Houndpack Lance Practice Game Battle Report vs Seer Council


Another practice game in the lead-up to list submission for Octobers RTT.

This time, I wanted to test a very specific matchup: anti-tank. I wanted to see how my list would fare against an opponent that could stage well, outrange me, and still bring serious firepower — and that’s exactly what I got.

I also wanted to see how Plaguebearers would perform. The Seer Council makes a great test case since it forces you to block out deep strikes for five turns.

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Army Lists

My Army List

Houndpack Lance 
5 Stalkers – Havocs, Daemonbreath Spear, Claw
5 Huntsman – Stubbers
2 Brigands – Havocs
1 Executioner – Stubber
Relics: Final Howl on a Stalker, Preyslayer’s Mantle on a Stalker


Opponent’s Army List

Seer Council 
Avatar

Farseer with Vect Aura
4x Warlocks
10 Storm Guardians – fusion guns, flamers

Spiritseer
3x Wraithlords – flamers, Bright Lances

3x5 Fire Dragons with Pikes
Fuegan

2x5 Rangers

2x Fire Prisms



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Mission

UKTC Terrain: Hidden Supplies
Deployment: Search and Destroy

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The Game

My opponent won the roll-off and went first, drawing some strong turn 1 secondaries. That let him play conservatively — staging carefully and only moving into safe positions.

I drew Extend and Secure No Man’s Land, which forced me to commit early. Unfortunately, I made some sloppy movement errors, moving two War Dogs without thinking and clogging up the rest of my army. Rookie mistake. But scoring my secondary cards.

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Turn 2: Counterpunch Time

My opponent drew Overwhelming Force and Assassinate, and since I was holding two mid-board objectives, that was his cue to go all in with Fire Dragons.
He brought in the Dragons and redeploy strat Fuegan to try to deliver a knockout punch — but it whiffed spectacularly. He left three War Dogs on a combined 8 wounds, though I did lose two others. I rapid-ingressed a Huntsman to counter the Fire Prisms threatening my right flank.

On my turn, I struck back hard — wiping out both Ranger units, nearly all the Fire Dragons, and (most importantly) Fuegan. I didnt score Storm Hostile as my opponent didnt hold any midfield objectives.

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Midgame Chaos

This drew out my opponent’s second wave: the Avatar, Storm Guardians (with all the attached Warlocks and Farseer), all three Wraithlords, and both Fire Prisms came roaring forward.

That turn was brutal. I lost all my War Dogs on objectives and several more — leaving me with about six or seven, many of them critically wounded.

Still, I managed to pull a Huntsman off the table using my owm redeploy strat and started plotting my next move. My goals:

Kill the Storm Guardians

Move-block the Avatar

Deal with the Fire Prisms


A tall order — but it actually worked out well.
Two Brigands and Huntsman’s Stubbers shredded the Storm Guardians, leaving only the Farseer alive.

I move-blocked the Avatar and prepared to finish off two Fire Dragons on that flank… but completely flubbed it. One wound in shooting, no damage in combat. Worse, I’d charged out of position, opening a path for the Avatar to get through. Ouch. I could have positioned the charge to move block, ugh.

On the right flank, things went much better. Two Stalkers gunned down one Fire Prism and then charged and killed another. The remaining Huntsmen shot into the Wraithlords, killing one and reducing another to four wounds.
Only scored 1 card again... 
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Endgame

In the later turns:

The lone Farseer scored Behind Enemy Lines and Recover Assets.

The Avatar gunned down a Brigand with four sustained hits, then charged and killed the Huntsman that had failed to finish off the Fire Dragon.

A wounded Wraithlord managed to kill a War Dog, but was slain in the fight-on-death.


Going into my final turn, I was 26 points behind — I needed a miracle card draw.

I pulled No Prisoners and Overwhelming Force, and after redrawing Establish Locus, I managed to max my primary and kill both characters on objectives for 25 points.

Final Score: 65–66 Loss.

A one-point loss… brutal. But packed with learning moments.

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Post-Game Reflections

Looking at my score sheet the next morning, the reason for the loss was clear — and it wasn’t bad luck.
I didn’t redraw my secondaries enough. Turns 3 and 4, I was holding onto cards I knew I couldn’t score, which left me too far behind when the game wrapped up. That’s entirely on me.


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Unit Notes

Plaguebearers:
They stay! Incredibly useful. They blocked out a huge portion of my backfield, made deep strikes behind me impossible, and their sticky objective play felt fantastic. They tried to push into midfield late game but were cleared off — if I’d held them back one more turn, they’d have been huge in turns 4–5 to deny if not score primary. Lesson learned.

Nurglings:
Completely misdeployed. Not sure why I threw them on a flank — they could’ve denied a turn 1 area denial. I’m just not getting much mileage out of them and keep misusing them.
For the RTT, I’ll be dropping them for a Beast of Nurgle.

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Next Steps

Time to rethink the RTT list — and make sure I’m redrawing secondaries aggressively when needed and recognise the game state that we were not scoring primary and secondary cards mattered way more than damage in most places.

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