Showing posts with label Batrep. Show all posts
Showing posts with label Batrep. Show all posts

Saturday, May 11, 2013

Infinity Batrep: Haqq'islam vs. Japanese Sectorial

Chad has been vacuumed into the increasingly powerful Infinity phenomenon, picking up a small Haqq'islam force.  We played back on 12 December, 2012 and I recorded our lists, and the briefest outline of our game.  Calling it a BatRep is entirely unwarranted.


Haqq'islam: 197/200, 2.5/4 SWC, 7 orders
Saladin (combi rifle, nanopulser, lieutenant) 37
Ghulam Doctor (rifle) 17
Hassassin Lasiq (viral rifle, light shotgun) 26
Hassassin Lasiq (viral sniper rifle) 29/1.5
Naffatun (rifle, heavy flamethrower) 12
Odalisque (spitfire) 31/1
Jannisary (AP rifle, light shotgun) 45


And I took a simple Japanese sectorial army built on link teams and the frenzy mechanic.

Japanese Sectorial: 199/200 points, 4/4 SWC, 8 orders
Keisotsu Butai (combi rifle/lieutenant) 9/2
Keisotsu Butai (combi rifle/light grenade launcher) 14/0.5
Keisotsu Butai (combi rifle) 9
Keisotsu Butai (combi rifle) 9
Ninja (multi sniper) 50/1.5
3x Domaru Butai (boarding shotgun, AP CCW) 36x3


Saladin was able to stave off the ninja by blasting him through the terrain with a nanopulser.  Lasiqs were picked off early by AROs as they tried to climb terrain into advantageous spots.  On the other side of the board, the janissary and odalisque took advantage of a long fire lane to pin down and slowly eliminate my entire army.  Keisotsu simple could not deal with medium and heavy armor in cover at range.  I unfortunately was unable to test drive the domaru link team, as one fell early while advancing to odalisque ARO.  Must remember to try this again.

Sunday, November 4, 2012

Warmachine Un-Batrep: Old Witch vs Rahn


Steve and I setup to play a game this Saturday morning.  I should have seen it coming.

Zevanna Agha, The Old Witch of Khador
* Conquest
* Scrapjack
* Sylys Wyshnalyrr
Battle Mechaniks (leader+3)
The Great Bears of Gallowswood
Kayazy Assassins (leader+9+UA)

...Versus...

Adeptus Rahn Shyeel
* Phoenix
* Phoenix
Arcanist
Arcanist
Dawnguard Sentinels (leader+5+UA+WA)
House Shyeel Battle Mages (leader+5)
House Shyeel Battle Mages (leader+5)

Retribution won the roll and advanced.  Khador advanced.  Conquest fired at one phoenix doing six boxes and killing a nearby soulless escort, then setup a line of AoE and clouds across the board between our armies.

Dawnguard advanced with their vengeance move.  Rahn used Telekinesis to move both phoenixes forward, then tried to use it a third time to move a phoenix again.  Whoops!  That's illegal.  One advanced to combust and clear out the kayazy.  I misjudged the distance and only got three.  The other advanced to combust and clear out the great bears, but because I needed the second Telekinesis, he was short and missed all his attacks, leaving him two inches from the bears and five inches from Conquest.  Looked at the board… saw what was coming… saw no way out of it... and scooped.  The end.

Steve generously spent the next half hour talking through alternatives plans and how that might have affected the remainder of the game.  He strongly recommended I should have used the dawnguard's vengeance plus run to have them engage the kayazy, tying them up for a turn, and sacrificed one phoenix to the great bears to draw them out of position so I could kill them the next turn.  These still don't sound like very good options.  The battle is still replaying in my head, looking for alternatives.

Lessons learned: Telekinesis can only only affect a model once per turn.  And I need a serious revamp in my lists to deal with kayazy and underboss.

Saturday, November 3, 2012

Warmachine Batrep: Magnus1 vs Rahn

Magnus the Traitor
Tuesday, Maz and I played a 35-point Warmachine game with the Longest Night scenario rules.  We missed out running this last year and he might before Halloween seemed a perfect encore.

Maz has been switching over to Magnus lists, beefing out a mercenaries army.  I somehow have never played against mercenaries and have only seen them (beyond admiring the models) once when a nearby tournament player experienced Gorten's Landslide feat for the first time.  A few pirate-y words were uttered.  But today we did not face Gorten; this was Magnus, bane of Cygnar!

Magnus the Traitor +6pt
- Mangler 8pt
- Nomad 6pt
- Renegade 6pt
- Renegade 6pt
Horgenhold Forge Guard (full) 8pt
Kell Bailloch 2pt
Master Gunner Dougal MacNaile 2pt
Rheinholt, Goblin Speculator 1pt
Rhupert Carvolo, Piper of Ord 2pt

Serious players will no doubt notice several problems with this list.  First, no mercenary contract allows Horgenhold Forge Guard to be taken with Magnus1.  The will only work with Cygnar, the Protectorate or Searforge contract.  However, Magnus' Four Star contract only allows models that work for Khador or Cryx.

Furthermore, we didn't realize until I started writing this battle report that he was running six points down.  But, more on this later.

Adeptus Rahn Shyeel
- Phoenix
- Phoenix
Arcanist
Arcanist
Dawnguard Sentinels (6+UA+WA)
House Shyeel Battle Mages
House Shyeel Battle Mages

(Getting close to my goal.  This list is almost fully painted.  One unit of battle mages to go!)

The Mercenaries won the roll and opted to go first.  He setup the forge guard on his extreme right flank with Rhupert and the rest of his force on the extreme left.  Facing a (generally) slow Rhulic force with a (generally) quick Iosan force, a denied flank setup was obvious.  Rahn's models setup far right, directly across from Magnus and the warjacks.  It would take the forge guard three or four turns to arrive -- assuming they could get past the thralls spawning from the tents.

Top of turn 2

And that's exactly what happened.  Maz played ten points short (for the mispositioned forge guard) and another six point short for using a list builder that didn't remind him about warjack points.  It was a rout.

Maz built his list with Privateer Press' new War Room application and it was a severe disservice.  As a relatively new mercenaries faction player, he was not intimately familiar with the contract requirements of his caster and units and War Room did nothing to remind him of those limitations.  It silently allowed him to create and use an illegal list.  Furthermore it did not remind him that his list was incomplete.  It blithely displayed "35 points" where it could have displayed "35/41 points".  Bad experience for Maz; bad experience for me.  Bad for the game.

For these and many other reasons: Don't use War Room.  Don't allow your opponents to use it.  Don't give Privateer Press or Tinkerhouse Games any money for it.  You will only encourage them.

Lessons learned?  Not many.  It wasn't that sort of game.  Battle mages towing enemy warjacks into melee range of a focus-charged, concentrated power phoenix is lovely to behold.  MacNaile's artillerist power with the renegades is a nasty trick, but only once per warjack and it's nicely negated by Rahn's force field spell and the battle mages' inherent blast immunity.  Pretty straightforward and short game.

Hope to try this again sometime.  Maz is always a pleasure to play with, and mercenaries are a fascinatingly fresh opponent.

Wednesday, October 17, 2012

Warmachine Batrep: Makeda2 vs Vyros1

Chad and I had a helluva game tonight. It wasn't a great game, sadly. They're never great when one side brings a strong counter to the other. But much smashing was had.

Supreme Archdomina Makeda
Supreme Archdomina Makeda
* Archidon
* Cyclops Shaman
* Molik Karn
* Titan Gladiator
Paingiver Beast Handlers (4)
Praetorian Ferox (full)
Praetorian Swordsmen (6+UA)
Tyrant Rhadeim

...Versus...

Dawnlord Vyros (Legions of the Dawn, Tier 2)
* Banshee
* Hyperion
Arcanist
Arcanist
Dawnguard Destor Thane
Dawnguard Sentinel (10+UA+WA)
Dawnguard Sentinel (10+UA+WA)

So, here it was: melee assassination Skorne versus melee attrition Retribution. Fight!

Bottom of turn three

Yeah, that about sums it up. Dawnguard sentinel swarm was irresistible force; Hyperion was an immovable object. Makeda was caught in the middle.

n00b-perion is displeased.  Very displeased.

Incidentally, do you like my n00b-perion? He's a Blizzard marine n00b from last year's BlizzCon. Think he needs some green arcane traceries?  I hear there's a real one in Santa's sleigh.  Might keep this one, though.

Lessons learned:

Molik Karn should not try to trample ARM 19 weapon masters. He's a terror with those blades, but only STR 10 in a trample. Whoops!

Get your armor piercing Tyrant Rhadiem into melee with the colossal, not stuck in with a four point destor for three rounds.

Molik Karn has a 19" threat range with Makeda2 and a tyrant gladiator. Tyrant Rhadiem and praetorian feroxes have a 17" threat range with Road to War. You need to know this. Lives will be saved.

Make sure your Banshee can get within Wailing distance (5") of the enemy warlock. Molik Karn badger doesn't care about Wailing. Derp.

SPD 5 colossal plus Mobility (+2 SPD, Pathfinder) means a colossal running
14" through a forest. Zoooom. Hello!

Starburst = MUAHAHAHAHAHA!

No, wait. Starburst plus 2x 1d3 POW 12 attacks *plus Vyros' feat* means potentially over ten focus for Hyperion on feat turn. Plus whatever you catch in the 5" AOE. kthxbai.

Colossals. Wow.

Thanks to Doug for a little list tune-up before the game (-manticore, -thane, +banshee, +soulless), and thanks to Monte for the blank Terran Marine n00b. And thanks to Chad for enduring that game. You guys are awesome.

Wednesday, February 22, 2012

Warmachine: Unbound Test Drive

Who thought this was a good idea?
Steve W. and I played an apocalyptic 150 point game of Unbound on MLK Day. Unbound is a relatively new set of rules for Warmachine that allows extremely large games of 150 points or more with three warcasters in each army.  Rules for Unbound can be found in No Quarter magazine issues 36 and 38.

It hadn't been done before in our club. The models were sitting in our bags, daring us. Something had to give. We decided to start at 9 AM, but logistical issues and setup delayed us until noon.

One does not simply begin a game of Unbound. One must prepare, mentally and physically. One must ... unpack. One must pull up an extra table upon which to place models and cards and magazines with rules. One must take a very deep breath.

We began to set up.

Warmachine Batrep: Siege vs Ravyn

Major Markus 'Siege' Brisbane
Finally got a chance to play against Mike G. this week. We've been trying to play for months, but schedules never seemed to work out, until now.

Mike has several armies, but tonight he brought Cygnar and insisted on a 35 point game. What the heck. I put the Rahn list away and started rummaging iBodger until I found an incomplete 35-point Ravyn list from before the holidays. It felt too light on melee units, lacked any tar pit, and didn't have enough shooting to take good advantage of Ravyn's feat.

Or so I thought.

Thursday, February 9, 2012

Warmachine Batrep: Xerxis vs Rahn

Tyrant Xerxis
Chad and I played a good old 50 point Kill Box game Tuesday night.  Chad's list was allegedly taken from PG Lord Tyrant Watt's 2011 tournament list, with the exchange of a unit of Cetrati for Tiberion, the new character tyrant introduced in Wrath.

Tyrant Xerxis
- Aptimus Marketh
- Basilisk Krea
- Cyclops Shaman
- Tiberion
- Tyrant Sentry
Agonizer
Cataphract Cetrati (leader+5)
Nihilators (leader+9)
Paingiver Beast Handlers (leader+3)

My list remained the Rahn list I've been playing the past few weeks:


Adeptis Rahn
- Manticore
- Phoenix (x2)
Arcanist (x2)
Dawnguard Sentinels (leader+9+UA)
- Soulless Escort
House Shyeel Magister
House Shyeel Battle Mages (leader+5)
Mage Hunter Assassin (x2)
Narn


Saturday, January 21, 2012

Warmachine Batrep: Skarre2 vs Rahn

Malice
With the League and Unbound out of the way, Chris and I thought it was high time to throw down a fifty point game.  Chris brought his Skarre2 list, upgraded and improved for fifty points.

I've played Chris' different versions of this same list at 35 points a few times now, and knew what to expect.  Cryx is full of nasty little tricks, but one of the dirtiest plays out like this: Malice harpoons one of your warjacks and tows him across the board, and spends a soul to possess it.  He then activates the 'jack and sends it running deep into the Cryx lines where the Withershadow Combine uses their Dark Industry power to wreck it and replace it with a new helljack.  Hooray.  What could be more fun?  He fills the rest of the army with units you can't really ignore, like The Deathjack and a full unit of satyxis raiders with UA and solo support.  And at fifty points, he throws in some pistol wraiths to ensure your 'jacks are easy pickings.

But it didn't quite play out that way.

Wednesday, January 11, 2012

Doubles Night

Our club had a doubles game night this past Tuesday.  Phillip and I decided to form Team Angry Elves with my Retribution and his Legion, and we challenged Team Too-Tough-To-Die with Steve's Khador and Jenn's Trollbloods.

The lists were:

Zevanna Agha & Scrapjack
Zevanna Agha, The Old Witch of Khador
- Scrapjack
- The Behemoth
- Sylys Wyshnalyrr
The Great Bears of Gallowswood
Iron Fang Pikemen (leader+5+UA)
Kayazy Assassins (leader+5+UA)
Widowmakers (leader+3)

Madrak Ironhide, World Ender
- Dire Troll Mauler (extreme)
- Dire Troll Bomber
Pyg Burrowers (leader+5)
Fell Caller Hero
Krielstone Bearer & 3 Scribes
Kriel Warriors (leader+9)
- Kriel Warrior Caber Thrower 
- Kriel Warrior Caber Thrower 
(Incomplete.  Maybe another min unit of Kriel warriors.  There were an awful lot of trolls.)

...versus...

Thursday, November 17, 2011

Journeyman, Week 4

Played Monte this week. He's still at fifteen points with his Legion, so we didn't follow the week's rules (Battle Box upgraded to twenty-five points with a different caster).

Monte ran:
Lylyth, Herald of Everblight- Carnivean
- Shredder
- Shredder
- Shredder
- Shredder
The Forsaken
And I ran my fifteen pointer from week two, again:
Kaelyssa, Night's Whisper- Manticore
- Griffon
- Chimera
Mage hunter assassin
Mage hunter assassin
Legion had advantage in mobility and model count, so the first order of business was to clear shredders and dent Lylyth's fury generation.

Wednesday, November 9, 2011

Journeyman, Week 3.5

Tonight was the second week of twenty-five point games in our Journeyman League. Over the weekend I finished the last two myrmidons from the battle box, a manticore and a griffon, and blocked out a full Mage hunter strike force and commander. So it was nice to field a nearly fully-painted army for the first time.

Turnout was up, but we gabbed a while and didn't start until almost eight.  Diane has a fully painted Circle army, so we had a beautiful table for Kill Box.


Kaya the Wildborne
* Argus
* Argus
* Feral Warpwolf
Druids of Orboros (+UA)
Lord of the Feast
(one point short)

And I ran my same list from last week, partly because it was designed for Warmachine opponents, and weak against Hordes; and partly because it's almost fully painted.

Kaelyssa, Night's Whisper
* Manticore
* Chimera
* Griffon
Mage hunter assassin
Mage hunter strike force (min+UA)
Mage hunter strike force (min+UA)

Kaya setup center with her beast, druids on her right in a forest, and LotF on her left on a hill. Kaelyssa setup center-left with both squads of mage hunters left on a hill and assassins far right across from LotF. My plan was to flush Kaya to my right using the mage hunters where she'd be open to an assassin or griffon charge. I'd use Kaelyssa's anti-magic spells (Arcane Reckoning and Banishing Ward) to counter the druids' spells. Oh, and Witch Hound, too (thanks, Brandon!).

Early Game

Everything was working great.  By the botton of turn two, things were looking great for Retribution.  The LotF had made a dangerous advance on turn one and fell to the griffon and assassin on turn two.  Kaya retreated to the back right corner of the kill box, fleeing the mage hunters.  A druid spell deviation onto my chimera got the griffon into melee with her.  Lovely.  All's well.

Mid Game

And then Circle shows why they are masters of movement and surprise.  One argus is waaay in the back, behind some forest, hiding.  I'm hardly thinking about him.  The second argus uses its animus to give the first one Pathfinder.  It runs through the woods, around my chimera, dodging two mage hunters and into the middle of my lines.  Kaya's standing in melee with my griffon on a hill in the back right.  She runs her warpwolf over, and then casts Spirit Door to teleport into the middle of my lines, about five inches from Kaelyssa.  Oop.  Not done yet.  She then teleports the warpwolf next to her, engaging Kaelyssa.  Yikes!  But, wait.  It gets better.  Then she feats, allocating three fury to all her warbeats and reaving six back to herself.  For three more she teleports the first argus up next to her and the warpwolf, about two inches from Kaelyssa.  Lucky for me we're in Mark II and none of them can activate after Spirit Door.

Late Game

Frightening and impressive as the situation was, it was a bad tactical move for Circle.  She had put her DEF 16 ARM 13 caster right in the middle of a fully-operational assassination army.  We played in for keeps.  The manticore got three focus, performed a two-handed grab on the argus and hurled him into Kaya.  Knocked down, she was easy prey for the thirteen remaning mage hunter strike force.  The end.

Lessons

Like my games against Kommander Sorscha, Kaya has taught me about movement and unorthodox charge lanes.  Watching the movement of the warbeasts will be a high priority in our next game.  The defense on the argus beasts was very impressive!  I had not expected warbeasts in the DEF 15-16 range.  Fortunately, I did not need to deal with them.  And I continue to enjoy the manticore in my lists.  Its utility has never disappointed.

Thanks for the game, Diane.

Friday, November 4, 2011

Journeyman, Week 3

Tonight began the third "week" of the Journeyman League, so lists bumped to twenty-five points. Mike K. and I played a nail-biter rematch of Kommander Sorscha versus Kaelyssa. Mike's list was:

Kommander Sorscha's Battlebox
Kommander Sorscha
* Juggernaut
* Destroyer
Great Bears of Gallowswood
Assault Kommandos (min+flamethrowers x2)
Widowmaker Marksman

Versus my:

Kaelyssa, Night's Whisper
* Manticore
* Chimera
* Griffon
Mage Hunter Assassin
Mage Hunter Strike Force (min+UA)
Mage Hunter Strike Force (min+UA)

We played Kill Box again, but on a regulation 4x4 table.




The Plan

Retribution's strategy was to use Kaelyssa's Backlash spell against the Khador 'jacks and then use my fourteen mage hunters, Manticore, and Kaelyssa to dink Sorscha to death, one hit at a time. It almost worked.

Early Game

The destroyer came forward, received Backlash through the chimera's arc node, took a hail of fire from two units of mage hunters, and fell back on turn two.  They had taken Sorscha down about a third.  This seemed to rattle the Khadorans, as they all rolled left and the destroyer fell back to get out of range.  The Great Bears stayed well out of range, and the kommandos formed up in shield wall centrally within some hills.  Juggernaut came forward to press the attack and cover the destroyer's retreat.

Mid Game

More Backlash, more shooting from the mage hunters, the manticore, and even Kaelyssa.  The kommandos moved forward for some countering fire through the chimera and griffon into mage hunters. By now I'd lost about six.  My assassin decapitated Volkov (grants Pathfinder on charge) to prevent the Bears coming across a linear obstacle, midfield.  Backlash damage against the 'jacks had left Sorscha with a dramatic single box remaining.  Uh oh.

Late Game

Sorscha outflanked on my left, passing the assassin, dashing through a mage hunter's threat range, and Windrushing/charging entirely behind my line and across the board to Kaelyssa, on my extreme right.  An intricate dance of Khadoran power ensued, as Mike and Doug (our Press Ganger) meticulously carved a charge lane for Sorscha from my left flank.  Tricks flew.  Great Bears were engaged by my griffon, but used his reach range to back off and pivot so they could swing at the assassin but still backswing at the griffon.  Assault kommandos fired flame templates through their own (immune) friends.  It was a beautiful display of game rules mastery.  By the end they had killed an assassin, formed a lane passing behind all three of my warjacks, and killed two of the three mage hunters who would have threatened free strikes.  Deep breath.

Then it was Sorscha's turn.  Seeing a full-focus warcaster charge twenty inches across the table never fails to impress.  Naturally, the mage hunter missed his free strike (MAT 6+2 versus DEF 16, I believe).  Had he hit, she would have died.  Kaelyssa, at full health but with no power field stood to take it on the chin.  Unfortunately, the dice were not with Mike, either, and he only scored a few points of damage. With one-health Sorscha three inches from a full-health manticore and a warcaster, Khador conceded.

Backlash... it almost worked.

Sunday, August 28, 2011

Warmachine Batrep: Morghoul1 versus Ossyan

Chad and I got in a 35-point game of "Outflank, Outfight, Outlast" Saturday night. This mission has two 12-inch diameter scoring zones along the center-line.

We played on his new TheTerrainGuy.com desert terrain mat. The texture was perfect, but the color was disappointingly uniform.

Chad threw together a pMorghoul list, and I gave my Ossyan tournament list a first test drive.

Master Tormentor Morghoul
- Cyclops Brute
- Rhinodon
- Titan Bronzeback
- Titan Gladiator
Agonizer
Bloodrunners
Bloodrunner Master Tormentor
Paingiver Beast Handlers (full)


Lord Arcanist Ossyan Vyre
- Manticore
- Griffon
- Griffon
Arcanist
Dawnguard Invictors (full+UA)
Houseguard Riflemen (min+UA)
Eiryss, Angel of Retribution
House Shyeel Magister

Wednesday, August 3, 2011

Warmachine Batrep: Terminus versus Ravyn

Last night was an epic match coming after a week off just playing teaching games with new players.  Chad, who is now just days away from his first kid, had one last night out for gaming and we decided to throw down fifty points.  Chad brought his big nasty Terminus list, and I brought my mass-infantry Ravyn list from two weeks ago.

It's probably important to note I have never played against Terminus or seen him played.  Patrick offered me one, solemn piece of advice, "Kill all his infantry... before Terminus gets to you."  Eep.

Chad's list was:

* Leviathan
* Leviathan
Bane Thralls (full+UA)
Bane Lord Tartarus
Withershadow Combine
Necrosurgeon & 3 stitch thralls
Mechanithralls (full+Brute)
Darragh Wrathe
Madeline Corbeau
Saxon Orrik

Saturday, July 23, 2011

Warmachine Batrep: Butcher1 versus Vyros

Any day is a good day for a game versus Mike and his Nurgle-ized Khador. We played a quick fifteen point game of Kill Box over lunch. This time we snagged the table by the natural light. Mike wanted to play his first fully-painted fifteen point list, and I just wanted to try some new models.

Mike's Butcher
Mike's list was:

The Butcher of Khardov
* Destroyer
* Juggernaut
Great Bears of Gallowswood

And mine was:

Dawnlord Vyros (Dawn's Talon Tier 2)
* Manticore
* Manticore
* Gorgon
Arcanist
Arcanist

Friday, July 22, 2011

Warmachine Batrep: Feora2 vs Ravyn

This week, Patrick and I played. He's preparing for the upcoming SoCal Smackdown and is trying to practice against lists that worry him (like Ravyn) and practice his speed play. So we played fifty points, timed, scenarios. Patrick's list was:

Feora, Protector of the Flame
* Redeemer
* Reckoner
* Vanquisher
Avatar of Menoth
Choir of Menoth (full)
Rhoven & Honor Guard
The Covenant of Menoth
Vassal Mechanik
Vassal of Menoth
Vassal of Menoth
Aiyana & Holt
Eiryss, Angel of Retribution
Gorman di Wulfe

And I played:

Ravyn, Eternal Light
* Discordia
Arcanist
Houseguard Halberdiers (full+UA)
House Shyeel Magister
Mage Hunter Strike Force (full+UA)
Mage Hunter Assassin
Mage Hunter Assassin
Stormfall Archers
Stormfall Archers
Aiyana & Holt
Eiryss, Angel of Retribution
Narn

Saturday, July 16, 2011

Warmachine Batrep: Mortenebra Tier 4 vs Ossyan

Jim and I played a thirty-five point caster-kill game last Friday, 9 July, after work.  Jim's actually played fewer games than me, but he's a clever list builder and a great player.  His list was:

Master Necrotech Mortenebra (Infernal Machines, Tier 4)
- Deryliss
- Slayer helljack
- Slayer helljack
- Slayer helljack
- Slayer helljack
- Slayer helljack
- Slayer helljack
Necrotech
- Scrap thrall
Necrotech
- Scrap thrall
Scrap Thrall (full)
Scrap Thrall (full)
Scrap Thrall (full)
Warwitch Siren
Warwitch Siren

Holy crap! Six heavy 'jacks!  Mortenebra's tier list decreases the cost of heavy jacks by one point each.  Still...

Warmachine Batrep: Morghoul2 vs Vyros

Chad and I played a quick 15-point Kill Box game over lunch today.

To get in more games per week, many of us have been playing Wednesday and Friday lunch games. I seem to have developed a reputation for bringing this list:

Ravyn, Eternal Light
* Chimera
Mage Hunter Strike Force (full+UA)
* Soulless Escort
Mage Hunter Assassin
Mage Hunter Assassin

So Chad called me out and said that was an unreasonable list at 15 points. Too much stealth and too much speed for most lists to deal with. Fair enough. He also said he was bringing a special "assassination list," whatever that means. Still, I worried over it and decided that based on his emails and extensive Cryx army that he'd be bringing something like a pGoreshade list, taking advantage of his ability to summon six points of bane thralls, which in a 15 point list is game-changing. That, or Terminus. Either way, I decided to change everything and run something new:

Dawnlord Vyros
* Banshee
* Phoenix
Arcanist

The theory was to create an all-reach, high-armor deathstar. Against Terminus there would be no souls. Against pGoreshare they should be able to rely on their armor. It would require the sin of proxying, but Chad's a forgiving sort. Well, let's give it a swing. What did Chad bring?


Lord Assassin Morghoul
* Titan Gladiator
* Titan Gladiator
Bloodrunners

Well, that's not at all what I was thinking.

We decided to play the Kill Box scenario. We didn't want to add the time of setting up and managing a complex scenario, but caster-kill can drag on at 15 points when there is an entire backfield to retreat into. Chad suggested that Kill Box was an excellent base set which would technically be a scenario and would help the game play more quickly.

I won the roll and because of Chad's list's speed, I asked him to set up first. He setup Morghoul dead center, flanked by his Gladiators. I setup slightly right, behind a small forest knowing that Vyros' Birds Eye ability and Mobility spell would allow me to completely ignore it, while being relatively safe from Skorne charges.

Turn 1 (Skorne)


Chad deployed the Bloodrunners very spread out directly in front of me and ran them forward. Morghoul moved behind the centerpiece.

Turn 1 (Retribution)


At this point, the plan is to play distance with the Skorne. I'm much faster (6+2 speed versus his 4), so I should be able to get the charges off on him. I'm just picking off bloodrunners and waiting for them to get closer.

Vyros cast Mobility on himself (+2 speed and pathfinder to entire battlegroup), +2 armor on Banshee, who would be facing the heavier hits, and Heroic Avenger (?) on Phoenix so that he could charge if/when I lost Banshee or the Arcanist. Everyone moved up to the forest's edge. Phoenix fired his halo cannon into the bloodrunners, killing the leader. Everything else was out of range.

End of Turn 1

Turn 2 (Skorne)


The titan gladiators run again. Morghoul scoots up behind his big buddy. The bloodrunners break hard for the center of the board to block charge lanes from the banshee into the gladiators. The new leader moves into cover, perhaps so I don't break the group's cohesion with another halo cannon shot.

Turn 2 (Retribution)


Now I lose the game. I didn't know Banshee's stats solidly and thought his Force Cannon had a ten-inch range. Shouldn't be a problem, right? Those gladiators are speed four, plus two for Rush (?), plus three for charge, plus one-half for range. Nine and a half inches. I can eyeball that, right? How hard could it be? He moves up, but I decide the grey titan is a bit too close and I scoot Banshee backwards and to the left. Now I must be out of charge range from that grey one. My setup is perfect. Banshee takes his shot and knocks down the red titan. Phoenix drops another halo cannon shot into the grey titan and two bloodrunners standing in front of him, killing one.

Well, I screwed it all up. Banshee is too close. And he made a charge lane between himself and the forest. And Morghoul gets a two-inch placement power during his pre-turn. So it's all about to come tumbling down.

End of Turn 2

Turn 3 (Skorne)


Chad teleports Morghoul two inches to his left, making him clear of the red titan and opening a charge lane.

The bloodrunner in front of the grey titan activates and charges between banshee and the forest at my arcanist. He's molecules out of melee range with the arcanist. The others spread out around, trying to find good charge lanes for next turn.

Morghoul activates his feat and makes a ten-inch charge into the banshee. Smack, smack, and the second hit is with Morghoul's fan and causes Blindness. /facepalm. This is exceptionally important because banshee's weapons cause grievous wounds, which prevent damage transfers. Blindness drops his defense and MAT by four, making him pretty much useless.

The red titan activates, stands up, and uses his pathfinder ability to charge Banshee over the slope, but Chad's placed Morghoul too far over, and the titan can't get into melee range. The grey titan then charges -- he's also within 9.5 inches. I'm hearing Emperor Palpatine hiss, "And now, his failure is complete." Banshee is down to about six boxes. Chad sits on the last two fury.


Bottom of Turn 3

Turn 3 (Retribution)

Argh. This is over. I'll spend a couple minutes going through all the possibilities, including killing Banshee and charging Phoenix through his wreckage into Morghoul. The truth of the matter is that even if I get everything I want and roll all sixes, Vyros simply cannot outrun Morghoul or hide well enough (due to the placement effect) to survive next turn. So it ends now, one way or the other.

Arcanist repaired six boxes on the banshee, but he was sitting at MAT 2 with the blindness against defense nineteen Morghoul. I decided not to bother.

Retribution's best move appears to be sending Vyros in with full focus to whack on DEF 19 Morghoul, using Phoenix's auto-hit Combustion ability as a last-ditch shot. Vyros has an excellent MAT 8 and gets +2 MAT and an extra die of damage when he's flanking with a friendly myrmidon. So he needs nine on three dice to hit and then he's rolling 14 + 4d6 for damage against armor thirteen. First roll is 6, 6, 4, 3 -- one point shy of killing Morghoul outright. For one second I thought I had the game... but then he assigned the damage to a titan. And the walls fell down. Second swing was fourteen points over his armor... and that went to the other titan. Third swing was out of focus and it failed. Phoenix ran in and did eight points with fire... and setting Morghoul on fire. Still a chance! I end my turn. At the top of his turn he rolls, and the fire goes out.

Checkmate. Retribution concedes the game.

End of Turn 3

All losers get to armchair quarterback in their battle report. That's just how the world works. Here are some other things I could have tried on turn three. There were a few tools I didn't even try: Vyros' feat, banshee's entire activation, and phoenix's melee attack. So, what could I have done with these extra tools? How about this:


Plan B

Okay, here's Plan B. Vyros allocates one focus to phoenix, then he activates and pops feat. He advances around the bloodrunner (same as before) and burns all his focus attacking Morghoul. Next, banshee activates and takes his two swings at bloodrunners. If either hit, it would be a dead bloodrunner and focus for phoenix. Phoenix advances into the nook between the banshee and gladiator, combusts (auto-killing the bloodrunners for any remaining focus) and swings at Morghoul with whatever he has. That might have worked, assuming phoenix's could roll twelve on three dice to hit. It's a long shot, but it might have won the game.

Plan C

Here's a more conservative approach. Plan C's intent is to kill a heavy warbeast and prevent all charges to Vyros for the next turn. Morghul with less fury is still going to seriously abuse a warjack, but the game will continue. This time, we allocate three focus to phoenix. Arcanist activates and concentrates power into banshee. Banshee then makes some swings against the grey titan. He needs eight on two dice, so he might get a hit in. Second, phoenix activates and advances into the grey titan. He combusts, auto-killing one bloodrunner and making room for Vyros' move. Phoenix unloads his focus into the grey titan. Vyros then charges into the nook between phoenix, banshee, and the arcanist. I position him carefully so that he's out of Morghul's melee range. Vyros then has the choice to swing three focus against either the titan or Morghoul.

Well, that's probably enough for one night. Let me know if you see any other end game plans. I'll be thinking about them, too.


Wednesday, July 13, 2011

Warmachine Batrep: Strakhov vs Ravyn

Maz and I played thirty-five points Capture the Flag last night, our first scenario game, ever. Maz's list was:

Kommander Strakhov
* Berserker
* Torch
* War dog
Kayazy Assassins (full+Underboss)
Man-o-war Demolition Corps (full)
Winter Guard Mortar Crew
Kovnik Jozef Grigorovich

And mine was:

Ravyn, Eternal Light
* Discordia
Houseguard Halberdiers (min+UA)
Mage Hunter Strikeforce (full+UA)
Stormfall Archers
Stormfall Archers
Eiryss, Angel of Retribution
House Shyeel Magister