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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


- Posted using BlogPress from my iPhone

Saturday, April 14, 2012

VTES is Still a Thing


I "played" in a VTES "tournament" run by our local "prince" a few weeks ago. It was supposed to be sweet but wound up being 6 guys playing casual games of VTES with multiple decks.

I brought a Kyasid Ravager Bloat and lunge deck, which I never quite got to work. It does super well at the Bloat part, with Vessels and Goblinism to seek out the Hungry Coyote, and a couple Ravagers later I can reliably get 4 pool per turn by hunting. Of course, going forward at that point can be difficult. It depends on whether I got an extra guy out with my Governs to still press forward or stay up to bounce.

Ahmed (Lasombra PRE vote) > Neil (Ravnos with aus) > Matt (Nahkthorheb gets a big bleed and then bleeds) > Me > Robb (Ferox and Tupdogs)

Ahmed and Matt had little predator most of the game. Neil bled Matt for a bit, but Ahmed was hammering Neil, so it wasn't going well overall. Matt bled me hard, which I often bounced. Robb often blocked with Ferox and didn't hurt Nahkthorheb or Ankh-Sen Sutekh. I got the Arcadian and Rod March, and proceeded to wade my way through Robb's substantial pool (7 for Ferox, 1 to merge him, the rest for Tupdogs, but Robb was waiting for the Clan Impersonation). I mauled him pretty badly, and Fae Contortion saved me from several rushes, but it wasn't for much. Ahmed ousted Neil. Matt ousted me and Robb, and then managed to get Ahmed as well.

Decks which rely on Clan Impersonating almost never work (unless you're Qadir).

Game two we decided to tap Ray in and play different decks. I'd only brought the one so I borrowed one of Matt's.

Neil (!Ventrue midcap block with guns) > Ray (Hooge Baali from G5+) > Matt (Tzimisce block and kung fu) > Ahmed (Harbingers don't really do much) > Me (ambrogino zombies)

My deck turned out to be like 25 Shambling Hordes and 10 Graverobbing, so it was super thematic. It was totally lame against intercept on the left from Neighbor John and to the right on Matthias. There were three blocky decks at the table. I did manage to get like 4 Hordes in play, but all Neil's vampires got guns. Neil ousted Ray quickly, Matt more slowly, and I backousted Ahmed because he was making me discard like 4-6 cards per turn needlessly. Neil won the table.

Game three we switched decks, and since Neil ousted Ray all the way back to his house Robb tagged back in.

Neil (Malkavians...?) > Ahmed (Long Range Black Hand Assamites) > Robb (I want to say Saulot? He wasn't there long) > Me (Matt's Taco Bell with Beef POT rushathon) > Matt (Lucita Assault Rifle Rush)

The game was silly. I bullied everyone with my rushes and managed to backoust Robb (as I do). Then I got Matt by a hair, and Neil by more. Then Ahmed and I slogged it out and I ran out of Immortal Grapple and Maneuvers before he ran out of Flash and Taste of Death. Ahmed won that table.

Overall it was fun to get some VTES in. It's the first I've played in about 9 months.

-Merlin out


- Posted using BlogPress from my iPhone

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

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

Tuesday, March 20, 2012

Constance: the Blaizening

I was in IL again recently, and as I said previously I was hoping to help Tmage prep for Hardcore at Adepticon. Also, he said there was a 25 point tier tourney he might play in.

In preparation for these things, I packed my small PACK case with a 50 point eNemo list and a 25 point tier 2 Ashlynn list. My eNemo isn't great and I'm not practiced with either of those 'casters, but I hoped to give my opponent a decent match.

At the last minute he emailed me and said he would be late. I grabbed Constance impulsively in case I got a casual game in. I wound up playing her twice. I guess I just can't stay away. Why can't I quit you, Constance?

I played her as a merc in my first game. It wasn't a great list, as most of the models were cherry picked for other lists, mainly my Ashlynn list.

Army Name: Constance in the bag
Highborn Covenant
35+6 points, 25 models

Constance Blaize +6 points
* Gallant 9 points

Anastasia Di Bray 2 points
Arcane Tempest Gun Mages 6 points
* Gun Mage Officer 2 points
** Mule 8 points
Gorman Di Wulfe, Rogue Alchemist 2 points
10 Precursor Knights 8 points
* Precursor Knight Officer & Standard 2 points
Rhupert Carvolo, Piper of Ord 2 points

Additional Rules

Solos gain Advance Deployment.

My opponent was a cool local dude who I hadn't had the pleasure to play yet, as I waited for T to arrive. His list was Zerkova's new Vanguard tier from NQ magazine, or as I like to call it, "assassins LOL!".

Zerkova
Spriggan
Vanguard
Marauder
Min Kayazy assassins w UA
Kayazy Eliminators x2
Greylord ternien(sp)
Koldun lord
Gorman di Wulfe

The Scenario was Guidons, which can be a whack scenario, but it turned out to be a non-issue. In fact, no points were scored all game.

My opponent won the roll off and decided to go first. He set up his jacks in front of Z with the greylords behind for smoke clouds. Gorman was nearby. The assassins were spread out, some central and some on his left flank. The two units of Eliminators were sent to the two far flanks.



I set my gun mages on the right opposite most of his stealth stuff and within range of his guidon in case I wanted the Mule to shoot at it. My real problem with the Mule is that it's absolutely bananas with Ashlynn and way Meh with anyone else. I really don't like models that can only shine in particular circumstances. The PKs and Constance stayed in the middle of the board, but there was a forest near my deployment that caused me some grief. Gorman took the left flank, Anastasia the right.

I deployed to the scenario but then didn't really play for it, which was bad. Instead I should have played for the enemy (gunmages kill assassins dead) and worked that angle. Also, I forgot how ballbusting Z's feat is.



My opponent advanced and put up watcher. I advanced and put up Transference. He advanced again and feated (no initial ranged attacks for my gunmages, no charging. Sad). He also ran an eliminator into Gorman so that I couldn't toss black oil.

I advanced the PKs in shield wall, kept Constance back, managed to kill a few Kayazy with transference boosts, and gave my PKs terror for command check spam. One unit of Eliminators shat itself. Constance counterfeated. The Mule was ineffectual.

Z's force didn't have a lot of juicy targets, but my opponent did a good job of layering his attacks for maximum effectiveness during my feat (weakest power attacks start the round). The eliminator engaging Gorman missed him twice. Z moved behind the Spriggan. I Lost a lot of knights.

I was sitting on a pile of focus, trying to figure out how best to spend it. After a big feat turn where Constance loses a bunch of dudes she needs to counterpunch hard. I was down to 3 knights, 5 gun mages, and the jacks and solos.

I upkept transference. I had the Piper kill the eliminator engaging Gorman. With the 12 or 13 other focus I wasn't sure what to do. I could probably send Gallant in to the Marauder and follow up with Blaize to finish the job, or move a PK into the Spriggan and have Blaize flashing blade that half of the table.

I decided on the later option. The gunmages killed all kinds of Kayazy. The PKs killed a few with help from transference. The Mule went for a brutal devastation shot at the Marauder (hoping to throw it into Z) but failed. Gallant killed an assassin. Gorman put black oil onto the Spriggan, Blaize charged up. . .and my opponent used Watcher to move the Spriggan away. He'd used it earlier in the turn and mentioned that NOT attacking means the spell doesn't go away, but I hadn't realized that he could watcher move more than once per turn. It was good.

My plan was scrapped, and I had Blaize way up in the mix. Gorman was close to her. He had to die. She fired Sunburst at him, missed, and the blast damage didn't hurt him. Spending more focus was bad. Gorman had to die. Fired again. Missed. Blast damage didn't kill him.

Terrible. Constance was like 5" from Z with 2 focus and there was a Spriggan and Gorman RIGHT THERE.

I conceded.

2nd game I played Cygnar Blaize against T after watching him play a painful battlebox game:

Army Name: Constance in the bag 2
Cygnar
35+6 points, 25 models

Constance Blaize +6 points
* Gallant 9 points
* Squire 2 points

Journeyman Warcaster 3 points

Arcane Tempest Gun Mages 6 points
* Gun Mage Officer 2 points
** Charger 4 points
Black 13th Gun Mage Strike Team 4 points
Captain Arlan Strangewayes 2 points
Gorman Di Wulfe, Rogue Alchemist 2 points
6 Precursor Knights 5 points
* Precursor Knight Officer & Standard 2 points

We had to play fast b/c it was late. So we stuck with casters we were comfortable with. T played epic Caine

Caine2
Rowdy
Squire
Reinholdt, Gobber Lumpkiner
Gun mages with UA
Black 13th
Boomhowler and Co
Stormsmith
Epic Eiryss

T's list has a huge assassination threat. Caine's feat allows him to ramp up his pistol attack's damage to heavy warjack or dire troll levels. It's nuts.

I lost the roll but T asked me to go first. We were playing a radial scenario called diversion. The basic idea is that each player needs to control a flag on their right and run a model to contest a zone on the far side of the table. It's difficult to stop the last from happening but not the former.

I parked my gunmages and charger "module" with arlan over near the flag T had to control for points. There was a wall there for cover. Constance, the Squire, Gorman, and the B13 hid behind a building on the opposite flank. The PKs had to work around a water hazard in the middle of the board. Gallant stuck near Blaize. Jr put arcane shield on Blaize and moved into a different time zone.

T put Blur on the gunmages, Heightened Reflexes on Boomhowler & Co, and had Caine take the center. His B13, epic Eiryss, and Stormsmith hid in some woods across from my gunmages. I got the chance to alpha strike on my turn two.

My Black 13th moved up and Ryan got a weird deviation from her Mage Storm, but it blocked line of sight from T's gunmages to them. Lynch and Watts killed a Boomhowler troll twice (he made a Tough roll the first time).

My gunmages managed to kill T's Ryan in the woods, which was both lucky and good for me. I could ignore them for a bit. The Charger killed a Troll and the Stormsmith. Constance didn't do much. Gallant got into position about 10" from Rowdy. I screened him with PKs and Blaize had popped feat.

T did what some players do and ignored most of my troops during the feat turn, instead focusing on Gallant and key solos. This didn't work out for him in the long run. Lynch and Watts failed to kill Arlan. Boomie took the center some more. Rowdy moved up into countercharge position. T's gunmages dropped a massive power 17 CRA on Gallant but only did 4 or 5 damage to him. A lot of stuff just repositioned instead of killing my doods.

I went for the scenario. The black 13th took the flag and Ryan got a BONKERS deviation on Mage storm. T had bunched up his gun mages to CRA gallant, and while I couldn't hit them with blur on them, the deviation was great and killed 6 out of 7, leaving only the dude. The dude abides.

I allocated 2 to gallant and had him kill 3 trolls (only one tough roll made. Killed that one twice). I had the Gunmages and charger kill a LOT more trollkin, leaving only two of them left. Gorman moved up to Black Oil Rowdy. Rowdy pasted him with counter charge. The PKs attacked Rowdy and I ran one across the table to toe into the zone. I scored a point.

T decided he had to go for it. He knew it was a long shot. He dropped his upkeeps, gave 2 focus to Rowdy and had Rowdy tremor to knock down most of the stuff I had screening Constance. Eeiryss went for her shot but missed by being 2 inches out of range. Caine popped his feat, charged up to kill a PK, shot a bunch of the guys who were knocked down to jack his damage up, and wound up with three shots on Constance. All of them hit, but he was at dice-5 because I'd left her on 5 focus with arcane shield for 24 armor. He did 1 damage, and 1 damage, and 4 damage. She had lots of hit points left. He still had the dude, two black 13th, and a couple trollkin to activate, but conceded. Caine was flapping in the breeze.

I told him to make me finish it. I had the PKs move to engage, moved Gallant out of the charge lane (he was down to 3 boxes), and had Constance cast Crusader's Call and charge. She needed 8s to hit, so I could have lost to dice, but she hit. And her charge damage roll with flank was 6 6 6 4. So Caine did not make it. If my assassination run failed I still could have won on scenario I think.

Overall they were two great games that expanded my understanding of more models. I don't think I've dealt much with Kayazy before now, and eCaine commands a chunk of the board with his threat range. It was interesting.

-Merlin out

- Posted using BlogPress from my iPhone

Location:Grayslake, IL

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

Wednesday, February 22, 2012

Chicago Warmahordes

Let’s start this story with an anecdote. When I first began to play WarMachine, I didn’t own many models. I knew that I wanted to own more, so that I could play bigger games with my pals. I owned just the battlebox and a unit of Stormblades, and knew that I wanted some ranged support and other warjacks.

One day I went to the store to play some pick up games on WarMachine night, and there was a bunch of my faction’s models available for sale used. My FLGS is good about selling those used models at half-price (generally regardless of paintedness or quality of paintjob). So I saw a full unit of Cygnar Long Gunners, a separate packet of the unit officer and standard attachment, and some other stuff for sale. I picked it all up. It was only like $30 for $60-odd worth of models. I thought that as a new player this was a hot deal.

Thing is, Long Gunners aren’t so awesome, as far as troops go. They’re not terrible, but they’re certainly outshone by the awesome Arcane Tempest Gun Mages for similar army point costs at a number of points. I’ll write a full article on Long Gunners at a later date, after I play them some more, which brings me to the next part of my story.

My good pal Ray paints models like a boss. He had a fully painted unit of his own Long Gunners that he didn’t need anymore last summer, months after my Long Gunner purchase. He sold it to the store. I bought it. He said, “crap, I would’ve sold them to you if I thought you’d wanted them.” But my reply was, “I want a full unit awesomely painted, for cheap. I can sell my unpainted ones back. . .”

Or not. See, there are several Tier or Theme lists in Cygnar which require two units of Long Gunners. So I actually decided to paint up my own second unit (and paint the officer and standard in Ray’s colors) to run those tier lists. Tier lists are lists which restrict model choices but offer interesting advantages and often allow a player to break the rules in some way. Since there are three Long Gunner Tiers, I’ve decided to play each one a bit and see how they shake out. It doesn’t look promising.

The first experiment is Commander Douchebag McWeen, who as a caster is really growing on me. I think he’s got some serious game, but he’s a support ‘caster through and through. His highest tiers require two units of Long Gunners, but gives a Unit Attachment for free (so cheap, which is good). He also is forced to take his awesome character ‘jack Ol’ Rowdy, which isn’t so bad and gives a +1 to the starting die roll. At his biggest tier level, he must also take two Lancer arc node ‘jacks, which is. . .meh. The benefit is that he gets his three sweet buff spells into play for free at the beginning of the game, giving him full focus to run those ‘jacks up the table. Which is nice.

I went to Chicago and contacted a local who I’ve played before, Tmage. T said that he could meet me for some games, though he seemed more interested in competitive play, and I told him that unfortunately I was planning on playing some janky nonsense. He graciously offered to play some fun lists himself so as to make a good game of it.

We met and set up a scenario called Outflank, Outfight, Outlast, which features two giant control zones which can be scored upon on either side of the center of the table. Controlling either one (no enemy models and certain of yours in the zone) nets a point, first to three wins. Or assassinate the enemy ‘caster. Whichever.

T decided to play Morvhana the Autumnblade, a Circle warlock who, like the Long Gunners, doesn’t see much play and is overshadowed by other choices. We thought it would be an okay matchup. It turned out to be good. . .in a terribad way.

T’s list was
Morvhana
Megalith
Warpwolf Stalker
Gorax
Swamp Gobbers
Shifting Stones
Witch Doctor
Full tharn Bloodtrackers with Nuala the Huntress Character Unit Attachment

His reinforcements were a unit of Shifting Stones with UA and the Lord of the Feast.



Mine was in tier:
Stryker
Ol’ Rowdy
Two Lancers
Long Gunners min with UA
Long Gunners min
Stormblades
Journeyman Warcaster

I had to scramble to find reinforcements in tier. It was either an Ironclad that Stryker would have trouble running, some ranged ‘jacks that probably wouldn’t do much good, or an extra unit of Stormblades. I opted for the last, was forced to proxy as I don’t own two units of them, and filled them out with two Storm Gunner weapon attachments.



Stryker’s tier has some weird synergies going on, and it’s lacking a lot of synergies available to him while he’s not in tier. For instance, he has trouble casting his awesome signature Earthquake spell while upkeeping a couple of his sweet buffs AND running any amount of warjacks. He needs a ‘caster attachment and Arlan Strangeways pretty badly to manage his focus-intensive playstyle. Losing those makes every turn a turn of difficult tactical choices.

I lost the die roll to go first. T decided to go first, and deployed his stuff that wasn’t advanced deploy pretty centrally. I set up Stryker and Rowdy in the center of my deployment, with the Lancers on the flanks, my larger unit of Long Gunners on the right and the smaller on my left, Stormblades behind them. The journeyman hung way back.

T’s AD blood trackers and shifting stones set up all over the center of his AD zone. He declared the smaller unit of Long Gunners as their first prey target. I had put Blur on them with my tier bonus, with Arcane Shield on the Stormblades and Snipe on the larger unit of Long Gunners.

T moved all of his stuff up, taking a big chunk out of the center of the board with his bloodtrackers. Morvhana put Regrowth on them, which is an upkeep that states she can spend fury to revive grunts to the unit during her Control phase, which is ballin’ in an attrition festival. The Witch Doctor put Undead and Tough on them, and pretty much everything else advanced or teleported forward (shifting stones. . .).

I had to advance more cautiously. I realized at this point that everything within range of my long gunners had stealth, so ranged attacks from further than 5” away automatically miss. That’s a serious problem for the Long Gunners, whose whole thing is long-ranged combined ranged attacks. So. . .I was behind the eight ball from the start. I allocated focus to the jacks. I advanced the big unit of Long Gunners and put down the covering fire template (which is about the only thing the unit attachment gives them. . .) to block some bloodtracker movement. The Lancers ran up to strategic positions. I moved up the other LGs and SBs in a mix, but not too far. Jr put his Arc Shield on Rowdy (which is substantial; 23 ARM is a LOT of armor) and stayed far far away. Stryker moved up and tossed an Earthquake with his remaining focus at a bloodtracker. It auto-missed because of stealth, but the template is enormous, and it deviated onto the front rank, knocking two down anyway. Rowdy ran up a bit.

I had contemplated popping the feat at this point, but it would have been largely wasted as T could probably back up and ignore most of my stuff. However, if I’d run more stuff and tried to jam up the ranks with my mostly-useless Long Gunners maybe I could have popped the feat to more effect, at least for board position purposes. They aren’t supertough under the feat, but ARM 17 is alright, and one of them was also defense 16 because of blur. I don’t know. . .still shaky.

T set up his reinforcements, and my ignorance of the threat range on the Lord of the Feast cost me a bit. I didn’t realize his Raven attack was a 10” shot. With the shifting stones teleporting him closer to my infantry and the Raven attack allowing him a teleport, he was a half inch close enough to hit the front stormblade. The raven attack allows him to teleport (again) into my ranks and thresher with a reach attack. He killed 5 guys, three of them my hard-hitting stormblades. They failed their massive casualties check and flipped out. That was bad.

The bloodtrackers acted in their hit and run role and killed two more of the smaller LG unit, but they made their casualties check. Then they reformed back. During their activation I counter-charged two of them with Rowdy to take away their ranged attacks. T moved the rest of his stuff up more cautiously, keeping Megalith a good distance from Rowdy and popping his animus to make rough terrain. The warpwolf moved into a forest and gained stealth from prowl (more stealth! Awesome), but was within striking distance of most of my force.

It became clear to me that I needed to just commit some stuff and hope my feat could save it from the inevitable alpha strike, either from bloodtrackers or the warpwolf berserking through a unit. I deployed my reinforcement stormblades near the edge of the table as far up as I could and ran them into the control zone near the wolf in the woods.

I needed to kill the Lord of the Feast. Jr managed to hit him with a hand cannon shot and blow him away, which was good. The long gunner prey hid out in the back. The fleeing stormblades rallied. The lancers moved up to contest both zones and give Stryker juicier earthquake targets later on. I moved the arcane shield from the fleeing stormblades to stryker and had stryker failcharge way up toward the stalker in the woods, popping the feat and daring my opponent to try and assassinate him at 26 armor. Rowdy failed to kill the two blood trackers he was engaging.



My opponent largely ignored my high-armor stuff during feat. He instead killed 5 of my new reinforcement stormblades with his berserking stalker (which I figured would happen) and sprinted back. He did not end in the woods, however.

Morvhana herself didn’t do much other than revive her bloodtrackers or cast animi on her beasts most of the game, hiding way back in a swamp gobber smoke cloud. I couldn’t get to her with my Long Gunners for a doubletap, and she had plenty of fury to spare anyway. I contemplated upkeeping Snipe on the bigger unit of LGs, moving them forward and trying for two or three man CRAs on her, since most of her screen was stealth and therefore did not block LOS. I could have gotten an earthquake autodeviation on her, and then while she was knocked down the LGs could have hit her with 3 pow 12s? or maybe 7 pow 10s? It was sketchy, and she still might have been out of their threat range.

Instead I decided to do as much damage to the warpwolf as I could. It was a long shot because it has a bunch of hit points, but I was trying to take it out of the game for at least a turn. I moved the Lancer up to get an autodeviation onto the wolf, had stryker quake it, and then the stormblades left and large unit of Long Gunners managed to hit it for a bunch of damage. If I’d upkept Snipe on the Long Gunners I might have done even more, but alas. . .

The rest of my stuff was ineffective. I realized at this point that killing blood trackers was just allowing my opponent to revive them and place them nicely to attack my squishy stuff, and resolved to not kill them anymore.

T used his blood trackers to kill another LG of the prey group, and one even managed to kill the journeyman (needing an 8 to hit and 12 to kill . . .) which was a big blow to my survivability. I realized at this point that I should have had Rowdy trample through the blood trackers and try to kill the Gorax or Warpwolf, but hindsight and all that. . .

T had some issues this turn because I’d knocked down the warpwolf and managed to get its spirit out, so it couldn’t shake the knockdown. He wound up moving it back. The flank forces tied up my Lancer. The Gorax nearly wrecked the one on the forest/wolf/stormblade flank.

I was losing the attrition war pretty badly at this point. I managed to kill the Gorax with lucky Long Gunner CRAs after it wrecked my Lancer with a free strike, but the stormblades couldn’t reach the blood trackers contesting the right zone to charge, and missed with their ranged attacks. I put Stryker behind Rowdy and waited for the hammer to fall.

Megalith went to throw Rowdy for the assassination, but Rowdy proved too strong against the odds. At this point the game was getting pretty silly. T killed some more stuff and passed the turn. I tried to kill Megalith with Rowdy (odds weren’t good, and then the dice just said no) and conceded the game.

There were a lot of interesting tactical choices we made, and I’m still kicking myself for forgetting about Rowdy trampling through a bunch of blood trackers. That might have gotten me control of a zone during the final turns, and then maybe we could have had a fight on our hands.

For a slap fight it was a good game.

We played a speed game afterwards, since my opponent and I tend to overthink our turns (which generally lead to good play, in our defense, but our single game had taken well over two hours). So we played “timed” turns, and made our armies a bit more effective. T played

Baldur1
Megalith
Warpwolf Stalker
Gorax
Double shifting stones
Full blood trackers and UA
Blackclad warfarer

I played
Stryker1
Rowdy
Squire
Strangeways
Full Long Gunners
Stormblades + UA + Storm Gunner
Black 13th strike force
Gorman di Wulfe

This scenario was close quarters, a pretty basic one where the goal is to score on the circle just on the opponent’s half of the board and keep him from scoring on yours.

T won the roll again. He deployed pretty centrally again. I did the same, though my Long Gunners were on the left flank and Black 13th with Gorman on my right for ranged support.

T ran up the blood trackers to jam up the middle again. Everything else advanced. I had Stryker buff the LGs with Blur, and the Stormblades with Arcane Shield. He advanced. Jr cast his Arcane Shield on Rowdy again and hid in a forest. The LGs ran mostly through the forest. The Stormblades advanced. Rowdy ran. Arlan powerboosted Rowdy (for grudge) and stayed pretty far back. Squire kept up with Stryker. The Black 13th went for lucky deviations but didn’t get any. Gorman gave them stealth with a smoke cloud.

T had his trackers move up to toss spears, and I had Rowdy countercharge one of them. That tangled two of them up. They mostly missed or failed to wound their targets (might have killed a Stormblade?). T then powered up his Stalker and teleported it in to scrap Rowdy, which it managed easily (I forgot about the Stone Strength buff on Baldur. . .). Megalith stayed further back. Everything else advanced cautiously.

I had Stryker Earthquake the stalker to knock it down and pop his feat. Jr put a new Arc Shield on Stryker. With the Stalker down I had the Stormblades assault it and they killed it easily. The LGs moved up cautiously but failed to kill any blood trackers. The Black 13th managed to kill the Blackclad wayfarer and tried to damage a stone to no avail. Gorman popped more smoke.

T backed up a bit, since he wasn’t going to be able to kill many Stormblades at ARM 23, and sending in Megalith to do it would have probably cost him a Megalith in the long run.

I had the LGs move up, fail to kill any bloodtrackers because of Stealth and general accuracy issues. Then Stryker moved up and Earthquaked them, missing because of stealth, but again the deviating GIANT template still caught four in the blast, knocking them down. Then I had the Stormblades assault to get within 5” to negate stealth, and since they pretty much autohit that was 4 dead blood trackers. Nice. Gorman advanced and put black oil onto Megalith (which was awesome), and the Black 13th again failed to kill the stones.

For those keeping score, that’s a warpwolf Stalker and half a unit of blood trackers for the stormblades, and NOTHING for the long gunners. Dammit.

My opponent went for an assassination, as he could buff baldur up with Megalith’s geomancy and then teleport to within range of Stryker with the stones at full fury. He would have won the game, but did not boost his first attack and missed Stryker’s impressive defenses. The next attack hit, and then weight of stone (Baldur’s sword has a sweet debuff attached to it) kicked in, making it so Baldur hit on 6s. He hit with 3 of his remaining 4 attacks, but left Stryker on 2 wounds. That one boost at the front would have sealed the deal.

T told me via email later that he also could have popped Megalith’s animus (he was pretty close to Stryker at the time) to get a debuff in before which would have done it as well.

But we were playing pretty fast, and I’ll take wins where I can get them. T’s a better player than I am, so any victory I can catch is worth it (in spirit he really won). Baldur was clubbed by Stormblades.

Clearly we should play more timed games so that we make better choices under duress (I shouldn’t have pushed Stryker as far up as I did, really).

Long Gunners aren’t looking so good at the moment. I’m not giving up on them yet, but I’ll probably stop playing them against T so that I can give him better games while I’m out of town

-Merlin 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