Friday, August 30, 2013

Battle Report: Kaelyssa vs. pDoomshaper, 50pts

This is the second game I played last Tuesday.  I decided to try out Kaelyssa again, since I'm starting to get the hang of her, and I'm really liking her.

Here's the list I used:

Kaelyssa, Night's Whisper (+7)
*Phoenix (10)
*Banshee (10)
*Manticore (8)
*Sylys Wyshnalyrr, the Seeker (2)

10 Dawnguard Invictors (10)
*Officer and Standard Bearer (2)
10 Houseguard Halberdiers (7)
*Officer and Standard Bearer (2)

Mage Hunter Assassin (2)
Mage Hunter Assassin (2)
Arcanist (1)
Arcanist (1)

It's a little more 'jack heavy than I'm used to running with Kaelyssa, and it doesn't have the Mage Hunter Strike Force, which is normally a signature unit.  I do think this list will be pretty durable, as all its infantry and Warjacks are fairly tough.  The Mage Hunter Assassins will try to ambush Knocked Down targets that I shoot with the Banshee.  The Halberdiers will jam in the first wave, and the Invictors and Warjacks will advance behind them, laying down fire and waiting to charge.

Without the Mage Hunter Strike Force, I'm out my ranged troubleshooter, and I won't be able to cause mischief quite as far forward as usual.  I may also be Focus strapped on critical turns.  Kaelyssa really wants all the 'jacks in her battlegroup, and also wants to be slinging spells and taking shots, and 3 Myrmidons might be a little to much for her to handle without help.  We'll see.


My frequent opponent and co-blogger, Caleb J, played his latest pDoomshaper list:

Hoarluk Doomshaper, Shaman of the Gnarls (+7)
*Mulg the Ancient (12)
*Troll Axer (6)
*Pyre Troll (5)
*Rune Bearer (2)

5 Trollkin Warders (8)
3 Trollkin Long Riders (7)
3 Rune Shapers (4)
Kriel Stone Bearer and 5 Stone Scribes (4)
*Stone Scribe Elder (1)

Horthol, Long Rider Champion (5)
Fell Caller Hero (3)

This looks like a standard Troll brick.  It would be extra heavy on the Denial with Mulg's Animus and Doomshaper's Feat and general anti-magic abilities.  The Long Riders are nasty in any list, and Doomshaper has Fortune to help them hit more accurately.  The Warders make an imposing brick, and as always, Mulg hits like a truck.

The list's main vulnerability is its low model count.  Every casualty I inflict on it will seriously affect its ability to deal damage.  On the other hand, most of those models are hard to kill, so I'll have to work to eliminate them.


Deployment and Scenario

We played Process of Elimination.  There are 2 zones spaced 8" apart in the center of the table.  Each zone contains a monolith, which counts as an enemy model to both players.  Destroying a monolith grants 1 point, and controlling a zone grants 1 point while dominating it grants 2.  Only one monolith can be damaged in a given turn.

Caleb won the roll-off, and chose to go second.

I deployed in a close formation where my infantry could spread out into both zones, and at least one 'jack could help control both as well.  The Halberdiers deployed in front of the Invictors in the middle.  When the time came for Advance Deploy, I deployed the Mage Hunter Assassins on my left opposite Mulg and Horthol.


My deployment.  The chicken will be holding down the left flank, while the Dr. Pepper may redeploy toward the center if needed.
Caleb deployed in a lose line with the Long Riders holding down his left flank, Horthol holding down the right, and the Warders and Warbeasts marching up the middle supported by the Fell Caller, Kriel Stone and Doomshaper.  The Runeshapers deployed in the center-right to support the brick with spells.

Caleb's Deployment.  Horthol is behind a building on his far right, past the Runeshapers.

Turn 1: Retribution

I ran everything except Kaelyssa and the Arcanists.  The Arcanists used Power Booster, while Kaelyssa put Phantom Hunter on the Banshee and Arcane Reckoning on the Halberdiers.  The Mage Hunter Assassins moved up cautiously, not wanting to be blasted by Rock Hammers.

Standard first turn unpacking, and pretty successful too.

I spread out and advance cautiously.

Turn 1: Trollbloods

Caleb ran up with most of his army, careful to stay out of my threat ranges for the most part.  Doomshaper put all his Fury on the Kriel Stone.  The Runeshapers fired a few Rock Hammers at the Mage Hunter Assassins, but they fell short and scattered wide.  The Kriel Stone used its Aura, and chose to make the affected Trolls immune to continuous effects like Fire.

Caleb was playing it safe rather than rushing in heedlessly.  I couldn't do much to his army, but a few ranged attacks might soften him up.

Caleb sets up mostly out of my charge ranges.  Horthol is still safe from the Mage Hunter Assassins behind that house.

Turn 2: Retribution

Kaelyssa and Sylys upkept both Phantom Hunter and Arcane Reckoning.  Kaelyssa gave 2 Focus to the Banshee.  The Halberdiers advanced and spread out.  The Banshee advanced, and shot Mulg, doing a little damage and knocking him down.  An Arcanist advanced, and Power Boosted the Phoenix, which advanced, and shot Mulg for a little more damage.  The Invictors advanced, used their Mini-Feat, Extend Fire, to get range to Mulg, and blasted him for a bunch more damage with a huge Combined Ranged Attack.  The Manticore lay down a Covering Fire template in front of the Warders.  Finally, the Mage Hunter Assassins charged Mulg, but did nothing to him.  Then Kaelyssa walked up, Feated, and camped the rest of her Focus.

I would have liked to take out Mulg, but now he was badly hurt.  Caleb couldn't charge me this turn, and I'd be able to capitalize next turn and finish Mulg.  With him gone, I'd probably have enough of an advantage in durable models that I could slug it out with Caleb.  The Long Riders and Warders can hit very hard, but I was pretty confident in my ability to take them out or go around to get Doomshaper.


Close, but Mulg is still alive.

Turn 2: Trollbloods

Caleb decided to launch Mulg at Kaelyssa.  Doomshaper advanced, healed Mulg's Mind and Spirit (twice), then cast Rush and Fortune on him.  The Fell Caller used Reveille to stand Mulg up.  Caleb's other troops focused on taking out most of the screening Halberdiers and one of the Mage Hunters, then Mulg Trampled up to the Invictors screening Kaelyssa.  He tried to buy attacks and Goad his way toward her, but didn't quite have the range to attack her.  He settled for smashing a few Invictors.  The rest of the army advanced.  The Long Riders charged and took out one of the Monoliths, but couldn't claim the zone.

Mulg couldn't quite make it to Kaelyssa, and now I had an opportunity to either finish Mulg or go for the assassination.

Hey there Elves! OM NOM NOM!

Turn 3: Retribution

I decided to go for the assassination first, and then see if I'd need to finish Mulg.  It would prevent me from playing attrition against the Warders and Long Riders, but I felt the odds were very good.  Kaelyssa allocated no Focus and dropped Arcane Reckoning, but Sylys upkept Phantom Hunter.  An Arcanist Power Boosted the Banshee, which slammed the Kriel Stone Bearer into Doomshaper.  Then the Mage Hunter Assassin charged in, and took him down to 2 health.  The Phoenix advanced (taking a Free Strike from Mulg which filled up its force field), and shot Doomshaper, but he passed his Tough check.  Then Kaelyssa channeled Arcantrik Bolt at Doomshaper and finished him off.

Arcantrik Bolt!  Doomshaper drops at last.

Victory to the Retribution!


Thoughts

I played another solid game with Kaelyssa, who is starting to become my favorite Ret Warcaster.  Her timing and playstyle are very intuitive for me, and it's really fun to see everything come together on the table.  My only big mistake was putting Kaelyssa just a little too far forward on turn 2.  I did not expect Mulg to be able to get that far into my lines.  I should have held her a few inches back.  She would still have covered the whole army with her Feat.  Meanwhile, Kaelyssa's assassination vectors are not easy to avoid.  She has a lot of flexibility between Phantom Hunter, Energy Siphon and access to the Phoenix and Banshee.

As for the list, the 'jack heavy version was a lot of fun, and the pair of Mage Hunter Assassins was great to play with.  They're very luck dependent models, but even if they don't go off, they're good psychological deterrents.  Caleb was definitely keeping Horthol back because the pair would slaughter him.  I'm not convinced the Manticore and 2 Assassins was better than the Strike Force and one Assassin would be.  Kaelyssa didn't do much Manticore fueling this game, although it was never really in the situation where it would want 2-3 Focus rather than dropping its Covering Fire template.  Definitely something to experiment with further.  I still want Sentinels for Kaelyssa, and I'm definitely starting to see what they could bring for her.  Maybe next time, I'll proxy them.

Caleb made just one or two mistakes this game, but overall did pretty well.  His math was off on the Mulg assassination run, and Mulg didn't quite have enough Fury to make attacks against Kaelyssa after Goading.  If he'd thought about it a little more, he could have sent Mulg after the Phoenix and Manticore, possibly killing both, which would have left me without 2 of the heavy hitters I'd need to deal with the Warders and Long Riders.  He also left Doomshaper exposed to my ranged game on turn 2, probably as a result of going full bore for the assassination.  If he'd played more conservatively, he'd have camped a few points of Focus, and my assassination attempt would have been a lot dicier.  Caleb played well until his assassination run though.  He knew my threat ranges, and stayed out of them, and he used both the Long Riders and Warders well.  Both units were threats I would have had some trouble with if the game had gone on.

As for Caleb's list, it seems good.  It does invest a lot of points into a low number of high-value models, but those models are good.  Warders are fantastic for the cost, and Long Riders are also really mean.  Mulg is good as pDoomshaper's heavy hitter.  If there's one thing this list could probably use, it's a fast jamming presence.  The Long Riders are spectacular models, but they're not good at jamming because they're relatively easy to kill and high in value.  I don't know what I'd drop from this list to make room for a jamming unit, but it would give the other models some breathing space to set up charges and position to screen each other and Doomshaper.

Wednesday, August 28, 2013

Battle Report: pMorghoul vs. The Butcher 3 at 50pts



Here's the first of two games I managed to play this past Tuesday.  After a little discussion on the Skorne Forum, I decided to give my pMorghoul shooty list another try.  Previous versions of the list have been moderately successful, and I was interested to try it out again.

The list was:

Master Tormentor Morghoul (+7)
*Bronzeback Titan (10)
*Titan Cannoneer (9)
*Titan Cannoneer (9)
*Titan Gladiator (8)
*Cyclops Raider (5)
*Cyclops Shaman (5)
*Basilisk Krea (4)

6 Paingiver Beast Handlers (3)

Mortitheurge Willbreaker (2)
Mortitheurge Willbreaker (2)

It's a combined arms list that wants to use the Cannoneer shelling early on to snipe solos and clear out infantry, then smash the enemy heavies with the Bronzeback and Gladiator.  It's hard to alpha strike this list thanks to Morghoul's long threat ranges, his Feat, and Admonition.  It is vulnerable to jamming, however, especially by high-Def models.  It also doesn't spread out very well for non-Center scenarios.


My opponent and non-co-blogger, Caleb H, is currently practicing his Butcher 3 list, and he played:

The Butcher, Unleashed (+4)
*Beast 09 (11)
*War Dog (1)

10 Iron Fang Pikemen (8)
*Black Dragon Officer and Standard Bearer (2)
3 Iron Fang Uhlans (7)
Great Bears of the Gallowswood (5)
Widowmakers (4)
Greylords Ternion (4)
Kayazy Eliminators (3)

Man O' War Drakhun with Dismount (5)
Iron Fang Kovnik (2)
Madeline Corbeau, Ordic Courtesan (2)

This list uses the Butcher's terrifying melee threat to get a leg up early on scenarios and keep the opponent from contesting them effectively.  So far it seems very strong, and the Butcher's lack of spell support is compensated for by his melee power.  It's vulnerable to casters who can threaten the Butcher while contesting scenarios.  The Butcher can't apply pressure directly if he'll be taken out in return, and needs to rely on unbuffed infantry to do the work, which may not be enough.


Deployment and Scenario

We played the Incoming SR 2013 scenario.  There are two objectives and two zones.  Destroy your enemy's objective, or dominate your own zone for 1 point.  Control your enemy's objective for 2 points, or dominate it for 3.  Caleb won the roll-off, and went second.

I deployed in a loose brick with the two Cannoneers looking to lob some shots into Caleb's zone on the right.  The Gladiator and Bronzeback went on the left, and my support went behind them.

I deploy between the zones.  The Sentry is proxying for a Cannoneer here.

Caleb deployed in an extended line with the Iron Fang Pikemen looking to occupy my zone, the Drakhun on the far flank, and the Great Bears and Uhlans in the middle ready to charge in where they were needed or just blitz me.  Butcher and Beast deployed to dominate Caleb's zone with Butcher's pit crew (Corbeau, the Greylords and the War Dog) behind them.  The Widowmakers spread out in Advance Deploy.

The bulk of Butcher's infantry deploy to claim and contest my zone.

Turn 1: Skorne

I ran forward with most things.  I Abused both Cannoneers to get a 12" run on them, then put Far Strike on both with the Raider and the Shaman, and lobbed some AoE's at the Widowmakers with Ancillary Attacks but they scattered wide.

I made the mistake here of putting one of my Cannoneers behind my objective - I should have known better, but I didn't think it through.  Otherwise, a standard turn 1 setup.

My turn 1 setup (Caleb has already moved the Great Bears and Widowmakers though)

Turn 1: Khador

Caleb tanked up behind the low wall with the Widowmakers and Great Bears, and advanced conservatively with the IFP and Uhlans.  The Drakhun started to run down my left flank.  The Butcher got in position to dominate his zone next turn, and Beast toed in.  The Greylords put clouds on the two War Argi and the

I have some opportunities here.  If a Cannoneer can peg that center Great Bear, I might kill a lot of models.  I also have to start contesting my zone to keep the Butcher from putting too much pressure on me.  Butcher 3 really wants to make me commit, which is not good, because he'll kill Morghoul if I do.

Caleb runs forward, Butcher's fury shaking the camera as he does.
Turn 2: Skorne

The Gladiator toes into my zone, and the Bronzeback retreats.  A Willbreaker puts Puppet Master on the Cannoneer, which aims, and shoots at the center Great Bear.  It needs an 11, and misses everything.  Morghoul puts Admonition on himself, and advances to a wall.  He Abuses the proxied Cannoneer.  Then the Shaman Rushes it, Paingivers Enrage it, and it hops the wall and kills Beast 09.

My position here isn't great.  I really needed the Cannon shot to hit the Great Bears, but I probably shouldn't have relied on it so much.  Now there was nothing I could do to stop the Butcher from scoring 3 points and putting me on the clock.

The Cannoneer scraps Beast, will I survive the counterattack?

Turn 2: Khador

The Great Bears kill the Gladiator and Krea.  Butcher charges and kills the Cannoneer while the Argi run up a bit, then Energizers to toe into the zone and dominate it, and Feats to camp at Arm 24.  The Iron Fangs march into my Zone Claiming it for Khador.  The Drakhun runs down my flank some more, threatening my support.

Caleb ends his turn and scores 3 points, meaning I am in a do or die situation.  Unfortunately "do" means stopping the Butcher from killing everything in the same zone as him.  Possible for Morghoul, but dangerous too.



Caleb gets up on scenario, just what Butcher wants.

Turn 3: Skorne

Although it's a long shot I decide to try to nab the Butcher rather than play out the scenario.  I'm way down on points, and feeling pretty disappointed with my play this game.  I try to clear out the Uhlan with my Raider, but he misses.  The Shaman clears him out, then the Cannoneer and Morghoul lob shots and Torments at the Butcher, but it isn't enough.


Assassinated!

Turn 3: Khador

Caleb could just win on scenario, but decides to charge in for the final dramatic picture.


Victory to Khador!


Thoughts

I made a lot of mistakes this game, and generally didn't position well.  pMorghoul is a pretty tricky Warlock, and every time I get out of practice with him, my play gets clumsy.  There were a bunch of situational mistakes I made, but I also think my basic approach was wrong.  I should have started by leaning toward my zone, and threatening the Butchers.  Turn 2 or 3, I could have launched my attack and used my Feat without giving up so many points.  pMorghoul's Feat means you don't have to worry about the Butcher too much for a turn, and Morghoul's Titans can threaten him pretty easily, even on a full camp.  I would have had to worry about the infantry for sure, but I also think I could have answered them with careful positioning and good use of Admonition.  Morghoul himself can kill a lot of Iron Fangs.

One thing I might have done to salvage this particular game was Feat with Morghoul on turn 3, and Abuse the second Cannoneer.  I might have been able to get it into the zone with the Butcher by running it, and it would probably have survived with Morghoul's Feat to back it up.  If I'd Feated on my second turn, and played Morghoul a little more aggressively, I might also have kept that 1st Cannoneer around.  Morghoul has a lot of cool tricks he can pull, and I actually don't think he's a bad matchup for Butcher 3, but I really need practice with him.

I don't have much to say about my list.  I misplayed it, but that just means it's not intuitive for me.  I need more practice before I dismiss it though.  I do think the Mammoth is more dangerous than the two Cannoneers in this list, and I may decide to drop the Cannoneers and a Willbreaker for one.  I also may drop some models for infantry.  I know pMorghoul can be played successfully without a screen, but I might not be skilled enough yet to pull it off.

Caleb played a tight, conservative game.  He put pressure on me early, took advantage of the scenario, and made my mistakes even worse.  I think he's got Butcher 3 down really well.  He wants to play a scenario game, and threaten people with the Butcher so they can't contest properly.  The rest of the list claims and contests scenarios while the Butcher stays relatively safe and dominates.  It's a hard threat to deal with effectively.

The list Caleb went with does seem to play to Butcher 3's strengths.  I'll have to get at least one more game against it where I don't just get steamrolled to decide if there's anything I'd change about it.  I do think the Butcher's pit crew of Greylords, Corveau, and War Dog is the way to run him and keep him safe.  I suppose the Greylords are optional, but their clouds definitely help ensure that the Butcher doesn't take charges or long ranged, high powered shooting that can kill him or mitigate his threat by putting him down hit points.

Quick Report: First Mammoth Game, pMakeda vs. eDoomshaper

I have enough battle reports with actual pictures on my plate right now, so I'm not going to do a blow by blow of this one.  Caleb J and I played a simple caster kill game at 50pts, and I got my first taste of the Mammoth.

I ran:

pMakeda (+5)
+Marketh (3)
*Mammoth (20)
*Gladiator (8)
*Krea (4)

6 Cetrati (11)
4 Paingivers (2)
Tyrant Commander (3)

Agonizer (2)
Willbreaker (2)


vs.


eDoomshaper (+6)
+Rune Bearer (2)
*Mulg (12)
*Earthborn (10)
*Mauler (9)
*Axer (6)

4 Kriel Stone + Elder (4)
Rune Shapers (4)
Farrow Bone Grinders (2)

Janissa (3)
Whelps (2)
Whelps (2)


The game:

I ended up going first.  The Cetrati hotfooted it upfield in Shield Wall, and managed to engage Doomshaper on turn 2, and Makeda used her Feat to bring them back on the next turn.  The Warbeasts advanced a little more cautiously, aiming to capitalize when Caleb killed most of the Cetrati.  The Mammoth didn't fire much because I didn't want any of the Trolls Snacking on the Cetrati to remove them from play.

Caleb retaliated by killing about half the Cetrati (he had some bad luck), and charging the Gladiator and the Mammoth with the Earthborn and Mulg respectively.  The combination of Defender's Ward and Gnawing Pain from the Agonizer ensured both beasts survived with all their aspects intact.

As I methodically munched through Caleb's heavies with the Mammoth, he tried several low-probability assassination runs on Makeda, but none of them panned out.  We ended up calling the game when Caleb was out of beasts, and I still had most of my models left, including a 2/3 health Mammoth and a 1/2 health Gladiator.


Thoughts

The Mammoth is very solid.  I didn't get up to as many Savagery shenanigans as I'd expected for this list, but that's largely because Caleb's list out-threated me significantly.  I played a really solid game, and I think the Mammoth works well for pMakeda.  Defender's Ward and Gnawing Pain made it a monster even Mulg couldn't take out in one round (Caleb's dice did him no favors either).  As for the list in general, the Cetrati are the only thing I'm not 100% sold on.  I could replace them with a big unit of expendable chumps who would provide a more spread out screen for the beasts.  I'm a little suspicious that a decent shooting game could just remove a lighter infantry unit, but I'll try it at least once to see what I think.

The Mammoth was also a lot of fun to play.  It's got a good Animus and some nice, scary abilities.

Monday, August 26, 2013

Battle Report: Makeda 3 vs. pGrissel at 50pts

Hi again!  It's time for another battle report.  I'm trying to be a little better with pictures when I play these days, so this report's going to have them.

I'm still tooling around with my Makeda 3 list, trying to get her down.  This time, I've gone with the following:

Makeda and the Exalted Court (+2)
*Molik Karn (11)
*Bronzeback Titan (10)
*Titan Sentry (9)
*Titan Gladiator (8)
*Basilisk Krea (4)

6 Farrow Slaughterhousers - proxied by Immortals (6)
4 Paingiver Beast Handlers (2)

Agonizer (2)

The things I'm trying with this list are the Slaughterhousers and the Titan Sentry.  The Slaughterhousers are pricey, squishy, and a little slow, but they do have a few things going for them.  First, they've got Tough, Reach, and Take Down.  Tough and Reach are always nice, and Take Down (which ignores Tough and removes boxed targets from play) is great on a unit.  Second, they are the only way to get any use out of Sunhammer, Makeda's least inspiring spell, because they have Finisher, giving them an extra die of damage against previously damaged targets.

The Sentry is an all around good beast, and I'm including it in the list to help me out against Alpha Strikes.  It has Locker and Reach, and takes a good deal of energy to destroy.  It can benefit from Makeda's Feat too, which is nice.  I'm expecting to use it more as a defensive piece to hold up the enemy while my main offensive pieces set up their attack from behind it.  Between the Sentry and the Slaughterhousers, I think I'm pretty well defended against hard-hitting first strikes, and I've got some extra synergy to play around with too.

The rest of the list is totally standard for Makeda 3: The Bronzeback, Gladiator and Molik Karn bring offense and utility.  The Agonizer adds some denial and defense for my heavies.  The Krea throws her Aura in for both defense and offense, and can zap some models with Spiritual Paralysis if I really need to debuff Def.  It's also got Makeda's weakness to denial.  Anything that can slow her movement or deny options to her army will hurt.  I think I'm pretty well defended against an alpha strike, but my screen doesn't consist of that many models.


My Co-blogger, Caleb J, decided to run pGrissel with a horde of mostly units:

Grissel Bloodsong (+5)
*Earthborn Dire Troll (10)
*Dire Troll Mauler (9)
*Rune Bearer (2)

5 Trollkin Warders (8)
3 Long Riders (7)
6 Kriel Warriors (4)
*Piper and Standard Bearer (2)
*2 Caber Throwers (2)
Kriel Stone and 3 Stone Scribes (2)
*Stone Scribe Elder (1)

Horthol, Long Rider Hero (5)
Stone Scribe Chronicler (2)

This list has two powerful heavies in the Earthborn and Mauler, and two tough, hard-hitting units in the Warders and Long Riders.  Long Riders are ghastly, and are probably the meanest unit in Trollbloods.  Warders are very tough for their cost, and have Reach and Weapon Master to top it off.  Both have great synergy with Grissel's Fell Calls (especially Hoof It).  Between those units and the screening Kriel Warriors, this list has the makings of a very solid brick.

The only vulnerability I see is a strong denial game.  The list doesn't have much shooting or Pathfinder, so shutting down its movement or forcing it to march through difficult terrain will slow it down considerably.  Heavy armor cracking, particularly expendable Weapon Master units, will probably also cause trouble for this list.  It's relying on a relatively low number of durable models, and anything that can trade punches effectively with them will wear them out quickly.



Deployment and Scenario

We played the SR 2013 scenario Fire Support, although we set it up a little wrong.  We set it up with two Objectives along the table's center line, and a Flag on each player's side of the table.  We also played that the Objective next to our own Flag was a Friendly Faction model for the opponent, and that we had to destroy it to score on our own flag.  Looking at the SR2013 PDF, I can't say why we decided this, but that was how we played it.

Here's the table.  We were ignoring the river this time around.

Those hands are going to be hard to maneuver around.

The terrain is pretty evenly set up, and we've got low walls and forests around the center, where the Objectives and Flags are situated.

I won the roll-off, and chose to go second.

Trollblood Deployment
Caleb set up the Long Riders on his right flank, and put the Earthborn nearby where it would get the movement bonus from the Wood.  The Kriel Warriors went ahead of the Warders and Kriel Stone, and Horthol went on the far flank where he could use the house to limit attack options against him.

Skorne Deployment - Those Immortals are Slaughterhousers
I set up around the forest, angling for a low wall with most of my beasts, and gunning for my own flag with the Slaughterhousers.


Turn 1: Trollbloods

Caleb ran up with everything, loaded down the Kriel Stone (which used its Warding Aura), and cast Hallowed Avenger on the Earthborn.  Grissel also used Hoof It on the Warders so they could keep up with the Kriel Warriors.



Caleb moves up and spreads out.


Turn 1: Skorne

I ran up, keeping my army safe behind the wall and the Sentry.  The Slaughterhousers ran up to get started on the Objective I'd need to destroy to start scoring.  Looking at the Warbeasts opposing me, I decided to have Makeda cast Vortex of Destruction rather than Sunhammer.  She also put 4 Fury on the Agonizer.

I'm pretty well out of the Troll threat ranges.


Turn 2: Trollbloods

Caleb ran most of his army forward to jam me.  The Kriel Warriors Got as close as they could to my beasts, and the Long Riders ran forward to make trouble for my Slaughterhousers and threaten slams on my beasts.  The Stone Scribe Chronicler put Hero's Tragedy on the Kriel Warriors to knock down any Warrior models who killed them next turn.

I haven't suffered any damage yet, but I need this turn to be a big one.  I need to drive the trolls back, and break through their infantry brick.  If I could destroy most of them, I'd be in a good position to trade heavies with Caleb and come out on top.  If I couldn't get far enough, Caleb would be able to start scoring with impunity on his own Flag.

This picture was taken after I'd charged with the Slaughterhousers on my turn, but before I'd started making attacks.


Turn 2: Skorne

I upkept Vortex of Destruction.  The Slaughterhousers charged the Long Riders, killing two and wounding the third.  Makeda and her Court advanced, Makeda used her Feat, and cast Fate Walker on herself and Train Wreck on the Sentry.  One of her Guardians killed off a Kriel Warrior, and was knocked down at the end of her activation.

Then my beasts did as much work as they could.  Molik killed off most of the Kriel Warriors and one of the Warders.  The Bronzeback put Train Wreck on the Sentry and advanced.  The Sentry killed off another Warder, and tried to kill a fourth, but it toughed out.  The Agonizer advanced, and used Gnawing Pain.  The Krea walked forward, and zapped the Earthborn with Spiritual Paralysis.  Makeda was all loaded up of Fury now, so I had her use her Fate Walker move to advance.

Not a terrible turn.  I'd started cracking through the line, and Makeda was pretty safe.  I hadn't started scoring, but I'd done decent damage instead.  I'd have to be satisfied with that, and work through the rest of the Trollkin next turn.




Turn 3: Trollbloods

Grissel started out by advancing and using her Feat.  The Rune Bearer used its once-per-game ability to hit the Knocked Down Guardian with Calamity.  The Kriel Stone advanced, and used its Aura.  The Chronicler used Hero's Tragedy on the Warders.  The Caber Throwers advanced, and one of them Knocked Down the Sentry.  The other Knocked Down and did some damage to Molik Karn.  Horthol and the remaining Warders finished off Molik.

Then the Earthborn sneaked past the Knocked Down Sentry, and started smashing Makeda.  It did a little damage to her, and she transferred some to the Krea.  The Mauler destroyed Caleb's Objective, gaining him a point and allowing him to control his Flag.  Finally, Caleb's army used its Hoof-It moves to jam my army up spectacularly.  Grissel used her move to retreat to Caleb's flag and dominate it, bringing his total Control Points to 3.

That was not good.  I had a bunch of problems.  I needed to kill the Earthborn and free up Makeda.  I also needed to get a model, preferably a tough one, within 4" of Grissel's flag, otherwise I'd lose at the end of my turn.


Trolls Everywhere!


Turn 3: Skorne

Okay.  Makeda upkept Vortex of Destruction.  Then her unit activated.  The Exalted Guardians failed to kill the Caber Thrower.  Then Makeda attacked the Warders, who I'd forgotten had Heroes Tragedy on them.  She killed two of the remaining 3, then fell over, denying the rest of her army the Vortex of Destruction bonus (since her melee range disappeared) and making herself horribly vulnerable to assassination next turn.  Fantastic -_-

Well, The Gladiator, Sentry, and Slaughterhousers killed or knocked down all the models who could Reach Makeda in melee.  The Bronzeback Beat Back its way through the Mauler, and got within 4" of Caleb's flag (whew).

Well, that hadn't been so terrible, but I'd forced my beasts to the max.  The Krea had been healed by the Paingivers, but still didn't have much health.  Caleb had a decent shot at Makeda's life, but no real shot at the scenario this turn.  We'd see how it turned out.

Just in range to contest!  My nerves were on edge when I took this pic, hence the shaky cam.



Turn 4: Trollbloods

Grissel upkept Calamity.  Then she walked forward, and shot Makeda with her sonic Spray and 2 Rifts.  At the end, both Makeda and the Krea were still alive.  Horthol tried to reach Makeda from next to the Bronzeback, but the Bronzeback dismounted him with a Free Strike, and he was half an inch out of range.

That was everything Caleb could throw at Makeda this turn.  Since Grissel was out of Fury and next to the Bronzeback, Caleb decided to concede.

The board at the end of Caleb's turn.

Victory to the Skorne!


Thoughts

Gah!  That was close.  I played a pretty solid game with one very dumb exception.  Makeda definitely should not have attacked the Warders on my third turn.  Caleb came very close to finishing her off, but the dice didn't come up in his favor.  I ended up hampering my own offense, and leaving myself horribly open to assassination.  Otherwise, I managed to grind down the brick.  I judged threat ranges well, and I got the first strike in despite being badly jammed.  I was way up on attrition, and had closed Caleb's window on winning via scenario pretty quickly.

The Slaughterhousers were consistently pretty good at offense, and they were at their best against low-Def and Tough Trollbloods.  I'm not sure they're quite what I'm looking for though, and I don't see their interaction with Sunhammer fitting my playstyle very well.  I might end up going for a cheaper, more expendable screen, and put another point or two into support.  The Sentry was solid.  It did moderate damage, and stayed alive, which was all I wanted it to do.  It wasn't an all-star, but I'm pretty happy with how it performed overall.

Caleb also played a solid game, and his move to dominate his flag on his 3rd turn really put me on the back foot.  He threw away the Long Riders on turn 2 - he should have held them back rather than let them be charged by the Slaughterhousers.  I also feel he jumped the gun going after Makeda on the third turn though.  If he'd focused on taking out my Sentry, and used his Hoof It move to keep his Earborn safe, he'd have been in a better position on turn 4.  Attacking Makeda was a long shot, and ended up costing him the Earthborn for no real gain.

I do really like Caleb's list.  Warders are extremely durable, and make a great second wave unit for Grissel.  I do feel that Grissel plays a little better with Troll lights than with heavies: her infantry hits plenty hard enough with all its ordinary power and Calamity.  I'd at least replace the Mauler with a light Troll, and add some infantry into the mix.  The Earthborn is really good, and brings a nasty animus with it, so I'd consider keeping it around.  Otherwise, the list's biggest weakness was a lack of pathfinder.  I'd really recommend throwing a Fell Caller Hero into the list.  It's true that the Fell Caller's Calls don't stack with Grissel's, but they add a lot regardless, especially Pathfinder.

Friday, August 23, 2013

State of the Lists August 2013: Caleb's Lists

Wow, I have not posted an update in a while... I blame myself. Sorry self -- apology accepted, self. Lets post something....

Trollblood Lists:

Since my foray into using pDoomy/Gunny, I've discovered several important things:
1. I really don't like Gunny that much. Fun warlock, but he has some issues that get in the way just a little too much to really savor the experience.
2. pDoomy is solid - more solid than I expected. However, he's got more of a learning curve than I expected as well.
3. Calandra is still by far my favorite Trollblood warlock, and I have more fun in games with her than just about anyone else.

So, that being said, here is my current top 5 list of Warlocks I plan on using more often:
1. Calandra
2. pDoomy
3. Jarl Skuld
4. eDoomy
5. eGrim

The last 3 are new to me - I have eDoomy but not Jarl or eGrim (yet), but I like how they play and I want to give them a good shot. Here are the rough lists I've been/will be using in the near future:


Calandra 50pts
Calandra Truthsayer, Oracle of the Glimmerwood (*5pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Pyg Bushwackers (Leader and 5 Grunts) (5pts)
Trollkin Champions (Leader and 4 Grunts) (10pts)
* Skaldi Bonehammer (3pts)
Trollkin Warders (Leader and 4 Grunts) (8pts)
Fell Caller Hero (3pts)

My Calandra lists are always the most in-flux, as I  tend to try out new things with her. This is no exception - forward line of Champs AND Warders, followed up by 2 heavies, and Bushwackers to make a nuisance of themselves. This is one massive brick, and should present a wall of high-ARM Weapon Masters and Beasts. The one issue I have with it is that there might not be enough shooting - I'm tempted to drop the EBDT for a Bomber, but we'll have to see how this incarnation works first.


pDoomy 50pts
Hoarluk Doomshaper (*7pts)
* Pyre Troll (5pts)
* Troll Axer (6pts)
* Mulg the Ancient (12pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Long Riders (Leader and 2 Grunts) (7pts)
Trollkin Runeshapers (Leader and 2 Crew) (4pts)
Trollkin Warders (Leader and 4 Grunts) (8pts)
Fell Caller Hero (3pts)
Horthol, Long Rider Hero (5pts)

I used the pDoomy list in a game vs Caleb-1 (my nominal counterpart at the game store, myself being Caleb-A), and it performed well - however, when I started writing up the battle report, it looks like Caleb-1 was playing about 10 points short, so I'm going to hold off on the battle report for now. Regardless, it was a fun list, and seems to have a lot of potential - pDoomy has 2 useful upkeep spells (Fortune and Banishing Ward) that help the (already pretty self-sufficient) Warders and Long Riders, and with Rampager, Stranglehold (spells) and Runeshapers in there for some board control and his feat to keep the really dangerous focus/fury users at bay when needed, it's a pretty direct list.


Jarl Skuld
Frequent 4+Tough contributor Ben (aka MacBen aka Our Merc Friend aka Mr.'Why are we making up funny names again?') likes Jarl, and I've let him use my models to proxy a Jarl army once or twice. However, the more I look at him, the more I like him - the movement bonuses are pretty huge, I am seriously digging the LOS-blocking feat, and he's running around with enough built-in tricks to be pretty survivable as a mid-range support warlock.

Since I have literally no experience with either eDoomshaper or Jarl, I'm giving them 35pt lists as well.

Here are some lists:

Jarl Skuld 35pts Option 1
Jarl Skuld, Devil Of Thornwood (*6pts)
* Storm Troll (5pts)
* Troll Impaler (5pts)
* Dire Troll Mauler (9pts)
Trollkin Fennblades (Leader and 9 Grunts) (8pts)
* Trollkin Fennblade Officer & Drummer (2pts)
Trollkin Long Riders (Leader and 2 Grunts) (7pts)
Horthol, Long Rider Hero (5pts)

Caleb-1 pointed out the other day that Longriders aren't best suited to the flank protectors or 2nd line hitters I've been using them for, and might honestly work best as a straight up down-the-middle sledge-hammer. In this case, the Fenns and Long Riders go side-by-side, advancing until they get a good angle for a charge, and one can support the other -- Long Riders charge in against heavy or tightly packed infantry and Fenns followup with a jam, or Fenns jam basic infantry while Long Riders maneuver to pick off the stragglers. 

Jarl Skuld 35pts Option 2
Jarl Skuld, Devil Of Thornwood (*6pts)
* Pyre Troll (5pts)
* Troll Impaler (5pts)
* Earthborn Dire Troll (10pts)
Pyg Bushwackers (Leader and 5 Grunts) (5pts)
Trollkin Long Riders (Leader and 4 Grunts) (11pts)
Horthol, Long Rider Hero (5pts)

Same philosophy, but dropping the Fennblades for min Bushwackers, full Long Riders, upgrading the Mauler to an Earthborn, and swapping in a Pyre Troll for that tasty damage buff. We'll see which one I end up liking... might honestly be the 2nd.

Jarl Skuld 50pts Option 1
Jarl Skuld, Devil Of Thornwood (*6pts)
* Pyre Troll (5pts)
* Troll Impaler (5pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Trollkin Champions (Leader and 4 Grunts) (10pts)
* Skaldi Bonehammer (3pts)
Trollkin Long Riders (Leader and 4 Grunts) (11pts)
Fell Caller Hero (3pts)
Horthol, Long Rider Hero (5pts)
Stone Scribe Chronicler (2pts)

This one is a bit of a different take - a Bomber and company to deal with infantry, and Champs and Longriders to deal with virtually everything else! Full Long Riders and a bomber might just be overkill in that category, so here's list option 2:

Jarl Skuld 50pts Option 2
Jarl Skuld, Devil Of Thornwood (*6pts)
* Troll Impaler (5pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Trollkin Runebearer (2pts)
Trollkin Champions (Leader and 4 Grunts) (10pts)
* Skaldi Bonehammer (3pts)
Trollkin Long Riders (Leader and 2 Grunts) (7pts)
Fell Caller Hero (3pts)
Horthol, Long Rider Hero (5pts)
Stone Scribe Chronicler (2pts)

Earthborn AND Mauler (hehehe...) plus Champs and Long Riders. I'm going to have to see which I want as a full unit - Champs for attrition, or Long Riders for a really terrifying first strike...


eDoomshaper
I've been waiting to give this blue bastard a try practically since I started Trollbloods - I love warbeasts, and the prospect of fielding 3 or more heavies in a 35pt list is practically 'squee'-worthy.

eDoomy 35pt
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Troll Axer (6pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)
Lanyssa Ryssyll, Nyss Sorceress (2pts)
Troll Whelps (2pts)

3 absolutely murderous heavy warbeasts, whelps to keep them going, and Lanyssa to boost their speed to even more horrendous levels. Oh, yes please! Lanyssa is a bit of a wild card in this list - for 2 points, I might be better off with a Runebearer, or (drop the EBDT) Rok and Swamp Gobbers, or even possibly more whelps, but I'm going to give her a shot. This is mainly due to one very important factor -- with her, Mulg has a 16" threat range (4" SPD + 3" feat + 3" charge +2" Rush/Transmute + 2" Hunter's Mark + 2" Reach). Ho-ly $@#%. Out-threat them apples, Gladiator! Combine that with Goad, and Mulg can potentially hit something up to 26" away (granted, that's ludicrously unlikely).

eDoomy 50pt - Option 1 
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Troll Axer (6pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)
* Rök (11pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Troll Whelps (2pts)

This moves beyond "dangerous" and into "just plain silly" territory, but having 4 Dire Trolls in an army just sounds like waaay too much fun to pass up. Rök is off-the-damn-hook dangerous with eDoomy - boosted speed (feat), Wild Aggression (boost all melee attacks, charge for free), Primal (+2 atk & dmg) Goad, and Berserk mean he can chew his way through entire units with ease, and is almost single-handedly a good solution to the problem of how a heavy warbeast army deals with unit spam and high-def. The Krielstone's ARM (and STR) boost make it an auto-include at 50pts, and they make a good backup tarpit and charge-blocker for eDoomy while they're at it.

eDoomy 50pt - Option 2
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Troll Axer (6pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)
* Rök (11pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Runeshapers (Leader and 2 Crew) (4pts)
Janissa Stonetide (3pts)
Lanyssa Ryssyll, Nyss Sorceress (2pts)
Troll Whelps (2pts)

This list is a little more toned down - dropping the Mauler, but gaining Runeshapers, Janissa, and Lanyssa. This gives me a few things: more protection for Doomy (rock wall, plus Steady LOS/charge blockers), a better ranged game, more Magic Weapons, and more of a threat range.

eDoomy 50pt - Option 3 (the Crazy Option)
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Troll Axer (6pts)
* Dire Troll Mauler (9pts)
* Mountain King (20pts)
* Mulg the Ancient (12pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Janissa Stonetide (3pts)

I... really, really want to try this list.


The Hunters Grim
It's going to be a while before I venture into Hunters Grim territory (mainly because the lovely folks at Trollblood Scrum are expected to release a full-blown community-supported Academic Tactica on him pretty shortly...), but here's my take on a 50pt list for him:

eGrim 50pts
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Bomber (10pts)
* Dire Troll Mauler (9pts)
* Trollkin Runebearer (2pts)
Pyg Bushwackers (Leader and 9 Grunts) (8pts)
Trollkin Fennblades (Leader and 9 Grunts) (8pts)
* Trollkin Fennblade Officer & Drummer (2pts)
Trollkin Scattergunners (Leader and 5 Grunts) (5pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Fell Caller Hero (3pts)

I've proxied the Hunters Grim in a single game so far, but I like how they hold up. The warlock unit is a bit tricky to get used to, especially considering they end up doing so freaking much just on their activation alone - knockdown gun, Grim's gun, trapper AOE, spells, movement, reform... there's a lot going on there, and it can be hard to keep track of it all.

What I'm most looking forward to is a good use for my Scattergunners + UA -- Mark Target, Mortality, and Mirage are all fantastic with them, and they go well with the Fennblades leading the charge. Ordinarily I'd focus more on ranged, but that would leave a distinct lack of heavy hitters, and since my primary opponent is Skorne, not having a solution to heavy warbeasts is out of the questions. Hence, the humble Mauler yet again finds a place in this list over the Pyre Troll.

Going forward, I'd love to swap out the Fennblades for Burrowers - not only would it give me 4 more points to play around with, but the Burrowers (like Bushwackers) are flat out perfect for eGrim (improved damage, improved accuracy AND range, lowered defense/arm with a spell, support with a good solid knockdown gun, and more). Until then, we'll see how this list does.


So, there we have it -- Caleb's State of the Lists. I'm going to be giving at least one of these lists a try tonight (probably a 50pt Jarl, and maybe an eDoomy!) so expect a battle report in the next few days.

Thanks for reading!

Wednesday, August 7, 2013

State of the Lists August 2013: pGrexy's Lists

Way back in January, we posted the Warlocks or Warcasters we were working on, and the lists we were running.  Here, I have the Skorne and Retribution lists I'm currently working on, how I'm planning to use them, and what, if anything, I'd like to change up about them.

Skorne Lists

For Skorne, I'm mostly working with 50pt lists, because that's the standard tournament size.  I also have a few lists at 35pts that I like, but I won't be mentioning them here.  One thing I don't own yet that I'd really like to try is the Mammoth.  I have a few places I'd like to try it to see if it has a place over 2 other heavies.  I have no experience yet, but I'm looking forward to giving it a try.  Anyway, on to the lists.  These are the ones I'm currently pretty happy with at 50pts.

Lord Tyrant Hexeris (+6) - Tier 1 Kingdom of Shadows
*Bronzeback Titan (10)
*Titan Cannoneer (9)
*Titan Gladiator (8)
*Archidon (7)
*Cyclops Savage (5)
*Aptimus Marketh (3)

10 Praetorian Swordsmen (6)
*Officer and Standard Bearer (2)
4 Paingiver Beast Handlers (2)

Agonizer (2)
Extoller Soulward (2)

Tier 1: Hexeris can start with his upkeep spells in play.

This is my current pHexeris list.  Like all my lists, I try to make it relatively well balanced.  The basic plan is to get spells into the enemy early on with the Archidon as the Soul Slave target.  The Swordsmen are around to jam and clear out infantry.  The Savage helps Hexeris out with efficiency in the early game, and jams or holds objectives in the late game.  The Titans are what let the list cope with heavy armor, and ask the biggest question in terms of options.  I went with the Cannoneer to give Hexeris a late game beatstick and transfer sink who can contribute with the gun, but I wouldn't be opposed to swapping her out.


Lord Arbiter Hexeris (+6) - Tier 4 Practical Magic
*Bronzeback Titan (10)
*Titan Sentry (Bonded) (9)
*Titan Gladiator (8)
*Basilisk Krea (4)

10 Praetorian Swordsmen (6)
*Officer and Standard (2)
6 Paingiver Beast Handlers (3)

Hakaar the Destroyer (4)
Ancestral Guardian (3)
Ancestral Guardian (3)
Ancestral Guardian (-)
Extoller Soulward (2)
Agonizer (2)

Tier 1: Warbeasts in Hexeris' Battlegroup can use their Animi for free on Turn 1.
Tier 2: Add one non-Character Ancestral Guardian solo at no cost and ignoring FA.
Tier 3: Gain +2" to Deployment Zone
Tier 4: Hexeris' bonded beast gains Advance Deploy.

This is a pretty basic Tier 4 eHexy list.  I've tried it a few times, and it works well.  My current game plan with it is to advance in a double brick with the 3 Titans on one side and the 3 AG's and Hakaar behind the Swordsmen on the other.  The Swordsmen clear out infantry well, and set up the AG brick nicely by dying and providing souls.  The Titans are the offensive powerhouse, especially the Sentry, who is the list's forward anchor.  I'm considering fudging some points around, and subbing some Venator Rievers in for the Swordsmen.  They'll still be in front of the AG's, but instead of jamming, they'll screen and shoot.  The AG's will be right behind them instead of 4" back, to defend them from being engaged in depth with Defensive Strikes and retaliation.


Master Tormentor Morghoul (+7)
*Tiberion (11)
*Bronzeback Titan (10)
*Titan Gladiator (8)
*Archidon (7)
*Cyclops Brute (5)
*Cyclops Shaman (5)
*Basilisk Krea (4)

6 Paingiver Beast Handlers (3)

Agonizer (2)
Mortitheurge Willbreaker (2)

I need a little more practice with this list.  I like the idea of a huge beast brick, and the Titans should have no real trouble crushing any level of armor.  My one game with it so far went badly, since I chose it for a spread out scenario and it didn't spread out well at all.  I'm considering swapping the Mortitheurge and Archidon for a Sentry to get a bigger brick going, and I'm considering swapping Tiberion for Molik Karn to have a faster beast selection, and a better hit-and-run game.


Archdomina Makeda (+5)
*Bronzeback Titan (10)
*Titan Cannoneer (9)
*Titan Gladiator (8)
*Aptimus Marketh (3)

6 Cataphract Cetrati (11)
10 Praetorian Swordsmen (6)
*Officer and Standard (2)
Tyrant Commander and Standard (3)
4 Paingiver Beast Handlers (2)
Swamp Gobber Bellows Crew (1)

I'm not 100% happy with this list, mostly because the Bellows Crew doesn't seem like the right place to put that last point.  I'm looking at Tiberion instead of the Bronzeback, thinking about a second Bronzeback instead of the Cannoneer.  I do like having the gun, but a Bronzeback typically does a lot more damage, and it would be nice to double up on the Counter-Charge threat, and double up on one of the scarier assassination vectors I can pull, which is a BB benefiting from both Carnage and Savagery which swaps Rush out for Train Wreck once it gets to its target.  With that change, I'd use my infantry to jam up the table, then walk past them with both Bronzebacks for cleanup or assassination.


Makeda and the Exalted Court (+2)
*Molik Karn (11)
*Bronzeback Titan (10)
*Titan Sentry (9)
*Titan Gladiator (8)

10 Praetorian Swordsmen (6)

Tyrant Commander and Standard (3)
4 Paingiver Beast Handlers (2)
Swamp Gobber Bellows Crew (1)

Agonizer (2)

I'm still trying to figure Makeda 3 out.  She's very fun to play, and I certainly think she's got competitive potential, but I still haven't quite found a list that I'm happy with.  This is a more bricky, and heavier, version of the list I used in a tournament recently.  I like the Sentry as a front-line beast.  It takes a beating very well, and will be an important first step in the list's strategy.  What I'm looking for the list to do is trade pieces and try to go for zone domination.  With the 4 heavies, I have 5 things in the army which can potentially one-round heavies and colossals, and the main question this list asks is: Can the opponent afford to trade big hitters with me against a 'caster as tough to put down as Makeda 3?  Some will, some won't.  I'm also intrigued by the idea of Slaughterhousers taking advantage of... Sunhammer?!  My gut says it'll be a waste, but at least one person on the Forums has had success, and Slaughterhousers are a much, much scarier unit offensively than max Swordsmen without the UA.  I really want Makeda 3 to bring the same tournament-level threat as other Skorne 'locks, because she's so much fun, but I have yet to settle on a list I think she'll be great with.


Supreme Aptimus Zaal (+5) - Tier 3 Immortal Host
*Kovass (-)
*Titan Cannoneer (9)
*Cyclops Shaman (5)
*Cyclops Raider (5)
*Aptimus Marketh (3)

10 Praetorian Swordsmen (6)
*Officer and Standard Bearer (2)
10 Immortals (8)

Hakaar the Destroyer (4)
Ancestral Guardian (3)
Ancestral Guardian (3)
Ancestral Guardian (3)
Extoller Soulward (2)
Extoller Soulward (2)

Tier 1: Increase FA by 1 for Ancestral Guardians and Extoller Soulwards for each unit in the list.
Tier 2: Ancestral Guardian solos gain Advance Deploy.
Tier 3: Extoller Solos start the game with 3 Soul Tokens.

This is my current Zaal list, and I'm really liking it so far.  It has a lot of hitting power and a strong table presence with the Ancestral Guardians.  I'm shakiest on the Cannoneer, which brings some fire support and a melee endgame, but still eats up a lot of points.  I may end up replacing it with a Krea and Brute or Krea and Savage.  I'm also thinking about bringing Zaal out of Tier, which opens up Beast Handlers and Molik Karn, and lets the infantry take a Tyrant Commander for access to pathfinder.

I've also got Xerxis and Mordikaar, although I haven't been working on them at all.  I'll probably have them more settled when the next State of the Lists season rolls around.


Retribution Lists

I've got a 35pt list I'm pretty happy with for each of the 4 Warcaster I currently own.  When I stretch to 50pts, I just sort of throw all my models on the table, and swap out my Caster, so I'll only be talking about 35pt lists right now.

Kaelyssa, Night's Whisper (+7)
*Phoenix (10)
*Banshee (10)
*Sylys Wyshnalyrr, the Seeker (2)

10 Houseguard Halberdiers (7)
*Officer and Standard Bearer (2)
10 Mage Hunter Strike Force (8)
*Strike Force Commander (2)

Arcanist (1)

This one is a pretty basic concept for Kaelyssa.  I play attrition until I can set up the enemy 'caster for a ranged assassination by Kaelyssa and the Banshee.  I exert board control with spells channeled through the Phoenix, and I have a strong melee presence between the Phoenix, Banshee, and Halberdiers.  I'm quite happy with this list overall, and it certainly has everything I want at 35pts.


Adeptis Rahn (+6)
*Phoenix (10)
*Chimera (6)
*Sylys Wyshnalyrr, the Seeker (2)

10 Dawnguard Invictors (10)
*Officer and Standard Bearer (2)
10 Houseguard Halberdiers (7)
*Officer and Standard Bearer (2)

Arcanist (1)
Arcanist (1)

I'm running Rahn mostly as a melee Warcaster, although the Invictors bring a very decent ranged presence.  In terms of strategy, I want the Chimera to be my 1st wave arc-node, so Rahn can cause trouble early with Force Hammer and Chain Blast.  The Phoenix will support the infantry advance.  I'll probably keep it just behind the Halberdiers, but just ahead of the Invictors to make the most of everyone's ranged weapons and Flank.  I really wish that Sylys were a Magister solos, and in general it would be nice to get some more Force Bolt into the list, but I think what I have now is pretty solid.


Lord Arcanist Ossyan (+6)
*Banshee (10)

10 Dawnguard Invictors (10)
*Officer and Standard Bearer (2)
10 Mage Hunter Strike Force (8)
*Strike Force Commander (2)
10 Houseguard Halberdiers (7)
*Officer and Standard Bearer (2)

This is a really basic Ossyan gunline with some decent melee thrown in to round things out.  The Mage Hunters and Invictors project a lot of hate, and can crush heavies on the Feat turn.  The Halbs are a fast melee screen with Quicken to buff their defense against enemy ranged attacks, and the ability to do a lot of damage in melee.  The Banshee is there to set up hard targets for my other shooting to take down, though it and the Invictors are pretty good at melee too.  Stormfall Archers would give the list more tools against high-Def, but I'd lose some of the durability and utility of the Invictors.


Garryth, Blade of the Retribution (+5)
*Phoenix (10)
*Banshee (10)
*Sylys Wyshnalyrr, the Seeker (2)

10 Houseguard Halberdiers (7)
*Officer and Standard Bearer (2)
Lady Aiyanna and Master Holt (4)

Eiryss, Angel of the Retribution (3)
Arcanist (1)
Arcanist (1)

I'm not so sure about this list, and it's pretty much pure theory at this point, but the theory comes out pretty good.  Once again, the Halberdiers are an early jamming unit.  The Phoenix moves up to support them as an Arc node for Death Sentence and Gallows.  The Banshee knocks things down for extra disruption and accuracy.  The main models to take advantage of this are Aiyanna and Holt and Garryth himself, who hang out just behind the front lines to clean things up with Hand Cannon fire and/or give hard targets a Kiss of Lylyss right on their smoocher (their smoocher is their Arm stat).


That's it for the state of the lists, pGrexy edition.  If anyone has advice on any of these, let me know in the comments.  Thanks for reading!

Saturday, August 3, 2013

Battle Report: Makeda 1 vs. eStryker at 50pts

After a bunch of games with my Retribution earlier this week, I decided to return to my Skorne roots and break out the Warlock I learned the game with, Archdomina Makeda.

Here's the list:

Archdomina Makeda (+5)
*Bronzeback Titan (10)
*Titan Cannoneer (9)
*Titan Gladiator (8)
*Aptimus Marketh (3)

6 Cataphract Cetrati (11)
10 Praetorian Swordsmen (6)
*Officer and Standard Bearer (2)
Tyrant Commander and Standard Bearer (3)
4 Paingiver Beast Handlers (2)
Swamp Gobber Bellows Crew (1)

This is a pretty balanced pMakeda list.  It's common to run her with only one unit of infantry and a 4th heavy, but I like having a massive attrition screen that marches upfield quickly and is hard to remove.  This list can play a scenario game, but it's mainly an attrition list which assassinates when it can get a Savagery'd Titan into the opponent's 'caster.  It's biggest concerns are a heavy armor list it won't be able to deal with, and massed Remove from Play effects, which will shut down Makeda's Feat.


My opponent, Jackie, ran:

Lord Commander Coleman Stryker (+6)
*Ol' Rowdy (9)
*Stormclad (9)
*Stormclad (9)

5 Storm Lances (11)
6 Stormblade Infantry (5)
*Officer and Standard (-)
6 Stormblade Infantry (5)

Major Katherine Laddermore (5)
Stormblade Captain (3)

This is a Tier 4 Charge of the Storm Brigade list, and it will hit very hard.  The Stormblade Infantry can put a dent in anything, and all the 'Jacks are among the meanest melee heavies in Cygnar.  Stormblade infantry and Storm Lances are both pretty fragile, and a list which can take them out will be able to start a trading game with the Cygnar heavies.  Stryker is a huge personal threat of course and adds a large assassination threat to the list.


Deployment

We decided to skip choosing a scenario and get right down to killing.  There were two low hills on one side of the table, a couple of forests on the other, and a big stone pillar in the middle.  I won the roll-off, and chose to go first.  Jackie chose the table edge with the hills.

I deployed the Titans in the table center, the Cetrati on their right, and the Swordsmen on their left.  Makeda, the Tyrant Commander, Marketh, and the Paingivers joined them in the middle.  I didn't really know what to do with the Swamp Gobbers, so I put them next to the Cetrati.

Jackie deployed the Stormblades in little clumps next to the Stormclads on either side of Stryker and Rowdy, who went in the middle.  Laddermore and the Storm Lances Advance Deployed on the left, keeping away from the Cetrati, and leaning toward the Swordmen.


Turn 1: Skorne

The Swordsmen all ran, as did the Titans.  Makeda cast Savagery on the Cetrati, advanced, and put Defender's Ward on the Swordsmen to help them out against the Storm Lances.  Marketh bolted over to collect Swordsmen souls.  The Tyrant Commander used Press Forward on the Cetrati, and ran.  The Cetrati entered Shield Wall, and marched forward 12 inches.  The Paingivers advanced, and managed Fury.  The Swamp Gobber just ran.

A pretty standard deployment for me.  The Swordsmen were out of the Storm Lancer's charge range, but definitely in range to be shot.  Storm Lances are really nasty against infantry, but with Defender's Ward, most of the Swordsmen would probably live.


Turn 1: Cygnar

The Stormblades and Stormclads ran toward me.  Laddermore and the Storm Lances did indeed advance and shoot, and managed to kill 5 Swordsmen, which loaded Marketh up on their souls.  Rowdy ran, and Stryker advanced, and put down a Lightning Storm template in front of the Stormblades opposite my Cetrati.

That was more dead Swordsmen than I'd hoped, but I was in a position to do a lot of damage to Cygnar's infantry next turn.


Turn 2: Skorne

Marketh upkept both spells with Soul Tokens, and Makeda leached her Fury.  The Cannoneer advanced, and boosted a shot at the Stormblades in front of the Cetrati, killing 2, and used Diminish.  The Cetrati entered Shield Wall, and advanced up to the same Stormblades, killing 4 more.  Marketh advanced, and swapped Savagery onto the Swordsmen.  Makeda advanced, cast Carnage, used her Feat to return any of my infantry killed this turn, and camped 3 Fury.  The Tyrant Commander used Press Forward on the Swordsmen, and advanced.  The Swordsmen used their mini-Feat to do automatic damage to Warrior models, and cut through 6 of the other unit of Stormblades.  They also engaged a few Storm Lances, and spread out to minimize casualties.  The Gladiator Rushed itself, and charged Laddermore, dismounting her.  The Swamp Gobbers ran to try to get in the Stormclad's way on the Cetrati's side, but were just a bit short.  The Bronzeback ran up to support the Gladiator, and the Paingivers advanced to manage Fury.

That had gone pretty well.  My infantry was all in Makeda's CTRL for her feat, and everything looked pretty safe except my Gladiator.  If neither unit got wiped out, I'd be well up in attrition, and putting pressure on Stryker with my Cetrati and Titans.  I should probably have Slammed Laddermore, but I forgot about it.


Turn 2: Cygnar

Stryker allocated 3 Focus to the Stormclad near the Gladiator, and 2 to the Stormclad near the Cetrati.  The Ol' Rowdy and the surviving Stormblades and Stormclad near the Cetrati killed off 4, and wounded one.  The Storm Lances, Laddermore, and surviving Stormblades near the Swordsmen killed off all but 2.  The Stormclad charged my Gladiator, and I counter-charged with the Bronzeback in the hopes of crippling its Sword, but I didn't.  The Gladiator died, and Makeda Reaved the Fury.  Then Stryker advanced to a hill, and used his Feat to give every model in the list a 3" advance followed by a melee attack.  The Storm Lances finished off the Swordsmen, and other models finished off the Cetrati.  Laddermore and the Stormclad which had killed the Gladiator took out the Bronzeback's body.  Two Paingivers died to Electro-Leaps.

Ouch.  That was all my attrition infantry, and one of my heavies.  I still had some game left, but I needed this turn to be a big one.  Fortunately, the Bronzeback was already in melee.


Turn 3: Skorne

I placed the two Paingivers where they could reach the Bronzeback.  There were no spells to upkeep.  Makeda started things off by casting Carnage, healing the Bronzeback's body, and advancing into a Storm Lancer, whom she killed with a Combo Strike.  Marketh charged a Storm Lancer, killing it easily, and the Tyrant Commander followed suit, killing another.  The Cannoneer advanced, and killed the Stormblade Captain with a cannon ball.  The Paingivers wiped the Fury off the Cannoneer, and Enraged the Bronzeback, who smashed the Stormclad, then went on to kill a Storm Lancer, Laddermore, and 2 of the last 3 Stormblade Infantry.

I was in a much better position now.  I'd effectively cleared out the left side of the table.  Jackie and I each had 2 heavies, but mine had a longer threat range than anything in her list except Stryker himself thanks to Savagery.  The tables were starting to turn.


Turn 3: Cygnar

Stryker allocated no Focus.  The surviving Stormclad advanced, and shot the Cannoneer, damaging its Spirit.  The last Storm Lance charged the Tyrant Commander to engage Makeda, but didn't kill him.  Ol' Rowdy ran, triggering a Counter Charge from my Bronzeback, which I took to get it a little closer to the center (and in between Makeda and Stryker if he had an assassination angle).  He didn't, but he did Overload, taking 7 points of damage and gaining 9 Strength.  Then he used Velocity to move forward 2" and charged the Bronzeback, killing it in 2 hits.  He ended up Base to Base with Ol' Rowdy, and camping 4 Focus.

Gah!  Without the Bronzeback, I was suddenly in a bad position all over again.  I had to kill Stryker.  It would be tough though, since he was currently Def 18 Arm 20.


Turn 4: Skorne

First, the Tyrant Commander and Standard Bearer killed the Storm Lance to free up Makeda.  Then the Paingivers advanced, and Engaged Ol' Rowdy to stop any Counter Charging out of him.  Now I had 2 chances to finish Stryker.  First, Makeda cast Carnage, and charged in with a boosted Combo Strike.  She missed.  Then she bought another attack, and missed again.  Ok.  Marketh walked up to the Cannoneer, and cast Savagery on her.  Then she walked up to Stryker, and made her attacks, needing 11's to hit him.  She hit with both the War Club and her Tusks, doing enough damage to kill Stryker.


Victory to the Skorne!


Thoughts

That was a great game.  I played pretty well.  My biggest mistake was not accounting for Stryker's Feat on turn two.  If I'd remembered to take it into account, I might have been able to save one or both my units either through good positioning or by casting Defender's Ward instead of Carnage.  Still, that Feat is hard to avoid completely, and Jackie used it well.  Otherwise, I eliminated the infantry, then the Cavalry and one heavy.  I didn't see Stryker coming for my Bronzeback, but even though he did, it put him in a position where I might assassinate him.

I like this list too.  The Cannoneer is nice for Makeda, and gives her some decent shooting to support what is otherwise a melee blitz list.  It's also a good teammate for the Bronzeback and Gladiator.  The Infantry generally do a good job in this list, even though they failed me this time.  I am contemplating dropping one of the units for a heavy, or a Krea and some extra support, so I'll see how that goes when I try it.

Jackie also played a solid game.  She timed her Feat well, and used it to counteract mine completely, and recover from a hard alpha strike.  Charging Stryker in to take out the Bronzeback was a risk, but it nearly worked out.  Stryker camping next to Ol' Rowdy is very tough to kill.  If I'd been unlucky in my assassination run, the game would have been hers.

Epic Stryker's Tier list seems like a lot of fun, and it certainly had no trouble dealing with heavy armor or light infantry.  While the list's offense is great, it is pretty fragile.  Stormblades and Storm Lances die pretty easily, and even Stormclads aren't the sturdiest heavies.  Overall, I'd say Stryker's personal threat makes that fragility ok.  As I found out, committing the models to kill off the infantry will often result in Stryker getting his teeth into something very important.

Thanks for the great game!

Friday, August 2, 2013

Battle Report: Ossyan vs. eVlad at 50pts

Last in my Triptych of Tuesday games, I played the current incarnation of my Ossyan list against Caleb's Khador and eVlad.

I played:

Lord Arcanist Ossyan (+6)
*Banshee (10)
*Manticore (8)

10 Dawnguard Invictors (10)
*Officer and Standard Bearer (2)
10 Houseguard Halberdiers (7)
*Officer and Standard Bearer (2)
*Soulless Escort (1)
10 Mage Hunter Strike Force (8)
*Strike Force Commander (2)
Lady Aiyanna and Master Holt (4)

Arcanist (1)
Arcanist (1)

This is my current 50pt Retribution list, but with Ossyan as the caster.  It has good jamming potential in Quickened Halberdiers, and can put out a lot of damage at range, especially on Ossyan's Feat turn.  The Invictors are a decent backup melee unit, and shouldn't have too much trouble Flanking since the two Myrmidons will be in the second line with them.  I'm not 100% sold on the Manticore, but it does have 3 shots to pile damage on for the Feat turn, as well as some defensive tech with Covering Fire and a solid, if not spectacular, melee presence.

This list has decent potential against a high Arm opponent with Ossyan's Feat, and it has some ability to slow an enemy down with Ossyan's gun and Covering Fire.  It will struggle a lot against Stealth and opponents with a strong anti-infantry game.


Caleb played:

Vladimir, the Dark Champion (+5)
*Conquest (19)
*War Dog (1)

10 Ironfang Pikemen (8)
*Black Dragon Officer and Standard (2)
3 Iron Fang Ulahns (7)
6 Doomreavers (6)
4 Widowmakers (4)
Lady Aiyanna and Master Holt (4)
4 Battlefield Mechaniks (2)

Iron Fang Kovnik (2)

This list looks like a solid, if bricky, Vlad 2 list.  I've never faced Vlad 2 before, but I do know his Feat makes a few of his models spectacularly nasty, and that he has a solid spell list too.  I wasn't sure before the game how this list all fit together, but at the very least, I'd figure it out as it happened to me.


Deployment

We set a building on the far left, a stone pillar on the far right, and a few forests, walls and hills spaced out around the table center.  The Scenario was Chemical Reaction.  Two 12"x6" rectangular zones spaced 12" apart in the table center.  One was slightly closer to each players side, and players can score by dominating their own zone, or score 2 or 3 points for controlling or dominating their enemy's zone respectively.  There are also 2 destructible objectives just in front of each player's AD zone in the table center.  Destroying your opponent's objective is worth 1 point.

Caleb won the Roll-off, and decided to go second.  He predeployed the Conquest right in front of his Zone on the right.  I deployed most of my heavy shooting and Halberdiers to oppose the Conquest, but put my Banshee and Aiyanna and Holt as well as an Arcanist to hold down my left flank and contest my zone.

Caleb deployed the Iron Fangs and Kovnik  on the left to claim my zone.  Vlad, his dog, and the Ulahns went in the center with Aiyanna and Holt where they could offer support to anyone.

For Advance Deploy, I placed my Strike Force opposite the Conquest, and Caleb placed his Widowmakers behind a low wall in front of the Iron Fangs, and his Doomreavers opposite the Mage Hunters.


Turn 1: Retribution

Ossyan held on to his Focus.  The Arcanists moved out and used Power Booster.  The Banshee ran forward.  Ossyan advanced, and put Quicken on the Halberdiers, Shatter Storm on the Invictors, and Admonition on the Banshee.  The Halberdiers ran 16" (yikes!), and the Invictors ran up behind them.  The Mage hunters ran conservatively, trying to stay out of reach of the Doomreavers.  The Manticore advanced, and put a Covering Fire template on the lead Halberdiers just in case Caleb decided to sucker punch me with 14" charging Doomreavers with Vlad's Feat.  Aiyanna and Holt advanced toward my zone and Stealthed.

I was in a pretty interesting position, and it wasn't one of my best deployments.  The Banshee, Aiyanna and Holt, and one Arcanist were the only models capable of contesting my zone quickly, and I didn't think they could hold off the Iron Fangs for long.  Ossyan was pretty out of position for a good Turn 2 Feat due to deployment mistakes.  My next turn would largely be dictated by Caleb's moves.


Turn 1: Khador

Vlad held onto all of his Focus.  He cast Hand of Fate on the Uhlans, then advanced, and put Transference on himself, and Assail on the Conquest.  The Uhlans cantered up, trying to stay outside my Halberdiers' threat range.  Conquest ran into Caleb's zone.  The Doomreavers ran at an angle to force a Command check on my Mage Hunters, which they passed.  The Widowmakers advanced to their wall, and shot 2 Halberdiers.  The Kovnik used Shield March on the Iron Fangs and ran forward.  The Iron Fangs used Shield Wall, and advanced 8 inches, which put them just short of my zone.

Caleb had advanced predictably and relentlessly.  He'd also left me with an interesting choice.  On the one hand, I could use my second turn to reposition, eliminate the Doomreavers, and jam Caleb's forces down.  On the other, I could see if Ossyan's shooting game really can take out a Colossal in 1 round.  Hmm....  I wonder which way is best...


Turn 2: Retribution

I decided to go after the Conquest.  Ossyan upkept all his spells, and allocated 3 Focus to the Manticore.  Then he activated, popped his Feat, Gravity Well to get an extra die on ranged damage rolls targeting enemies in his CTRL, and charged at the Conquest to put it, by the barest of margins, within range.  Then Halberdiers charged the Conquest, did some damage, and got in the Uhlans' way if they tried charge me next turn.  Then the Invictors moved up and shot the Conquest.  Then the Manticore moved up and shot the Conquest.  Finally, the Mage Hunters moved up and shot the Conquest, destroying it.  Horay!  One remaining Mage Hunter also killed a Doomreaver.  The Banshee tried to slam some Iron Fangs, but was just out of range.  Holt shot at a Widowmaker engaged by a Halberdier, and ended up killing the Halberdier.  Nice going round-ear.

Anyway, Caleb was up, and this was going to be painful.  A lot of my army was exposed, and I'd spent all my resources downing the Conquest.  If he had some bad rolls, enough of my army might survive to keep me in the game.


Turn 2: Khador

Caleb wasn't too pleased to lose his Conquest, but he was far from out of the game.  Vlad upkept Transference and Hand of Fate.  His Widowmakers aimed, and killed a few of the Halberdiers jamming the Uhlans.  Then the Doomreavers advanced, and killed a few more Halberdiers.  Then Vlad advanced, and attacked one of the last two Halberdiers between the Uhlans and Ossyan.  Then he popped his Feat, and turned the three Uhlans, the Iron Fang Kovnik, and one ordinary Iron Fang into super soldiers by giving them +3 to every stat.  Two of the Uhlans declared a charge on Ossyan.  Uh oh.  One of them used its impact attacks to kill the Halberdier between it and glory, and easily made it to Ossyan.  The second raced up to the leading Invictors, and killed one with its Impact attacks to make it to Ossyan.  It needn't have bothered.  The first Uhlan pasted Ossy with a single thrust of his lance.


Victory to Khador!


Thoughts

I made a bunch of mistakes this game.  First, I deployed badly.  Ossyan was way out of position, and I wasn't defending my own zone adequately.  Second, I should not have gone after the Conquest on turn 2.  Yes I killed it, and yes it was a pretty awesome feeling, but the Conquest wasn't in a position to do too much damage to me on the next turn.  It was pretty thoroughly engaged by the Halberdiers.  What I should have done was focus on eliminating the Doomreavers and Uhlans.  The Mage Hunters would have made quick work of the Doomreavers, and my Invictors almost certainly had range on the Uhlans, and I could probably have killed 2, or maybe all 3 with medium CRA's.  Then I would have been in a decent position to nab the Conquest on my next turn, and Caleb would have no good targets for his Feat on that turn.  Third and finally, I'm pretty sure Admonition just goes on Ossyan all the time.  He isn't pMorghoul, who will be sending beasts in first and camping transfers.  He's much squishier than that, and Myrmidons play much more support-oriented roles than Skorne heavies.

I found my list pretty effective.  I certainly had more options than I used all game, and I had a lot of fun with it.  I feel that every model has a good place except the Manticore.  It's done alright for me so far, but I'm really interested in using an Arcantrik Force Generator, which has more shooting versatility, and doesn't use up any of Ossyan's Focus.  Quickened Halberdiers were fantastic, and all the other elements in the list worked well.

Caleb didn't really have a chance for much tactical play, but he set up his assassination very well.  He cleared out the Halberdiers blocking his Uhlans, and ran them right into a sadly exposed Ossyan.  He may have left a little too much of his army vulnerable on turn 1 - he certainly left the Doomreavers hanging - but I chose to focus on the Conquest instead, so it ended up paying off.

Caleb's list, though dangerous, didn't seem to fit together quite right.  I'm not sure how I would change it, but he discussed some possible improvements with Nigel and Casey after the game.  He ended up deciding to drop Aiyanna and Holt, and changing the Iron Fangs to a minimum unit with the regular UA instead of the Black Fangs.  In their place, he'd squeeze in some Kayazy Eliminators to get horrific potential benefits from Vlad's Feat, and epic Eiriss to give the list a little more control against upkeeps like Admonition.

Thanks for a great game Caleb, and thanks for reading!