Showing posts with label Hordes. Show all posts
Showing posts with label Hordes. Show all posts

Monday, 12 September 2016

Mark III Journeyman Battle 4

Magnus vs Helynna - Mangled Metal 10 Points

 

   That last game was a bit quick. It hammered home the lesson that you should always protect your warcaster, but wasn't the most exciting play experience. Consequently we decided on a re-match instead of expanding out to 25 points.


Army Lists

Magnus the Traitor
Mangler
Rover
Renegade

 vs

Magister Helynna
Manticore
Griffon
Chimera
Gorgon

Scenario

   We continue to battle it out until the first warcaster is dead.

 

 

 

Set Up

   Myantek won the roll and decided to go first. I picked my side because there was less stuff in my way on the approach. With all her guns and the ability to slow me down I felt the need to close quickly.

Turn 1

Retribution

   The Chimera Apparated (place completely within 2" during the upkeep phase.) forward. All the Myrmidons ran into the ruins except the Griffon. Helynna cast Rhythm of War (Warjacks in the battlegroup can advance 3 inches after all models have activated) and then cast Deceleration (+2 ARM vs Ranged and Magic attacks.), then advanced behind the Gorgon. All the jacks then advanced 3 inches.

Mercs

   Magnus cast Death Ward (+2 ARM and pick hit locations) on the Mangler, Snipe (+4 Rng on target model.) on the Rover, and Blur (+3 Defense against range and magic attacks.) on the Renegade. Magnus then charged the Griffon, ending his activation in cover. The Mangler and Rover ran to flank Magnus while the Renegade ended up behind the Mangler.

Turn 2

Retribution

   Helynna upkept Rhythm of War and assigned two focus to the Manticore while the Chimera Apparated. The Manticore advanced and rolled three for its number of shots. The first shot struck home with a boosted to hit roll, and the damage roll was 6,6,4, doing 10 points of damage to the Renegade and crippling its left arm. The second shot was also boosted to hit but bounced, while the third shot missed.

   The Chimera and Gorgon ran, while Helynna and the Griffon advanced. Helynna cast Deceleration again and then the jacks rearranged themselves using Rhythm of War, with the Manticore attempting to tuck itself behind the ruins.

Mercs

   Magnus upkept his spells for free due to his Resourceful ability, and gave two focus to the Mangler and one to the Renegade. Magnus activated first and moved base to base with the Renegade, then used his Repair ability to fix 4 points of damage, bringing the arm back on line. He then cast Iron Aggression (Target warjack may run, charge, or slam for free. Melee attack rolls on the warjack are boosted.) on the Mangler. Lastly he used his feat, Hit and Run (Models in battlegroup gain Parry. After all models have activated all the models in his battlegroup can run for free.).

   The Renegade aimed at the Manticore and shot its Obliterator Rocket. A boosted roll hit it and knocked it down, but a mediocre boosted damage roll only did 5 points to its field. The Mangler then charged it for free thanks to Iron Aggression. I had been worried the Obliterator might miss and the boosted to hit rolls would be needed, but no such worries. With the Manticore knocked down the Mangler hit with all its attacks, destroying the Manticore with its last blow.

   Lastly the Rover advanced towards the Griffon, shooting it and doing 4 points to its field. After that the feat activated. The Mangler ran base to base with the Chimera, while the Rover and Renegade formed a wall with Magnus behind them.

Turn 3

Retribution

   Helynna dropped Rhythm of War and assigned two focus to both the Chimera and Gorgon. Helynna advanced, boosted to hit, and cast Hand of Destruction  (Models in battlegroup get and additional die, them drop the lowest, for attack and damage rolls against this model.) on the Mangler, leaving her at zero focus. She then used her feat Arcantrik Aptitude (+3 ARM to friendly models. Remove all damage from warjack power fields. Ignore the effects of crippled systems for one round.). The Chimera then used Combo-Smite (*attack. Make a melee attack and double the weapon POW when before adding to warjack STR.) and smashed the Mangler for 10 points. It bought an attack, hit, and boosted damage to do some more. The Gorgon then charged and also did a Combo-Smite. It also bought and boosted damage, leaving the Mangler at 1 point in its movement system.

   The Griffon then ran to engage Magnus, the Rover, and the Renegade.

Mercs

   Magnus upkept everything for free and assigned two focus to the Renegade and one to the Rover. The Rover activated first and did a head butt power attack on the Griffon. It boosted to hit and knocked the smaller jack down. Magnus then cast Iron Aggression on the Renegade, leaving himself at one focus. The Mangler then activated and did a Thresher attack (*attack. This model makes a simultaneous melee attack against all models in range with this weapon.) but didn't do anything thanks to his arm being crippled.

    Lastly the Renegade charged Helynna, for free thanks to Iron Agression. It smashed into her and hammered away, but Helynna's feat saved her, the +3 ARM being enough to keep her alive at 2 points.

Turn 4

Retribution

   After a lot of pondering Myantek did not have Helynna upkeep Hand of Destruction. The Gorgon and Griffon were both assigned two focus. The Chimera activated first. More pondering ensued as Myantek decided whether to use the Chimera's one focus on the hit or damage roll. She eventually decided on the to hit roll as she needed a five to hit there and only a four for damage. It hit, and she rolled enough to do the single damage point needed to destroy the Mangler.

   Helynna activated next and cast Hand of Destruction on Magnus through the Chimera's arc node. She boosted and it hit. The Gorgon activated next, and charged Magnus. It hit Magnus and did five points of damage. The next attack did ten points and Magnus spent his last focus point to reduce it to five. The last attack did nothing.

   The Griffon stood up and swung its shield at Magnus and did two points. The spear then missed. It bought an attack, hit, and the boosted attack reduced Magnus to 2 points. It bought its final attack, hit, and managed to kill Magnus.

Afterward

Defenstrator

   Well that didn't go quite as planned. When Myantek messed up and left the Manticore in charge range of the Mangler I thought I had it in the bag. I specifically made sure that Magnus couldn't buy it and that the Chimera couldn't escape by Apparating.

   Little did I realise that escape was not her plan.

   I suppose I could have beat up the Griffon instead. But it was ARM 21 with the feat up, and I didn't think I'd be able to do it. And if I went for the more dangerous jacks I'd be leaving the Griffon way to close to Magnus. Instead I tried to end it. In hind sight think I might have been better off just taking the free strikes from the Griffon and trying to shoot Helynna with the Rover. But I was paranoid about the Renegade getting its right arm crippled from a free strike, so I went for it and failed. Then Myantek went for it and succeeded.

Myantek

     I was pretty sure he had me after he got the Manticore.  Facing down two heavies with none is very daunting.  I thought I'd left the thing out of range too.  Then it really became an all or nothing gambit.  Activation order was key.  Figuring out which thing had to act when and playing the odds.  I'm still experimenting with how far apart things can get and where I want these guys placed.  I won this game but I definitely don't have it figured out.  Frankly, I'd like another couple of games at this level to just worry about the battle group.

Sunday, 4 September 2016

Gorax Rager

I haven't painted anything in so long.  Well, I haven't finished anything in a long time.  I've started lots of things.  When I started painting this model he was just a Gorax and the only thing in my faction with Primal.  Within days of finishing him he was a Gorax Rager, lost a point of Fury and was playing second fiddle to a Feral Warpwolf.

As you can see, this is the original Gorax model.  I've had to touch it up a few times since I finished painting it because he keeps falling on his face.  I'm not sure of his utility in the army I'm currently running but I've had the thing since Mark I so I felt it needed to be done.

I'm OK with how it turned out.  Especially considering how long a time my paints were sitting unused.  He's mostly naked so dry brushing fur is a good way to get back on track.





Friday, 2 September 2016

Mark III Journeyman Battle 3

Magnus vs Helynna - Mangled Metal, 10 Points

   It's been fun so far, but now it's time to increase the points. We each had ten points to spend, which could only be added to the battlegroup. For me it was easy. Magnus is the only one that can take his unique Renegade light warjack, and it is ten points exactly so it went straight in. It stands out on a number of levels. It's the Mercs only arc node, it can really grind through things in melee with both Critical Shred and Sustained Attack, and it has a one shot Rng 14, POW 16, AOE 4, auto-knockdown gun.

   Myantek decided to add more control aspects to her army with a Gorgon. Anything shot by it becomes -2 SPD, which should give her even more options with all the movement shenanigans she already has.

Army Lists

Magnus the Traitor
Mangler
Rover
Renegade

 vs

Magister Helynna
Manticore
Griffon
Chimera
Gorgon

Scenario  

    At 10 points the scenario continues to be Mangled Metal. We fight until the enemy caster is dead.

 

 

Set Up

   I won the roll and decided go first. Myantek decided to pick the side with the trees to hide behind.

Turn 1

Mercs

   Magnus put Snipe (+4 Rng on target model) on the Rover, Blur (+3 Defense against range and magic attacks) on the Renegade, and Death Ward (+2 ARM and pick hit locations) on the Mangler. He then charged the a Retribution jack and moved 8 inches before his turned ended with the failed charge. The Mangler, Renegade, and Rover all ran.
   This probably sounds familiar to the other games but he's an upkeep caster. It's what he does.

Retribution

   The turn started with the Chimera Apperating (place completely within 2" during the upkeep phase) forward. Helynna cast Rhythm of War (Warjacks in the battlegroup can advance 3 inches after all models have activated) and Deceleration (+2 ARM vs Ranged and Magic attacks.) and advanced. The jacks all ran forward and the used Rhythm of War to shift around a bit.

Turn 2

Mercs

   Magnus upkept his spells for free thanks to his Resourceful ability. I decided to go for it and try and live them dream, and assigned one focus to both the Rover and Renegade. After doing some measuring to see if everything was in range the Renegade advanced and shot its Obliterator shot at Helynna. It hit directly and knocked her down doing 13 points of damage. Helynna spent a focus to abosrb five damage.

   Magnus then cast Arcantrik Bolt (Cost 2, Rng 10, POW 12, A warjack damaged becomes stationary for one round) through the Renegades arc node, boosting to hit and then damage. Helynna took 11 more damage points and spent her last focus to reduce that to 6 and live.

   Finally the Rover advanced and shot Helynna with its boosted POW 14 gun and that was that.

Afterward

Defenstrator

   Well I went for it and it paid off. Myantek had made sure she wasn't in charge range of any of my models and was planning to start shooting me up next turn. But Helynna was hanging out in the open and I was able to put all my shots into her. The lesson? Assassination wins games
    It wasn't a great game though, so we're going to be playing it over again next week and put the lessons learned into action.

Myantek

   This game can be best summed up with a Penny Arcade Warmachine quote. Well that's bullshit, and you're bullshit, and your whole army is bullshit, and this whole table is bullshit, except my side which is balanced.
https://www.penny-arcade.com/comic/2011/02/14



Sunday, 28 August 2016

Legion Swordsmen

   In Mark 3 PP decided to make Swordsmen more of a staple and priced them accordingly. The funny thing is I liked them in Mark 2 just fine, and like them a bit less in the Mark 3 environment. Yes there's lots of jacks for them to beat up on, but infantry clearing got better as well, and aside from their DEF 14 Swordsmen are pretty squishy.





Saturday, 27 August 2016

Mark III Journeyman Battle 2

Magnus vs Helynna - Mangled Metal, 0 Points

   Our last game was fun but there was definitely a sense that neither of us knew quite what we were doing with our casters, so we decided to play another 0 Point game before expanding our lists.

Army Lists

Magnus the Traitor
Mangler
Rover

vs

Magister Helynna
Manticore
Chimera
Griffon

 

 

Scenario

   Assassination. Kill the enemy caster.

 

 

 

 

 

 

 

 

 

 

 

Set Up

   Myantek won the roll and chose to go first. I decided to pick my side because with no pathfinder that crater looked like a pain to deal with. Myantek set upon her left hand side while I set up on my right with an eye to getting on the hill.

Turn 1 


Retribution

   The Chimera Apparated forward (place this model anywhere completely within 2 inches). Helynna cast Rhythm of War (Warjacks in the battlegroup can advance 3 inches after all models have activated.) and Deceleration (+2 ARM vs Ranged and Magic attacks) and then advanced. The Griffon, Chimera, and Manticore all ran, then the whole battlegroup advanced another 3" thanks to Rhythm of War.

Mercs

   Magnus put Blur (+3 Defense against range and magic attacks.) on himself, Snipe (+4 Rng on target model.) on the Rover, and Death Ward (+2 ARM and pick hit locations.) on the Mangler, then advanced up behind the hill. The Mangler ran on to the hill, but the Rover didn't have quite enough movement to get on and ended up behind it.

Turn 2

Retribution

   Helynna paid one focus to upkeep Rhythm of War. The Chimera Apparated forward another 2". The Chimera, Griffon, and Manticore all advanced, with the Chimera 10" away from the Mangler. Helynna cast Obliteration (Cost 4, Rng 10, AOE 5, POW 15) though the arc node at the Mangler, but a low damage roll meant it bounced off thanks to Death Ward. The jacks then all backed out of retaliation range thanks to Rhythm of War.

Mercs

   Magnus upkept everything for free thanks to his Resourceful ability and assigned one focus to the Rover. The Rover advanced and shot at the Chimera, boosting to hit and damage. A good roll did 13 damage to the jack, blowing off its power field. Magnus and the Mangler simply advanced.

Turn 3

Retribution

   Helynna upkept Rhythm of War and assigned two focus to the Manticore. The Manticore advanced and rolled 1 for the number of shots it had this turn. It shot at the Mangler with a boosted to hit roll but with bad dice it missed due to the elevation bonus of the Mangler being on the hill. The Chimera and Griffon moved back and Helynna advanced forward and fixed 4 points of damage on the Chimera. The Manticore then used its Rhythm of War move to back up out of charge range.

Mercs

   Magnus upkept all his spells and assigned one focus to the Rover. The Rover advanced and with another good damage roll crippled the Chimer's right arm system. The Mangler then advanced into charge range of the Manticore, daring it to come in. Magnus advanced off the hill behind the Rover.

Turn 4

Retribution

   Helynna again upkept Rhythm of War. Helynna activated first and used her feat (+3 ARM to battlegroup. Remove all damage from warjack power fields. Ignore the effects of crippled systems for one ). She then cast Obliteration though the Chimera at the Rover doing 5 damage. Magnus spent a focus to shrug off damage from the blast. The Manticore aimed and shot the Rover doing another 6 points of damage. The Chimera and Manticore then retreated using Rhythm of War while the Griffon advanced forward.

Mercs

   Magnus upkept all his spells and assigned one focus to the Rover. It advanced and shot the Chimera for 7 damage, breaking its just fixed power field. The Mangler moved back into charge range of the Manticore. Magnus advanced to the Rover and fixed 3 points of damage.

Turn 5

Retribution

   Helynna upkept Rhythm of War and assigned two focus to both the Manticore and the Griffon. The Manticore spent a focus to (Gain +3 STR) and charged the Mangler. It hit but a bad damage roll meant it only did 4 which I assigned to column three thanks to Death Ward. The Manticore hit again with its second initial attack but bounced, bought an attack and did 3 more.
  
   The Griffon then charged the Rover and did 6 damage. The shield attack bounced, but it bought and boosted a second attack and did 5 more damage. Helynna advanced and fixed 5 more damage on the Chimera, which at this point between the repairs and feat had 15 damage points fixed on it so far. The Chimera then advanced thanks to Rhythm of War.

Mercs

   Magnus upkept his spells again and assigned two focus to both the Rover and Mangler. He then advanced, used his feat Hit and Run (Models in battlegroup gain Parry. After all models have activated all the models in his battlegroup can run for free.) and fixed 3 more points on the Rover. Last he cast Iron Aggression (Target warjack may run, charge, or slam for free. Melee attack rolls on the warjack are boosted.) on the Mangler.

   The Mangler then advanced and used its Thresher *attack (This model makes one attack against every target in its melee range and LOS. Thresher attacks are simultaneous.). This did 8 damage to the Griffon and crippled its shield. Between the Manglers two initial attacks and three more bought attacks it wrecked the Manticore.
  
   The Rover then attacked the Griffon. It missed its initial Axe attack, hit with the Shield for 2 points, missed with its Point Blank (may make a melee attack with its ranged weapon with a .5" melee range) gun shot. It then bought an attack and did 3 points, bought and missed, bought and did 4 points more. The whole battlegroup then ran, with the Mangler engaging Helynna and the Chimera, and the Rover getting close with Magnus behind it.

Turn 6

Retribution

   The Chimera Apparated behind the Mangler. Helynna assigned one focus to the Griffon. She then cast Obliteration though the Chimera at Magnus needing to hit DEF 17 thanks to Blur. A boosted roll made it and hit Magnus for 7 points of damage. She then risked the free strike from the Mangler to shoot at him and took 13 points of damage, reducing her to 3 points. Her shot missed.

   The Griffon then advanced and was just in melee range of Magnus. A solid hit did 9 more points of damage leaving him at one. The Chimera then advanced and made it to melee range. Spending its focus to boost to hit it did, and managed to do the 1 point of damage it needed to kill Magnus.

Afterward

Defenstrator

  There were two things to blame for that loss. The first was the Rover. As the saying goes, you had one job. The Griffon was sitting in front of it, damaged with no Shield, and it had six attacks. Could it close the deal? Nope. That left the Griffon around to deal the big smack to Magnus that put him in danger range.

   The other problem was me screwing up. I had a plan for the turn, which was kill the two jacks and then put pressure on Helynna, and followed it even though the Griffon lived. What I should have done was use my feat to reposition and trap the Griffon, making sure I could kill it next turn while keeping Magnus safe. Then it would have been Magnus and his two heavies against Helynna and her one light.

Myantek

   I got lucky.  He says that there are key things he did wrong, etc.  I got lucky.  I figured there wasn't a whole lot of options on my last turn.  He was going to catch me no matter where I went to hide so I went for it and did just enough damage to get the win.

  

Sunday, 14 August 2016

Mark III Journeyman Battle

Magnus vs Helynna - Mangled Metal, 0 Points

   It's been a while since the last update. But Warmachine and Hordes MkIII has arrived and we have been enjoying it. Myantek and I decided to play the armies that we had not been using as much, so she bought the Retribution Battlebox and I bought a Rover, which gave us each the core units of the Journeyman League. We play big games on Friday with our friends and on Sunday evenings will be doing our own Journeyman games.

Army Lists

Magnus the Traitor
Mangler
Rover

vs

Magister Helynna
Manticore
Griffon
Chimera

 

 

 

 

 

 

 

 

 

 

 

 

 

Scenario

   The scenario was simple, kill the enemy caster.

Set Up

   I won the roll to go first and Myantek picked the side. With just the warcaster and two jacks deployment was straightforward. I placed centrally with an eye for cover as I advanced. Myantek did the same opposite me.

 Turn 1

Mercs

   Magnus put Snipe (+4 Rng on target model) on the Rover, Blur (+3 Defense against range and magic attacks) on himself, and Death Ward (+2 ARM and pick hit locations) on the Mangler. He then charged the Griffon and moved 8 inches before his turned ended with the failed charge. The Mangler and Rover both ran.

Retribution

   The Griffon used its Fleet ability to gain +2 movement and advanced 8 inches. The Chimera Apparated (place this model anywhere completely within 2 inches) and advanced. The Chimera advanced and placed a wall template. Helynna advanced and cast Deceleration (+2 ARM vs Ranged and Magic attacks) and Rhythm of War (Warjacks in the battlegroup can advance 3 inches after all models have activated). The jacks then moved forward another 3 inches.

Turn 2

Mercs

   Magnus upkept all the spells on his battlegroup for free thanks to his Resourceful ability, and assigned one focus to the Rover. The Rover advanced and shot at Helynna, but missed even though it boosted to hit. Magnus then advanced and put Blur on the Rover, and the Mangler ran to block line of sight to Magnus.

Retribution

   Helynna spent one focus to upkeep Rhythm of War and assigned one focus to the Manticore. The Manticore advanced and shot. Myantek rolled two for the number of shots on its d3. It hit the Mangler with the first shot but the boosted damage still bounced thanks to Death Ward. The second shot missed. The Chimera Apparated forward. Helynna cast Obliteration ( Cost 4, Rng 10, AOE 5, POW 15) through it at the Rover, hit, boosted damage and did five damage to the one column. Magnus spent a focus to prevent the damage from the AOE. The Warjacks then repositioned 3 inches.

Turn 3

Mercs

    Magnus upkept for free due to Resourceful, and assigned one focus to the Rover. The Rover advanced and shot the Griffon, doing 2 points of damage. Magnus then used his Feat, Hit and Run (Models in battlegroup gain Parry. After all models have activated all the models in his battlegroup can run for free.) and charged, ending his activation.. The Mangler also ran. During the feat move the Mangler and Rover ran to engage Helynna, while Magnus ran past to safety.

Retribution

   Helynna upkept nothing and assigned one focus to both the Chimera and Griffon. The Chimera Apparated behind the Mangler. The Griffon smashed the Mangler with a roll of 6,5,5, for 8 points, then bounced off with the shield. Helynna struck the Mangler twice, pushing it five inches away with her due to her staffs Force Grip (Instead of causing damage, an enemy model hit by this attack can be pushed up to 3" in any direction.). The Chimera then charged Magnus and hit with its combo strike. Magnus spent a focus to reduce the damage but still took 7 points. The Manticore advanced, spent a focus to gain +3 Strength, and did 8 damage to the Mangler.

Turn 4

Mercs

    Magnus upkept for free again and assigned two focus to both the Mangler and the Rover. Magnus attacked the Chimer and missed, then cast Iron Aggression (Target warjack may run, charge, or slam for free. Melee attack rolls on the warjack are boosted.) the Mangler. The Mangler then advanced toward Helynna taking 5 damage from a free strike from the Chimera. It then used its Thresher special attack, striking the Griffon for 10 points of damage. Boosting the attack on Helynna it did 5 points of damage, then bought and boosted to hit another attack for 6 more, with Helynna spending focus to reduce both those hits.

   The Rover then moved in, and finished Helynna off.

Afterward

Defenstrator

   Well that was interesting. I felt I had to get in on Myantek right away as she was going to just out shoot me or yank a jack in with Helynna's staff and tear me apart piecemeal. So I popped my feat and rushed her. Was it the right move? I got away with it, but I think that was more because of Myantek's inexperience with playing Helynna rather than any tactical brilliance on my part.

Myantek

   I'm not used to assigning focus.  Too many games with Hordes where I can do things on the fly.  Also, Kaya can get herself out of trouble much easier than Helynna can.  I made a lot of mistakes.  Mostly due to inexperience with the models (for instance, Apparate is supposed to happen in the maintenance phase, oops).

   Helynna is certainly an interesting caster.  I can see possibilities but balancing 'jacks and spells is going to be the tricky part.

Friday, 30 October 2015

Rhyas vs Irusk - Incoming

Legion vs Khador - Incoming, 50 Points

    Time for my first battle report since 2013. Ironically my opponent Birch, who hasn't played Irusk for ages, dragged him out again just recently so it looks like there will be two Irusk battle in a row. He won the last one vs Stryker, let's see what happened this time.

Army Lists

Legion of Everblight

Rhyas, Sigil of Everblight
Succubus
Typhon
Nephilim Bolt Thrower
Shredder
Blighted Nyss Swordsmen - Leader and 9 Grunts
Abbot & Champion - Blighted Nyss Swordsmen Unit Attachmen
Blighted Ogryn Warmongers - Leader and 4 Grunts
Blighted Ogryn Warspear - Leader and 4 Grunts
Warspear Chieften - Blighted Ogryn Warspear Unit Attachment
Blighted Nyss Shepherd
Blighted Nyss Shepherd
Warmonger Warchief
Warmonger Warchief

   Rhyas was also played using the Rearguard theme list from No Quarter issue 36. The list was Tier 4.The benefits granted are Stealth for the army first turn, a free Swordsmen Unit Attachment, Friendly models/units begin the game with Rhyas's upkeep spells in play and she pays no Fury to upkeep them, and Blighted Ogryn models gain Advance Deployment.

Khador

Kommandant Irusk
Sylys Wyshnalyrr
Ruin
Assault Kommandos - Leader and 9 Grunts
Assault Kommando Flame Thrower x 3- Assault Kommandos Weapon Attachment
Iron Fang Pikemen - Leader and 9 Grunts
Iron Fang Officer and Standard - Iron Fang Unit Attachment
Kayazy Eliminiators
Winter Guard Rifle Corps - Leader and 9 Grunts
Kovnik Jozef Grigorrovich
Iron Fang Kovnik
Alexia, Mistress of the Witchfire
Ragman
Gorman di Wulfe, Rogue Alchemist

Scenario

Incoming

    Mark two zones (12x6 rectangles). Each one will be 8" from the side table edge and one each will be  24" from each players board edge. Place an objective marker 24" from the side and 16"in from each players board edge. The zone and objective closer to the players side are friendly. Starting on the second players second turn a player earns control points (CP) as follows:
-Friendly Zone: Dominate = 1 CP
-Enemy Zone: Control + 1 CP, Dominate = 2 CP
-Enemy Objective Destroyed = 1 CP

   To Dominate a zone a warcaster/ warlock must be in it with no other enemy models. To control a zone a warjack/beast, unit, or solo must be fully in the zone with no enemy models.Each player had an objective. Birch picked Armoury, while I picked Bunker.

Armoury- DEF 5 ARM 18 Damage Boxes 15
Asset Protection- If this model is disabled, you can choose a non-disabled friendly model within 4" to be destroyed. If another model is destroyed as a result of Asset Protection, remove one damage point from this model.

Firepower- While within 4" of this model, friendly models with light artillery gain boosted attack rolls.

Immobile- This model has no movement or action and cannot be knocked down or moved. Its front arc extends 360 degrees. It has no melee range, cannot engage, and is automatically hit by melee attacks.

Objective- This model cannot be placed, cannot channel spells, and cannot be chosen as a Prey target. This model cannot be targeted or damaged until the second player's second turn, An objective cannot be engaged.

Bunker- DEF 5 ARM 18 Damage Boxes 15
Girded- This model does not suffer blast damage. Friendly models base to base with it do not suffer blast damage.

Immobile- This model has no movement or action and cannot be knocked down or moved. Its front arc extends 360 degrees. It has no melee range, cannot engage, and is automatically hit by melee attacks.

Impervious Flesh- When this model is hit by a ranged attack, the attacker rolls one less damage die.

Objective- This model cannot be placed, cannot channel spells, and cannot be chosen as a Prey target. This model cannot be targeted or damaged until the second player's second turn, An objective cannot be engaged.

Set Up

Birch

   Birch had chosen to go first. Neither of us had predeployment models. Setting up on my left flank he put his Assault Kommandos. The bulk of the Iron Fnags went on the left centre with the Elminaters, Iron Fang Kovnik, Sylys Wyshnalyrr, and Gorman behind them. Irusk was on the centre with Ruin next to him on the centre right, and the rest of the Iron Fangs beside it. Ragman was tucked in behind Ruin. The Winterguard Riflemen were on the centre right with Kovnik Joe behind them. Epic Alexia took the far right flank.

Defenstrator

   I set up with Rhyas on my centre left with Typhon left of her, the Swordsmen to her right in the centre, and the BoltThrower to their right but still in Rhyas 's CTRL. The Shepherds went behind Typhon and beside the Bolt Thrower. The Shredder sat left of Typhon while the Succubus went behind Rhyas. The Warmongers all had advanced deploy thanks to the theme force. I put one Warchief on each flank, the Warmongers centre right, and the Warspears centre left.

Turn 1

Khador

   Irusk put one focus on Ruin. The Iron Fangs began by having to pass a Terror check for being in Ruin's melee range. They passed and then ran. The Rifle Corps passed their test as well. Irusk put Iron Flesh (Target friendly model/unit gains +3 DEF, -1 SPD) on the Iron Fangs and Superiority (Target friendly Warjack gets +2 SPD, MAT, DEF, cannot be knocked down) on Ruin, then advanced. Ruin ran forward. Silas, the Eliminators, the Assault Kommandos, Gorman, and Alexia all ran forward as well. The Rifle Corps ran and put themselves close enough to Ruin that they had to do another Terror check. They passed. Kovnik Jozef granted Fearless to himself and the unit of Rifle Corps and ran. Ragman ran up behind the Iron Fangs.

Legion

   The turn begins with Rhyas having her upkeeps in play due to the theme list, with Rapport (Target Warbeast uses warlocks MAT and RAT, maytransfer damage for free once per turn even if not in CTRL) on Typhon and Occultation (model/unit gains Stealth) on the Warmongers. The Warspears Assaulted the Iron Fangs, killing one. The Bolt Thrower used its animus and flew forward. The Warmongers ran forward. The Shredder puts Tenacity (+1 to DEF and ARM) on Typhon and advanced. Rhyas cast Dash, advanced to behind the forest, and put Tenacity on two Warspears. The Swordsmen and Warchiefs ran, while the Succubus advanced and put Tenacity on Rhyas. The Shepherds just ran up behind.


 Turn 2

Khador

   Irusk upkept Iron Flesh.Wyshnalyrr upkept Superiority. Kovnik Jozef advances first and cried For the Motherland (affected Winterguard attacks are boosted) before shooting and killing a Swordsman. The Rifle Corps then advanced and unloaded, killing six Swordsmen and putting four damage on a Warmonger and gaining Alexia a soul.

   Irusk then advanced, put Battle Lust (Unit gains Fearless and an additional die on melee damage rolls for one round) on the Iron Fangs, cast Inhospitable Ground (While in casters CTRL enemy models count open terrain as rough), and used his feat Undying Loyalty (While in Irusk's CTRL friendly Faction warrior models/units gain Fearless, Tough, +2 to ranged and melee attack rolls, no knockdown, 4+ Tough if in CTRL).

   The Iron Fangs then advanced in Shield Wall, stabbed two Warspears to death, and put five damage on and knocked down another. They then used their unit mini-feat to Reform forward.  Ragman advanced and used Boneshaker to do two damage to a Warspear with the Iron Fang Kovnik advanced behind the Iron Fangs and Assault Kommandos. The Assault Kommandos used the Assault and Battery order allowing them to shoot before charging. They began by hitting two Warspears with a gas grenade, They then killed a wounded Warspear, put four damage on another, and then did three more damage on the charge. Gorman advanced and put up a cloud to block LOS to Irusk, while Silas and Ruin advanced. The Eliminators ran and had to do a Terror check for getting too near Ruin, but passed. Alexia advanced back behind the forest away from a Warchief.

Legion

   Occultation is dropped, Rapport is upkept by the Succubus. Rhyas cast the Bolt Thrower animus Glider (Self, model gains Flight)  so she could advance through the forest and did so up to the Iron Fangs. Her first attack bounced off the ARM 18, a second was bought which she missed. The third bought was a critical though, which killed the Iron Fang with no tough roll thanks to her Critical Decapitation, after which Rhyas Sprinted back behind the trees.

   The Warmongers then charged, but thanks to the feat and Iron Flesh only killed a single Winterguard Rifle Corps. The Warspears also Assaulted and charged and killed one Iron Fang and one Assault Kommando. The Bolt Thrower shot at Ruin, doing two points of damage while shoving it back an inch. The Warchief on the left flank attacks the Assault Kommandos but missed, while the few remaining Swordsmen charged and just sucked out, accomplishing nothing. Typhon moved in and also accomplished nothing with his sprays. The Warchief on the right flank charged, while the Shpeherds advanced. One hid from Rifle Corps shooting while the other one pulled fury off the Bolt Thrower.

Turn 3

Khador

   Superiority is upkept on Ruin  by Wyshnalyrr and Iron Flesh by Irusk on the Iron Fangs. Ruin received zero focus. Alexia advanced forward and created a Thrall. The Thrall then charged the Warchief on the right flank, damaging it for seven of its eight health. Ruin then advanced and killed the Swordsman Champion, received a soul, spent it for another attack, killed a Warmonger, and gained another soul.

   Ragman then advanced and cast Death Field (this model and models within 3" gain Dark Shroud. Models in melee range of a model with Dark Shroud have -2 ARM) while the Iron Fang Kovinik advanced and gave the Shield March order to the Assault Kommandos. The Assault Kommandos activated next and used their sprays, which were effectively POW 14 thanks to Death Field, to kill a Warspear and the Warspear Chieften UA. Irusk activated next and cast Battlelust on the Iron Fangs and Inhospitable ground. The Iron Fangs activated next and moved up in Shield Wall. They killed two more Warspears, a Warmonger, and put five damage on the Bolt Thrower, while blocking the charge lane to Ruin from Typhon. The Rifle Corps activated and accomplished little. They missed the Shephard they fired at and couldnèt do the last wound to the Warchief. Kovnik Jozef then cried tough. The turn ended with the Eliminators running past Ruin and Gorman advancing and putting up Smoke again.

Legion

   Rhyas upkept Rapport for free thanks to the Succubus. The Succubus then advanced away from the Assault Kommandos and cast Tenacity on Rhyas. Rhyas then used her feat Tide of Blood (Rhyas and Friendly models activating in CTRL gain an extra melee attack. The first time a friendly Legion model damages an enemy while in Rhyas's CTRL immediately place it base to base with damaged model) and charged an Eliminator. She killed it, moved to the back of the base, and struck Ruin for two points of damage.

   Then remaining Swordsmen charged and ran to attack the Ironfangs and clear the way for Typhon. The ended up killing three of them. Typhon then charged another Ironfang which made its tough roll, placed behind it which put Typhon in engagement with Ruin, and bought attacks until Ruin was wrecked. With its last attack Typhon killed the Ironfang behind it thanks to its 360 line of sight. The Warchief on the right flank then charged in and killed the newly made Thrall and one Winterguard, before a Tough roll stopped its Beserk. The Warchief on the left Flank just missed and did nothing. The Bolt Throwed then moved up and shot eAlexia through the trees thanks to Eyeless Sight, killing her. The two Shepherds then activated, one removing the Fury from the Bolt Thrower and the other removing one point from Typhon. The Shredder then advanced and put Tenacity on Rhyas. Lastly the reamining Warmonger killed two Iron Fangs and one Winterguard Rifleman.

Turn 4

Khador

   Birch up keeps no spells. Ragman advanced and used Death Field again. The Ironfang Pikemen used the Shield Gaurd order, advanced, and killed the last Warmonger. The Iron Fang Kovnik then advanced and used the Shield March * action (When unit recieves Shield Wall order it gains +2 movement). The Assault Kommandos then advanced and did three damage to a warspear and 6 damage to the Warchief fighting them, mainly with their flamethrowers.

   Gorman then advanced and hit Rhyas with his Black Oil, Blinding her (Model cannot make Ranged or Magic attacks, -4 MAT and DEF, cannot run or charge, must forfiet movement or activation next turn, shakeable thanks to new errata). Kovnik Joe cried For the Motherland and shot Rhyas for three damage. The Winterguard advanced, with one dying to a freestrike to unengage Rhyas, after which they unloaded, doing two more damage to her and forcing her two use her free transfer to Typhon. Wyshnalyrr then activated and used his * action

Arcane Secrets (Rng 3, This models warcaster gains an additional die on its next magic attack and damage roll. Drop the lowest die from the rolls).  Irusk then smacked Rhyas with an Airburt (AOE 3, Target any model in CTRL ignoring line of sight, cover, concealment , elevation, and Stealth. Models  hit take POW 8 blast damage), which smashed her down to two life, but I kept the last transfer. Unable to do a second Airburst or get LOS to Rhyas he then shot the Bolt Thrower for seven damage.

   With Rhyas almost dead but holding one Fury he charged his last model, the second Eliminator. It hit Rhyas and did... no damage. The second attack bounced as well.

Legion

   Rhyas drew in all the Fury on Typhon and one from the Shredder. She then spent one Fruy to shake off the effects of Black Oil, and recent change in the rules as previously this wasn't allowed. The Succubus upkept Rapport for free. The Shredder attacked a Shepherd and killed it. The other Shepherd adcanced and healed two damage on the Bolt Thrower. The Bolt Thrower then advanced and shot Irusk for twelve damage, pushing him back two inches but not knocking him down. Rhyas then charged, boosted attack roll, and criticaled. With her Decapitation going off the amount of damage done to Irusk after ARM was doubled and she did twenty-two damage, killing him.

Afterward

   Birch admitted he messed up his last turn. He had planned to withdraw to the other side of the board, start scoring, and force me to come to him. But once Rhyas was hit with Black Oil he decided to go for it and instead he used Irusk to try and finish Rhyas which left him a bit too close. That said, it was just bad luck he didn't manage to kill her. But if he had decicded this was the turn to kill her at the beginning he could have moved over some Assault Kommandos to try and do so more damage to her instead of the Warspear and Warchief.

   On my side I put Occultation on the Warmongers instead of my Swordsmen, which let the boosted to hit POW 10s of the Riflecore inflict a huge amount of damage on them before they could do anything. The Warmongers ARM 16 and eight wounds would have been a lot better at sucking that shooting up. I was also just lucky that Gorman's Blind has been changed, because before the erratta that would have been game over. Rhyas would have done effectively nothing that turn and would have been waiting to be killed the next one.


Wednesday, 12 August 2015

Blighted Nyss Hex Hunters and Bayal, Hound of Everblight

    The Hex Hunters are a pretty solid unit.They give Legion some desperately needed magic attacks and are solid in melee with MAT 7 and two attacks if you get off Battle Wizard. They can also normally get where they need thanks to high SPD, decent DEF, Stealth, and Pathfinder.

Bayal on the other hand.... He'd make a solid solo. As a Unit Attachment I rarely take him. I find that when I want him to go in the Hex Hunters are either in the way or want to be backing off. He would be so much better if he could just wander around the battlefield doing his own thing. Instead the two drag each other in different directions.