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Tuesday, August 23, 2011

Doomshaper v. Douchebag

I decided to get some practice learning the rules to my models. To this end I'm doing some smaller games using different forces I've collected. The first matchup is prime Douche against the primal Doomshaper. These two are widely derided casterlocks from their respective factions.

The scenario is Gaining Ground (control center zone for 1pt or opponent's zone for 2pts, first to 4pts wins). Here's the lists and some listbuilding thoughts.

Round 1 match 1 thornwood prim(al) rumble






Army Name: Pstryker armorbuffs
Cygnar
25+6 points, 18 models

Commander Coleman Stryker +6 points
* Centurion 9 points (Arcane Shield from Journeyman or Stryker puts the cent at Armor 24. Stryker's feat adds 5 to that)
Journeyman Warcaster 3 points

Arcane Tempest Gun Mages 6 points
* Gun Mage Officer 2 points
** Charger 4 points
Captain Arlan Strangewayes 2 points (I've been running this 14pt module a bit. Many folks run a Hunter 'jack on the Dude; this is the same amount of points, but if Arlan powerboosts the Charger it gets a fully boosted shot and then a second unboosted shot from the 'jack marshal bonus. And they're both Rune Shots from the Dude)
Stormblades 5 points (hardhitting infantry)

Army Name: Doomshaper's Irregulars
Trollbloods
25+7 points, 14 models

Hoarluk Doomshaper, Shaman of the Gnarls +7 points
* Earthborn Dire Troll 10 points
* Troll Axer 6 points (with these beasts Doomy can deliver the earthborn a good distance away. If the EDT is near a forest it gets +2" move, and the Axer animus can add two to that. Doomy can also force the EDT to Goad it another 2" if it kills a model)
Janissa Stonetide 3 points (Janissa w/ EDT animus on Doomy is a must, as with her Rock Wall ability he goes from defense [laughable] 13 armor 15 to 17/17 with cover from the wall and the animus armor boost near an obstacle)
6 Nyss Hunters 7 points (Doomy's Hookups aren't faction specific, so enter the Nyss, a great merc choice, if expensive)
Trollkin Runeshapers 4 points (area-of-effect spellblasters that also gain Force lock with Janissa nearby; Force lock keeps a model in their melee range from advancing. Also tough and steady, which is dope)
Viktor Pendrake 2 points (two points left over and this is my only choice for Trollbloods at 2pts)


Stryker won the roll to choose sides and took the hill instead of the forest half of the board. Also kept Doomy away from the water (water grants another 2 defense under EDT animus). Cast Arcane Shield (AS) on himself and Blur on the 'blades to keep them safe from Nyss bows. Moved up.

Centy ran onto the central hill. 'blades ran across from forest and next to hill. Gun mages ran up on other side of hill past water. Charger and arlan ran to hill as well. Junior cast AS on Centy and advanced in the back of the force.

Doomy cast Banishing Ward on the Nyss to keep them safe from Earthquake shenanigans. He moved up a bit. EDT cast animus on Doomy and failed a charge. Axer riled and ran. Janissa put a rockwall up near Doomy and EDT. Nyss ran into woods. Runeshapers and Pendrake advance.

Stryker had to feat this turn, so he needed to engage a bunch of stuff and try to push other threats out of the way with Thunderbolt shots. The Nyss in the woods were going to be a problem. The Stormblades ran to engage 3 of them, leaving 3 to counterattack next turn. The Centy advanced a bit and polarity shielded (can't be charged). Stryker moved up but camped 3 focus. The charger got the powerboost from arlan and fired a crit thunderbolt at the EDT, knocking it down and pushing it 3". Then it missed the second shot (too many linear obstacles in play). Gun mages fired some Thunderbolt shots at the Axer to push it back but the Runeshapers and a building were behind him and he could only go back so far. Gunmages moved up to contest central zone with Stormblades.

Doomy stood up the EDT with fury. He then advanced forward to catch the enemy entirely in his control area and feated himself. He then cast purification to wipe the upkeeps and animi off the table, and EDT animus on himself for protection.

The Runeshapers moved up and tossed aoes at the gunmages but didn't do much. The Axer used his animus and then engaged the gunmages and threshered them. He needed 9s to hit, and missed all of the attacks except for the last one, which was boosted. One dead gunmage.

The Nyss moved out of the woods and killed two Stormblades with good damage rolls. Cylena and two spare Nyss tried to shoot the unengaged 'blades but missed with a 3 and snake eyes.

Doomy was way up to capitalize on feat, but with only two fury left for transfers and a Centurion near enough to charge, things could get ugly. Janissa put her rock wall behind Doomy to box him in and make sure he kept his armor bonus from Transmute, the EDT animus. The Earthborn moved up to block a charge lane but fell short on distance. For good measure Pendrake advanced and threw his bola at the Centurion, knocking it down.

For getting the alpha strike the trolls didn't do well. Poor rolling and Stryker's feat kept Cygnar rolling.

Stryker saw Doomy flapping in the wind and went for an assassination. It was a good idea. The Charger on the hill only needed a 9 on his boosted Thunderbolt shot to hit, and he managed to crit knockdown Doomy as well. So after activating two models Doomy was on his ass and had taken 5 damage. Not good.

Worse, the Centurion had shaken the knockdown with a focus and charged Doomshaper's prone form. His two reach spear attacks autohit the warlock and did massive amounts of damage, which Doomshaper transfered to his earthborn Dire Troll. After those two hits Doomy was out of fury and the EDT was down to about 10 hits left. The stormblades finished off the earthborn, but if Stryker had done that first Doomy might have been more hurt by the Centurion.

Still, losing his only heavy with a Centurion on the board really hurt Doomshaper.

The gunmages and Junior fired shots into the prone Doomshaper, but only managed a few more damage. The Charger and Centurion actually took some serious damage from Doomshaper's feat (d6 per focus spent). Stryker backed up to weather out the counterstike, hoping to outlast the Trolls.

Them trolls rallied, however. Doomshaper had to cut for two Fury and shook his knockdown. Pendrake managed to aim and hit the Centurion with another knockdown bola, disengaging Doomshaper. The Nyss killed 3 of the 4 remaining Stormblades and the last failed his morale check. Cylena led a Combined Ranged Attack on the Journeyman but failed to dent his armor with a poor damage roll.

Doomshaper moved away from the action and cast Stranglehold on the Centurion, hoping to force it to forfeit an action next turn, but he didn't penetrate the armor. The Runeshapers moved up in hopes of disentangling the Axer, but again their aoes deviated poorly, and those that connected got woeful damage rolls. The last Runeshaper engaged the centurion, which force locked it in place until it was dealt with, and tossed an aoe at the Charger, mugging it severely. The Axer needed to thresh four gunmages, needing 9s to hit. He boosted the first two attacks and killed two gunmages, and then rolled two 9s on regular attack rolls to get the others.

Janissa activated and dropped another aoe on the Charger.

Suddenly Stryker was down to one gun mage and one fleeing Stormblade for infantry, and his Charger had crippled movement, cortex, and hammer. He allocated three to the Centurion and shook the knockdown. He then spent the entire turn trying to kill the Runeshaper forcelocking the Centurion in place. Scrambling, he put AS back on himself and put a disrupted pistol shot into the Runeshaper engaging the Centurion, but failed to hurt it.

The last gunmage tried as well, but missed both the Runeshaper and the Centurion. The charger took a boosted shot and managed to hit the Centy instead. Junior missed them both.

So the Centy had to spear the Runeshaper himself. He missed his first attack as well. Then he bought another and speared it to death, but it made its Tough check to stay alive. Ridiculous.

Doomshaper took a commanding lead, with the Axer and Runeshapers finishing off the Charger. Janissa put 10 wounds on the Centy, crippling the shield with her armor-piercing pickaxe. Doomy himself re-emerged from cover to kill Arlan with a spell, and the Nyss Hunters killed the Journeyman and Stryker's remaining infantry.

Stryker began his turn with only a knocked down Centurion on his side, and conceded defeat to the old troll.

Models of the game:

Stryker: the Charger. It almost enabled a turn three assassination.

Doomshaper: Viktor Pendrake. Dude knocked the Centurion down twice, forcing Stryker and the Centy to spend a focus standing up two turns in a row.





Lessons learned: all the armor in the world isn't helpful if the enemy can sidestep the tank and get to the rest of the force. Stormblades with Stryker are good (Blur ftw). Nyss Hunters are off the chain, tho. Huge, pathfinder threat, capable in both melee and ranged. The total package. Doomy is fragile, but was a lot of fun to play.

-Merlin out

- Posted using BlogPress from my iPhone y'allzs

Wednesday, July 20, 2011

Gun Mage Fever

Cygnar Fluffernutters Vol. 1:

I've been considering the idea of tiered/theme lists in WarMachine for a while. Essentially, the idea behind theme lists is that you can only take certain models, units, etc. But, in exchange you get some benefits, whether it's decreased cost on units, or free models, or even starting the game with upkeep spells in play or focus points on 'jacks.

My buddy who got me into the game said "never do tier lists, it's like tying one arm behind your back." And in a sense, it is. The model selection tends to be extremely limited for most of them, and the benefits rarely outweigh the "cost" of limited model selection. That being said, I have always liked the idea of artificially limiting the building blocks for any given project, as an exercise. Call it theorymachine calisthenics. It's one of the reasons I like drafting in CCGs; I like being forced to use unpopular choices so that I have to reconsider them or otherwise _make_ them work.

So with that, I decided to at least work toward a few tier lists in warmachine. Flipping through the Forces of Warmachine: Cygnar book, I was looking for theme requirements that could be met by multiple theme lists. Two units show up multiple times (in multiples) in several theme lists: Arcane Tempest Gun Mages, and Long Gunners. I decided that I liked the ATGMs better than Long Gunners, and if I had to buy two units of something (most theme lists require doubling-up on certain infantry, which isn't often done; most players only ever want one of a given unit in their collection) I would buy those. Even better, the first unit was on sale used at my FLGS, and a resculpt came in April. So not only would I have two units, but they would look totally different.

When I actually got the units, I mixed the two sculpts a bit so that each unit has 6 unique figures (most units have 3-5 sculpts, with some duplicates). I also painted them in different colors, both for differentiation, and because ATGMs can be taken in one of the mercenary contracts. So then my merc ATGMs look different from my Cygnar ATGMs. Even better, the Forces of Warmachine: Mercenaries book has another tier list that requires two units of ATGMs, so now I'm working toward 3 theme lists with my purchase.

The lists:

Army Name: Gun Mage Fever 1
Cygnar
Theme Force: Sons of the Tempest Tier 4
35+6 points, 23 models

Lieutenant Allister Caine  +6 points
* Avenger or Defender 9 points

Arcane Tempest Gun Mages  5 points
* Gun Mage Officer
** Hunter  6 points
Arcane Tempest Gun Mages  5 points
* Gun Mage Officer  2 points
** Hunter  6 points
Black 13th Gun Mage Strike Team  4 points
2x Gun Mage Captain Adept  2 points each

I like this version because it has some symmetry, but after playing it a few times, I'll probably drop a hunter and both Gun Mage Captain Adepts for a Stormclad on Caine. Then I'll move the Defender/Avenger to the now 'jackless Gun Mage Officer for Rune Shot. Caine needs the Stormclad beatstick. Prime Caine's tier might be cool enough to actually play in a serious game.

Army Name: Gun Mage Fever II
Cygnar
Theme Force: The Huntsman Tier 3
35+5 points, 27 models

Captain Allister Caine  +5 points
* Minuteman/Firefly/Sentinal/Charger 5/4 points

Arcane Tempest Gun Mages  6 points
* Gun Mage Officer  2 points
** 2x Hunter  6 points each
Arcane Tempest Gun Mages  6 points
Black 13th Gun Mage Strike Team  4 points
Gun Mage Captain Adept
Rangers  5 points


This list is weird, and I don't actually own eCaine or several of his 'jack possibilities. I'll probably run it after I get epic Caine once or twice, but this is one of the theme lists that loses a lot for little gain. It'll still be fun to play, and Caine's epic version is pretty amazing even without his Squire and goblin buddy, but I'll just use it for casual play.


And now for the mercenary gun mage fever!


Army Name: Gun Mage Fever III
Mercenary Theme Force
Theme Force: Viva Le Resistance Tier 4
50+6 points, 35 models

Ashlynn D'Elyse  +6 points
* Nomad  6 points
* 2x Vanguard  5 points each

Anastasia Di Bray  2 points
Arcane Tempest Gun Mages  6 points
* Gun Mage Officer
** Mule  8 points
Arcane Tempest Gun Mages  6 points
* Gun Mage Officer  2 points
10 Precursor Knights  8 points
* Precursor Knight Officer & Standard  2 points
Rhupert Carvolo, Piper of Ord  2 points
Rutger Shaw  2 points
Taryn di la Rovissi  2 points


I generally prefer 35 point lists and games to 50s, but I feel that Ashlynn's tier list is so much better with the extra points for a Nomad or Mule and more Precursor Knights. If I had some serious gun mage fever I could even drop some support pieces like Rutger Shaw (who is there to hook Taryn up with Tough and Dodge) and Rupert for my GMCAs.


As you can see, I don't yet have all the models (don't want to play eCaine until I've got some more pCaine games in, and my FLGS hasn't gotten Anastasia in for months) that I need/want for my lists, but it's still cool to know that I can work toward three tier lists with one doubled unit. That's Cygnar and Highborn tier lists with some unit-purchasing efficiency.

I'm a huge fan of pCaine's tier because after setting up the basic (and awesome!) gun-mage framework of 16 points (2 units of ATGM at -1 pts, with a free UA, and the Black 13th), I have X points left over for 'jacks (25 in a 35 point list with Caine's 6 JPs), and as long as I can afford 3 'jacks I've hit tier 3 and 4. This allows me to tap into my stable of Cygnar warjacks with ranged weapons (umm, most of them) and play around with different combinations.


Or I could buy more gun mages. Probably not though.


Hunter Hunter Defender GMCA GMCA
Minuteman Minuteman Minuteman (or more gun mages?) Stormclad
Hunter Hunter Hunter Hunter
Charger Sentinal GMCA Minuteman Stormclad
Avenger Avenger Hunter
And so on.


Next month: Long Gunners, or how I learned to stop worrying and love dual shot CRAs.

Tuesday, July 19, 2011

Monday Night Combat

Well, warmachine games at the Gamer's Sanctuary in Flint, really. I went up for some casual games and played two new opponents.

Game one was my prime Caine tier/theme list (Gun mage fever!) against an epic Caine list that looked remarkably similar. My opponent was a newer player who still had a trick up his sleeve.

We played a 33 point game (that's all my opponent could muster). My list was:

pCaine
Defender
Arcane Tempest Gun Mages + Officer
Hunter marshaled to Officer
ATGM unit 2 (tier requirement) + free Officer (tier bonus)
Hunter marshaled to Officer
Black 13th Gun Mage Strike Team
Gun Mage captain Adept



I didn't really have a lot of choices, aside from 'jacks, as the theme/tier list requirements are for all those gun mages. It's a thing I'm trying out.

My opponent, not playing a tier list, played:
Epic Caine
Squire
Lancer
Arcane Tempest Gun Mages + Officer
Ironclad marshaled to Officer
Arcane Tempest Gun Mages
Black 13th Gun Mage Strike Team
Reinholdt, Gobber Speculator

Now that I'm typing his list out, I realize that he didn't discount himself epic Caine's 5 warjack points, so he's actually only at 29. I got a free officer and GMCA out of the deal. Ah well.

Epic Caine is one of the most feared assassins in the game. His feat is called Overkill, and when he pops it, he does an additional damage with each successive gun shot he makes that hits. So he's all about getting more shots. Reinholdt can give a warcaster a reload for an additional pistol shot, and eCaine has one with each pistol to start. He can then buy 6 more with his focus, or 7 with the extra focus from a Squire. So his power-12 shots can be doing power 22 by the end of his run, if he hits with all of them. That's insane. And since it's ranged he can do it from 19 inches away, with his seven-inch move. His ranged attack rating of 9 seals the deal as an incredibly accurate assassination 'caster.

I knew this going in, and I planned accordingly. I used my gun mages to screen my advance and took some potshots at eCaine's forces. I was rolling very poorly, and I missed many of my approach shots. Eventually, I decided that hiding my pCaine was a waste of time. I put Blur on him to jack his defense against ranged and magical attacks to 20, daring my opponent to try his assassination run.

He took the bait and moved up eCaine after getting a focus from the Squire and a reload from Reinholdt. Now, he needed 11s to hit, so he boosted his initial attacks with focus to try and make one connect. The Caines have a low armor rating, so if he could land a couple shots he could have won the game. But alas, his three boosted initial attacks missed, and then he spent all his focus shooting but _not_ boosting. Then he ended his turn without activating any of his other troops, and conceded the game.

It was a most unsatisfying victory.

I managed to find another opponent and decided to try out the new Cygnar warcaster, Constance Blaize. She's a cool customer with a religious theme, and in the couple games I've played with her lend themselves to assassination-style play. She likes to finish games herself with her Sun Spear. Her feat and theme lend themselves to a melee-centric army, but I find that I really want a ranged element in all the games I play, so I've been adding in some ranged toys to help cover her advance.

Constance Blaize, knight of the Prophet
Gallant
Cyclone
Precursor Knights (full) with UA
Stormblades
Black 13th
Rupert Carvolo
Arlan Strangewayes

My opponent played the Iron Wolf, Harkevitch.

Harkevitch
Black Ivan
Destroyer
War Dog
Full winterguard with grenadier and UA
Widowmaker snipers
Widowmaker marksman

Kovnik Joe
Prime Eiryss, Mage Hunter

Harkevitch's list has tons of ranged attacks, and I wasn't sure how to approach it. It's entirely possible I should have popped feat and bum's rushed it first turn, as it went first and got decent board position. As it was, the warjacks dropped huge area-of effect bombards on my guys and killed a number of them early. The most effective thing in his list by far was the widowmaker snipers. They killed 3 of my Precursors on the top of turn two, and then shot several Precursors or Stormblades every turn. I simply didn't have an answer to 5 snipers in the woods (well, I did, but my Cyclone whiffed on his attack rolls, needing 6s on two dice he missed 4 times out of 6). That probably cost me the game, but I did have a chance.

He had moved Harkevitch up after feating, and I could have gotten Constance next to him, but I didn't realize that the war dog would not be able to countercharge (I knew it could do it, but I simply played sloppy and poorly) if I ran my last precursor next to it. If I had done so, I could have put Constance with 6 focus next to Harkevitch (or at least close enough to stab), and since she ignores upkeeps she didn't care about Escort. With flank she would have been MAT 9 rolling an average of 23 damage against Harkevitch's 19 armor with feat. SIX times. Chances are I would have ended the game then; if she hits four of those six times for average damage she wins the game.

But alas I did not do that, and then the wardog killed my precursor/flanker. The option was lost, and instead Constance was caught by pEiryss flat footed and without her shield guard Gallant. It took Harkevitch's jacks two turns to kill Constance, and it was sad that they were having such trouble.

Good game, and good loss for learning experience.

-Merlin out

Tuesday, July 12, 2011

Warmachine Mini Tournament

I managed to get up to the Gamer's Sanctuary on Monday night for open Warmachine/Hordes play, and found that there was an impromptu tournament going on.

I had the five bucks to participate, and I wanted to get in a few games, so this seemed ideal. Further, I'd never played with Scenarios before, and I feel that they add a lot to the game. Playing the standard "chess" warcaster-kill game is a little boring to me; and I feel that many warcasters aren't as good at assassination as they are at scenario or objective-based play. So if you're only playing caster-kill games, each faction's roster of 'casters isn't as competitively deep as it could be otherwise.

Of course, as 'caster-kill is still a victory condition for most scenario games, assassination 'casters are still good. But army-buffing 'casters like Commander Douchebag are actually pretty good at scenario play.

My 15-point "Duel" slapped-together at the last minute list was:

Lieutenant Alister Caine (+6 Warjack points)
Ol' Rowdy character Ironclad warjack 9 points
Stormblades Unit 5 points
Stormblades Officer and Standard Unit Attachment
Black 13th Gun Mage Strike Team

In scenario play, controlling objectives either requires solos or whole units, or warjacks. I hadn't considered this before building the list, and instead just went with stuff that I liked, had painted, and that is generally considered good.

I've already written about Caine, and I still like him alot. He has the potential, even without the Squire and Reinholdt, to put 4 reasonably accurate power-12 shots into a target. Against many warcasters a boosted power 12 will put a dent in them. And two fully boosted shots with another two focus left to Teleport away makes Caine a headache in small-points play. Further, his feat is great at murdering swathes of infantry, and can give an early points advantage.

The Stormblades are a glass cannon. They hit like trains, and hit like trains _twice_ with the UA, or once with the UA from a serious distance. However, they're not going to last through much engagement.

The Black 13th are elite gun mages who I've also already written about. When I roll poorly for damage they don't shine, but every once in a awhile they roll fire and they wreck shit.

Ol' Rowdy is the pet warjack of Stryker, and he's probably Cygnar's best warjack. He's stupid-accurate with his hammer, he's got above-average armor, he can pay a focus to counter-strike during the opponent's turn, and he can counter-charge (if an enemy model ends an advance within 6"of Rowdy and in Line-of-Sight, Rowdy can out-of-turn charge that model). He's goddamn dangerous. He's also built on the Ironclad chassis from the battlebox, and so his hammer has critical knockdown, and Rowdy can drop a reasonably accurate Earthquake as needed.

All of these models are solid choices in any army. In a small points game they performed well.

Round 1: Cygnar v. Khador

I'd told Mike, the local Press Ganger and tournament organizer, that this was my first ever WM tourney, and only my 15th game (something like 15, more than 10 and less than 20). He said I could play him in the first round, and since he was the TO it was an autowin. He also told us that anyone who actually beats him gets an extra prize, since we were autowinning anyway. He played Khador, known for high armor, slow jacks.

His list was
Kommander Harkevitch
Spriggan
Winterguard full unit
Winterguard Weapon attachment
Winterguard Unit attachment
Winterguard support solo (Kovnik Joe)

Harkvitch allows the slow Khador heavies to move more quickly, and they protect him while they stay close with a spell called Escort. The Winterguard are a common tournament sight, as the full unit described above is 13 dudes, and with Kovnik Joe supporting them they gain a lot of special rolls, including extra attack dice or Tough (harder to kill).The Spriggan is a shield-and-lance heavy warjack which also fires low-power area-of-effect grenades for clearing infantry.

Mike won the die roll and set up first. I set up across from him, splitting my deployment a little with the 'blades in the middle (they're slow, so I needed them as close to the action as could be), Rowdy and Caine a bit to the left (near some walls for cover), and the Black 13 on the right (on the other side of a building that took up a good part of the middle-right-center of the board.

We were playing a scenario that required us to get a lot of models into a control zone in the middle of the board and keep the enemy models out.

Mike just moved his guys up and made his winterguard Tough with Joe. That was good for them, because I got a crazy-lucky scatter on Ryan's Mage Storm that plopped into 4 winterguard and Harkevitch like 15 inches away from Ryan. Even with Tough I managed to kill 3 guys.

Caine then moved 7 and popped his feat, which allows him to fire a shot at everyone in range. He killed three or four more winterguard, then used his basic attacks to kill another. He put Blur on the Stormblades to shore up their ranged defense and Teleported to relative safety in cover.

Harkevitch moved up and managed to shoot Ryan. He kept Escort up, and then the ranged attacks came. Joe gave the winterguard boosted attack rolls, and the grenadier weapon attachment blew up a Stormblade. Then the rest of the winterguard moved up and shot, but didn't manage to actually kill much. The Spriggan had more luck, dropping two 3" grenades into the thick of the Stormblades and killing 3 more.

It seemed silly to upkeep Blur, so I dropped it. Rowdy charged a winterguard (as much to get into a favorable position as anything else) and missed it twice, rolling snake eyes twice in a row. Caine cast Snipe on himself to get more range and put two shots into winterguard, killing them. He bought another attack against Harkevitch, but missed. He then Teleported back a bit. The B13 moved around and shot Harkevitch, hitting once but doing no damage, since Harkevitch's armor was at 19. The stormblades Assaulted forward for ranged attacks (they were out of reach of their melee attacks) and managed to kill a few winterguard but again did not scratch Harkevitch.

Harkevitch had his winterguard harass Caine but they missed. He popped his feat, which gives armor to himself and the Spriggan for a round and allows Harkevitch and the Spriggan to make a ranged attack before charging. Between the two of them they killed the other four Stormblades. Kovnik Joe hid behind a hill.

Mike said that the round would be called after this turn, and  decided to try something ballsy. Caine put two on Rowdy and then moved to get a good line to slam the Spriggan away from Harkevitch using Thunder Strike. He hit pretty easily, but I needed to roll a 4 or more to get rid f Harkevitch's Escort armor bonus (if he has a 'jack within 3 inches he gets +2 armor under Escort). Even without Escort, the Kommander was at 20 armor, which was gonna be tough to get through. Caine managed to roll a 6 on the slam, which also pushed the Spriggan out of the control area (so I could win by scenario even if my assassination failed). Caine took his two shots at Harkevitch and managed to do a couple points of damage. The last two B13 moved into the zone and shot Harkevitch in the back, and they rolled gangbusters, doing 8 or so damage to him.

Rowdy took a free strike from the winterguard in front of him, but he managed to charge over to Harkevitch, hit on the charge with a critical knockdown, and do an absurd amount of damage on the damage roll (harkevitch's 20 armor was good, but Rowdy's power 18 hammer and 12 on the dice did the trick).

So, that worked out well. Rube Goldberg it may be, but it was a lot of fun to pull off.

Round two: Cygnar v. Cygnar

In round two I found myself squaring off against Cygnar. It happens. In fact, there were at least four guys there who play Cygnar. My last opponent played Mercs instead, but he's got a sizable Cygnar force that I've seen him play. My opponent, Ignus, played this list:

Epic Stryker (Lord Commander Stryker, Epic Douchebag, Stormb Brigade, etc.)
2 Lancer light warjacks (as from the battlebox)
Stormblades
Stormblades UA (Officer and Standard)
Stormblades weapon attachment

I looked at the list and cringed a bit because I knew just what it could do. eStryker has some awesome spells, and plays much more aggressively than basic/prime/normal Stryker. I'll write him up more at a later date (I own him but have only used him once), but with Lancers he can arc a spell called Rebuke onto my units, which means they can't get orders (charging or running is an order, so it slows me down) or do special attacks. Stryker also has a spell that makes his Lancers much more formidable in melee combat (well, any 'jack really, but in this instance two Lancers).

However, my opponent gave me some chances. Epic Stryker allows Stormblades to Advance Move, meaning that after deployment they get to walk forward a bit, before either player's first turn. Ingus won the die roll and deployed his 'blades front and center, with a Lancer on each flank and Stryker behind. I deployed my B13 on the left-hand side near a huge forest, since they gain Prowl in cover, and the blades near the center to avoid some rock walls and get charge lanes. Rowdy and Caine took the right flank.

Ingus moved his 'blades up wit Advance move, then ran his whole army forward toward the middle of the board. We were playing a "take control of the center and opponent's side" control zone scenario, so we had to cross the field to get points. Or kill the other 'caster.

Caine Blurred the Stormblades, then moved up 7 inches and popped his feat on the bottom of turn one. He caught 6 Stormblades in that salvo and managed to kill all but one. He used his first normal pistol attack to kill the one that survived the feat, then cast Snipe on himself to extend his range and tried to kill another but missed on snake eyes (that's a lot of double aces so far tonight). He then Teleported to behind a wall. The rest of my army ran, either through the woods if they were the B13, or through the middle for the rest.

My opponent was disheartened, but soldiered on. He moved up a Lancer and then arced Rebuke onto the Stormblades (Blur did not help as much as I'd hoped during these games). His remaining 'blades milled around the center, knowing they were out of range of my own Stormblades since mine couldn't charge. His other Lancer engaged Rowdy with its spear, but didn't hurt the heavy 'jack much.

Rowdy mauled the Lancer in front of him in two swings, but it wasn't wrecked yet, so I felt I should move the Stormblades to finish it off and contest the center point. They tied up his other Lancer and wrecked the one bothering Rowdy. The B13 moved up in the woods and shot two more of Ingus' Stormblades, leaving him the Standard Bearer. Caine activated and moved up, killing the last Stormblade and taking a potshot at Stryker that missed. Then he Teleported back behind Rowdy again.

I didn't want to be anywhere near epic Stryker. He's a sword-toting wrecking ball. He can overboost his powered armor to gain a +xd6 Strength bonus during his turn, but takes xd6 damage as well. Until he's hurt he's dangerous. In the one game I played him, I wrecked a heavy 'jack with him and did like 14 damage to an enemy 'caster. He also has a ridiculous threat range and vector, since he has a spell that grants him an extra move once per turn of 2-6 inches depending on how many focus he spends, and his feat gives his whole army an additional 3 inches of movement and another melee swipe (including himself).

The remaining Lancer killed the 'blade engaging it. Stryker Rebuked the 'blades again, then moved up and killed two more of them.

I activated the B13 and they took shots at Stryker, hurting him a little but not much. Caine took a few shots but again didn't kill, just chipped away at him. Rowdy stayed back as cover for Caine. I engaged Stryker with 2 of my remaining 'blades but they failed to hit him (dude has some serious defense and armor stats to boot).

Ingus decided he needed to go for an assassination on Caine, and cast Velocity to move Stryker 6 inches away for a charge lane on my 'caster. This gave my Stormblades engaging him free strikes as Stryker left their engagement arc, and they stabbed him to death on his way out.

So two victories, both of which were unexpected. I wound up in the finals of the 8-player tourney, as after 2 rounds there were only two undefeated guys.

Round 3: Cygnar v. Mercs

My opponent, Andy, was playing Ashlynn, who was featured in my last visit to the Gamer's Sanctuary write-up.

Ashlynn
Mule heavy warjack
Precursor Knights
Precursor Knights Battle Chaplain and Standard Bearer
Boomhowler and Company

Andy's army was very tricksy. Ashlynn has a Quicken spell that allows a +2 movement, and Andy used it a LOT to move his guys inordinate distances. It also grants some ranged defense bonuses, and that certainly helped. We played on the same table as my last game, and I even played on the same side, as Andy had the most tournament points and got to choose table. He also won the die roll to choose to go first, but told me to set up first instead.

We were playing a "take an 8-inch circle Control Point on your opponent's half of the board" scenario.

I deployed and moved my guys much as I did in the last game, being the same table and all. Andy put Boomhowler and Co in the middle, with the Precursor's behind them, and the Mule and Ashlynn on his right (my left near the woods and B13) flank. Ashlynn gave Boomhowler and Co Quicken, and they ran 16 inches to threaten the center of the board. The Precursor Knights advanced behind in shield wall formation for extra armor. The Mule ran as well, but pretty slowly.

Caine saw the opportunity to wreak havoc and moved deep into the board to pop his feat. He personally killed one of Boomhowler's trollkin, knocking two others down (he killed them, but they made their Tough checks and were knocked down instead removed from play). He also killed 5 of the 8 Precursor Knights, and one of the remaining guys was the standard bearer, who is too busy praying to pick up a mace. That was a devastating blow to the backline. Caine took his initial attacks and managed to kill another trollkin outright, then Teleported to relative safety. My Stormblades activated and assaulted the remaining trolls, killing the two Caine had already killed once (Tough! *shakes fist*), leaving only one grunt and Boomhowler himself alive. Rowdy moved around a bit to threaten Boom howler. The B13 put out a bunch of shots but didn't manage to do much.

Ashlynn popped her ridiculous feat (all models making attack rolls in her control area for a round [her turn+my next turn] roll two extra dice, and Ashlynn chooses two to discard) and moved the Mule to fire a Steam Lobber shot at Caine. Caine was hiding behind a wall, but the Steam Lobber has Arcing Fire so it doesn't care about Caine's cover. However, he got unlucky and the shot missed Caine's 17 defense, even with five dice to choose from. (he needed a 12 on 3 of 5; got an 11 with 4,4,3,1,1) Ashlynn moved up and shot a Stormblade. Boom howler moved, and I had Ol' Rowdy countercharge him. Even rolling two extra dice didn't save him from Rowdy's hammer, and Boomhowler failed his Tough check. The last trollkin killed a Stormblade. The Precursors moved up in Shield wall to protect ashlynn.

I was winning decisively at this point, but I started playing sloppy, and Ashlynn's feat is difficult to weather. I took a lot of shots and missed most of them during my turn. Rowdy engaged the Precusors and the Stormblades killed the last Trollkin and managed to kill the Mule. Caine finished off the 'jack himself.

Ashlynn moved onto the wreck marker from her Mule and cast Quicken on herself to get bonus speed and defense against Caine's pistols. She cast Flashing Blade and killed all but two of my Stormblades.

I was really sloppy the next turn. I just shot at her with all my guys and had Rowdy mug a Precursor Knight, moving the last two 'blades to engage her. It was foolish, as she is incredibly dangerous in close combat. Further, I forgot to Teleport Caine away from her so that she couldn't stab him. Just poor play on my part.

Ashlynn ignores free strikes (whoops, forgot that) and walked past my Stormblades to get at Caine. She stabbed him twice and did a bunch of damage but he wasn't out yet. I moved the blades and Rowdy to block her advance and moved the Black 13th into the Scenario Objective. I got a control point, and as long as I held it I would win the game next turn. I teleported Caine 8 inches away from her.

She managed to get back at him with Quicken and stabbed him twice more, leaving him on 2 boxes. I won on Scenario.

It was then we realized that she is a weapon master and he should have rolled an extra die for damage four times. So he should have won. However, the TO let it stand as my victory, tainted though it was. Hey, I forgot to teleport Caine during one turn, and that stood, so I guess it's alright. I decided to split the first place prize (store credit) with Andy anyway, because I felt like he should have gotten that victory.

Ashlynn also should have killed my Stormblades for trying to stab her; she has Riposte. She's pretty badass, actually.

If I was a good player, I'd have used the B13 to clean the Precursor Knights off of Rowdy with Black Penny shots, then used Rowdy to fire a Boosted Tremor at Ashlynn while she was sitting on ridiculous defense. He would have needed a 9 (7 if he gets the back arc bonus) on three dice to knock her down (about a 60/75 percent chance), but if I had we wouldn't have even needed to worry about her weaponmastery.

Still it was good times. It was nice to play some scenarios and learn how to hold the objectives too. That's all stuff I'll need to know if I play in larger tournaments.

So, playing Caine against a lot of infantry in small points games is awesome.

-Merlin out

Saturday, June 25, 2011

Late Bloomers

I'm already a confessed electronic RPG fan, but I've also got an eye for nostalgia and 16-bit gaming systems. The Nintendo Wii has cornered the market on that. This is most fascinating to me because I bought the Wii to play the silly motion control physics type games. Then I figured out that those physics weren't all that versatile. However, there's a deep back catalogue of excellent RPG and adventure-RPG games on the Virtual Console service, and I've enjoyed several over the last few years.

Chrono Trigger: This is my latest download, and I'm really enjoying just about every aspect of it. The music is excellent, the story is deep and engaging, and the combat (the bread and butter of any RPG experience, though it is sometimes a grind) is fun. The combat system actually changes and grows differently depending on which characters the player decides to use from the roster, as there are dual and triple techniques that require more party members to execute.

This one threw me for a loop when my main character and virtual proxy was slain in a cutscene, and was gone for like 3 hours of gameplay while I completed an optional(?) sidequest to resurrect him. Most JPRGs tend to allow the player to focus all advances and powerups on that single character, without worrying for his safety. I foolishly did this, and I missed him while he was gone. 3.5

Super Mario RPG and Paper Mario
: I'll lump these two together, as they're practically the same game. I was skeptical at first, as the art style of both games is, well, Mario-cartoon. They're "kid-friendly" titles as well, and while that tends to turn some people off, I've always been able to enjoy games in an objective space.

Quite simply, if a player can get past the art style and occasionally childish storyline, these games are fucking stellar. I couldn't put them down at some points. The music is amazing, the combat is engaging and awesome, and the writing is great. While all RPG stories are a bit contrived, the Mario RPGs spend a lot of time winking at those conventions, so a savvy player feels like they're always in on the in-joke. Kids won't get that, but since the games are kid-friendly they don't need to; they're still fun. 4.0

Dungeon Explorer: This is a bit of nostalgia for me, as a good friend had a Turbo-Graphix 16 when I was wee, and we played this game then. I played it a lot. However, I never beat it, as I never had the stretch of time at a friend's house necessary to play through a one-player game (it's rude?).

I picked it up to see how it holds up, and I was again pleasantly surprised. Most of the TG16 games I've bought aren't so good in retrospect, but Dungeon Explorer is a blast. It plays like Gauntlet II, but there's two types of magic which have specific effects for each of the dozen character classes. The Fighter and the Thief can beat the game straight through, with no continues, utilizing some strategy. The other classes have a rougher go of it, but it's a lot of fun all around. Good music to boot. 3.0

Final Fantasy whatever: it's the first game for the old Nintendo Entertainment System in the FF series. I guess it's actually like the third release in Japan but the first in the US? Whatever.

I've already given away the pun blind here in that I didn't enjoy this game much. The final fantasy games have, with a few exceptions, always been a mystery to me. I've never been particularly engaged by their story, and the gameplay feels more like a grind than a fun romp.

Final Fantasy Tactics breaks this mold, and I loved it. Final Fantasy Legend II for the Game Boy is another wonderful game (one of my all-time rags actually). But Final Fantasy for the NES is blah. I'm not down on the characters, the music, the combat. . .I just put it down one day and haven't returned. 1.5

The Legend of Zelda Ocarina of Time: this is often heralded as one of the best RPGs and one of the best console games in history. Nintendo even plans to release it again (and again, and again in all likelihood) on their 3D handheld. However, I didn't dig it all that much.

There's a difference between party-based RPGs and single-dude adventure RPGs, and for me that gap is huge. I want a deep roster of fantasy character tropes to work with in any game, and as fun as it was running Link all over the countryside, OOT just didn't do it for me in the long run. I was still just one guy all the time.

It didn't feed my fractured psyche at all.

The music was good, the chicken rescue missions were fine, and the story seemed good, but the insipid side quests and childish storyline were too much for me. It amazes me that Zelda games are too childish for me, but Paper Mario was not. Go figure. 2.0

Baby's room: painted.

Baby Furniture
: assembled.

Arcane Tempest Gun Mages: painted, based, and arced.

Harlan Versh, Illuminated One: painted, arced.

Precursor Knights painted (of 12):2

Number of VPs the Flint crew got at the NAC at origins this year
: 1

-Merlin out

Location:The Hizzle

Tuesday, June 21, 2011

Silly Battle Report and Hobbyist Painting Schedule

There's an open invite at the Gamer's Sanctuary in Flint to play Warmachine or the sister game of Hordes on Monday nights. I don't often get there to play, because the wife and I work and have a toddler, so getting out on a weeknight can be a bear. There's another wee one due soon, so that will liven things up further.

But I got to play last night. I got there a bit early, and started a demo of Malifaux with Adam, who is really interesting in showing people the game. It's clear that he likes it a lot. He said he enjoys it because it's a true skirmish game, meaning that a player doesn't need a lot of models to play the game and compete in tournaments. That's all good. He showed me the Lady Justice starter box, and I might pick it up, if only to play a smaller-scale minis game than WarMachine some time. Plus, the miniatures in question are gorgeous, and I'm enjoying the painting side of the hobby. More on that later.

After my demo I found that most of the guys I'd played with before were already getting their game on. So I had to make some new friends to get in a game. I wound up talking to two guys who wanted to play, and we wound up deciding to play a small-scale, three-player game of WM. At 15 points WM is very much like Malifaux described above, with not a ton of models on the table. Adding a third player can really mix it up. We decided to play "King of the Hill", inventing some scenario rules to encourage combat in the center. However, I wanted the scoring to reward aggressive play, while the other two did not. We wound up going with a less stringent point system, and I feel the game suffered for it.

It was still lots of fun.

Player A was a Protectorate of Menoth player, who played prime Scrutator Severius as his warcaster. He had the starter box as his starting point, so his 'jacks were a Revenger, Repenter, and Crusader. Then to pad out his list to 15 points he added a Hierophant, which is the Menoth equivalent of Cygnar's Squire, and a Vassal of Menoth mechanic to repair his 'jacks if they got wounded. Solid. He won the die roll and set up first in one corner of the board.

Player B was playing Mercenaries, specifically the Highborn Covenant mercenary contract, which can include any mercs who work for Cygnar. I own several of the models Player B used, including his warcaster Ashlynn D'Elise. He ran a single Mangler 'jack with her, instead using his points to buy 12 infantry in 6 Steelhead merc Halberdiers and 6 Cygnar ally/merc Percursor Knights, as well as having 3 points for one of the more dangerous merc solos in the game, Eiryss, Mage Hunter of Ios. Eiryss is downright nasty. He also had a one-point goblin who helps Ashlynn take extra shots. B set up in a central spot between and across from my own and A's deployment zones.

I decided to play a 'caster I've never used, epic warcaster Lord Commander Coleman Stryker, the leveled-up (or, "just different", according to some sources) version of the basic Cygnar posterboy. Epic Douchebag is a more melee-centric 'caster than prime Stryker, and he's got some powerful attacks that allow him to finish games on his own. He's dangerous. I decided to use some powerful troops to support wonderboy, giving him his character Ironclad Ol' Rowdy, a full unit of Stormblades with the UA, and the Black 13th Gun Mage Strike Team. That's a lot of elite units to bring out to a small game, but I knew it would be an uphill battle.

Player A moved his 'jacks up super-slow and had Severius cast his awesome upkeep spells to help power and defend his warmachines. Player B raced around some terrain in his way, moving the halbardiers and Eiryss up one flank and the PKs and Mangler up the other. Ashlynn took center stage with her goblin buddy. Ashlynn also cast a Twister cloud in my direction, but it deviated away from the fight. I ran my whole crew closer to the center of the table, as victory conditions dictated that we must fight over it. The only exception was the Black 13th, who moved out on the flank, toward the Menoth 'jacks, and missed all their shots. However, Ryan's Mage Storm area-of-effect attack hurt the Crusader and Mechanic (the mechanic was what I wanted to kill, but poor damage roll. . .).

Player A actually backpedaled the next turn, dropping back and using the mechanic to heal the Crusader's damage and the Hierophant to heal the mechanic's wounds. I was surprised. Ashlynn moved up and got all in the objective with her troops. I knew that it was time to strike, so the Black 13th shot a few guys on Ashlynn's team, then Stryker himself shot a halbardier and cast an electrical storm on 3 others. The Stormblades charged in and finished off the halbardiers, but I knew that the counterstrike was going to hurt. Rowdy got close but didn't actually engage anything.

Player A again moved slowly, just moving his Revenger flamethrower 'jack to try and shoot Eiryss, who was threatening that side of the table. Turns out Eiryss is _really_ hard to shoot, as he defense is 16. Even with three dice the Revenger failed to hit. Other than that the Menites stayed pretty far back.

Ashlynn was not so conservative. Player B moved her up and used her feat, which forces two extra dice on every attack made within 12" of her until her next turn, and Player B gets to choose which two to drop. So everything on her side essentially hits during this turn, and everything on the counterstrike will probably miss. She also cast Distract on my Stormblades, meaning that they weren't as good at hitting or defending themselves. The Mangler and PKs killed all but three of the 'blades and hurt Rowdy pretty well (better than average damage rolls).

I had a hard time countering that, with Ashlynn's feat up my accuracy sucked. Stryker and the B13 were out of her Roulette-bubble, however, and the four of them fired some shots into combat, Stryker disrupting the Mangler and the B13 killing some PKs. The Stormblades charged the Mangler but only one hit through Roulette. He did some impressive damage to a heavy 'jack, but not really enough.

Player A stayed out of the fight and tried to crispy Eiryss again. Ashlynn & Co. hurt Rowdy some more, and the Mangler killed my remaining Stormblades. Epic Stryker really likes to have spare melee troops around to benefit from his feat, but with the 'blades gone I wasn't doing much. Eiryss moved over to threaten me instead of Severius. I had the B13 clean the PKs off of Rowdy, had Rowdy charge and kill Eiryss, and then had Stryker charge the Mangler himself. Ashlynn actually used her upkept Admonition spell to move behind the Mangler during this charge, and the Rowdy used his counter charge ability to try and rush and punch her. He missed, but he had her engaged. Ashlynn stabbed Rowdy for his temerity.

Stryker used his Overboost ability to hurt himself and gain additional strength for melee attacks. Then he chopped the Mangler into pieces himself in three quick swings. I used his feat to move over the wreck marker of the Mangler and stab the now-closer Ashlynn with a single attack which did a substantial amount of damage. Ashlynn's player was not pleased with the turn of events, as I'd managed to almost kill his warcaster, and besides her all he had was a goblin in the control zone.

Player A joined the fight finally, moving his flamethrower 'bot in and setting Ashlynn on fire (finally got a good roll, Ashlynn's defense is even better than Eiryss') and killing her. Player B was out of the fight. Player A moved his guys up a bit toward me and popped Severius' feat, which stops my 'caster gaining any focus next turn. Uncool.

At this point I was in some trouble, as I'd lost a huge chunk of my army, and Rowdy was hugely damaged, with his big hammer arm crippled (roll one less die to attack). Aside from Rowdy all I had was Stryker and the B13, and since the Menoth 'jacks had spread out a bit I moved up my guys and took potshots at Severius. The B13th rolled well and managed to do 10 wounds to him. Stryker shot his decent-power Magnum at the Repenter and disrupted it (it can't gain or use focus while disrupted).

Player A thought he had me dead bang at this point. He moved his flamethrower 'jack Repenter in to shoot, but as he couldn't give it focus he had to roll well. He _did_, setting Stryker and Rowdy on fire and doing several wounds to Stryker. The Revenger ran at the B13 and engaged two of them, killing one. Severius tried to convert the other B13, but I passed my command check.

He overextended, however, and Stryker managed to put the fire out (rolled a 1 or a 2 during the start of my turn, fire goes out. Otherwise stay on fire and take a Power 12 attack every. single. turn. until you roll a 1/2 during Maintenance phase) and walk close enough to get Sevvy in range of Magnum. Stryker squeezed the trigger and it was lights out for the Scrutator. Cygnar won the hill. Combined arms FTW.

It was a weird game. We should have set more aggressive point-gaining conditions, as we were playing to three points, but after our 5 or 6 turn game (which took more than two hours) no one had scored ANY points. Next time I'll lobby for better chances at getting points.

I think I'm going to Gen Con, but I'm going to want to paint a lot of stuff before I get there:

Epic Nemo warcaster
Constance Blaize warcaster
Heavy warjack kit mainly for Defender or Gallant
Storm Strider battle engine
Harlan Versh
Epic Eiryss
Archduke Runewood
Full Unit of Precursor Knights and Battle Chaplain (12 models)
and Full Unit of Arcane Tempest Gun Mages

I've got like 5 weeks to paint A LOT of stuff, and I'm gonna have a new daughter soon. I hope I can get it all done.

-Merlin out

Saturday, June 18, 2011

Battle Report: Newness

There's a new Warmachine book out, and it's all the rage with the scene. I like it quite a bit, though as a newer player the shiny newness doesn't have quite the same appeal to me. I played a game with Ray, using proxies to represent the new models which have not yet come out. Ray wanted to try the new Sanctifier heavy warjack for the Protectorate of Menoth, and I wanted to try out a lot of Cygnar newness.

Our lists were, at 50 points:

Me playing Constance Blaize, Knight of the Prophet +6 points
* Gallant 9 points
* Squire 2 points

Journeyman Warcaster 3 points

Black 13th Gun Mage Strike Team 4 points
Captain Arlan Strangewayes 2 points
Archduke Runewood 3 points
Eiryss, Angel of Retribution 3 points
Harlan Versh, Illuminated One 2 points
10 Precursor Knights 8 points
* Precursor Knight Officer & Standard 2 points
Stormblades 5 points
* Stormblade Officer & Standard 3 points
** Stormclad 10 points

My opponent ran High Executioner Servath Reznik +6 points
* 2x Sanctifier 9 points each
* Scourge of Heresy 9 points
* Hierophant 2 points

4 Choir of Menoth 2 points
5 Exemplar Cinerators 8 points
10 Idrian Skirmishers 10 points
* Idrian Skirmisher Chieftain & Guide 3 points
Vassal of Menoth 2 points
3 Wracks 1 point
1 Covenant of Menoth 2 points, but that's a point too many. . .I gotta remember to add these things up for my opponent. :p

My foe won the roll to go first and decided to deploy a 'jack wall in the middle of the table, with the Scourge front and center and the Sanctifiers running its flanks. Reznik came behind them. The Idrians found some cover in the woods near the center-right (my right, I guess) of the table and declared their prey to be the Black 13th. The Cinerators came down the center-left of the table, climbing toward a hill on that half of the map. The book said no knockdown and the choir no shooting. The Idrians dug in in the woods, making them tough to get rid of. Reznik cast Iron Aggression on one sanctifier and Ignite on the Cinerators.

The no shooting thing was funny, because my army wasn't shooty at all, I set my Precursor Knights in the middle of the table, with the Stormblades on their left a bit (across from his Cinerators) and the Black 13th and Harlan Versh on the right. Behind the infantry in the center left was my 'caster, 'jacks and support solos. Epic Eiryss was on the left flank up a bit for Advanced Deployment.

I moved the PKs up in Shield wall for armor. The Stormblades ran toward the same hill the Cinerators were approaching. Eiryss put a bolt into the Cinerators to remove Ignite, staying a good distance away. The 'jacks and support moved up behind the melee wall, and the Black 13th moved behind the Precursors a little to screen them from the Idrians who were hunting for their blood. Harlan moved up just a bit. Constance put Banishing Ward on the Stormblades, so that both of the frontline melee units were immune to Reznik's Perdition tricks.

Next turn saw the book giving flaming attacks to all the Idrians, who immediately moved up and took some potshots at my guys. They set Versh, the Stormblade Officer, and a couple of my grunts on fire, but they failed to penetrate anyone's armor. The 'jack wall moved up a bit, with one Sanctifier running to move up behind the Idrians. This is the one with Iron Aggression on it. The Vassal Enlivened it as well. Reznik recast Ignite on the Cinerators, but they were out of range to hit anything with their charge. Choir said no shooting again.

Then the shit hit the fan. Harlan and the PK managed to douse their flames but the two Stormblades on fire died horribly. I activated Constance early and cast Crusader's Call to give all the troops +2 inches on a charge and then popped her feat. I realized later that all her (faction) models get this hookup, which also spikes the threat range on her 'jacks. Nice. I moved Runewood to get a shot at an Idrian blocking the PK's charge lane to the IA Sanctifier, gave the PKs +2 to their charge attack and Terror, and blasted the Idrian off the table. I had the PKs charge into the IA Sanctifier and the Idrian front runners (there were 4 and the UA hiding in the woods still). The PKs managed to do some hurt to the Sanctifier, but not much. I had decided not to pop their minifeat for extra damage yet. Two of them died to free strikes I incurred intentionally to get more guys at the Sanctifier.

The Black 13th and Harlan took a few shots and managed to kill an Idrian, but it was tough with the cover and the few who were available were engaged by Precursor Knights. Harlan straight up missed his first shot, which of course meant he wasn't much use. I then had Gallant activate and charge the IA Sanctifier, using reach and an opened left by a murdered PK to get to it. He did about 15 boxes of hurt with the two focus he had (one from Arlan and one from Morrow accumulator). The Stormblades charged in and all but erased the Cinerators from the board. There was one left after their charge, and the Stormclad mugged it too. Again I lost a grunt to a free strike during this, and it put Constance at 3 soul tokens for the next turn. Eiryss killed a member of the choir. I had Junior move the Arcane Shield from the Stormclad to Gallant, since the Stormclad was now close enough to both Reznik and Scourge to be a victim.

My foe dropped Iron Aggression, deciding not to kill the PKs screening his 'jacks. The Idrians decided to whack the Black 13th, and the paper-thin trenchcoat armor of those elite gun mages wasn't bolstered enough by Constance's feat to save them. He managed to kill a few more PKs with Scourge and the other Sanctifier, but now Constance had 9 souls on her, and things were gonna get ugly for him next turn. He moved Reznik up and cast Engine of Destruction to make him a death machine. His plan was to wreck the Stormclad with Reznik and then hide behind the wreck, then use his remaining focus to Perdition and move the second Sancifier closed to Constance.

He rolled poorly on his first two damage rolls (3 and 4 on two dice, i think), which meant he had to keep burning focus to make sure the Stormclad didn't just end Reznik next turn. He got two good rolls after that, but then Reznik was low on focus and the Stormclad was still up, though heavily damaged (all systems but movement crippled). Reznik bought one more attack, stabbed a PK to death, wracked it, then tried to Perdition the second Sanctifier closer, but Junior's armor was at over 20 by now, and Reznik was out of focus to boost damage. He did kill two more Stormblades with the other Sanctifier (now both Sancs were flush with focus from souls, since we're playing SoulMachine, cue the Parliament Funkadelic y'allz!) by stabbing the wrack and making it explode around them in a pow 14.

He wanted to Perdition the 'blades, but of course I still had them warded, and the PKs have Spell Ward all the time. It was nice. For me. The Covenant said no spells, Reznik popped his feat and waited for the hammer to fall. Under Reznik's feat I couldn't allocate to Gallant, and my upkeeps all dropped. That was all right, as I was starting to realize that Constance's threat range and ability to stab things is pretty good with Gallant involved. I activated the PKs and tripped their minifeat for extra damage dice and they managed to finish the formerly-Iron Aggressioned Sanctifier, which freed Gallant to move around. They also pounded some Idrians down. Harlan killed the three who'd come out to get the Black 13th with his Quad Iron.

Then I had the Stormclad get out of the way of my Shenanigans, as it was blocking Constance's charge lane. I had Arlan give a focus to Gallant (it's worded as "gains a focus" instead of "allocate", and Reznik's feat stops allocations, so I think that's legit?) so that it could run over to Reznik and give Constance the flanking bonus. Runewood gave Constance a +2 to her first charge attack and (needlessly) Terror. Constance's 11-inch charge with 2-inch reach was more than enough to get to Reznik, and even if the hill was rough terrain Runewood could have given her Pathfinder.

She cast Crusader's Call for that extra 2 inches of threat, and with her remaining 12 focus she charged in a finished the High Executioner. In two swings with the flanking bonus. Nice.

Aftergame points:

The Sanctifier was pretty solid, since I needed to get rid of Idrians to get to him, and they just powered his decently-fast, reach heavies. My opponent has been honing a Reznik list that normally includes a Guardian and the Vilmon+Paladins module instead of the two Sanctifiers. I'm not sure the two Sancs were better, but maybe. The Paladins probably would have been eaten up by the enchanted maces of PKs, but you never know.

Gallant was all right. In fact, I never allocated to it from Constance. Arlan and the Morrowan bonus were pretty good to get it going. I probably should have given it one the turn it charged the IA'd Sanc, but alas.

Runewood was good as a Pathfinder insurance policy, and he did manage to pick off a key model with his handgun in a jam. That was cool. He made the PKs insanely accurate on their charge turn as well, and I liked that a lot.

Constance is interesting to me for a number of reasons. First, I did not cast many spells with her. I'm a newer player, and I like pCaine and pHaley, and I'm always strapped for focus. With Constance, I cast Banishing Ward turn one, and Crusader's Call turn two and three. That's it. If I wasn't able to get to Reznik on the last turn I would have cast Transference and used my focus to bolster the attacks of the remaining Stormblades and PKs (would have walked around the crippled Sanctifier to get to him too), but she's quite light on the spellcasting. That's alright, as her 16 armor gets a decent boost from camping a bit.

Crusader's Call is super deluxe awesome. She helps her whole force get that charge. Stormblades can Assault 10 inches, and PKs 11. Moreover, her 'jacks get the benefit as well, so the Stormclad and Gallant both had 12-inch threats with their reach. It was nice.

I briefly considered a Centurion with her, as it can then charge 9 with reach for an 11-inch threat, but then it gives up its no-charge * action, so. . .maybe? With Sword Knights marshaling it it can Pronto as well, for a 15-inch threat! But mediocre mat might discourage some. Still, interesting options.

-Merlin out.

Monday, June 6, 2011

Great Lakes Qualifier Report

I played a version of the deck I played at this tournament last Origins.

Round 1: Paul (ishatarri ven Tap/bleed)-->> John K(? Muaziz does something)-->> Sean K( g6 Salubri Marionette)--> Me (Shadow Out of Time v5)

Things went pretty badly for John and myself early. The tourney was 16 players, so that meant 4 player tables. I find that this sort of thing makes for odd tourneys. Alas.

I had a slow start. John got up 4 Tremere (3 little ones and Muaziz). I got Nehemiah and Tyler. Tyler got Mind Numbed early, which hurt. Nehemiah still brought a Reckless into the house, but Sean was a consistent bleeder and I hadn't draw a Villein yet.

Paul was the winner for all this. His Mustafa and Ubende were hurting my votes a lot, and Shasa was bleeding hard with Legal Manip and Uncontrollable Impulse. Usually after some Mind Numb/Freak Drive action.

John stayed alive for awhile, but eventually succumbed. The table leveled a bit. I was gaining pool each turn at least, and Paul was hurting now as he'd gotten up Victor P and made him Prince of Paris. Worse for him, Sean had Serena the black, who is Greta Kirscher with a third eye bonus.

The game turned on a single play. Sean got a Pulse on Serena, and then bled with the Marionette. I had an Archon Investigation. I knew that burning her would help Paul immensely, but he was low on pool and I had the cards in hand I needed to oust him.

I played the Archon. Tyler bled for two at stealth, but Paul had the Scalpel Tongue he needed (and I didn't have the Hall of Hades Court) to cancel Nehemiah's votes during the KRC ousting referendum.

Paul then ousted us both in quick succession.

Paul: 4VP and GW

Game MVP: Mind Numb. Slow down your predator, oust your prey.

Round 2: Me--> Dave S (Alan Sovereign wall street wall)--> Devin (The Reg Driscoll show)--> Matt (!Sal bleedbox)

Matt was an effective predator. His deck actually had a lot of blood denial elements with burning touch, hide the heart, and Greg winter all making an appearance. He got out Langa, Nketchi, two Bros in Arms, and Greg early. That was a lot of minions coming my way.

I got Nehemiah and Giangaleazzo, but Gian got mugged early by Langa after an aggressive Villein. He never quite recovered. Nehemiah stole Greg, but Dave blocked pretty much everything for a while.

Dave got General Perfido, Alan merged, and Piotr. Alan got a gun and the general anima gathered him. Piotr got a lawyer for plus bleed.

Devin got a Soul Gem and a Presence skill on Reg. Then he played Little Mountain every turn and forgot to draw a Freak Drive for a bit.

I did not do well with a single minion and Alan blocking everything. Worse, Matt got Uriel with Bashee Ironwail. He bleed for 5 using all his guys.

I made a crazy deal to refill Nehemiah by voting for something that wouldn't hit Dave. I called a neonate breach and hit Devin for 1 and Matt for 4. Devin saw his chance and became a sudden predator, bleeding for 5 unblockable with Reg, burning him with Daring the Dawn, and then bleeding again with new Reg.

With Matt gone I managed to hit Dave for 3-4 pool per turn, but his portfolio was too deep for me to do lasting damage. I begged Devin not to oust me, but he did. Dave got him in the two player. No GW and no MVP.

Round 3: Ryan (HoS bleedbox)--> Me--> Kevin (Weenie vote with TEN Kaymakli Nightmares)--> Alayna (DoC vote)

I knew what Kevin was playing because he'd wrecked Robb earlier in the day. I'd also played against his deck on another occasion so it was known to me. So. . .when I had the opportunity to bring up Shawda Dorrit by turn two I took it. Her three votes turned his deck from a table nightmare at a four player to a weenie bleed nightmare for Alayna.

She got two DoC, but the weenie pressure was high and she could not afford more. Ryan got Byzar and Viuda Blanca.

I also got Nehemiah and Mylan up, but it took a long time. I actually didn't do much until Nehemiah showed up, though I did make Kevin put some damage on himself with KRCs, while he was bleeding the hell out of Alayna.

I didn't get any Dominate, so my Deflections were dead cards. Ryan did bleed me a bit with Trochomancy, and got a Pulse on Byzar later. His main contribution to predatorhood was milling two cards per turn with a Slaughterhouse.

The game fell into my lap from there. I waited until Kevin was going to oust Alayna on his next turn and ousted him before he had the chance. Alayna was on 3 pool by then. She lunged unsuccessfully at Ryan, passing a big nasty Reckeless that was unblockable, but her three bleed got blocked.

Ryan failed to oust me, but I actually did not draw another pool damaging vote with my 8 cards + Nehemiah goodness. Still, with Mylan I was able to bleed for three with my three guys. Ryan bled ms a couple times, but now Giangaleazzo had joined my ready region and I did draw some KRCs.

Me 4VP and GW.

Game MVP: Shawda Dorrit, for being cheap and votey and just what I needed to win this game.

I did not make the finals by a half VP ( I was actually 7th of 16 players with a single game sweep, behind Alayna's 4VP and GW on tournament points. David Wilson, who organized the event, posted a redaction of the finals on the Michigan VTES Facebook page.

I'm having trouble generating a link to a Facebook page for linkiness here. Perhaps David will mosey by and leave some info in the comments here. I'd quote him out of context but. . .

I played my Al Muntaquim Chainsaw deck in a pickup game during the finals, but the Lambach on my left wouldn't let me get a Magic Chainsaw, and the game devolved into mutual bullying. It broke when my predator decided to oust me, and then the Lambach player, in quick succession. My Caitiff had just finished munching on the last Tzimisce, too.

Ah well. It does what combat decks often do: it wrecks it's predator and then loses spectacularly.

-Merlin out

- Posted using BlogPress from my iPhone y'allz
Location:Ypsilanti MI