This week I got to
face off against the new Cephalyx contract with the second edition of my Force
Wall list. I've felt that my previous list was performing pretty well, but
wanted to try and see if using a Hyperion would help add some armor cracking
and also make the list less reliant on rough terrain slowing down my opponent's
forces.
Force Wall, Tier 4
Kaelyssa, Night's
Whisper
-Hyperion
-Manticore x 3
Paid Arcanist x 2
Free Arcanist x 4
House Shyeel
Artificer
House Shyeel Battle
Mages x 2
My opponent dropped
the following list of creepy Hellraisers:
Exulon Thexis
-Warden
-Wrecker x 2
Cephalyx Agitator x
3
Pistol Wraith x 2
Machine Wraith
Cephalyx Mind Bender
and Drudges
Cephalyx Mind Slaver
and Drudges
Cephalyx Overlords
Cephalyx Dominator
and Alexia and the Risen
We rolled up the Two
Fronts scenario, my opponent choosing to go second. I've never run Force Wall
in a two zone scenario so was not exactly sure how to handle it. My initial
thought was to go for dominating his zone and leave some token contestors in my
zone, but quickly discounted that idea when I realized exactly how many bodies
he had brought with him. So instead I decided to still go heavy on the enemy
zone but leave my caster and Mages to handle my zone… but for some reason
decided to keep one Manticore on my side of the field.
He deployed with
most of his forces lined up for his zone with just the Warden, his 'caster and
the Overlords across from mine. Apparently the Dominator gives Advanced Deploy
to its attached unit, which meant that the Risen would be contesting early. Fun!
Retribution turn 1:
Everything except
for Kaelyssa runs, getting me up to mid field. One unit of Battle Mages,
Kaelyssa and a Manticore go to my zone while the rest of the army advances
towards my opponent's.
Cephalyx turn 1:
I remind Andy about
Force Wall's tier 3 bonus and he curses, taking back the focus that he had
allocated. The Dominator and its Alexia and Risen move into his zone with the
Pistol Wraiths and Machine Wraith hanging out along the back edge.
The only models that
he moves towards my zone are the Overlords (which hang out in a woods), Exulon
Thexis and the Subduer. Everything else shuffles over towards his zone. Exulon
Thexis put up his/her
Retribution turn 2:
The Cephalyx were
still hanging back fairly far, so the plan this turn was to take what pot shots
I could while getting Kaelyssa into a scoring position. He had too many bodies
for me to consider my original plan of scoring on his zone to be reasonable, but
I figured it would be good to blast a few fools anyway.
The Battle Mages
advanced and failed to get any hits on the Overlords, so the left Manticore put
down some covering fire to make their movement options awkward. Kaelyssa
entered my zone and took two Phantom Hunter powered shots to take out a single
Risen. She then popped her feat to prevent any of those helmet wearing nutjobs
from charging the Hyperion. This might have been a mistake as few models were
in charge range and most of my opponent's models have Eyeless Sight, but
whatevs.
My Arcanists gave
the Hyperion three focus, allowing it to advance and fire a boosted Starburst
cannon at the Risen. I rolled a critical consume and removed the four models
that I hit from play sans Tough checks. Its Thresher cannons then sprayed about
missing the Risen but hitting once on the Dominator and boosted the damage. The
Dominator used Sacrificial Pawn to send the damage over to Alexia, who took two
and burned through the rest of her Risen. My right Battle Mages then activated
and killed the Dominator, causing Alexia to lose Fearless and immediately break
ranks.
I ended my turn by
trying to prevent the Pistol Wraiths from advancing and tagging my jacks on the
right side by throwing down some covering fire, but was informed by my opponent
that even though it was from a magical gun it didn't count as magical damage. I
have since discovered an infernal ruling that refutes this, but at
the time I just swore and moved the second covering fire template over a bit to
help prevent the unwashed hordes from getting too far up.
Cephalyx turn 2:
Almost losing Alexia
was bad news for my opponent, so he took a bit to figure out his plan this
turn. Eventually he decided to do All Of The Movement Shenanigans ™ and
activated Exulon first after allocating 1 to both of the Wreckers. He/she/it
TK'ed the Overlord that was stuck behind my covering fire out of the forest,
advanced and used his/her/it's feat to push all non-warcaster models that were
in its control area 2" in any direction, shoving my battle mages closer
and in perfect spray lines and sticking my jacks into inconvenient positions.
To finish things off Exulon cast Deceleration. At the end of activation Exulon
was hiding behind the house in the middle of the board camping one focus.
Then the sprays
started. My left battle mages were annihilated by the Overlords' sprays while
the right battle mages were almost wiped out by the Mind Slaver's drudges
channeling sprays. The Artificer also took six points of damage but Kaelyssa
escaped harm. The one remaining Battle Mage decided to freak out and failed its
command check.
With my infantry
annihilated now it was time to focus on the jacks. The Pistol Wraiths
activated, one getting the Chain Attack: Death Chill (affected model must
sacrifice either its movement or action) on the Hyperion while the second
missed its first shot at one of my Manticores. The Machine Wraith was a little
out of range to use its possession ability so instead ran into b2b with the
lead Manticore.
Everything else in
the army ran up and into his zone, the Wreckers leading the pack and setting up
threatening positions on my Hyperion. The one exception was the Subduer which
stood dutifully behind Thexis, ready to take on any damage that its master might
incur.
Retribution turn 3:
Well, that hurt. I
seriously underestimated Thexis' feat and now felt like I had to end this game
quickly. Fortunately my opponent had left a sliver of Thexis' base hanging out
around the house which would allow Kaelyssa to charge him/her/it. I also examined
what options I had at range, but Sacrificial Pawn is no joke. So melee
assassination it is!
The first thing I
needed to do was get an Overlord out of Kae's charge path. Kaelyssa let Phantom
Hunter drop. One of my Arcanists gave the left Manticore a focus which it used
fire a boosted and aimed shot at the Overlord but failed to kill it. The Artificer
then charged it, missing its charge attack but splattering the Overlord with
its second attack.
With the lane now
open Kaelyssa charged in, swinging Vengeance with a boosted attack roll that
put 11 points of damage on Thexis and sucked off the one point of focus on
him/her/it. Buy and boost to hit… miss. Buy and boost to hit again, still
needing 8s… miss. Buy and boost a final time for an actual hit, then used the
focus that I stole from Thexis to boost damage for the assassination.
Victory for the Retribution!
After Thoughts:
I got lucky this
game. If Thexis hadn't been open for a charge I don't know if I would have had
enough firepower to win the day. The problem is that any of Andy's models would
have been at least a threat to my jacks on the right side of the board- Wreckers
or Drudges can get up to P+S 19 in this
army thanks to Adrenal Flood and the Agitator's Instigate spell.
This was complicated
by the fact that Hyperion could only move or attack this turn, restricting it
to ranged attacks. The Manticores probably could have taken out one of the
Wreckers with melee attacks, but the second Wrecker would have had free reign
and Def 12/Arm 19 (thank you, Deceleration) is a tough nut to crack at range.
If I were to do this
battle over again I would likely stack all of the jacks onto one side of the
field, preferably my opponent's zone, and leave the Battle Mages and Artificer
to tank my zone. The reasoning behind this is if I give one unit of Mages Banishing
Ward and keep all of the other models out of LoS they are effectively immune to
magical sprays and can easily out melee or shoot any of the models on my
opponent's side of the board.
Meanwhile on the
right side the Manticores could put up a fairly impenetrable wall of covering
fire while the Hyperion and Kaelyssa knocked out as much infantry as possible
and started softening up the Monstrosities. Kaelyssa's feat would be saved till
the third turn as really only the can't charge part of the feat was going to be
relevant this game.
In general, though,
I need to keep the three Manticores together. They can work with the Hyperion
or apart from it but having three covering fires close in together is key for
any zone denial to work.
This game also
brought up the question of how should this list tackle multiple zone scenarios.
Currently I'm leaning towards contesting my zone and going full bore for my
opponent's, not only because it's quicker to score my way to victory on the
other half of the field but also because it should be easier to contest with
fewer models on my half of the board. I also need to include objective
destruction as one of my primary goals, probably sacrificing one of my covering
fires and/or some Hyperion shots to put boosted hand cannons into it.
Anyway, hopefully
with these lessons learned I'll be better prepared for my next outing. I
definitely miss the rough terrain templates from my first list but I believe
that this list should be pretty effective once I get used to it. And until next
time, shank a round ear for me!
Nice! I often get so fixated on Kaelyssa's gun that I forget how good she can be on the charge. I agree with you about taking out objectives. It's basically a whole extra turn toward a scenario win in the scenarios that use them, and Force Wall puts up the scenario pressure really early.
ReplyDeleteCephalyx seem nasty. We have a couple Merc players here, but I haven't seen any of them taking Cephalyx yet, so it's nice to see what they can do.
I actually spent about 5 minutes trying to work out a ranged assassination before I remembered that her sword is pretty boss- P+S 12 and still steals focus? Seems legit.
ReplyDeleteAnd yeah, Exulon Thexis is no joke. That feat just gives him/her/it so much battlefield control that it's a little silly, and when you combine it with up to four TKs you can dramatically change the battle field in your favor. Plus, magic sprays, I hate them.