a couple of minor differences between the two variant scrolls for Priests. The Warp-tipped Staff Priest has a single attack (that Frenzied assault can increase) with the potential of D3 damage per hit. He also carries a Pestilence-filled Censor, which subtracts 1 from the casting attempts of any wizard within 6”. The Plague Censor Priest on the other hand has 2 attacks base (3 on the charge, as his counterpart has) with only one damage per hit, and he carries a Plague Tome. Once per game, he can essentially curse an enemy unit within 13”. You can then re-roll all failed wound rolls against that unit until your next hero phase. There is no trigger for this ability. It’s not a prayer in the sense that it cannot fail, and cannot hurt its caster. And most importantly, the effects are not limited to the combat phase, meaning that the truly horrifying damage potential of Plagueclaw Catapults is made even more reliable! For this reason, I can’t see myself ever taking the Warp-tipped Staff Priest. The 6” bubble against wizards is so situational and so easily avoided by a savvy opponent when compared to the Plague Tome, which will be used every game (if the priest lives long enough of course!). And with a growing number of armies who don’t even use Wizards, the Plague Censor Priest seems a lot more useful and reliable. For me, it’s an easy decision between the two.

Now come the Plague Monks. These are the building blocks of your entire army! Every ability in the army usually benefits them, every prayer is useful to them, all of the auras affect them. They are a platform upon which to heap the combos! At first glance, they are less than impressive. No save, a pathetic Bravery 5 and no rend on their weapons… Not a great start. They have two attacks each (three on the charge) with re-rolls to hit if they have paired Foetid Blades (my choice over the blade and staff). Alright, so they dish out a lot of attacks. The champion can carry either an exploding book (each non-Nurgle unit within 13” takes a mortal wound on a 4+) or a Plague Scroll (a weaker version of the Priest’s Plague Tome). That sounds pretty solid, right? Another source of mortal wounds getting chipped off here and there or another one-use buff. Then (and this has been addressed very clearly by Games Workshop that it is allowed) you have access to both unique banners and both unique musicians in every unit of Monks! The combination of these four items gives you a 12” debuff to enemy units that reduces their run or charge by 1, any wound rolls of 6 are Rend -1 and have the potential to pop another mortal wound on top, and every time one of your rats is killed in combat, on a 6 it explodes in a shower of virulent blood and inflicts another mortal wound.

So, you can see at first glance, they don’t look like anything special. But once you add in their command group, a prayer or two and a command ability, they become near-on impossible to deal with in combat! The sheer number of Mortal Wound triggers is crazy, and they’re all from different sources! These triggers and abilities can’t be crippled by killing a single character; they are woven into the fabric of the army! And just to top off, Monks got some love when it comes to Massive Regiments. A unit of forty of them is only 240 point! And thanks to the Strength in Numbers allegiance ability, a full strength unit is Bravery 13, largely mitigating their bravery problem.

These robed fanatics are still going to die in droves, but they’ve got the mechanics built into them to make their removal from the board as difficult as humanly possible. And when they’re as cheap as they are, there’s a lot to kill!

The other infantry unit available to the army are Plague Censor Bearers. As one of the few sources of Rending combat attacks, these smaller, more elite combat units benefit greatly from also being near units of Monks, gaining re-rolls to hit and to Battleshock tests. If they charge, they’re whipping in with three attacks each, and have the same aura effect as the Furnace, able to (you guessed it) inflict mortal wounds to nearby enemy units! Censor Bearers are definitely a handy unit to have in the pocket, and will excel at mugging characters!

Lastly, but certainly not least, we have the dreaded Plagueclaw Catapult! Giving some valuable range and brutal killing power to the army, these will be lurking behind the main battle, lobbing balls of gelatinous goo high overhead into the masses of enemies! Let’s talk about the bad first. They only have a movement of 3”, so deploying them correctly is important, because once they’re on the field, repositioning is realistically not going to happen in a hurry. They only have six wounds, and even with their save bonus against shooting, they wont be taking heat for any prolonged period! And unsurprisingly, the crew couldn’t fight their way out of a wet paper bag.

Now that we got the negatives out of the way, let’s talk about how good they are. They’re not monsters, so can benefit from cover. They can shoot targets they cannot see, so not only can you protect them further by hiding behind a building, their range of 6-31” and the ability to ignore pesky line of sight issues means that their threat range is bordering on the obscene. They have Rend -2, which we already know is huge, considering the noticeable lack of rend in the rest of the army. It’s profile is 3+ 3+ Damage D6, which is OK. Where it shines however is when it targets a unit of 10 or more models (really not hard to find… especially when they can’t hide from you), its profile is increased to 2+ 3+ Damage 2D6. And you remember the Plague Tome? Your Priests quickly turn into spotters for your catapults, making them truly terrifying against those high-armour units! Plagueclaws are just awesome! They are 180, which is pricey, and they do need protecting, but like the Verminlord Corruptor, they fill a vital battlefield role and they do it well. Any unit that you’re not confident tackling with your monks looks a whole lot less scary after most of the unit has been melted into a puddle by a shower of acidic vomit. 

While Pestilens may not have the variety of units that other factions do, they make up for it well and truly by doing what they do best, and peppering their opponents with mortal wounds and infected blades.

There is one Warscroll Battalion quickly worth mentioning. The Congregation of Filth is 140 points and consists of a Plague Furnace and two or more units of Plague Monks (emphasis on the “Or More” bit). This gives you an artefact, lets you deploy the majority of your army in a single hit, and gives you two very useful bonuses. Monks near the Furnace gain a 6+ “ignore wounds and mortal wounds”, which is an absolute blessing in this army. It also lets Monk units 20 models or larger re-roll their charges! In any game over 1000, I will be including this Battalion, because it’s actually still very affordable, and benefits the army greatly! A 6+ is far from reliable, but it’s better than nothing…

The Foulrain Congregation (based around Plagueclaws) was one that I think has priced itself out of use for me. At a flat cost of 820, it’s simply too expensive to be practical, even with the benefits. When you consider that the whole Battalion can be crippled by killing a single Priest who is forced to lurk at the back of the board, it’s just not worth it in my eyes.

Everything I’ve talked about so far has been pretty old news. These scrolls have been around since before the General’s Handbook first dropped. But GHB17 has heralded in a new day for Pestilens with Allegiance Abilities! The first of which introduces Strength in Numbers (for every ten models in your unit, increase the unit’s bravery by 2), and the second of which is Echoes of the Great Plagues!

Once per turn, on a successful Prayer roll of an unmodified 6, you can manifest of the Great Plagues. Each Plague can only be used once per game, but there are five in total and they all have their uses. I think the timing and order of these Great Plagues will swing victory into the hands of the Horned Rat, because these… are... POWERFUL! Let’s go through them!

The Neverplague adds 1 to all Prayer rolls for your Priests for the rest of the battle! This is big, because not only will you be getting more prayers off, it completely negates the possibility of saying the words wrong on a 1 and copping a mortal wound. Best used early game if no other Great Plagues are in range to get your true worth out of it.

The Redmaw Plague is one of my personal favourites! Pick an enemy Hero within 13” of the Priest that manifested the Redmaw Plague and he is then infected for the rest of the game. A high fever and blurred vision will send him around the bend, and for the rest of the game, in ANY combat phase in which he is within 3” of friends and not within 3” of enemies, he’s treated as part of your army and can pile in and attack his friends. In any combat phase! This puts your opponent in a particularly tricky situation, where the only real way to mitigate disruption is to either charge him into the enemy (probably not somewhere he really wants to be in some cases), or to isolate him from the rest of the army. He counts as a model from my army until the end of the combat phase, so can cause absolutely mayhem when you consider the effect that would have on pile-ins and such. Fantastic Plague!

The Crimsonweal Curse infects the nearest enemy unit to the manifesting Priest and inflicts a mortal wound upon it. In each of your following hero phases, the unit and all enemy units within 1” suffer another mortal wound, continuing the trend of chipping away with those mortals! This one seems a little underwhelming, but again, it forces your opponent to think about who is in close proximity for the rest of the game.

The Bubonic Blightplague is a nifty little mortal missile that if it kills a unit, can bounce to a nearby enemy, at try and kill that, and so on and so forth. It’s pretty situational to get the chain going from unit to unit, but that first hit is D6 mortal wounds, which on its own is pretty awesome for something that can’t be stopped.

Lastly is the Undulant Scourge. The closest enemy model’s unit suffers a mortal wound, with an additional mortal wound inflicted for every enemy model within 3” of the first target. Potentially devastating! If your opponent packs his units too densely, punish him for it.

So as you can see, all five are very strong. Remember that you don’t get to pick the target; it automatically affects the closest enemy unit (or in some cases, specifically enemy heroes.), but that’s not to say that no thought needs to be put into it. I think it’s important to get in the habit of casting prayers with the priests in the best position first. The last thing you want to do is roll that elusive ‘6’ with a Priest at the back, and having to make the decide whether to pop Neverplague and burn your opportunity for the others that turn, or pass and hope to get another ‘6’ with your limited remaining chances. That’s not to say that these are a sure thing every turn. It wouldn’t be any surprise to me if I only manage to get two or even one off in a five-turn game. And there’ll surely be situations where all my prayer casters just end up dead in the first turn. Sometimes the dice just don’t go your way.

It wouldn’t be an Allegiance update without Command Traits and Artefacts, so let’s quickly brush over my favourites. With the Corruptor being the natural General of the army, I’ve looked at the command traits through the lens of his Warscroll. The first standout is ‘Master of Rot & Ruin’ which either lets you re-roll prayers or, if you’re not a Priest (which the Corruptor is not), lets you cast prayers from the Plague Priest scroll. Not only does this add to his versatility, it increases my chance of popping off one of those Great Plagues. The second, and the one that I’ll be using until I’ve got my head around the army, is Verminous Valour; every time my Verminlord suffers a wound or mortal wound (which is inevitably going to happen a lot), he can pass the wound off to a friendly Pestilens unit on a 4+. This is a great ability, because I’d much rather pass on half my wounds to the cheap disposable infantry units than my crucial General!

Then we get to the Artefacts, and while there’s a couple in there that I don’t particularly see great things in, there are a few standouts. The Liber Bubonicus, a shout out to the legendary priest Lord Skrolk, allows the bearer to cast two prayers a turn! I see this as almost a must-have on a Plague Furnace, with it’s intensely strong stock prayers. Vexler’s Shroud makes the bearer -1 to hit in the shooting phase, which is great at preventing those pesky sniper units from banishing your Verminlord. There’s also an Artefact censor that dishes out very reliable mortal wounds here and there. All in all, it’s a very thematic and powerful set of traits, abilities and artefacts. Big thumbs from me!

So to christen my army, next Saturday, I’m playing in a 1600 point matched play event using the GHB17. This will be my first outing with Pestilens, and will definitely be a learning experience! I’m busy painting monks, making tokens and writing up a cheat sheet, so hopefully it’ll be… educational. I’m expecting to get rinsed, but hopefully I can begin to get a feel for the army. Here’s what I’m taking.

Verminlord Corruptor w/Verminous Valour & Vexler’s Shroud
Plague Furnace w/Liver Bubonicus
Plague Censor Priest
Plague Censor Priest
40 Monks
20 Monks
20 Monks
Plagueclaw Catapult
Plagueclaw Catapult
Congregation of Filth

This list gives me a taste of every unit except Plague Censor Bearers, but I'm hoping this will give me a lot of experience with the units.

I'll be posting Battle Reports next weekend of my games, so we'll see how that goes!

Thanks for reading,
Gabe