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Showing posts with label Cryx. Show all posts
Showing posts with label Cryx. Show all posts

Tuesday, September 24, 2013

MI Cup Recap

The Michigan cup tournament was a week and a half ago and I did well.

I took Constance Blaize in tier and haley2 with a stormwall and good Mercs.

Round 1 I played against a minions player who had rask and maelok. I decided Constance could bully either matchup and went with her. My opponent went first but allowed me to go so he could take the side with the wall. The scenario was ammunition run.

I expected my opponent to take the objective in the middle of the board on bottom of two. I had my feat up to counter his bottom of one feat. Instead he killed a handful of knights and set up for a vicious alpha strike.

With Constance having extra focus I blew up both my scorable objectives and had Blaize herself flashing blade his two heavies off the table while she camped 5 with arcane shield.

He tried to shoot me with rask's gun to pull my focus and strip arcane shield, but gallant was standing nearby and shield guarded it.

After that it was a matter of clearing away gators while protecting Constance. I killed rask with stormwall on round 5 but my opponent had done a great job of denying me further control points.

Round 2 I played Haley versus lich1 in process of elimination. I went first. My opponent was screwed by my feat and stormwall killed two ogres and blew the cortex out of malice. He shuffled around but crucially failed to kill an objective by rolling snake eyes on a hellfire.

I took that objective and then jockeyed for table position the turn following. I did some more work on his army but left a bile thrall alive.

His retaliation kills my stormwall, many good solos, and most of my nyss. I'm low on models suddenly. I decide to try a shot at lich with cylena and if she spikes damage I will have the b13 take a crack at the lich. Cylena hits but fails to wound. I have Haley camp and run to the far zone while my hammer dorfs kill the second objective and malice. I'm up 4 points to 2 now.



He piles into Haley with a lot of attacks and hits every single one, but his damage is middling and she's left on 3 wounds. I win on scenario.

Game 3 is kreoss1 v Constance in incoming. It's a scenario with close domination scoring so I plan to turtle on my side and contest his. He doesn't contest my zone much (he could have but doesn't) and it costs him the game. He makes a last ditch effort at Constance with his knockdown feat but I'm hiding her behind stormwall and not much connects.

Round 4 I played haley2 v doomy2 in supply and demand. I'm worried about cracking his armor but I decide to just control the hell out of the game. I go first and run up, he advances conservatively. I feat over everything and he has to sit out a turn while my feat is going. I manage to kill a storm troll with two shots from stormwall (hot dice).

On top of 3 I kill his objective with stormwall guns and dominate the zone. Anastasia gets espionage to go off and Gorman black oils two heaves. My hammer dorfs largely bounce off the axer. The nyss kill janissa. I get 3 CPs. He has to contest to avoid the loss.

Mulg manages to feat/trample/goad to Haley, but he's out of attacks. Stormwall kills mulg and I get my last two CPs.

I manage to get to the finals and decide I'm more comfortable with Constance than Haley. My opponent is the JVM; who is playing vayl 2. He outmatched me in a number of ways.

I lost the roll and he moved up a bit. I moved up and feated bottom 1. After the game he said he thought I feated early. That might be right, or maybe I should have run full out more.

Either way I'm on the back foot from word go. I can't seem to jam my guys into him due to spacing and scather templates. I contest the zone well until turn 3 or 4, but his ranged superior has turned into a heavy trade and I'm given many bad options to choose. The ones I choose don't work (probably by Jvm's design) and I flail until he wins on control points 5-0.

The scenario was into the breach.

I might have been better served with haley2, but I feel like vayl can straight murder Haley with icy grip plus boosted oblits rather easy. Ah well. I'm going to try and give that guy a game one of these days.

-Merlin out

- Posted using BlogPress from my iPhone

Friday, August 23, 2013

Mammoth initial testing

I played two games versus a friend who is trying to get better with Denny2. His list was

Denny2
Skarlock
Two bitey arc node chicken things
Bane thralls full
Tartersauce
Satyxis raiders full w ua and captain solo
Croe's cutthroats full
Press gangers full
Doc K
Bosun
Rockbottom

(I think?)

I played two different 'casters with a similar list

The list was:

Warlock
Mammoth
Shaman
Raider
Gladiator
2 x willbreakers
Extoller soul ward
Nihilators full
Pain givers min

In game one I played prime morghoul and added Orin midwinter to finish out the list, somehow missing that I had max pain givers in war room. So that's my derp. Played a point down.

Both games we played scenario 12: fire support (we're lazy).

I won the roll to go first and advanced super aggressive, lobbing some templates at croe's that drifted to no consequence.

My opponent ran up his AD jammers super aggressive and Denny ran up on full camp, NOT incorporeal.

I decide I can get morghoul to clear the raiders blocking LOS and landing space and rocket my mammoth into her face.

I send Freddy Kruger in but he rolls sub par, though I still kill about 6 models. I feel like I had a chance but I forgot to abuse the mammoth before sending in the clown.

So it's ranged assassination time! I puppet strings the shaman and the raider gives it snipe. It hits after a reroll and rolls nuts high on damage at dice -9. I did 7 wounds.

The mammoth gets my second puppet strings, advances (she's just out of 10", and I roll a 6 4 2 to hit, needing a 13. I reroll the 2 into a 4. Boost damage and do 7 more. She's on two. Mammoth buys and boosts, straight rolling a 13 and enough damage to kill her.

I had the extoller in case she was incorporeal.

That went better than it probably should have.

Game two I swapped out Orin for swamp gobbers (because I guess I wanted to play a point down all day) and switched warlocks to hexeris2.

I won again, turn one looks similar to last game, though my opponent doesn't run up as aggressively. He's also shifted his raiders to the center of deployment and moved press gangers to offset my Nihilators.

This became a real game. I used snipe and aiming on the shaman (and puppet strings natch) to kill the sea witch hiding in the woods behind raiders. Then the template festival began and the mammoth rained hell on the raiders and croe's.

The damage had been done, positioning-wise, though. I was going to get locked out on scenario next turn. I used my Nihilators to kill press gangers but 4 up tough is a thing.

I feated top of two to ashes most of the remaining raiders and camped 3, but I was concerned about scenario.

My opponent focused fire on the mammoth and gladiator and winded up a bane charge. Denny feated but he spent too much on the mammoth and ignored my objective until too late: the press gangers failed to kill it.

So scenario stalled while I threw templates at banes. He hadn't brought the ua so they weren't tough. I got some good blasts and killed half of them. My few Nihilators tied up press gangers and the shaman and raider tried to assassinate doc and bosun. Bosun died but doc lived.

The remaining press gangers were already engaging the objective and so failed to break it again, Denny killed some support staff and went after the mammoth. 3 banes with curse of shadows did half its spiral but it lived to sweep. My opponent scored on the flag on the side of his objective.



I tried to clear up stuff and moved hexy up, but he was able to kill the last few Nihilators and my objective while dominating with Denny. He scored 4 points on his turn to finish the game out.

I feated poorly. I could have done a lot better. Tough to stay up on Denny in scenario play.

-Merlin out

- Posted using BlogPress from my iPhone

Tuesday, May 28, 2013

Memorial Day Games

I forgot to take pics of my two games last night, but they were good learning experiences. I played Ray in two games of cygnar v cryx.

Game 1 was Kraye tier 4 v Mortenebra tier 4. I lost the go first roll and ray went first. The scenario was outflank.

Basically I was doing well on attrition and I gave him an opportunity on Kraye which I didn't need to do. I re-read my feat and realized I could feat and then move away. Which is what I should have done. Morty's desecrator got to Kraye with focus and all Morty's buffs.

Game 2 was haley2 tier 4 storm bringers v lich3.

I was up on scenario by 2 CPs in this one, but ray managed to get his arc node/mook Vociferon close enough to arc two boosted bone shakers at Haley. Which I could have avoided, again with better caster placement.

Both were games I felt I was making good choices tactically but my war caster was just too exposed.

So those are good lessons learned.

-Merlin out


- Posted using BlogPress from my iPhone

Sunday, May 5, 2013

Tournament games

I was planning on playing Cygnar at a local 50 pt event, but my skorne is so pretty I couldn't stop myself from playing them. I quite like my Hexeris2 list but makeda1 was my second and I'm not sure it's very good.

War Room Army

Skorne - Hexy

56 / 56 (50+6) Warlock(s) : 1/1 Warbeast(s) : 5 Battle Engines : 0 Solos : 4 Units : 3

Lord Arbiter Hexeris - WB: +6
- Basilisk Krea - PC: 4
- Titan Gladiator - PC: 8
- Molik Karn - PC: 11
- Razor Worm - PC: 4
- Bronzeback Titan - PC: 10

Agonizer - PC: 2
Extoller Soulward - PC: 2
Mortitheurge Willbreaker - PC: 2
Orin Midwinter, Rogue Inquisitor - PC: 2

Nihilators - Leader & 9 Grunts: 8
Paingiver Beast Handlers - Leader & 3 Grunts: 2
Swamp Gobbers Bellows Crew - Leader & 1 Grunt: 1


War Room Army

Skorne - PMak

55 / 55 (50+5) Warlock(s) : 1/1 Warbeast(s) : 4 Battle Engines : 0 Solos : 3 Units : 3

Archdomina Makeda - WB: +5
- Aptimus Marketh
- Archidon - PC: 7
- Titan Gladiator - PC: 8
- Bronzeback Titan - PC: 10
- Cyclops Brute - PC: 5

Agonizer - PC: 2
Mortitheurge Willbreaker - PC: 2
Saxon Orrik - PC: 2

Nihilators - Leader & 9 Grunts: 8
Paingiver Beast Handlers - Leader & 3 Grunts: 2
Cataphract Incindiarii - Leader & 3 Grunts: 6



I'm glad I had the makeda list with Saxon bc I needed pathfinder two rounds, but I'm not sure this list is her best.

The hexy list ran well, tho the extoller, goblins and Orin may become a shaman. I want full PGBH but points are tight.

Round 1 I played against circle in a winnable scenario. My opponent played morvanna1 with zombified regrowing blood trackers. It was a good list. The blood trackers preyed the wrong thing, and my Nihilators under makeda's defenders ward crashed against them. We stuck there a while. My inexperience with skorne caused me to time out one turn without moving my archidon to contest a flag and he wins handily on scenario.

His army looked sweet too.



Round 2 I play local press hanger and ringer Stokes and his vyros theme force v my hexeris "your troops are life for my beasts". The scenario was process of eliminaton.

His dice crap on him and sentinels fail to kill a monolith. My Bronzeback gets it next turn. Turn after he clears zone and dominates. I clear other zone and dominate. He dominates to get to 4-4 while going for a run on hexy (who I'd left hanging while timing out like a fool again) but his dice don't give it to him.



Hexy manages to kill the aspis contesting my zone and molik runs 14" with rush through a wreck marker to contest his zone. I win on scenario 6-4.



Game 3 I played a local with cryx. I'm not sure either of my lists likes the matchup but there was a huge river running through the center of the board deployment edge to deployment edge. So Saxon got tagged in, which meant makeda.





The game played out oddly. Skarre feated defensively on top of 2 to jam arm 17 mcthralls into my defender's warded Nihilators. I counter feated and the Nihilators berserked through all the mcthralls save one or two anyway. My incindiarii lit 8 banes on fire with good deviations, but the scenario was incursion and the middle flag had dropped. I had incindiarii and a gladiator v max bane thralls w ua, min knights, and BLT. I was going to lose that side. I focused on the other. Somehow my archidon lived through a scrap thrall charge and kraken attacks.

I got an enraged Bronzeback on kraken but failed to kill it at dice missing zero attacks (sadness). Archidon killed Gorman. I cleaned up mcthralls and scored a point while gladiator contested other flag.



My last two turns consisted of makeda casting carnage while wading through a river and hiding behind a bridge and healing the archidon.

Somehow opponents dice failed him again and kraken failed to kill Bronzeback missing twice under dark guidance. He missed the dinosaur too. Skarre failed to hit archidon several times and left it on two boxes.

He did manage to kill my scoring will breaker with an attack spell and murder the gladiator to score on the other side.

Skarre was next to the archidon, and with carnage and heal it hit her (no crit), did some damage, bought, boosted, threw her into adjacent bone chicken, did a ton of collateral and wrecked chicken, then bought and killed skarre with auto hitting bite.

I probably would have murdered the kraken and a bunch of banes as well had the assassination failed. Opponent might have been able to push scenario.

Defenders warded Nihilators were amazing in both my games.

Game 4 I played hexy2 against a newer player who had sorcha2 in tier with 2 min WGI, widowmaker solo, yuri, beast 09 bonded, 2 kodiaks, and max shock troopers min bombardiers. I may have won the game in deployment.

He deployed super wide and I was able to toe my Bronzeback into my zone and push molik at the shock troopers in his. He forgot to feat the turn he had a chance to kill molik and left him with 8 boxes, which healed up a bunch due to vampiric harvest. Molik scored me two points, then sorcha charged him under her feat and failed to kill (bad dice) ending her turn by casting iron flesh.

Molik managed to hit the hard 12 to hit her once and did a ton of damage while scooting around to set up a slam. Orin bounced lightning off a pain giver to do 2 more damage, and then my razor Wurm missed her twice. The krea got puppet strings and slammed Wurm over sorcha. I rerolled a poor collateral damage roll with puppet strings to finish her and score 2 more points.

I failed to take a picture of the last game.

It was a good day and I had 4 awesome opponents. Tons of fun up in Saginaw.

-Merlin out

- Posted using BlogPress from my iPhone

Saturday, April 14, 2012

Away week of Warmahordes


Just finished playing a 50pt game of Warmachine in Grayslake with tMage. He's practicing for a 50pt tourney, and so am I. I'm testing out various builds to see how I like them. I know I want to play Constance Blaize, and in Cyngar, but I'm not sure what support models I'm taking with her yet. I didn't take Precursor Knights tonight and I sorely missed them. A flank bonus here or there could have made the difference.

My opponent played Major Haley’s new theme force with two Storm Striders:

Haley
Thorn
Thunderhead
Stormclad
2x Storm Strider
Free Storm Tower
2x Storm Smith
Black 13th Gun Mage bad mama jammas

Vs.

Constance Blaize
Squire
Gallant
Hunter
Jr
Hunter
Min Trencher Commandoes (Trenchers who don’t wear underwear)
Maximum Finn
3 Trenchmandoes with shotguns
Black 13th Gun mage muthas
Gorman Di Wulfe
Nyss Hunters with Murdoch

Tmage won the roll but asked me to go first. I ran up the trenchmandoes a lot with Finn giving them desprate pace. The Nyss Hunters went to ground for extra defense after running and Murdoch charged Gallant. Constance put Banishing Ward on the Trenchmandoes (in case Thorn got close enough to arc through). The Black 13th and Gorman made a little stealthy smoke orgy. Constance stood behind a wall. Jr put his Arc Shield on her.

He moved up field with the Thead between his Striders. Haley and thorn were behind them. The B13 took his far left flank and the Stormstuff took the right. No shots were fired.

I had my Hunters put bullets into one Storm Strider, but Deceleration is a way good spell against Cygnar as it turns out. My B13 managed to miss his B13 with just about everything. Gorman hid behind a wall. I had my Nyss actually CRA the wounded Storm Strider for a decent amount of damage, but it was still ticking. I put a bunch of them out there because Constance then feated and moved out from behind the wall but not super forward. The Trenchmandoes killed most of the Storm Smiths and Storm Tower, leaving the artillery piece engaged. Gallant hung back with Constance.

Tmage retaliated savagely. The Thead walked up and promptly pulsed, killing 7 Nyss and a Trencher Commando to give me 8 soul tokens. The wounded Storm Strider then tried to kill my Black 13th but had trouble because of the extra armor. They did manage to kill Watts and Lynch, but Ryan lived on. The other Strider put some hurt on Gallant. The Stormclad killed more Trenchmandoes. Thorn did naught. Haley feated.

Constance was, mercifully, out of the feat, with 11 soul tokens. Tmage dictated a bunch of my turn, and Ryan managed to deviate a mage storm away from everything important. My hunters scrapped the wounded Strider and Gallant and the Nyss shifted positions. Gorman was also out of feat. He moved up and Black Oiled the Thead. Constance charged in and cast Flashing blade multiple times, scrapping the other Storm Strider and mugging the Thunderhead. She stopped at 26 ARM and hung out in the middle of the table.

Tmage used the Stormclad to finish Gallant and hurt the Squire. Thead and Thorn moved to surround Constance. His B13 failed to kill Ryan and Gorman. Haley backed up a bit.

The Nyss charged the Stormclad, doing a fair bit of damage. Constance cast Flashing Blade 7 times with her focus and scrapped the Stormclad while doing a lot of damage to Thead and Thorn. She walked away and took a free strike from Thead for 4. Then Gorman Black Oiled Thead, catching Thorn in the aoe as well. Blind for all! Ryan dropped a mage storm on Ryan. The Hunters shot ineffectual bullets at blind Thorn engaged.

Haley kept all focus, cast Telekinesis to move Constance closer to her, charged, and managed to finish Blaize herself. It was a pretty awesome game overall.




Cheating that happened:

Tmage didn’t predeploy his battle engines! Naughty!
I shifted Constance a bit before casting Flashing Blade and then moved her later! Villainous!
I shouldn’t have been able to scrap his Battle Engine with Constance because we both forgot about Repulsion! Silly!

I’m sure there was more, but as always, the Cheating Phase never ends.

The next night I got in two games at the same store with different folks. I played a 25 point mangled metal against eSkarre, and I’m not a fan of Cygnar mangled metal in general. I played Haley, who is good, but. . .not eSkarre good. Anyway, lost on scenario.

I also played a sweet game of 35 points Supply and Demand against my Khador opponent from a few weeks back. He played:

Strahkov
Spriggan
Devastator
War Dog
2x Kayazy Eliminators
Min Iron Fang Pikemen with UA
Great Bears
Kholdun Lord

I played
Captain Haley
Hunter
Ol’ Rowdy
Squire
Jr
Hunter
Min Trenchmandoes
2 Trenchmandoes with Shotguns
Black 13th
Gorman di Wulfe

I won the roll but made him go first, as I thought I could play defensively and take an alpha strike. Strahkov has a mean threat range, so I played pretty conservatively. He moved up all his stuff, put Occultation on the IFP, and said turn. The War Dog did a weird flanking maneuver.

I moved up my B13 to my objective and put out a Mage Storm, missing wildly. Haley and Jr fed their hunters some focus for shots at the Spriggan (who had Superiority) but they did minimal damage. Haley gave the trenchmandoes Deadeye for more accuracy and cast Temporal Barrier before moving up to deny some real estate for charges. The Trenchmandoes managed to kill one unit of eliminators.

My foe ran his Eliminators up to harass the Black 13th. The War Dog ran through the mage storm (!) to threaten that portion of the table with countercharge. The Iron Fangs charged my trenchmandoes and killed 3. The Great Bears charged in and killed two more. Strahkov and the Spriggan stayed back. The Devastator ran for the second turn in a row.

I had Haley go first, give two focus to her Hunter (Jr gave one to his), cast Temporal Barrier and feat (everything gets an extra shot. The Hunters both shot two bullets at the Spriggan and managed to mug it good. The Trenchmandoes killed a Great Bear and 3 IFP. Rowdy killed another IFP. Jr shot the last great bear with a boosted hand cannon shot. Lynch walked up to the War Dog and shot it twice in the head, execution style, but the thing was Tough twice. Ryan dropped her Mage Storm on an Eliminator and killed it. She then shot the downed war dog and it stayed down. Watts missed the last Eliminator twice.

Strahkov was running out of options. I asked him why he hadn’t feated for extra movement and he looked like he was going to jump across the table at me. I asked for Strahkov’s card and read the feat, realizing that he only grants extra movement on charges, and my Temporal Barrier spell denies charges in a 16” bubble around Haley. Wow. So me playing Haley against Strahkov is actually a dick move. I apologized profusely, but my opponent graciously said that he’s won this matchup before, and usually he can deal with it.

In fact, he’s the one who made the hilarious Strahkov flowchart.

As I paste the link I realize I've been spelling strakhov wrong for some time. Damn.

He did what he could, killing the last two Trenchmandoes and bulldozing Gorman into my Mage Storm to kill him. Strahkov stayed near his fuel dump while the Eliminator moved Base to Base with my fuel dump, gaining him a scenario point. The IFP engaged Rowdy.

I allocated some to my hunters. Haley cast TB first (as is proper) to buff everything’s RAT essentially. She also speared two Iron Fang Pikemen. Jr killed the last engaging Rowdy. Rowdy charged the final one. My Trenchmando ran away to keep Overrun from triggering and Strahkov walking up to Haley. The Hunters Scrapped the Spriggan while moving close enough to contest Strahkov’s Fuel Cache. Ryan dropped another Mage Storm on the last Eliminator, killing it. Watts killed the Kholdun Lord.

Strahkov tried to Battering Ram the Hunter away, but the forest kept him within 4” of the cache to contest. The Devastator opened up on the Objective and killed Ryan.

The Hunter charged Strahkov but it’s awful in melee. Rowdy moved up to menace. Haley cast TB again. I positioned some stuff to contest my fuel cache. Strahkov tried to shoot Haley, but came up short. Rowdy pasted Strahkov.

It was a bit one-sided. I didn’t realize before the game that Haley’s TB spell totally counters Strahkov’s feat, but sometimes bad matchups happen. I do feel bad it happened in a friendly game though. My opponent was awesome about it, and almost managed to beat me by scenario anyway. He said he never uses Battering Ram and it was interesting that the spell became viable during this particular matchup.

-Merlin out.


- Posted using BlogPress from my iPhone

Monday, March 5, 2012

Hardcore prep prep

I'm not a tournament WMH player, but I prefer to play my casual games in a competitive format. Further, several folks I play with like to keep their tournament edge. To this end I'm practicing up a bit for the Hardcore game format: 50 pt games, fully painted, with short time limits on turns and a standard scenario called Close Quarters.

I decided that if I play hardcore I want a light model count, which means a lot of warjacks or warbeasts. Further, since my Trollblood and Mercenaries collections are still light, I should go with my main faction, Cygnar.

Now, if I'm going 'jack heavy (and/or with heavy 'jacks) Cygnar doesn't have a lot of warcasters who support that build. Don't get me wrong, Commander Douche can help, and Captain SloMo is still a ball buster under any circumstance, but fueling warjacks with focus takes. . .well, focus. That really leaves only a few options in Cygnar:

Warcasters with "focus multiplier" spells or feats. Captain Darius has Full Throttle which gives all his 'jacks boosted melee attacks, and Captain Kraye has Guided Fire, which gives all his 'jacks boosted ranged attack rolls. Kraye's feat also gives his 'jacks boosted melee attacks. Kraye ALSO gives his warjacks some cool cavalry rules.

I don't own either of these warcasters.

Focus in spades: Haley2 has the most focus in Cygnar, but she also likes to spend it, and I don't own her either. Nemo1 has a big focus stat and he can gain extra when models cast spells in his control area. He also has a couple great 'jack buff abilities. He's fragile as a kitten though. Lastly, Nemo2 is still fragile, though less so, and his feat gives all his 'jacks 3 focus, which is quite a focus multiplier if he has a lot of 'jacks.

I decided to try Nemo2.

My plan was to abuse the sweet abilities on Cygnar character 'jacks.

My list was:

Army Name: Tonnes Of character
Cygnar
50+6 points, 14 models

General Adept Nemo +6 points
* Gallant 9 points
* Ol' Rowdy 9 points
* Thunderhead 12 points
* Triumph 11 points
* Squire 2 points

Journeyman Warcaster 3 points

Black 13th Gun Mage Strike Team 4 points
Captain Arlan Strangewayes 2 points
Harlan Versh, Illuminated One 2 points
Reinholdt, Gobber Speculator 1 point
Stormsmith Stormcaller 1 point



In prepping for a game in Chicago I played my skilled and competitive friend Ray in two games. He cleaned my clock in both, but I needed to know my limitations. Keep Nemo way back is rule number 1.

Ray's first list was

Gaspy2
Cankerworm
Deathripper x2
Deathjack
Full Bane Knights
BLT
Min Bile Thralls
Skarlock
Withershadow Combine

Something else I forget? Seems like there should be more there. Maybe cankerworm is pretty expensive.



I won the roll and went first. The B13 took cover in the woods, everything else ran except Nemo and Jr, who put up some buffs. Thead got Failsafe, rowdy got arc shield, and Gallant got Lightning Shroud.

Gaspy put up Hellmouth and advanced everything up.

I decided to play a bit coy, and try to put some hurt on the Cankerworm and his arc node this turn. I allocated 3 to thunderhead and 1 to Triumph. The targets were behind a wall, but Thunderhead doesn't care. Nemo repositioned my stuff with Energizer for better attack angles and then Thead moved up and pulsed, hitting both of the Cryx 'jacks and then doing two sustained attacks on Cankerworm. I didn't roll much damage tho, so he didn't lose any systems. Triumph got a focus from Arlan and blasted the arc node off of the deathripper in a single devastating shot. Everything else just moved around.

Ray hurt the thunderhead pretty bad, sending in the Cankerworm and buying a lot of attacks. He realized that Failsafe was up on Thead about halfway through and decided it wasn't worth his effort to continue. The rest of his stuff repositioned for the next turn.

I had a bunch of Bane Knights in striking distance of my backfield at this point, and one had run forward to engage Ryan in the woods (stupid Ghostly). I needed to kill a bunch of them to alleviate the awesomeness of vengeance. Gaspy was way forward and close to Rowdy (who'd countercharged the second arc node when it advanced, a ploy Ray knew I would take because I kind of have to) and Thunderhead. My plan was to feat, use Gallant and electroleap with the b13 in the woods to clear out Bane Knights, and also try to put some hurt on the Lich. I decided to throw the Cankerworm at the Lich with thunderhead, then trample up Rowdy, but the wall in the way was a problem, and I only realized it after committing to the plan.

The other thing I considered was trying to get the Cankerworm and arc node off of Thunderhead using Triumph and Rowdy, then have the Thead pulse and autoshoot Gaspy for a Pow 12 and two pow 14s, one of them boosted.

That might have won me the game with some luck.

I didn't do that, and Gallant missed a bunch of attacks in the woods, rolling 3s and 2s against the bane knights. Triumph killed Admonitia from the withershadow combine.

Ray had Tarterus move up, curse Nemo, gave A reroll to Gaspy, stuck Parasite, and feated. He had about five Bane charges on Nemo, but the first one rolled fire and brought me low.

Game two Ray played his epic Sorcha list:

Sorcha2
War dog
Beast 09
Winterguard with all the trimmings
Joe too!
Full man o war shock troopers
Full man o war demolition corps
Great bears
Saxon orrik
Madelyn corbeau
Gorman di Wulfe



Ray won the roll but asked me to deploy first.

I did my first turn about the same as before.

Ray deployed beast way to one flank, supporting the winterguard. The beefy troops moved up the other side. Sorcha was in the middle with her support guys.

I had my storm caller kill Corbeau with a barely in range lightning strike. Triumph killed a winterguard rocketeer. Thunderhead moved up and killed two demo corps with his lightning coils, then Nemo cast energizer to pull him back out of reach. I positioned my jacks to terrorize his shock troopers the following turn and hopefully score a point.

The grenadiers killed the storm caller and shot a rocket into Arlan. Ray just advanced the rest of his stuff up.

I got ready to make some money but I played this turn pretty badly. I wanted Gallant to get his Lightning Shroud on all over the Shocktroopers, but they were in shield wall and he again whiffed some rolls. I had been hoping to not commit rowdy but wound up charging him in and tremoring the whole group down and then killing two with hammer attacks. I spent much of the turn trying to kill the great bears, who can each rip a heavy to bits on sorcha's feat turn. I Managed to kill them all. . .several times each as they were super tough. Two were finally dead at the end, but it took a pulse and two shots from thunderhead, and now he could retaliate with all his remaining demo corps.

I had Triumph murder a couple winterguard with his aoe shot. Harlan killed two as well (iron flesh just makes Harlan angry). The B13 tried to clean up Gallant's mess but somehow only killed Saxon Orrik between the three of them.

It was looking bad, but Ray would have to devote a lot to attacking my beef to clean it up.

He dropped all upkeeps, moved the war dog in a run past knocked down Gallant to the B13, and then had Sorcha Cyclone closer, charge Nemo (immune to free strikes because of the dog), get there with an inch to spare, pop feat, and two-hit Nemo dead.

So there's a bunch of tactics wasted by a long threat warcaster.

I almost had Jr recast arc shield on Nemo before ending turn, too. That would have saved me. Ah well.

I bungled up that turn anyway. Gallant and triumph aren't really pulling their weight and I think there will be some revisions to the list.

I will say that Triumph has been pretty good. He brings a super-accurate gun that ignores stealth to the party, and with Energizer Nemo can reposition him as-needed to get LOS or another couple inches while standing still to aim/be precise. I think ENemo is a good fit for him. I'm just not sure he's a good fit in this list. I need a few more models (the field was wide open for the assassination due to low model count).

-Merlin out

- Posted using BlogPress from my iPhone

Location:Flint

Friday, December 2, 2011

Saturday Warmahordes Games

I went to the Gamer's Sanctuary in Flint last Saturday for a tournament that did not take place due to low attendance. I was still able to get in four games of Warmachine, two against a fellow I did not know, and two against the nemesis Ray.

John played Trolls and had only Grim Angus with him. He played Grim twice against my Constance Blaize list. The lists were something like:

Blaize
Gallant
Sylas
10 PKs + UA
10 Nyss Hunters
Epic Eiryss
Harlan Versh
Gorman Di Wulfe
Rupert Songman
Reinholdt

Grim
Dire Troll Mauler
Troll Impaler
Troll Axer
Troll Champ Hero
3 Long Riders
6 Bushwackers
Fell Caller
Some pig artillery thing, the razorback crew?

We played scenarios. In the first game, we ran at each other, I feated and left Blaize at zero focus trying to mug the Axer with Nyss, and then John managed to kill Blaize with an Impaler under Rage and a Long Rider charge.

The second game was more interesting. We played the Revelation scenario, which has two flags, and both must be scored upon to win. We both advanced again, and again we clashed, but this time Gorman dropped Black Oil on the Long Riders and Blaize camped enough to be relatively safe from the Impaler. We chewed through each other's forces, and when the dust had settled it was 5 PKs, Gallant, and Blaize against Grim, 2 Bushwackers, the Axer, and the Mauler. However, I'd started off the scoring on flag #1, and Blaize was sitting on flag #2. John planned to camp his mauler on Flag #1 and thereby keep the score constantly tied while we jockeyed for position (Grim was Locking down Gallant), but I realized after a turn of this that each player can only score 2 points per flag. So I wound up winning by scenario.

Ray stepped in while John got Taco Bell and showed me the fury of Cryx.

I played

MacBain
Sylas
Gallant
Nomad
10 PKs + UA
Bloody Bradigan
Gorman di Wulfe
Epic Elf
Aiyana and Holt
Ogrun Bokur attached to PK officer

He played prime Skarre with a pile of mcThralls, full Soulhunters with Darragh Wrathe, a Slayer, and some other junk in the backfield.

We ran at each other, but I didn't feat the turn of engagement, and the PKs failed a terror test against Gerlak Slaughterborn (with the reroll; two 10s). So they were out. I managed to put some fear of God into Skarre by putting a Nomad into her backfield, but she just feated and the Soulhunters charged through my shit with Incorporeal and that was game.

Ray and I played again, and he played Venethrax with a pile of Bloodgorgers. This game was awesome.

I played something like

Ashlynn
Gallant
Sylas
ATGM + UA
Mule
6 PKS + UA
Harlan Versh
Gorman di Wulfe
Taryn di Rovissi
Reinholdt

We both ran first turn, but Venethrax also feated. I feated in response and promptly killed most of the bloodgorgers. He jammed up my lines in response, and things got ugly. Venethrax pushed forward on one flank, and the ATGMs met him and managed to not die, by having the Mule occasionally crit-toss him in an AOE backwards. Gerlak and most of the support staff got pimped by PKs on a weird flanking mission. The backfield got murdered by Taryn di Rovissi, who managed to kill a lot of stuff this game, including the Withershadow reroller.

The game came down to Ashlynn (with goblin and seeker), Gallant, the Dude, Taryn, and some PKs against Venethrax, darraghe wrathe unhorsed, and Malice (who was mugged). It was my game to lose at that point, because Admonition was keeping Venethrax away from Ashlynn while Gallant whittled away at him. But I decided to charge Ashlynn into Malice, doing some damage, but giving myself little means of escape from Venethrax, who was too far away to retaliate except for Wrathe's death ride. Which is ridiculous.

So I learned something there. That game needed to end tho, and I still feel it was my game to lose.

Overall some sweet stuff. I didn't take a pic of the games, but I've got something around here. . .
Ashlynn is pretty awesome

-Merlin out

Sunday, October 9, 2011

The Latest Poor Bodgers Event

Last Monday there was another 15 point tournament. I decided to play that Constance Blaize again. I quite like the way she plays. I wanted to try a Stormclad with her instead of Gallant, for more heavy-hitting crunch. This meant Stormblades instead of other infantry. I think the list is better against heavies, decent against other infantry (high-defense troops might be an issue), but will suffer against ranged lists.

I played:
Still with the facestabbing.


Constance
Stormclad
Stormblades with Unit Attachment Officer and Standard and a Storm Gunner Weapon Attachment
Harlan Versh, Illuminated One (flanker for Constance)

Game 1 vs. Mortenebra Cryx

My opponent was playing a Morty tiered list, so his 3 heavies all cost a point less. His list was

Morty
Character Skarlock dude
3 Slayers
2 Warwitch Sirens

The warwitches are bananas. They ignore free strikes, they can freeze a model in place with their reach melee attack, and they have several good magical attacks. Oh, and they can give a 'jack a focus if they don't do any of the other stuff. Just ridiculously strong. 

I saw their magic attacks and put Banishing Ward on my Stormblades. Harlan has Sacred Ward, so that meant my opponent could only target my warcaster and warjack with his magic attacks. This proved to be an issue for him.

The scenario was Overrun, which features a large scoring area in the middle of the board that's difficult to control.

He set up and went first after winning the roll. He put Spectral Steel on a Slayer to give it ghostly (walk through stuff, ignore free strikes), and everything advanced. I counteradvanced but left my stuff a little bit out of his charge range with Morty and her hookups.

He tried to cast some spells with the sirens, but that wasn't going to work. Instead he advanced his 3 heavies up toward my lines and hid everything else behind the building in the center of the table.

So his stuff is all up in my grill, but I haven't lost a model, so I struck hard. The Stormclad wrecked a Slayer easy. I Think my opponent knew that would happen; it was a sacrifice. However, he wasn't planning on Harlan Versh firing four essentially fully-boosted shots into the Slayer with Spectral Steel and rolling well to do nearly 20 boxes of damage to a second heavy. And he certainly wasn't planning on my Stormblades Assaulting and finishing off said second heavy, _and_ killing his third heavy as well. Stormblades hit really hard; their issue is not being able to get to the fight alive. Having a full unit of dudes to hit those heavies was huge. I moved my 'caster back behind the building and her troops and she popped her feat.

I moved the Storm Gunner into the control zone to contest, but that was the only model I put in.

Morty's force was decimated. My opponent used her feat and spell list to charge a Stormblade, kill it, and then Overrun over to my caster and attempt a long-shot assassination. It was his only chance. He had rerolled attacks with his feat, but he chose not to boost his first two, and he needed 9s to hit. That cost him a lot. He did 6 damage to Constance, but he then conceded the game, as he was out of options.

Game MVP: Stormblades _wreck_ shit.

Game 2 vs Ashlynn Highborn Mercenaries

My opponent played

Ashlynn
Mangler
Gun Mages
Blythe and Bull
First Mate Hawk
Reinholdt

I was worried about Ashlynn and her feat, which is awesome for my opponent and terrible for me. I think the scenario was Close Quarters, which has two control zones close to each other near the center of the table, but offset slightly. To score one must control the zone on the opponent's side of the table. I won the roll to set up and go first, and I wanted to go first.

I figured Ashlynn would feat turn 2, and I wanted to try and offset her feat with my own. I moved my stuff up and cast Transference, thinking that maybe with boosts I could still get hits on her feat turn. He cast Admonition on the Mangler and Quicken on Ashlynn (which I see a lot; not a fan of Quicken on her, as I think Admonition needs to be on the 'caster), and moved up aggressively.

I saw a chance to try and wrong-foot him by charging my Stormclad diagonally at the Gun Mages, which would put a big patch of rough terrain between our heavies. I activated Blaize first and cast Crusader's Call to lengthen everything's threat and popped her feat. The 'clad killed two gun mages with his charge attack. I then had the Stormblades Assault, and they hurt Blythe and Bull a little, but didn't hit a lot. They aren't terribly accurate with their lightning-sword blasts.

I moved Harlan up a bit to take four potshots at the Mangler with his Purgation quadiron, Malleus. He managed to roll well once, and did 8 or 9 damage with his four shots. Not bad.

Then my opponent surprised me. He dropped Admonition, gave the Mangler 3 focus, and then activated Blythe and Bull first to shoot at the Stormclad (their prey). They did 10-ish damage to it, wrecking the cortex. Then he activated the gun mages and did a CRA into a Stormblade, killing it. Then the Mangler charged in and threshered two Stormblades (3 tasty souls). What I was confused about was why my foe didn't use Ashlynn first and pop her feat? She makes her whole force super accurate, gets more crits with the gun mages. . .it's all good. Anyway, she got an extra shot from Reinholdt and Ashlynn moved up toward my warcaster. He planned on shooting Harlan, but forgot that the cheeky bugger has stealth. So auto-miss. Instead he took two shots at Constance, and did a few damage. Then Hawk charged the Stormclad and did some wounds.

So my turn starts and Ashlynn doesn't have Admonition on her to save her from my charge, hasn't popped her ridiculous feat which would protect her from my charges, and is 8 inches away from Harlan and Constance. I had Harlan charge in to give Constance her Morrowan flank bonus to melee attacks, and he managed to hit (needed a 12 on 3 dice) and do a crapload of damage. Constance charged in and finished Ashlynn off easily (with 8 focus to spare).

Game MVP: Harlan Versh. Dude brought the pain.

Game 3 (finals) vs. Harbinger Menoth

Sadly, my opponent was playing an illegal list in the finals and I noticed right away. We asked the judge about it and he was disqualified. We still played the game, and I played sloppy as hell because I already technically won, but I learned alot from my mistakes. I decided to split the first-place prize with my opponent because he won, despite the fact that I get the win on paper. He played a good game.

Saturday, September 17, 2011

Poor Bodgers Tourney

I got up the the Gamer's Sanctuary in Flint for a 15 point mini tournament on Monday. I fully expected to do poorly, as I wanted play Constance Blaize and she's not highly regarded in online forums.

I brought two lists, one for Blaize as Cygnar and one for her as a mercenary. She's unique as an "ally" warcaster, so she can either be run as a faction Cygnar queenpin, or in a mercenary contract that accepts mercs who will work for Cygnar (currently, the only such contract is the Highborn Covenant, which can -only- include mercs who will work for Cygnar). I asked Ray whether I should go merc or Cyg and he suggested merc.



So that's what I did.

Blaize 6 'jack points
Gallant 9 Pts
Cylena and her Nyss Hunters 10 Pts
Harlan Versh, the Illuminated One 2 Pts

Everything in the list is a mercenary (either straight up or because of the "ally" rule), so Blaize's "friendly faction" buffs and feat affect the whole force.

The idea is to give the Nyss banishing ward to protect them from spells on the approach, then have them alpha strike with Crusader's Call from 12" away with the feat up. I'll lose a bunch of Nyss to the counterstroke but with the feat up it should make Blaize tough as nails the next turn. Harlan shoots buffed units like a cannon, and Gallant is a good basic beater.

Game 1 was against Cygnar Constance Blaize. Hilarious.

My opponent won the roll and asked me to go first. He had

Blaize
Gallant
6 Precusor Knights with Battle Chaplain and Standard
Black 13th Gun Mage strike team
Stormsmith Stormcaller

I had seen him prepping for the tournament, and he had a different list during prep. Instead of the B13 and Stormcaller he had Reinholdt the Gobber Speculator and 6 Sword Knights.

I thought that wasn't bad, but I offered to loan him a Stormcaller because they are better for Constance than Reinholdt for 1-point filler.

He may have also overheard me lamenting the loss of the B13 in my own list by playing Highborn instead of Cygnar. Either way, I thought the list he actually played looked strong.

I set up the Nyss to take the hill on my side of the board with a first turn run. Gallant, Blaize, and Harlan went up the center-left near a building. Blaize put Banishing Ward on the Nyss to stop Sunburst attacks and Transference on herself.

He moved his PKs up in shield wall, and his Blaize and Gallant mirrored mine, though he played more conservatively back. The B13 got Banishing Ward (drat!) and he also cast Transference. B13 hid behind the PKs and the Stormsmith (who terrified me) hid behind a wall.

I decided to play the next round conservatively, and almost lost the game because of it. I moved the Nyss up a bit and had them do combined ranged attacks, which were moderately successful, killing two PKs. Gallant and Constance hung back, and Harlan moved behind my troops.

I did NOT use my feat. I thought my Nyss with Banishing Ward could survive mostly intact for the next round. I thought I might lose 3, maybe four.

My opponent popped his feat, and cast Crusader's Call for the bonus to charges. I had deliberately kept my Gallant 12.5 inches away from his in an attempt to goad him into failing a charge (Gallant under Crusdar's Call can charge 10" and has 2" Reach on his magic beatstick). I had measured the range for a bowshot from one of my Nyss (12" range), so I was certain if he went for the bait I'd come out ahead.

He didn't take the bait. Instead, after getting her Call in Blaize stayed back. Then his Gallant charged a Nyss, and using Purgation for an extra die on attacks he killed two. Then the PKs charged in and killed two more with boosts from Transference.

This is all according to plan; I was expecting as much. I wasn't expecting the Black 13th to kill 4 more Nyss, including Cylena. I had feared them, and rightly so. I knew he was going to use his Stormsmith to disrupt Gallant and end his turn. . . But he didn't. The SS dropped a lightning strike on Blaize instead, doing no damage.

I was back in, because I knew if I could kill the PK officer and Gallant my next turn then I still had a beatstick and my foe would have trouble with Gallant.

I gave Gallant two focus and dropped all upkeeps. I moved Harlan up and took a shot at a PK, but missed. Gallant charged Gallant and hit him a bit. With the buckler attack Gallant squished the PK Battle chaplain (mission one accomplished). Then Gallant beat on Gallant with his sword twice more, missing once and hitting for a bunch with the second.

The Nyss killed a PK between them.

Constance activated last, and utilizing flank with her Gallant managed to wreck (barely) the other Gallant. She popped her feat with no focus, standing at midfield near a wreck marker.

My opponent moved the B13 first and shot at Blaize, doing about 5 damage with a good brutal damage shot and 4 from Ryan's Mage storm (which targeted Gallant because Blaize had cover even after Ryan had moved). The PKs got the run order (not charge, for some reason) so that one could rush to my backfield and engage Harlan.

Constance moved up and hit Constance (his hit mine) with a boosted Sunfire, doing a few more damage. I should have had gallant eat the shot from Watts earlier. Meh. I was down to 5 wounds and desperate.

The Stormsmith moved up. . .and did two more damage to my Blaize with a stormcall. Again, disrupting my gallant would have been better.

I looked at the table and decided I had a shot at a hail Mary assassination run. Gallant gained his free focus and ran to his Constance, just to engage her and enable my flank bonuses.

Then my Blaize activated. With 7 focus (feat was largely lame) I cast sunburst at Ryan, who was blocking my path to the other Blaize. I hit on the boost, and the damage killed her. Then Blaize charged through the gap and stabbed her counterpart, boosting the hit roll. I hit and did 8 damage. I spent another focus to flashing blade, and killed Watts and other Blaize with a good roll (she was sitting on 2 focus so dice -5 on three dice for damage). That was game.

My opponent said he should have won, and that he made a few mistakes. He was about to tell me about it when I told him I was terrified of his Stormsmith all game, and was surprised when he didn't disrupt Gallant.

He was not happy about that.

Game MVP: Blaize. Flank will bring some pain. Wrecked an ARM 19 heavy with flank.

Game 2 vs. Rhyas of the Legion of Everblight

The scenario is Killbox, which means kill the other casterlock before they kill you, and if your casterlock leaves the center of the board after two turn, you automatically lose.

My opponent lost the roll and I choose to go first after examining his army stats. He was running:
Rhyas
4 Shredder light warbeasts
1 Stinger light warbeast
Full 10-dude unit of Blighted Nyss Swordsmen with the Unit Attachment (2 more dudes for 12 total).

I looked at it, and saw no offensive spells. So no need for Banishing Ward. It was a fast list, but didn't have many ranged attacks. Only the Stinger had a short-ranged spray attack. When I went first I ran my whole force. My Nyss were as fast as his. Blaize, Gallant, and Harlan went to meet the Swordsmen head-on while my Nyss went for a flanking strike.

He counter-ran with his force, pushing two Shredders halfway down the field, and keeping his other beasts and Rhyas behind the Swordsmen's advance. He put Occultation on the Swordsmen, which gives a unit stealth (ranged attacks from more than 5" away automiss).

I walked Harlan to within 2" of the lead swordsman and blew him away with Mallus, Harlan's magical quadiron gun. Mallus works like this: Harlan is only RAT 6, so he's not terribly accurate, but the quadiron allows an extra attack up to four (it's a four-barreled magic revolver) as long as Harlan keeps hitting. RAT 6 isn't so good against the Swordsmen's 14 defense. On average rolls Harlan will miss. But Harlan is a witch hunter. His weapons are Blessed, so they ignore defensive buffs from spells, and they have Purgation, so he rolls an extra attack and damage die if his target has an upkeep spell on them (like Occultation). Harlan killed 3 Swordsmen.

I activated Blaize and moved her left a bit, popped her feat and cast Crusader's Call. Gallant did a similar conservative shimmy. My Nyss Hunters charged into the fray, killing two more Swordsmen and annihilating the two shredders that had run forward.

My opponent didn't seem concerned. He activated the Stinger first and killed two of my Nyss with its fire-spray attack(+2 souls). The blighted Swordsmen activated and did some attacking shenanigans to get extra attacks, but the whole unit only managed to kill Harlan and 2 more of my Nyss (+3 souls).

What really floored me is this: my opponent then activated his warlock, Rhyas, and charged her ninja ass up into a Nyss Hunter something like 11 inches with her movement buff spell, using acrobatics to hop over a few other targets on the way.

And she missed her attack. She needed a 7 to hit, and didn't get it. I thought for sure my foe would spend one of her remaining two Fury to buy another attack and murder the spiteful elf in front of her, as Rhyas also has Sprint. Sprint allows her to move a full advance away if she's killed a model after her activation.

But he didn't. Instead he ended his turn by running his remaining shredders into the backfield.

So I started my turn with +5 focus on Blaize, less than 8" from my opponent's warlock. To top it off, Gallant was also less than 10" from Rhyas. So my goal was to go for the throat and finish the game quickly.

There was a Nyss hunter in my way. I had to figure out how to either move or kill it to clear my attack lane. I allocated 2 focus to Gallant, and activated him first. He gained another focus from his Morrowan Accumulator ability (to his max of 3) and slammed the intervening Nyss, boosting the to-hit because he still needed an 8 (that Nyss defense!). I hit, however, slamming the poor elf into Rhyas and doing a strength-based (power 11) collateral damage roll to both of them. The Nyss didn't make it. Rhyas took a damage or two.

So now Rhyas was knocked down, reducing her defense from 17 (with the Tenacity animus from the shredders) to melee attacks auto-hit. Gallant bought an extra sword attack and stabbed the hell out of her. she transfered the damage, blowing up a shredder instead.

The remaining Nyss Hunters activated, most of them missing the Swordsmen they were engaged with, but Cylena and one pal were free and able to charge the downed Rhyas. They did a lot of damage, but one hit was transfered to the last shredder, killing it.

Blaize didn't have a clear charge lane to Rhyas and needed the extra movement from the charge to engage her to buy extra attacks. But Blaize could see Cylena just fine, and poor Cylena was standing next to Rhyas. Blaize charged and killed Cylena, and then she was standing over the prone enemy warlock with Gallant in range for a flank bonus and nine focus left for stabs.

Game over for Rhyas.

Game MVP: Blaize again, getting it done herself.

I'm seeing a pattern here.

Game 3 vs. Prime Deneghra of Cryx

The scenario is Process of Elimination, which has two large squares in the center of the table, which extend well into both players' sides of the table.

Deneghra's list was spell-assassination heavy:

Deneghra
4 Deathripper bonejacks
Skarlock Thrall
Captain Rengrave

It's a tough list to play against, but I had a hard counter in the form of Blaize's spell Banishing Ward, which makes it impossible to target a model/unit with spells. Deneghra's list is 4 arc nodes (the deathrippers) to fire spells through, a Skarlock 'caster attachment who casts a spell for free each turn, and Rengrave, who is a decent solo.

I decided to park the Nyss in the woods turn one with Banishing Ward, and use Harlan to flank and Gallant to protect Blaize. I won the roll but made my opponent go first. The table was littered with terrain, with woods on either side and a river that ran all over the board.

Denny ran her whole force through the rivers and woods first turn. I did the same from my side but cast Transference and Banishing Ward on the Nyss.

Denny spent the next turn positioning arc nodes weirdly to aim Venom sprays near the Nyss without actually targeting the Nyss, to get around Banishing Ward. He wound up hurting and corroding a deathripper and killing one Nyss. The node he ran over to shoot at Blaize with was an inch out of Denny's control range, so he couldn't spray my caster. Rengrave took an ineffective shot.

I upkept Transference and gave Gallant some focus. Gallant tore the node off the deathripper that had run by Blaize. Blaize cast Crusader's Call and parked in the back of the forest to evade spell assassination. She also popped her feat. The Nyss charged the arc nodes in the midfield and mostly missed. They used two of Blaize's focus to boost attacks and mugged two of the deathrippers, ruining their cortexes but leaving the arc nodes intact.

Denny used her feat to counteract my own (hers, and fired a Scourge at my now-weaker Nyss. Somehow she managed to miss and the deviation flew away to little effect. Her deathrippers, engaged and/or cortex-crippled, swung at the Nyss ineffectively. Rengrave killed a Nyss.

My troops were now also -2 to their melee attack, so they were gonna have trouble hitting the arc nodes without Transference and I had had to drop that spell.

The thing was, the deathrippers and Nyss Hunters were squared off in a struggle, and they're both defense 15 and Melee attack 6, needing 9s on two dice to hit. We fought for the center for several turns. Gallant scrapped an arc node. I decided that the only safe play was to put Banishing Ward on Blaize, and it sat on her the rest of the game.

Eventually, I cleared a lane for Gallant to charge near Denny with Crusader's Call up for +2 inches on the charge. Denny took some beats and tried to retreat. Gallant charged again the next turn, and that was game.

Took a long time, but I pulled it out.

Game MVP: Gallant, who was pretty badass.

Harlan didn't do much in most of the third game, though he did manage some hurt on the back arc of an arc node with three shots hitting in a single turn.

I was 3-0 but the other 3-0 player won the event with a stronger play record. I came in third, actually, though I'm not sure how the 2-1 guy came in second in front of me.

-Merlin out

- Posted using BlogPress from my iPhone y'allz

Sunday, September 4, 2011

WarmaHordes Team Tournament

Ray called me on Tuesday and said that there was a WH Team tourney on Saturday. He also asked if I'd team up with him, as he had theorymachined a bunch of Cryx/Cygnar villainy. I managed to find some family support and got to play, and the villainy commenced.

We played:
Army Name: Shootethrax 2.0
Cryx
50+6 points, 46 models

Lich Lord Venethrax +6 points
* Malice 9 points
* Skarlock Thrall 2 points

5 Black Ogrun Boarding Party 6 points
10 Bloodgorgers 8 points
10 Croe's Cutthroats 10 points
General Gerlak Slaughterborn 3 points
Necrotech 1 point
Satyxis Raider Captain 2 points
10 Satyxis Raiders 8 points
* Satyxis Sea Witch 2 points
Withershadow Combine 5 points
1 Scrap Thrall

and

Army Name: Stupid Caine Tricks
Cygnar
50+6 points, 30 models

Lieutenant Allister Caine +6 points
* Ol' Rowdy 9 points
* Squire 2 points

Journeyman Warcaster 3 points

Arcane Tempest Gun Mages 6 points
* Gun Mage Officer 2 points
** 2x Hunter 6 points each
Black 13th Gun Mage Strike Team 4 points
Eiryss, Angel of Retribution 3 points
10 Nyss Hunters 10 points
* Captain Jonas Murdoch 2 points
Reinholdt, Gobber Speculator 1 point
Rhupert Carvolo, Piper of Ord 2 points

The basic idea was that Caine's ranged buff spells Deadeye and Snipe make the units Ray was taking (Ogrun and Cutthroats) awesome, as generally speaking Cryx doesn't have access to ranged buffs and Cygnar doesn't have access to the dirty-tricks shooting of the more evil factions. It worked okay. Further, giving Snipe to Malice, so that he can harpoon a jack from like 18 inches away and drag them into your lines to get mauled, is gross.

 In fact, the Black Ogrun also have drag, so the list was very "GET OVER HERE!" with Snipe and Deadeye to pull stuff in. We didn't get to do too much of that, but what there was was nasty.

Round 1 vs Constance Blaize (Cygnar) and Baldur (Circle)

Baldur was running a unit of bloodtrackers, a tricked out ravagers unit, two woldwardens and the Megalith, and the shifting stones with ua. Constance had a min Precursor Knights with ua, Gallant, a Charger, Jr with a Hunter, Squire, Strangeways, a min unit of Trenchers and a max unit of Sword Knights with UA. And a Stormsmith. Someone had Swamp Gobbers as well.

We won the roll, set up first, and deployed our mess of infantry all over the map. Caine gave Blur to the raiders and Snipe to Malice, and Rupert gave the raiders Tough. The raiders ran to engage the Trenchers (like an 18 inch run, ridiculous). pretty much evverything else ran. Venethrax cast Lamentation and upkept it all game. Soul Harvester is a hard counter to Blaize's feat.





Deployment photo!

The Circle moved up and Baldur feated, giving his entire army cover and making it difficult to fight them. We made some mistakes because of the feat. I had never played against it so I wasn't sure how it worked, and Ray misremembered it. Everything moved up, with the bloodtrackers (Prey= Satyxis) engaging some Nyss with a run. Nothing much happened otherwise; the Trenchers killed two or three Raiders with help from Transference, but it was expensive. Baldur had Solid Ground up and Constance had Transference up.

Ray and I realized we'd kept Caine too far back to feat this turn, so we just went our way. Caine dropped Blur but left Malice with Snipe, then the Satyxis Raiders murdered a bunch of Trenchers with Soul Harvester on them (Venethrax gets a pile of souls). Also got the Stormsmith. Venethrax feated, and the Nyss assaulted the bloodtrackers, killing a couple and making clouds. The sword knights on the far flank were engaged by a Nyss and a Raider.

The gunmages and Hunters managed to kill a Ravager and hurt another. Cutthroats engaged the other Ravagers in Baldur's control area and feat, and the trolls and ogres hung back a bit. Gerlak set up for a ridiculous turn. B13 did nothing.

The counterstrike was rough, with several Earth Spikes from Geomancy killing four gunmages and quite a few cutthroats. The ravagers killed more cutthroats in the woods (though they had some trouble due to Tough from the piper). The bloodtrackers killed a couple Nyss (poof! clouds!), and the Sword Knights killed the stuff engaging them. Constance managed to get a bunch of Raiders dead, but we were controlling the middle zone at this point, with only one Trencher and one Sword Knight contesting it.





Poof! Clouds!

Ray did something awesome and terrible, with Gerlak getting soul harvester and a reroll from the withershadow combine, and proceeding to kill the Trencher, the entire 12-man unit of Sword Knights, and a blood tracker with his berserker fury. Constance's feat was up as well, so all those tasty souls went to the Lich Lord instead of the Knight of the Prophet. It was amazing to watch. The Nyss killed all but 3 bloodtrackers and their ua. The remaining gunmages, B13, and Hunters killed another Ravager and put some damage on a woldwarden. The bloodgorgers charged up and wrecked the Hunter and engaged the other woldwarden. Malice and Rowdy didn't do a lot this game, but this turn they moved up to cover Venethrax's soul-gorged, ARM 30 advance.

Caine feated and killed 3 Percursors and put a bunch of shots into Megalith, doing 8 or so damage (without boosting, weirdly). Then he teleported behind the Ogrun. The last Raider ran away to deny the bloodtrackers a new prey target.

At this point we were winning the attrition war but our clock was running down. We were talking out a lot of strategy and we had a ton of models with a ton of attacks. We also had gained a control point.

The next counterstrike was pillowfisted. The woldwarden on the gunmage-flank charged up and failed to hurt them, then dropped earth spikes all over the place but didn't do much. Megalith did similar, also using his defense-debuffing animus. He killed two of the B13. The remaining Earth Spikes hit Malice, but didn't do much damage and he never got the crit knockdown.

The Ravagers finished Croe's but couldn't hit the gunmages. The bloodtrackers had trouble with the Nyss. The Precursors charged up, killing two trolls but getting countercharged by Rowdy in the process (splat). The gunmages moved up to contest the zone again and shot at the withershadow, killing one.

We had 20 minutes left. Venethrax used up like 12 of his 20 focus (SOULS!) killing Constance with Soulfire spells. That took some time. The Hunters killed the woldwarden on their flank. We tried to kill the lone precursor to survive the counterattack in the zone but he survived. only 1 control point. We hit the chess clock with 5 seconds left on it.

Now, here's the thing: we were playing death clock, which means that when the clock runs out you lose. We didn't realize that any work done up to that point was wasted. So Ray's caster-kill, and our control point advantage, and our huge army-attrition differences, meant nothing. The other team had like 30 minutes to mosey through their depleted-army turn, and when they hit the clock, we would lose.

Ray had trouble with the chess clock early, and it wasn't running during our first turn. He'd docked us like 20 minutes for it, but it was probably too much. Had we had 10 more minutes we may have been able to hail-mary Venethrax over to Baldur and win the game (or kill the 3 gunmages left in their control zone and win that way; they'd been ignoring the scenario).

So we lost.

Round 2: Vs Strahkov (Khador) and epic Goreshade (Cryx)

Strahkov had a Spriggan, Torch, Beast09, a min unit of Assault Kommandoes, a min unit of Kayazy Assassins with Underboss, the Great Bears, and a unit of Doom Reavers. Goreshade was a tier 4 theme list chock full of Banes: 2 full units of Bane Thralls with all the trimmin's, a full unit of Bane Knights with Tarterus to back them up, the withershadow, Skarlock, and a bunch of scrap thralls to feat into new Banes.

Strahkov had a bad game. We won the roll and went first again, deploying things better to move Caine forward turn one. We gave the Raiders tough and fearless and Blur, and they moved up a bit, we moved things up more conservatively against Goreshade's special ability "If a BaneNoun kills a living dude, it becomes a new BaneNoun!". We really just advanced up little more than a walk.

Again Venethrax upkept Lamentation all game, and again Malice got Snipe.

They moved up all their stuff conservatively as well, though the Doom Reavers charged up to the Raiders and killed one. Goreshade put Occultation on himself to gain stealth, and Strahkov could have done the same (he has the spell), but instead decided to put Superiority on Beast09 and run all his slow 'jacks up the middle.

Ray looked at me after their turn and said "let's kill Beast09 and Strahkov." I thought it would give us an early advantage, so I said hell to the yes. The Raiders killed most of the doom reavers. Malice activated with some focus for boosts and walked up, using Snipe for a better threat range on Beast09 to harpoon him and drag him into our lines. Then he pummeled him with his fist a bit, and possessed Beast09 to present his back arc to the rest of our forces. Rowdy hit Beast good and solid, and the withershadow combine finished him and used their dark industries to make him into a fresh heavy warjack for Ray to use, a Harrower.

The Khador player was not happy. It got worse. Caine moved up and cast Deadeye and Snipe on Croe's Cutthroats, and Deadeye on the gunmages as well. Using the extra die on ranged attacks from Deadeye, and the incredible range of Snipe, and the extra die of Poison damage from Croe's poisoned weapons, the cutthroats advanced and managed about 6 attacks on Strahkov. One of them rolled high and it was enough to finish him (even on average rolls they'd hit 3-4 times for 5-6 damage, enough to kill the warcaster). They had a shot left over and killed a Great Bear.

I had the piper give pathfinder to the B13, who walked through some woods to get a clear shot at the Kayazy on the far flank. Lynch's fire beacon was outside the range of attack, so it deviated. . .right onto the middle of the kayazy, negating their stealth. The rest of the B13 killed 2 assassins and the Nyss killed 2 more with CRAs.

They failed their command check for massive casualties. So they were out of the fight a bit. Khador was having a rough go of it. With Strahkov gone his other two 'jacks went inert, and with the Kayazy fleeing he was left with two Great Bears and a unit of Assault Kommandos.

The gunmages shot at some Banes who were out of range. The hunters hit two but failed to penetrate their armor. The trolls and ogrun prepared for a charge next turn.

The Banes just advanced, though the Knights killed most of the cutthroats ad a pair of Nyss, and Tarterus actually made several new Knights in the process. The Great Bears managed to kill a cutthroat as well. We were down to two.

The Nyss countercharged the Bane Knights and killed 5 of them and another Kayazy (who'd failed their command check again to rally). The Harrower tried to clear out a shooting lane for the B13 to get to Tarterus, but missed the attack and the blast did nothing except kill another cutthroat (down to just Croe). I maneuvered Rowdy into the woods to get Caine line-of-sight to kill a Bane Knight in the way, but I failed to kill it with him as well.

I moved the B13 around to try and get shots at Tarterus, but Ryan couldn't get line of sight, so I had to Fire Beacon with Lynch, stick it, and hope to put some hurt on him with Watts. The Fire Beacon hit, then Watts rolled fire on his Brutal Damage shot (17 on three dice), one-shotting the Bane Lord. That let Ryan see past to some Bane behind, and she killed three with her Mage Storm.

Venethrax moved a bit and popped his feat. The Bloodgorgers moved up and killed a few banes, using their overtake move to escape the clouds (from V's feat) and counter-attack. The gunmages tried to help, and the Raiders managed to kill a bunch of Kommandos and they failed their command check for massive casualties (thanks for playing, dude, holy crap what a bad game for Khador, I think the doom reavers killed a Raider and then he only got to roll command checks the rest of the game).

The Bane Knights (down to three from 12) killed two Nyss with Vengeance and then their activation attacks. The Kayazy rallied but did nothing. Goreshade moved up and popped his feat, splooging Bane Thralls all over our mid-lines, and a few charged the Bloodgorgers on the far left flank, spewing yet more banes (MOAR BANES!).

The Nyss murdered everything on the right flank with assault. We had killed everything on one side of the board, but our objective was on the other side. The Raiders moved up and killed most of the Banes on the objective, and the Bloodgorgers and Ogrun killed the rest (and a bunch of the spawned Banes. The gunmages and Hunters mostly failed to hit things (cover from a wreck marker and engaged by Raiders made it rough even with Deadeye). Venethrax moved up a bit. Caine did as well.

Now we had a control point. The Banes countercharged again, killing a few Bloodgorgers, but Ray made a few too many Tough rolls, and the Ogrun crew have 8 wounds each, which made it tougher to kill them. Only three more Banes joined the force, and they were mostly on the far flank. After Goreshade's last turn, we had ten minutes to clear a Skarlock, a Scrap Thrall, and four Bane Thralls from the objective. We did so with 42 second to spare. Venethrax himself killed three of the Banes.

So we won. Third place. Of four teams. :p

Somehow I managed to forget to snap a pic of the bane thrall madness (MOAR BANES!) in the second game. My bad.

-Merlin out