Sunday, 11 October 2009

Garreth vs Kraye

Retribution of Scyrah vs Cygnar - 35 points.

Like Myantek my friend Indy has started a Retribution army. We gave it a try a couple of times with the MKI rules and were eager to see how things played in MKII. My army had alot of stuff I wanted to test out now that we had the final rules as well.
Armies

Cygnar
Captain Jeremiah Kraye
Centurion
Sentinel
Grenedier
6 Trenchers
Trencher Chain Gun
Trencher Chain Gun
10 Swordknights
Swordknight Officer & Standard
Gun Mage Captain Adept
Gun Mage Captian Adept

Retribution

Garreth, Blade of Retribution
Chimera
Gorgon
10 Dawnguard Sentinels
Dawnguard Sentinel Officer & Standard
Souless Escort
10 Mage Hunter Strike Force
Mage Hunter Strike Force Commander
Arcanist
Ghost Sniper
House Shyeel Magister
Nayl

Setup

On the far left is a hill, with a forest template on each side. In the centre there are various ruins that give cover with the remains of a temple on the for right.

The GMCAs were set up on the left flank, with the Grenedier, Centurion, Kraye and the Sentinel in the middle. The Swordknights are to their right but still central, with the Trenchers Advance Deployed in front of them. The Chain Guns are Advance Deployed on the left and right flank respectively.

On the other side the Mage Hunters are on the left opposite the GMCAs. The Ghost Sniper and Arcanist lurk behind the forest with the Gorgon beside them. Garreth is central with the Chimera and Sentinels centre right, along with Narn and the Magister.

Turn 1

Kraye assigns 1 focus to the Centurion. The Trenchers advance and Dig In, with the Sword Knights behind them. The Chain Guns advance and Dig In as well. The Grenedier advances to the far left Chain Gun and spams AOEs at the Mage Hunters, killing one with the blast. It then uses its free move from Iron Horse to back away. Kraye casts Full Tilt on the Centurion and advances. The Centurion runs forward while the Sentinel runs to the right flank.

Garreth gives a focus to both the Gorgon and Chimera. He casts Mirage on the Sentinels and advances. The Sentinels run but stay out of the Trenchers 10" range. The Ghost Sniper moves up and does 3 points to the Centurions 5 coloum. The Mage Hunters then advance and start lighting things up. One of the left Chain Guns crew are killed and they cripple the right arm (with Piston Spear) on the Centurion. Nayl runs to the ruins while the Magister advances behind the Sentinels.

Turn 2

Cygnar

Kraye upkeeps Full Tilt. The two GMCAs Snipe and kill one Mage Hunter. The Sentinel moves up and shoots Narn point blank. The Centurion advances and uses the Magno Shield to deny charges. The Grenedier advances to the left Chain Gun, spams some AOEs at the Mage Hunters but hits nothing, and moves away again. The Trenchers throw smoke because I don't dare shoot the Sentinels at this range due to their Vengence. The Sword Knights manuever behind, while the two Chain Guns put down Covering Fire.

Retribution

Garreth upkeeps Mirage, gives the Gorgon 2 focus and the Chimera 1. The Mage Hunters kill the left Chain Gun but can't roll a 9 to kill either of the GMCAs. The Ghost Sniper does 3 points to the Centurions 1 coloum. The Arcanist gives the Gorgon +2 to melee damage rolls. The Gorgon then advances and destroys the Centurions shield with a combo-strike. Garreth advances and shoots a Trencher. The Sentinels charge/run, killl a Trencher, and tear off the Sentinels shield. The Magister shoots at the right Chain Gun but misses.

Turn 3

Cygnar

Kraye upkeeps nothing and assigns no focus. The Trenchers advance and kill a Sentinel; the Sword Knights charge and kill 3 more, but can't get past to get at the ones behind. The GMCAs continue to aim and Snipe off two more Mage Hunters. The Chain Gun returns fire on the Magister and does 2 points of damage. Kraye advances, feats, casts Guided Fire and Mage Sight. He shoots twice at Garreth, but only hits once. The Sentinel does nothing, bouncing off the effective ARM 17 of the Sentinels. The Centurion does nothing, his crippled weapon sucking out. The Grenedier advances to the Trenchers on the left and shoots three times at Garreth. It hits twice, reducing Garreth to 1 wound.

Retribution

Garreth upkeeps nothing and assigns no focus. Vengence activates on the Sentinels and they kill 2 Trenchers and 4 Sword Knights in retaliation. The Arcanist gives the Gorgon +2 melee damage again and it combo-strikes the Centurion for 3 more points of damage. The Ghost Sniper advances and does 3 auto damage to Kraye. The Mage Hunters miss the GMCAs again, but hit Kraye for 3 more wounds. The Chimera advances and whacks the Sentinel for a bit of damage, while the Sentinels and Souless reduce it to one damage box. The rest of the Sentinels kill another Trencher and 2 more Sword Knights. Then Garreth aims at Kraye and knocks him out of the saddle with two boosted shots.

Afterward

I learned alot this game, about a variety of things.


The Chain Guns didn't accomplish anything this game. In the future I think I would put them together to maximise Covering Fire. As it was the Mage Hunters picked off one and the Covering Fire on the other wasn't large enough to prevent the Sentinels from moving in.

The GMCAs killed 3 Mage Hunters, not a good investment for 4 points. The Black 13th would have been far better in this role due to the large amount of firepower they have. Plus due to Prowl they would have had Stealth while in the woods, making them immune to the Mage Hunters return fire.

The Sentinel had a moment of glory when it killed Narn, but then was just beaten up by the Retribution Sentinels. With its low POW it couldn't do anything in melee and basicly just killed half his points. Also, Privateer should not give two different units the same name as it becomes confusing when writing battle reports.

The Centurion didn't accomplish much at all. Once its main weapon was crippled it wasn't able to perform effectively and was tied up by a jack worth half its points. Using the Magno Shield was aggrivating because I was always forced to give up the initiative if I wanted to use it.

The Trenchers I misused. I should have had 3 of them smoke and have everything else taking cover behind the 3 sacrifices.

The Sword Knights also didn't work well. I didn't need the meat shields since I had smoke, and the UA did nothing since I didn't have a jack for it.

The Grenedier was my best performing jack. Iron Horse let it get around its short range while staying safe, and it put out a decent amount of firepower, nearly getting the caster kill. It can make Guided Fire worth casting.

Kraye had a hard time. Guided Fire plus Mage Sight is great, but it also costs five of his six focus. His main trick is Full Tilt plus Feat on a heavy, and if I only have one heavy I better have a way to fix it in the army so I keep that option open.

MKII Battlebox Battle

Cygnar vs Retribution of Scyrah - 11 Point Battlebox Battle
Privateer Press has shown off its awesomeness as a game company and released the MKII rules early as a PDF so Warmachine players can get back to playing. We decided to give Myantek's new Retribution force a test. Since Myantek has only ever played Hordes she wanted to ease into Warmachine, so we decieded to start with a classic battlebox battle. While there isn't an actual Retribution starter box Privateer has put up a suggested starter force.

Cygnar
Commander Coleman Stryker
Ironclad
Charger
Lancer






vs


Retribution of Scyrah
Kaelyssa, Night's Whisper
Manticore
Chimera
Griffon









Setup
This was a basic caster kill scenario. On the left was a tree template with a hill to the right. Temple ruins provided some cover in the centre.








Turn 1

Cygnar

Stryker puts Arcane Shield on the Ironclad, Snipe on the Charger, and Blur on the Lancer. Everyone walks.

Retribution

Kaelyssa and all of her jacks walk up as well.
Turn 2

Cygnar

Stryker upkeeps everything, gives the Charger 3 focus. The Charger leads by moving up and shooting the Chimera for 10 points of damage with its first shot, blowing off its force field but not crippling anything. It's second shot missed with triple ones. The rest of the battlegroup moves up some more.
Retribution

The Chimera recieves 1 focus and the Manticore recieves 3. The Manticore leads, moving up and shooting to cripple the Charger's gun. The Chimera regenerates 3 field points and moves up. Kaelyssa then casts Arcantrik Bolt at the Ironclad, but bounces off. She then feats, meaning all of her models have stealth and none of them can be charged.

Turn 3
Cygnar

Stryker upkeeps Blur and Arcane Shield, puts 1 focus on the Ironclad and 3 on the Charger. The Ironclad moves behind the Charger and does a Push power attack, shoving it forward an inch. The Charger then walks up to the Chimera and starts whacking away. Unfortunately it only hits with two of its four attacks, but manages to cripple its right arm. The Lancer moves up and Stryker moves beside the Ironclad before feating, giving all his models +5 ARM.

Retribution

Kaelyssa gives the Manitcore 2 focus and the Chimera 1. The Chimera Apparates out of combat with the Charger, backs up, and regenerates 1 point to its field. The Griffon moves back away from the Lancer. Kaelyssa casts Backlash on the Charger and pulls back as well. The Manticore also pulls back and shoots the Charger, crippling its melee weapon and doing a point of damage to Stryker with Backlash.

Turn 4

Cygnar

Stryker continues to upkeep Blur and Arcane Shield, and gives each jack one focus each. The Charger does the Slam power attack against the Chimera, knocking it back into the Griffon, and knocking them both down. The Griffon takes no damage but the Chimera loses both its Arc Node and Field Generator. Stryker moves up to shoot the Manticore, but finds his pistol is just out of range. The Ironclad and Lancer both run forward.

Retribution

Kaelyssa upkeeps Backlash and gives 2 focus to the Griffon and 3 to the Manticore. The Griffon shakes off the knockdown in the maintanece phase. Kaeylissa then shoots the Charger, doing minimal damage but another damage point to Stryker. The Griffon then moves over and whacks the Charger as well, leaving it with 1 point left on its damage grid and doing another point to Stryker. The Manticore moves to unengage itself with the Lancer but takes only 1 point from the free strike. It's first shot does 7 points of damage to Stryker, but its second one misses.

Turn 5

Cygnar
Stryker drops all upkeeps and puts 3 focus on the Ironclad. The Lancer walks up close to Kaelyssa. Stryker channels an Earthquake through the Lancer, knocking her down. The Ironclad then charges and can't get base to base, but is just within the 1/2 inch melee range. It is enough, and Kaelyssa is squashed flat.



Afterward

Defenstrator

That was an interesting game with alot of back and forth. I really liked how the Charger handled himself. Even while getting beaten up he kept dishing out the damage and making it impossible to ignore him. I probably could have been more aggresive with Stryker as well. If he had moved up a bit further he could have been alot more of a pain with the Disruption effect on his pistol.

Myantek

I thought I was doing pretty well until I forgot to move Kaelyssa back a bit. So far, Retribution plays a lot differently than my Circle. I'm not used to doing quite so much shooting. Still, I have to practice the Focus mechanic a little more, I'm not used to planning out what all the models have to do in a turn, just what I want my warlock to do.








Friday, 21 August 2009

Saeryn

I finaly finished the details on Saeryn so here she is. The pose is a blatant copy of a Saeryn that I saw on the Privateer Press modelling forum. I'd give credit but I can't remember their name. At any rate I think the change of pose with her about to throw the knife and covered face really helps her match Rhyas's ninja look.




























Wednesday, 19 August 2009

Shadow of the Valley Round 3

Legion vs Circle 500/750 points

So first we played this scenario with epic Kaya and epic Thagrosh then we decided to try it with different warlocks. Circle's only other choice is Morvahna so that became Morvahna vs Absylonia. I won the first game, Defenstrator won the second. The first game was satisfying; the second game was... not. That led us to try one more time to have a go at this scenario. Really, a two turn game with new warlocks on each side tells us nothing. This makes it best out of three.

Background and Special Rules

Really? I have to write them out again. I think you can follow the link above if you need the details. Basically, it's the chase out of the Castle of the Keys from Metamorphosis. Circle's in pursuit so they get an extra 250 points and advance deploy. Legion gets 150 points of beast reinforcements in Turn 3. Plus they get first turn.

Army

Legion

Absylonia, Terror of Everblight
Typhon
Carnivean
Shredder
Shepherd
Vassal + 9 Archers
Legion Archer Officer + Ammo Porter attachment


Circle


Morvahna the Autumblade
Warpwolf
Pureblood Warpwolf
Tharn Ravager White Mane
Tharn Ravager White Mane
Beast Lord + 5 Ravagers
Tharn Ravager Shaman attachment
Huntress + 9 Bloodtrackers
Huntress + 4 Wolf Riders
Lanyssa Ryssl, Nyss Sorceress

Set Up

The table was set up with three small rock formations along either side just at the edge of the deployment zones On the left of the board was a large rock formation and on the right was a stand of trees.

On the Legion side, from left to right were: Typhon, Shredder and Absylonia in the middle with Archers beside her and the Carnivean and Shepherd by the final clump on rocks.

Circle set up as far forward as possible with advanced deploy. A White Mane on the far left with the Bloodtrackers, the Pureblood and the Warpwolf with Morvahna and Lanyssa on the far right. Ravagers and the second White Mane were in the trees and Wolfriders spaced themselves out within the line of the army. The Ravagers then got to move ahead through the trees thanks to the Shaman. Wolfriders declared they were Hunting Archers and the Bloodtrackers took Absylonia as their Prey.

Legion Turn 1

Absylonia began the turn by casting Playing God on the Carnivean, Spiny Growth on herself and then burning 2 Fury before moving forward.

The Carnivean gave itself Spiny Growth and charged the Ravagers. It used the spray assault but managed to miss both the Ravager and the Wolfrider Huntress.

Typhon gave itself Enhanced Healing and then inched forward. The Shredder moved to Absylonia the Archers stayed still and the Shepherd moved into the lee of the rock.

Circle Turn 1

Circle began the Great Flank Around. The Wolfriders (except the Huntress who stayed near Morvahna) all ran around the outskirts of the army with the Bloodtrackes on the left and the Ravagers on the right supported by the White Manes. After witnessing the spray of the Carnivean Morvahna moved back slightly and cast Regrowth on the Wolfriders and Revivify on the Ravagers.

Lanyssa moved into the forest and cast Winter Storm, removing Eyeless Sight, All Terrain and Wings from nearby blighted creatures. The Warpwolf moved out from behind the trees and riled for 2 points of Fury while warping to increase armour. The Pureblood moved with him and riled for 3 points of Fury.

Legion Turn 2

Absylonia pulled the Fury off her beasts to replenish her full stash then chose to upkeep Playing God.

The Archers moved forward towards the Ravagers and aimed a Concentrated Volley at them managing to kill one of them and wound a second.

The Shredder went Rabid and charged one of the Wolfriders but missed. The Shepherd tried to hit a Wolfrider but missed as well.

The Carnivean walked menacingly toward the Ravagers and started attacking them. While inflicting major wounds to two of the Ravagers the beast only managed to kill one of them. It ended its activation but giving itself Spiny Growth.

Absylonia pumped herself up by giving herself Glide, Barbed Hooks and Brutal Damage before charging , and killing, one of the Wolfriders. She then cast Tenacity on herself.

Typhon gave itself Enhanced Healing and moved toward Absylonia.

Circle Turn 2

Whew. Turn 2 and Morvahna's still alive. Yay! She reaved full Fury off the beasts and then Regrew the slain Wolfrider. She also upkept Regrowth and Revivify.

The Ravagers that weren't tied up with the Carnivean charged the Archers and killed 7 of them. The one that was attacked by the Carnivean managed to damage the beast.

Lanyssa failed to cast Hunt on Absylonia so the two Wolfriders that were close enough to throw their javelins at the warlock only managed to do 3 points to her.

Morvahna advanced and cast Harvest. The Pureblood and the Warpwolf advanced to get into position to do something.

Legion Turn 3

Absylonia got full Fury but the Shredder had to test. It managed to pass Threshold and did not Frenzy. She upkept Playing God and the first of the reinforcements arrived. A Seraph and a Raek came on the board behind the Ravagers.

The Seraph moved into Abyslonia's control zone and shot a Ravager (getting 5 extra attacks), all those shots go to waste as it only kills one Ravager and wounds the Beast Lord. The Archers CRA into the Ravagers to kill a second Ravager this turn and wound the Beast Lord a little more. The Carnivean shuffled around the Ravager to wound the Shaman and finally killed the leader. The Raek charged a White Mane and did a little damage.

Typhon gave itself Enhanced Healing and moved in front of Absylonia to breath on Lanyssa, killing her. Absylonia cast Tenacity on the Shepherd and the Shredder and gave herself Spiny Growth.

Circle Turn 3

Morvahna pulled in Fury and upkept Regrowth and Harvest, no sense keeping Revivify when most of the unit is dead.

The White Mane shuffled around to attack the Seraph but missed. The Ravager attacked the Carnivean, but missed. A Wolfrider charged the Shepherd and a second charged the Shredder and misse. Bit of a pattern with the Tharn this turn... The other White Mane simply ran to the rock.

The Pureblood moved closer to the Warpwolf and gave him Ferocity and Spurs. Morvahna moved into the trees and cast Wurmwood at Typhon, managing to damage it even if the beast healed itself. That just left the Warpwolf to charge Typhon. He hit with his first attack! He hit with his second attack! Throat Ripper tore into the beast! Some great regeneration rolls on Defenstrator's part left Typhon not dead at the end of the Warpwolf's assault. It still had 8 points left. At least it was knocked down.

Legion Turn 4

Absylonia leached for full Fury but was forced to leave some on the Shredder, Raek and Typhon. Within the Shepherd's range the Shredder could be forced to Frenzy on the Ravager, but missed. The Raek passed its Threshold test. We then both forget that Typhon is knocked down, and it Frenzies on the Warpwolf, doing 4 points. The reinforcements for the turn were a Nephilim and a Teraph.

The Raek did a bit more damage to the White Mane while the Archers, after moving behind Absylonia, shot the second White Mane for a small amount of damage and kill one Bloodtracker. The Nephilim killed a second Bloodtracker and the Teraph's shot at the White Mane missed and deviated harmlessly.

Absylonia mutated to do Brutal (boosted) Damage and attacked the Warpwolf. While she hurt him for an impressive 17 points of damage, it was not enough to kill him.

It took a charging Seraph to take out the last of the Ravagers and the Carnivean attempted to take out the Warpwolf. Unfortunately it's spray misses both the Warpwolf and Absylonia.

Circle Turn 4

Morvahna leached to full Fury but was forced to leave one on the Pureblood. The beast passed his Threashold check and Morvahna chose to upkeep Regrowth and Harvest.

The Wolfriders began their charges. One charged the Shepherd and killed her, those on the Archers and Absylonia missed and the Wolfrider on the Teraph did a measly one point of damage. The final Wolfrider ran back to Morvanha. Those that had charged then got out of the way.

The Pureblood moved forward, hoping to get into range to power up the Warpwolf but he was just a little too far back. The Warpwolf attacked Absylonia and did 6 points of damage, but the second 6 point hit was transferred to the the Teraph.

I had one last thing I could throw at Absylonia and hope for the best. The remaining White Mane charged Absylonia and cleaved her in twain with his giant axe.

Afterword

Myantek

I'm not used to my Warpwolf charging things and failing to kill them. It's a little... unsettling. And I should get used to putting Knock Down counters on stuff that's knocked down. All that stuff with Typhon Frenzying couldn't have happened because it would've been knocked down. Oops.

Actually, I probably could have been a little more aggressive with my force. I was a little gun shy I guess after the last game where Typhon managed to win it before it even began. In my defense, it was my first time playing with the White Manes, Wolf Riders, Lanyssa and Morvahna. I kind of like this force though. I could see playing it regularily.

Defenstrator

Well that game was alot more satisfting than our previous one, but oh boy did I mess up. On the final round I took the fury off the Carnivean and Seraph, figuring I would get three boosted to hit and damage rolls with Typhon to wipe out the Warpwolf when I used the Shepherd to direct Typhon's frenzy. After the fury removal I announced such, to which Myantek replied Typhon only gets one attack. I look her straight in the eye and agree with her, becuase he does. He's only got the one weapon and I know that. I just had a total brain freeze moment and forgot it for some reason. Typhon is still full of fury so I have him frenzy anyway, but it's a bad damage roll and just scratchs the Warpwolf. So instead of having Typhon rip the Warpwolf apart or just toss him he instead does virtually nothing.
The true irony of the situation though is that we both forgot that Typhon was actually knocked down, and if he frenzied could do nothing. If either of us had remembered I would have taken the fury off him for sure, and my next mistake would have been prevented. So if something gets knocked down be sure to remember to put that knockdown counter by it right away. It could cost you the game if you don't.

I then didn't get lucky and put the Warpwolf into Torpor with the Shepherd, meaning Absylonia had to boost her to hit rolls. This ended up puttng me in a awkward position becuase my last attack roll missed. Instead of killing the Warpwolf and reaving his fury, Absylonia was sitting there with one fury and I was faced with a horrible choice. I was one fury short to cast Blight Field to stop the Warpwold from using fury, so I could either go for it and hope that my last attack hit and killed it and I could reave the fury, or I could hold onto the last fury point and hope to survive the turn. I chose the latter and it almost worked, untill the White Mane charged in and rolled a fifteen for damage. Still, even with the mistakes it was more fun than our previous sudden death game. I don't think we will feel the need to come back to this scenario a fourth time though.

Saturday, 15 August 2009

Shadow of the Valley Round 2

Legion vs Circle - 500/750 points
A couple of months ago Myantek and I played the scenario in No Quarter No. 23 called Shadow of the Valley. We played Epic Thagrosh vs Epic Kaya and Myantek won that game. But we decided to have a rematch once Absylonia was released in which Myantek would use Morvahna since she was the other warlock that was at the battle.

Background

Shadow of the Valley represents the battle between the Legion of Everblight and the Circle Orboros that's presented in Metamorphosis. In it Morvahna the Autumnblade has pursued the Legion forces from the Castle of the Keys, through eastern Llael, and to the borders of Rhul and Ios. The army has been extended beyond their reserves and reinforcements, leaving the slower elements behind. The Nyss and thier dragonspawn have been caught in a valley and Morvahna beleives that she can deal the Legion a fatal blow.What she doesn't know is that the valley has been chosen as a rendezvous point for the Legion. Reserves, led by Absylonia, are fresh dragonspawn and the newly transformed Thagrosh the Messiah. She attacks and hundreds of drawnspawn swarm from the mountains, inflicting horrible causualties to the Circle army. Only the timely intervention of Kaya the Moonhunter allows Morvahna to escape.

Special Rules

The Circle army is 750 points and all Circle models gain the Advance Deployment ability to represent the army close on the heels of the Legion.The Legion player begins with only 500 points, but beginning on round 3, the Legion player can put an additional 150 points of Legion warbeasts into play at the start of the Maintenance phase. The warbeasts start in contact with the rear edge of the Legion player's deployment zone. They may activate the turn they are put in play.The table should be moderately to heavily covered with terrain features consisting of only forests, hills and rocky ground.

Circle Army Composition
Warlocks: Either Morvahna the Autumnblade or Kaya the Moonhunter
Warbeasts: Any except for elemental constructs.Units: Any except Shifting Stones and elemental constructs.
Solos: Any except for Senty Stones
Minions: Brun Cragback & Lug and Lanyssa Ryssyl.

Legion Army Composition
Warlocks: Absylonia, Ryhas, Saeryn, Thagrosh the Messiah or Vayl
Warbeasts: Any
Units: A maximum of two units chosen from Blighted Archers (and UA), Blighted Swordsmen (and UA), Blighted Legionnaires, Striders, Warmongers and Warspears
Solos: Any
Minions: None

Beginning: The Legion player deploys first and takes the first turn. Players deploy their forces 10" from the table edge.Victory Conditions: The player with the last warlock standing wins.

Legion
Absylonia, Terror of Everblight
Typhon
Carnivean
Shredder
Shepherd
Vassal + 9 Archers
Legion Archer Officer + Ammo Porter attachment





Circle
Movahna the Autumblade
Warpwolf
Pureblood Warpwolf
Tharn Ravager White Mane
Tharn Ravager White Mane
Beast Lord + 5 Ravagers
Tharn Ravager Shaman attachment
Huntress + 9 Bloodtrackers
Huntress + 4 Wold Riders
Lanyssa Ryssl, Nyss Sorceress



Set Up
The table was set up with four stone rock formations in each board quarter. A rough terrain template was placed in the centre right while a forest was put centre left. The Legion set up in between the rock formations with the Archers + UA on the left, Typhon in the middle with the Shredder beside him and Absylonia behind them, and the Carnivean plus Shepherd on the right.






The Circle set up using advance deploy in an encircling position. Both White Manes, Morvahna, Ryssal, and the Warpwolves set up in and behind the forest. The Bloodtrackers held the centre with the Ravagers beside them. The Wolf Riders were scattered with one neside Morvahna, one one in the forest, one in the centre, and two on the right. This set up was a little deceptive however because the Ravagers recieved a free move before the game started due to the Shaman. This placed them in the difficult terrain and cutting the Legion off on the right.












Turn 1

Legion

Typhon went first and activated his Excessive Healing animus before waing forward to screen the Archers. Absylonia put Playing God on the Carnivean, then put its Spiny Growth animus on herself before moving up near Typhon. The Carnivean then puts Spiny Growth on itself and moves up. The Shredder puts Tenacity on itself and screens Absylonia. The Archers don't move, waiting for something to come into range, while the Shepherd follows the Carnivean.

Circle

The two White Manes run up the left flank while the Ravagers run up the right, with Wolf Riders supporting both sides. The Bloodtrackers walk up the centre, not wanting to get caught before they can Ambuscade. Morvahna then casts Regrowth on the Wolf Riders, moves up, and then puts Revivify on the Bloodtrackers. The Warpwolf puts ARM +2 on itself and places itself to screen Morvahna, while the Pureblood shifts over beside it.

Turn 2

Legion
Just as I'm about to start the carnage in the middle I realise the Archers might be in range of Morvahna. I measure as best I can from Absylonia but it's too close to tell. I decide to go for it. Typhon charges the Warpwolf and is just in range with reach. He Pitches the Warpwolf 4 inches into Morvhana who falls down and trasfers the collateral damage. Typhon sprays Morvahna twice and the game is suddenly over.

Afterword

Defenstrator

Well that was really quick. I had expected Typhon to knock Morvahna down as set up, not do the deed himself. And I was lucky he did because when I measured afterwards the Archers would have moved foward and been about a quarter inch short of Morvahna. I actually had no follow up. This was quite different from my original plan to keep up the defensive animi on the beasts, grind down Myantek's force, feat to heal the beasts, and then grind some more while wating for my reinforcements on turn 3. On reflection I would have prefered that because win or lose it would have been more of a game. We were just getting started when it was over. Due to the sudden death we have decided to play yet another rematch and see how the same armies play with Morvahana holding a bit further back.

Myantek

Typhon is a dirty cheat. Amongst all the rule breaking Legion models the damn thing breaks two or three more. I lost because I was half an inch too far forward with the Warpwolf. I figured that it could survive a charge from Typhon if it had to but at least I could protect Morvahna. I didn't realise that it could be flung with unerring accuracy towards my warlock.

Friday, 7 August 2009

Typhon

Typhon is done at last. This model has taken me forever to do so it's a real weight off to finally have him done. The colour scheme is the same as my other Legion beasts, Catachan Green to Camo Green and Scorched Brown to a Vermin Fur + Blazing Orange mix. But to try and make him a little more special I stratiated the green heavily and highlighted the brown up into an orangish hue.










































Thursday, 6 August 2009

Krueger vs Saeryn, Break the Line

Krueger vs Saeryn, 500 points

Armies

Circle:

Krueger the Stormwrath
Woldwarden
Woldwarden
Woldwryd
Shifting Stones
Shifting Stones
6 Druids of Orboros
Wayfarer








Legion:

Saeryn, Omen of Everblight
Angelius
Seraph
Seraph
5 Raptors
Forsaken
Swamp Gobbers









Scenario

We played Break the Line from the Steamroller 4 rules. Basically it's a control the board scenario. A player wins by controlling 2 zones on his or her side of the table and one zone on the opponent's side.

Set Up

I won the roll and elected to go first. Krueger got placed close to the centre of the table by some trees. The Woldwyrd settled in slightly behind him with a Woldwardan on the far edge of either side of his control area. The Druids hid behind the hill on the far left of the table and the Waywafer took up a position on the far right. When the advanced deployment phase came the Shifting Stones were placed in front of each of the Woldwardens.

Defenstrator set Saeryn up directly opposite Krueger with the Angelius in front of her. The Swamp Gobbers settled in behind her while both Seraphs were placed by the hill on the left of the board with a Forsaken to follow them. On the far right of the table the unit of Raptors were placed behind the ruins.

Circle Turn 1

Woldwarden 1 moved forward into Shifting Stones 1 and put up Undergrowth with the second Woldwarden doing exactly the same thing on the other side of the board.

Krueger cast Skyborne and Wind Storm before moving in front of the trees. The Woldwyrd followed him and was riled for 1 Fury.

The Wayfarer moved up beside Woldwarden 2 and the Druids ran to Woldwarden 1.








Legion Turn 1

The Raptors moved forward onto the hill near the mid-line of the board.

Saeryn cast Respawn on the Angelius and moved forward. The Angelius ran to the ruins.

The Seraphs moved onto the hill and riled for 3 and 2 Fury respectively and the Forsaken moved up to remove the Fury from Serpah 1.

The Swamp Gobbers moved up behind Saeryn and let off a smoke cloud that concealed Saeryn and only touched the Angelius.


Circle Turn 2

So far things were going OK for me. It's pretty much what I expected when battling Defenstrator. I knew I wasn't going to win based on scenario because I couldn't hold a zone on my side from the Raptors so I had to make him hurt this turn. I came up with a plan, started to put it into effect and then screwed up. I finished my turn looked at the table and thought, "Guess this will be a short battle report." Anyway...

The Woldwyrd moved up beside Woldwarden 1 and cast Arkane Killer on it. Krueger cast Skyborne and moved in front of the Woldwyrd and cast Lightning Tendrils on Woldwarden 1. He then cast Windstorm again and let loose his feat. It missed Saeryn, did 2 points to Seraph 2 and 1 point to the Angelius.

The Shifting Stones teleported Woldwarden 2 to the ruins. It attempted to cast lightning at the Seraphs but was just sort. Instead it riled for 1 point and cast Undergrowth. The Druids ran from the Raptors into the trees and the second set of Stones teleported Woldwarden 1 into the ruins.

The Woldwarden then started pounding on the Angelius. The first blow did 12 points! The second blow... missed. Damn. I was hoping for the chain attack to send the Angelius flying. I guess I might as well kill it. Two more hits and the Angelius went down. Only to Respawn 3 inches away. Staring directly at Krueger and liking its lips.

Legion Turn 2

Serpah 1 frenzied! It attacked its buddy and did 15 points taking out Seraph 2's Spirit and Mind! Defenstrator complained about Krueger's feat.

Saeryn moved into the ruins and cast Breath Stealer at Krueger and missed. Defenstrator complained about Krueger's Sky Borne. She then took out her knives and threw them at my warlock doing 2 points of damage.

The Angelius moved in on Krueger and boosted its hit roll. It hits, boosts damage, and Krueger dies. In one blow. Even if Saeryn hadn't hit him. Defenstrator said it had an equal chance of missing. I'm not so sure on that.



Afterword

Myantek

Sigh.

So there are a bunch of things I could have done that I only realised once I finished my turn and shook my head in shame. Placing storm templates in the Angelius' way so it wouldn't be so easy to get to Krueger. Making the other Woldwarden go second and trying to Chain Lightning the Respawned Angelius. I only had to do three points. I might have at least forced Saeyrn to spend some Fury to heal it. I could have moved the Stones and had the Woldwarden trample over to block Krueger. I could've listened to Defenstrator explain Respawn and realise that when I killed the Angelius it was going to come back, away from the Woldwarden and be able to do something.

I still had another turn before Defenstrator was going to be able to win by scenario. I could've made better use of it.

Defenstrator

To be fair, I really did only have an even chance of hitting Krueger. With Sky Borne he is effectively DEF 17, so the Angelius needed an eleven on 3d6. To be honest I was on pins and needles that last turn. One Seraph was useless, the other half dead, meaning Saeryn and Angelius were the only things that could get him. When Saeryn flubbed Breathstealer and damage roll for the knives I thought the game was up. Luckily for me the dice broke my way and Kruger ended up impaled. If I had rolled a ten or less it would have been Saeryn's turn to be standing in the open waiting for death. So I felt this one was tighter than it looked.