After my talk about Force Wall last week it's time that I walked the walk, so I got in a 50 pt game vs Josh, a local Merc player at Pegasus. It's always an enjoyable and challenging game vs him, so I knew that my list would get a good workout. And besides, it's a classic match up: dude swarm vs jack brick, can the Force Wall make the difference?
Kaelyssa
-Phoenix
-Manticore
-Manticore
-Griffon
-Griffon
Arcantrik Force
Generator
Artificer
Battle Mages
Battle Mages
5 Free Arcanists
Vs
Damiano
-Gallant
Stannis Brocker
Harlan Versh
Rhupert Carvalo
Max Steelhead
Halberdiers
Max Steelhead
Halberdiers
Min Steelhead
Riflemen
Max Steelhead
Cavalry
Min Arcane Tempest
Gunmages with UA
We rolled off and he
gave me the first turn, which turned out to be a good thing for me. He chose
the side of the table that had a hill, useful for Snipe-ing gun mages and the
like. We deployed thusly:
I will note that Josh put the tower in the middle of the zone, which would also prove fairly beneficial for me.
Retribution Turn 1:
RUN! Except for
Kaelyssa, who put Phantom Hunter on herself and charged, and the brave
Arcanists that allocated focus. Something that I will remember for the future
is allowing the Arcanists to run on the first turn so that things like Griffons
can more easily Fleet and still be in Power Booster/Force Multiplier range.
Steelhead Turn 1:
Due to Force Wall's
tier 3 he was forced to walk this turn. After activating Damiano (casting
Surefoot on himself and Death March on the front rank of Halberdiers) and
moving on to his next activation he realized that he should have used Paymaster
to give the Steelheads Reform, as an extra 3" is, well, an extra 3".
Retribution Turn 2:
Time to set up some
barriers. Battle Mages advanced and foolishly triggered Vengeance on the
Steelheads. To make up for this I Force Bolted three of them, then laid down
three Rift templates and two Covering Fire templates to slow down the enemy
advance. I Boosted and Multiplied my left Griffon to run to engage the Gun
Mages on the hill, but only managed to catch a few of them since I didn't Fleet the previous turn.
Then I started doing the kind of dumb positioning mistakes that would plague me this game and ran my right Griffon into the lake because it looked cool, completely forgetting to check Kae's control range.
Steelhead Turn 2:
Vengeance triggered
and a couple of Halberdiers ganged up on my Griffon for not that much damage,
but really they were just tooling around till the rest of their buddies and the
Steelhead Cav could come charging in and smash the poor light jack to pieces.
The second line of
Steelheads ran as far as they could around my covering fire and through rough
terrain to get into the zone while the Riflemen tried to take a few pot shots
at my Battle Mages, picking off two of them through their Def 15. The Arcane Tempest
Gun Mages, freed up from my poor demised Griffon, ran down the left flank of
the board to be troublesome little SOBs later. Finally Damiano advanced to the
center of the backfield and popped his feat (+3 str and arm) and Rupert Carvalo
piped Fearless and Tough to the Halberdiers in the zone to try and give them
some shot at stopping me next turn.
Well, my Griffon distraction proved useful, and now there were significantly fewer Steelheads in the zone than I was expecting. Time to capitalize!
Retribution Turn 3:
The plan this turn
was to clear the zone, smash the objective to get up early on scenario. I
figured that the right Battle Mages could take care of the right three
Halberdiers while the left Battle Mages could take care of the other four, with
my Manticores or Phoenix giving help as needed, then letting the AFG and my
remaining Griffon take down the objective. I allocated two focus to my right
Manticore to help out with eliminating either Halberdiers or the objective.
Of course, I had to
start sabotaging this plan with my very first decisions. I decided to let
Phantom Hunter drop because I was scared of Harlan Versh's Purgation, then
activated my right Battle Mages and immediately blocked LoS from the AFG to the
Halberdiers on that side of the field. I thought that two Battle Mages
(including the leader, of course…) in melee with the Halb on the right side
would be able to finish it… and then proceeded
to miss or fail to break armor on all four of their fist attacks. The
rest of the Mages in the squad acquitted themselves well, killing three of the
other Halbs, and then my left side of the board eliminated the remaining
Halberdiers as thankfully no Tough checks were rolled. The Phoenix and
Manticore attempted to kill Aiyanna but either rolled abysmally on damage,
missed or were prevented from shooting by Holt.
I still had one
stubbornly engaged Halberdier and an objective to deal with. The objective
could have been dealt with by my Griffon alone on average dice rolls if I had remembered to keep it in Kaelyssa's
control area as I only had three Arcanists in the area. As it was it would need
help. So the AFG activated and fired Rapid Fire shots at the objective,
reducing it to 1 point of health left.
Now on to the
Halberdier. The Manticore activated, aimed and needing a 10 failed to hit, of
course killing a Battle Mage in the process. The second shot also missed but
also missed my other Battle Mage. Kaelyssa, frustrated with her forces recast
Phantom Hunter on herself and sniped the Halberdier with her Runebolt cannon
(needing two shots!), leaving her on no focus. She popped her feat to protect
the army against any counter attack and her friend the Artificer moved to block
LoS from the left side of the field and used Force Barrier to raise her DEF
against ranged attacks to 18.
Finally the Griffon
got its focus and smashed the objective with its shield, taking two Halberd
attacks on a Halberdier that was outside the zone, but here my opponent's Tough
checks finally came in handy.
I ended my
activation and dominated the zone for 3 control points.
Steelhead turn 3:
My opponent now had
to flood the zone to prevent me from dominating again for the win. His gunmages
were a threat as they ignore stealth, but fortunately Kaelyssa was both far
enough away from them and shielded by the Artificer's body to prevent any harm
from coming to her. Unfortunately for me there was only the feat to prevent
harm from coming to my forces, as I didn't have the resources last turn to put
up any templates.
But, thanks to my
feat he couldn't get much damage in on my 'jacks. The remaining Halberdiers ran
into the zone and tried to jam up the Phoenix and Manticore while the Riflemen
advanced with Money Shot. Together they managed to wiped out all but one Battle
Mage on the left flank. The Steelhead cav through a few shots around but mostly
moved to get charges in next turn or jam in on the right side of the zone.
Aiyanna and Holt moved into the zone, got LoS on the Artificer… and then
remembered that I have stealth this turn.
The Gun mages
attempted to Brutal shot the Artificer but failed to get any crits and didn't
crack his ARM 17.
At the end of the
turn there were a mess of Steelheads, A+H, Harlan Versh and Damiano in the
zone, with Damiano's Surefoot making the Riflemen particularly hard to hit. It
was going to be a slog…
Retribution turn 4:
My goal for the rest
of the game was clear the zone, and while difficult I thought I had a shot at
it this turn. It all hinged on getting the Phoenix unengaged.
Kae began the turn
by upkeeping Phantom Hunter and allocating three focus to the Phoenix. The
remaining Battle Mage from my left squad performed heroically, killing off two
of the Halberdiers that were penning the Phoenix in with Beat Back attacks and
moving out of his way on the last one. The Artificer then joined the fray by
punching the last Halberdier out of the way.
Free at last, the
Phoenix moved into a nice open spot within 2" of five Steelhead Riflemen,
Aiyanna and Holt, a Halberdier and Stannis Brocker. Brocker took his defensive
strike and knocked the shields off the Phoenix, but it wasn't enough. The Phoenix
let loose its Combustion attack, killing A+H, my brave little Battle Mage, the
Halberdier and all of the Riflemen except for one that Toughed. It then
proceeded to murder Stannis with its sword. Flush with victory the left
Manticore got allocated two focus from Arcanists and murdered a Cavalry.
On the right flank
things didn't go as well. My goal was to use the AFG to slam the SH Cavalry
into Harlan Versh and the other Cavalry on the right flank, hopefully killing
the three of them if I was lucky. To do this I needed to unengage the
Cavalryman from my Griffon and one Battle Mage.
The right Battle
Mage unit activated, duly got its member killed by a free strike, then killed
only one of the two Riflemen in range due to Damiano's Surefoot aura and Tough.
I then declared that the AFG was activating, completely forgetting to move the Griffon
out of melee with the Cav. Now needing a 10 to hit I failed miserably, but also
failed to hit my Griffon. The Griffon then took a desultory swipe at Gallant
but failed to do anything.
The right Manticore
continued this trend by getting three focus and failing to kill either of the
remaining Riflemen.
Finally, afraid that
the Gun Mages would be able to draw a bead on her with the Artificer out of
position and being unable to dominate the zone Kae ran out of the zone and onto
the right side of the AFG.
Steelhead turn 4:
Now finally not
encumbered by a Force Wall, templates or Kae's feat, my opponent finally got to
move. Halberdiers got into position and
the Steelhead Cav made their charge, smashing both the left Manticore and my
bold Phoenix to smithereens. Flank charges hurt.
The Gun Mages
attempted to take some more Brutal shots on the Artificer but only managed to
break armor once, dealing three points of damage.
And finally Gallant
decided to one hand throw the Griffon into the lake, effectively taking it out
of the game.
I still had three
Battle Mages (that Versh and Damiano failed to kill) and the Artificer in the
zone, so the score remained 3-0.
The remaining 3
rounds:
I could go into more
detail but at this point it was pretty much just a slog of attrition. The
highlights:
-The AFG filled the
role of artillery admirably, wiping out the remaining Halberdiers and therefore
denying the Cavalry their flank bonus.
-The Steelhead Cav
managed to kill my objective.
-The Artificer
managed to kill two of the Cav in one round. MAT 7 P+S 13 fists with Beat Back
apparently hurt.
-The Manticore tore
Gallant and a Cav to pieces over the course of three turns
-The Battle Mages
eliminated Rhupert Carvolo with their fists of fury
-The Gun Mages
failed again to kill the Artificer and
eventually moved to contest the zone.
-Kae closed out the
game with two boosted Phantom Hunter shots killing contesting Gun Mages and
dominating for the win.
Victory for the
angry elves!
After Thoughts:
This was my first
real test of Force Wall and it performed admirably. I was able to hamper my
opponent's mobility for three straight turns and got up early on scenario
points, forcing my opponent to over commit to hold me back. The jacks,
especially the Phoenix, all performed rather well thanks to their Arcanist
support and contributed a lot to the lists overall resilience.
I was especially
surprised by the Battle Mages' performance. I've always liked them with Kae
thanks to her feat allowing them to set up interesting dilemmas for the
opponent with drag, but this game really highlighted that they can clear out
infantry pretty well if they put their minds to it. Two P+S 11 fists with beat
back allow them to get to infantry wherever they are and being magic users can
easily force back the tide even when engaged. The Artificer likewise impressed
me with his durability and occasionally handy melee prowess- MAT 7, who knew?
However, even in
victory there were some problems that were highlighted. I was fairly lucky that
Josh's list didn't have any easy access to Pathfinder, which would have cut
down on my anti-mobility shenanigans by quite a bit, and this game in
particular highlighted how much I rely on that. Against a more tournament tuned
list and I'm not sure how well I would fare.
But, at the same
time I found that the Phoenix, the main origination point of my Rift templates,
and its ability to easily clear zones with Combustion is pretty necessary for
this theme, especially since it doesn't require any rolls to hit. Manticores suffered
a similar conflicting problem- their covering fire and melee prowess against
heavies are great, but their guns leave much to be desired and covering fire is
effective only for so long. Once bogged down with infantry they can't really do
much.
To help combat these
problems I'm thinking that switching out some options for a Hyperion might be
beneficial. It keeps some of the mass removal abilities of the Phoenix with its
sweep attacks and can punish enemies that run to mob the zone with its Starburst
cannon. Plus with all of the Arcanists that I have running around opponents
will need to one round it or swiftly see it return to full capacity.
I'll stick with the
list as is for a couple of games yet, but definitely expect to see the Hyperion
join the ranks at some point in the near future.
Thanks for reading,
and until next time, shank a round ear for me!
Nicely played.
ReplyDeleteApparently a well built Force Wall can indeed do attrition. That certainly puts a damper on my plan to just walk up and slug it out on the Skorne side. But on the Ret side, I'm more intrigued by this list than ever. It'll probably be 2-3 weeks before I'm free for a non-League game, but man, am I looking forward to try it out.
It is definitely a lot of fun- now I only wish that I had ordered some extra Arcanists in time for the tournament I'm going to this weekend so I could play it some more!
ReplyDeleteI'm glad that you liked one of my list suggestions Max. This article was a great read :D
ReplyDeleteIf I might make a suggestion with the Manticores. If the battle lines get stuck in and you're still facing a bunch of infantry, you can usually engage the units and place Covering Fire on top of them. This then puts the unit in a tricky spot where they take free strikes or take the POW 12 at the end of their activation. This helps them continue to prune infantry. But usually between the AFG, Kaelysa's AoE Rifts, and the Battle Mages, you usually have lots of options to directly eliminate infantry also. Using the Covering Fire to slow down the enemy advance or segregate a unit or 2 allows you to put your damage out over time while still limiting the ability for your opponent to contest. I've loved the Manticores so much in Force Wall that I bought a third :P
But I look forward to reading more of your experiences with Force Wall! ^,^
I played against a Force Wall list at 35 in a tournament last weekend (double Phoenix, one Griffon). It definitely feels like a list that wants to go first, and one that punishes slow/no AD armies, and possibly also Shield Wall-type infantry that want to run turn 1 then walk and Shield Wall turn 2.
ReplyDeleteIn this case, the scenario was Incursion, and my opponent had a lot of flexibility to push up the field and get into position to threaten whichever flag stuck around. Meanwhile, I was left with melee troops doing a turn 1 walk, turn 2 run (because Kae's feat denied charges) and still being positioned poorly (well, partially my own poor planning, but I blame the caster). Strong scenario list for sure.
It is a list that likes to go first. It still has a lot of strength in scenario play going second but it is exponentially more potent going first turn.
DeleteScenarios with multiple objectives like Incursion are also great targets for Force Wall as deployments usually will be a little more spread out. While that allows you to get to the objectives better, it gives the list a chance to segregate a flank and fight a much smaller force now.
It's a very nice theme force that makes all us jack lovers very happy :)
That Covering Fire into melee is a neat trick. Definitely lets the Manticores get a little more out of anti-infantry abilities than attacks or shots. It keeps the second line of infantry back too.
ReplyDeleteYea, it helps a lot. I had a Menoth player run Greater Destiny Zealots right through my Covering Fire and into my face. I then tied up as many Zealots as I could with a unit of Battle Mages (needed to run to tie up the whole unit) and then put a pair of Covering Fire templates on their heads. On his turn he got a couple out safely and killed 3 of my Mages, but then lost 7 Zealots to the Covering Fire. It was glorious :P
ReplyDelete