Sunday, 16 October 2016

020 - Makeda2 Vs. Vlad1

Khador!

I have heard a lot of things about them after the edition change, none of it good from our point of view. But i have never had the chance to actually play against them. Untill now! He had a Butcher3/Vlad1 pair, and wanted to try Vlad against Skorne (First time playing against them in Mk3). I dropped Makeda again, wanting to see how she could fare against the shooting Hell that is Vlad1. Scenario and Map were the same as last game. I lost the Roll Off, and had to go second..

My List:

Supreme Archdomina Makeda WB+24
 - Tiberion - 22
 - Cyclops Shaman - 8
Mortitheurge Willbreaker - 4
Mortitheurge Willbreaker - 4
Tyrant Radheim - 9
Void Spirit - 4
Swamp Gobber Chef - 1
Praetorian Ferox Max - 21
Praetorian Ferox Max - 21
Paingiver Beast Handlers Min - 5

His List:

Vladimir Tzepesci, The Dark Prince WJ+28
 - Behemoth - 24
 - Spriggan - 19
Widowmaker Marksman - 4
Kovnik Jozef Grigorovich - 4
Kell Bailoch - 5
Orin Midwinter, Rogue Inquisitor - 5
Gobber Tinker - 2
Winter Guard Rifle Corps Min - 8
 - Winter Guard Rocketeer - 2
 - Winter Guard Rocketeer - 2
 - Winter Guard Rocketeer - 2
Winter Guard Rifle Corps Min - 8
 - Winter Guard Rocketeer - 2
 - Winter Guard Rocketeer - 2
 - Winter Guard Rocketeer - 2
Widowmaker Scouts - 8
Winter Guard Field Gun Crew - 4

Pre Battle Thoughts and Deployment:

I knew going up against this large amount of shooting can be a real problem. He out threats me by a mile, and with Signs and Portents he's accurate as all hell.. I need to close the gap, and i need to do it fast. Taking out as much of his guys as possible, and Jam to the best of my abilities. If i can negate his shooting enough, i should be able to grind him out eventually.
There's a forest on my right flank, and a nearby wall for me to hide behind, so i skew hard right. The plan being to use the cover of the forest and wall to keep my guys safe from his one turn of shooting before i run in. This also prevents him from scoring on his own flag as that will leave Vlad far too exposed to my Ferox.
He deploys pretty centrally, his AD guys deploying opposite my flag.


He moves stuff up, all his Widowmakers and Kell moves towards my flag.

Forgot to take a picture after his turn..

I move stuff up. Hiding as many guys behind the Forest and wall as possible. a few unlcuky cats gets sacrificed to toe the zone and try to draw his fire. This will mean that he commits to my threatranges, hopefully without making too much of an impact on my guys. Void Spirit goes left to move onto the Widowmakers and Kell if they get too offensive, taking care to be outside of 14" of Kell so that he doesn't get to aim and fire twice. Makeda casts Deflection ( i figure it's better to skew DEF than to solely rely on Stay Death. Winter Guard only have RAT 5, so even with S&P, skewing DEF should mean he gets a few misses.) Shaman and Chef skews hard right.


The guns open fire, and when all is said and done, i'm 3 Ferox down. As predicted, Deflection helped A Lot, meaning the widowmakers had do move in and finish the job, leaving the remaining 7 untouched. I also got to dodge around meaning he got fewer shots off in the first place.


Time to commit! Left Ferox move in and kill some winter guard (One survies to toe the zone unfortunatelly.. They then Repositions to engage both winter Guards and Widowmakers. Makeda Moves up Behind Radheim and Tibbers and Feats. Void Spirit Kills a Widowmaker and teleports to Jam Kell. Shaman shoots down a Rocketeer, and Right Ferox kill a bunch more and put a few boxes of damage on a jack. Reposition o engage all his remaining shooters. I even manage to engage Behemothbehind a couple of Winter Guards. I forgot about the chef..


He tries to unjam himself, but he's not nearly as frightening in melee. Behemoth manage to get Radheim off his mount, and takes some boxes off Makeda. Everything else combines to kill a single Ferox.

Forgot to take a picture after his turn..

I figure i can probably win this on atrition at this point, The Spriggan is standing within Threat of Tibbers, so it will go down. Ferox can kill most of the remaining Winter Guards, and i will move to 3-0 (Dominating the Zone and Controlling his Flag. He's also down to 9-ish minuts on his clock, so i feel pretty confident. Vlad is really exposed however, and even without Radheim i should have a pretty good run here. I decide to try it (It's always good to know what i can and can't handle). Radheim charge out of the way and kill the Kovnik, Beast handlers kill a Winter Guard. Makeda moves up on the hill so she can see Vlad after recieving Puppet Master from a Willbreaker, and Knocks Vlad down with Prostration. He only had a single Focus and used that to take a little less damage here. I cast Dash and move two Ferox over to him. I roll a little bit above average and he goes down! If they hadn't finished him i would still have two more with Puppet Master to go in and finish the Job.



Victory to the Tyrants!

Post Battle Thoughts:

I know this kind of shooting might be horrible to deal with, but i feel like i handled it pretty well, and this match up should definatelly be playable, even though i was a bit lucky with Toughs and a few misses. The Forest helped me out a lot as well, keeping several cats completelly safe until i could commit in force. He didn't get much work out of the Behemoth either, which was pretty good for me ( He missed both shots T2, and although he managed to knock Radheim off his mount the Next turn, at that point it was a bit too little too late.

The Shaman got to do a little bit more work this game, killing a few Winter Guards, and helping to keep the pressure on the right Flank. Tibbers was really nice to have as a solid shield guard to help take a bit of the pressure away from the Ferox, and The Void Spirit was incredibly important as he helped keep the Flanking WIdowmakers and Kell Bailoch out of the Game. I have to say i like the changes, although i still miss the TyCom.. And i wonder if it might be better to have the Raider instead of Shaman/Chef package. The ability to snipe out Stealth models can be pretty important. As i said before, more testing is definatelly needed!

In the next few weeks i'll have to get as many practice games as possible in, and do a lot of Painting. I made an impulse desicion to travel down to Amsterdam and attend Clogcon! So a lot of work now have to be made to make myself ready for that. And that includes trying to find a perfect buddy for my Makeda list. I'll probably go with a ranged oriented Hexxy2/Rasheth list ( I get to borrow the Mammoth of one of my club mates!) I'm really looking forward to this! Even though i'm probably going to stress myself out completelly to try and get a second list painted and tested in time..

Untill next time! Keep your faith in the Empire, Skorne will be strong again.

019 - Makeda2 vs. Vyros2

Sorry for not blogging much latelly, a lot of things have been happening, and i've just not felt up to it the past weeks. Now i'm back though. I have played a bunch of games since Invasion (Not all of them will appear here unfortunatelly, but i played two games today that i will report. First up, Nico (The Retribution player i beat at Invasion) wanted a rematch, this time with Griffonspamming Vyros. How would Makeda do against this? Let's find out!

My list:

Supreme Archdomina Makeda WB+24
 - Tiberion - 22
 - Cyclops Shaman - 8
Mortitheurge Willbreaker - 4
Mortitheurge Willbreaker - 4
Tyrant Radheim - 9
Void Spirit - 4
Swamp Gobber Chef - 1
Praetorian Ferox Max - 21
Praetorian Ferox Max - 21
Paingiver Beast Handlers Min - 5


His list:

Vyros, Incissar of the Dawnguard WJ+27
 - Griffon - 8
 - Griffon - 8
 - Griffon - 8
 - Griffon - 8
 - Griffon - 8
 - Griffon - 8
 - Imperatus - 22
Lanyssa Ryssyl, Nyss Sorceress - 3
Archanist Mechanik - 2
Archanist Mechanik - 2
Archanist Mechanik - 2
Dawnguard Sentinels Max - 18
 - Dawnguard Sentinel Officer & Standard - 4
Soulless Escort - 1

Pre Battle Thoughts and Deployment:

As you might notice, i have changed my list a bit since last time! I have talked a bunch with Johan (The Swedish guy that brought Mad Dog Spam to the WTC) latelly. Specifically about Makeda2. He's currently trying himself as a Tyrant, and so, we have a lot to talk about. The idea behind these changes are simple enough. Tiberion is an amazing scenario piece. A good place for Makeda to hide if push comes to shove, and he hits like a ton of Bricks. The Shaman adds a little bit of ranged presence to the list, something it sorelly lacks elsewhere, and helps both with upkeep removals and unjamming. The Void Spirit is just another piece of Makedas annoying and all too effective denial/attrition game. Incorporeal, DEF 14 and Poltergheist combined with Stay Death makes for a very effective contesting Piece, and Solo hunter.

I do lose the TyCom, and his 2" of added threat, and some mobility in the Beast department, due to not having Rush anymore. Not sure if it's worth it, but i'm willing to try it out at least. Another option is to go with a Raider instead of the Shaman and dropping the Chef (Who's only there 'cause i have a spare point anyways..)

Anyways, onto the game! We play the Pit and i get to go first. I deploy centrally, my plan being to move onto the flag, Jam, and see where this goes. I have never played against Vyros before, but i have heard how much of a pain the Griffon spam can be. Time to see how much Ferox can handle!

He deploys Sentinels and Vyros in the midle with Imperatus, Three Griffons on each flank.


I move everything up.


He moves up as well, Synergy is cast and Sentinels Mini-Feat.


Ferox moves in, but do absolutelly nothing to the Sentinels. It's Dice -8, but i should still kill a a bunch with boosted mount attacks etc. i kill two/three (One with the Shaman, marking my first ever ranged kill in Mk3.!) I also cripple the Cortex of two Griffons, and both arms on a third. I jam as best as possible and create a fort around Makeda.


Since i failed so hard against Sentinels, Vengeance is a bitch, and i'm forced to use a Fury, When the Sentinels actually activates, i Tough like a champ, but with all the Griffons, Imperatus and Vyros himself doing some work, i lose 6 cats, Void Spirit and Chef, and Radheim gets knocked off his Ferox. Vyros moves in to Score as well. 0-1.


Due to moving over to Score and only Camping 2 Focus, i feel like i have to go for the Assassination here. All the Sentinels, Griffons and Imperatus will be far too much for me to handle at this point after losing that many cats.

So, Shaman moves up and boosts a shot into Vyros, doing a few boxes of damage and making him use a Focus. Makeda moves up, Cast Dash to let the Ferox get in without taking free strikes, and Knocks Vyros down with Prostration (Both Makeda and the Shaman got Puppet Mastered.) He's down to 11 boxes at this point and i can get 3 Ferox to him, one of them only with his Lance. At the end he's left standing on a single Box, after i roll misserably with both mount attacks, and i concede the game (Makeda standing out in the open, camping nothing with Imperatus 3" away..)

Loss to the Tyrants!

Post battle Thoughts:

This should be playable. What i should have done when he used his mini-Feat that early was to just hang back, let him score on his flag, but at least prevent him from getting a full Alpha. To win this Grind, i need to limit his attacks, and deal as much damage as possible when i do commit. And i completelly failed at that this game (Mostly because i wanted to really stress test how much Ferox could handle).
I'm not really sold on the changes just yet. Granted, the new elements didn't really get much chance to shine here, so some more testing is needed. I do feel a bit more safe knowing i have Tibbers to hide behind, and his Crit Slam might be really useful, but i REALLY miss the extra two inches from the TyCom. Had i had those, i would get the last Ferox into Vyros as well, and an extra mount from the last guy. Three more Pow 12's two of them boosted should have won me the game. More testing is needed!

Sunday, 2 October 2016

Thoughts on Makeda, And the road ahead

I took a bit of a Hiatous from blogging after the tournement, but i have kept on playing and the reports are on their way. But before i start with them i would like to talk you through some of my thoughts on Makeda.


First, let's have a look at my Makeda list. What have i learned from the past few months of playing her excessively? Quite a lot actually. I have said since i started playing the list, and i'm still confident that she is one of our absolute best casters. On paper, the list might not seem like much, but on the table, she just covers so much ground, it's almost too good to be true.

What's her main strengths? Well, unlike most of our other lists, she can play into, and outright crush most of the heavy gunlines that seems to riddle the current worldwide Meta nowadays. With the exception of Caine2, the high native defensive stats of the Ferox, combined with elements like Tough, Stay Death, Native steady, Deflection (If that is more valuable than Stay Death, which most of the time it's not i think), Dodge, Terrain.. The list goes on. Their high speed, and the fact that they are impossible to stop if you can't outright remove them, means that most shooting lists will have a really hard time dealing with them. They remove infantry like nobodys business (only outdone by the Void Spirit bullet with Mordikaar), Demolish all other cavalry in the game due to longer threatranges and a high enough damage output to cripple them, and they can take on Lights, and even heavies under the right circumstanses. Makeda pretty much just run every single turn, almost never casting any spells, but why should she? Stay Death is too good an ability to not use, and with her Spell list being good, but not awesome, she only ever need to do anything other than making sure she's near enough to the fray to help the Ferox survie, and to use her Feat and Spells should the need arise (Storm Rager and Dash are amazing assasination spells), while also keeping herself safe from retaliation.

The fact that Ferox are so hard to remove, and even more valuable, so hard to prevent from causing havok, means that it's one of the better Scenario lists we have available as well. With the exception of scenarios that force you to spread out a lot ( like Incursion), it's fairly easy to lock your opponent completelly out allowing you to start scoring early, and force your opponents hand,

An example:


This picture shows the board right after Trollbloods T1. I used my superior speed T1 to advance fast to put instant pressure on him. Hang back, and he'll prevent me from alphaing completelly, but give me the Scenario, or Push and play into my hands as i get to dictate where the fight happens. If i had been the second player here, i could have gone for his zone, but an even better play is what i ended up doing:


By clearing all chances of him contesting me in his T2, i can quickly move to a Scenario lead. He could move everything over to his own zone to start scoring, but by doing that, he would leave himself open to assasinations (Not enough models to block my path to his caster) or, if he chose to not try and do something at all with Ferox, he would give me a second alpha strike. Or he can forgo the Scenario and try to deal damage to me, but again, that's not an easy feat, as i can use the Speed of Ferox to make it really hard for him to deal serious damage to me. I do this by using the Terrain, and my positioning to limit the amount of models he can reach. Best case scenario for him is to kill the two Ferox closest to his Beasts and the one that's partly in the Forest, and that is if he hits with all his attacks, and gets through my ARM and i fail all, or most of my tough Checks.

Basically this means that no matter what he choose to do, i get through it mostly unscathed, and gets a Lead on Scenario since i get to score in his Turn. And i get two Alpha strikes, since his Alpha is severelly limited when i clear out most of his Left flank, and limit what his Right flank can get to. (A friend of mine and veteran Army Blogger Jarle call this the Ping-Ping effect, read all about his theories on the subject here: Courage of Caspia.)

Secondly, she does Atrition exceptionally well. With all the punch i can bring with Ferox, Beasts, Radheim and TyCom, and how much punch the opponent needs to grind through the wall of Ferox, i will start to grind out any infantry heavy list out there. I always get to strike first, that's pretty much a given. Shooting lists get one, or maybe two rounds of shooting before i'm in his face, and they usually lack the melee punch to clear the Ferox once the Jam is real. Since i get to strike first, with the surgical presicion of the Ferox, i can put the hurt on where it's needed the most, taking out important elements of the enemy's list before he gets to strike (almost as if i had brought a shooting list). Most of the time, this means that his counter punch is limited, putting me on the upper side of the attrition game.

Like here:


Legion have started the game fairly agresively, but due to the insane range of the Ferox he's a bit further back than he probably would have been.


I push back, taking care to stay outside of his threats, but also positioning myself to punish him if he decide to advance further.


Legion tries a halfhearted push due to the fear of what i can do on my alpha.


Ferox commits, Jams and kill several important pieces (Hellmouth tentacles, shooty solo, a couple of beasts, and i start scoring.


Legion counters with everything he got, but due to the removal of some key models the previous turn, i'm still up on attrition even after i lose several Ferox.


Which means that i can charge in with the rest of my army and clear out pretty much anything of value. Legion have nothing left that can threaten me at this point, and the game is won.

All the time spent clearing Ferox that just won't die also takes a heavy toll on the enemy's clock. There's been several times where i know that i most likelly will lose due to some mistakes, or an army that manage to out attrition me (ARM skews tend to do that if i can't get around it), but after two or three turns of trying to come up with a way of dealing with the Ferox, i'm 20+ minutes up on the clock. It's not the most satisfying of wins, but Deathclock is a part of this game like all other victoryconditions, and it's stupid not to take advantage of it (And Skorne really need to take advantage of any advantage we can get!)

So, we know that Kittyspam can deal with both attrition and Scenario play, and force your opponent on the clock. Is it deadly on assassinations as well? Well.. ofcourse! It's probably one of the assassination lists it's hardest to stop.

Skorne have always been Assassination specialists. Whether it's been throwing your casters around like ragdolls to spell sling your opponent to death (Zaal2/Rasheth), Negating life sustaining tech like transferin (Morghoul1) or the good old Molik Missile (Severelly toned down in the edition change unfortunatelly), Skorne allways have an angle. And this list is no different. The mobility and punch of Ferox, especially combined with Boosted attacks from Makedas feat, Dash to ignore free strikes, and a bit extra movement, and a Storm Ragered Radheim that's terrifying to pretty much everything in the game means certain death to pretty much anyone that's not extremelly careful. And with the attrition and Scenario game mentioned above, and time pressure, mistakes can and will happen. Even from experienced players.

All in all, it's a list that takes a lot of practice to master (i'm 30+ games in and doesn't even feel close to mastering it), but the reward of all the hard work is a list that can put the fear of death into pretty much any caster in the game, and that's something that i believe Skorne has lacked for a long time.



So, we know Makeda's strengths. What about her weaknesses?

As i mentioned above. ARM skews can be a problem. Ferox hits hard, there's no doubt about it. Skorne Beasts still hits like a ton of Bricks, and with the screening wall of Ferox, they have little problem getting to where they need to be, even against fast or shooty lists, something that's a bit of a problem for our beast bricks. The tyrants (Radheim and Commander) pack a solid punch as well, but against armies with mass bricks of 'Jacks, High ARM infantry or a combination, there's often not enough punch to get through. In games like that, it's more important than ever to get the head start on the Scenario. If you can't punch through, just block it. Focusing on a few pieces at a time. I've seen Ferox grind down an Arcane Shielded Stormwall. Everything's possible, it just takes time, and Buying time is something this list most definatelly can do!

High amounts of quality attacks can also be a real problem. If damage is spread around most of the Ferox early, the grind can quickly turn into a real struggle as Tough Checks and Stay Deaths is forced out more and more often. This list thrives on presenting as few targets as possible to Jam, then switching the Jammers with fresh ones after the next push. High amounts of attacks that can threaten me even when you Jam, can be a real problem. And Grievous Wounds shut down every defensive tech this list have.


I tried to negate these weaknesses in my list pair via Xerxis1 with a Beast brick to end all Beast Bricks. ARM skews were clearly no problem anymore, and the high amounts of ARM meant that most Shooting lists would struggle breaking through. And Grievous Wounds would not be too much of a problem. I still can't heal my beasts if he cripples them, but even if i lose a beast or two, The rest still hit like champs, destroying most things sent agains me in return. But the fact that it's a list with few threat extenders, and Xerxis' low control range means that it's often far too slow. Losing me ground on Scenario, and faring even worse than Makeda on Scenarios that force you to spread out. It covers several of her bad matches, but Struggles with several of the same things that she does. Especially things like Caine2, that both threatens to cripple you With Grievous, but also have enough mobility to absolutelly destroy you on scenario if you can't stop him, and that can be pretty hard when you're as slow as this.

In short, i needed something else to pair with the Queen of Tyrants. Something that can reliably deal with ARM skews, but was still mobile enough to stop Scenario threats that arises.

I have given the subject a lot of thought latelly, and come up with a wide assortment of lists that i'm in the process of testing. I'll leave the complete walkthrough of them to a later date as this post is allready starting to run a little long, but i'll at least post them here, so you guys can read and maybe even try them out. Feedback is always appreciated, and i made this blog in large part to help Skorne as a community to punch through all the negativity that's been all around since Mk3 dropped.

So here they are:

First: Paws of Halaak 2.0
Tyrant Xerxis - WB+28
 - Agonizer - 7
 - Titan Gladiator - 14
 - Titan Sentry - 15
Mortitheurge Willbreaker - 4
Tyrant Radheim - 9
Cataphract Cetrati: Leader & 5 Grunts - 20
 - Tyrant Vorkesh - 6
Praetorian Ferox: Leader & 4 Grunts - 21
Paingiver Beast Handlers: Leader & 5 Grunts - 7

Good old Cetrati keep the Brickyness alive with Agonizer, FEAT and Defenders ward to back them up. Ferox speeds the list up drastically, Acting more as Jammers in this variant, with the added benefit of being able to cripple mostly anything with Stir the Blood+Feat. Even Cetrati can move pretty quickly up the board even under Shield Wall thanks to Tactical Supremacy. Scenario becomes less of an issue due to the added speed.

Next up: Abusemachine.
Master Tormentor Morghoul: WB+30
 - Aptimus Marketh - 6
 - Aradus Soldier - 18
 - Aradus Soldier - 18
 - Titan Sentry - 15
Tyrant Zaadesh - 4
 - Titan Gladiator - 14
Mortitheurge Willbreaker - 4
Paingiver Bloodrunner Master Tormentor - 4
Extoller Soulward - 3
Paingiver Beast Handlers: Leader & 3 Grunts - 5
Paingiver Beast Handlers: Leader & 3 Grunts - 5
Paingiver Bloodrunners: Leader & 5 Grunts - 9

The Zaadesh package both grants speed in the Form of Rush, and width of play due to their ability to stray away from Morghoul should the need arise. PGTM and Bloodrunners can Jam and pick away key solos. Most importantly though, With Abuse and Rush, even the Soldiers threaten pretty far, and can kill pretty much anything. Morghouls Feat negates any sort of alpha strike made by Beast/Jack heavy lists, granting me either a Ping-Ping, or at least a Pon-Ping effect (Again, read through This blog post for clarification).

Lastly, i've been itching to try out a shooty list for a long time (Ever since my days of Sentinel spamming in mk2) So i really want to try something like this:

Lord Arbiter Hexeris: WB+27
 - Titan Cannoneer - 17
 - Titan Cannoneer - 17
 - Titan Gladiator - 14
 - Cyclops Shaman - 8
 - Cyclops Raider - 9
Extoller Soulward - 3
Venator Dakar - 4
Tyrant Commander & Standard Bearer - 6
Venator Reivers: Leader & 9 Grunts - 15
 - Venator Reiver Officer & Standard 4
Paingiver Beast Handlers: Leader & 3 Grunts - 5

The Cannoneers and Reivers can crack ARM pretty well, Shaman and Raider adds Solo Removal tools, and mobility. The Shaman in Particular can be pretty scary, and a utility piece with it's ability to cast Rush if need be, or removing enemy upkeeps with Spirit Blade.

I have considered dropping the Cannoneers and Cyclopes to add a Mammoth with some support instead. I'll test it out a bit and see. Either way, this list will probably not see the tournement scene for me in a long time, as i really can't afford the monetary investement to buy the models.. And the Dakar isn't even out yet.


Hope you guys have njoyed this write up. More reports will come soon. But untill then, Keep up the fight for the Empire, and never give up! Through suffering our strength will grow and overcome any obstacles!