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!
Wednesday, August 7, 2013
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!
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!
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!
Thursday, August 1, 2013
Battle Report: Rahn vs. pHaley at 50pts
This is the second of 3 games I played the other day with Retribution. This time, I went with Adeptis Rahn:
Adeptis Rahn Shyeel (+6)
*Phoenix (10)
*Chimera (6)
*Sylas Wyshnalyrr, the Seeker (2)
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 isn't quite the list I'd like to run with Rahn at 50pts. I'd rather have a couple of Magisters, and maybe some Battle Mages to take advantage of his Feat. The infantry I do have is strong though, and I like the idea some heavy shooting to take advantage of his ability to knock targets around with Force Hammer.
My opponent, Jason, ran:
Captain Victoria Haley (+5)
*Centurian (9)
*lancer (6)
*Squire (2)
10 Trencher Infantry (10)
*Trencher Infantry Officer and Sniper (2)
6 Arcane Tempest Gun Mages (6)
*Gun Mage Officer (2)
*Avernger (9)
Lady Aiyanna and Master Holt (4)
Journeyman Warcaster (3)
Rhupert Carvolo, Piper of Ord (2)
This looks like a pretty solid ranged attrition list. I haven't heard anything good about Trenchers, but it's possible that they fit this list's needs well. Haley is good at stopping charges with Temporal Barrier, and can get a leg up on Attrition pretty easily with her Feat and arced Chain Lightning. Trenchers can give themselves Cover and immunity to blasts, so they'll be mostly safe from return fire.
Deployment
We played Outflank. There are two 12"-diameter zones 12" apart in the center of the battlefield. We could control a zone for 1 point, or dominate a zone for 2. There was a small wood in the center of the table, two low hills, and a few walls surrounding it. There were also two buildings on the far flanks of the table, outside the zones.
Jason won the roll-off, and went second. I deployed my Halberdiers and Invictors in a block behind one of the low walls in the middle of the table, and put Rahn and Sylas behind them. Aiyanna and Holt went to the right of my infantry brick. The two Myrmidons and their Arcanists deployed on the flanks (Phoenix in the center-left, Chimera in the center-right) so I'd have as many channeling angles as possible for Rahn's spells.
Jason deployed the Gun Mages behind a hill on the left along with their Avenger. Haley, Aiyanna and Holt, Rhupert, the Squire, and the Journeyman all went in the center. The Centurion and the Lancer deployed to Haley's right.
I Advance Deployed my Mage Hunters on the far right flank, partly because the Gun Mages can hit Stealth models, which would wipe the Strike Force out pretty quickly, and partly because the Trenchers had no answer to the Mage Hunters, and would quickly be shot apart if they deployed on the same side.
Jason Advance Deployed the Trenchers in front of the Gun Mages to avoid the Mage Hunters.
Turn 1: Retribution
Rahn allocated no Focus, and the Chimera Apparated 2" up the field. I knew Jason could start shooting me turn 1, so I advanced the Halberdiers in Shield Wall, and Reformed up for a 9" total move. The Invictors ran up behind them in Defensive Line. The Mage Hunters ran up the right flank cautiously. I wanted to threaten the Lancer while staying out of range of channeled Chain Lighting. The two Arcanists advanced, and used Power Booster. Aiyanna and Holt advanced, and Aiyanna cast Stealth. The Chimera ran around the far building, staying well away from the rearmost Mage Hunters. The Phoenix ran up flush with the leading Halberdiers, not wanting to soak up any CRA's. Rahn moved up behind the Invictors, and cast Polarity Shield on the Halberdiers, and Force Field on himself. Sylas moved up in support.
A pretty basic setup, and I was confident I'd put everything juuust out of range for channeling Chain Lightning into the Mage Hunters. With a little luck, I'd be able to use the Mage Hunters to control the right Zone, and win on scenario.
Turn 1: Cygnar
Haley allocated one Focus to the Lancer, and one to the Centurion. The Lancer ran diagonally, trying to approach the Mage Hunters while staying out of range of their guns. The Trenchers gave themselves the Dig In order, advanced, and shot at the Halberdiers. The Sniper was in range, and killed one. The rest were barely out of range to shoot either the remaining Halberdiers or the Phoenix. The Gun Mages and their Avenger ran up to the top of the hill just behind the Trenchers. Haley took a Focus off of the Squire, advanced, and cast Arcane Shield on the Centurion, and then cast Temporal Barrier. The Journeyman and Squire ran. Rhupert gave the Trenchers +1 Def and Terror with Dirge of Mists. Aiyanna and Holt advanced, and Aiyanna cast Stealth.
That had been relatively painless. I was pretty confident that the Phoenix and at least one Halberdier were in range to charge the Trenchers. I was less hopeful about the idea of the Mage Hunters taking out the Lancer, since Jason had positioned it well. He had made a mistake, however, in that a lot of his very high-value support models and Haley were right behind the Centurion.
Turn 2: Retribution
I wanted to hit the Trenchers, and take out as much of that delicious support as I could. Rahn dropped Polarity Shield, but had Sylas keep Force Field around. Rahn also allocate 3 Focus to the Phoenix, and the Chimera Apparated toward the Centurion. The Phoenix charged at the Trenchers, killed its Charge target, and engaged two more. The Halberdiers also charged the trenchers, and one of the two who made it in killed a second trencher. Then they reformed to spread out and engage more Trenchers. The Arcanist on the right ran to support the Phoenix, while the one on the left advanced, and Power Boostered the Chimera. The Invictors advanced, used their mini-Feat to gain +4 Range, and put some damage on the Avenger. The Mage Hunters advanced, and tried to shoot the Lancer. Only 3 were in range, and they failed to take out its Arc-Node (though they did do some damage).
With the rest of the battle more or less taken care of, the Chimera ran to within 8" of the Centurion. Sylas advanced, and used Arcane Secrets on Rahn, then Rahn advanced, and boosted Force Hammer into the Centurion. It was slammed back 5 inches, and crushed Aiyanna, Holt, the Journeyman, and the Squire beneath its bulk. Rhupert and Haley both took a little damage, and were knocked down.
That Force Hammer was a nasty swing in my favor. It's a spell that really punishes you for not seeing all the angles. I'd also managed to tie up the leading Trenchers, and put my Phoenix and lead Halberdiers into melee, so the game was looking good for me.
Turn 2: Cygnar
Jason had lost some key models and was out of position, but he wasn't out of the fight yet. Haley allocated one Focus to the Lancer, and 3 to the Centurion, which immediately spent one to stand up. Then the Lancer ran to within 5" of the Mage Hunters. Haley forfeited her action, advanced, and used her Feat, Blitz, to give her army additional attacks. Then she channeled Chain Lighting at one of the Mage Hunters, but she needed a 7 and missed. The Centurion charged the Chimera, but was about an inch out of range. The Avenger aimed, and shot the Halberdiers twice, knocking down a few, and killing a few more. The Gun Mages also aimed, and through sustained use of their Thunderbolt ammo, pummeled the Phoenix out of melee, and killed off the Halberdiers engaging the Trenchers. Rhupert then used Heroic Call to give the Trenchers Fearless and Tough for a round. Finally, the Trenchers piled 2 10-strong CRA's into the Phoenix, leaving it at 6 Hit Boxes, although its Cortex, Movement and Sword were still operational.
Jason had started to recover, but the Centurion's failed charge meant that the Chimera was still a fully viable threat, and that meant I could assassinate Haley.
Turn 3: Retribution
Rahn kept all his Focus, and Sylas upkept Force Field. The Chimera Apparated into position near the Centurian. Sylas then advanced, and used Arcane Secrets on Rahn. Rahn popped his Feat to gain extra dice on Magic attack rolls, and cast Telekinesis at the Centurion, placing it right next to Haley. Then he cast Force Hammer on it, knocking her down. Then the Mage Hunters advanced, and enough were in range that Jason decided to concede before I started the process of rolling things out.
Victory to the Retribution!
Thoughts
I played pretty well, and didn't really make any mistakes. Jason didn't fully account for all the Force Hammer angles, and didn't succeed in shutting down the Chimera early on. There isn't much more to say than that. I was able to recognize where to cast Force Hammer to maximum effect, and it proved to be very disruptive.
I like the way the list works, but I'll probably make some changes to accommodate a few more spellcasters. Battle Mages aren't great models, but one turn of really solid Force Bolting will bring a lot of flexibility to the list. I'd also like to try a pair of Mage Hunter Assassins, who can do enormous amounts of damage to knocked down models. I'd probably drop the Invictors to add that stuff, since the Phoenix and Chimera are further afield in this list than in most others to channel spells, and it's not easy to take advantage of Flank.
Jason made two critical mistakes this game. The first was advancing on turn 1 without fully thinking Force Hammer through. The second was forgetting about Arcane Vortex. For one Focus, she could have stopped both those Force Hammers cold, and Haley would have severely limited my options if she'd been camping one on turns 2 and 3. This is especially true since I also forgot about Arcane Vortex, and I would have gleefully run in and lost my Chimera like a chump if Jason had remembered. Otherwise, he played a solid game, and was starting to crack my left flank. He might have succeeded if he'd set things up differently and kept Arcane Vortex in play.
I don't have much to say about Jason's list, since this game didn't really showcase what it could do. The Trenchers seemed to get the job done, but they are expensive. The Gun Mages with a Marshalled Avenger are very scary, since that 'jack can cause a lot of disruption. pHaley is definitely a solid Warcaster too, and has a lot of tools at her disposal.
Thanks for the Game!
Adeptis Rahn Shyeel (+6)
*Phoenix (10)
*Chimera (6)
*Sylas Wyshnalyrr, the Seeker (2)
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 isn't quite the list I'd like to run with Rahn at 50pts. I'd rather have a couple of Magisters, and maybe some Battle Mages to take advantage of his Feat. The infantry I do have is strong though, and I like the idea some heavy shooting to take advantage of his ability to knock targets around with Force Hammer.
My opponent, Jason, ran:
Captain Victoria Haley (+5)
*Centurian (9)
*lancer (6)
*Squire (2)
10 Trencher Infantry (10)
*Trencher Infantry Officer and Sniper (2)
6 Arcane Tempest Gun Mages (6)
*Gun Mage Officer (2)
*Avernger (9)
Lady Aiyanna and Master Holt (4)
Journeyman Warcaster (3)
Rhupert Carvolo, Piper of Ord (2)
This looks like a pretty solid ranged attrition list. I haven't heard anything good about Trenchers, but it's possible that they fit this list's needs well. Haley is good at stopping charges with Temporal Barrier, and can get a leg up on Attrition pretty easily with her Feat and arced Chain Lightning. Trenchers can give themselves Cover and immunity to blasts, so they'll be mostly safe from return fire.
Deployment
We played Outflank. There are two 12"-diameter zones 12" apart in the center of the battlefield. We could control a zone for 1 point, or dominate a zone for 2. There was a small wood in the center of the table, two low hills, and a few walls surrounding it. There were also two buildings on the far flanks of the table, outside the zones.
Jason won the roll-off, and went second. I deployed my Halberdiers and Invictors in a block behind one of the low walls in the middle of the table, and put Rahn and Sylas behind them. Aiyanna and Holt went to the right of my infantry brick. The two Myrmidons and their Arcanists deployed on the flanks (Phoenix in the center-left, Chimera in the center-right) so I'd have as many channeling angles as possible for Rahn's spells.
Jason deployed the Gun Mages behind a hill on the left along with their Avenger. Haley, Aiyanna and Holt, Rhupert, the Squire, and the Journeyman all went in the center. The Centurion and the Lancer deployed to Haley's right.
I Advance Deployed my Mage Hunters on the far right flank, partly because the Gun Mages can hit Stealth models, which would wipe the Strike Force out pretty quickly, and partly because the Trenchers had no answer to the Mage Hunters, and would quickly be shot apart if they deployed on the same side.
Jason Advance Deployed the Trenchers in front of the Gun Mages to avoid the Mage Hunters.
Turn 1: Retribution
Rahn allocated no Focus, and the Chimera Apparated 2" up the field. I knew Jason could start shooting me turn 1, so I advanced the Halberdiers in Shield Wall, and Reformed up for a 9" total move. The Invictors ran up behind them in Defensive Line. The Mage Hunters ran up the right flank cautiously. I wanted to threaten the Lancer while staying out of range of channeled Chain Lighting. The two Arcanists advanced, and used Power Booster. Aiyanna and Holt advanced, and Aiyanna cast Stealth. The Chimera ran around the far building, staying well away from the rearmost Mage Hunters. The Phoenix ran up flush with the leading Halberdiers, not wanting to soak up any CRA's. Rahn moved up behind the Invictors, and cast Polarity Shield on the Halberdiers, and Force Field on himself. Sylas moved up in support.
A pretty basic setup, and I was confident I'd put everything juuust out of range for channeling Chain Lightning into the Mage Hunters. With a little luck, I'd be able to use the Mage Hunters to control the right Zone, and win on scenario.
Turn 1: Cygnar
Haley allocated one Focus to the Lancer, and one to the Centurion. The Lancer ran diagonally, trying to approach the Mage Hunters while staying out of range of their guns. The Trenchers gave themselves the Dig In order, advanced, and shot at the Halberdiers. The Sniper was in range, and killed one. The rest were barely out of range to shoot either the remaining Halberdiers or the Phoenix. The Gun Mages and their Avenger ran up to the top of the hill just behind the Trenchers. Haley took a Focus off of the Squire, advanced, and cast Arcane Shield on the Centurion, and then cast Temporal Barrier. The Journeyman and Squire ran. Rhupert gave the Trenchers +1 Def and Terror with Dirge of Mists. Aiyanna and Holt advanced, and Aiyanna cast Stealth.
That had been relatively painless. I was pretty confident that the Phoenix and at least one Halberdier were in range to charge the Trenchers. I was less hopeful about the idea of the Mage Hunters taking out the Lancer, since Jason had positioned it well. He had made a mistake, however, in that a lot of his very high-value support models and Haley were right behind the Centurion.
Turn 2: Retribution
I wanted to hit the Trenchers, and take out as much of that delicious support as I could. Rahn dropped Polarity Shield, but had Sylas keep Force Field around. Rahn also allocate 3 Focus to the Phoenix, and the Chimera Apparated toward the Centurion. The Phoenix charged at the Trenchers, killed its Charge target, and engaged two more. The Halberdiers also charged the trenchers, and one of the two who made it in killed a second trencher. Then they reformed to spread out and engage more Trenchers. The Arcanist on the right ran to support the Phoenix, while the one on the left advanced, and Power Boostered the Chimera. The Invictors advanced, used their mini-Feat to gain +4 Range, and put some damage on the Avenger. The Mage Hunters advanced, and tried to shoot the Lancer. Only 3 were in range, and they failed to take out its Arc-Node (though they did do some damage).
With the rest of the battle more or less taken care of, the Chimera ran to within 8" of the Centurion. Sylas advanced, and used Arcane Secrets on Rahn, then Rahn advanced, and boosted Force Hammer into the Centurion. It was slammed back 5 inches, and crushed Aiyanna, Holt, the Journeyman, and the Squire beneath its bulk. Rhupert and Haley both took a little damage, and were knocked down.
That Force Hammer was a nasty swing in my favor. It's a spell that really punishes you for not seeing all the angles. I'd also managed to tie up the leading Trenchers, and put my Phoenix and lead Halberdiers into melee, so the game was looking good for me.
Turn 2: Cygnar
Jason had lost some key models and was out of position, but he wasn't out of the fight yet. Haley allocated one Focus to the Lancer, and 3 to the Centurion, which immediately spent one to stand up. Then the Lancer ran to within 5" of the Mage Hunters. Haley forfeited her action, advanced, and used her Feat, Blitz, to give her army additional attacks. Then she channeled Chain Lighting at one of the Mage Hunters, but she needed a 7 and missed. The Centurion charged the Chimera, but was about an inch out of range. The Avenger aimed, and shot the Halberdiers twice, knocking down a few, and killing a few more. The Gun Mages also aimed, and through sustained use of their Thunderbolt ammo, pummeled the Phoenix out of melee, and killed off the Halberdiers engaging the Trenchers. Rhupert then used Heroic Call to give the Trenchers Fearless and Tough for a round. Finally, the Trenchers piled 2 10-strong CRA's into the Phoenix, leaving it at 6 Hit Boxes, although its Cortex, Movement and Sword were still operational.
Jason had started to recover, but the Centurion's failed charge meant that the Chimera was still a fully viable threat, and that meant I could assassinate Haley.
Turn 3: Retribution
Rahn kept all his Focus, and Sylas upkept Force Field. The Chimera Apparated into position near the Centurian. Sylas then advanced, and used Arcane Secrets on Rahn. Rahn popped his Feat to gain extra dice on Magic attack rolls, and cast Telekinesis at the Centurion, placing it right next to Haley. Then he cast Force Hammer on it, knocking her down. Then the Mage Hunters advanced, and enough were in range that Jason decided to concede before I started the process of rolling things out.
Victory to the Retribution!
Thoughts
I played pretty well, and didn't really make any mistakes. Jason didn't fully account for all the Force Hammer angles, and didn't succeed in shutting down the Chimera early on. There isn't much more to say than that. I was able to recognize where to cast Force Hammer to maximum effect, and it proved to be very disruptive.
I like the way the list works, but I'll probably make some changes to accommodate a few more spellcasters. Battle Mages aren't great models, but one turn of really solid Force Bolting will bring a lot of flexibility to the list. I'd also like to try a pair of Mage Hunter Assassins, who can do enormous amounts of damage to knocked down models. I'd probably drop the Invictors to add that stuff, since the Phoenix and Chimera are further afield in this list than in most others to channel spells, and it's not easy to take advantage of Flank.
Jason made two critical mistakes this game. The first was advancing on turn 1 without fully thinking Force Hammer through. The second was forgetting about Arcane Vortex. For one Focus, she could have stopped both those Force Hammers cold, and Haley would have severely limited my options if she'd been camping one on turns 2 and 3. This is especially true since I also forgot about Arcane Vortex, and I would have gleefully run in and lost my Chimera like a chump if Jason had remembered. Otherwise, he played a solid game, and was starting to crack my left flank. He might have succeeded if he'd set things up differently and kept Arcane Vortex in play.
I don't have much to say about Jason's list, since this game didn't really showcase what it could do. The Trenchers seemed to get the job done, but they are expensive. The Gun Mages with a Marshalled Avenger are very scary, since that 'jack can cause a lot of disruption. pHaley is definitely a solid Warcaster too, and has a lot of tools at her disposal.
Thanks for the Game!
Wednesday, July 31, 2013
Battle Report: Kaelyssa vs. eStryker at 50pts
I managed to get a few games in with Retribution the other day. I just finished putting my Halberdiers together, so I have some 50pt lists I'm moderately happy with. Here's the first game.
I ran:
Kaelyssa, Night's Whisper (+7)
*Phoenix (10)
*Banshee (10)
*Sylas Wyshnalyrr, the Seeker (2)
10 Houseguard Halberdiers (7)
*Officer and Standard Bearer (2)
*Soulless Escort (1)
10 Dawnguard Invictors (10)
*Officer and Standard Bearer (2)
10 Mage Hunter Strike Force (8)
*Strike Force Commander (2)
Arcanist (1)
Arcanist (1)
This list can play both a ranged and melee game. With the two Reach Myrmidons, my Invictors have enough potential Flank buddies to threaten heavies, and they and the Strike Force put down some pretty respectable firepower. The Halberdiers are my main melee unit, and can jam well, and hit pretty hard when they have to with their mini-Feat.
The basic game plan with this list is to use Kaelyssa's spells and Feat, along with my shooting, to grind the enemy down until the Banshee and Kaelyssa can get a good angle on the enemy 'caster. I think it's pretty well balanced overall.
My opponent, Brandon, ran eStryker with the following list:
Lord Commander Coleman Stryker (+6)
*Ol' Rowdy (9)
*Lancer (6)
*Squire (2)
10 Sword Knights (6)
6 Stormblade Infantry (5)
*Officer and Standard Bearer (3)
Greygore Boomhowler and 5 Company (6)
*Cpt. Jonas Murdoch (2)
Black 13th Gun Mage Strike Team (4)
Lt. Allyson Jakes (3)
*Minuteman (5)
Journeyman Warcaster (3)
Gorman di Wulfe, Rogue Alchemist (2)
This list looks pretty well balanced, and similar to mine in terms of its main strategy. It has the tools to break through a variety of enemy models while Stryker sets up his personal assassination run. He has a very scary presence, and can hit an enemy 'caster from up to 17" away.
Deployment
We set the table up with a small forest in the center, a building on either side of the table, and a few other forests and low hills surrounding the middle. We played Incursion - 3 flags are set up in the middle of the table, and one disappears at the end of the 1st round. Brandon won the roll-off, and went second.
I deployed in a bunch with Halberdiers in front of the Invictors, the Phoenix on the left with some clear lines of sight for arcing spells, and the Banshee in the center-right (to the right of my infantry) where the forest would mostly screen it from enemy attacks. I was planning to put Phantom Hunter on it, so it would be able to shoot through such trifles as forests without any trouble. The two Arcanists went with the 'jacks, and Kaelyssa and Sylas went behind the infantry clump.
Brandon the Boomhowlers in the center, with the Stormblades to their right, and Rowdy, the Lancer and the Black 13th to their left. The Sword Knights went on the fat left behind the building, along with Jakes and her Minuteman. Stryker, Arlan, the Journeyman, and the Squire deployed behind Rowdy and the Lancer.
I deployed the Mage Hunters opposite the Minuteman and Sword Knights for Advance Deploy. We were both angling to the left in our deployments, without much presence on the right side of the table.
Turn 1: Retribution
I ran the Halberdiers and Invictors up to within striking distance of the woods at the center of the table. The Halberdiers spread out, while the Invictors stayed behind them in Defensive Line. The Mage Hunters swept around to the left of the left flag. The Arcanists used Power Booster and advanced. The Phoenix ran up to support the Mage Hunters, and the Banshee ran to just behind the Halberdiers. Kaelyssa advanced, cast Phantom Hunter on the Banshee, and channeled Banishing Ward onto the Mage Hunters. Sylas moved up behind her.
This is my basic first turn setup for Kaelyssa. I didn't cast Arcane Reckoning, even though I had the Focus for it, since it didn't seem like Striker would do much channeling.
Turn 1: Cygnar
Brandon allocated one Focus to the Minuteman with Jakes, and one to the Lancer with Stryker. The Boomhowlers Fell Called for 4+ Tough, and ran up to behind the woods on Brandon's side. The Black 13th advanced, and scattered a Mage Storm at my Mage Hunters, but didn't kill any. They also targeted the Mage Hunters with a Fire Beacon, but that also scattered wide. The Sword Knights ran up to just ahead of them in Defensive Line. The Journeyman advanced, and cast Arcane Shield on Ol' Rowdy. Gorman ran forward. Rowdy ran forward too. Stryker advanced, and cast Lightning Storm twice at the Invictors, dropping the templates among the Halberdiers up front and killing two. The Stormblades ran up the right side of the table. The Minuteman and Jakes ran forward conservatively behind the building, as Brandon didn't want Jakes to be sniped out by the Mage Hunters.
That was a pretty decent first turn from Cygnar. Stryker managed to hem in my Invictors a bit with those Lightning Storm templates, and a lucky Mage Storm scatter could have mulched several Mage Hunters despite them being spread out. I'd need to try to take away his options to hit me next turn, and start whittling him down. The left flag disappeared. We'd both been angling left, so the fight would now revolve around the center flag, with outliers sent to control the right one.
Turn 2: Retribution
Kaelyssa held on to all her Focus, and Sylas upkept Phantom Seeker for free. One Arcanist Power Boosted the Phoenix, while the other did the same for the Banshee. The Halberdiers used their mini-Feat to gain Gang for a turn, and charged the Stormblades, killing 3, then Reformed backward to where I hoped the unit wouldn't be able to reach them with an advance. The Banshee advanced, and slammed one of the remaining Stormblades into another, killing both. The Stormblades passed their break check for 50% casualties. The Phoenix advanced, and boosted a shot at the Sword Knights, but missed and scattered wide.
Then Sylas moved up, and used Arcane Secrets on Kaelyssa. Kaelyssa advanced to just behind a wall, and used her Feat to give my army Stealth, and make it untargetable by charges. Then she boosted Backlash into the Lancer, and cast Rift at one of the lead Boomhowlers. She hit and dropped him. He passed his Tough check, but she'd extended the rough terrain by about 4" to the left of the Forest, and ensured that the Boomhowlers couldn't run to engage me. The Mage Hunters advanced or aimed, and destroyed the Lancer, doing 7 damage to Stryker in the process. The Invictors moved up around the Lightning templates, but couldn't see anyone to shoot now that the Lancer was dead.
I was in a good position now. There would be no more Lightning Storms, my whole army had Stealth against non-AoE's, and Brandon wouldn't be able to charge or assault me with either the Stormblades or the Boomhowlers. Stryker was also hurt, which meant Brandon would be hesitant to use Overload to boost his Strength for an assassination. I was a little concerned about the Minuteman, but destroying the Lancer was the better move, since I'd need more freedom of movement soon.
Turn 2: Cygnar
Stryker upkept no spells and allocated no Focus. Jakes allocated 3 to the Minuteman. Jakes advanced to just behind the building. The Black 13th advanced, and targeted the Halberdiers with their Mage Storm this time, taking out a few. The Stormblades advanced, and shot some more Halberdiers point-blank. The Minuteman advanced, and used Bounding Leap to get near two of the Mage Hunters, killing both in a Flack Field, then shot and killed 2 more with its slug guns. The Sword Knights ran up next to the rest of the Mage Hunters. The Journeyman advanced, and put Arcane Shield on the Boomhowlers, who ran into the woods and through the Rift to nearly reach my lines. Stryker yanked a Focus off the Squire, advanced, cast Deflection, and spent 5 Focus to heal. He also used his Feat to give friendly models an extra 3" move and melee attack at the end of the turn. Gorman advanced, and hid Stryker and the Squire in a cloud.
With the Feat move, the Sword Kights killed another 2 Mage Hunters, and the Boomhowlers and Stormblades reduced the Halberdiers to 2, but they held firm. The Boomhowlers also controlled the middle flag, giving Brandon a point.
I'd lost a lot of my screen that turn, and the Boomhowlers were in full-on jamming mode. I still had plenty of resources to recover, though. I was looking to grind the game out until Stryker got into my threat range. All I needed to do was take away the center and right flags, and he'd come to me along with the rest of his army.
Turn 3: Retribution
Kaelyssa allocated 2 Focus to the Banshee, and kept the rest. Sylas upkept Phantom Hunter. The Halberdiers charged in to finish off the Stormblades, but left one alive. The Arcanist on the left charged a Sword Knight, and proudly added a notch to his coffee cup. The one on the right ran to contest the right flag. The Phoenix advanced, and used Combustion, catching 2 Boomhowlers and 2 of the Sword Knights engaging my Mage Hunters. The Sword Knights and one of the Boomhowlers died. The Mage Hunters attacked and killed two more Sword Knights, and put some damage on the Minuteman. The Banshee advanced, and blasted the Journeyman away with its Force Cannon. Sylas put Arcane Secrets on Kaelyssa. She stayed put, and channeled Rift at the Black 13th, wiping them out. The Invictors advanced to contest the middle flag. They finished the last Stormblade, killed one Boomhowler with a melee attack, and shot down Greygore himself with a big CRA, denying the unit its annoying Fell Calls next turn.
That wasn't too bad. I'd killed off some major enemy pieces, and I was definitely holding my own. Things weren't looking particularly good either though. the Phoenix was easily within Rowdy's charge range, the Mage Hunters would largely be fodder for the Minuteman, and the Invictors were being jammed pretty well.
Turn 3: Cygnar
Stryker allocated 4 Focus to Ol' Rowdy, and kept the rest. Jakes allocated 3 to the Minuteman. The remaining Sword Knights started things off by hacking apart another Mage Hunter. The Minuteman advanced, blew away all but one of the remaining Mage Hunters with Flak Field, then used Bounding Leap to contact it, and Double Handed threw it into the Phoenix, knocking the Myrmidon down. Rowdy charged the Phoenix, and beat it into scrap. Stryker pulled Focus off the Squire, advanced, healed back up to full health, and shot the Banshee, Disrupting it. The Boomhowlers Assaulted the Invictors, and killed 3. Gorman advanced, and dropped a cloud right in front of Stryker, blocking line of sight to him completely.
The Invictors were still contesting the flag. More importantly, Stryker was within range of the Banshee and Kaelyssa. It was time to see if I could finish this.
Turn 4: Retribution
Sylas upkept Phantom Hunter, and Kaelyssa kept all her Focus for herself. The Arcanist on the right turned to face the Banshee, and used Power Booster to give it a point of Focus and remove Disruption. The Banshee aimed and shot Stryker, hitting him for 8 damage and knocking him down. Sylas put Arcane Secrets on Kaelyssa in case she needed Arcantrik Bolt to finish the job. Kaelyssa advanced to make sure she was in range with both spells and gun, and cast Phantom Hunter on herself. Then she shot Stryker to death.
Victory to the Retribution!
Thoughts
I played a solid game here. There's an interesting discussion going on in the Retribution Faction Forum here about the role of attrition for Retribution, and I tried to keep that in mind while I played this game. I think I did a pretty good job of grinding Cygnar down and forcing Brandon to put Stryker into play. I was losing the attrition war overall, especially after Rowdy mulched the Phoenix like that and collapsed my left flank. However, I was close to being able to control and dominate the two remaining flags, and Brandon needed to stop me by committing Stryker to help the right side of the table hold out. Once he was in range, I had a good chance to kill him if the Banshee could hit.
I like this list a lot so far. There are definitely some things I want to try out with Kaelyssa, including Dawnguard Sentinels and Mage Hunter Assassins to bolster my melee game. The Halberdiers are a nasty little screen though, and the Invictors almost always impress me. This game they held up well, got some significant shots in, and would have had plenty left to do while I started scoring if the assassination run didn't work out at the end.
Brandon also played a solid game. He targeted my biggest threat (the Mage Hunters) early on, and destroyed them with some of the best tools he had for the job. He jammed me well with the Boomhowlers, and might have locked my out of the flags altogether if I hadn't slowed him down so effectively on Turn 2. His only real mistake was leaving Stryker within range of my assassination threat, but that threat is really hard to avoid, and he needed to start committing more power to his flagging right flank.
Brandon's list has a lot of strong pieces that fit together well. The Minuteman is a phenomenal little 'jack, and took out the Mage Hunters almost single handed. Having Jakes control it frees up a lot of Focus Stryker needs for himself, even if it can easily get out of her CTRL (which it did on Brandon's 3rd turn). The Boomhowlers held up the center well too, and must have passed 5 or 6 Tough checks over the course of the game. eStryker is a solid and versatile 'caster, and I was continually impressed by level of support he could give while remaining a credible melee threat.
I ran:
Kaelyssa, Night's Whisper (+7)
*Phoenix (10)
*Banshee (10)
*Sylas Wyshnalyrr, the Seeker (2)
10 Houseguard Halberdiers (7)
*Officer and Standard Bearer (2)
*Soulless Escort (1)
10 Dawnguard Invictors (10)
*Officer and Standard Bearer (2)
10 Mage Hunter Strike Force (8)
*Strike Force Commander (2)
Arcanist (1)
Arcanist (1)
This list can play both a ranged and melee game. With the two Reach Myrmidons, my Invictors have enough potential Flank buddies to threaten heavies, and they and the Strike Force put down some pretty respectable firepower. The Halberdiers are my main melee unit, and can jam well, and hit pretty hard when they have to with their mini-Feat.
The basic game plan with this list is to use Kaelyssa's spells and Feat, along with my shooting, to grind the enemy down until the Banshee and Kaelyssa can get a good angle on the enemy 'caster. I think it's pretty well balanced overall.
My opponent, Brandon, ran eStryker with the following list:
Lord Commander Coleman Stryker (+6)
*Ol' Rowdy (9)
*Lancer (6)
*Squire (2)
10 Sword Knights (6)
6 Stormblade Infantry (5)
*Officer and Standard Bearer (3)
Greygore Boomhowler and 5 Company (6)
*Cpt. Jonas Murdoch (2)
Black 13th Gun Mage Strike Team (4)
Lt. Allyson Jakes (3)
*Minuteman (5)
Journeyman Warcaster (3)
Gorman di Wulfe, Rogue Alchemist (2)
This list looks pretty well balanced, and similar to mine in terms of its main strategy. It has the tools to break through a variety of enemy models while Stryker sets up his personal assassination run. He has a very scary presence, and can hit an enemy 'caster from up to 17" away.
Deployment
We set the table up with a small forest in the center, a building on either side of the table, and a few other forests and low hills surrounding the middle. We played Incursion - 3 flags are set up in the middle of the table, and one disappears at the end of the 1st round. Brandon won the roll-off, and went second.
I deployed in a bunch with Halberdiers in front of the Invictors, the Phoenix on the left with some clear lines of sight for arcing spells, and the Banshee in the center-right (to the right of my infantry) where the forest would mostly screen it from enemy attacks. I was planning to put Phantom Hunter on it, so it would be able to shoot through such trifles as forests without any trouble. The two Arcanists went with the 'jacks, and Kaelyssa and Sylas went behind the infantry clump.
Brandon the Boomhowlers in the center, with the Stormblades to their right, and Rowdy, the Lancer and the Black 13th to their left. The Sword Knights went on the fat left behind the building, along with Jakes and her Minuteman. Stryker, Arlan, the Journeyman, and the Squire deployed behind Rowdy and the Lancer.
I deployed the Mage Hunters opposite the Minuteman and Sword Knights for Advance Deploy. We were both angling to the left in our deployments, without much presence on the right side of the table.
Turn 1: Retribution
I ran the Halberdiers and Invictors up to within striking distance of the woods at the center of the table. The Halberdiers spread out, while the Invictors stayed behind them in Defensive Line. The Mage Hunters swept around to the left of the left flag. The Arcanists used Power Booster and advanced. The Phoenix ran up to support the Mage Hunters, and the Banshee ran to just behind the Halberdiers. Kaelyssa advanced, cast Phantom Hunter on the Banshee, and channeled Banishing Ward onto the Mage Hunters. Sylas moved up behind her.
This is my basic first turn setup for Kaelyssa. I didn't cast Arcane Reckoning, even though I had the Focus for it, since it didn't seem like Striker would do much channeling.
Turn 1: Cygnar
Brandon allocated one Focus to the Minuteman with Jakes, and one to the Lancer with Stryker. The Boomhowlers Fell Called for 4+ Tough, and ran up to behind the woods on Brandon's side. The Black 13th advanced, and scattered a Mage Storm at my Mage Hunters, but didn't kill any. They also targeted the Mage Hunters with a Fire Beacon, but that also scattered wide. The Sword Knights ran up to just ahead of them in Defensive Line. The Journeyman advanced, and cast Arcane Shield on Ol' Rowdy. Gorman ran forward. Rowdy ran forward too. Stryker advanced, and cast Lightning Storm twice at the Invictors, dropping the templates among the Halberdiers up front and killing two. The Stormblades ran up the right side of the table. The Minuteman and Jakes ran forward conservatively behind the building, as Brandon didn't want Jakes to be sniped out by the Mage Hunters.
That was a pretty decent first turn from Cygnar. Stryker managed to hem in my Invictors a bit with those Lightning Storm templates, and a lucky Mage Storm scatter could have mulched several Mage Hunters despite them being spread out. I'd need to try to take away his options to hit me next turn, and start whittling him down. The left flag disappeared. We'd both been angling left, so the fight would now revolve around the center flag, with outliers sent to control the right one.
Turn 2: Retribution
Kaelyssa held on to all her Focus, and Sylas upkept Phantom Seeker for free. One Arcanist Power Boosted the Phoenix, while the other did the same for the Banshee. The Halberdiers used their mini-Feat to gain Gang for a turn, and charged the Stormblades, killing 3, then Reformed backward to where I hoped the unit wouldn't be able to reach them with an advance. The Banshee advanced, and slammed one of the remaining Stormblades into another, killing both. The Stormblades passed their break check for 50% casualties. The Phoenix advanced, and boosted a shot at the Sword Knights, but missed and scattered wide.
Then Sylas moved up, and used Arcane Secrets on Kaelyssa. Kaelyssa advanced to just behind a wall, and used her Feat to give my army Stealth, and make it untargetable by charges. Then she boosted Backlash into the Lancer, and cast Rift at one of the lead Boomhowlers. She hit and dropped him. He passed his Tough check, but she'd extended the rough terrain by about 4" to the left of the Forest, and ensured that the Boomhowlers couldn't run to engage me. The Mage Hunters advanced or aimed, and destroyed the Lancer, doing 7 damage to Stryker in the process. The Invictors moved up around the Lightning templates, but couldn't see anyone to shoot now that the Lancer was dead.
I was in a good position now. There would be no more Lightning Storms, my whole army had Stealth against non-AoE's, and Brandon wouldn't be able to charge or assault me with either the Stormblades or the Boomhowlers. Stryker was also hurt, which meant Brandon would be hesitant to use Overload to boost his Strength for an assassination. I was a little concerned about the Minuteman, but destroying the Lancer was the better move, since I'd need more freedom of movement soon.
Turn 2: Cygnar
Stryker upkept no spells and allocated no Focus. Jakes allocated 3 to the Minuteman. Jakes advanced to just behind the building. The Black 13th advanced, and targeted the Halberdiers with their Mage Storm this time, taking out a few. The Stormblades advanced, and shot some more Halberdiers point-blank. The Minuteman advanced, and used Bounding Leap to get near two of the Mage Hunters, killing both in a Flack Field, then shot and killed 2 more with its slug guns. The Sword Knights ran up next to the rest of the Mage Hunters. The Journeyman advanced, and put Arcane Shield on the Boomhowlers, who ran into the woods and through the Rift to nearly reach my lines. Stryker yanked a Focus off the Squire, advanced, cast Deflection, and spent 5 Focus to heal. He also used his Feat to give friendly models an extra 3" move and melee attack at the end of the turn. Gorman advanced, and hid Stryker and the Squire in a cloud.
With the Feat move, the Sword Kights killed another 2 Mage Hunters, and the Boomhowlers and Stormblades reduced the Halberdiers to 2, but they held firm. The Boomhowlers also controlled the middle flag, giving Brandon a point.
I'd lost a lot of my screen that turn, and the Boomhowlers were in full-on jamming mode. I still had plenty of resources to recover, though. I was looking to grind the game out until Stryker got into my threat range. All I needed to do was take away the center and right flags, and he'd come to me along with the rest of his army.
Turn 3: Retribution
Kaelyssa allocated 2 Focus to the Banshee, and kept the rest. Sylas upkept Phantom Hunter. The Halberdiers charged in to finish off the Stormblades, but left one alive. The Arcanist on the left charged a Sword Knight, and proudly added a notch to his coffee cup. The one on the right ran to contest the right flag. The Phoenix advanced, and used Combustion, catching 2 Boomhowlers and 2 of the Sword Knights engaging my Mage Hunters. The Sword Knights and one of the Boomhowlers died. The Mage Hunters attacked and killed two more Sword Knights, and put some damage on the Minuteman. The Banshee advanced, and blasted the Journeyman away with its Force Cannon. Sylas put Arcane Secrets on Kaelyssa. She stayed put, and channeled Rift at the Black 13th, wiping them out. The Invictors advanced to contest the middle flag. They finished the last Stormblade, killed one Boomhowler with a melee attack, and shot down Greygore himself with a big CRA, denying the unit its annoying Fell Calls next turn.
That wasn't too bad. I'd killed off some major enemy pieces, and I was definitely holding my own. Things weren't looking particularly good either though. the Phoenix was easily within Rowdy's charge range, the Mage Hunters would largely be fodder for the Minuteman, and the Invictors were being jammed pretty well.
Turn 3: Cygnar
Stryker allocated 4 Focus to Ol' Rowdy, and kept the rest. Jakes allocated 3 to the Minuteman. The remaining Sword Knights started things off by hacking apart another Mage Hunter. The Minuteman advanced, blew away all but one of the remaining Mage Hunters with Flak Field, then used Bounding Leap to contact it, and Double Handed threw it into the Phoenix, knocking the Myrmidon down. Rowdy charged the Phoenix, and beat it into scrap. Stryker pulled Focus off the Squire, advanced, healed back up to full health, and shot the Banshee, Disrupting it. The Boomhowlers Assaulted the Invictors, and killed 3. Gorman advanced, and dropped a cloud right in front of Stryker, blocking line of sight to him completely.
The Invictors were still contesting the flag. More importantly, Stryker was within range of the Banshee and Kaelyssa. It was time to see if I could finish this.
Turn 4: Retribution
Sylas upkept Phantom Hunter, and Kaelyssa kept all her Focus for herself. The Arcanist on the right turned to face the Banshee, and used Power Booster to give it a point of Focus and remove Disruption. The Banshee aimed and shot Stryker, hitting him for 8 damage and knocking him down. Sylas put Arcane Secrets on Kaelyssa in case she needed Arcantrik Bolt to finish the job. Kaelyssa advanced to make sure she was in range with both spells and gun, and cast Phantom Hunter on herself. Then she shot Stryker to death.
Victory to the Retribution!
Thoughts
I played a solid game here. There's an interesting discussion going on in the Retribution Faction Forum here about the role of attrition for Retribution, and I tried to keep that in mind while I played this game. I think I did a pretty good job of grinding Cygnar down and forcing Brandon to put Stryker into play. I was losing the attrition war overall, especially after Rowdy mulched the Phoenix like that and collapsed my left flank. However, I was close to being able to control and dominate the two remaining flags, and Brandon needed to stop me by committing Stryker to help the right side of the table hold out. Once he was in range, I had a good chance to kill him if the Banshee could hit.
I like this list a lot so far. There are definitely some things I want to try out with Kaelyssa, including Dawnguard Sentinels and Mage Hunter Assassins to bolster my melee game. The Halberdiers are a nasty little screen though, and the Invictors almost always impress me. This game they held up well, got some significant shots in, and would have had plenty left to do while I started scoring if the assassination run didn't work out at the end.
Brandon also played a solid game. He targeted my biggest threat (the Mage Hunters) early on, and destroyed them with some of the best tools he had for the job. He jammed me well with the Boomhowlers, and might have locked my out of the flags altogether if I hadn't slowed him down so effectively on Turn 2. His only real mistake was leaving Stryker within range of my assassination threat, but that threat is really hard to avoid, and he needed to start committing more power to his flagging right flank.
Brandon's list has a lot of strong pieces that fit together well. The Minuteman is a phenomenal little 'jack, and took out the Mage Hunters almost single handed. Having Jakes control it frees up a lot of Focus Stryker needs for himself, even if it can easily get out of her CTRL (which it did on Brandon's 3rd turn). The Boomhowlers held up the center well too, and must have passed 5 or 6 Tough checks over the course of the game. eStryker is a solid and versatile 'caster, and I was continually impressed by level of support he could give while remaining a credible melee threat.
Thursday, July 25, 2013
Battle Report: Makeda 3 vs. pVlad at 50pts
I got the chance to throw down against non-co-Blogger Caleb (for real though, you guys need to come up with a system or these reports are going to get confusing) and his pVlad list. I played Makeda and the Exalted Court because she's probably my favorite Warlock in Skorne right now. She has some cool tricks and a huge board presence if you play her well.
Here's the list I used:
Makeda and the Exalted Court (+2)
*Molik Karn (11)
*Bronzeback Titan (10)
*Titan Gladiator (8)
*Cyclops Savage (5)
10 Praetorian Swordsmen (6)
*Officer and Standard Bearer (2)
Tyrant Commander and Standard Bearer (3)
4 Paingiver Beast Handlers (2)
Ancestral Guardian (3)
Agonizer (2)
I decided to mix up the beast brick I took in the tournament last month by adding in some infantry as a cushion. Makeda 3 isn't fast enough to reliably get an alpha strike every game, so the Swordsmen are there to blunt the enemy's offense. Otherwise, the list is pretty standard for Makeda 3 except for the Ancestral Guardian. I'm looking forward to possibly making some boosted Defensive Strikes, and otherwise taking advantage of Vortex of Destruction to dish out some damage.
Play-wise, this list should be decent against all comers. It can handle both high armor and infantry spam, and high-Def won't give it too many problems. It has a decent scenario game, solid attrition, and Makeda's ability to dominate for scenario points against all but the meanest assassination runs.
Caleb played:
Vladimir, the Dark Prince (+5)
*Drago (8)
*War Dog (1)
Great Bears of the Gallowswood (5)
4 Widowmakers (4)
6 Battlefield Mekaniks (3)
Field Mortar Crew (3)
Field Mortar Crew (3)
Man-o-War Drakhun w/ Dismount (5)
Kovnik Andrei Malakov (3)
*Conquest (19)
Harlan Versh, Illuminated One (2)
Widowmaker Marksman (2)
This looks like a pretty well balanced Vlad list. It has a decent shooting game with the Widowmakers, Mortars, and Conquest backed by Signs and Portents, and can cross the table quickly with Vlad's Feat on Drago, and Redline on the Conquest, both of which hit very hard in melee.
It's also 3 points over (by my count), which didn't end up mattering too much. I'd probably just min the Mechaniks, and drop Harlan.
On to the game. We ended up playing a center scenario (I can't recall the name right now) with two opposing flags diagonally across the table center from each other. You could score by dominating your flag, or score 1 or 2 points by controlling or dominating your opponent's flag there were some scattered trees and hills mooching around the table center, and a few low walls for each side to take advantage of. I won the roll-off and chose to go first.
Deployment
Caleb pre-Deployed the Conquest on the center-Left of his side of the table, right in front of my objective.
I deployed my Bronzeback directly opposite the Conquest to keep it honest, then spaced my Swordsmen out between the Bronzeback and Molik on the Left, and the Bronzeback and Gladiator on the Right. The Savage went on the far right. Everything else went right behind the Swordsmen and Beasts except the Ancestral Guardian, which is a little slow to be deployed in the second rank.
Caleb deployed the Great Bears on the left to help out against Karn and the Bronzeback, and put Malakov and the Mechaniks next to the Conquest they'd be babysitting. Vlad went to the right of the Conquest with the War Dog, to take advantage of a hill. Drago and the Drakhun went to Vlad's right, opposite his objective. The two Mortar Crews deployed near the hills where they'd move on turn 1, and Harlan deployed to support Caleb's right flank. Finally, the Widowmakers and Marksman deployed on the left in front of the Great Bears to take advantage of a wall.
Turn 1: Skorne
All kinds of running. Molik made it to the woods on my left for Concealment. Makeda dumped 5 Fury on the Agonizer, but didn't cast Vortex of Destruction, since that would make her a prime target for Harlan.
I was pretty well set up here. My overall strategy was to play attrition: Kill off the Great Bears and Conquest, then either work my way over to Vlad or Drago depending on whether I wanted to win by assassination or scenario.
Turn 1: Khador
Khador also did some running with Drago and the Drakhun. Vlad cast Signs and Portents to help out the shooting element. Malakov cast Redline on the Conquest. One of the Mortars fired at the Swordsmen, but missed, and the other ran up. The Widowmakers and Marksman did kill a few of Swordsmen though, and shimmied up behind a wall with Swift Hunter. The Conquest advanced and blew up another.
It seemed like my attrition screen was holding. More importantly, Vlad wasn't behind anything in particular, and I might be able to get Molik Karn into him.
Turn 2: Skorne
I decided to go for the assassination. Molik could reach easily enough. The Swordsmen ran out of the way. The Tyrant Commander gave Makeda Press Forward, and ran. Makeda advanced, and used her Feat, Dance of Death, and cast Fate Walker. I wasn't planning on killing many of Caleb's troopers, but I wanted Molik to reach Vlad on full Fury if possible. The Gladiator Rushed Molik, the Bronzeback ran, and the Paingivers Enraged both Molik and the Savage. Molik charged one of the Widowmakers lurking behind the wall, killed her, and Side-Stepped toward Vlad. Vlad wasn't quite in range, so Molik attacked the Conquest, but rolled snake-eyes, and I had to boost to hit, and Side Stepped into melee with Vlad. Vlad was Def 17 Arm 19 with that War Dog, so I'd actually need to get a little lucky to kill him with only 4 Fury slots left (not good). I didn't, and Molik was left hanging in front of Vlad and the Conquest. The Agonizer used Spiritual Affliction to try to stop the Conquest from receiving Focus next turn, but was just out of range. Finally, Makeda Fate Walked back a bit. The Savage charged the Drakhun, and dismounted it, but wasn't in range to kill it off.
I'd already made a slight mistake by not Fate Walking base to base with my flag. I would otherwise have been able to start scoring at the end of Caleb's turn. I'd also made a huge miscalculation with my assassination run, and Molik Karn out to dry. I could deal with the loss of Molik's mobility and damage output, but losing Fate Walker really hurts Makeda 3. We'd have to see how much it hurt on Caleb's turn.
Turn 2: Khador
Malakov allocated to the Conquest, and upkept Redline. Vlad started off by casting Signs and Portents, and creeping around the edge of the Kill Box, dog in tow. The Conquest charged and killed Molik. Sadface, but unsurprising. The survivng Widowmakers and Harlan started picking off a few more Swordsmen. The Mortars fired at the Bronzeback, but didn't hurt it much. The Dismounted Drakhun hit the Savage hard, and Drago charged in to finish it off. The Great Bears ran up to the low wall to charge out at me next turn.
That had hurt, but no more than I'd predicted. Happily, the Agonizer had lived, which meant I still had a way to close with and destroy the Conquest.
Turn 3: Skorne
This was the time to do some important setup. The Tyrant Commander put Press Forward on Makeda, and charged Drago, doing some damage. Makeda charged Yarovich (the Great Bear that gives them all Steady), killed him, and shot a Blood Booned Eliminator at a Mortar Crew, taking out the team. An Exalted Guardian killed off a Widowmaker. Then she retreated, camping 3 Fury. The Agonizer ran wailing into the Great Bears to hopefully slow them down as well as deny focus allocation to the Conquest. The Swordsmen charged and killed Harlan, though one of them was killed by that War Dog's counter-charge. The Bronzeback and Gladiator both advanced. The Ancestral Guardian ran up next to Makeda to threaten Defensive Strikes.
Ok. Makeda was a little exposed, but camping 3. The Gladiator and Bronzeback were both basically full, and I was threatening well into the center of the table, keeping Vlad on his toes. Drago would be occupied for another turn, and I had Conquest pretty well stymied by the Agonizer. In short, I was salvaging the game.
Turn 3: Khador
Caleb decided to give Makeda something to think about. Malakov couldn't allocate to the Conquest, but that was fine. Vlad cast Signs and Portents again. The War Dog charged and killed another Swordsman. The Conquest advanced, and walked into Makeda and the Ancestral Guardian, smashing the construct. The Great Bears had just enough room to charge Makeda past the Agonizer, and did so, doing a bunch of damage to my Gladiator and some to the Bronzeback through transfers. The Widowmakers and Marksman picked off 3 of the paingivers, and the Mortar Crew did some more damage to the Gladiator. The Drakhun damaged the Tyrant Commander, and Drago finished both it and the Standard Bearer.
Still ok, but starting to lose the Attrition war. The Bronzeback's Mind was gone, and I needed it firing on all cylinders to take out the Conquest. On the other hand, the Great Bears and the Conquest were as good as dead. All I had to do was keep Makeda and at least one of my heavies alive through the retaliation, and I'd have my shot at Vlad.
Turn 4: Skorne
Makeda went first. She cast Vorex of Destruction, then she and an Exalted Guardian killed the Great Bears, and she Blood-Booned an Eliminator into the Mechaniks to slide out of the Bronzeback's way, and healed its mind. She was left camping 2. The surviving Paingiver Enraged the Bronzeback. The Bronzeback charged, and wrecked the Conquest, no sweat. The Gladiator, spirit broken, hobbled into a position where it might conceivably stop Drago from contacting Makeda next round if a stiff breeze didn't kill it first.
Dice to Caleb. Makeda wasn't in an ideal position, I probably should have moved her the other way with Eliminator, but I really wanted to make sure the Bronzeback made it in. If Caleb could get both Vlad and Drago on Makeda, he had a good chance of killing her. If not, I had a chance at Vlad.
Turn 4: Khador
Drum Roll. First, the bravest little Battle Mechaniks charged the Bronzeback so that it wouldn't be able to counter-charge. Then Vlad cast Blood of Kings and Boundless Charge on himself, and popped his Feat, Forced March to double Drago's base speed. Then he charged Makeda across the ruined Conquest. He did a bunch of damage, but left her with one transfer, and about half health on her and the Bronzeback. The Man-o-War Drakhun charged the Gladiator, and applied enough of a light breeze to kill it off. Then Drago walked into Makeda, and beat her to death with two hits, and a Chain-Attack: Bloodbath.
Victory to Khador!
Thoughts
Well I made a bunch of critical mistakes that game. One, I really need to stop giving in to the temptation to use Molik Karn for offense with Makeda 3. Fate Walker is simply much too critical for her to lose early in the game. I should definitely have started camping my objective on turn 2 as well, to put Caleb on the clock. Makeda's tough, and I had Vlad scared of her the whole game. I should have capitalized on that rather than play attrition without also going after scenario points. I should have waited to Feat when it could have netted me more than a single point of Fury too, and let Makeda and her beast run amok through the Widowmakers on turn 3. Finally, I zigged when I should have zagged on Turn 4. The Bronzeback could have made it into combat easily enough even if I'd moved Makeda away from Drago. Without those extra attacks, Vlad would likely have backed off, and I would have lived. Otherwise, I played a competent enough game, and recovered well from my early mistake of chucking Molik down the hole. I used Makeda well to anchor my advance (and she can really do some work), and clawed my way back into a threatening position. It just wasn't enough in the end.
I like my list well enough, although I'm not entirely sold on the AG and Savage. The Savage is meant to be an early speed bump and jamming threat, and to get a little more mileage out of Makeda's Feat than Molik could get alone. I think with the Swordsmen, my jamming potential is good enough. I may stick with the AG, because I like the potential of its defensive strike. I'll probably swap out the Savage at least for a Krea, and either the Swamp Gobbers or an extra pair of Paingivers. If I drop the AG as well, I'll have room for a Mortitheurge Willbreaker and whichever 1-pt option I want, which is very, very tempting.
Caleb played a tight, conservative game, opting to keep Vlad safe and play pure attrition rather than going for scenario. His only real mistake was allowing Drago and the Drakhun to get sidelined for most of the game. Drago is a nasty piece of work, and I was happy to feed it 8 points piecemeal if that meant keeping it off my heavies and Makeda. He did leave Vlad hanging at the bottom of turn 1, though I would have had to have pretty exceptional luck to actually pull my assassination off, so perhaps it was alright. Caleb did use the Great Bears well to tie Makeda down and put damage on my Warbeasts through her.
Caleb's list seems to fit together pretty well, but it's very vulnerable to good attrition, especially ranged sniping. It has a lot of high-value-low-durability targets like Malakov, the Great Bears, and the Mortar Crews, and very little to protect them from enemy shooting. They, in turn, aren't expendable or numerous enough to screen Drago and the Conquest from things that can crush heavies. Admittedly, the list puts out some respectable firepower with Signs and Portents making everything super accurate, and my list closed too quickly for shooting to take a serious toll.
Anyway, a fantastic game! I'm looking forward to a rematch, possibly with revised lists (especially considering that someone's mental math was 3 points over the limit this time around).
Here's the list I used:
Makeda and the Exalted Court (+2)
*Molik Karn (11)
*Bronzeback Titan (10)
*Titan Gladiator (8)
*Cyclops Savage (5)
10 Praetorian Swordsmen (6)
*Officer and Standard Bearer (2)
Tyrant Commander and Standard Bearer (3)
4 Paingiver Beast Handlers (2)
Ancestral Guardian (3)
Agonizer (2)
I decided to mix up the beast brick I took in the tournament last month by adding in some infantry as a cushion. Makeda 3 isn't fast enough to reliably get an alpha strike every game, so the Swordsmen are there to blunt the enemy's offense. Otherwise, the list is pretty standard for Makeda 3 except for the Ancestral Guardian. I'm looking forward to possibly making some boosted Defensive Strikes, and otherwise taking advantage of Vortex of Destruction to dish out some damage.
Play-wise, this list should be decent against all comers. It can handle both high armor and infantry spam, and high-Def won't give it too many problems. It has a decent scenario game, solid attrition, and Makeda's ability to dominate for scenario points against all but the meanest assassination runs.
Caleb played:
Vladimir, the Dark Prince (+5)
*Drago (8)
*War Dog (1)
Great Bears of the Gallowswood (5)
4 Widowmakers (4)
6 Battlefield Mekaniks (3)
Field Mortar Crew (3)
Field Mortar Crew (3)
Man-o-War Drakhun w/ Dismount (5)
Kovnik Andrei Malakov (3)
*Conquest (19)
Harlan Versh, Illuminated One (2)
Widowmaker Marksman (2)
This looks like a pretty well balanced Vlad list. It has a decent shooting game with the Widowmakers, Mortars, and Conquest backed by Signs and Portents, and can cross the table quickly with Vlad's Feat on Drago, and Redline on the Conquest, both of which hit very hard in melee.
It's also 3 points over (by my count), which didn't end up mattering too much. I'd probably just min the Mechaniks, and drop Harlan.
On to the game. We ended up playing a center scenario (I can't recall the name right now) with two opposing flags diagonally across the table center from each other. You could score by dominating your flag, or score 1 or 2 points by controlling or dominating your opponent's flag there were some scattered trees and hills mooching around the table center, and a few low walls for each side to take advantage of. I won the roll-off and chose to go first.
Deployment
Caleb pre-Deployed the Conquest on the center-Left of his side of the table, right in front of my objective.
I deployed my Bronzeback directly opposite the Conquest to keep it honest, then spaced my Swordsmen out between the Bronzeback and Molik on the Left, and the Bronzeback and Gladiator on the Right. The Savage went on the far right. Everything else went right behind the Swordsmen and Beasts except the Ancestral Guardian, which is a little slow to be deployed in the second rank.
Caleb deployed the Great Bears on the left to help out against Karn and the Bronzeback, and put Malakov and the Mechaniks next to the Conquest they'd be babysitting. Vlad went to the right of the Conquest with the War Dog, to take advantage of a hill. Drago and the Drakhun went to Vlad's right, opposite his objective. The two Mortar Crews deployed near the hills where they'd move on turn 1, and Harlan deployed to support Caleb's right flank. Finally, the Widowmakers and Marksman deployed on the left in front of the Great Bears to take advantage of a wall.
Turn 1: Skorne
All kinds of running. Molik made it to the woods on my left for Concealment. Makeda dumped 5 Fury on the Agonizer, but didn't cast Vortex of Destruction, since that would make her a prime target for Harlan.
I was pretty well set up here. My overall strategy was to play attrition: Kill off the Great Bears and Conquest, then either work my way over to Vlad or Drago depending on whether I wanted to win by assassination or scenario.
Turn 1: Khador
Khador also did some running with Drago and the Drakhun. Vlad cast Signs and Portents to help out the shooting element. Malakov cast Redline on the Conquest. One of the Mortars fired at the Swordsmen, but missed, and the other ran up. The Widowmakers and Marksman did kill a few of Swordsmen though, and shimmied up behind a wall with Swift Hunter. The Conquest advanced and blew up another.
It seemed like my attrition screen was holding. More importantly, Vlad wasn't behind anything in particular, and I might be able to get Molik Karn into him.
Turn 2: Skorne
I decided to go for the assassination. Molik could reach easily enough. The Swordsmen ran out of the way. The Tyrant Commander gave Makeda Press Forward, and ran. Makeda advanced, and used her Feat, Dance of Death, and cast Fate Walker. I wasn't planning on killing many of Caleb's troopers, but I wanted Molik to reach Vlad on full Fury if possible. The Gladiator Rushed Molik, the Bronzeback ran, and the Paingivers Enraged both Molik and the Savage. Molik charged one of the Widowmakers lurking behind the wall, killed her, and Side-Stepped toward Vlad. Vlad wasn't quite in range, so Molik attacked the Conquest, but rolled snake-eyes, and I had to boost to hit, and Side Stepped into melee with Vlad. Vlad was Def 17 Arm 19 with that War Dog, so I'd actually need to get a little lucky to kill him with only 4 Fury slots left (not good). I didn't, and Molik was left hanging in front of Vlad and the Conquest. The Agonizer used Spiritual Affliction to try to stop the Conquest from receiving Focus next turn, but was just out of range. Finally, Makeda Fate Walked back a bit. The Savage charged the Drakhun, and dismounted it, but wasn't in range to kill it off.
I'd already made a slight mistake by not Fate Walking base to base with my flag. I would otherwise have been able to start scoring at the end of Caleb's turn. I'd also made a huge miscalculation with my assassination run, and Molik Karn out to dry. I could deal with the loss of Molik's mobility and damage output, but losing Fate Walker really hurts Makeda 3. We'd have to see how much it hurt on Caleb's turn.
Turn 2: Khador
Malakov allocated to the Conquest, and upkept Redline. Vlad started off by casting Signs and Portents, and creeping around the edge of the Kill Box, dog in tow. The Conquest charged and killed Molik. Sadface, but unsurprising. The survivng Widowmakers and Harlan started picking off a few more Swordsmen. The Mortars fired at the Bronzeback, but didn't hurt it much. The Dismounted Drakhun hit the Savage hard, and Drago charged in to finish it off. The Great Bears ran up to the low wall to charge out at me next turn.
That had hurt, but no more than I'd predicted. Happily, the Agonizer had lived, which meant I still had a way to close with and destroy the Conquest.
Turn 3: Skorne
This was the time to do some important setup. The Tyrant Commander put Press Forward on Makeda, and charged Drago, doing some damage. Makeda charged Yarovich (the Great Bear that gives them all Steady), killed him, and shot a Blood Booned Eliminator at a Mortar Crew, taking out the team. An Exalted Guardian killed off a Widowmaker. Then she retreated, camping 3 Fury. The Agonizer ran wailing into the Great Bears to hopefully slow them down as well as deny focus allocation to the Conquest. The Swordsmen charged and killed Harlan, though one of them was killed by that War Dog's counter-charge. The Bronzeback and Gladiator both advanced. The Ancestral Guardian ran up next to Makeda to threaten Defensive Strikes.
Ok. Makeda was a little exposed, but camping 3. The Gladiator and Bronzeback were both basically full, and I was threatening well into the center of the table, keeping Vlad on his toes. Drago would be occupied for another turn, and I had Conquest pretty well stymied by the Agonizer. In short, I was salvaging the game.
Turn 3: Khador
Caleb decided to give Makeda something to think about. Malakov couldn't allocate to the Conquest, but that was fine. Vlad cast Signs and Portents again. The War Dog charged and killed another Swordsman. The Conquest advanced, and walked into Makeda and the Ancestral Guardian, smashing the construct. The Great Bears had just enough room to charge Makeda past the Agonizer, and did so, doing a bunch of damage to my Gladiator and some to the Bronzeback through transfers. The Widowmakers and Marksman picked off 3 of the paingivers, and the Mortar Crew did some more damage to the Gladiator. The Drakhun damaged the Tyrant Commander, and Drago finished both it and the Standard Bearer.
Still ok, but starting to lose the Attrition war. The Bronzeback's Mind was gone, and I needed it firing on all cylinders to take out the Conquest. On the other hand, the Great Bears and the Conquest were as good as dead. All I had to do was keep Makeda and at least one of my heavies alive through the retaliation, and I'd have my shot at Vlad.
Turn 4: Skorne
Makeda went first. She cast Vorex of Destruction, then she and an Exalted Guardian killed the Great Bears, and she Blood-Booned an Eliminator into the Mechaniks to slide out of the Bronzeback's way, and healed its mind. She was left camping 2. The surviving Paingiver Enraged the Bronzeback. The Bronzeback charged, and wrecked the Conquest, no sweat. The Gladiator, spirit broken, hobbled into a position where it might conceivably stop Drago from contacting Makeda next round if a stiff breeze didn't kill it first.
Dice to Caleb. Makeda wasn't in an ideal position, I probably should have moved her the other way with Eliminator, but I really wanted to make sure the Bronzeback made it in. If Caleb could get both Vlad and Drago on Makeda, he had a good chance of killing her. If not, I had a chance at Vlad.
Turn 4: Khador
Drum Roll. First, the bravest little Battle Mechaniks charged the Bronzeback so that it wouldn't be able to counter-charge. Then Vlad cast Blood of Kings and Boundless Charge on himself, and popped his Feat, Forced March to double Drago's base speed. Then he charged Makeda across the ruined Conquest. He did a bunch of damage, but left her with one transfer, and about half health on her and the Bronzeback. The Man-o-War Drakhun charged the Gladiator, and applied enough of a light breeze to kill it off. Then Drago walked into Makeda, and beat her to death with two hits, and a Chain-Attack: Bloodbath.
Victory to Khador!
Thoughts
Well I made a bunch of critical mistakes that game. One, I really need to stop giving in to the temptation to use Molik Karn for offense with Makeda 3. Fate Walker is simply much too critical for her to lose early in the game. I should definitely have started camping my objective on turn 2 as well, to put Caleb on the clock. Makeda's tough, and I had Vlad scared of her the whole game. I should have capitalized on that rather than play attrition without also going after scenario points. I should have waited to Feat when it could have netted me more than a single point of Fury too, and let Makeda and her beast run amok through the Widowmakers on turn 3. Finally, I zigged when I should have zagged on Turn 4. The Bronzeback could have made it into combat easily enough even if I'd moved Makeda away from Drago. Without those extra attacks, Vlad would likely have backed off, and I would have lived. Otherwise, I played a competent enough game, and recovered well from my early mistake of chucking Molik down the hole. I used Makeda well to anchor my advance (and she can really do some work), and clawed my way back into a threatening position. It just wasn't enough in the end.
I like my list well enough, although I'm not entirely sold on the AG and Savage. The Savage is meant to be an early speed bump and jamming threat, and to get a little more mileage out of Makeda's Feat than Molik could get alone. I think with the Swordsmen, my jamming potential is good enough. I may stick with the AG, because I like the potential of its defensive strike. I'll probably swap out the Savage at least for a Krea, and either the Swamp Gobbers or an extra pair of Paingivers. If I drop the AG as well, I'll have room for a Mortitheurge Willbreaker and whichever 1-pt option I want, which is very, very tempting.
Caleb played a tight, conservative game, opting to keep Vlad safe and play pure attrition rather than going for scenario. His only real mistake was allowing Drago and the Drakhun to get sidelined for most of the game. Drago is a nasty piece of work, and I was happy to feed it 8 points piecemeal if that meant keeping it off my heavies and Makeda. He did leave Vlad hanging at the bottom of turn 1, though I would have had to have pretty exceptional luck to actually pull my assassination off, so perhaps it was alright. Caleb did use the Great Bears well to tie Makeda down and put damage on my Warbeasts through her.
Caleb's list seems to fit together pretty well, but it's very vulnerable to good attrition, especially ranged sniping. It has a lot of high-value-low-durability targets like Malakov, the Great Bears, and the Mortar Crews, and very little to protect them from enemy shooting. They, in turn, aren't expendable or numerous enough to screen Drago and the Conquest from things that can crush heavies. Admittedly, the list puts out some respectable firepower with Signs and Portents making everything super accurate, and my list closed too quickly for shooting to take a serious toll.
Anyway, a fantastic game! I'm looking forward to a rematch, possibly with revised lists (especially considering that someone's mental math was 3 points over the limit this time around).
Monday, July 15, 2013
Playing Two Factions
Hi Everyone! It looks like I haven't posted in about a month, so here's a quick hit.
It turns out starting up a Retribution army was the best thing I could have done to keep my interest up in Skorne. After the tournament last month, I was kind of burned out on Skorne. I played around with my Retribution a little since then, and picked up some Halberdiers and Adeptis Rahn.
Now, in addition to being more psyched up about Retribution and Warmachine: Vengeance being around the corner, I'm really getting back into Skorne. I played a couple games last week with Tier 4 eHexeris, which is a fantastically fun list, and I'm getting back into all my old Skorne faves.
Retribution of Scyrah has a very different flavor and playstyle from Skorne. It's fun to use both factions and compare the tricks they can pull. It's especially fun to be playing one of them, and miss the other one's strengths. When I play Skorne, I always wish I had easy access to disruption tech like the Banshee, as well as great shooting and melee infantry Mage Hunter Strike Force, Dawnguard Invictors, and Houseguard Halberdiers. When I play Retribution, I wish for Titans (and Extoller Soulwards). :P
I'll probably post one of my games with Rahn and one with eHexeris later this week.
It turns out starting up a Retribution army was the best thing I could have done to keep my interest up in Skorne. After the tournament last month, I was kind of burned out on Skorne. I played around with my Retribution a little since then, and picked up some Halberdiers and Adeptis Rahn.
Now, in addition to being more psyched up about Retribution and Warmachine: Vengeance being around the corner, I'm really getting back into Skorne. I played a couple games last week with Tier 4 eHexeris, which is a fantastically fun list, and I'm getting back into all my old Skorne faves.
Retribution of Scyrah has a very different flavor and playstyle from Skorne. It's fun to use both factions and compare the tricks they can pull. It's especially fun to be playing one of them, and miss the other one's strengths. When I play Skorne, I always wish I had easy access to disruption tech like the Banshee, as well as great shooting and melee infantry Mage Hunter Strike Force, Dawnguard Invictors, and Houseguard Halberdiers. When I play Retribution, I wish for Titans (and Extoller Soulwards). :P
I'll probably post one of my games with Rahn and one with eHexeris later this week.
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