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Showing posts with label Trollbloods. Show all posts
Showing posts with label Trollbloods. 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

Thursday, November 8, 2012

Tourney Recap and bonus game

I'm writing an article on Constance Blaize for another WHM blog. So I wanted some high level practice with her. She's good, but I feel she has some pretty terrible matchups.

I played in a 50 pt sr2012 divide and conquer event down in Livonia. My lists were:

Constance (tier)
Gallant
Stormwall
Min PKs + UA x 2
Max SKs
Min mechaniks
Runewood
journeyman
Harlan Versh

Reinforcements (not used) minuteman and a charger

Nemo3 and new stepmom
Thorn
Stormclad
Defender
Storm strider
Stormblades with a Gunner
Stormcaller
Aiyana and Holt
Gorman di Wulfe
Reinholdt
Journeyman

Reinforcements black 13th, minuteman, Stormcaller.

In round one I played against phaley in a reinforcement scenario. Bunkers.

My opponent had
Phaley
Squire
Stormwall
Cyclone
Cyclone
ATGM w UA
ATGM
Arlan
Reinforcements was a Stormclad

I won the roll. I went first. Jr put arcane shield on the spider. Advanced, put Failsafe on my 'clad. He counter advanced and put up TB and arc shield. Lots of covering fire.

I deployed reinforcements. Black 13th killed 4 gun mages. Defender rocked the stormwall with a bullet. Everything else moved around. I positioned to score a point if he didn't clear up my flanking force.

He shuffled a bit too. Put up more covering fire. Deployed his stormclad and killed holt. Cast TB of course. ATGM and cyclone killed b13, but cyclone missed minuteman.

I had Aiyana harm the clad. Then a fully loaded defender with lightning shroud scrapped it. Thorn ran (I was careful to keep him out of Haley's control during reaction drive move) to score a point and the minuteman killed the remaining ATGM. Nemo kills 4 atgm in other unit. Everything else moves back.

He has to scramble and move his stormwall so that I don't win on CPs. But he's already lost at this point. He only has the wall and two cyclones and they can't score on me (I'm camping his zone). He has to camp wall on his point or I will win easily.

If dice down is called I will win on CPs.

All that doesn't matter. He scraps my minuteman and engages Thorn with stormwall. He also leaves Haley close to the back of Stormwall. I pop feat and send lightning all over the place. His up Cyclone gets rocked hard. An eleap gets to Haley and Nemo boosts to put her at 3 wounds. I wreck the cyclone with the lightning spider and an eleap kills Haley.



Game 2 I played Constance against phaley. Again. Different player and list. Scenario was overrun.

Phaley
Squire
Centurion
Avenger
Lancer
ATGM w UA
ATGM
Min Sk with UA (?)
Prime eiryss
Runewood
Journeyman

I won roll and ran like a looney at him. He popped feat, cast TB and advances up. His gun mages kill all the sword knights and 2 PKs. Eiryss disrupts Gallant.

I see an opportunity. Stormwall advances and drops a pod to kill eiryss (boosted the damage). Now he has Los to Haley (and I'd turned to face her directly). Boosted big gun hits for 12. She's at 3. Second shot misses (trying to roll a hard 10 on 2 dice at that point). Covering fire goes in front of sword knights. I feed him gallant. Constance feats and PKs move up in shield wall.

He eats gallant with the centurion. Makes a gun Mage bunker for Haley to hide in. Avenger and gun mages kill a few knights. I get some souls.

Remaining PKs kill 3 ATGM. Stormwall power strikes centy but I roll minimum distance and don't kick the jack all the way into Haley (probably needed a 6 for that). Still kills a lot of SKs and ATGM. Constance flanks hard and kills his JR with a Sunburst.

Centy and SKs do like 32 boxes to my arcane shielded stormwall. He kills a few more PKs. He's back pedaling a bit. He casts TB every round anyway though.

Stormwall double hand throws Centy back into gun mages after getting repaired. Dropped a pod on Runewood as well. Centy is like 9" away after throw. PKs minifeat and hit it pretty good. Kill two more gun mages as well. Harlan finishes Runewood. Constance moves up and flashing blade kills the rest of the SKs.

He considers going for some kind of arcane bolt/deadeyed gun Mage assassination. Decides against it. Moves Haley away in a flanking maneuver. Centy tries to tie up Runewood.

I see another chance to end Haley. Repair stormwall (for 8!) and move up. Drop pod to kill two gunmages blocking LOS to Haley. Boosted big gun shot can't fail to kill her.

Round 3 i have my choice of lists against legion and evayl in sacrifice.

I decided Nemo. Maybe a mistake. I also predeploy very badly. The storm strider blocked up my deployment, and for my opening gambit I needed a Stormcaller in a better spot.

My opponent is playing evayl tiered. Her two Angelius are about 12" out of my deployment after turn one. Bottom of one I run thorn up to hit him with lightning, then pop feat and arc enough lightning leaps to kill an Angelius and mug the other a bit.

My opponent wasn't impressed. He bullied my heavies with the remaining Angelius and pushed them with repulsion, keeping me back. The rest of his stuff threatens the zone.

I do a lot of damage to a lot of stuff but fail to kill the remaining Angelius.

My opponent scores easily by killing thorn the next turn. His Angelius kills Gorman. Nemo is lit on fire.

I do a ton more damage but my stuff is too far away to become relevant in the zone, and my opponent scores again to win on scenario.

I played too conservative and lost pretty easy. Though if I'd killed the second angel on nemo's feat (which was dicey) it would have been my game. I gambled early and lost. Might have been the wrong choice.

Lots of fun. Turned out the game was the "finals" as my opponent was the only undefeated player after that round.

So I came in second. Which is sweet.

I also played a game with Brice, Jarl v Constance. I was trying Madelyn Corbeau with Runewood, and that's pretty sweet.

Constance
Squire
Stormclad
Gallant
Corbeau
Runewood
Stormblades
Max PKs w UA
Max SKs
Black 13th
Gorman
Journeyman

Jarl
Bomber
Impaler
Earthborn
Max fennblades w UA
Scouts
Max burrowers
Fell caller
Janissa
Runebearer

Or something like that.

The game went on a bit. We jammed each other. We were playing incursion and Brice scored a point on the bottom of two. I recontested that flag but thought he'd score again. But he'd left his bomber up in an attempt to kill the b13 and Gorman. He got Ryan.

I freed up Gorman and black oiled the earthborn near the bomber. I hit the bomber with some attacks and sent in Constance, who killed the bomber. The earthborn was kind an out of melee range. Brice went for an assassination against Constance but his dice left him a bit short.

So I eeked that one out.

-Merlin out.


- Posted using BlogPress from my iPhone

Friday, October 5, 2012

Van Haley

On Tuesday I played a game with epic Haley for the first time. She's pretty crazy as far as warcasters go.

I played a radial scenario called Sacrifice against Ray. I won the roll to go first.

My list was
Major Haley
Squire
Bonded Stormwall
Stormblades with UA and 2 Gunners
Full Stormguard
Rupert
Black 13th Gun Mage Awesome
Aiyana and Holt
Anastasia di Bray, spy Chica

Ray played
Servath Reznik
Hierophant
Guardian
Scourge of Heresy
Templar
Two Paladins
Vilmon
Min Choir
Two Vassals
Covenant
Madelyn Corbeau
Wracks
Saxon Orrik

I went first and advanced aggressively. Ray moved his stuff like 4" out of deployment in a defensive brick. Saxon was the only thing that could get to the zone to contest.

I looked at him and said "how do I not win by scenario?" He said Saxon was going to contest. I tried to kill Saxon by several means (stormwall's storm pod, which would have killed him if I rolled a 9 instead of a 7 on 3 dice, and Lynch managed a shot with true sight but rolled a 3 on damage). So I shifted around a bit and tried to shoot some paladins, but I forgot to give the stormwall magic weapons first.

Turns out Haley is forgiving. Ray advanced cautiously again, because if he doesn't his list becomes vulnerable to my attacks.

I killed Saxon and owned the zone. The stormwall got magic weapons and killed Vilmon and a paladin. I moved a stormblade to base with the flag. Everything else shuffled a bit. The b13 killed 2 choir. Haley feated.

Ray moved up Reznik with Corbeau's intrigue. But his jacks were in the way and I made him move the boxed-in Templar first. He got it a bit out of Reznik's way. I had caught all the jacks in feat, so they just moved. Ray did an ancillary to try and kill a black 13th but missed. Reznik was out of the feat. He tried to charge Reznik 14" into Stormwall but that's not how engine of destruction works.



Instead he advanced under mad camp and feated himself.

I looked at the table and his guardian was like 3" from the flag and he had nothing in the zone. There was no way for me to lose the game. He asked me to play it out. I wrecked the guardian with stormblades assaulting it and then getting a second attack from Anastasia.



Scourge got beat up a bit and so did the devout. The stormwall moved away from the action and danger. The Stormguard scratched Reznik with a charge and then a big CMA from di bray.

I moved watts b2b with the flag to finish the game. Haley is nuts.

I leave you with a pic of the trolls v Menoth game later that night.


- Posted using BlogPress from my iPhone

Sunday, September 16, 2012

Look I Know The Supernatural is Something That Isn't Supposed to Happen

I managed two games of Warmahordes this last Monday. I was playing around with Cygnar models and wanted to give a couple warcasters another try. Game 1 was V Brice and his Trolls in the scenario Overrun.

I played
Commander Douche McWeen
Sylas Wishnalalalalala
Ol' Rowdy
Full Sword Knights w UA marshalling a Centurion
Arlan Strangewayes
Gun Mages w UA marshalling two Hunters
Journeywoman Warcaster
Archduck Runewood

Bruce took
Borka Kegslayer and Keg Carrier
Mauler
Earthborn
Axer
Whelps
Full Champions
Min Long Riders with Horthol
Fell Caller
Champ Hero

I won the die roll and advanced menacingly. Rowdy and the Centy got arc shields and the gun mages got Snipe. Brice counter advanced and put Iron Flesh on the Champs.




I alpha-struck by killing two Long Riders and knocking down a bunch of stuff with earthquake. I also pushed a lot of the right flank around with rune shots from the gun mages. The Centy put up Polarity Shield and the Sword Knights hid behind it. Stryker feated for immense armor on my heavies.

Brice wasn't sure he could crack much so he just repositioned and waited out my feat.

I knocked down a bunch of stuff with Earthquake so my Hunters could assassinate the Fell Caller. Rowdy killed two Champs. Centy repositioned with Shield up. Sword Knights charged it and killed more Champs. Gun mages pushed Horthol way back and knocked him down.

Brice got some serious revenge, mauling my unit of Sword Knights and having the Mauler try to manhandle the Centurion (ARM 24 won out mostly over his pow 19s tho). He didn't dent Rowdy much. The Hero engaged a bunch of stuff. Whelps screened the Mauler.




The Hunters killed a Long Rider engaging my gun mages, which allowed them to push the Champ Hero away from their friends, which allowed them to kill the screening Whelps. Then Runewood stood up the Centy with Revielle and shot poorly. Stryker knocked down the Mauler with EQ. Arlan powerboosted the Centy. Centy moved up and autohit the downed Mauler. JR put a nice bullet in it, and my last remaining SK rolled 11 on his flank damage roll to remove it from the table.

Brice saw an assassination run and went for it, but Ol Rowdy left a trusty wreck marker, and Borka doesn't have pathfinder. He was left drunk and flapping in the breeze. I surrounded him with gun mages so he couldn't stumble away and hit him with attacks until he stopped moving. Stryker himself delivered the killing stroke.




Wreck Marker FTW.

Game MVP: probably the twin Hunters. They killed two long riders and the fell caller before hitting Borka for 7 to start my assassination run.

Game LVP: Almost everyone did some work. Maybe Arlan wasn't great until the last couple turns

Game 2 was v Brandon's Legion
I played
Kara Sloan
Squire
Two Hunters
Thunderhead
Storm Spider
Full Stormguard
Rupert the Bard
Journeywoman
Gorman di Wulfe, Kung Lao Impersonator
Black 13th Strike Team

I won the roll and went first. Playing a gun line it's important to take as much table as possible. I put Refuge on Kara, ran all my jacks, and positioned for a bullet-storm second turn feat.

The scenario was Restoration, and to score you must destroy the objective on your opponents side of he board and control a zone in the center.

Brandon played
Aabsylonia, Freak of Nature
Angelius
Scythean
Ravagore
Carnivean
2 Forsaken
2 Shredders
Min Hex Hunters
Shepherd
Strider Deathstalker

He moved up and managed to do some ranged damage to a hunter but failed to cripple any systems. The Angelius got Forced Evolution.

I feated second turn and attempted to remove two of her heavies from the board but I didn't roll very well. I wound up leaving the Scythean with 6 hp and killing the Carni. I hid Sloan behind the Objective and Strider. My black 13th and Strider killed a LOT of hex hunters and I ran the Stormguard to engage the rest of that flank.

I was hoping the Scythean would be dead, so. . .Thunderhead was kinda flapping in the breeze. The Scythean hurt him and the Angel finished him. The
Deathstalker and hex hunters killed 6 stormguard with their remaining 3 models. (every attack hits and kills). The Ravagore drops a bomb on my lead hunter and wrecks its gun.

Brandon did NOT feat. I see that I can remove the Scythean from the table and hurt the angel, and blind the Angel with Gorman. My remaining two Stormguard kill the final Hex Hunters and Deathstalker and finish a Shredder. The Stormspider lobs two shots and the Ravagore, hurting it and bouncing to other support models. The Scythean is killed by a double boosted hunter shot. The angel is blind. Kara slides back to hide after putting two meek bullets into the Angel.




Abby feats, but she's left with two heavies and a shepherd. She kills the last black 13th and a stormguard. The angel engages Gorman. The Ravagore misses a Hunter and drifts away. . .

The Stormspider drops more bombs on the Ravagore and leaps to Abby and the shepherd, killing the latter and doing damage to the former. The Angel misses the free strike on Gorman and he blinds again. Kara puts two more bullets in the angel. The final stormguard charges in and hurts the Scythean more. The eleap hurts Abby again.




Abby kills Rupert who ran to engage. The Angel engages Gorman again. The Ravagore kills the Stormguard.

The Storm Spider finishes the Ravagore and the leaps hurt Abby a bit. Kara scoots out and puts a weapon master bullet into Abby and while she transfers the blowback is just enough to kill her.

Game MVP: Storm Strider

Game LVP: Rupert. Tough did nothing. Ah well.

-Merlin out

- Posted using BlogPress from my iPhone

Sunday, September 2, 2012

TrollSkorne

Brice and I got a 50 point game of Hordes in on Monday. We played some Skorne v Trolls, in the radial scenario Command and Control. There is a zone in the middle of the board and four equidistant flags on the center lines of the four sides of the board. To score the warlock must be contesting a flag (be within 4") and you must control the zone.

I won the roll and went first. Brice brought some of Charlie's Skorne for me to play. Which was sweet. My list was:

Naaresh
Marketh of the Pillow Pants
Titan Gladiator
Tiberion
Archidon
Cyclops Brute
Immodium Pu-36 Explosive Space Nihilators (full)
2 min Paingiver Beast Whippers
Swamp Goblins
Agonizer
Saxon Orrik
Skorine Midwinter
Tyrant Commander and Standard

I deployed in a hot mess at the center of my deployment zone. The plan was to push the Nihilators out to feed the trolls. Then my caster can kill some infantry and hide behind a wall of beef.


Brice played:
Grim Angus, who Shot First
Dire Troll Mauler
Axer
Impaler
Full Champs
Full Burrowers
Full Kriel Warriors w UA and a Caber Tosser
Min Krielstone with Elder
Fell Caller
Champ Hero
Swamp Goblins

Brice deployed in a wider arc. The extra 3" is a big deal in radial scenarios.



Turn 1 I ran most everything and put Iron Flesh on the Nihilators. My stuff was still packed up pretty serious.



Brice Burrowed his burrowers. Then everything else advanced. The Champs hid behind a building.



I had a decision to make: throw the Nihilators into the meat grinder past the burrowing marker, or keep them in front of the marker and only offer a few to Brice. The first option played more to scenario. The second was riskier as Brice would have an opportunity to score if he killed the few I offered him, and he had a pile of possible attacks.



I decided to go with option 2. Iron Flesh Nihilators have a chance to live, and I'd placed them in such a way that one was screened by two others with their reach blades, so Brice would have to use Grim and/or the Impaler to finish him.

Brice isn't happy with his choices. He unburrowed his Pygs and then ran them out of the way, laterally 12". So then they were flanking my force. His Fell Caller moved up to spray a Nihilator (needing a 10 to hit; this move cost him big) but misses. Then Grim put a bullet in my hard-to-reach Nihilator but I made the tough check. The impaler finished him off unfortunately.

The Kriels smash into the Nihilators and kill 3 more, but the Caber misses his 7 crucially and one survives the attack in the zone, meaning my gambit has worked. I don't lose a point and Brice shuffles the Krielstone and Champs for the next round.

I drop Iron Flesh so my Nihilators can charge. They Manage to kill a couple Kriel Warriors but they miss the burrowers. I punch Brice hard this turn. My warlock gets 2" of movement from the Tyrant Commander and whipped by his beast handlers for +4 strength. The Archidon casts Lightning Strike on Naaresh as well. Then the Archidon kills two burrowers.

Naaresh is as buffed as he's going to get. I have him advance to two Kriel Warriors and he killed them but one made a tough check. I killed it again with a Fury. Then I cast Cyclone and moved to some other screening troops and kill them. I then cast Bleed and managed to hurt the Fell Caller but don't kill it. Naaresh then Sprinted away. I looked at the table and I realized that now Tiberion may be able to walk up to the Fell Caller and squish him with the war club. But it needed rush from the Gladiator. I have the Gladiator cast rush and the Brute put Safeguard on Naaresh to give him knockdown immunity. Then the beast handlers whip off most of my excess fury but can't get to the Archidon.



Tiberion walked 6" and had about a quarter of a inch distance for his reach club. He mushed the Fell Caller into paste. This was a bad spot for Brice. Then Tiberion tried to crit slam a Kriel Warrior but didn't get the crit. With his last fury he murdered a burrower and they'd lost enough dudes for a command check, which they failed.

I had also killed 5 Kriel Warriors, so killing 2 more would force a command check from them and Brice was having some epic dice fail so I thought i should go for that. Marketh had 4 souls from deceased Nihilators and charged a Kriel Warrior, missing it. Then he bought an attack and killed it. Then he bought another attack and killed another. They failed their command check.

Which was super bad for Brice.

He killed another couple Nihilators and my support solos with Champs. I had left Tiberion hanging a bit and he got the Mauler to him, but first he had to run the Krielstone up to tarpit and the Kriel warriors away to make room. The Mauler rolled poorly and did not kill Tiberion. Marketh died as well this turn.



Again Brice doesn't score because I have a tough Nihilator who stayed in the zone.

I decided that it's my feat turn and played accordingly. I spent a bunch of my turn killing the Krielstone to remove the armor buff. It took a LOT but I get it done. The Archidon becomes enraged by beast handlers and I kill the Mauler with a Fury to spare (rolled crazy talk). Then Tiberion is free to charge the Axerq who is screening Grim. However, in my zeal to kill the mauler and Krielstone I forgot to heal Tiberion at all and his aspects are mugged. He only has spirit. So he charged but did minimal damage.



I had the Gladiator with a big Strength buff Slam the hell out of a Champ and kill it. The collateral didn't kill the other though. The Brute kills another Champ.

On Brice's turn Grim feated and his stuff killed Tiberion, wounded the Gladiator, hit the Archidon a bit and killed another Nihilator. The Agonizer got killed by Grim.



I don't have a lot of movement options on Grim's feat so the Archidon runs away. The Brute and Gladiator kill the remaining champs. The game has gotten ugly. It's down to Grim and his battlegroup with a Champ Hero vs Naaresh with a heavily damaged battlegroup and a bunch of paingivers.



He kills the Gladiator but the Brute takes a lot of abuse without dropping. The Achidon kills the Axer and the Brute hurts the impaler. I put Naaresh in harm's way and he goes for a long shot assassination but falls way short and concedes.
It turned into a serious grind at the end but it was fun playing 50 pts of Skorne.



Brice said that my army was odd because of my weird Synergies whipping my own caster and beasts for fun and profit. But hey, it worked out for me in the end.

-Merlin out.


- Posted using BlogPress from my iPhone

Wednesday, August 22, 2012

Challenge Match: Cancelled!

I got the new War Room list building and battling app for my mobile device, and it's all right. I know that much of the WHM community reviles it because the older, free product iBodger was forced out of the market. And ibodger was better at list building.

It's true.

But hey, it's here and I wanted to test the battle functionality. Ibodger never tracked damage and helped me play my games. I challenged Brice to get the app and we'd play a battlebox game.

But it's not working for his iPhone. So we decided to throw down on a 35 pt game. Brice tried Jarl for the first time, and I played Nemo3.

The scenario was a flank scenario called entrapment. This scenario features reinforcements that come on to defend a zone instead of attack.

I won the roll but asked Brice to go first, because I wanted to choose the side. There was a bunch of terrain and I wanted the hill.

Brice played Jarl
Earthborn
Impaler
Axer
Fennblades full
Burrowers full
Troll Moses
Fell Caller
Swamp Gobber Bellows Crew



Reinforcements:
Runeshapers
Janissa Stonetide

I played Midlife Crisis Nemo with New Stepmom
Stormclad
Defender
Storm Strider
Stormblades with a Gunner
Journeyman Warcastress

Reinforcements:
Min Stormguard
Stormsmith Stormcaller



Jarl put Quicken on the fennblades and advanced super fast. The burrowers ran through the woods with pathfinder from the Fell Caller.

I was terrified. He was too far away to hit with my guns but he'd get to me next turn if I moved out too far. So I stayed pretty far back.

Brice burrowed with the burrowers. Which was terrifying. The Fennblades ran at my stuff and engaged a LOT of my stormblades. However he left most of his other stuff way back and feated with Jarl to get cloud cover. the Runeshapers ran onto the board.



I killed all the Fennblades but one with lightning and all my infantry. I used a couple stormblades to screen Nemo from the burrowers and moved my heavies to block some ground to burrowers.

The burrowers showed up but failed to really hurt my heavies. Brice moved his beasts closer. The Fell Caller killed a bunch of stuff with his spray.



I cleared off the burrowers from my stormclad and had it fully loaded walk to the axer and kill it. He had some left over to mug the impaler.

Brice killed the stormclad (barely; the Impaler turned it UP with two 15s on damage rolls) and sent the earthborn at the strider. But he got terrible damage rolls and left it with 5 wounds. Things were looking bad.


I popped Nemo's feat. The lightning was devastating and killed everything but the swamp goblins. Jarl toughed it out. He made a last ditch attempt at the old man but couldn't get it done.



-Merlin

- Posted using BlogPress from my iPhone

Monday, July 16, 2012

Blue Vs Blue

More accurately, Blue Vs Purple/Green/Ochre. In the background of the Warmahordes setting both Cygnar and Trollbloods have a blue standard color scheme, and my partner from the league and I realized recently we've never actually played against one another. So we decided on some trolls v Cygnar.

My Cygnar has a lot of standard colors for the faction, while Brice's trolls are an amalgam of his own green trolls, my ochre trolls, and a bunch of our friend Charlie's purple trolls.

Still, it was a fully painted 50 pt match, so it looked amazingly sweet on the tabletop.

I played a tier list, anxious to play my favorite warcaster with my new Stormwall colossal toy.

Constance Blaize, Knight of Stabbing Face
Gallant (Advance Move from tier)
Stormwall
Journeyman Warcaster
Min Sword Knights
2 x Min Precusor Knights with UAs (one UA free from tier)
Archduck Runewood (grants Knights +2 speed on first turn, which is crazysauce tier bonus)
Harlan Versh, Dude in Floppy Hat
Min Field Mechanics

Brice rocked
Green Grim Angus
Green Impaler
Green Earthborn modded to be wrecking a Cygnar warjack(!)
Purple Slag Troll
Max Purple Champs
Purple Fell Caller
Purple Horthol
Min Purple Long Riders
Max Ochre Burrowers
Min Purple Krielstone Bearer and UA

It was sweet. The scenario was Diversion, a radial scenario that's eminently scoreable while not an auto win for either side. Each player is attempting to control a flag on their right and contest a zone on the opposite side of the board.

I won the roll to go first and went first. Brice took the side of the table with the forests, leaving me the walls. I ran everything. Jr put arcane shield on the stormwall. Brice ran a bunch and positioned. He put cross country on his long riders.




Harlan missed his shot on the long rider in the woods.
I gave my PKs pathfinder and Constance moved up, feated, and cast Crusader's Call. The PKs got to and killed two long riders. Another hit the slag for a few. The rest gummed up the works (I minifeated with the purple team). My sword knights repositioned and the other PKs and gallant advanced defensively. Stormwall shot two shots, hitting and nearly killing a long rider and missing with the big guns. He also dropped covering fire and a lightning pod to cover up burrower territory.





The burrowers killed a bunch of infantry, giving me some souls. The last long rider and horthol charged stormwall and did 20 ish damage. The champs charged a PK and ran to engage my lines. Grim didn't feat yet. The earthborn repositioned to get to Stormwall.





Gallant and the sword knights killed two champs engaging my second unit of PKs. Runewood gave a buff to that unit and they charged into the remaining champs, minifeating and killing the rest. Stormwall failed to kill horthol, but did un-bison him, and murdered the last long rider, though it took all its attacks due to dice and tough checks.

Blaize moved behind a wall and got arcane shield, as I felt I was going to lose stormwall next turn and was positioned to counter strike with Blaize. The mechanics put 6 boxes back on stormwall.




Brice spent his next turn feating and attempting to kill Stormwall on one side and PKs on the other. Both go poorly. The earthborn gets all the buffs but is still at dice -1 for 6 attacks (charge boosted). Brice got some bad dice and left 12 damage on the wall, and horthol didn't finish it. The burrowers popped up with nowhere to go and killed PKs.




Mechanics healed storm wall (reattaching its broken arm) and it tried to kill the earthborn but just failed. I repositioned my stuff and gave ground to the slag troll on the other side of the board. I put arcane shield back on stormwall.
Brice's earthborn frenzied but didn't kill stormwall. Horthol didn't either. Many PKs died.




These dudes all died.

Stormwall killed the earthborn and horthol. The slag troll manages to kill a nearly cherry gallant. I'm out of morrowans for flanks. Sad. Stormwall gets repaired and mugs the impaler. My sword knights remaining start working over the KSB.




Burrowers failed to kill most of my backfield, and Sugar Ray killed the one on him. Runewood mauled the Slag Troll. Constance cast sunburst on the Fell caller. The sword knights kill the stone. Stormwall kills the impaler.

Grim stands alone.

He goes for Constance and manages to hit her twice but doesn't finish her, and Stormwall punches Grim into oblivion.
Sweet, epic game. We both gamed for scenario enough that no scenario points were scored while we destroyed each others armies. Nice attrition slugfest.

-Merlin out

- Posted using BlogPress from my iPhone

Friday, July 13, 2012

League Finale

My little home league came to a close with our final game being a team game. The "bad guys" (Khador and Legion) were in the lead by 3 points, so they had 70pts + WJ/WB points and some extra. We had the same but less extra due to league rules.

My partner and I decided that Grim was awesome, but I argued with him for a bit and we finally settled on two lists with some good combos. I played my shiny new Stormwall colossal and my battle engine with new triptych Nemo (mainly to play new stuff).



Nemo and Finch
Stormwall
Storm Strider
Reinholdt
Journeyman Warcaster
Stormsmith Stormcallers (3)
Gorman Di Wulfe
Arlan Strangeways

My partner rocked
Grim
Impaler
Earthborn
Full Champs
Full burrowers
Min KSB and elder
Fell caller
Troll champ hero

Our opponents played

Pvlad
Spriggan
Decimator
Gun Carriage (the player was trying to surprise us with a sweet new piece of tech in the battle engine, but he hadnt planned on me getting a stormwall. . .)
Full IFP w UA
Great bears
Eiryss

Epic Lylyth
Angelius
Seraph
Carnivean
Blighted Nyss Striders w UA
Strider Deathstalker
2 forsaken

I think? It's been a few weeks. There might have been a shredder or something else in there.

The scenario was supply and demand.

We won the roll and opted to go first. The burrowers burrowed. Stormwall trampled, put out a pod, and got Failsafe. Strider got electrify. Champs got arcane shield (!). KSB got full on fury and armored up. Grim advanced. We were careful to stay out of epic Lylyth's retarded threat range.

Our opponents didn't want to deal with a burrowers charge, so they played very conservative. For buff casters this might have worked okay, but Lylyth and vlad have no buffing upkeeps. So they just tried to stay out of the game another turn. Khador assumed we'd throw the burrowers at the IFP, and Legion assumed their warbeasts were safe. The enemy only moved 6 or 7 inches out of deployment, leaving only a few targets for the burrowers.

However, we had placed the burrow marker fairly central, and two of the legion beasts can't trample due to Serpentine, so I told my partner we should feat with Grim to lock down the enemy front line and send in the burrowers.

Before doing that I got my electroleap on, killing all but two of the Striders. They failed their command check.

Then Grim feated. He blocked off some LOS to himself w his Runeshapers. The burrowers charged in and managed to wreck two of the three legion heavies. Our legion friend was not super happy about this. The burrowers needed 8s to hit and never missed. It was pretty sweet.

Our opponents never recovered. We shuffled around outside the Khador charge ranges. The Khador player moved up a bit and the forsaken, Carnivean and Lylyth killed a pile of burrowers who failed their command check. They'd already killed three times their worth in points though.

Stormwall advanced and put a LOT of damage onto the Spriggan with its guns. Nemo feated and the Storm Strider wrecked the Spriggan more. Runeshapers clogged up the Carnivean. The Earthborn wrecked the decimator. We ran the ARM 23 champs in at the IFP and great bears.

We got a control point.

The IFP and great bears only managed to kill one champ and hurt the earthborn. Vlad couldn't finish the earthborn. Lylyth feated to kill our objective so we couldn't win on scenario.

The champs mauled a bunch of IFP and a great bear. The earthborn ate vlad and ate the gun carriage. The stormwall crushed the Carnivean. Our opponents conceded.

It was pretty epic. Burrowers won us the game super early. We are planning more team games in the future.

-Merlin out

- Posted using BlogPress from my iPhone

Location:Flint MI

Monday, May 14, 2012

A bunch of Warmachine recaps

I've played a lot of warmachine the last few weeks, which is nice since I've committed myself to going to Diecon and playing in some tournaments. I need the practice.

I've decided to play Cygnar all the time, so as to maybe get good with some models instead of changing around my lists every time.

I have played six league games now, four of them losses. Mainly due to my own ineptitude.

Game 1 15 pts pCaine vs pLylyth.

My opponent moved up with the Carnivean in front of Lylyth, close enough for my Ironclad to try and slam the Carnie over her. I did. Caine shot her until she stopped moving.

Bonus replay game! Caine dies to Lylyth on a Hail Mary, as if he doesn't I win on scenario.

Game 2 15 pts eNemo vs pButcher

My opponent jams me with Iron Fang Pikemen, I counterjam with Centurion and Polarity Shielded Sword Knights. Butcher's stuff still kills my Centy. Then I don't have the moxy to finish the Butcher with old man Nemo.

Game 3 20 pts Kara Sloan vs Rhyas.

My opponent moves up and does not put Occultation on Rhyas to grant her stealth. I feat with Sloan and put 3 weaponmaster bullets into Rhyas.

Bonus replay game! He puts Occultation on Rhyas to protect her and instead of killing her I kill an eleven-point heavy on my feat turn. He never recovers and Sloan winds up shooting Rhyas to death again.

Game 4 20pts pHaley v pIrusk

We advance. My alpha strike kills 8 Iron Fang Pikemen and Haley's Chain-Lightning kills 5 Kayazy Assassins. My opponent has no choice but to shoot Haley 3 times, and miraculously Holt hits twice, doing enough damage that Irusk seals the deal easily.

Game 5 25pts Constance Blaize vs pButcher

This game was awesome. We attritioned each other down to a few models and I forgot to give Blaize pathfinder to walk through some wreck markers, leaving her a quarter-inch within Butcher's charge range.

Game 6 25pts pStryker tiered vs eLylyth

This matchup was really bad for me. I almost lived through Lylyth's assassination run, but the Seraph hit on both ranged attacks needing an 11.

I also played two games last week in Chicago.

35 pts Sloan v Gunbjorn

His ranged-hosing feat is great against my list! I still kill most of his Kriel Warriors but screw up my order of activations. His Slag Troll murders a Charger each turn. Gun Bjorne kills Kara with his axe, which is something to say.

25 pts Kara Sloan v Ossyan

Ossyan's ranged-hosing feat is great against my list! I may have survived if the Mage Hunter commander didn't. He shot Kara twice (needing 9s on two dice) and cranked both damage rolls, making it difficult to keep Sloan safe.



My pic is from the last game: Kara is about to get shot by the Commander and then Hypnos just manages to get LOS to Sloan to finish her (by a millimeter).

-Merlin out


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Sunday, April 1, 2012

Warmachine League posited

My Dungeons and Dragons group has gotten tired of D&D, and two of them already play Warmahordes. So we decided to play a house league of sorts, asking one other person to join. I'll go into the details in another post (after we begin the league and I know all of them), but I'm excited to be playing some more WMH.

I played two games against Charlie, our DM, as a refresher. I played Constance Blaize in both. The first was in mercenaries and the second was Cygnar. Charlie played Trolls in the first and Khador the second.

First game was the supply and demand scenario, where each of us needs to defend a fuel cache while trying to destroy the opponent's.

Constance
Gallant
Full Nyss Hunters
Harlan Versh

Vs

Grim Angus
Earthborn Dire Troll
Impaler
Full burrowers

Charlie Lost the roll and I got to go first. My Nyss ran halfway across the board to threaten his objective the next turn with charges. Harlan hid behind a building (Grim can see through his stealth). Constance and Gallant moved up. She put Banishing ward on the Nyss and Transference on herself.

Charlie burrowed his burrowers, had Grim kill a Nyss, and positioned his beasts to counterpunch the Nyss.

The Nyss charged up under Crusader's Call and mauled the objective, but left it on 3 boxes. I had no other attacks to get to it. Gallant moved to protect Blaize and Harlan did an extreme flanking maneuver, running around the building to threaten Grim's backfield.

I wasn't sure how Charlie would deal with my shenanigans. He decided to use his burrowers to kill Harlan. They did so easily. He managed to kill two Nyss with the Earthborn and Grim, but they were outside Blaize's feat range so no souls. The Impaler missed his targets.

I had the Nyss charge again (at angles or at other targets to allow new Nyss to get the charge boost) and they crushed the fuel cache. Then I backed up Blaize to my objective to control it, and the onus was on Grim to kill Blaize or lose the game by scenario.

He didn't have a lot of options, and wound up losing by scenario. Constance was sitting at armor 22 and had a shield guard nearby to soak up a shot from Grim.

Game two was a radial scenario, command and control. Players must control a circle in the center of the board and have their warcaster contest one of four flags in the four cardinal points of the board.

I played
Constance
Gallant
Harlan
Journeyman warcaster
Min precursor Knights with UA

Charlie had
Sorcha1
Juggernaut
Greylords ternien
Full Kayazy assassins

I think he was a point short.

I went first again. Put banishing ward on gallant and transference on Blaize. Everything moved forward.

Charlie didn't do anything special aside from running the assassins in a flanking action. Sorcha parked herself near a flag in case I gave him a chance to score. The greylords put up some clouds.

I moved the PKs in shield wall around a bit but didn't try to charge in. Gallant charged into the Juggernaut but did minimal damage. Constance feated.

Charlie froze Gallant with his feat and kept the PKs locked down while the assassins continued around the back arc of Constance, running into striking position. The juggernaut scrapped the frozen Gallant.

I needed to kill a bunch of assassins without my PKs. Harlan moved within 5" of them to avoid stealth and managed to kill two with his quad iron needing 6s to hit. Constance moved back and cast flashing blade twice and killed 4. She then cast sunburst to kill another. The journeyman cast arcane shield on Blaize to protect her and charged in killing yet another Kayazy.

Charles was down to sorcha (the PKs had killed the greylords), the juggie, and two assassins.

He went for the assassination. He was about 50/50 on his chances of success, and the dice tilted in my favor by one wound. The PK battle chaplain killed sorcha before Blaize even joined the fight.

More from Monday. Peace out.

- Posted using BlogPress from my iPhone

Thursday, January 26, 2012

Cinci Warmahordes

So, this week I had a job in Cincinnati. I decided to look up local playgroups and found one connected to the Prime Generation podcast. They have a forum so I posted that I was looking for a game and someone offered to be around for some at Eastside Games.

I played three games.

Game 1 vs Khador

I generally like to play scenario games, as they prepare me for tournament play (though I rarely play in actual tournaments). The scenario was Destruction, which features two monoliths on each side of the board. They are armor 20 structures with 20 hit boxes each. Destroy your opponent's monoliths to win.

Easy enough.

My opponent played epic Butcher, with
Beast 09
Fenris
ManOWar Drakhun
Full Nyss Hunters
Madelyn Corbeau
War dog
Great Bears

I played a prime Madrak list I've been mulling over.

Madrak
Impaler
Swamp Troll
Dire troll mauler
Min champs
Max burrowers
Fell caller hero
Stone scribe chronicler
Min Krielstone with elder

It was a rough game for the trolls. I had to deploy right because I went second and protecting the objective was going to be incredibly difficult. I essentially lost during deployment because I didn't put sacrificial models up near the objective. The issue was with my slow trolls not being able to screen the objective.

In hindsight I should have left my burrowers undug to screen the monolith, keeping Fenris and the Drakhun from reaching it.

Instead I did not do this, and Fenris and the ManOWar managed to wreck it quickly (I underestimated their threat). My opponent then positioned the Butcher, full Nyss, Beast 09, and the great bears to threaten the second objective.

I tried to damage control with my burrowers, but the damage was done, and eButcher got to the objective and I lost by scenario right quick.

Game two I played a different opponent who was a Retribution of Scyrah player, who played

Garrath
Gorgon
Magister
Madelyn Corbeau
Two Mage hunter assassins
Narn
Full sentinels with ua and soulless
Full Mage hunters with ua

The scenario was supply and demand. There are two objectives on the board, and to score is actually easy, have your warcaster stand near the objective on your side of the board and run a model to contest the zone surrounding the opponents objective.

There's a lot of shenanigans that can go on and other scoring conditions, but it's kind of a wash because I ignored my objective and went for my opponents force. It's actually difficult to play for scenario with the Mage hunters around. They are a long range threat that needs dealing with ASAP.

So I deployed aggressively in the hopes that I could jam my burrowers into the strike force on turn 2. That's precisely what happened. I won the roll to go first, moved up my stuff and burrowed, and my opponent moved up and put Mirage on the Sentinals.

I popped the burrowers into a threatening position, and decided to b e aggressive and put madrak's feat and crusher into play. This is dangerous against Garrath, because Garrath (especially with Corbeau), has great threat range and Grievous weapon master blades, meaning my tough trolls aren't tough against him, and Madrak also can't transfer his attacks. Camping fury is useless.

I decided I had to gamble on the Krielstone and madrak's scroll of "I get to ignore one attack's damage roll" to keep him safe. Maddy moved up and popped feat and carnage. The stone gave bonus strength and armor. The fell caller and chronicler gave +2 mat to the burrowers and if a warrior model killed one with a melee attack they would fall down. Then I sent in the clowns. They managed to carve up 4 Mage hunters and the commander from that unit and 4 sentinels from the other, which overall isn't bad.

Then I had the impaler spear another sentinel, the mauler moved up and riled a bit (unnecessarily and stupidly I might add), the swamp troll moved to contest my zone for no good reason, and I moved the champs in front of madrak as an armor 20 8-wounds tough screen.

My opponent had an assassination vector if he played his cards right, but again the dice weren't great unless he could get some attacks on madrak before Garrath got there. His sentinels with vengeance and mirage managed to position for some good charges and kill a few burrowers.

Then the strike force killed some burrowers, the sentinels killed some more and charged the champs and mauler but did negligible damage. Corbeau allowed Garrath to move during the maintenance phase, and then the magister let him move again with whipsnap. I was surprised at the last, as force bolting a champ out of base to base would have reduced their armor enough to make them killable.

The Mage hunters and narn did some damage, but not enough to kill anything except a stone scribe.

My opponent decided that the assassination was a go anyway, but after mulling over the dice myself it was a bit sketchy. Garrath got to madrak, but he couldn't charge so no autoboost on the first attack, and when he boosted damage I canceled the roll with Maddy's scroll. He hit twice more for 12 wounds, but his turn was over with Garrath standing next to a very alive madrak on zero focus.

The mauler gave fury to madrak. The stone gave him strength. He hit with the first attack and I rolled an 11 for 15 wounds. Madrak missed his next two boosted attacks needing 9s. The fell caller charged into Garrath's back arc and killed him with a weapon master attack.

If Garrath had gotten a charge off on madrak for a free boost it might have gone differently, but my opponent still would have had to crank a damage roll on the last hit (and hit 4 times needing 6s on two dice, never a guarantee) to finish it out. Might have still been sketchy.

Nonetheless it was pretty fun and I learned a lot about retribution shenanigans.



Game three was again against the Khador player who brought

Old Witch
Scrapjack
Behemoth
Full winterguard with Joe
Full winterguard riflemen
Gorman di Wulfe
Epic Eiryss

Against my Grim list

Grim
Earthborn Dire Troll
Impaler
Axer
Full burrowers
Fell caller
Champ hero
Janissa
Runeshapers
Swamp Gobbers

The Scenario was incursion, with 3 flags in the center of the table, one of which disappears at the end of turn 1. First to score 3 points wins.

The old witch's feat does a power 14 attack to any model in her 14" control bubble (if they end their movement in it). The witch went first and so she had the initiative. She hit mid table on turn two and popped feat. None of my burrowers could do much but walk out of her control area and try to kill winter guard. Further, my opponent showed me how the behemoth works and managed to kill a bunch of my stuff with it's bombards. At the end of my turn two my opponent had an easy time getting two control points. I tried some hail Mary nonsense but it was essentially over, and he scored again on his turn 4 to win.

I don't understand why folks don't like the old witch. She's a baller. Lots of good table control, which is one of the only ways to deal with burrowers: deny real estate. I was thoroughly impressed.

Also impressed with the behemoth play. I hadn't seen that jack do much, and maybe it's better against my lower-defense trolls, but it picked off 3-point solos in my backfield like a boss.

I might swap the earthborn for a bomber and see how that works for me. I've heard good things.

My madrak list didn't impress me. It needs some work, and maybe more screening infantry. I may drop my burrowers package for some Kriel warriors and change the beast composition as well. Madrak's fury 5 really hurts his play, and his style tends to be brickish, which I'm not sure I like.

I'm working on pDoomy and eGrissel next, with maybe eMadrak in the works. I'm also considering some Cygnar lists. I still do love me some swan meat.

-Merlin out
- Posted using BlogPress from my iPhone

Location:Cincinnati, OH

Thursday, January 5, 2012

Ilin' in Illinois

I realize it's a pretty bad pun. I like them.

I got out to a nice little game store called Unique Games & Gifts (which in my head, is sometimes pronounced as "eunuch") while out of town for business in Illinois. I'm going to temporarily be traveling a bit for the job, so occasionally I'm going to seek out other game stores and play groups and play some more warmachine and hordes.

It's great because I'm out of town with nothing to do anyway, and this way my hobbies aren't cutting into family time.

I have been feverishly painting my Grim Angus list in preparation for some playtime, and I set myself a New Year's goal to get it done (well, by New Year's day, which it was). I managed to finish my Champion Hero solo on December 30th, so it's all done. I got some more Troll models for Christmas, so I'm now far from done with Trolls (again), but I'm hoping to devote most of the winter to Troll painting, with a few possible exceptions.

I decided to take this list with me to IL. I also grabbed a few more pieces to vary up my list if I got a few games in, as I actually hate playing a single list/deck/whatever multiple times in a day (tournaments! Bah.).

I arrived early, but eventually someone showed up to play with, and we decided to get it going.

The scenario was Overrun, which features a huge, ridiculous rectangle in the middle of the board, and to score a player has to have a model or unit in the rectangle, and the opponent can't have anything in it. It's tough to score. The foe can easily run a model around a flank into a hard-to-reach corner to prevent scoring, or just jam up the middle and fight for the center. It does promote aggressive play, which is nice.

I played
Grim Shot First

Grim Angus, Bad Ass Troll
Earthborn Dire Troll
Troll Axer
Troll Impaler
Full Pyg Burrowers (Dygmies)
Fell Caller Hero
Champion Hero
Janissa Stonetide
Trollkin Runeshapers
Swamp Gobber Belows Crew

The gobbers are mostly filler, though I try to run them with the Runeshapers to give them concealment or block LOS. I won the roll to go first and deployed first. I put most of the battlegroup in the center of the table, with the Runeshapers on my right and the support staff for Dygmies on my left. There was a wall in the center of the table gumming up the works. There was also a building on either side of the table near the center, and a forest and hill on each side of the table, more central to the 4 1'x1' quadrants.

My opponent played prime Irusk, with:
Behemoth
Full Iron Fang Pikemen with UA
Man-o-War Drakhun
Great Bears of Brokenness
A Manhunter
Yuri the Manhunter Axe
Widowmaker Marksman
War Dog (?)

It was a bit of a mirror to my own list: a big unit to gum up the middle, a 3-man specialist unit (well, the Bears are specialist at wrecking whatever they hit), and a lot of expensive support. He didn't have any extra 'jacks, but the Behemoth is a huge pile of points and tends to murder stuff pretty well if it can get to and hit it (it's slow and inaccurate for an expensive character heavy) . The IFP set up across from Grim's battlegroup, with the Bears to my right (across from the Runeshapers), and Irusk, the Drakhun, and Behemoth between the Bears and the IFP. The 3 solos hung out in the forest on the other flank, opposite my support staff (not so good).

I read Irusk's cards (I hadn't played against him) and I was impressed. He's got a spell to increase the damage output of a model/unit, and his feat makes all his warriors super-Tough. He also has one of the best jack-buff spells in the game in Superiority, which gives a 'jack bonus accuracy in melee and speed, both of which the Behemoth needs. Nice.

First turn I ran all my stuff and fail-charged Grim up. The Dygmies burrowed.

My opponent put Superiority on the Behemoth and moved his stuff up a bit, but not the full movement. He moved a manhunter into a building on the centerline, in cover, but kept his other two solos back in the woods.

I popped up the Burrowers, saw that they were going to get to the IFP and Drakhun easily, and decided to pop Grim's feat to improve their meager attack skills. Grim moved up behind the recently un-burrowed and did so, then shot at and killed the manhunter in the building (true sight and a decent RAT help) and put the Earthborn's animus on himself.

The Runeshapers moved up and dropped their Rock Hammer attacks on the Drakhun, but the thing was too tough. It absorbed the 3 POW 14s like it wasn't a thing. I buffed the Dygmies' accuracy further with the Fell Caller, and they charged in and killed 8 of the 12 Iron Fang models on the table. I would have killed more, but the last four were a second line, and the Dygmies' attacks are both melee (they are an odd unit). Still, they already killed their points worth of models, and any that survive are gravy after that as far as I'm concerned. They also unhorsed the Drakhun with some fancy rollin', but his unhorsed self was back from their melee range so they couldn't continue to pound on them.

The Champ Hero moved up behind the Dygmies to shore up their command for the inevitable massive casualties check. Grim's beasts moved up, but not much. The impaler threw a spear at one of the IFP in the back, but missed by a wide margin. Janissa put up her wall in front of Grim. The gobbers blew smoke between Yuri and the marksman and the support staff (Champ Hero etc.).

My opponent hadn't expected the Dygmies to massacre so much of his infantry. He spent most of the turn retaliating, with the IFP killing a pair of Dygmies (one was tough), Yuri threshing to kill 4 (one was tough), and the Drakhun and one of the Great Bears killing another 3 (one was tough). This forced the massive casualties check, but they passed easily.

He also popped Irusk's feat and the Behemoth tossed a couple rockets at my backfield (that's what it does, but it's terribly inaccurate) to little effect. At the end of his turn he realized I was going to score a point, and then another on mine assuming I didn't move all my models out of the zone (most of them were in or close to in it). So I won by scenario. Boo. I asked him if he wanted to play it out and he said no. He was done with those Dygmies.

Still, a win by any other name.

I switched opponents for game two. A local Retribution of Scyrah player wanted to show me how nasty Ossyan can be, and I said sure. He built a list on the spot and we set up for game two. I played the same list. We moved terrain around a bit, with the hills in the center of each of our half of the board, and forests flanking on our right-hand sides. The buildings got shucked to the sides (by him so as not to block LOS for his arrowstorm), and I put a pond near my half (for earthborn animus shenanigans).

His list was something like:

Ossyan
Wishnailer (I know it isn't right, but for real: hell no)
Phoenix
Hypnos
Arcanist
Two units of Stormfall Archers
Full Dawnguard Invictors

The scenario was Gaining Ground, with three rectangles on the board, and scoring can only be done on the center one or the one on the opponent's side of the board.

I lost the roll to go first, but my opponent asked me to go first anyways. I did pretty much the same thing I did the previous game, though Grim cast the Earthborn animus on himself. My opponent fired some long shots with Snipe on the Stormfall Archers (who seem pretty sweet unbuffed to me, but I guess they are reviled  by Ret players? I like AOEs I suppose), but they didn't do much, as most of my stuff is multiwound, except for the Dygmies, and the Dygmies were underground. He ran with much of his other stuff, and moved the jacks to the middle of the table, on the other side of a rock wall on the center line. Ossyan was a bit to the side of that, and the Invictors got Quicken and flanked hard on my left hand side (they were opposed by my Runeshapers this game). Admonition went on the Pheonix.

I popped the Dygmies back onto the table and then started planning my turn. I should have reversed that order. After popping them up I realized I might be able to move Grim up, pop his feat, catch Ossyan, knock him down with a boosted snare gun shot, and then have the Dygmies walk into him and fill him full of slugs. I vacillated for a second, and decided that the game is really about these Rube Goldberg assassination runs, so I went for it. I was thinking out loud as I did it, and after successfully knocking down Ossyan and popping the feat, I moved up the burrowers and my opponent said "this is where your plan falls flat", and he moved the Admonition Pheonix to engage my Dygmies. In hindsight, I remember thinking I should knock the Pheonix down with the snare gun or try to slam it with the Impaler, but alas. Only one Dygmy escaped the Pheonix's reach, but he cranked his damage roll with the slug gun, rolling boxcars and doing 10 damage to Ossyan. (in double-hindsight, I think I could have just charged 3 or 4 Dygmies into Ossyan with impunity and gotten more attacks that could have ended him quicker and in that event Admonition wouldn't save him as easy.)

I made some room for the Impaler to move up by charging in the Axer at the Pheonix and doing a substantial amount of damage, breaking the sword arm. I also moved up the Champ for that command check. Then the Impaler had a window to get LOS to Ossyan, moved up, hit, boosted damage, needing a 9 to kill, and rolling a 9.

So I diced my opponent in that game. He asked to play it out so we did. Of course, if the assassination run fails then the failing side tends to be overexposed. So I moved up Janissa and put a rock wall in front of Grim (who was on a hill; in hindsight I can't place the rock wall on other terrain, but the hill was a flat circle, so I did during the game without thinking. I might not have been able to get the cover bonus from the wall, which might have made a difference the next turn, though Grim still would have been at 18DEF on the hill from the mess of ranged attacks), and had the Earthborn put his animus on Grim (who would have gotten the armor buff regardless; he was close enough to the edge of the hill for a rock wall to be within 2"). The Fell Caller hung back, the Runeshapers killed two (one?) Invictors and the gobbers dropped some smoke for cover.

Ossyan's feat is a mess of ranged damage. My opponent allocated 3 to the Pheonix in preparation for some beatdowns. Then he moved the Arcanist up, but it failed the repair check. The Pheonix hit the Axer for a handful of damage and killed two Dygmies, one of which was tough. Then Ossyan popped his feat and missed with his gun at my backfield. He put Admonition on the Pheonix again. Hypnos moved in front of Ossyan to cover him (he may have had to run with the speed debuff from Grim's feat) and had it slap two burrowers around, one was tough though. Then the Stormfall archers activated and killed the Earthborn with authority. The next group killed a bunch of Dygmies but they passed their command check. The Invictors moved up, but did not engage anything, instead shooting at the Runshapers, Fell Caller, and Impaler. 4 of them managed to kill the Impaler. Another killed a Runeshaper, another missed, and then next two shots killed but their targets (Runeshaper and Fell Caller) were tough.

Ossyan hadn't landed his DEF debuff to go at Grim. Grim was DEF 22 on the hill with the wall (without the cover he would have been 18, still a tough call for most of the enemy shots at RAT 5-7), and ARM 17 with the animus. So he ignored Grim.

My army was decimated when my turn began. However, Ossyan was still pretty close with only Hypnos blocking the path to victory (again). I moved up Grim. My opponent triggered Admonition, but the clusterfuck of Burrowers, Champ Hero, Axer, and Hypnos left him little space to move. The Pheonix siddled up next to Hypnos. However, my target wasn't the man himself but Hypnos. Grim nailed a snare gun shot on the warjack to knock it down and get LOS on Ossyan. Then Grim managed to land Marked for Death on Ossyan, debuffing his DEF by 2. I decided not to try a Lock the Target as well.

Then the Runeshapers, who weren't engaged, moved to take Rock Hammer shots at Ossyan. One missed. One hit and did 7 damage, more than enough to rekill him. Janissa moved up and hit him again for 4 more.

So that worked out. I'm thinking Janissa with the Earthborn is absolutely ridiculous with Grim. His naturally high defense really milks that cover for all it's worth.

I played another game, again against the first player I'd played against. However, I switched lists to mix things up for myself. My thoughts on the Grim list, as this is the first time I've actually played it against people are that it isn't as pillowfisted as I thought. Sure, the Dygmies and Runeshapers are only (only!) kicking POW 14s, but that's more than enough to mug infantry and threatens a lot of multi-wound stuff too. The solos which I was fearing wouldn't pull their points in weight (the Fell Caller and Troll Hero) didn't get to do a lot, but the games were both over quick and they aren't normally in the thick of things until turn 3. I was afraid the Axer would be pillowfisted, but he cranked the Pheonix pretty well with two boosted Axe hits under Grim's feat for accuracy. Overall I still like it. I might drop the Axer for a Slag Troll, or the Axer and Swamp Gobbers for a Pyre and the Stone Scribe Chronicler, who makes the Dygmies _even more_ annoying.

For game three my Khador-playing opponent decided he wanted to Butcher my Dygmies with prime Butcher. I wanted to switch lists, but it was late and I wanted to keep things moving. I swapped warlocks, but instead of playing my normal prime Doomshaper list (feat. the Nyss Hunters and a pile of the warbeasts I own), I just swapped out Grim for Doomy and the Impaler and Gobbers for a Slag Troll.

I realized later that Doomy has 7 warbeast points and could have kept the goblins. Ah well.

Doomshaper, Shaman of the Gnarls
Earthborn
Axer
Slag Troll
Full Burrowers
Fell Caller
Champ Hero
Runeshapers
Janissa

My opponent played

Butcher
Juggernaut
Beast 09
Full Man-o-War Demolition Corps
Yuri the Axe
Great Bears
Kovnik Joe, the Winterguard buffing agent
Winterguard Mortar Crew

The scenario was a radial (corner-to-corner) scenario called Sacrifice. The players start corner to corner, and on the first player's left hand side is a control zone 8" or 10" in diameter (we never measured, just marked the center and contested thereby). On the first player's right side is an objective. To score the player must control the zone (his doods in it and the other guys doods not in the circle) and have a model base-to-base (B2B) with the objective. It looked incredibly difficult. To really make it work for many warcasters and warlocks they have to sit midfield and disperse their troops all over. Otherwise they would have to have excellent, self-sufficient flanking forces and hope the opponent didn't allocate enough resources to get at them.

I won the die roll and went first. I deployed pretty centrally, which was an issue since we left terrain as-it-was from the previous game. So my battlegroup started the game in the woods. The Runeshapers were on my left with the support solos, and I kept the Axer in reserve to move toward the objective. My opponent deployed the Great Bears closest to the objective (an incredible and self-sufficient flanking force, damn), with the Demo Corps central, Beast 09 in the very center of deployment, and the Juggernaut on my left/his right, ready to go contest the zone (Khador 'jacks are excellent zone contesters, they're stupid-durable and can be tough to move via slams and throws because of their strength). My burrowers deployed centrally with Advanced Deploy, as did Yuri the Axe.

First turn I had to cast a lot of Animi to get moving, due to the silly rough terrain. I had the Earthborn go with pathfinder first and run out of the woods at +2" because of the rough terrain. Then Doomy went and cast the Earthborn animus on himself to get some extra movement (without pathfinder) and the Axer animus on the other two beasts to give them +2" and pathfinder, allowing them to move out of the woods with ease. The Dygmies had burrowed before this, of course. The rest of my stuff just ran up, with the Axer being closest to the Objective and Runeshapers closest to the control zone.

My opponent ran most of his stuff, but was careful to keep out of my threat ranges for the most part. He moved the Bears toward the Objective, and the Juggernaut toward the zone. The mortar fired a shot into the Slag troll and did a few damage (20" range?! I had no idea!). Yuri moved into the center of the table, behind a wall that was on the center line in a normal game, but because of the corner-to-corner nature of the radial scenario it was diagonal to our play now.

Dygmies popped up. I moved around my support staff to get the Fell Caller to buff their melee attacks. The Runeshapers tried to lob AOEs at the DemoCorps but were out of range and the blasts didn't deviate well. They were in the control zone at least. The Dygmies didn't really have targets aside from Yuri. I had two of them get to him and manage to kill him with their attacks. Other than that they just gummed up the center of the board. I positioned my Earthborn and Axer what I thought was about 12" away from the Great Bears. This turned out to be a mistake. They were closer.

My opponent sent in the 'jacks, with the Juggernaut killing a Runeshaper and Beast massacring three Dygmies. The DemoCorp managed to kill a couple more, dropping the unit to 4 (some were Tough, but the Demo Corps have two attacks and finished a lot of them). They made their command check for casualties. My opponent sent two Bears into the Axer and killed it easily (it's tough as nails! It stood up to the Phoenix no problem the previous game!) and put a bunch of damage onto the Earthborn. If he'd charged differently I think he had a shot at getting two on the Earthborn, and that would have ruined my game, I think.

As it was I was still bogged down by a lot of big, tough buggers. I had some tough choices to make. First off the Bears had to die. But there wasn't anyone to get to them aside from the Earthborn, which one of them was engaging, or maybe Doomy himself. If I moved some pieces around I could get a Fell Caller on them, but that was no guarantee of killing Tough bears. I also wanted to get the Earthborn onto Beast 09, as otherwise he was going to ruin my day next turn. I moved the Slag and shot at Beast, but I'd forgotten that Beast 09 is Hyper Aggressive, so he walked into combat with a Burrower after my first shot and the second missed. Sad. Whoops.

I made up for it when the Fell Caller buffed his own melee attacks (he's reasonably accurate anyway) and charged at the two Bears who'd killed the Axer. He managed to kill both of them and neither were Tough (whew!). Then Doomy himself charged the last Bear and killed him, but he was Tough. I had Doomy beat that Bear with a stick until he wasn't tough. Then he healed the Earthborn's broken mind aspect, cast the Earthborn Animus on himself, and the Slag Troll animus on the Earthborn. He also popped his feat (spending focus in his control area HURTS). Then the burrowers burrowed again to get out of the way. The Earthborn walked into Beast 09 and used the power 8 Ice Axe to hit for P+S 22 with the Slag animus. Beast didn't make it. I only had 3 fury on the EBDT so I regened him for one as well. The Runeshapers and the Champ Hero managed to kill two of the Demo Corp so there were only 3 left. If I could keep the Earthborn alive another turn I might be able to table the Butcher. I put Janissa's rock wall up perpendicular to another wall in play, so that the Demo Corps still alive couldn't charge the Earthborn.

Butcher moved around a bit behind his stuff and popped his own feat, choosing not to spend any other focus due to Doomy's silly feat. He managed to blunderbuss a Runeshaper, but it was tough (and steady). The DemoCorps moved up and pounded the champ hero and runeshaper, but failed to kill the former and the latter was tough (again). The other two DemoCorps engaged the earthborn, and one of them managed a big 4-die roll to nearly kill it, but then the last missed his two backswing attacks because of the wall between the earthborn and him. The Juggernaut killed the runeshaper in front of it twice with boosted melee attacks (taking 4 damage for the boosts), but the 'shaper was tough twice. My opponent was not happy. Tough can be infuriating like that. The Mortar missed the champ hero but the deviation still did a bunch of blast damage, but left the Champ on 1 box. 

So now the game is looking mighty different. I was worried that the Butcher could camp all day and stay alive, and without the Earthborn I wouldn't have an answer for that. However, the earthborn was hurt badly but survived. I popped the Dygmies up behind the Butcher, but only one had a backstrike on the dog. The dog had to go before I had a chance to hit Doomy. The Dygmy managed to hit the dog with his gun (aiming at RAT6, meh) and kill him. The dog was not tough. The other three Dygmies shot the butcher in the back, and two hit, but he was sitting on a pile of focus and I only managed 2 damage.  Now I needed to get rid of the DemoCorp engaging him and heal him up with Doomshaper. The Champ Hero managed to kill one quite handily, but the Fell Caller and Doomy had to kill the other. Doomy used Stranglehold to nuke him after the Fell Caller spray didn't do much. Then the EBDT backed away from the butcher and regenerated for 6 with that damn trollblood regeneration ability.

The Runeshapers knocked the Juggernaut down with Tremor and hit the last DemoCorp with a Rock Hammer but didn't kill it. The Slag Troll maxed out spitting corrosive acid on the Juggie, but it had a few boxes left. Janissa's armor piercing pick finished it off. Now I had the control zone, but nothing B2B with the flag.

Butcher went into "endgame" mode. He moved, shot the Fell Caller to death (no tough) and cast Iron Flesh well away from the EBDT. The last demo corp killed the champ hero and either missed the runeshaper or it was tough (again!). The mortar cranked a shot at Doomshaper, who I'd left close enough to be hit by it, without a rock wall or any protective hookups. That hurt, but I lived.

Next turn the Dygmies ran to engage the mortar crew and Joe. The Runeshapers killed the last DemoCorps and I actually prepared for a butcher rush by backing up and healing the crap out of the EBDT. Janissa gave Doomy cover and he used the EBDT animus for protection.

Butcher was alone except for the mortar. He upkept Iron Flesh, moved forward camping a bunch, and shot a blunderbuss at Doomy, but missed. The next turn I had Doomshaper Purification the Iron Flesh, cast Corrosive Fists on the EBDT, and the EBDT made short work of the Butcher, using the huge power of Lola against the maniac. I think he was rolling dice +1, boosting his to-hits. Two hits finished the job. It was a pretty epic game. Not sure I like the scenario though.

Overall it was a damn good time. I'm thinking that Janissa and Earthborn are absolutely ridiculous together, but going into 2012 I can only take Janissa in one list for multi-list tournaments. The burrowers are pretty mighty as well, and the support they require is good when it gets to the front. The Fell Caller and Champ did a lot of melee damage against the Butcher's front line after the dygmies made a mockery of the front line, so I don't mind the support I like to take, but early spot removal of those key pieces could be really rough.

-Merlin out

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

Wednesday, November 2, 2011

Building Lists v. Building Factions

Many excellent warmachine and hordes players recognize that playing factions is alright, but playing one caster or warlock and building a single solid list is cheaper and tends to be a better play experience. I'm not necessarily a good WarmaHordes player, but I can see the advantages.

I chose to play Cygnar, and I've collect a good portion of the faction, which gives me lots of options when playing Cygnar. However, I've only been playing the Warcaster Constance Blaize in the last two months, and so much of my Cygnar stuff is dusty.

Also, getting skills requires some dedication to a strategy. Having a single 'caster to work with makes it easier to become jouzu at the game. Having a huge faction worth of possibilities leads to a shallow understanding of a broad range of things instead of a deep understanding of a few.

Further, my Trollbloods exploration has made me rethink buying into a whole 'nother faction. I'd rather build a couple solid lists and work from there.

Don't get me wrong: tournament play generally requires several lists from the same faction, but in general it's cheaper to work in lists rather than factions.



To this end, I decided to build a Trollbloods Grim Angus list. One reason is cost: Grim supports mercenaries as well as his own troops, unlike most Troll warlocks, so my Nyss Hunters are ready to work for him. Another reason is that Grim looks like a lot of fun, with a series of debuffs to help his army land hits and buffs to help his stuff move and target. He's really all about buffing accuracy. On top of the rest, he's got a gun, so I can shoot with him. That's something I like about Cygnar warcasters, so it fits into my comfort zone despite being in a different faction.

Looking through the Trollbloods faction book, I decided I would buy a heavy warbeast (because the goddamn warpack didn't come with one) and a full unit of trolls. Then I would cherry pick support solos and the like to support those troop choices, and add in the Nyss Hunters to fill out the list.

I read Sevwall's strategy article about the Pygmy Burrowers unit ("Dygmies") on the Privateer Press forums, and it paints a convincing picture of the Dygmies as a versatile, difficult-to-deal-with unit. They are dirt cheap in army-points cost, but they're also terribly, awfully inaccurate. Trolls have access to a lot of solos who buff units, however, and many warlocks also help. I decided to buy me some Dygmies.

For a heavy, I took a look at the several options available and decided that the Earthborn Dire Troll was the most versatile. It's got a lot of terrain-variable buffs, it can often hit as hard as whatever it's hitting, and it's animus can give buffs to other friendliest based on nearby terrain. It's good. It also has pathfinder, just like Grim, and just like the burrowers, and just like the Nyss Hunters.

So my Grim list is very much shaping up to be a list built around taking advantage of available terrain.

At 15 points it looks like:

Army Name: Grim Beginnings
Trollbloods
15+6 points, 13 models

Grim Angus +6 points
* Earthborn Dire Troll 10 points
* Troll Impaler 5 points

10 Pyg Burrowers 6 points

It has quite a few weaknesses at this level. With only one heavy hitter it will have trouble killing the tougher enemy warcasters and warlocks. I won't be able to afford trading the Earthborn Dire Troll (EBDT) for an enemy heavy unless I feel the burrowers and Impaler can finish the caster. The Dygmies really require some support solos to shine. They have a miserable melee attack stat and a similarly poor command check. To buff those they need a Fell Caller Hero and Trollkin Champion Hero nearby. Grim buffs their accuracy somewhat, but the additional buff from the Fell Caller takes them from good with Grim's feat to hitting just about everything on average rolls. Their poor command leaves them vulnerable to Terrifying entities (lich lords and such) or Abominations (bigger lich lords and such), but the Champ Hero is a battlefield commander with a respectable Command stat.

So to pump the list up to 25 I would take those two solos, each of which cost 3 points (they also kick butt themselves, so the cost isn't too painful). With the remaining 4 points I had a lot of choices, but I would settle on either Janissa Stonetide, another 3 pt solo, and the Swamp Gobber Bellows Crew, or a 3 troll, 4 pt unit of Runeshapers. Probably the former.

These support pieces add a lot to the burrowers and Grim's survivability without reducing their overall punch. However, at 25 the lack of a second heavy might hurt the list's performance somewhat. High-armor opponents might give it trouble, but hopefully if I can kill a heavy with the burrowers, or with the Earthborn during Grim's feat turn, I can win the attrition war. If I can get an Earthborn charge on an enemy 'caster they will probably also die, so that's a secondary option. The EDT can get a 12" charge if circumstances permit, so that can surprise some players.

At 35 points, I still don't add a second heavy, mostly because I don't own one. Instead I add the Troll Axer for his animus and his infantry-clearing thresher attack, and with the last 4 PTs put the Runeshapers in. I could add the Krielstone bearers with UA instead of the Runeshapers (dropping the Gobbers for a full unit) instead, but I don't have the stone yet, and I'm not sure Grim really needs it.

The Runeshapers give the list 3 magical aoe attacks, and if they crit they cause knockdown. At this point the list is very much about clearing a charge lane for the EDT to get an assassination. The aoes, the thresher attacks, and the burrowers cause a lot of problems for enemy infantry, and they can open some serious holes for the Dire Troll to fly across the board.

Grim's Cross Country spell can even allow the EDT to target enemies through forests which normally would block LOS, and the Axer animus can give the Earthborn yet another 2". If it gets all the buffs in a single turn (Axer animus, starts w/i 2" of rough terrain for +2 spd, and Grim shoots the target with his rifle to add 2" with Bait the Line) it can charge 14" away, and with its melee range of a half inch it can get to a lot of enemies. The thing to remember is to move Grim far enough forward that the EDT is still in his control to be forced.

That can be dangerous of course, but on the feat turn the speed debuff can keep Grim safe from much reprisal.

At 50 I add in my aforementioned Nyss Hunters, and. . .another Impaler at the moment. It's not optimal, but with the models I currently own that's where I'm at. I'll eventually get a Slag Troll and fit that in at 50 instead. That thing can wreck it some constructs.

Overall the list will struggle with high armor, but with any luck I can control the board enough to outflank or out last my opponent.

-Merlin out