Hi all,
Welcome back to my journal covering my army’s progress in my FLGS’ Path to Glory Campaign. I set up my roster in the last article and it’s time to start covering some of the battles!.
Battle 1: Vs Night Haunt
For this battle we rolled up the sudden assault mission. My forces were the attackers. My opponent was running a night Haunt list with a big block of chain rasps, three heroes, some Mymourn Banshees and a unit of Hexwraiths. The battle itself was fairly straightforward, I forced him to go first and he pushed forward a bit too far. The Mymourns were overrun by the fiends while the Chainrasps also lost a lot of their number. The chariot and Seekers played keep away from the Hexwraiths and the Knight of Shrouds on the left flank. The missions was scored based on the number of models in each table quarter but we misread it as the number of units. He was able to chip away at the fiends but the -1 to hit and wound was tough.
I doubled turned him, but my damage was limited by his ability to roll saves. I chipped a few wounds off of a character and killed the chain rasps losing a fiend to his hero. On his turn he charged forward with the hexwraiths and Knight of Shrouds (KoS) and killed a fiend squad. He then double turned me and killed all but one Blissbarb and put 4 wounds on the Epitome. I was able toe grind out the combat and table him in the following turns, though I had to summon a third fiend squad. My opponent was a new player, and the lack of shooting made the Fiends very hard to dislodge.
At the end of the battle I discovered that our group was not paying the 10 Glory point cost to obtain newly scouted territories (I am not sure if this was intentional or not). Other than that one Fiend squad leveled up and I selected the 3+ Fights Last ability. I also completed my Defend Territory quest to get an extra +10 Glory Point. For territories I scouted a house of hidden vices.
Dantella opened the book as her slaves busied themselves restoring the Hall of Iniquity to its former glory. Her eyes flitted down the weathered pages, until resting on the following passage “It is a great tragedy that the followers of the way of pleasure come so late to their awakening. So often one comes late to this path and has experienced so much before understanding the virtue of experience. True delight comes in experience visited as an novice in life, to those that have little experience even the most trivial pleasures are as a sensuous carnival. Truly I say to you, to experience the highest raptures one must first learn to experience true nothingness.” Dantella closed the book and began meditating on this wisdom.
Game 2 vs Idoneth
For this game I was playing an opponent who took an Eidolon, two sharks, a small squad of eels, and Ahkelian king. I was aware of some of the Idoneth tricks, and i knew I did not want to get charged. We rolled up the Ritual mission and set up the board in the shape of an Aelven temple. I had lost my Fane of Slaanesh and was using a custom terrain piece I built out of a screaming bell.
On the early turns, I played cagily and tried to split his forces apart. I was able to kill one shark on turn 2, though it cost me my chariot (the fierce fish lived on a single wound and was able to fight back). Sadly for my opponent, the main mission was pretty much over by turn 3 as I rolled really well on the mission. The defender needs to get 14 points and you roll a D6 if you control the main objective and +D3 for each minor objective you hold. I rolled +7 points on the first turn and +9 on the second. As my opponent had a small army, he wasn’t able to push me off the objectives fast enough as I had the speed to elude him, and enough units to spread out. His King and Eidolon wrecked most of my army, but I was able to pick off the sharks and eels fast enough to secure the win. He also gave me a lot of depravity via the temptation dice and the impulse dice (this should be in the main rules, it is so much easier to get depravity this way).
He managed to kill all of my army except the Epitome and I killed all of his units save the Eidolon. I discovered how powerful fully souped up Daaemonttes could be as they absolutely demolished his King in one round of combat, doing 6 mortal wounds right off the bat. Now he did get +5 bonus renown for his Eidolon, so we both won in a way. Another quirk of this battle was that neither of us double turned the other until the final round when he finally managed to win the priority roll. As expected my Fiends failed their 3+ ability to make a unit fight last – _ –
The Eidolon looked up as the bell’s peels shook the ruined temple. While the daemons were scattered the veil between realities were rapidly eroding. With a sagging groan the breach was made. Capering daemons poured forth, skittering over the ruined columns. Gazing around it realized it was alone on the field. The battle was lost and no act of individual heroism would change that. Curling the think mists around itself the Eidolon withdrew to fight another day.
After the game I completed my scout territories quest allowing me two new territories. I got a wellspring (nice!) and a Borderlands.
Thought on Path to Glory
First of all the Hedonites are so much more fun to play as the Impulse Dice allow them to generate a lot more depravity. They also can buff your opponent’s army with Renown, but hey, makes it easier to schedule a game! I think the Path To Glory rules don’t reward you interacting with your opponent much. You get more penalties for losing a unit then in Crusade but no incentive to kill enemy units. Characters also take a back seat as you can get additional relics and such but other than that renown doesn’t reward you much. I really like the territory system and it sets up some fun story elements. I can say the aelvan temple was a site of healing and power allowing my units to recuperate and tie it into my battles.
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