I just played my first 8th edition game today and it was a blast. I played against HE and these were the lists (2500 pts):
Level 4 Sorcerer - 325
-Level 4, Shadow, Blood, Collar of Khorne
Exalted BSB - 199
-MoT, Talisman of Preservation, Ironcurse Icon, Halberd
Disk Rider- 194
-MoT, Disk, Shield, Golden Eye, Biting Blade, Dragonhelm Potion of Foolhardiness
18 Warriors - 358
-MoT, HW, Shield, Full Command, Rapturous Standard
18 Warriors -369
-MoK, HW, Shield, Halberd, Standard, Musician, Banner of Swiftness
18 Chosen - 470
-MoT, HW, Shield, Halberd, Full Command, Favor, Banner of Rage
6 Knights - 270
3 x 5 Dogs -
1 x Spawn -
1 x Warshrine - 150
2 units 20 seaguard
2 units of 10 swordmasters
2 bolt throwers
9 man knight unit
Combat character (GW guy that hit hard. Went with knights)
Level four fire wizard
Level two HE lore mage
BSB with the D6 combat res banner (went with a sword unit)
I lost by about 400 VP but it was a good and fun game. Some of my notes and reactions from the game:
-The magic phase is very different and I now fully understand it. I did not know that dispelling a spell shut out a wizard for that turn. I thought only failing to reach a spells casting value shut them out. Learning this really made me enjoy magic a lot less and has me debating how to continue. Blood is definitely not as good as Puppet but I am also considering taking a scroll. My magic phase just never impressed me. To be honest magic in general didn't do much this game so I am very up in the air about it right now.
-The spawn is a wacky choice but I have a cool conversion idea I want to do with it. I positioned it on a far flank and it just never really became relevant. I need to get him more in the middle so he can reach the enemy but nonetheless he is slow. I may upgrade him to the special spawn so he becomes functional. Basically I need more testing since my deployment was bad on him.
-Dogs are great. They helped out with some light cover saves for my knights and warriors. One unit took out a repeater thrower which was great. Another unit ran up and sat in front of his centered knight unit and made them enter combat a turn later than he wanted to. He basically sat on the end of the table and close combat didn't really start with my foot blocks til turn 4 (turn 5 for one that failed a charge). Do not leave home without some puppies because they are so cheap and so versatile.
-The knights did not do well. This might of been my fault though. The knights moved up the left flank with a dog screen (right flank I shut down with terrain drops). They just did not have much Umph to them. They bounced off of a unit of swordsman but the D6 combat res banner was there and I just made the mistake of entering a combat where they were outmatched. I may lower my magic to a single level 2 for defense and put a combat character with the knights for more power. I do also like a cheap unit of knights though because people are just very scared of them and focus on them a lot. Having the enemy worry a lot about a unit that is far from my best is a nice psychological advantage.
-The chosen are dirty. They ran around with +1 attack and +1 toughness from the shrine. They don't die and they kill everything. Swordmasters and seaguards just imploded on impact. I am still debating if the terror banner is too over the top for what I want. MoT and Rage banner were a nice combo though. Although frenzy made me overrun off the table which really stalled what they were able to do.
-My MoT character anvil unit is designed to not move. The BSB is tough as you all know and the unit is just built to take damage. And rapturous is great. The gods weren't looking at them tho. The game changing point was when they got charged by his knight unit on the bottom of turn 5. Talk about whiffing everything. Failed saves and nearly no damage back led to me needing insane courage to stick around. Good thing rapturous failed me and I got cut down losing two characters and the remainder of my unit. It was funny watching the game end with his knights staring at my nearly full chosen unit on turn 6. Big shocker that he decided to not charge into them on the bottom of the 6th lol.
-Only noobs put a movement speed banner on their warriors and forget to march 10 instead of 8 inches right? Ya about that...
-The shrine was great. Nice for getting in the way and being a nice utility guy that obviously zaps the chosen. Plus this will be my centerpiece conversion once I get my rank and files completely painted.
I played well but the dice were definitely favoring him today. I really do not like the new magic though. I think I'd rather find a way to mitigate his magic rather than make mine offensive. If I could get a puppet, spell familiar and scroll on a level two mage I would be so happy. So time to figure out what I wan to do.