Thursday, May 13, 2010
Pirate Queen Skarre
Min Bane Knights
Min Bane Thralls
Min Bile Thralls
2 Pistol Wraiths
I had never run Skarre before, so I took a variety of units. Banes to power Sacrificial Strike (plus they kill plenty in melee). Mechanithralls to power Ritual Sacrifice (plus... they can kill things in melee). Bile Thralls to pick of occasional threats, and the Deathjack to really grab my opponent's attention.
Min Assault Kommandoes
Max Battle Mechanicks
Great Bears of Gallowswood
Pretty standard army, and aside from the Assault Kommandoes, generally Rob's normal list against me. He also tried the Behemoth, which is a decent amount of ranged threat.
Rob took pictures of the game (although keep in mind, Rob's force is heavily proxied), and therefore has a better way of showing what happened (as well as the battlefield we fought on), but I will give a basic rundown.
In the center of the table, we had a ruin, and a forest next to it. I sent the Deathjack, Mechanithralls, and the Skarlock around the woods to try to get behind his line while the rest of my army (thralls + Skarre) steadily advanced straight up the middle. Rob tried to block the flanking advance with Beast-09, and sent his Assault Kommandoes to the middle to slow me down.
My Pistol Wraiths took turns Death Chill-ing Beast-09, preventing it from being an offensive threat (and keeping Rob nervous about the Deathjack getting the jump on him). The Assault Kommandoes met the Bane Thralls and took a pretty hefty beating, while the Great Bears got the jump on my Bane Knights, and killed about half the unit... but then took a beating.
As I advanced on his caster, Rob finally managed to get Beast-09 into combat with the Deathjack, doing some damage. On my next turn, I threw Beast-09 into the Behemoth, knocking them both down, and really allowing my army to advance much closer.
About a turn later, I ran my Bane Knights close to Strakhov, then following with Skarre moving forward, Sac-Striking, then casting hellfire until Strakhov had died.
Casualties for Rob were pretty light, overall. Great Bears and some Kommandoes, but the rest of his army was relatively intact. I had lost a lot of infantry, but that wasn't too bothersome.
I'm still getting a feel for Cryx under MkII, but it definitely feels like everything I put down is a threat to my opponent, which is nice. And I get to put down a LOT of models, which is also nice.
Rob is learning what he's doing though, and is getting better (and even beat another friend of ours just a few days ago!), so we'll see how the next fight goes.
Next game will be my first MkII use of Goreshade... and Bane Lord Tartarus :)
Tuesday, May 11, 2010
We were determined to try some other missions, having only played Mission 1 (several times).
We started with Mission 2. I took the Space Marines, Rob took the Genestealers.
In this mission, the Space Marines get scattered across the board, and their objective is to kill all the Genestealers, or stop them from entering the map.
Going to use a Slideshow for this one, since my normal play-by-play will be a little too dull. All pictures are taken at the end of the Genestealer turn (for both playthroughs).
Did alright for a while, but when the top of the board fell, the Genestealers were able to rush done to the only guy I had left... my Assault Cannon Terminator. He killed valiantly, but when he ran out of ammo, he was down to using just his fists. 3 Genestealers left to go, he fell. Nearly a victory!
The second game, we ran Mission 3. Rob played the Space Marines (his first attempt).
In this mission, there are two Terminator Squads. The ones on the top of the board are to bring an object to the bottom of the board. The bottom squad is there to provide cover, support, and a clear path.
Rob ends up losing, as you see. The Terminators are tougher to use, but since they are far more rewarding to play, in my opinion.
Overall, two great games, and what a fantastic time! Hopefully we'll break this out again soon and get through the rest of the missions!
Friday, May 7, 2010
Alright, so I have decided on my Malifaux faction: the Neverborn. They are the original inhabitants of Malifaux, and do a good job of causing all sorts of issues for the new human settlers.
I'm going to be starting with the Lilith's Brood box. I don't know much about the game yet, but I know those Nephilim can actually grow from the small ones to the larger ones during the game, increasing their abilities.
I'll post more as I know more (and get them assembled, painted, and played). Working through the rules as well, can't wait to give the game a try!
Dreadlord w/ Sword of Might, Potion of Strength, Enchanted Shield, Pendant of Khaeleth, Cold One, Heavy Armor, Sea Dragon Cloak
Master w/ Ring of Hotek, Crimson Death, Heavy Armor, Sea Dragon Cloak
Sorceress w/ 2 Dispel Scrolls
Sorceress (lvl 2) w/ Dispel Scroll, Focus Familiar
5 Dark Riders w/ musician, crossbows
5 Dark Riders w/ musician, crossbows
20 Corsairs w/ Full Command, Sea Serpent Standard
-Assassin w/ extra weapon, Rune of Khaine, Manbane
10 Crossbowmen w/ musician
Cold One Chariot
6 Cold One Knights w/ Full Command, Standard of Slaughter
This is my fairly normal list. Ran 3 Dispel Scrolls since I know Sam likes his magic ;).
Lord of Change w/ Tzeentch's Will, Power Vortex
Herald of Khorne on a Juggernaut w/ Armour of Khorne, Firestorm Blade
Herald of Nurgle
2 Bloodcrushers w/ Champion
5 Chaos Furies
Fairly balanced list, so far as daemons are concerned. Still good, since they're daemons though ;).
My normal deployment. Dark Riders on flank, sorceress in woods, everything else up the middle. Sam put Horrors on the flanks, his hard/hard hitting units up the middle, and his Lord of Change somewhere where it could be safe.
I won the roll to go first, and chose to do so.
My army moves forward. I get Wall of Fire successfully cast on his unit of Plaguebearers, and shooting does minor damage to various units (4 wounds to Bloodletters, a fury, and a horror).
Sam also advances everything forward, losing 5 Plaguebearers to Wall of Fire. Horrors magic a Dark Rider to death, the Blue Scribe kills 3 Dark Riders, and the Lord of Change wipes out the unit of shades. Flamers shoot and kill 5 Corsairs.
I charge the Cold One Chariot into his flamers, the Corsairs and Knights into the Plaguebearers, and a Hydra into his Furies.
I kill a Bloodletter with magic, 3 more with shooting, and 2 Horrors with the other Hydra's breath weapon. Minor losses.
In combat, I kill 6 Plaguebearers, and instability kills everything but a single wound off the Herald (he rolled a 4). The Hydra kills the furies and overruns into the path of the Juggernauts, the Cold One Chariot does 4 wounds, takes 1, but Sam takes no instability wounds (rolling a 3?).
On Sam's second turn, he charged a Hydra with the Juggernauts. Magic did nothing, he had nothing to shoot, and in combat, the Chariot lost by one, but held. The Juggernauts destroyed the Hydra and overrun 16, well away from things for several turns. My Knights kill his herald.
Hydra charges the Horrors. Magic and shooting accomplish nothing. In combat, the Chariot kills everything but one Flamer, the Hydra kills the Blue Scribes, the Handlers drop 3 more horrors, but the unit doesn't take any wounds (another 3?)
Sam starts his turn by charging the Chariot with his Lord of Change (which was a bit of a surprise to me). He also moved the Bloodletters to put pressure on a major part of my army, and turned his juggernauts around.
He proceeds to destroy the chariot in combat (oh yeah- it's a greater daemon. D'oh), and overruns RIGHT into the way of my Cold One Knights (SWEET!). The Hydra takes another wound, but destroys the rest of the Horror unit facing it.
Pretty excited at this point... Until I roll an 11 for the Knights' stupidity. The move 3 1/2 forward and do nothing. I fail to do anything with magic, but kill the last flamer and 2 horrors out of the other unit with shooting.
We determine that the Bloodletters don't have the room to charge the knights (a huge relief). Sam moves the Lord of Change out of the way, Bolt of Changes the Cold One Knights, and kill 5 of them. Just the champion and the character left.
Cold One Knights + Hydra into the Bloodletters. I shoot and magic 2 total wounds off the Lord of Change (1 more wound until half points!). In combat, I kill 9 Bloodletters, and instability kills everything but a single Bloodletter.
Sam charges the Lord of Change into my last 2 Dark Riders. The Juggernauts charge into the Beastmaster-y flank of the Hydra. The Lord of Change casts Gift of Chaos, and kills my level 2 sorceress and a Dark Rider. He kills the other Dark Rider in combat. The Juggernauts kill the Beastmasters, and I end up losing by two, but hold in place.
The corsairs charge into the flank of the Juggernauts. I kill the champion, he kills the Hydra. He loses, but takes no extra damage.
The Lord of Change uses Gift of Chaos on the crossbowmen. They panic, including the level one sorceress with them.
Final round of combat, I win by one (not able to do much damage to the Herald of Khorne, and him killing 3 corsairs). He doesn't take any more damage.
Well, after doing the math, I ended up having a win of 57 points. That's very very clearly within the range for being a draw, and it'd be hard to have the results be any closer than that.
The Lord of Change caused a lot of damage, and although I almost got half points on it, I didn't actually pull it off. Running my guys into combats helped keep them safe, but I might need to start investing in some Null Talismans to try to bolster how many dispel dice I'm getting. Getting some sort of combat pressure on it would've been nice too, but I couldn't accomplish that. (especially after I went stupid).
I really need to buy a second chariot. I've always wanted to run it, but having it would have really helped me crack some of Sam's units in a single turn instead of 2.
A fantastically close game overall though!