Sunday, January 21, 2018

Battle Report, Minions vs Mercenaries, 1/16/18 [Warmahordes]

Got another game of Hordes onto the table this past week, playing a 50 point game against Joey, his first game at that point level!

I decided I'm going to focus on getting my Minions built and legal and playable for Mk3, so decided to take them in this game. Turns out, I don't actually have all that much assembled for them, but did have enough to put 50 points out. Here's the list I took:

Minion Army - 50 / 50 points
[Theme] The Blindwater Congregation

(Rask 1) Rask [+27]
 - Blackhide Wrastler [16]
 - Bull Snapper [5]
 - Ironback Spitter [14]
Croak Hunter [3]
Thrullg [5]
Totem Hunter [0(6)]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]
Swamp Gobbers Bellows Crew [2]

Really, this is basically all of my assembled Minion miniatures so far.  I chose Rask because he has a great feat, and great spells (and importantly for this game, Fury), and his gun is pretty handy.  One thing to note, even though I put a Croak Hunter in the list... I completely forgot about it, and didn't actually put it on the field. Oops! 

Otherwise, I wasn't too unhappy with what I had available- Gatormen can take a bunch of damage in Blindwater, and Snacking will help keep them on the field.  The Blackhide Wrastler will give me some extra game against Heavy armor.  I don't know, feels like a good mix of stuff.

Joey fielded everything he had assembled:

Mercenary Army - 50 / 50 points
[Theme] Hammer Strike

(Ossrum 1) General Ossrum [+28]
 - Ghordson Driller [10]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Wroughthammer Rockram [14]
Hammerfall High Shield Gun Corps (max) [16]
 - Hammerfall High Shield Officer & Standard [5]
Herne & Jonne [5]
Horgenhold Artillery Corps [0(6)]
Horgenhold Artillery Corps [0(6)]
Horgenhold Forge Guard (max) [16]

From my perspective, the Wroughthammer was new, as I've never seen it on the table before, but reading it, I wasn't overly concerned. Of much more concern was the second Artillery Corps- that thing can do a ton of damage to my army, and seeing a second one was not very exciting.  Ugh.

We roll up our scenario, getting Spread the Net.  That gives me a slight advantage, as Joey has no solos for the flags, and tends to want to keep his caster central, and not babysitting one.

Joey wins the roll to go first, and elects to go first.

We deploy!

Nothing too notable about the deployment. There's a forest in the middle of the table, which will help keep our casters safe, and if I can park my warlock near there, I can support both sides with Fury as needed. That's the plan at least!

Turn 1:
Joey runs most of his things up. Ossrum goes around the rock and casts Fire For Effect on one of the Artillery units, and Snipe on the other Artillery.
The Dwarves advance...

I also run many of my things forward, getting into the zone on my right, getting the Totem Hunter B2B with the flag on my left.  I have the Ironback Spitter advance and shoot, hoping for a favorable scatter, and get lucky, as the AoE scatters onto the High Shield Gun Corps, killing one (and taking another down from Corrosion at the beginning of his next turn). First blood!

I advance Rask up behind the forest, cast Fury on the Gatormen Posse on my left, Admonition on my Wrastler, and cast Veil of Mists for the heck of it near the forest. I give it some thought, and decide to pop my feat. That'll help keep my army alive for my next turn, when I can get my teeth into his army. The feat ends up covering everything but a Gatorman on my right, and the Totem Hunter on my left (who has Stealth, so I'm not super worried).
End Turn 1
Turn 2:
Joey decides not to upkeep Snipe, since his artillery is basically in range. He spends a bit trying to plan what to do, with most of my army difficult to attack, but decides to go for the easy target first, and has his one Artillery Corps shoots at my lone unprotected Gatorman, killing it, then Repositions up.

Ossrum activates and cycles Fire for Effect onto the other Artillery, casts Energizer to get his jacks further up, then pops his feat and advances out of the Killbox.

With the feat, his army has the speed to advance up and get some damage on my army, and he gets to work.

Herne & Jonne advance up and put Artillerist on the left-side artillery, who attempts to shoot at the Totem Hunter, hoping to control the deviation enough to kill the solo and clear the flag.  Unfortunately, none of the scatters were helpful, and instead he has to advance the nearby Gunner into range, which shoots at the Totem Hunter, putting 6 damage on it.

The other Gunner hops into the forest, and tries to shoot at the Thrullg, but fails to hit. The Driller decides to finish the job, advances into the forest, and kills the poor Thrullg. Poor Thrullg! :(

The Rockram moves up and shoots at a Gatorman, forcing him to take a Tough check, which he passes.

The Forge Guard on my left run up to contest the flag the Totem Hunter is on. That'll be a blast to try to clear.

The High Shield Gun Corps, on my right, advance up to get within 5" of the Gatorman, and start shooting, eventually killing two Gators, as well as a Swamp Gobber. He then passes the turn.
The armies get stuck in...
I upkeep Fury, then have the left-side unit of Gatormen Posse charge into the Forge Guard, killing five, as well as Jonne. Pretty good activation!

The Ironback Spitter moves into the rectangular zone on my right, and shoots at the Gun Corps, failing to kill any, but corroding a whole bunch of them. I then send the remaining two Gatormen Posse in, but they fails to kill any because of Ossrum's feat.

I activate Rask, and have him cast Fury and Rage on the Wrastler.  Then I move up, and shoot at the Rockram, disrupting it. The Blackhide Wrastler then moves up to the Gunner and Rockram, and begins to beat on them.  I have some poor rolls, and coupled with the feat, I can't quite get it done, but I spread out my attacks, and satisfy myself crippling all of the weapons on both the Rockram and the Gunner.

I pass turn, and score a net of one point because of the Spitter in my right zone- he had moved his Gunner out of his corresponding zone, giving me an early 1-0 scenario lead.
End Turn 2
Turn 3:
Corrosion triggers on the High Shields, killing two of them, and knocking two others down.

Ossrum upkeeps Fire for Effect allocates a bunch to the Driller, and activates first, casting Energize, trying to free the Driller from the forest to get back in the action.  Unfortunately, he can't figure out a way to get the Driller to the Blackhide Wrastler, even with this and potential Bulldozes.

He tries to move the Gunner from out of combat with the Wrastler, but my free strike destroys it.

The High Shield Gun Corps on my right throw some attacks into the Gatorman Posse, but can't do any damage. The Driller, freed from the forest by Energize, attacked one of the Gatorman on my left and wasted it.

The Rockram, with its disabled weapons, figures it can't hurt the Blackhide, and instead moves around and throws an attack at the Gatorman, but again, fails to break armor (yay Unyielding!).

Herne, without Jonne to do major damage, charges into another of my left-hand Gatormen Posse, and throws one damage onto it. The Forge Guard follow up and begin attacking that unit as well, but only manage to bring one down. The Gunner, however, moves back to control its zone, and kills another Gatorman, meaning both of my Gatormen Posse units are down to two members apiece.

The Artillery throw some shots around, one at my left-side Gatormen Posse unit, and one on my Ironback Spitter, but neither deals damage.

Joey ends his turn, and we both control our rectangular zone, so the score remains unchanged at 1-0.
Mid Turn 3
Unfortunately, my Snapper frenzies, charging the Ironback Spitter, and dealing two damage. A small inconvenience.

I upkeep Fury, then start my turn by activating my Totem Hunter, who kills on Forge Guard, getting me ever closer to clearing the flag, and putting extra scenario pressure on him.

On my right, my two Gatormen Posse manage to kill one High Shield Gun Corps.  I have the Spitter start working on the nearest artillery, killing one member of the unit. The Wrastler finishes off the Rockram, freeing himself for causing some havoc next turn. I send Rask around the outside of the Forest, and have him shoot at the Driller, disrupting it, and casting Fury on the two Gatormen Posse members on my left, who kill three of the Forge Guard, but unfortunately still don't clear enough for me to score the flag.  The score remains 1-0.
End Turn 3
Turn 4:
Ossrum upkeeps Fire for Effect again, then moves up and attempts to cast Stranglehold on the Wrastler, but fails to hit. He's understandably nervous about it, but unfortunately, has to figure out a different way to handle it with Strangehold missing.

Both of the Artillery fire at the Spitter, dealing a total of 16 damages, destroying its Mind and Body aspects.  The High Shields on my right attack Gatormen, as does the Gunner and the Forge Guard on my left, but they aren't able to kill any of my mighty Gators. The Driller moves in front of Ossrum, hoping to protect him, and since none of the scoring situation has changed, he passes the turn, with the score still 1-0.
A lot less on the table as the game winds down
The Gatormen on my left finally clear the flag, killing Herne and the remaining Forge Guard. Rask then moves around, spends Fury to heal the Spitter, and casts Boundless Charge onto the Blackhide, who rages itself and charges and kills the Driller.

The Spitter fires at the previously shot at Artillery, and manages to kill off the entire unit.

The Gators again chew on the High Shield Gun Corps, but don't make any progress.

I pass the turn, but this time, I'm scoring one from my rectangular zone, and one from the flag, putting me at a net plus one, putting the score at 2-0.
End Turn 4
Turn 5:
The Gunner shoots at the Wrastler, dealing five damage, and Ossrum charges in, dealing 17 more, which unfortunately leaves the Wrastler alive, although pretty heavily beat up.

The Artillery was engaged by the Swamp Gobber the previous turn, and decided to try to clear him off with melee attacks, but fail to hit his high DEF.

The High Shield Gun Corp move around my gators to contest the circular zone.  Once again, I score a net plus one, and am up 3-0.

On my turn, I can win by clearing the center zone, or contesting the far rectangular zone... but instead I have Rask heal the Wrastler, cast Fury on it, have the Wrastler use Rage on itself, and killed Osrrum in one attack.

Minions win!

This was a slog for both of us.  Two tough sets of infantry getting stuck in with one another, gradually working to wear the other down... whew, what a tough time.  I focused on going for a scenario approach from the beginning again, which again was the right choice. I'll have to make sure to bring something able to handle all of the scenario elements in the future, which will be a challenge in the jack/beast heavy lists, I think.

Anyway, I'll try a different warlock next time I run Minions, but I'm curious how Bloody Barnabas would handle this- he doesn't have a way to boost the damage of his army, how would I break all of this armor?  Hmmm...

Something to consider for the future.  I'll probably run Maelok next, as he'd be good with the models I currently have.

Anyway, thanks for reading!

Newest Minicrate Arrival [Warmachine]

Got the newest arrival from Privateer Press, Ashes to Ashlynn!

What awaited upon opening the new box
The components of the mini
Front of the card
Back of the card
This is another great looking model that I'm excited to have, but this one is a bit more peculiar, because it's the first mini-crate model I've received that I already have a version of the original model built and ready. In a perfect world, I will eventually get to it, but who knows. Maybe I'll find a good way to give it away sometime :).

Monday, January 15, 2018

Battle Report, Cryx vs Khador, 1/11/18 [Warmachine]

As I've been trying to get back into Warmachine and Hordes, I've been working hard to recruit the old group of players (in addition to Joey, who is interested and new to the game), and I finally managed to get Rob interested in throwing down for a game. We decided we were ready for a 75 point game, set the date, and got ready to throw down.

In looking at my armies, it looked like the only one I was able to field at 75 points on short notice was Cryx, so after tinkering with a few things, I settled on Black Industries under Goreshade, ending with this:

Cryx Army - 75 / 75 points
[Theme] Black Industries

(Goreshade 1) Goreshade the Bastard [+27]
- Deathjack [23]
- Deathripper [0(6)]
- Deathripper [0(6)]
- Leviathan [16]
- Reaper [13]
- Seether [13]
- Slayer [10]
- Stalker [8]
- The Withershadow Combine [9]
Machine Wraith [2]
Warwitch Siren [4]
Warwitch Siren [4]

I figured Rob was likely to drop either Karchev, Harkevich, or Butcher3, and I thought I had a decent change in any of those matchups.

Rob showed up, and we rolled for scenario, getting Standoff, with circular zones to our left and right, and rectangular zones near each of us, with an objective in each zone.

Turns out Rob did bring Karchev, and brought the following:

Khador Army - 73 / 75 points
[Theme] Jaws of the Wolf

(Karchev 1) Karchev the Terrible [+30]
 - Behemoth [25]
 - Decimator [16]
 - Grolar [18]
 - Juggernaut [12]
Kell Bailoch [5]
Widowmaker Marksman [0(4)]
Yuri the Axe [0(6)]
Battle Mechaniks (min) [3]
 - Battle Mechanik Officer [3]
Kayazy Assassins (min) [9]
 - Kayazy Assassin Underboss [4]
Widowmaker Scouts [8]

Rob won the roll to go first, chose to do so, and deployed.
Our deployment
Turn 1
Rob runs everything forward, except for Karchev, who casts Countercharge, and advances forward. His goal was to put pressure on the zones as much as possible, forcing me to engage.

I respond by basically doing the same- I run and advance everything forward, matching the Deathjack, Leviathan, a Warwitch and Deathripper against his Kayazy and Behemoth in the circular zone to the left, the Seether, Machine Wraith as my primary threat on my right, and the jacks mostly moving towards the middle.

Goreshade advanced and cast Lamentation and Shadowmancer. I realized at this point that Shadowmancer was CMD range only, meaning I had quite a few things out of position and without Stealth, but nothing I could do about that now!
End Turn 1
Turn 2
He starts his turn by firing the Behemoth at the Leviathan, who is not Stealthed due to being outside of Shadowmancer range. With Carapace, however, he only manages one damage on the jack. He runs the Kayazy into my left circular zone, and into combat with some of my jacks, to try to stop them from having easy movement lanes.

I actually thought he might try something different here, running the Kayazy, and using them to screen the Behemoth (as I can only kill so many with the forces on that side). Maybe he felt he didn't have enough bodies to do that.

Anyway, the Widowmaker unit on my right basically does the same thing, running to engage my jacks after figuring they probably wouldn't be great against all the Stealth he was facing. Primarily, he was hoping to block off my Reaper, which I was planning to get into a position to drag one of his heavies out out of position with, to allow a Slayer or Seether to kill.  The Widowmakers don't have a free strike to fear, but they did block up some table space that I wanted to use. To further prevent my plan, he ran some Mechaniks in front of his jacks, to prevent any pulls I would attempt.
Mid Turn 2
At the start of my turn, I decide i should try to be aggressive on one side, and choose my right side. I park my Machine Wraith on the far side of the forest near him, hoping to keep him safely contesting the zone, as only Karchev and his objective can provide Magic Weapons. I move the Stalker up... and get countercharged by the Grolar (oops!). Fortunately, the Grolar whiffs, and I hop past him into combat with Yuri. Unfortunately, I only manage four damage on Yuri, leaving a lot of angry stuff available to deal with the Stalker. I also clear a few Widowmakers with my other jacks.

Goreshade upkeeps Lamentation (with the Withershadow Combine), moves up a little, and casts Shadowmancer again.

On my left, I get to work killing Kayazy, as the Behemoth isn't in the zone, and I figure I'd play for scenario. I kill all but two Kayazy, but fortunately those two weren't in the zone, so don't stop me from scoring it. I end turn, and Rob scores one point to my two, giving me a net 1-0 lead.
End Turn 2
Turn 3
Rob continues to work to eat through my forces. On my right, his Widowmakers get within five inches of my Warwitch Siren, and shoot her off the board. The Grolar moves backwards and kills my Stalker, freeing infantry and Yuri. His Decimator received Magic Weapon from the objective, moves into the forest, and kills my Machine Wraith, giving his significant advantage in that zone.

He shoots with to no real effect with the Behemoth, mills around a bit with Karchev and the Juggernaut, moves a Kayazy into the left zone to contest it, and ends the turn. He ends up scoring two points (one for his rectangular zone, and one for the circular zone on my right) to my one, tying us at 1-1.

I am in full scenario mode now, and decide to grab some points. On my left, I use the Deatjack to kill the lone contesting Kayazy, then use the Leviathan (which I've allocated an additional focus, and given it one from the Warwitch Siren) to move up and shoot the objective, destroying it (yay for generating three shots!). This gives me another scenario point, putting me at 2-1. On my right, I work to chew through the bodies that are there, but I'm wary of getting too much closer with Karchev and his jacks there.  I kick the Reaper further to my right, and drag/kill the Mechanik UA. I'm pretty comfortable with how things stand, and pass my turn.  I score two zones to his one now, a net plus one for me, and our score goes to 3-1.
End Turn 3
Turn 4
Karchev starts the turn allocating focus to the Juggernaut and Behemoth, then backs up to cast Road to War (in order to get out of Goreshade's Lamentation range), then pops his feat.

Kell decides to come out and play, and moves up.  Before he can shoot, I decide to Countercharge with my Seether, killing him. The Widowmaker Marksman on my right moves around, and shoots and kills the Deathwalker, triggering Road to War on the Behemoth, who promptly charges and kills the Deathjack in two attacks (holy crap!). Fortunately for me, he's too far away to take out the Leviathan as well.  Eesh.

The Grolar on my right charges my Seether, and disables on of its arms. The Juggernaut follows up, killing the Seether and the central Deathripper. I'm starting to lose the attrition game- Rob is up in my face now, but I'm doing great on scenario, as I score a point at the end of the turn (in my rectangular zone).  Due to Rob's movement, he scores nothing, giving us a score of 4-1.

I start my turn needing to score two points to win, and I have two different paths to do it. I'll be able to score my rectangular zone so long as I don't move anything. On my left, the Behemoth is the only model contesting the circular zone, and if I kill it, I can score that zone. Alternatively, Rob's rectangular zone is sparse- just three Mechaniks defending it. If I can clear it, and get a jack there, that could be a point too.

I realize I have the tools to try for both alternatives, and can just hope ONE pays off. I start by running my remaining Deathripper into his rectangular zone, giving me an Arc Node, and a jack there. I have the Warwitch Siren give a focus to the Leviathan, who moves a bit, then takes a few shots at the Behemoth, doing about seven damage. I activate Goreshade, pop his feat (but didn't really bother setting up my Bane Warriors yet, they were going to be placed to go after the Behemoth), and arc Bleed through the Arc Node, needing fives to kill Mechaniks.  I have three to kill, and manage to get the rolls I need, clear the zone, and win the game.
Game End
My first Mk3 win! I was definitely helped by the fact that I focused on winning by scenario instead of trying for a caster kill (end of Turn 3, I gave it some thought, but decided to stay the course). I was doubly helped by the fact I feel my army matched up well against his- his shooting was ineffective against my Stealth, and Carapace made the shots hitting my jacks a non-concern. I was also helped by the fact I had a longer threat range than Rob's army, unless he could trigger Road to War.

I struggled to find an opportunity to use my greater threat range, as Rob wisely jammed his infantry down my throat, but knowing it was there kept Rob from playing more aggressively, which helped.

I quite like how Cryx plays- it's similar enough to how it went in Mk2, but man, I have a lot of work to do to make these armies competitive.  Thankfully, it seems like the interest for more games is there, so I'll have ample motivation to get to work!

Some recent gaming!

Alright, no detailed battle reports for this post.  I just wanted to mention, and show a few pictures, of random games I've been playing.  I have a Battle Report coming shortly, and hope to get some more written up, but I really just won't have time to write these up. So, let me just briefly talk about what I've been gaming.

Star Trek Attack Wing
I managed to play one game of this with my brother, at 100 points, with two constructed fleets.  I pretty easily handled his force.  I'm not sure when or if we'll play it again.  I think Matt has found X-Wing more enjoyable, and has been grabbing a lot of that, and I think I prefer X-Wing as well.  But meh, maybe someday we'll give it another shot.  With all the new stuff being released, perhaps there's something interesting here.
I've gotten a few games of this in, all against my brother so far.  I think my regular group is getting interested in playing more games of this as well.  I've been playing quite a bit with Scum lists, trying out some new models, but I did throw a Rebel list down just last week.  Matt has been buying buckets of Imperial ships, although he unfortunately hasn't had much luck yet. 
Star Wars: Armada
Played a game of this against Matt, as well.  He was much more successful here, annihilating me.  We've been keeping the point values small while he builds up his collection.  I believe our next game will be at full points.
Star Wars: Destiny
Whew, three Star Wars games!  This game is so easy to fit in, that it has become a pretty common game for me to throw in when I have a few minutes.  I've been trying some new decks, including a four character deck that tries to make use of the LR1K Sonic Cannon.  First play of this deck went pretty well, but there look to be some cards from Legacies that may make it slightly better.

I did play another game against Malifaux, once again against Rob, and once again using Neverborn against Mei Feng.  This time I tried Jakob Lynch, who I've not tried since M2E.  What a different experience- I was able to build and keep a great hand almost all game, giving me the cards I need when I needed them.  On Rob's big turn, he ran out of steam long before I did, and I was able to take the win.  I'm hoping to get Pandora built before next game, as she'll play a very different game (although she may struggle against Arcanists?  We'll see).
Finally, I've been doing my best to play Warmachine.  Joey and I have gotten it on the table twice, and I've even played a game against Rob.  The ones against Joey were primarily teaching games (the game against Rob was less so).  Because of that, I didn't take great notes against Joey, but I will say I played Cryx (Agathia1) and Skorne (Morghoul1) against Mercenaries (Ossrum1), and lost both games.  The second game was very close, and should give Joey a healthy fear of Skorne heavy beasts in melee.  The game against Rob I took much better notes, and I should have a battle report of that up soon.
 After our first game, I realized I needed some good markers for the zones, and picked these up from Hidden Forest Gaming.  Very nice quality!
That's all for the moment, I'm going to get to work on writing up that battle report versus Rob, and hope to get some more posts up soon!

Thanks for reading!