key:blue- me, Red- enemy, grey impassible terrain. (there were other pieces but in this match they had no overall effect tbh)
note this is not to scale- just to give a rough idea of positioning.
this is the unit deployment from left to right:
RED: warriors, sorcerer, warriors, 6x spawn, riders, knights
BLUE: giant, goblins, shaman, savage orcs, trolls goblins, butcher
Turn 1:
enemy advances forward with his cavalry attempting to use the terrain as a shield to flank round and kill off my butcher (which is effectively a magic artillery piece). he is assuming i will be moving my trolls to support my orcs.
Turn 2:
I advance my savage orcs into his main force- I am using 20 wounds to engage 50- spawn are absolute beasts in AoS. However my savage orcs are deliberately kitted out to tarpit and have a shaman buffing their saves, between magic tattoos, an icon and other shenanigans he will only actually manage to kill off 3 orcs per turn. They won't do much back eirther (1-2 wounds per turn) but that is not their purpose. . This is the scrum in the middle players complain about unlike in fantasy it is going to be hard for him to just batter down my shieldwall with rank bonus's. If I can prevent holes appearing in my line I can hold him off. his sorcerer dies to goblin bows.
I try and releas fanatics but it botches and they halt 3" from his knights and 3" from the goblins.
Turn3. he wins the initiative and skirts round my fanatics to engasge the goblins which he easily destroys however he is now accidently egaging the fanatics aswell with his best unit and so will not be able to storm into my butcher next turn.
my trolls then move up and engage his riders. meanwhile he has blocked my giant with his warriors. He still hasn't retreated his spawn from my orcs and though he is chipping away at them faster than they can retaliate his best units are isolated and about to try and take on 6 trolls alone. there was no need for 50 wounds to be tied up like that- he should have broken off to support his knights and riders last turn. Having missed that he should now be retreating the knights - his riders are doomed anyway and he could fall back to the main scrum, and leave my trolls horribly out of position.
I win the next roll for initative, I destroy his riders, using my pile in move to engage the knights. My giant rolls 9 1's this turn and his warriors almost kill it but the unit of goblins is there to tie them up. In his next turn he again does not try and move units out of combat to support each other. The trolls wipe out his outmatched knights
I win initiative again, he kills the giant in his last turn but my goblins move in as planned and the butcher unleashes a spell that kills all but one of those warriors. The trolls move up and engage right 4 spawn as the orc regiment is finally reduced to three orcs. Pile in's in his turn bring the trolls into contact with the rest of his warriors and coupled with blasts from the butcher and shaman he has only 3 warriors and once spawn remaining and concedes.
This seems to be how all to many people play AoS, rushing forward relying on deathstars and combinations that worked in the old system. AoS is definitely more simple that WHFB but using units to tie other units down to ensure local superiority elsewhere is vital, as is recognising when the tide has turned and pulling your men out to use elsewhere.
the inherently unbalanced nature of the game is a shame and it will never be a tournament game which is also a shame as there is the skeleton of a good system here- I wish GW had fleshed it out more.
All said I was pleasantly surprised by AoS and am looking forward to more. Especially as my friend is a decent 40k tournament player and if I can defeat him in a game like this where his list is more powerful than mine I look forward to running rings round others at the club in a comparatively more balanced setting!
That said I'll now go on to lose every battle on the 31st and come last in the campaign!