tag:blogger.com,1999:blog-91001577094879629852024-03-21T02:58:21.488-07:00Skornergybuster: A JourneyA Mediocre miniaturegame player's journey to understand Skornehansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.comBlogger30125tag:blogger.com,1999:blog-9100157709487962985.post-73593587423806969142017-11-08T01:57:00.002-08:002017-11-08T01:57:20.475-08:00025 Makeda2 vs. HelynnaSo, to get ready for Clogcon, we had a small steamroller tournement at our local gaming club. I decided to play the two lists i probably will play the most at Clog, and went with Xerxis2 and Makeda2.<br />
For the first game i got to play against Grymkin. It's not a match up i have been able to play too often, but i have a decent understanding of what they do. Unfortunately i forgot to take any pictures of that game, but i quickly ended up in a winning position (Dreamer vs. X2) after my opponent played way too passively because he was afraid of my alpha. that allowed me to kill pretty much everything in his list apart from the heavies and BE, while still setting me up in a position where i could easily score, and not be particularly threatened in return. Didn't even need to Feat.<br />
<br />
For the second game of the day i got drawn against Nima with a Helynna/Kaelyssa pairing. Retribution have always been one of Makedas most favoured matchups, so for me it was really a no-brainer. I got Helynna in return, Game on!<br />
<br />
<b><u><span style="font-size: large;">My List:</span></u></b><br />
<br />
Supreme Archdomina Makeda +28<br />
- Molik Karn - 19<br />
- Basilisk Krea - 7<br />
Tyrant Radheim - 9<br />
Orin Midwinter - 5<br />
Mortitheurge Willbreaker - 4<br />
Mortitheurge Willbreaker - 4<br />
Praetorian Ferox max - 20<br />
Praetorian Ferox max - 20<br />
Paingiver Beast Handlers min - 5<br />
Tyrant Commander & Standard Bearer - 0<br />
Tyrant Commander & Standard Bearer - 0<br />
<br />
THEME: Masters of War<br />
<br />
<b><u><span style="font-size: large;">His Lists:</span></u></b><br />
<br />
Magister Helynna +30<br />
- Helios - 34<br />
Dawnguard Sentinel Scyir - 0<br />
Arcanist Mechanik - 2<br />
Arcanist Mechanik - 2<br />
Arcanist Mechanik - 2<br />
Lanyssa Ryssyl, Nyss Sorceress - 4<br />
Dawnguard Destors min - 12<br />
Dawnguard Destors min - 12<br />
Dawnguard Sentinels Max - 18<br />
Soulless Escort - 1<br />
Dawnguard Sentinel Officer & Standard - 0<br />
Dawnguard Sentinels Max - 18<br />
Dawnguard Sentinel Officer & Standard - 0<br />
<br />
THEME: Legions of Dawm<br />
<br />
<b><u><span style="font-size: large;">Pre Battle Thoughts and Deployment:</span></u></b><br />
<br />
Looking at the list, i felt like i was set for a fairly easy game. He had a high volume of attacks (especially with Vengeance), but with limited threatranges, and only one jack, that would be pretty easy to completely lock out of the game (there was a large obstruction in the middle of the table) would most likely mean i should be able to find a good scenario angle. The scenario was Outlast, and thanks to my +1, i got to go first (i still have never rolled higher than a 1 to determine who goes first after i switched to theme, but luckily, my opponent did the same..)<br />
<br />
I did my usual deployment, Makeda, Legends and Beasts in the centre, with One Ferox, One TyCom, and one Willbreaker on each flank. He mirrored me with Helios and Helynna in the centre with one of each unit on either flank, Lets go!<br />
<br />
(Forgot a deployment picture..)<br />
<b><br /></b>
<b>My Turn 1:</b><br />
I run everything up in the centre of the board, staying outside of any big threats. I want to claim more boardspace, so i allow him to drag a Ferox or two away from the rest of the pack if he feels like going for that.<br />
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<br />
<b>His Turn1</b><br />
He realize that he can't just hang back, so he advance a bit, he tries and fails to land a few potshots with the Destors on the Cats, meaning i get to do some dodge shenanigans. The Dawnguard Sentinels both use their Mini-Feat, but curiously, he does not Feat with Helynna, Probably due to wanting a second turn of ARM20 Dawnguard, but doing this makes them much more vulnerable to my full Alpha strike.<br />
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<b><br /></b>
<b>My Turn 2:</b><br />
The position i'm in right now makes me fairly certain that i don't need to go for an assassination. I can get a devastating alpha strike, and set up for a winning scenario play fairly easy. Therefore i decide to use my Feat now, to make sure i hit everything i want to hit.<br />
His right (My left) flank is his weakest, due to the blocking obstruction preventing the Helios from shifting over there, so that's where i decide to make my heaviest strike. Ferox do their thing, killing most of the guys in the left unit, including the Soulless, and a few guys from the right unit. I shift both Tyrant Commanders over to the left flank, one of them killing the Destor he decided to place in the middle of the zone. Molik Deals with the Destor he put in the middle of the other zone and Fate Walks to safety. Radheeim kill the Scyir. When all is said and done, the Legends can't get to anythig as othing is really left alive near them, so they instead position themselves for next turn, trying to prevent him from contesting my flag if he wants to do that.<br />
<br />
I reposition the cats to block his Helios from doing anything.<br />
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<b><br /></b>
<b>His turn 2:</b><br />
He charge in with everything he's got, but some critical misses, and a decent amount of tough rolls only see me lose three cats to his retaliation ( I had two Stay Deaths left, but i let some of the first cats he got to die to keep the more crucial ones alive, like the one blocking his Helios). Helynna Feats, but he doesn't contest my flag as he wants to do as much damage to me as possible instead.<br />
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1-0<br />
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<br />
<b>My turn 3:</b><br />
I clear the left zone with little difficulty,leaving only one Sentinel outside the zone on my left flank. Molik kill the Destors and a couple of Sentinels, while Legends+Ferox deal with all but one Sentinel in the right Zone (alas, not a third point for me this turn.) Forgot to move Makeda away from the flag to a more safe position (Orin could score on my flag instead, i just forgot that he could..) , so i instead try to put other things in the way of Makeda to keep her safe from a potential Last ditch assassination.<br />
<br />
3-0<br />
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<br />
<b>His Turn 3:</b><br />
Seeing as there's not really anything he can do to win this (I'm massively up on attrition, Scenario and Clock), he decides to go for the last ditch assassination. He use a few activations to try and unjam his Helios, i allow him to kill it with Lanyssa eventually, leaving me on 4 Fury. He uses Helynna to move the Krea away from Makeda so that i don't get the Aura, and casts Hand of Destruction on her, meaning the Helios will be able to hit her more easily. He then proceeds to drag me all the way over to himself, with a run of lucky rolls, but his luck runs out there though, as he only manage to hit his initial attacks, then miss with his two bought ones (He used the third focus he had on him to boost his first Drag shot because i had cover from the wall.<br />
<br />
Since i didn't have a solo on my flag anymore and he had that one last Sentinel to contest the left zone, i didn't score anything this turn.<br />
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<br />
<b>My Turn 4:</b><br />
But the game was basically over anyways. All i had to do was to kill that one Sentinel and move a Willbreaker onto the flag.<br />
<br />
5-0<br />
<br />
<div style="text-align: center;">
<b><u>Victory to the Tyrants!</u></b></div>
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<u><b><span style="font-size: large;">Post Battle Thoughts:</span></b></u><br />
<br />
This game turned out pretty much the way i expected it to. Without Vyros og Rahn, Retribution really does not have any good answers to the kitties, and even with those it's still a matchup that favours the kitties. I was a bit surprised when he didn't Feat Bottom of 1, the extra ARM might have limited my alpha enough to let him swing the game a bit into his favour on his follow-up, but in the end, i don't think it would have made that much of a difference. The kitties are still really hard to get through, and even though the game would have become a bit longer and grindier, i'm confident that i would still have enough models left to do what needed to be done in the following turns. I need to get better at keeping Makeda safe, I keep forgetting that High DEF isn't a sure way to keep things alive, luckily, it didn't cost me the game this time.<br />
<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com7tag:blogger.com,1999:blog-9100157709487962985.post-11824828371805989782017-10-29T08:36:00.000-07:002017-10-29T15:59:13.733-07:00A new beginningWelcome back fellow Tyrants!<br />
<br />
It's been almost an entire year since the last time i posted anything here. I stopped blogging for a number of reasons. Real life issues, a genereal lack of motivation, mostly it was just a choice between spending the little spare time i had blogging, or playing the game.<br />
<br />
So, even though i have had little to no time to actually play, and not any time at all to blog, a lot have still happened this past year.<br />
<br />
I won my first tournement (A team event at last years Clogcon), managed to get into invitational events, Steamroller finals (No singles tournement wins yet though). And perhaps the thing i'm most proud of, Qualifying for the Norwegian WTC team (Which by the way performed above all expectations and finished 2 and 4).<br />
<br />
But enough about the past, i'm here today, starting up the blog anew, to talk about the future.<br />
<br />
And what a future we tyrants have in store! Skorne is now in an amazing position, we have a lot of really strong builds. Our themes look really good. We have a lot of really good answers to the current meta. Cryx, is ofcourse an issue, but that faction is a problem for every other faction in the game right now, so that's nothing new. And though we might still struggle with them, we do have some decent answers, better ones than most other factions.<br />
<br />
I'll be starting on a small scale today, and talk a bit about what lists i currently play, how they play, what makes them good. And i'll talk about what matchups they cover, a bit about what the other factions can bring to the table against them.<br />
<br />
There'll be a lot to read through (and write), so let's just jump straight in!<br />
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A quick note before we begin though, Since i'm mostly limited to experience gained from practicing at the local gaming club, and from tournements in Norway and Sweden, my viewpoint may differ from what you might experience in other Metas around the world.</div>
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<br />
<b><u><span style="font-size: large;">Lists:</span></u></b><br />
<b><u><span style="font-size: large;"><br /></span></u></b>
Since the very beginning of my Warmahordes career, Makeda have been a part of my pairing, More specifically, Makeda2. From the classic Molik Missile in MK2, to the now fabled Makeda Kitties list that i made at the very beginning of mk3. The list have gone through many changes since that first variant (A few of them you can find here on this very blog) but the core consept have always been the same. Double Kitties, Double Willbreakers and Radheim. Since about the same time as the great Skorne Erratta came about, i have been running a variant with Molik and Despoiler and swamp gobbers in addition to the usual package, a build that have served me well, but the dawning of the great Themepocalypse made me rethink the list yet again. For now, it looks like this:<br />
<br />
Supreme Archdomina Makeda +24<br />
- Molik Karn - 19<br />
- Basilisk Krea - 7<br />
Mortitheurge Willbreaker - 4<br />
Mortitheurge Willbreaker - 4<br />
Orin Midwinter - 5<br />
Tyrant Radheim - 9<br />
Legends of Halaak - 8<br />
Praetorian Ferox max - 20<br />
Praetorian Ferox max - 20<br />
Tyrant Commander & Standard Bearer - 0<br />
Tyrant Commander & Standard Bearer - 0<br />
Paingiver Beasthandlers min - 5<br />
<br />
Theme: Masters of War<br />
<br />
The Kitties LOVE to go first. Table space is the name of the game for this fast moving list, making it easier to pull off the usual strategy of locking opponents out of scenario, or denying their casters opportunities to advance. Having a +1 to the starting roll is incredible in that regard.<br />
<br />
Having played without the TyCom for the last 7 months have been a bit frustrating, but i found it was a necessary omision from the list as it allowed for the additions of Molik (in my case) or Orin/Legends/Krea (For most other Makeda players), But with the theme providing them for free, they are definately back in, providing their sweet toolbox of extra threat ranges, pathfinder if needed, two extra heavy hitters that are hard to remove, or just running in to score some easy points in a zone.<br />
<br />
Lastly, No tough/RFP... On ALL Melee attacks made by Skorne Warrior models.. Wow.. just.. Wow. I talked a lot about potential theme bonuses with other Skorne players in the weeks leading up to the Theme Release, but none of us would ever have guessed this. It suits the list incredibly well. Stopping every kind of recursion, denying souls/corpses (amazing in mirrors), making it much, much easier to deal with infantry swarms like Thexus/Trenchers and the likes.<br />
<br />
I really like this theme, and i have tested it a bit (Not enough yet though), so further tweaking might be needed. But i think it's a definitive improvement over the Out of Theme variant.<br />
<br />
For those of you that have read my earlier blog posts, or that have tried the kittielist yourselves, the way this list works is pretty self explanatory, but i will make a quick walkthrough.<br />
<br />
The basic concept is pretty simple. Tough, Steady, Dodge and Stay Death. These things combined make for a list that play the atrition game better than pretty much any other list in the game. Everything is centered around Makeda, a warlock that, although she have a pretty good spell list, never castany of her spells (except in a few special circumstances), but simply just run every turn to keep up with the otherwise hypermolbile list. Stay Death is a really powerful ability that lets the army survive WAY more punishment than it's supposed to. The cats are the backbone in the list, providing an incredibly mobile, fairly hard hitting strike force that block key models in the opponents army from doing anything useful while removing threats to the support elements of the army and setting up for a scenario win by jamming zones/flags. They are usually pretty close together, and with access to jumping and/or Dash from Makeda, they can unjam each other. Backing them up is the main heavy hitters of the list. Radheim, Molik and the Legends. It cracks armour, it deals with infantry, it's surprisingly shooting resilient, and it moves faster than pretty much every single other list out there.<br />
<br />
It does have a few weaknesses though.<br />
Grievous wounds (or other effects that prevents healing) shuts Stay Death down completely, effectively preventing Makeda from providing the buff that makes the list so grindy. She alsso have a limitied amount of Stay Death uses, meaning that lists that have enough quality attacks to power through all the defensive tech will also shut it down. Lastly, since everything usually have to remain within 10" of Makeda to benefit from her defensive stratagem, the list usually play very compact, meaning that lists that can effortlessly spread out and force Makeda to do the same to stay relevant on Scenario/attrition could be a problem.<br />
<br />
So, what kinds of opponents can bring those things? The main offender, Deneghra1, more specificaly in Ghost Fleet. The ghosts are really hard for Makeda to remove, same with the Battle Engine, and since they are both units that don't rely on Denny herself to do what they want to do, they can spread out a lot, typically they take a flank each, spreadin out as much as possible while the pirates advance up the middle. Furthermore, Denny's Feat and Spell list debuffs the cats to the point where the defensive tech Makeda brings to the table isn't nearly enough as a single pirate in most cases can trade with a Ferox. The RFP part of the theme force might help a tiny bit in the attrition game, but i don't think it will be enough.<br />
<br />
Apart from Denny there are a few other offenders as well. Grymkin is a huge issue due to their Battle Engine and Arcana stopping Stay Death and Tough. Thexus usually bring more than enough quality attacks to the table with Feat and TK forcing Makeda to play even tighter to keep the cats safe from being pulled out of Stay Death Range. Extreme shooting lists like Nemo3 and Caine3 also have enough firepower to power through Stay Death and decimate the kitties. So, Cygnar, Cryx, Grymkin and Mercs are the problems for the kitties. I'll add Convergence to that list as well. Father Lucant is tanky, and hit's incredibly hard.<br />
<br />
But what are they good against?<br />
Retribution really struggles against kitties, having no really good answers to the murderkitties. Trollblods (at least before their new errata) are in a pretty similar situation. Time will tell if that changes now with their new and improved toys. Circle, Menoth, Khador, Legion and Minions all have decent answers in their arsenal, but they don't always see play, overall the kitties are pretty good into them.<br />
<br />
So, for our second list, we need something to shore up Makeda weaknesses in Cygnar, Mercs, Cryx and Grymkin. Not an easy task considering the fact that they all play pretty differently from one another. Mercs and Cygnar usually a bit more tanky than the more infantry based Grymkin and Cryx. And considering that all of the forementioned factions have pretty deep toolboxes themselves, there's a ton of ground to cover. A bit too much unfortunatelly, but with our significant amount of viable options, we can get pretty close to covering it all.<br />
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My current attempt? Xerxis 2.<br />
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<br />
Xerxis, Fury of Halaak + 28<br />
- Basilisk Drake - 8<br />
- Basilisk Drake - 8<br />
- Basilisk Drake - 8<br />
- Basilisk Drake - 8<br />
- Basilisk Drake - 8<br />
- Basilisk Drake - 8<br />
- Basilisk Drake - 8<br />
- Basilisk Krea - 0<br />
- Basilisk Krea - 0<br />
- Basilisk Krea - 0<br />
Siege Animantarax - 17<br />
Siege Animantarax - 17<br />
Swamp Gobber Chef - 1<br />
Paingiver Beasthandlers min - 5<br />
Paingiver Beasthandlers max - 7<br />
<br />
THEME: Imperial Warhost<br />
<br />
<br />
This list is incredibly fast, it's super Flexible, can approach match ups in several different ways, and it hits like a ton of bricks.<br />
<br />
The main elements of the list are Drakes, a fast moving expendable bunch of lights that, really, it doesn't matter what happens with as long as they get to fulfill their job of delivering a shooting alpha that severely cripples the opponents chances of dealing with the more crucial parts of the list.<br />
<br />
Namelly, the Derp Turtles. These guys are so incredibly good! They are fast, they posess both a strong ranged presence, and hit's as hard or harder than most of our Heavy Beasts. With Independent attacks on the Spears, and their ability to Trample, they are pretty efficient at unjamming themselves, and under Ignite+Feat they truly become a terrifying force of destruction.<br />
<br />
The Kreas bridge the gap between the two halves of the list a bit. They are Free from the Theme Force, which is always nice. They hit really hard (an enraged, Ignited Krea with Flank can be compared to Molik Karn in strength, though with two attacks less). Their Animus helps things advance up the table relatively unharmed, and their Paralyzing shot can both prevent enemy heavies/casters from running away/charging, or just lower their DEF, making it easier to remove those hard to hit enemies.<br />
<br />
Since pretty much every part of this list that's not on a Huge Base is expendable, Xerxis can be a bit carefree in his positioning. Only keeping the things that absolutely need to be forced in his control range (limited as it is outside of his Feat), while letting the rest spread out more.<br />
<br />
I'm particularly fond of the flanking package of 1 Turtle, 1 Drake, 1 Krea with Rapport and the min Handlers. This little package is incredibly flexible, both shooting and hitting hard on it's own. The Chef can run around with them as well, making it a package that can score on any type of scenario piece if needed.<br />
<br />
Hyper aggressive is an underrated ability really, Yes, it might be stupid just careening off on the first shots in a turn, but when you take into consideration the "Whole board is control area" part of Xerxis' Feat, it suddenly become pretty valuable to move a Drake around near the end of the opponents turn. Especially with Bushwhack as well, consider moving the Drake 8" towards a shooting infantry model, lining it up to spray 3-4 infantrists, or maybe a key solo, UA or for that matter, an enemy Warcaster/Warlock. Then when it's your turn, you can both do that, and then move it, maybe it engages a Heavy? oh, is that a Krea within Charge distance of said Heavy? Bring in the Pain Train!<br />
<br />
It does sound like a collection of gimmicks and possibilities. But they are all surprisingly easy to set up for. And the list's natural Speed and hitting power, and easy access to magical attacks makes it equipped to deal with a lot of different scary things out there.<br />
<br />
So, now that i've talked a bit about how the list works in theory ( i will be making Battle Reps with both of my lists again very soon, Promise!), how does it shore up Makedakitties weaknesses?<br />
<br />
Let's take a look at her proplems again: Mercs, Cygnar, Cryx, Grymkin and Convergence.<br />
<br />
Mercs (At least the Mercs i have seen), usually bring a combination of McBain/Damiano, Thexus and Ossrum. Ossrum can be tough to deal withwith his Feat, and his powerful shooting, expecially the Crit Staggers from their own Battle Engine can potentially Cripple the Derp Turtles before i manage to get up enough on Attrition. The other, more infantry focused lists however is a completelly different story. Sprays, Tramples, the amount off attacks each turtle can dish out in a wide area, and ofcourse the Anatomical Presicion of the Beast Handlers are all amazing tools to deal with infantry Swarms.<br />
So, Ossrum is a bit of a problem, but it's far from impossible to deal with. The Drakespam hits more than hard enough to beat it's way through it. It's all a matter of practice. The Ossrum player is probably still a bit up in the matchup, no matter how much you practice the matchup yourself, but it should still be fairly even.<br />
<br />
Cygnar's new top lists after H2 got hit is probably going to be a combination of Nemo3, Haley3 and Caine3/Sloan with some Strykers and the likes as well, but the main issue here is Nemo/Caine/H3. At least for the Kitties. Nemo is a horrible matchup for the kitties, as they get demolished by leaps during his Feat. I have no idea how the H3 match will go yet, but it could be pretty even i guess. Caine3 shoots incredibly hard, I simply don't have enough experience yet to properly figure out how much of a problem he will end up being.<br />
How does the Drakespam deal with this? Not incredibly well, but still better than Makeda. Against Nemo it's a really tight and even match i believe. Much will be decided by who gets the alpha, and most importantly, who manage to kill his opponents Battle engines first. It might be a tiny bit in favour of Nemo, but it's not by much. Caine might again be a bit of a problem. Xerxis has very few things to hide behind. i guess i just have to test it out more to see, but on first glance it might be a bit of a tough matchup for the Drakes.<br />
<br />
So Cygnar still isn't solved completely, but Cryx is a much beigger boogeyman in the Meta than Cygnar currently is. How does the pairing deal with that? Makeda herself deal with anything that isn't Denny1 Ghost Fleet, Drakes on the other hand have a decent answer against most things Cryx can bring to the table at the moment. But it's the Denny match that's the most crucial, and in that Matchup, the Drakes do pretty good. Magic Sprays is a pretty good answer to the ghosts and the infantry. The long threat means that if Denny wants to move close enough to Feat on them, she will move close enough to be sprayed on. Kreas can lower DEF so that even the Turtles can help the shooting assassination (if they can get close enough), and the Sprays ignore that Stealth to begin with. This Means that Denny has to be careful, and may be completely unable to use her Feat properly. This is especially true if the Drakes gets to go first, as that gives me the chance to move really far up the table and prevent Denny from applying her usual scenario Pressure. The Wraith Engine might be a problem, as it's significantly harder to remove with sprays, and outside of those, there's only really Xerxis himself that can do any real work against it. The lack of access to Guidance in the list really hurts.. The Matchup becomes significantly harder if Denny gets to go first, or if the Terrain allow her to advance more agressively and Feat with blocking terraing to hide behind. Overall, it's a fairly even matchup, again, a bit in Denny's favour probably, but it's a lot better than most other things we have against it.<br />
<br />
Grymking shuts the kitties down with the Battle Engine, and the Arcana, but against the Drakespam, they don't matter as much. The infantry focused Grymkin variants can't really survive the Spray onslaught, and most Heavy versions struggle surviving as well, asthe superior threat ranges of the Drakes/Turtles and the raw brute strength of the Feat Alpha often can be enough to cripple them for the entire game. Overall i'd say the Drakespam is a decent way up in the matchup, the worst opponent being the Dreamer, but even that should be a bit in our favour.<br />
<br />
Convergence is still going to be a bit of a Problem. Lucant will still be hard to deal with, but as long as that is the only really big issue, i'm fine.<br />
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<br />
Skorne is in a really good place right now, and i can't wait to see more of what the future brings. I feel pretty confident saying that Skorne ranks in the Top 4 faction strengthwise at the moment, Cryx and Cygnar are definately still 1 and 2, but Skorne isn't that far behind them. We have a lot of strong builds, we have decent answers to pretty much anything we need to answer, and even more importantly, with lists like the kitties, Rashethwinds and the Drakespam, we pose questions that other factions really need to answer themselves.<br />
<br />
I will be starting up my battle reps again shortly, but until then, keep on playing, keep on testing and conquering the world for the Great Skorne Empire!<br />
<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com2tag:blogger.com,1999:blog-9100157709487962985.post-55573441691346825312016-11-17T13:38:00.000-08:002016-11-17T13:38:00.551-08:00024 - Clogcon Masters Game 4: Makeda2 vs. TanithPrior to this fourth game we were informed that there would be a cut-off, meaning that there wouldn't be a fifth game for us as it didn't really matter all that much. Only the tables that competed for the Podium would be played. I didn't stand a chance at that after loosing twice in a row, so, a bit annoying, but i got even more determined to finish the tournement with a bang.<br />
<br />
Facing me was Robin and his Tanith/Baldur2? pair. He had played against my list several times before as he regularly plays against Johan (Who i tweaked the list with in the weeks prior to Clogcon), but didn't really feel comfortable because of that. The decision to drop Makeda was Easy. No Una2 and no Kromac makes kitties happy.<br />
<br />
And in return, i got Tanith. Game on!<br />
<br />
<u><b>My list:</b></u><br />
Supreme Archdomina Makeda WB+24<br />
- Despoiler - 18<br />
- Basilisk Krea - 7<br />
Tyrant Radheim - 9<br />
Mortitheurge Willbreaker - 4<br />
Mortitheurge Willbreaker - 4<br />
Void Spirit - 4<br />
Tyrant Commander & Standard Bearer - 6<br />
Paingiver Beast Handlers min - 5<br />
Praetorian Ferox max - 21<br />
Praetorian Ferox max - 21<br />
<br />
<b><u>His List:</u></b><br />
Tanith the Feral Song<br />
- Warpwolf Stalker - 19<br />
- Gorax Rager . 7<br />
- Scarsfell Griffon - 8<br />
- Scarsfell Griffon - 8<br />
- Scarsfell Griffon - 8<br />
Una the Falconeer - 4<br />
- Scarsfell Griffon - 8<br />
- Scarsfell Griffon - 8<br />
Wrong Eye & Snapjaw - 17<br />
Lanyssa Ryssyl, Nyss Sorceress - 3<br />
Swamp Gobber Chef - 1<br />
Shifting Stones - 3<br />
Sentry Stones &Mannikins - 5<br />
Sentry Stones &Mannikins - 5<br />
Swamp Gobber Bellows Crew - 2<br />
<br />
<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<br />
I haven't played much against Griffons before (At least not the Circle kind), but after dojoing list for Una2, i know that they can pack quite a punch. And be annoying as hell with their high DEF. I outthreat him by a mile though, and with ARM13, Ferox should massacre them if i can just land some hits.<br />
Scenario was Take and hold. Robin won the Roll Off, but decided to let me start as he wanted to stop me from getting a side where i could park Makeda behind a Wall B2B with the Flag.<br />
I want to start Scoring ASAP, so i deploy slightly skewed towards my flag. The Void Spirit deploys opposite his flag for contesting Duties.<br />
He deploys most of his Griffons opposite my flag, the rest is fairly central. Sentry stones on either flank.<br />
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<br />
I Figure i'm really not all that afraid of the Sentry Stone Sprays by themselves, and i reall want to put the pressure on him earle, so i run everything up quite far. Storm Rager on Radheim.<br />
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<br />
Gobber Chef use comfort food to kill two Mannekins, Neat trick. Mannekins andvance and sprays, Damage is irrelevant. The rest of his stuff move up.Star Crossed isn't up yet.<br />
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<br />
Makeda moves to the flag. Without Star Crossed, i don't see the need to Feat just yet. Despoiler moves up to block her off a bit and be more in play. Krea casts animus to keep her safe from shooting. Blue Ferox advance, leaving one bird on one box, and dealing a bit of damage to the other. I fail to kill the right Sentry stone though, leaving it on one box after i flop my damage rolls. Red Ferox Consolidate their position, one of themkill a mannekin and contests his flag, while also being annoying behind the wall. Void Spirit moves up behind it.<br />
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<br />
He commits heavilly on my right flank, killing Five cats (Three on the right witha ton of birds, one with Snapjaw who charge in to contest, and one with Shooting, Sprays and a bird. He spends a lot of time doing so however.<br />
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<br />
And i have barelly spent any time at all ( 12-ish minutes total on my first two turns and deployment). I can take my time to consider my approach. Star Crossed is up, so no is as good a time to feat as any i believe. So i do. Tycom and Void SPirit kill an angry bird on the left flank, the void spirit teleports to engage both the Mannekins on that flank. Despoiler demolish Snapjaw. Leaving the rest of my cats free to kill all but one of the remainging Griffons, which is left with a crippled mind and spirit. The right stone bites the dust as well. The Krea even contributes by lovering the DEF of a Giffon. 1-0<br />
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<br />
Stalker gets primaled and kills the Despoiler. The Bird is healed, but miss it's attacks on both Radheim and a Ferox, leaving it stranded. He shoots the Void Spirit dead and use the Gorax to throwthe TyCom out of Stay Death. Unfortunatelly for him, he now engage all the Mannekins (He's not knocked down due to Feat). With time constraints a real risk he forgets to contest me with anything. 2-0<br />
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<br />
Tough on a Ferox unit, Puppet Master on Radheim. Radheim and one other Ferox kill the Stalker, Beasthandlers charge the Gorax and last Bird, the latter left on one box, I also fill both of them with Fury, and since Tanith is now full after the Stalker was killed, that's bad news for him. TyCom destroys it's Body and Mind. Ferox position themselves to block his access to my flag. Wrong Eye goes down as well (He charged in to try and kill some Ferox the previous turn.) 3-0<br />
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<br />
His only chance now is to pass the threshold check on the Griffon and have miss the Free strike with the beasthandler. He pass the check, but i roll the 8+ needed to hit and kill it. The Gorax Frenzies and kill a Beast handler. and his remaining pieces can't really do any damage to me.<br />
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<div style="text-align: center;">
<b><u>Victory to the Tyrants!</u></b></div>
<div style="text-align: left;">
<b><u><br /></u></b></div>
<div style="text-align: left;">
<b><u>Post Battle Thoughts:</u></b></div>
A close fought game, but the attrition strength of this list shows again. It's amazing how strong Stay Death gets once the game progresses, and your opponent have fewer and fewer pieces to deal damage with.<br />
I'm really happy with how this game turned out. I made a plan, went with it, and it all panned out just as i had hoped.<br />
Another great opponent, and a really good end to the Masters Tournement (Even though i ofcourse wished that i would have had the chance to play for the finals.<br />
<br />
No matter what i'm really happy with how my first major tournement outside of Norway panned out.<br />
<br />
It was pretty late in the evening at that point, and most of the Norwegians taking the trip had nothing to do on Sunday. There was only one Singles tournement (The Invitationals), and only one of us was qualified for that (Jarle). There was some talk about setting up some additional team tournements to give the remaining players something to do.<br />
<br />
I ended up teaming with Nico (Ret) and Tor Egil Cygnar). We talked a bit about how to approach pairings, and figured out that Makeda is insanelly strong in a three man team setting. It's so easy to pair her into good match ups, and even easier to avoid the bad. And when you take into consideration how strong Retribution and Cygnar are, we had a pretty strong team.<br />
<br />
The team name was obvious..<br />
<br />
Team Murder-Kitties!<br />
<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com10tag:blogger.com,1999:blog-9100157709487962985.post-11022551930469141562016-11-17T11:47:00.001-08:002016-11-17T11:47:02.230-08:00023 - Clogcon Masters Game3: Mordikaar vs. Irusk2So after a stupid and demoralizing loss game2, my chances of winning was gone. That didn't mean that i would quit however. I came to Holland to play, and to prove that Skorne can still play strong competitively.<br />
<br />
Game 3 was up, andon the other side of the table was Marc with his Khador. I don't remember his second list, but he Had Irusk2 at least. I really wanted to drop Makeda. But the fear of getting list-locked, and the fact that both his lists seemed like a nice fit for Mordikaar convinced me to drop him instead.<br />
<br />
<b><u>My list:</u></b><br />
Void Seer Mordikaar WB+29<br />
- Despoiler - 18<br />
- Titan Gladiator - 14<br />
- Cyclops Raider - 9<br />
Tyrant Radheim - 9<br />
Mortitheurge Willbreaker - 4<br />
Extoller Soulward - 3<br />
Void Spirit - 4<br />
Void Spirit - 4<br />
Paingiver Bloodrunner Master Tormentor - 4<br />
Paingiver Bloodrunners - 9<br />
Praetorian Ferox max - 21<br />
Paingiver Beasthandlers min - 5<br />
<br />
<b><u>His List:</u></b><br />
Supreme Kommandant Irusk WJ+27<br />
- Reinholdt, Gobber Speculator - 4<br />
- Behemoth - 24<br />
Kovnik Jozef Grigorovich - 4<br />
Alten Ashley - 5<br />
Orin Midwinter, Rogue Inquisitor - 5<br />
Winter Guard Rifle Corps min - 8<br />
- Winter Guard Rocketeer - 2<br />
- Winter Guard Rocketeer - 2<br />
Iron Fang Pikemen max - 15<br />
- Iron Fang Pikemen Officer & Standard<br />
Iron Fang Uhlans Max - 20<br />
Winter Guard Mortar Crew - 5<br />
<br />
<br />
<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
So. There's a lot of Shooting. And he kinda sorta negates my Feat. Luckilly for me, i still have some Anti Shooting tech in Stealth and the Feat, and my entire list is designed to massacre Infantry. I want to get up the board as fast as possible, remove Scenario Threats and engage his lines as soon as possible.<br />
<br />
The Scenario is Entrenched, and i get to go first. He gives me a side with a nice house to hide Mordikaar behind. I deploy most of my stuff behind my own zone. The idea is to have Mordikaar hide behind the house until i have cleared enough stuff to Safely move him in to score. Meanwhile i have the Raider and Void Spirits on my left flank opposite his zone . Void Spirits are nice contestors as he doesn't have too many magical attacks, and the Raider can start shooting at things if he moves for his zone.<br />
He deploys pretty centrally with the Pikemen opposite my zone and Iruskwith the Uhlans ready to move over to his own.<br />
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<br />
I move stuff up, taking care not to let him fire directly at me.<br />
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<br />
I forget to take a picture after his turn. He moves stuff up and tries to scatter a few templates at me, two bloodrunners bite the dust.Uhalns create a fort around Irusk at the edge of his Zone. Just outside of 9.5" of the Void Spirits.<br />
<br />
I make a big mess of my activations. Both forgetting to use Apparition, and activating my handlers too early, meaning i have some Fury issues. Without the extra 2" from apparition i can't Jam him properly, but i do the best i can with the bloodrunners. Despoiler, Gladiator and Radheim create a fort around Mordikaar who advances a bit to get everything in my Feat. I placed Radheim on the wrong side though.. (He should be on the left side so as to threaten Irusk if he advances.) Lessons learned i guess.<br />
Void Spirits runs into his zone to contest, I make another mistake though as i place one of them within 4" of his objective. Raider shoots and kill an Uhlan.<br />
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Unfortunatelly, i forget to take pictures the rest of the game..<br />
<br />
Most of the Bloodrunners die, but otherwise my army survives relatively intact. Orin takes advantage of my slight positioning mistake and kill a void spirit by arcing a Chain lightning off the objective. Pikemen combine to kill two Ferox and Reposition to contest my zone. Uhlans try to kill the left most Ferox, but fails. Three of them box in Irusk who tries to magic the remaining Void Spirit, but he fails. He's now really exposed, only camping a single Focus and to make matters worse for him, he forgets to Feat.<br />
<br />
I take some time (I'm quite a lot up on time) to consider my possibilities here. I can't get to the Behemoth with my Beasts. and the Bloodrunners are kinda too damaged to suficiently thin his ranks. The Raider Frenzies and charge an Uhlan. It looks like i'm a bit too much down on attrition, and i don't have enough hitting power or Recursion to turn it around.<br />
<br />
I do have a pretty decent assassination run though. I can get Two Void Spirits (Despoiler can spawn one off an Uhlan), Two Ferox and a couple of Essence Blasts on Irusk, which should easilly be enough, right? Gladiator charge and kill the Uhlan that engages the leftmost Ferox. Despoiler runs to get within 5" of the Uhlans blocking Irusk.<br />
The Ferox activates, walk and Pounce sees two of them in Irusk's back arc, the last onego for the kill on one of the Uhlans to get a new Spirit. Things starts going wrong though, as i can't seem to roll the 7+ i need to hit him in the back. I get in one hit which he use the Focus to get rid off. The Uhlan toughs twice to survive the last Ferox. Mordikaar activates, but i forget to give him puppet master first. This turns out to be pretty vital as i still can't for the life of me hit him, even missing on a boosted 6+ on an essence blast in the back. The second one hits but i roll miserably on the damage roll and only do 5 boxes. I do kill an Uhlan though, so i get the extra Void Spirit.<br />
<br />
Which now activates and calmly walk over to his Back arc, and Miss... I Check once again to see if there's any chance of me getting Radheim in to help, but he's half an inch too far away. Which means it's all down to the last Void Spirit. I need to do 12 Boxes of Damage at dice off 3 with Four Dice (Boosted from Charging and extra Dice from Annihilator.) Which means i need to roll 15.<br />
<br />
I hit! Damage dice are thrown and the first three shows 6, 5 and 2, the last one rolls off the table, and all i have to do now is roll a 2+ and the game is won. But the dice gods aren't with me at all at the moment, and the final dice provide me with a 1.<br />
<br />
With a sigh of Relief Behemoth and Winter Guard proceeds to shoot Mordikaar to pieces.<br />
<br />
<div style="text-align: center;">
<b><u>Sadly, Loss to the Tyrants</u></b></div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
<b><u>Post Battle Thoughts:</u></b> </div>
Another annoying loss. And again, it's probably due to mistakes i made. A puppetmaster re-roll on the missed Essence blast would probably have seen the job finished. And i probably wouldn't be as far down on attrition if i had remembered to use apparition to have the range i needed to properly jam his Shooters.<br />
Granted, i was a bit lucky myself as he forgot to feat, but honestly, that shouldn't have made too much of a difference. I would have gotten one less Ferox in on Irusk, and one of the Essence blasts would have been from the Front instead, but other than that, the entire run would be pretty much the same. Not taking care to have Radheim closer to the action to help out with the run was a mistake as well.<br />
<br />
Still, it was an enjoyable game, and another great opponent, that even bought me a beer afterwards. And at least, i would not need to worry about getting list-locked.<br />
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<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com4tag:blogger.com,1999:blog-9100157709487962985.post-15259555687363887022016-11-15T14:46:00.005-08:002016-11-15T14:46:52.409-08:00022 - Clogcon Masters Game2: Makeda2 vs Witch CovenGame 2, and i find Vincent and his Cryx on the opposite side of the table. I don't get to play against Cryx very often, but i know that Makeda should be good against the Coven. In addition, Recon is one of Makedas strongest scenarios. His other list is Scaverous, which i don't know much about, and when in doubt, use your comfort-list, AKA Makeda.<br />
<br />
<b><u>My list:</u></b><br />
Supreme Archdomina Makeda WB+24<br />
- Despoiler - 18<br />
- Basilisk Krea - 7<br />
Tyrant Radheim - 9<br />
Mortitheurge Willbreaker - 4<br />
Mortitheurge Willbreaker - 4<br />
Void Spirit - 4<br />
Tyrant Commander & Standard Bearer - 6<br />
Paingiver Beast Handlers min - 5<br />
Praetorian Ferox max - 21<br />
Praetorian Ferox max - 21<br />
<br />
<b><u>His list:</u></b><br />
The Witch Coven of Garlghast WJ+26<br />
- Egregore<br />
- Scarlock Thrall - 4<br />
- Deathjack - 23<br />
- Stalker - 8<br />
- Barathrum - 15<br />
- Deathripper - 6<br />
Aiakos, Scourge of the Meridius - 4<br />
- Stalker - 8<br />
- Stalker - 8<br />
Machine Wraith - 2<br />
Machine Wraith - 2<br />
Necrotech - 2<br />
Satyxis Raiders max - 16<br />
- Satyxis Raider Sea Witch - 3<br />
<br />
<b><u>Pre Battle thoughts and Deployment:</u></b><br />
<br />
The MAT aspect of the feat can be a real pain, but i just completelly ignore the LOS part. Stalkers are really dangerous for me, but i out threat them, so as long as i'm careful i should be fine. I win the roll off, and go first. I deploy centrally, he does the same. My plan is to skew right eventually (There's a house i can exploit between the Zone and the Flag.) I'll try to find a scenario opening, and use my superior threat to force him to come to me.<br />
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<br />
I run everything up to just outside of his threat. Storm Rager gets cast.<br />
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<br />
He move up as well.<br />
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<br />
I move things more forward. I leave a few ferox in Barathrum's threatrange, hoping he tries to go for them, but make sure that no stalkers can reach me. Void SPirit starts to move towards "his" flag on the left. I forget to move Makeda though...<br />
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<br />
Coven Feats and move up, thinking himself pretty safe. Barathrum takes the bait and tries to kill a Ferox and Drag below to safety, but my opponent doesn't realize that Stay Death completelly stops that move. and that i pretty much completelly ignore his Feat ( i don't need LOS anyways, and my own Feat deal with the MAT debuff. A Machine wraith charge a Ferox on the Right Flank, but it's stopped by tough.<br />
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<br />
Beast Handlers enrage Despoiler and kill the Machine Wraith. Ferox deal a bunch of damage to his objective, and kill pretty much all the Satyxis. Despoiler demolish Barathrum. I contemplate using Radheim to finish the objective off, but instead i just move him up a bit to provide Dodge and stay safe. I spent my Feat this turn as well.<br />
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<br />
Not knowing how my list shows again, as my opponent activates his stalkers after everything else, letting me use Stay Death a lot more than i normally would be able to. I still lose several Ferox though.<br />
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<br />
I kill two stalkers, more Satyxis, and leave the last Stalker on a single box of movement. I make a huge mistake though, as i spend a lot of time and effortgetting things out of the way to allow Despoiler to charge DJ and finish him off, only realising that i can't get to him because of the Rough terrain between them which i believed was a trench. This means that Ferox is in a less than ideal position, I moved Makeda into the zone and planned to use the TyCom to destroy the Objective (Should be easy enough since it's allready down 8-ish boxes and it would be Dark Shrouded by Despoiler.) Oh well..<br />
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<br />
Things look dark for my opponent, and i really can't see how he can possibly win this. With Stalkers gone, he pretty much have no way to grind through me. So when DJ, Aiakos and the last remaining Satyxis starts pounding Ferox i spend all my Fury to keep them alive. Unfortunatelly, not knowing what the enemy can do now come back to bite me, as he now move his Arc node in a position where he can see Makeda. I thought there was no way for him to get to me, so i didn't really try to block LOS to her at all, and i had cut myself down to 9 boxes because i wanted to be cautious and not Frenzying with my beasts. He Triangles the Witches and double boost two two Styggian Abysses, and the Archdomina goes down!<br />
<br />
<div style="text-align: center;">
<b><u>Sadly, The Tyrants lose..</u></b></div>
<div style="text-align: center;">
<b><u><br /></u></b></div>
<div style="text-align: left;">
<b><u>Post Battle Thoughts</u></b></div>
<br />
That was annoying. I feel like i play a perfect game, up untill i make two massive mistakes that costs me the game. The worst part is, i didn't even need to keep the Ferox Alive. My last three Fury was spent keeping the single Ferox that DJ engaged alive. Had i just let him have that, the game would basically be over the next turn as i would probably kill everything he had left except the coven. Or even better, had i just thought to keep Makeda in a safe spot, i could have moved a Beast Handler a fraction of an Inchfurther to the left, and there would be absolutelly no way for him to even see her.<br />
<br />
Anyways, a great game, and another great opponent that kept the mood of the game good even though i kept punishing him. And Hopefully, i have learnt from this mistake.<br />
<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com2tag:blogger.com,1999:blog-9100157709487962985.post-29069741787527775452016-11-15T13:42:00.001-08:002016-11-15T13:42:24.873-08:00021 - Clogcon Masters Game1: Makeda2 vs. KallandraClogcon! After Weeks of preparation i was finally there.<br />
<br />
The past months have seen me trying to split my time between wast amounts of work, and trying to figure out what to pair with Makeda. Which means that i haven't had much time to blog unfortunatelly. I went through a lot of different lists, even changing the layout of Makeda to try and find the best pair Skorne can bring to the table.<br />
<br />
Makeda was obvious. She's easily the strongest list in faction, the one with the most best Match-ups, and maybe even in the top 10 in the entire game. But she have a few weaknesses, as i wrote about a while back. The worst offenders are: Caine2, Haley3, High Reclaimer, Kallus and casters like that. Una2 is also in that list, but that's a whole other Story...<br />
<br />
So, which of our Warlocks can deal with the aforementioned casters? I tried a lot of different casters and list, and in the end, i was left with Hexxy2 and Mordikaar. My friend and fellow tyrant Johan from Sweden went with Hexxy, but i felt that i did not have the time to learn how to play him properly, so i went with Mordikaar with Void Spirits and Despoiler. A list that pretty much plays itself against many opponents.<br />
<br />
Anyways. Onto the game!<br />
<br />
First game. Xavi with Trollbloods and a Kallandra/Grissel2 (I think?) Pairing. Without Madrak, i feel completelly safe dropping Makeda into Trollbloods. In return i got Kallandra. Let's go!<br />
<br />
<b>Lists:</b><br />
<br />
Me:<br />
<br />
Supreme Archdomina Makeda WB+24<br />
- Despoiler - 18<br />
- Basilisk Krea - 7<br />
Tyrant Radheim - 9<br />
Mortitheurge Willbreaker - 4<br />
Mortitheurge Willbreaker - 4<br />
Void Spirit - 4<br />
Tyrant Commander & Standard Bearer - 6<br />
Paingiver Beast Handlers min - 5<br />
Praetorian Ferox max - 21<br />
Praetorian Ferox max - 21<br />
<br />
His List:<br />
Callandra Truthsayer, Oracle of the Glimmerwood WB+27<br />
- Trollkin Runebearer - 4<br />
- Dire Troll Mauler - 15<br />
- Earthborn Dire Troll - 15<br />
- Rök - 21<br />
- Troll Bouncer - 9<br />
Troll Whelps - 4<br />
Hutchuk, Ogrun Bounty Hunter - 6<br />
Lanyssa Ryssyl, Nyss Sorceress - 4<br />
Northkin Fire Eaters - 7<br />
Northkin Fire Eaters - 7<br />
Krielstone Bearer & Stone Scribes min - 6<br />
- Stone Scribe Elder - 3<br />
Swamp Gobber Bellows Crew - 2<br />
<br />
<b>Pre Battle Thoughts and Deployment:</b><br />
<br />
So.. A lot of armour and hitting power. Not too much mobility though, which is really good for me as the Scenario is Incursion. Star-Crossed can be a real pain, and Befuddle can mess up Stay Death ranges. But i don't think he has the number of Quality attacks to break through the catwall.<br />
<br />
I win the roll off and decide to go first. He picks a side with two walls. I deploy centrally, with the Void Spirit on the flank i suspect he will go for. The plan is simple enough. Get up the board and start the grind. On Incursion i believe the Atrition aproach is better ten trying for the Scenario straight away, but if i can find an opening, i'll use my speed to take it.<br />
He deploys behind a central hill, one unit of Fire eaters on each flank.<br />
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<br />
I run everything up. Iwant to put the pressure on him early, so i let him get to a few Ferox with his Fire Eaters if he wants to, But the damage should be insignificant. Storm Rager goes up on Radheim.<br />
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<br />
He walks everythin up, casts Star Crossed, and start spraying the Ferox. He hits with every single spray, and roll high enough on the damage rolls to knock four of them down to one box. and force me to Stay Death them.<br />
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Void Spirit runs to the Left Flag, Ferox charge in to get boosted Attack rolls to avoid the worst effect of Star Crossed, while allowing me to save my Feat for later turns. I still roll miserably though and only manage to kill two of them, not even knocking down the remaining four.. Really not a great start.. I make sure to keep everything within Dodge and Stay Death and contest the central and Right flag. The remaining Ferox try to Jam his beasts. Hopefully making sure he can't get a ton of work done.<br />
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<br />
This ofcourse fails as his dice are still red hot. Not a single miss, and high Damage rolls sees me burn through my Fury in no time at all. when all is said and done, and Hutchuk has entered play, i'm five cats down. He runs the Mauler over to contest the left flag.<br />
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<br />
I figure i can let him have the right flag if that means i can get the centre and left under control. Unfortunatelly, while his dice are glowing, mine still seems to be tired from the trip to Amsterdam. I still can't kill Fire Eaters, (Only killing one with Radheim after he finish of Rôk after Despoiler fails to kill him), and the Mauler is left with one box in each aspect. I even Feat, but to no avail. I fail to clear any of the flags, and now the right flag is open for the taking.<br />
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<br />
His dice finally fails him a bit, and even with feat, he fails to do any real damage. Despoiler goes down to the combined effort of Earthborn, Bouncer and Fire Eaters, but on the other flankhe miss every single to hit roll with his Mauler, which was completelly boxed in by Ferox, so i get to dodge away. And Tough Rolls starts happening as well. Hutchuk moves in to score and kills a couple of handlers with a grenade.<br />
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<br />
Fire eaters still refuse to die, and i have to use way too much effort to kill the mauler. Willbreakers move in to score and contest. Tycom deals a bit of damage to the bouncer, and i jam the earthborn. <br />
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<br />
While he have much more success, killing me than i have killing him, he's starting to get dangerously low on the clock. He have no way to contest my left flag, so instead he tries to clear the centre. Stay death means the damage is non significant. Hutchuk kills the contesting willbreaker, but when the earthborn fails to hit the jamming Ferox i dodge over to contest.<br />
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<br />
After this i don't have the time to take any more photos, but what happens is i move to 2-1 in his turn. In my turn i clear the centre and Radheim moves to the flag to score. Moving me to 4-1. Makeda pulls back so that it's impossible to assassinate her and i block his access to the left flag. It's now impossible for him to contest me in his turn and that's all she wrote.<br />
<br />
<div style="text-align: center;">
<b><u>Victory to the Tyrants!</u></b></div>
<br />
<b><u>Post battle thoughts:</u></b><br />
<br />
Whew! that was a close one. After my dice failed me and he got so much work done T2, i thought i would be done for, but i once again prove how strong this list gets late game, attritionwise. Stay Death get's exponentially more powerfull as the game progresses and there's fewer and fewer models that can deal damage. and in the end i manage to grind him out.<br />
<br />
A great game, a great opponent, and a great start to the tournement!<br />
<br />
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<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com1tag:blogger.com,1999:blog-9100157709487962985.post-62509332632895996692016-11-11T12:59:00.000-08:002016-11-11T12:59:35.868-08:00Quick UpdateI'm back!<br />
<br />
I know i've been gone for a long while.. Work and life have gotten in the way og pretty much anything miniature related.<br />
<br />
I have managed to get a few games in, some of them really good, but theres been no time nor energy to report them.<br />
<br />
But that is all in the past. Right now i'm at the airport, waiting for my flight to Amsterdam for Clogcon!<br />
<br />
I'm really excited for my first major WH tourney abroad, and reports and analysies will be posted shortly. But now i'll just bore you with my lists.<br />
<br />
Makeda2<br />
- Despoiler<br />
- Krea<br />
Willbreaker<br />
Willbreaker<br />
Void Spirit<br />
Radheim<br />
Ferox max<br />
Ferox Max<br />
Handlers min<br />
TyCom.<br />
<br />
<br />
Mordikaar<br />
- Despoiler<br />
- Gladiator<br />
- Raider<br />
Radheim<br />
Void Spirit<br />
Void Spirit<br />
Soulward<br />
Willbreaker<br />
PBMT<br />
Handlers min<br />
Ferox Max<br />
Bloodrunners<br />
<br />
Quick about them.<br />
<br />
Makeda is changed to fit Despoiler and Void spirit. Despoiler for the free upkeep on Storm Rager, the Void Spirit for an incredibly annoying contestor. The krea helps against shooting and in a pinch could help assassinations.<br />
<br />
Mordikaar plays well into things like Kallus and HR that Makeda struggles with. He's also decent into most shooting lists and can give eCaine a fair fight.<br />
<br />
I'll be back with a more thouroughhansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com2tag:blogger.com,1999:blog-9100157709487962985.post-12251251757418452772016-10-16T13:08:00.002-07:002016-10-16T13:08:15.056-07:00020 - Makeda2 Vs. Vlad1Khador!<br />
<br />
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..<br />
<br />
<b><u>My List:</u></b><br />
<br />
<span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Supreme Archdomina Makeda WB+24</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;"> - Tiberion - 22</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;"> - Cyclops Shaman - 8</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Mortitheurge Willbreaker - 4</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Mortitheurge Willbreaker - 4</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Tyrant Radheim - 9</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Void Spirit - 4</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Swamp Gobber Chef - 1</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Praetorian Ferox Max - 21</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Praetorian Ferox Max - 21</span><br style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;" /><span style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic;">Paingiver Beast Handlers Min - 5</span><br />
<br />
<b><u>His List:</u></b><br />
<br />
Vladimir Tzepesci, The Dark Prince WJ+28<br />
- Behemoth - 24<br />
- Spriggan - 19<br />
Widowmaker Marksman - 4<br />
Kovnik Jozef Grigorovich - 4<br />
Kell Bailoch - 5<br />
Orin Midwinter, Rogue Inquisitor - 5<br />
Gobber Tinker - 2<br />
Winter Guard Rifle Corps Min - 8<br />
- Winter Guard Rocketeer - 2<br />
- Winter Guard Rocketeer - 2<br />
- Winter Guard Rocketeer - 2<br />
Winter Guard Rifle Corps Min - 8<br />
- Winter Guard Rocketeer - 2<br />
- Winter Guard Rocketeer - 2<br />
- Winter Guard Rocketeer - 2<br />
Widowmaker Scouts - 8<br />
Winter Guard Field Gun Crew - 4<br />
<br />
<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<br />
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.<br />
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.<br />
He deploys pretty centrally, his AD guys deploying opposite my flag.<br />
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<br />
He moves stuff up, all his Widowmakers and Kell moves towards my flag.<br />
<br />
Forgot to take a picture after his turn..<br />
<br />
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.<br />
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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.<br />
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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..<br />
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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.<br />
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Forgot to take a picture after his turn..<br />
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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.<br />
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<b><u>Victory to the Tyrants!</u></b></div>
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<b><u>Post Battle Thoughts:</u></b><br />
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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.<br />
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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!<br />
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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..<br />
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Untill next time! Keep your faith in the Empire, Skorne will be strong again.hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com1tag:blogger.com,1999:blog-9100157709487962985.post-14583486229120441892016-10-16T11:56:00.002-07:002016-10-16T11:56:32.527-07:00019 - Makeda2 vs. Vyros2Sorry 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!<br />
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<b><u>My list:</u></b><br />
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Supreme Archdomina Makeda WB+24<br />
- Tiberion - 22<br />
- Cyclops Shaman - 8<br />
Mortitheurge Willbreaker - 4<br />
Mortitheurge Willbreaker - 4<br />
Tyrant Radheim - 9<br />
Void Spirit - 4<br />
Swamp Gobber Chef - 1<br />
Praetorian Ferox Max - 21<br />
Praetorian Ferox Max - 21<br />
Paingiver Beast Handlers Min - 5<br />
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<b><u>His list:</u></b><br />
<b><u><br /></u></b>
Vyros, Incissar of the Dawnguard WJ+27<br />
- Griffon - 8<br />
- Griffon - 8<br />
- Griffon - 8<br />
- Griffon - 8<br />
- Griffon - 8<br />
- Griffon - 8<br />
- Imperatus - 22<br />
Lanyssa Ryssyl, Nyss Sorceress - 3<br />
Archanist Mechanik - 2<br />
Archanist Mechanik - 2<br />
Archanist Mechanik - 2<br />
Dawnguard Sentinels Max - 18<br />
- Dawnguard Sentinel Officer & Standard - 4<br />
Soulless Escort - 1<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
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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.<br />
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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..)<br />
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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!<br />
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He deploys Sentinels and Vyros in the midle with Imperatus, Three Griffons on each flank.<br />
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I move everything up.<br />
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He moves up as well, Synergy is cast and Sentinels Mini-Feat.</div>
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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.<br />
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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.<br />
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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.<br />
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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..)<br />
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<b><u>Loss to the Tyrants!</u></b></div>
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<b><u>Post battle Thoughts:</u></b><br />
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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).<br />
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!hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-69894231560282615092016-10-02T15:10:00.001-07:002016-10-02T15:40:43.002-07:00Thoughts on Makeda, And the road aheadI 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.<br />
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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.<br />
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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.<br />
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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,<br />
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An example:<br />
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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:<br />
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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.<br />
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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: <a href="http://www.courageofcaspia.com/2016/01/the-ping-pong-theory.html" target="_blank">Courage of Caspia</a>.)<br />
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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.<br />
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Like here:<br />
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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.<br />
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I push back, taking care to stay outside of his threats, but also positioning myself to punish him if he decide to advance further.<br />
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Legion tries a halfhearted push due to the fear of what i can do on my alpha.<br />
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Ferox commits, Jams and kill several important pieces (Hellmouth tentacles, shooty solo, a couple of beasts, and i start scoring.<br />
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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.<br />
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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.<br />
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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!)<br />
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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.<br />
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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.<br />
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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.<br />
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<br />
So, we know Makeda's strengths. What about her weaknesses?<br />
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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!<br />
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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.<br />
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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.<br />
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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.<br />
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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.<br />
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So here they are:<br />
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First: Paws of Halaak 2.0<br />
Tyrant Xerxis - WB+28<br />
- Agonizer - 7<br />
- Titan Gladiator - 14<br />
- Titan Sentry - 15<br />
Mortitheurge Willbreaker - 4<br />
Tyrant Radheim - 9<br />
Cataphract Cetrati: Leader & 5 Grunts - 20<br />
- Tyrant Vorkesh - 6<br />
Praetorian Ferox: Leader & 4 Grunts - 21<br />
Paingiver Beast Handlers: Leader & 5 Grunts - 7<br />
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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.<br />
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Next up: Abusemachine.<br />
Master Tormentor Morghoul: WB+30<br />
- Aptimus Marketh - 6<br />
- Aradus Soldier - 18<br />
- Aradus Soldier - 18<br />
- Titan Sentry - 15<br />
Tyrant Zaadesh - 4<br />
- Titan Gladiator - 14<br />
Mortitheurge Willbreaker - 4<br />
Paingiver Bloodrunner Master Tormentor - 4<br />
Extoller Soulward - 3<br />
Paingiver Beast Handlers: Leader & 3 Grunts - 5<br />
Paingiver Beast Handlers: Leader & 3 Grunts - 5<br />
Paingiver Bloodrunners: Leader & 5 Grunts - 9<br />
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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 <a href="http://www.courageofcaspia.com/2016/01/the-ping-pong-theory.html" target="_blank">This</a> blog post for clarification).<br />
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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:<br />
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Lord Arbiter Hexeris: WB+27<br />
- Titan Cannoneer - 17<br />
- Titan Cannoneer - 17<br />
- Titan Gladiator - 14<br />
- Cyclops Shaman - 8<br />
- Cyclops Raider - 9<br />
Extoller Soulward - 3<br />
Venator Dakar - 4<br />
Tyrant Commander & Standard Bearer - 6<br />
Venator Reivers: Leader & 9 Grunts - 15<br />
- Venator Reiver Officer & Standard 4<br />
Paingiver Beast Handlers: Leader & 3 Grunts - 5<br />
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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.<br />
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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.<br />
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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!hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com2tag:blogger.com,1999:blog-9100157709487962985.post-66681217526980176192016-09-15T03:31:00.002-07:002016-09-15T03:31:37.741-07:00018 - Makeda2 vs. Ossyan (Invasion 2016 Game 5)Fifth and final game of the weekend was up, and i got drawn up against Ret! Retribution's somewhat ridiculous amounts of shooting and control effects can be a real nightmare to play against, and i think most Skorne lists might struggle against their powerhouses.<br />
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Me and Nico, my opponent, had talked a bit the night before about what he would do if he got paired against me. And i was surprised when he said he didn't really know what to do with his Ossyan/Kaelyssa pair. Ossyan had not nearly enough power to get through the Xerxis brick. And Kaelyssa would have absolutelly no chance into Makeda since she ignores pretty much everything Kaelyssa does. We pretty much agreed then and there that if we were paired against each other, the game would be Makeda2 vs Ossyan. </div>
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So when we faced each other in the final game of the tournement, it was game on!</div>
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<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: "cambria"; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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Objective: Arcane Wonder</div>
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His list:</div>
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Lord Arcanist Ossyan WJ+28</div>
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- Discordia - 18</div>
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- Imperatus - 22</div>
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Arcanist Mechanik - 2</div>
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Lanyssa Ryssyl, Nyss Sorceress - 3</div>
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Stormfall Archers - 9</div>
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Stormfall Archers - 9</div>
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Mage Hunter Strike Force max - 16</div>
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- Mage Hunter Strike Force Commander - 4</div>
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Mage Hunter Strike Force max - 16</div>
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- Mage Hunter Strike Force Commander - 4</div>
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<b><u>Pre Battle thoughts and Deployment:</u></b></div>
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Holy crap! That's a lot of shots. Although there are a lot of them, the P+S isn't high at all. I should be able to just push through. Outside of Feat, there's not enough power to kill any of my guys without fully committing. And if he do, i can just Feat and remove pretty much his entire army in one pounce, unless he manage to cripple me, which can be tough for him. He does have Phantom Barrage on both MHSF, so i have to be a bit careful with Makeda. </div>
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The scenario was Extraction. I win the roll off yet again (All five games this weekend!) and naturally decides to go first. He choose a side with a Wall to hide Ossyan behind. Which gives me both a Rubble, and a massive Hill to help me Skew my DEF against his shooting.</div>
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I Deploy centrally, ready to run towards either side. The plan was to try and force him to commit with just a part of his Army at a time. If i can cripple half his Army, the remainder will lack the required punch to get through my lines. He Deploys his Jacks, Archers, and Ossyan in the middle, behind his Objective (Bunker i think?). MHSF spread out in front.</div>
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I push straight down the middle. Taking care not to let the Stormfall Archers be within range of me, and getting as many guys with DEF bonuses from the Rubble and Hill as possible. If he decide to push himself, he won't get me inside FEAT, so the damage wil be insignificant, and will cost him MHSF.<br />
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I forgot to take a picture after his turn, but he sees through my trap and just spread out, taking care to not let Ferox do much damage if i commit.<br />
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Which i don't. Insteadi just shuffle everythin over to the Hill, Creating a Fort Makeda. He backed away a bit with MHSF last turn, so by moving like this, i keep outside of the Max threat of several of them, while still threatening a bunch. This also means that i can start threatening a Scenario angle by dominating one flag.<br />
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He pull back with his right flank, but push forward with the left.Imperatus runs over to the Flag to Score and MHSF+Stormfalls shoot me a bit, but there's no casualties.<br />
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I make the push. I don't commit everything and as such i hold back the Feat for a better occation. I kill 5-6 MHSF and jam up the rest. Gladiator runs over to the Flag to score and i move to block both Discordia and Imperatus from dealing too much damage to me.<br />
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He gives it his all, committing the rest of his army, feating and giving dead eye all around, but in the end only a single Ferox and the Standard Bearer (He ran towards the right flag to help contesting) bit the dust. Ossyan is camping 2 Focus and standing within the Threat range of every single Ferox and Radheim.<br />
<br />
So in my turn Gladiator charge his Objective and destroys it, a Willbreaker runs over to the flag to let me move to 4-0 (I scored in his turn as well) and Ferox mops the floor with MHSF and Ossyan before Radheim even gets to join in on the Fun.<br />
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<b><u>Victory to the Tyrants!</u></b></div>
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<b><u>Post battle thoughts:</u></b></div>
<div>
<br /></div>
<div>
Retribution can be a real pain, but when he gave me the chance to take him on piecemeal, i knew i had him. Makeda loves facing Infantryspam. Ferox just remove soo much when they get the chance, and they can handle an incredible amount of damage in return! All five games combined, i gave away 20 BP. Makeda does pretty much everything, but that definatelly leaves me with a disadvantage when i face something that negates her. I really need to work on my second caster from now on.<br />
<br />
We were one of the first games to finish, so i got to walk around and see how the other games went. It soon became clear that the two guys in the Final (Jarle (His blog can be found here: <a href="http://www.courageofcaspia.com/2016/09/invasion-2016-game-1-288-haley3-vs.html" target="_blank">Courage of Caspia</a>) and my opponent from game 3, Thomas) would take First and Second place respectivelly. The battle for third woould be between Me, Tor (Cygnar) and Mats (Trollbloods). I was in the lead for a long while, but when the last few results were entered, i dropped down to fifth. (Tor beat me on SOS by one, while Mats had a few more CP than me)<br />
<br />
I didn't really care about that though. I was extremelly happy with 4 Victories in my first real tournement. Makeda works like a dream! Now it just boils down to finding the perfect companion for her to bring to Norwegian Masters in January!</div>
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<br />
Lastly, Thanks to Svein, Kim, Thomas, Morten and Nico for five fantastic games!</div>
hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com4tag:blogger.com,1999:blog-9100157709487962985.post-10017130252870307022016-09-14T15:48:00.002-07:002016-09-15T02:29:29.589-07:00017 - Xerxis1 vs Haley2 (Invasion 2016 Game 4)Day two, and another Cygnar game. This time with Haley2 accompanying the dreaded Caine. I had played Makeda in all three games day one, and really didn't want to be list locked for the last game, so i was determined to drop Xerxis no matter what. Maybe he would fare better against Caine.<br />
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Then my opponent surprised me by dropping Haley2 instead. Haley2 without Stormwall no less! Things just got interesting!<br />
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<u style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;"><b>My list</b></u><br />
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Tyrant Xerxis WB+28</div>
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- Tiberion - 22</div>
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- Bronzeback Titan - 18</div>
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- Titan Sentry - 15</div>
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Tyrant Zaadesh - 4 (Proxied with Hexeris1)</div>
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- Titan Gladiator - 14</div>
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Mortitheurge Willbreaker - 4</div>
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Pangiver beasthandlers min - 5</div>
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Max Praetorian Ferox - 21</div>
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Objective: Arcane Wonder</div>
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His list:<br />
Major Victoria Haley WJ+25<br />
- Squire - 5<br />
- Stormclad - 18<br />
- Stormclad - 18<br />
- Thorn - 13<br />
Journeyman Warcaster - 4<br />
- Hunter - 11<br />
Lanyssa Ryssyl, Nyss Sorceress - 3<br />
Ragman - 4<br />
Storm Lances min - 12<br />
Storm Lances min - 12<br />
Objective: Fuel Cache<br />
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<b><u>Pre Battle Thougths and Deployment:</u></b><br />
<br />
No Stormwall is good, (Not that i would have any problem at all dealing with it though. Even Ferox can cripple the damned thing with Stir the Blood+Feat. ) Haley2 can be a real pain in the ass, but Ferox helps me a ton here. Even without being the kings of survivability like they are with Makeda, they pack a punch, strike fast, and with Defenders ward they get some incredible stats (especially when paired with the ARM bonus from FEAT.) Haley has to be incredibly carefull unless she wants to get jumped by some very angry kittens, and my brick of beasts, while probably not getting the Alpha, can still survive quite a beating and administer the pain in return. This also means that it's really hard for Haley to lock me out of Scenario.<br />
<br />
<br />
Scenario was Recon, and yet again i got to go first. I deployed centrally, with Ferox on my right flank. The plan was to just push everything as far up as possible. There's few things more scary than a Xerxis army in your face! If i just push up, and start contesting and just standing around in the middle to threaten him, i will force him to commit, hopefully unfavourably to stop me from gaining a Scenario Edge. If i then could survive his Alpha i should be good, as my counterattack will kill pretty much anything i want to die.<br />
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He deployed his Jacks directly opposite my beasts, Lances against Ferox.<br />
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I push up as far as possible. Only making sure that Lances can't get the jump on me. (The square to the right of the zone is a House, not a Trench..) Defenders ward goes up on the Ferox, Tac supremacy on Xerxis.<br />
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Cygnar actually backs away from the oncoming Ferox. Only advancing with a lone Stormclad with Arcane Shield and the Hunter. Hunter tries to kill a Ferox, but miss.<br />
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Seeing Haley back away, i just have to go for the Push! Xerxis Feats and move up behind a wall of Beasts and Stir the Blood the Ferox. Ferox then jump in to strike at the Stormclad. Two and two combine, and after three pretty high above average rolls the Jack bites the dust (ARM 22 helps little against a bunch of really angry Reptile Cats) the Hunter also goes down to a single box of Movement.<br />
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Haley moves up, Feats and TK the Ferox around a bit to negate me the ARM bonus from Feat. He charge in with the rest of his guys, but a few misses and a few Tough rolls means that he only manage to kill two.<br />
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I can't do too much due to the Feat, but Ferox manage to kill a few lances and reposition a bit to try and Kepp an advancing Xerxis alive. I don't upkeep Tac Supremacy to make sure that i have as much Fury as possible to survive. I put the BB and Tibbers on the side where Storm lances threaten me. Since Tibbers can't be moved at all, and BB have Counter charge to stop him if he mess up a bit, i feel pretty safe on that side. Especially with a Ferox helping out by blocking the Charge lane and engaging a Lance.<br />
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Seeing that there's not really much he can do at this point Haley decides to try the Assassination. She advance to get an angle ( Because of Arcane wonder Telekinesis is only range 6, and he wants Thorne to help out with clearing the way for Storm clad and Lances.) This means Haley has to do the job herself, and TK's both the Sentry and Xerxis. Lances tries to charge past the Ferox, but two of them die to free strikes from Ferox. One of them manage to move over to Xerxis to try and beat him, but he miss his Charge attack. He didn't have enough Focus for Temporal Acceleration due to TK's and an Arcane Bolt aimed at Xerxis. So the Stormclad only gets 4 attacks, all of which i can transfer. Haley is left standing out in the open, right next to two Ferox, and nothing blocking the Sentry from walking over to her.<br />
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I forgot to take any more pictures in the excitement over finally getting to punch Haley2 in the face. Suffice to say, she didn't survive four Ferox attacks and a very angry Sentry to the Face. Tibbers walks over to the Objective to destroy it, the remaining beasts clear the zone, and Xerxis runs over to the left Flag to score, Granting me 3 CP.<br />
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<b><u>Victory to the Tyrants!!</u></b> </div>
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<b><u>Post battle Thoughts:</u></b><br />
<br />
Haley is dead!, long may she rot.. I feel really happy about this game. My beast brick did pretty much nothing, but even so, All Cygnar had left standing when all was said and done was Junior, Lanyssa and a lone Storm Lance. Ferox hits ridicolously hard with the big guy. I could probably have just used all of my guys to just kill everything on the board instead the last turn. Haley alone can't do much against Xerxis with a full camp.<br />
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Once again, Ferox were the VIP's this game. Jamming like champs, more or less taking out two Jacks in a single turn. I really can't make a single list without at least one unit of them, they are just too good to not bring.<br />
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I was currently in third place, best of the ones with three victories. There was a lot of Cygnar players in the Field around me, and i really feared meeting a third Caine2 possibility in a row. Luckilly for me, there would be no more Cygnar for me this weekend.<br />
<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-77875628859272734072016-09-14T15:03:00.002-07:002016-09-14T15:03:43.070-07:00016 - Makeda2 vs. Caine2 (Invasion 2016 Game 3)... Cygnar with Caine2.<br />
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Third and final game of day three, and i had to face Cygnar. Cygnar is tricky to play against, no matter the caster, but Caine2 is the absolute worst. He completelly negates the Ferox, and the list he brought was just mean. Plenty of shooty solo's, a Stormwall. He paired this list with a fairly standard Haley3 list. I would be confident playing into Haley3, but Caine2 is a nightmare.<br />
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When i started to lock down a list pair a few months ago i didn't take Caine into consideration. Mostly because all Cygnar casters i knew were pretty focused on the Haleys and Sloans, and the occational Stryker. All of which Makeda can handle fairly well. That meant that my Xerxis list was built to handle ARM skews and other tricky match up's for Makeda, not Caine, and especially not this one. It's just too slow. And just to add insult to injury, the Scenario was Incursion, a Scenario that it's really hard to defend yourself against a superior foe.<br />
<br />
Seeing as i felt i was pretty down into Caine no matter which of my lists i dropped, i went with Makeda, all the practice i have gotten with the list might give me the edge. I just hoped he didn't see how up Caine is into me, but unfortunatelly, he did, so Caine2 vs. Makeda2 was up!<br />
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<span style="background-color: #771000; color: #cccc99; font-family: "cambria"; font-size: 15.84px; font-style: italic; line-height: 22.176px;">My list:</span><br />
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: "cambria"; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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His list:<br />
Captain Allister Caine WJ+27<br />
- Reinholdt, Gobber Speculator - 4<br />
- Stormwall - 39<br />
- Lightning pods - 0<br />
Gun Mage Captain Adept - 5<br />
Journeyman Warcaster - 4<br />
- Charger - 9<br />
Captain Maxwell Finn - 6<br />
Eiryss, Mage hunter of Ios - 7<br />
Rhupert Carvolo, Piper of Ord - 4<br />
Lanyssa Ryssyl, Nyss Sorceress - 3<br />
Trencher Infantry max - 16<br />
Lynus Wesselbaum & Edrea Lloryrr - 5<br />
<br />
<b><u>Pre Battle thoughts and Deployment:</u></b><br />
<br />
So.. how to approach this. Going for Scenario is pretty much out of the Question here. All of his solos means that he can really spread out, while i have to stick relativelly close together to have any hope of surviving the shooting onslaught. And on this Scenario it's even worse, as it's really hard to cover everywhere at once. I have to play defensively, but not too much so. If i play too far forward Caine will shoot me to pieces (Or at least proc a Griecous or six, and then let the rest of his guys do the rest. Too far back and i can pretty much just say GG and let him win by default.<br />
My plan then, was to get a foothold on one flank, and just hang back for a little while and try to find an Assasination angle. Either that, or an opportunity to cripple his army enough for me to make a real push.<br />
<br />
Both of those options requires a mess up by my opponent, but i really don't know what else to do. First chance i get i'm going to try a few practice games with this match up to see what, if anything i can do here)<br />
<br />
I got to go first again, and deployed as i usually do. Caine deploys pretty centrally as well, with trenchers spread out in front.<br />
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I run up, making sure to stay outside both Stormwall and Caine's threat. I'll allow trenchers to take a pot shot or two if they really want to.<br />
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Cygnar moves and shuffles over towards my left. He makes sure to threaten 4" around the central flag with Caine. Bullet Dodger on Caine, and the Trenchers cloud up the trench behind the hill in the middle.<br />
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I contemplate for a bit to really push now. Jam Ferox down his throat, remove Trenchers and as many solos as possibleand start scoring on the right flag (Unless he somehow manage to get someone over there). That might have been a better play than what i actually did (Just shuffled over to the right and kept outside of Caine's threat yet again. I place the Tyrant on the flag to start Scoring if he don't do anything about it.<br />
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I should have placed the Standard there instead, he focus all of his available shooting on the Tyrant, finally killing him after burning through all of my Fury. Now i have lost 2" of threat in a match where that can easily be the difference between Win and loss. He runs the Charger onto the Left flag, Finn onto the middle one. 0-2.<br />
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I make the push, Using Ferox to try and clear out all contestors from both the Central and Right Flags and Score, but one Trencher just refuse to die (He gets steady from Heightened Reflexes), and i can't score on the middle flag since one Ferox have to stand outside of 4" to contest the left one. I rile the Sentry for a Fury or two since i expect to take some hits next turn.<br />
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But he pretty much ignore my Ferox. The Stormwall places some covering fires and Caine kill a few, including the one contesting the left flag.<br />
<br />
I was starting to get a little low on time, so i didn't take any more pictures of this game, but here's what happens:<br />
<br />
I realize that there's pretty much no way for me to keep this going, but i still have my Feat, and i can get 4 Ferox onto Caine by using Dash, and he's only camping one. Even though he's DEF 19, he's still only ARM 13, so if i can land a few hits i could manage to get him down. I Puppetmaster both Ferox units (Radheim is too far away due to poor positioning on my part, i forgot that i lost 2" of threat after the TyCom died..)<br />
<br />
Makeda Feats, Cast Storm rager on a Ferox, Dash, and moves as far towards Caine as Possible. The only survivor of the Left Ferox moves over to Caine and hits with it's first attack, he use his Focus and takes a few boxes. Next attacks miss, reroll, another miss, and he dodges away.. Damn i forgot about that! The two inches he dodge back not only means that one less Ferox will be able to reach him, but it also means that one of the guys that actually do will be ouside of Feat. I get two more Ferox in. Combine Mount/Spear and miss, Use reroll to hit and takes him down to two boxes!<br />
<br />
I have one attack left. The lance of the Storm Ragered Ferox. I need an 11+ on 2d6 to hit him and win the game..<br />
<br />
I roll Snake Eyes.<br />
<br />
Makeda is on a hill, so he tries to shoot the Ferox still engaging Caine to allow him to move over to her and kill her. He miss the Shot and almost hits Caine! After that he just quickly end the game, not wanting to take any more unnessecary risks.<br />
<br />
<div style="text-align: center;">
<b><u>Victory to Cygnar!</u></b></div>
<br />
<b><u>Post Battle thoughts:</u></b><br />
<br />
Maybe i should have gone for the T2 push. If nothing else, it would really put the pressure on him, and i could have ran the Beasts over to the left to Really threaten him if he decided to do what he did the next turn (Move to Score) It might have made things easier, or it might have just meant that i would lose pretty much all of my Ferox and still lose the game..<br />
<br />
Caine2 is a real pain in the Ass! but i believe there might be some potential. We played with a fairly low amount of terrain in this Tournement, a bit more terrain to help me with surviving his shooting, and some better plays from me might make this match playable. I will test it in the near future. If it's still a no go i'll have to tool my second list a bit more towards dealing with this. Makeda covers such a wide field of casters and lists that making a successful pair that covers most things definatelly should be possible.<br />
<br />
I was kinda bummed at getting a loss for the last game on Saturday, but i still felt good. My chances of winning the Tournement were gone, but i still eyed a Top3 spot.<br />
<br />
Later that evening all the people from my gaming club gathered at a local restaurant to eat and talk about the next day. We had just recieved the next days pairing. I stared in disbelief at my next opponent..<br />
<br />
<br />
Cygnar. Caine2/Haley2.<br />
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<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com1tag:blogger.com,1999:blog-9100157709487962985.post-90776689418554940022016-09-13T13:26:00.002-07:002016-09-13T13:26:56.482-07:00015 - Makeda2 vs. Wurmwood (Invasion 2016 Game 2)Game 2 and i got paired against Circle with a Wurmwood/Bradigus (or was it Baldur..? I can't remember) pair. I know Makeda can trivially wipe the floor with the tree, and that she has game into pretty much everything circle has to offer (Except heavy ARM skews), so it's an easy pick for me. I place Makeda down on the table and is surprised to see Wurmwood dropped in return.<br />
<br />
My list:<br />
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<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: "cambria"; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
<br />
His list:<br />
Wurmwwod, Tree of fate & Cassius WB+27<br />
- Cassius - 0<br />
- Feral Warpwolf - 18<br />
- Ghetorix - 21<br />
- Megalith - 20<br />
- Pureblood Warpwolf - 17<br />
Lanyssa Ryssyl, Nyss Sorceress - 3<br />
Shifting Stones - 3<br />
Shifting Stones - 3<br />
Sentry Stone & Mannikins - 5<br />
Sentry Stone & Mannikins - 5<br />
Wolves of Orboros min - 7<br />
<br />
<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<br />
So, the Tree of Fate. I've been down this road before, and it really is a match that it's easier to win than to lose. There's generally not enough tools or attacks to chew through the Ferox wall. And with me out-threatening everything he have, and ignoring his strongest stratagem (The Feat) completelly, it's really hard for him to do anything. It might be playable, but nine out of ten times this should be easy pickings for Makeda.<br />
<br />
Scenario was Take and Hold, and i yet again got to go first. Circle chose a side with a large obstruction to hide the Tree behind. I deployed centrally so that i could make a straight push down the middle to force him back. The plan was simple enough. Run up everything to block him out from scoring/Contesting, and start grabbing points as early as possible. He can hide the Tree as much as he'd like, but sooner or later he have to come out of hiding or just loose on Scenario.<br />
<br />
Circle deploys everything in the middle behind the AD'ing Wurmwood and Sentry stones.<br />
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I Run everything up.<br />
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The reason behind his very offensive deployment of Wurmwood becomes clear as he runs Cassius towards my left Ferox unit, Teleports Wurmwood behind the House with Stones, then channel Curse of Shadows onto the Ferox, before Dark Pathing Cassius back to safety. Mannikins make their shenanigans, but fail to hit with their sprays. A few runs up to try and jam Ferox. The rest just runs straight down the middle (Except for Pureblood who takes the long way around the house instead.)<br />
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Ferox kill both Sentry stones, a few Shifting stones and 50%-ish of the Wolves. They also put a bit of damage on Ghetorix, but there's not much since he Spiny Growth'ed himself. Makeda Runs up to the flag and makes sure she's within Stay Death range of all the Ferox. Same goes for Radheim. The beasts and Tyrant just lumber behind, waiting for their turn to get into the fray.<br />
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I have made a blunder though. In my rush to put the hurt on Circle, i have clumped my Ferox up in a big messy pile in the centre. Which means he can go to town on several of them at once, getting them down to one box on by one. This may not seem like much, but when you force Tough/Stay Death, on nearly every hit in the later game, it can become a real problem. I should have been much more careful when commiting, to make sure that he can only get to a few at a time. When he's placed as narrowly as he is, that shouldn't be too much of a problem.<br />
<br />
Anyways, his beasts all start to go to town on the poor Ferox, and a lot of Tough Checks and attacks later i'm down to a single FURY. The Pureblood walks around the house to Spray, but luckilly for me he misses all the Ferox within range. He then tries to land a few Hellmouths through Cassius, but due to me being engaged, he just can't land that all important hit! Megalith casts Stranglehold on Glad, taking him out of the game for a round.<br />
<br />
He does not manage to contest me, so i move to 1-0.<br />
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Okay, so, crisis averted for now. Now i have to hit back! Unfortunatelly, Glad is useless this turn due to Stranglehold, or else i would probably remove at least two beasts. Ferox still do a ton of work though, leaving Ghetorix on a single box before the Sentry even gets to engage him. Radheim and Tyrant hits like gods as well, singlehandedly getting the Pureblood down to 3 boxes on their charges. (I've never seen so many box cars at once). Feral also takes a few hits and I remove the rest of the Wolves. Move to 2-0.<br />
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The tree tries to hit back once again, but he lacks the power. He manage to kill a Ferox or two, and finally lands a Hellmouth, but i tough like a god and has plenty of Fury left to survive it. Ty com is outside of Stay Death, so he goes down after the Pureblood is healed, but he miss Radheim, allowing me to dodge to safety with him. He manages to teleport a few stones within 4" of my flag to contest me. But, since Cassius is engaged by a Ferox, and have no way to get away without tanking a Free strike under Makeda's Feat ( i Feated last turn) He had to teleport the Tree next to me to try and land the all important Hellmouth, He did camp 4 Fury though...<br />
<br />
(Forgot to take a picture after his turn..)<br />
<br />
But only the Pureblood left standing on 7 boxes is a viable Transfer target as both the Feral and Megalith is maxed out on Fury.<br />
Ferox remove the Contesting Stones, Sentry flubs a bit on his damage rolls, but the Pureblood goes down in the end, leaving Wurmwood with no protection of a Storm Ragered Radheim charging in to land the Killing blow! Then reposition over to his flag to move me to 4-0 as well. (Got to remember the Tie breakers!)<br />
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<div style="text-align: center;">
<b><u>Victory to the Tyrants!</u></b></div>
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<b><u>Post battle thoughts:</u></b><br />
<br />
My views on this match up haven't changed a bit after this game. Wurmwood into Ferox spam is pretty much unplayable for Circle. Granted, i got lucky my overcomitment in the centre didn't cost me more, but even if it had it wouldn't change too much. Makeda would still be safe, and i would eventually win out the Grind. All the moving around, teleporting and Hellmouthing takes a lot of time as well, especially when you add in thinking time, and just the amount of time you have to roll the dice against the Ferox.<br />
<br />
When Circle cloked over to me after his T3 he had about 10 minutes left on his clock to my 25 -ish. So the clock would have become a real issue for him if he hadn't comitted the Tree like he did.<br />
<br />
Anyways. Another great game, another great opponent, and another win. My morale was peaking! That was until i figured out what i was paired into next..hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-12032126561758361232016-09-12T16:17:00.001-07:002016-09-12T16:17:18.126-07:00014 - Makeda2 vs. Borka1 (Invasion 2016 Game 1)Invasion 2016 was finally here! After months of waiting i finally got to attend my first real tournement. I had 5 amazing games against a variety of lists, and had a real blast! I also got the chance to prove Makeda's flexibility to several new people, (I think i even managed to recruit a few new tyrants!)<br />
<br />
First game of the weekend and i got to face Trollbloods with a Borka1/Gunnbjorn pair. I feel very comfortable dropping Makeda into mostly anything Trollblood, and didn't see a point in dropping Xerxis into any of the two infantry heavy lists. So i dropped the Ferox spam and recieved Borka in return!<br />
<br />
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: "cambria"; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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Objective: Arcane Wonder</div>
<br />
His List:<br />
Borka Kegslayer WB + 28<br />
- Keg Carrier - 0<br />
- Dire Troll Mauler - 15<br />
- Troll Axer - 10<br />
- Mulg the Ancient - 19<br />
Fell Caller Hero - 5<br />
Krielstone Bearer and Stone Scribes min - 6<br />
- Stone Scribe Elder - 3<br />
Trollkin Champions min - 10<br />
Trollkin Sluggers min - 13<br />
Trollkin Fennblades max - 15<br />
Kriel Warriors min - 7<br />
Objective: Bunker<br />
<br />
<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<br />
Borka is an interesting Warlock. The Keg Carrier means that Fury 5 isn't that much of a limitation for him as he can allways get two Fury after he's activated for camps, or two extra if he really need to sling spells. His Feat really compliments a fast moving hard hitting army (is there another kind of Trollbloods army?) . The rest of his army fits him pretty good with a lot of fast, hard hitting elements. My opponent was pretty new to the game (returning from a few years break), and that might be reflected a bit in his unit choices. And the list he dropped. I think his shooty Gunnbjorn list is a better drop into both of my lists. Anyways, i did my best to explain how Makeda works and we were off!<br />
<br />
The Scneario was Entrenched and i won the roll off. I naturally decided to go first (Makeda always wants to start!) I deployed as i allways do very centrally. The plan was to go for his weak flank, block him out of the zone and force him to commit unfavourably to try and stop my Scenario win. He deployed Fennblades and Sluggers on his left flank, and everything else in the middle. Game on!<br />
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I jam everything down the middle, putting on the pressure!<br />
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<br />
He realize that he just have to move in and advances. He does absolutelly nothing to try and jam me though. He advance prety much straight forward with everything, but his left flank is slightly weaker. Arcane Ward is up on Fennblades.<br />
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<br />
His cautious approach allows me to go for my own zone fairly easily, and block him pretty effectively. Ferox klears Kriels and Fennblades then repositions to block him off as much as possible. i move so that he at most will kill two cats with all of his beasts combined and his right flank infantry combined. A Fennblade on the right manage to survive, but he is knocked down, so i don't have to worry about him Vengeance moving into my zone. I position two Ferox so that he will have to tank free strikes from both of them to get into the zone. The Titanss move after to counter his Beasts.<br />
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<br />
I let him go for his own zone if he wanted to, but he does the smart thing and hangs back in a bunch of trolls. The assassination threat is very much real, and going out there exposes him a lot if he wants to still be in control range for his beasts. He moves Arcane Ward onto Borka, and then tries his best to kill Ferox. He misses a lot and does next to nothing. I get to dodge around and create new openings for myself. He have nothing to contest me with so i move to 1-0.<br />
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Ferox clears away most of his remaining infantry and bash his heavies a little bit. Mulg goes down to the Gladiator/Radheim combo. 2-0.<br />
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He send everything (Even Borka) to try and kill Ferox, and manage to kill one or two, but he is left standing right in front of my lines, camping 1 Fury..<br />
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Makeda Feats, Storm rager Radheim. Puppetmaster on Radheim+Ferox. One unit clears away the stone, the other starts putting the hurt on Borka, removing the last Fury, then Radheim jumps in to finish the job.<br />
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<div style="text-align: center;">
<b><u>Vicory to the Tyrants!</u></b></div>
<br />
<b><u>Post battle thoughts:</u></b><br />
<b><u><br /></u></b>
A great way to start the day! My opponent was a real good sprot, and even though he never had a chance, he kept his spirits up and made the game an alltogether enjoyable one. Not knowing what your opponents army do is never a good thing, especially when it comes to lists like mine that are incredibly hard to deal with without the right tools. With all the defensive synergies on the Ferox you allways have to be on your toes, and try to use every tool you have. The Fell caller was stranded deep on his right flank, and without any MAT buffs, all the missed attacks allow me to do so many shenanigans. Moving out of combat, moving into combat, moving around him to open lanes etc.<br />
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I had gotten the good start to the tournement that i wanted, but i knew it would only get harder from here on out!<br />
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<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-41958492469406518332016-09-08T17:36:00.001-07:002016-09-08T17:36:30.152-07:00013 - Makeda2 vs. Nemo3Last game of the weekend and i got to play against Cygnar again! This time with a caster i have never seen before, Nemo3. After a 3 game losing streak i felt ready to hit back hard, so Makeda was up!<br />
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Me:</div>
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<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: "cambria"; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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His list:<br />
Artificer General Nemo WJ+25<br />
- Storm Chaser Finch - 0<br />
- Centurion - 17<br />
- Centurion - 17<br />
- Dynamo - 18<br />
Journeyman Warcaster - 4<br />
- Sentinel - 8<br />
Captain Arlan Strangewayes - 4<br />
Stormsmith Stormcaller - 5<br />
Anastasia di Bray - 3<br />
Harlan Vesh, Illuminated One - 4<br />
Storm Lances Max - 20<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<b><u><br /></u></b>
I know very little about Nemo3, and most of the things in his army for that matter.. But after a quick readthrough of his cards i could see that this could be tough. The Centurions will be incredibly hard for me to remove, with Arcane Shield/Electrify they get to silly levels of ARM, and Polarity Field means that getting the elements of my list that can actually dent them, to them, would be kind of a problem. He have very little that can deal with Ferox though..<br />
<br />
We played The Pit, and once again i got to go first! I deployed in the usual way (in under a minute! Got to save time wherever i can). Cygnar deployed mostly behind his own flag. Storm Lances spread out a bit. Game on!<br />
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Stuff Runs up!<br />
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Cygnar Spreads out.<br />
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I shuffle a bit, moving Makeda over to my flag and setting up some threat angles on his his flag if he decides to move there.<br />
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He moves to his flag to score, but he blocks himself up real good to stop any poential threats. Di Bray ambushes and contests my flag. He shoots a bit, but there's little to no damage done to me.<br />
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I commit everything. I kill a Stormcaller, a few Lances, Journeyman and Finch. I jam as much as possible, and use the wall in the corner of the zone to my advantage. TyCom and a Ferox both tries to get rid of Di Bray, but fail.<br />
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Nemo Feats, and he manages to get rid of a Few Ferox. Anastasia tries to get rid of a Willbreaker, but she fails.<br />
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I kill the remaining Lances and the central Centurion is left with a single box of Movement. I deal a few boxes worth of damage to the other Centurion and Dynamo as well, and a few boxes on Nemo (I Feated). I Finally kill Anastasia as well, and Versh.<br />
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I didn't take any more pictures after this as my clock started to run pretty low, but on his turn he kill a couple of Ferox, but not enough. The following turn four Ferox combine their attacks to strip the Focus Nemo is Camping and Radheim one shots him under Storm Rager.<br />
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<b><u>Victory to the Tyrants!!</u></b></div>
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<b><u><br /></u></b></div>
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Finally a victory! And a pretty decent one as well i would hope. I never felt really threatened, although the Ferox line started to get a little thin towards the end. Even if the Assassination run had failed, i would still have both Titans left to Wreak some havok. </div>
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It was really good to get a final victory before the upcoming tournement in Kristiansand! I'm really looking forward to it. I'm feeling pretty confident about my list pair, even though i haven't been able to get nearly enough table time with Xerxis to be really comfortable with him. Hopefully Makeda will be able to keep me up!</div>
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<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-9562144164879556572016-09-08T16:58:00.000-07:002016-09-08T16:58:10.818-07:00012 - Xerxis1 vs. Kromac2New day, new games! First up Circle. This guy is representing Norway on WTC this year with a Wurmwood/Kromac2 pair. We have tried the Mak2-Wurmwood match a few times, and both know that it's pointless. And i know that Mak2 have game into Kromac2, but how does Paws of Halaak play into the fast moving monster mayhem that is Kromac2? Let's find out!<br />
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<u style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;"><b>My list</b></u><br />
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Tyrant Xerxis WB+28</div>
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- Tiberion - 22</div>
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- Bronzeback Titan - 18</div>
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- Titan Sentry - 15</div>
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Tyrant Zaadesh - 4 (Proxied with Hexeris1)</div>
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- Titan Gladiator - 14</div>
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Mortitheurge Willbreaker - 4</div>
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Pangiver beasthandlers min - 5</div>
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Max Praetorian Ferox - 21</div>
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His List:<br />
Kromac, Champion of the Wurm WB+28<br />
- Feral Warpwolf - 18<br />
- Ghetorix - 21<br />
- Warpwolf Stalker - 19<br />
- Warpwolf Stalker - 19<br />
Lanyssa Ryssyl, Nyss Sorceress - 3<br />
Shifting Stones - 3<br />
Tharn Bloodweavers - 8<br />
Swamp Gobber Bellows Crew - 2<br />
Sentry Stones & Mannikins - 5<br />
Sentry Stones & Mannikins - 5<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<br />
Scenario was Incursion and i got to go first! Kromac2 is an absolute beast! Even more so than his actual beasts at times. There's very little i can do to stop him from getting the alpha. Especially since he is another caster that can clear away jammers with Grievous Wounds. My beasts can handle some punch though, so if i can just manage to survive said Alpha, i have more than enough punch to grind him into the dust! Even with his FEAT up. But surviving a Kromac2 Alpha is no easy feat, so i knew i had to get a scenario angle to try and force his hand. Ferox would be important to stall him. and hopefully do some damage in the process.<br />
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I deployed fairly centrally with Ferox on one flank, Zaadesh and company on the other. He placed his beasts in the center, bloodweavers on his left, and Sentry Stones against the Ferox.<br />
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<span style="font-size: x-small;">I moved a bit before i remembered to take a picture..</span></div>
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Stuff moves up. Defenders ward on Ferox, Tac Supremacy on Xerxis.</div>
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Circle moves. Bloodweavers spread out around the Right flag.<br />
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I shuffle slightly. Preparing to make a Scenariomove T3, and taking care to stay outside of his major threat ranges.<br />
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Circle shuffles as well, preparing for his Alpha, while protecting his important elements from my own. <br />
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But by doing this he opens up for my Scnario move! There's no one contesting the middle and left flags, and just a single Bloodweaverwithin 4" of the right one. He made sure that single one was outside of the Gladiator's 10" threat, but i can get within range for First Blood from Zaadesh and a Ferox if that fails. If i can get that one guy down, Glad can score on the Right, Sentry on the Left while Xerxis himself can stand safelly behind Tibbers and BB and score on the middle flag, moving me to 3-0. Ferox will jam him down so that he can only get a pillowfisted alpha at most, and i should be able to clear any contestors to move to 5 points next turn.<br />
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Unfortunatelly i fail to kill the Bloodweaver, and only get two points this turn. The Ferox kill a few Mannikins and jam to the best of their abilities. I also manage to get a few wounds on the Feral and Ghetorix.<br />
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I gambled on not needing Zaadesh my next turn and placed him very exposed to get the First Blood off. He capitalises on this as Bloodweavers kill the Ferox blocking the Rightmost Stalker, and said Stalker charge and kill the Junior. Kromac Feats and the remaining Ferox bites the dust. Kromac and the other Stalker charge Tibbers and BB, Tibbers bites the dust, but BB survives with a few boxes.<br />
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I forgot to take any more pictures, but what happens next is that i try to find something to do to win, but with all his Heavies left standingand two of mine out of the picture there's not much i can do. I could clear out all three flags in theory, but there's no way for me to score on the right flag if i do. Atrition is pretty much out of the picture as well. The gladiator is pretty much lost to me, and even if i manage to kill both the Stalker and Ghetorix, that would mean setting up both BB and the Sentry for death the following turn. So i forfeit.<br />
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<b><u>Victory to Circle</u></b></div>
<div style="text-align: center;">
<b><u><br /></u></b></div>
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<b><u>Post battle thoughts:</u></b></div>
<div style="text-align: left;">
<b><u><br /></u></b></div>
<div style="text-align: left;">
In hindsight, i gambled too much on the Scenario opening. Granted, it was a good one, but by exposing myself i was extremely vulnerable if i failed, which i ended up doing as well. But for training purposes, i feel it was a good thing to do. </div>
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<div style="text-align: left;">
So how does Paws do against Kromac? More testing is definatelly needed, but i believe there could be game here. Two of his heaviest hitters just barelly managed to kill Tibbers on Kromacs FEAT turn, so if i can just manage to force him to commit more, and survive, i should be good. </div>
hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-36482261904620170772016-09-04T16:55:00.000-07:002016-09-04T16:55:18.908-07:00011 - Xerxis1 vs. Stryker2Following the close fought game against Trollbloods, i got the chance to play against more Cygnar (roughly 50% of the players in the local gaming club plays them (at least that's what it feels like), so every bit of practice helps). He only had one list with him, Stryker2 with Stormwall and Cavalry. I'm pretty confident i can deal with this with Makeda, but what about Xerxis? Time to bring the Paws of Halaak into the light again!<br />
Scenario was Entrenched and i won the Roll off, deciding to go first!<br />
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<u style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;"><b>My list</b></u><br />
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Tyrant Xerxis WB+28</div>
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- Tiberion - 22</div>
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- Bronzeback Titan - 18</div>
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- Titan Sentry - 15</div>
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Tyrant Zaadesh - 4 (Proxied with Hexeris1)</div>
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- Titan Gladiator - 14</div>
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Mortitheurge Willbreaker - 4</div>
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Pangiver beasthandlers min - 5</div>
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Max Praetorian Ferox - 21</div>
Objective: Arcane Wonder<br />
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<b><u>His List:</u></b><br />
Lord Commander Stryker WJ+28<br />
- Stormwall - 39<br />
- Lightning Pods<br />
Journeyman Warcaster - 4<br />
- Firefly - 8<br />
Captain Arlan Strangeways - 4<br />
Major Katherine Laddermore - 8<br />
Ragman - 4<br />
Rhupert Carvolo, Piper of Ord - 4<br />
Max Storm Lances - 20<br />
Min Storm Lances - 12<br />
Objective: Bunker<br />
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<b><u>Pre Batltle Thoughts and Deployment:</u></b><br />
<br />
His list looks deceptively small, but there's tons of quality there. Storm Lances are still the best cavalry in the game (Narrowly beating the Ferox), and Stormwall is, and will always be Stormwall. Stryker himself is ofcourse no weakling himself, possibly being the Model with the highest damage output in the entire game! (Together With Madrak and the Butchers). But then again, I'm survivable as F***!! The titans can handle a lot, and Ferox with Defenders Ward and Tough is a real pain to deal with. <br />
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I deploy centrally with Ferox and the Zaadesh package on my left, the rest on the right. He deploys the large Lances on my Right flank and the small one together with Stryker on the other flank. Stormwall in the middle.<br />
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Forgot to take a picture of the deployment again..<br />
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Stuff Runs,<br />
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Cygnar Moves up. Stormwall deploys a pod so that he can arc lightning on the Ferox, but all of his shooting (Stormwall as well as i forgot to make sure i was outside of his shooting threat), doeas pretty much nothing.<br />
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The whole point of pushing so hard forward T1 was to make sure he advanced very cautiously. That worked pretty well, so now i moved back a bit to stay outside of Storm Lance threat with Ferox. One of them kills the lightning pod (I hate those damn things!) The Titans advance a bit to cover Xerxis who moves into my zone. I'm pretty sure i can survive his Alpha since there's only the Storm lances that can get in.<br />
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He commits the Large Storm Lance unit, and as predicted he does very little damage. Bronzeback even gets to countercharge one of them to death! Stryker does not dare going in to Score because of the Ferox, but spells and Shooting manage to kill one of them. He also commits the Firefly so that his electro leaps deal additional damage, but unfortunatelly for him it had very little effect.<br />
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I see a huge Scenario opening here. With Stormwall still hanging back, clearing his zone should be relatively easy. If i can kill the Objective and clear my own zone i can move to 3-0 and really put pressure on my opponent. And in doing so, i also clear out pretty much everything he can contest me with as well. Xerxis slams the Firefly out of the zone, through a pod that he dropped to arc lightning from, and into a Storm lance. The lance and Pod dies, and the damage on the Firefly spikes. The Titans clear the rest, and kills off the Firefly. Ferox kills the Lances in his Zone and Gladiator kills his Objective, and i move to 3-0!<br />
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He really have to commit now, to stop me from winning on Scenario. Junior runs in to contest, and even manage to find a spot where i can't reach him.. Stryker Feats and with the help of the Stormwall kills the Gladiator, Zaadesh and the Ferox.<br />
I realized during his turn that i should just have Run Zaadesh over to my own zone to help clear contestors after the Gladiator had done it's thing. The willbreaker would have made sure that the Titan would still be in "control" and i could really have used him in clearing the damn Junior Warcaster that now stood safe and sound in my zone.<br />
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Since i can't kill the damn Journeyman, i move Xerxis and BB so that there's no possible escape for him next turn. I run Willbreaker in to Contest (Again, probably a mistake as you will see later) and my two tankiest Titans move to kill the rest of his possible Jammers. But i roll insanely crap on my attack and damage rolls, and only manage to kill three out of five. This totally screwed me over. He'll still probably not be able to contest me with the remaining two, but Tiberion's Overtake was supposed to move him to Jam Stryker down far from the Action. Both beasts were pretty much undamaged, so he would have to really work to kill them both, and Stryker had allready taken 10-ish damage from an overload when he killed the Gladiator, so trying for more would be really risky.<br />
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I forgot to take a picture after his turn, but what he does is to kill Tibbers, and scratch the Sentry a little. Junior does not upkeep Arcane Shield and moves to a position where BB won't reach him.<br />
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My Crap dice continues as Xerxis is forced to spend all his Fury to kill Junior (I forgot that i could have just slammed him out of the zone.. if i had done that it would proably be game over.) BB runs to try and block Strykers Charge lane to Xerxis, and the Sentry kills the last two warrior models, and moves closer to Stryker to try to help keep him away from Xerxis...<br />
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To no avail. Stormwall brings him down to a single Box (Meaning i don't get the Fury that could have saved me through transfers, and with both Mind and Body Crippled, Stryker easily tanks a free strike from him. Narrowly getting past the BB, and with a risky Overload (He decides that it's all or nothing at this point.) Xerxis goes down.<br />
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<b><u>Victory to Cygnar!</u></b></div>
<div style="text-align: left;">
Yet again, a tiny mistake cost me the game. I should have upkept TacSupremacy, slammed the Journeyman out of the zone and then repositioned to a safe position. Had i done that Stryker would never have been able to go for the assassination and the game would have been mine.</div>
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I'm pretty happy with the list, though i feel like it could be better. I might try to free up some points for Radheim. Dodge on DEF 15 Ferox is just plain ridiculous. Anyway, Xerxis still makes his Army smash face like no other, and the Ferox adds a long range element to the ARM cracking list that just isn't there with the alternative beast bricks of Xeekaar and Rasheth. I feel that it compliments Makeda pretty well, but there's much more testing to do before i'm happy with the pair.</div>
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<br />hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-92186790838519288292016-09-04T15:44:00.001-07:002016-09-04T15:44:46.241-07:00010 - Makeda2 vs. Madrak2The massive amount of work continues, and so i haven't had nearly enough time to play. This weekend however, i was free at last, and got a good number of games in! First up was Trollbloods and Madrak2!<br />
I had played against the excact same list a little while back with Mordikaar, so i kinda knew what i was getting into. Madrak is notoriously hard to assassinate, with both decent defensive stats, and an ability that let's him redirect the damage to any warior model within 3". Combine that with the Stonebearers that can self Sacrifice and you have one helluva tough warlock!<br />
He wanted to play Linebreaker, and knowing that it's one of my Ferox list's favourite Scenarios, and the fact that his list was infantryspam all the way, i dropped Mak2.<br />
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Me:</div>
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<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: "cambria"; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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Objective: Fuel Cache</div>
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Him:<br />
Madrak Ironhide, World Ender WB+28<br />
- Mulg the Ancient - 19<br />
- Troll Axer - 9<br />
Fell caller Hero - 5<br />
Fell Caller Hero - 5<br />
Troll Whelps - 4<br />
Stone Scribe Chronicler - 4<br />
Lanyssa Ryssyl, Nyss Sorceress - 3<br />
Swamp Gobber Chef - 1<br />
Trollkin Fenblades max - 15<br />
- Trollkin Fennblades Officer & Drummer - 5<br />
Trollkin Fenblades max - 15<br />
- Trollkin Fennblades Officer & Drummer - 5<br />
Krielstone Bearer & Stone Scribes - 9<br />
- Stone SCribe Elder - 3<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<br />
So this list is fast, and it hits hard! Madrak especially. With his Feat up and the ability that gives him a Fury for each model he kills, it's not unusual for him to plow through infantry to the enemy caster, or another juicy target with enough Fury to make any other powerhouse casters in the game look like Rasheth in comparison. And he has Grievous wounds. Well, at least i'm faster than him. And harder to kill.<br />
We deploy very similarly to one another. Beasts and support in the middle, One unit on each flank. The plan was to get the alpha, try to clear a flank, and start scoring. If i can keep that game up, and not let Madrak run Berzerk, i should be able to either win on scenario, or just out-atrition him.<br />
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Forgot to take a picture of Deployment..<br />
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I run everything up.<br />
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Trolls spread out.<br />
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Well, backing down is just cowardly, right? His Left flank is slightly weaker than the right, the Stonebearer and scribes block his beasts somewhat. So i decide to go for that flank. Ferox commits and clears a bunch of fennblades and repositions to try and make things hard for him. I think Makeda Feats, not sure really, but she moves over to the obstacle. the rest just shuffles after. I make the crucial mistake of not blocking Madrak properly (He's the one closest to me in the Bunker).<br />
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And he capitalize on my mistake and promptly slaughters three Ferox. The rest of his army also countercharges, but do mostly nothing. Mulg and some Fennblades with Charge of the Trolls and Blood Fury Charge the Sentry, but he survives on a single Box!<br />
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I hit back. Beasthandlers heals the Sentry and kill a Fennblade. The titans kills Mulg. Ferox runs around and clears the area around the flag (Unfortunatelly i fail to kill the Drummer) Makeda starts moving overtowards said flag.<br />
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Madrak is still the only one managing to kill Ferox as the Trolls try to push back. The Sentry goes down, and the Gladiator is down to about half boxes i think. The Axer knocks Radheim off his mount.<br />
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I keep clearing things and consolidating my position around the flag. I make another mistake as i let the Drummer be, instead focusing on killing the Axer and scribes. Makeda moves to the flag to Score.<br />
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Since the Drummer is alive he can move in to contest me.. The rest of his armystarts pushing against the Ferox, and Gladiator+Radheim goes down. Lanyssa scores on one of my flags.<br />
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Seeing that i have messed up my chances for the easy Scenario win, i have to try the hard way by destroying his Objective. There's too much traffic jam for my Ferox to get to the other Flag. Radheim would have helped a lot here! But unfortunatelly he is gone. I use everything i have on the Objective, but thanks to +2 ARM from the Stone it survives on 4-5 boxes.<br />
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Makeda spent all her Fury to kill the Drummer and cast Storm Rager on the TyCom, so there's no help from Stay Death. The Stone Scribes Clear the way for Madrak and he charge Makeda, easilly killing her.<br />
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<b><u>Victory to the Trolls!</u></b></div>
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<b><u><br /></u></b></div>
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<b><u>Post Battle Thoughts:</u></b></div>
Not killing the Drummer cost me the game here. I should have used Radheim T3 to do it instead of trying to pluck a few boxes off the Axer. He could even have repositioned over to the flag after to start scoring making the Scenario win even more secure. I should also have been able to save the game by not going for the objective at all on my last turn, but instead just clear more infantry and Jam Madrak so that he couldn't have contested or gone for an Assassination.<br />
Anyways, that's what practice games are for!<br />
Madrak2 can be really tough, but due to me allways getting the Alpha, and him being the only thing in his army that really threatens me (Mulg can be a pain in the ass as well ofcourse), it should really be possible to win this.hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com1tag:blogger.com,1999:blog-9100157709487962985.post-75467710177836815412016-08-26T17:17:00.001-07:002016-08-27T00:17:25.033-07:00009 - Makeda2 vs. Kreoss1I haven't been able to play much latelly, a crazy amount of work has put a real dent in my free time.. Anyways, I have a tournement coming up in a few Weeks! My first real one since starting Warmahordes. There's been a few smaller tournements at my gaming club here in Oslo, but it's been a much more casual enviroment. My placings haven't been all that great, but with my newfound greater understanding of the game and the Faction, i believe i could at least get a decent result.<br />
<br />
But to do that i need to get as much practice in as possible! Makitties (trademark) will probably be my main drop, she just plays so good into a very wide variation of match ups, and is a real hard counter to pretty much every single problematic control caster out there (Wormwood, Coven, Haley2 etc.) So given my limited time to practice, i will probably dedicate most of my time to her. Starting with another control/assasination specialist. The dreaded Pop and drop! How will our first lady fare against the fanatic? Read on!<br />
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<b><u>Lists:</u></b><br />
<b><u><br /></u></b>
<u style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;"><b>My list:</b></u><br />
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: cambria; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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Objective: Fuel Cache</div>
<b><u><br /></u></b>
<b><u>His list:</u></b><br />
High Exemplar Kreoss WJ+29<br />
- Hierophant - 3<br />
- Revenger - 10<br />
- Repenter - 8<br />
- Crusader - 10<br />
- Vanquisher - 17<br />
Wrack -<br />
Wrack - 1<br />
The Covenant of Menoth - 4<br />
Rhupert Carvolo, Piper of Ord - 4<br />
Vassal Mechanik - 1<br />
Exemplar Errant Seneschal - 4<br />
Choir of Menoth max - 6<br />
Daughters of the Flame - 10<br />
Exemplar Errants max - 16<br />
Knights Exemplar - 9<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<b><u><br /></u></b>
So, what do i have to be careful of? With all of his shooting and infantry, he can get of a great amount of attacks, meaning that he can potentially break through the Tough/Stay Death wall if i allow him to get to a lot of my models at once. I would have to try and limit him a bit, maybe trying to hem him in a bit. His Feat does pretty much nothing against me as pretty much everything is Steady, and Makeda can even stand so far back that she might be outside of Feat unless he really expose Kreoss,<br />
My main goal was to go for Atrition, with the possibility of Scenario if the opening presented itself. With this list Atrition is often the way to go i believe. The list grinds exeptionally well, And if i play fast enough i can put a real time pressure on my opponent as well, all the angles the Ferox creates, and the time it takes to try and remove them takes a lot of time from the opponent.<br />
<br />
The scnario was Extraction and i got to go first! I Deployed in my usaual central position with Ferox on either flank. The extreme speed of the cats means that i can easily shift from one flank to the other if the need arises. Protectorate deploys centraly as well, The AD elements directly in front of the rest. Game on!<br />
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The central positioning of my opponent means that there's harder for me to force my way on Scenario. If he had skewed to either side, i could move to the opposite one with makeda and block him out with a wall of Ferox. I know that Errants can be a real pain to remove (Self Sacrifice can be a real pain, and Defenders ward doesn't make the job any easier.) Three of his Jacks is standing behind them as well, so if i can make a frontline and jam them up early, i could create a real traffic jam, making it much harder for him to get them into play.<br />
Plan made i Rush both Beasts and run everything up pretty much as far as possible. Note how i use the measurement tools to mark his charge threats in the picture below. Premeasuring is an incredibly useful tool to have, and you should really use it to your advantage, Marking planned moves with proxy bases and checking if all your plans are possible before moving! It removes most of the problem of realising halfway through a turn that the things that you had planned is impossible.<br />
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Protectorate moves up. He realize that there's pretty much nothing he can do about my threat ranges anyway, so why hang back? Daughters run to Jam left Ferox, Errants shoots and kill one Ferox on the right ( i only had enough Fury for 2 Stay death as i rushed both Beasts last turn (Probably wasn't necessary in hindsight))<br />
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Kreoss is standing pretty much in the open behind the objective (The big statue of Sevvy) And within 16,5' of Radheim, camping 0 Focus. I could go for the assasination here, but there's really no point. True, he did kill a Ferox, but i should have little to no problems with dealing with his Jammers and keep up the plan of hemming him in on his Left flank. Radheim and Gladiator kills a couple of Jammers, The Right Ferox finish the job. Left Ferox runs forward to kill all Knights exemplar, denting the Crusader a bit and Jam. The rest moves up a bit, the Standard Bearer helps with contesting the right flag.<br />
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Kreoss decides to Feat, then remembers that i pretty much ignore it. The rest of his Army then proceed to do absolutely nothing to me. He even Jams himself up even further by cramming the Errants around a couple of Ferox that he fails to kill, and misses with a few attacks letting me dodge back. He manage to catch a few things on fire though, and one Ferox was outside of Stay Death and bit the dust after attacks from the Crusader.<br />
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Due to him failing so completely in killing Ferox, Makeda still sits at full Fury, so the Gladiator have to take a Threshold check, and Fails! Knocking 9 boxes off Radheim. Luckilly the Continous fire on him wears off. The rest of the Ferox manages fine as well. Willbreakers remove the remaining fires when they hand out Tough. I decide to make my move. Ferox kills a few Errants, puts a few wounds into his Jacks and Jams. Radheim kills the Crusader, Tyrant cripples the right arm of the Revenger. I forget to move in to Score on the Left flag though.<br />
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He tries to Unjam himself again, but his remaining infantry lacks the punch, and his Jacks are pretty much completely blocked from doing anything. He puts a few Cats on fire, but the damage is pretty much completely insignificant.<br />
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I kill both the Revenger and Repenter, All of the Errants, the Objective, and moves in to Score on both flags. Makeda is outside of any form of attack. Seeing this is a lost battle my opponent forfeits. (Forgot to take a picture after my last turn)<br />
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<b><u>Victory to the Tyrants!</u></b></div>
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<b><u><br /></u></b></div>
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<b><u>Post battle Thoughts:</u></b></div>
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<b><u><br /></u></b></div>
<div style="text-align: left;">
My plan worked to perfection. With Daughters and Exemplar Knights out of the picture, that whole flank is mine to control, and his tight deployment meant that he blocked himself completely, making it next to impossible to launch a counter punch after my alpha. </div>
<div style="text-align: left;">
I really need to work on both playing faster, and the Fury management. Granted, he should have made me use some Fury on his devastatingly bad T2, but there was no need for me to risk having the Gladiator Frenzy. Losing Radheim that Early could have put a real stop to my plans as he is vital in scaring the enemy caster into positioning himself poorly in fear of assassination. This and the fact that he can clear half the boxes of a heavy, or nearly one shot a light with Storm Rager up makes him one of the strongest pieces in the entire list. He creates so much room for the other elements of the list by just being there, forcing the opponent to make tough choices and spend a lot of time trying to hide vital elements from him. </div>
hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com2tag:blogger.com,1999:blog-9100157709487962985.post-90108887656192497792016-08-21T09:21:00.000-07:002016-08-21T09:21:11.925-07:00008 - Xerxis1 vs. Father LucantManaged to get a quick game today against Convergence! There's not many Convergence players around here, so i have to grab the chance when it presents itself. What this also means is that when i do get the chance to play against them, i generally have no idea what they do.<br />
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We first intended to try Axis against my Mak2 list. He had two Batle engines and a bunch of Jacks, But when i got to go first and the table looked like this after my T1:<br />
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We quickly decided it was no point in continuing. I'm outside all of his threat ranges, and he literally can't move forward without losing both battle engines and probably at least one Jack to my Alpha.<br />
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So instead he switched to his trusty Lucant list, and i switched to Xerxis as i believe he is much better suited to handle the ARM skew.<br />
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<b><u>Lists:</u></b><br />
<b><u><br /></u></b>
<u style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;"><b>My list</b></u><br />
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Tyrant Xerxis WB+28</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
- Tiberion - 22</div>
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- Bronzeback Titan - 18</div>
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- Titan Sentry - 15</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Tyrant Zaadesh - 4 (Proxied with Hexeris1)</div>
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- Titan Gladiator - 14</div>
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Mortitheurge Willbreaker - 4</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Pangiver beasthandlers min - 5</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Max Praetorian Ferox - 21</div>
<b><u><br /></u></b>
<b><u>His List:</u></b><br />
Father Lucant, The Divinity Architect WJ+28<br />
- Prime Axiom - 38<br />
- Inverter - 15<br />
- Corollary - 6<br />
- Galvanizer - 5<br />
- Galvanizer - 5<br />
- Galvanizer - 5<br />
- Diffuser - 6<br />
Transfinitie Emergence Projector - 19<br />
- Permutation Servitors - 0<br />
Optifex Directive - 4<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<b><u><br /></u></b>
So, how to deal with this. The main reason why i think Makeda is a bad drop into this is the ARM skew. Especially on the FEAT turn, but even without it, she just does not have what it takes to deal with the Prime Axiom. The cats barelly make a dent in it, and it out-threats both of my beasts thanks to Hunters mark from the Diffuser. And with the three Galvanizer with Grievous Wounds access, he can potentially clear out any cats i send out to block him. It's not impossible, but it could be really hard to deal with, depending on the Scenario.<br />
Xerxis is a whole other matter. With his Feat and Stir the Blood ability, even the Cats can put a serious dent in the Prime Axiom. ( Each of them dealing 6-7 damage on average against Prime Axiom under Lucant Feat!). He still outthreats my beasts, but as long as i can negate him the heavy alpha, i am confident i can crack him on my own Feat turn. We played the Pit, and i won the Roll-off, choosing to go first.<br />
I Skewed heavilly to the Left. The Forest blocking his view of my flag would mean that Xerxis could stand there perfectly safe and score while the rest of my army kept his at bay.<br />
He deployed the Prime Axiom directly opposite my flag, and the rest of his army fairly central. Lucant were poised to go for his own flag. Game on!<br />
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<span style="font-size: x-small;">Judicator plays the part of the TEP, he proxied some Galvanizers with some infantry models as well.</span></div>
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My plan was simple. Try to threaten him as much as possible to try and force out his Feat, then Jam him with the Kittens, while the rest of my army prepared to knock him out with my own Feat the next turn. So I ran everything up pretty much as far as possible to create as much threat as possible with the Ferox. Xerxis casts Def ward and Tac, Supremacy.<br />
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Convergence shuffles up a bit, being very cautious of the Ferox threat. Axiom drops a pod thingy that runs up to try and block a little.<br />
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I move a bit further up. The Ferox spreads out a bit, one of them running up to contest his Flag (A pointless effort really, he obviously kills it, the better play would probably be to keep him back with the rest. Oh well.<br />
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I have made a big mistake however. BB is just barelly within the Drag distance of the Prime Axiom, and with only one shield guard. If he manage to hit his boosted 7+ to hit, the big guy is probably out of the game, costing me one of my heaviest hitters. He manage to hit and the BB is pulled in, He fails to kill it, but the Fury i had Riled him with is stuck on him due to him being outside of Xerxis' control range. TEP kills the contesting Ferox and Lucant moves in to score. He forgets to pod however, so i score as well. 1-1.<br />
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I had hoped to draw out his Feat, but he keep holding it back, This means that if the Bronzeback pass his Threshold Check, now would be a perfect time for me to feat, since the BB together with the remaining Ferox should absolutelly demolish Prime Axiom when i Feat. BB, frenzies however, so there goes that plan..<br />
I know that i need to stall him however, so Ferox will have to pull Jamming Duty. They jump in to deal a bit of damage to Prime Axiom, and contest. The rest of my army moves up to threaten him if he tries to move over to me. The Sentry positions himself so that he can charge me with his Inverter, which i hope he does. The Inverter cannot kill the Sentry on it's own, and on my Feat turn i should be able to kill both it and Prime Axiom, even under Lucant's Feat, taking out both of his heavy hitters. I move to 2-1<br />
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There's a big risk in this move however. If he manage to clear out all my jammers without activating the Prime Axiom, then he can charge in and probably kill both Tibbers and The Sentry, leaving me with nothing to take him down with. He tries to clear me with pretty much everything he has, even hitting Prime Axiom himself to transfer the left over Focus around his Jacks, but a singe Ferox is left standing. He tries to pull the Gladiator to him, but he misses one of his shots, the other is Shield Guarded. Lucant Feats, and the mechanics heal the damaged Axiom a little. The Inverter takes the bait and charge the Sentry, crippling his Spirit.<br />
He forgets to pod me this turn as well, but i allow him to do it after his turn is over, because if he doesnt, i move to 3-2 and pretty much auto win next turn as the only model contesting the zone is the Inverter.<br />
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<span style="font-size: x-small;">I forgot to take a picture after his turn, so this one is halfway into mine.</span></div>
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If i can manage to kill the Axiom, and Inverter, i will move to 4-3 ( There's pretty much nothing i can do to try and Contest him.) Meaning that all i will have to do is have as much models in the zone as possible to contest him, and win on scenario.<br />
Zadeesh Rushes Tibbers and The Gladiator, Handlers enrage all three beasts Only one of them enters the zone however as i forget to position the rest in there). Xerxis Feats and kills the contesting pod, then repositions back to the flag. Tibbers Charge Prime Axiom, and my damage dice spikes a little bit, killing him (The damage he put on himself when trying to transfer the Focus around last turn did it, as i rolled excactly the amount of damage i needed to kill it). Sentry and Glad kill the Inverter and i move to 4-3.<br />
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He does his best to clear all my beasts, but he mess things up for himself. Even though the TEP kill the Sentry with a single shot (Quintuple Boxcars is apparently a thing..) and leaves the Gladiator on a single box, there's nothing he can do about the Beast Handler, apart from hitting it with the Diffuser shot which misses, and Lucant does not manage to kill Tibbers. All i have to do now is to kill the Galvanizer contesting my flag, which i do, and i move to 5-3 for the win!<br />
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<div style="text-align: center;">
<b><u>Victory to the Titans!</u></b></div>
<div style="text-align: center;">
<b><u><br /></u></b></div>
<div style="text-align: left;">
<b><u>Post Battle Thoughts</u></b></div>
<div style="text-align: left;">
<b><u><br /></u></b></div>
<div style="text-align: left;">
Definatelly a tough match, which ultimatelly boils down to who will get the Alpha. I believe i have an edge here, since the Ferox can Deal with pretty much anything themselves outside of Feat, and can Jam when he does. I need to play a bit more cautious though. The loss of BB this Early impacts how i play the rest of the Game. And the Ferox move T2 was pointless. It would have been much better to just keep them all back, to threaten him more in the later turns.</div>
hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com2tag:blogger.com,1999:blog-9100157709487962985.post-5187727059747609202016-08-08T15:06:00.001-07:002016-08-08T15:06:24.393-07:00007 - Xerxis1 vs. Reznik2Third and final game of the day! A menoth playing friend of mine was at the club to play, but his opponent had to cancel due to a bad hangover. Me, being the thoughtful player i am, kindly offered to play him instead. We did the pairing process as if we were playing in a tournement for the practice. He had his Reznik list, and a mean looking Severius2 list with Judicator and stuff, that i really didn't want to play Makeda into. Xerxis on the other hand would love to face that list, and i believed he could play decently into Reznik, so i decided to give him a spin!<br />
<b><u><br /></u></b>
<b><u>Lists:</u></b><br />
<br />
<u><b>My list</b></u><br />
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Tyrant Xerxis WB+28</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
- Tiberion - 22</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
- Bronzeback Titan - 18</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
- Titan Sentry - 15</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Tyrant Zaadesh - 4 (Proxied with Hexeris1)</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
- Titan Gladiator - 14</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Mortitheurge Willbreaker - 4</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Pangiver beasthandlers min - 5</div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
Max Praetorian Ferox - 21</div>
<br />
<b><u>His list:</u></b><br />
Servath Reznik, Wrath of Ages WJ+29<br />
- Hierophant - 3<br />
- Reckoner - 16<br />
- Reckoner - 16<br />
- Scourge of Heresy - 16<br />
Wrack - 1<br />
Vassal Mechanik - 1<br />
Allegiant of the Order of the Fist - 3<br />
Nicia, Tear of Vengenace - 5<br />
Choir of Menoth min - 4<br />
Idrian Skirmishers max - 15<br />
- Idrian Skirmisher Chieftain - 5<br />
Visgoth Juviah Rhoven & Honor Guards - 9<br />
Daughters of the Flame - 10<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<b><u><br /></u></b>My Xerxis list can probably play into this, it's just going to be hard. Reznik has threat extensions, a mean Feat, Spellpiercer, that basically just ignores any upkeeps i have (like Defenders Ward) and Lamentation makes Animi and stuff hard to use. Especially on my poor Fury 5 Warlock. With Daughters, Nicia and Idrians it's incredibly fast, and it packs quite a punch both in Shooting and in melee. I had some hopes thoguh. I can still Brick like a boss, surviving pretty much any kind of Alpha he throws at me by feating defensivelly. Hopefully, i would be able to get some offensive use out of the Feat as well.<br />
We played the same map and Scenario as the last two games. He won the Roll off, and decided to go first. Deploying in a line stretching most of the table. I deployed with a heavy Skew towards the Left flag where the Wall, and house possibly could help me survive a bit. My hopes were to move over to the Left flag to score, while contesting in the middle and at the same time try to contest his flag. It would not be easy though as he had a lot of hard to get through elements to block my path. The Idrians Preyed my Bronzeback.<br />
Let's go!<br />
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He runs everything up. Lamentation on Reznik, Death March on Daughters.<br />
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I move up to the left, hiding as much as possible behind the wall. This is a bad play i think, as i now don't have anything that can contest his flag, giving him a perfect opportunity to Score. I also expose the Ferox a bit too much. The change from Pretty much unkillable Ferox to just normal ones is kinda rough. Tactical Supremacy on Xerxis, Tag Team on Zaadesh.<br />
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Menoth just consolidate his hold on the Zone and Flag. Reznik moves in to score after giving Nicia Boundless Charge. I'm pretty lucky though, as all his Shooting and Nicia only manage to kill a Single Ferox, and take a few boxes off the Sentry. Daughters move to jam.<br />
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Realizing my mistake of having nothing to contest with, i need to try and do something. I decide to go all in, Trampling all i can into the Zone to try and take out as much as possible on my counter charge. I allready know he will get the Alpha, the problem is surviving it, so i have to Feat defensively. The gladiator walks up to Nicia, and Zadesh charge her. With Tag team up, hitting her is "Easy" and she goes down. The Ferox jump in to clear the Jammers and try to both block his Jacks, and set up for a contesting Run if they can survive. All three of Xerxis' beasts Trample into the Zone to contest and B2B for Feat purposes. Xerxis hugs the Wall and Feats.<br />
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I realize that i have made a mistake in the Ferox moves however. One of them is standing right in front of the Monk.. He can now activate, forfeit movement for the survivability ability thingy, and still get to punch a few cats to death, clearing the way for his Jacks, AND being ridicolously annoying to remove.. sigh.. Reznik Feats and everything moves in. I'm lucky again though, as he have to spend his Entire unit of Idrians to kill the Ferox hanging around my objective. (he rolls abysmally, and i tough like a god!) Which means that the Last Ferox lives! All of his Jacks charge in, dealing a bit of Damage to the Sentry, and just barely finishing off Tibbers.<br />
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Okay! we have both commited!, now i just need to kill as much as possible and contest. If i manage to kill all of his Jacks, i could still win this. Provided i contest ofcourse. Because if i don't, then he moves to 3-0, and only need to kill my objective on his next turn to win on Scenario. So the plan is this. Kill all three Jacks with my Beasts. Move Xerxis closer to the Beasts for Shield Guards and stuff (Maybe even killing some Idrians or something. Then move the last remaining Ferox in to score. Easy as Pie!<br />
Zaadesh casts Rush on the Gladiator and moves closer so that he won't be out of control range. The gladiator Slams for free into one Reckoner. Knocking him into the other so that the Ferox is free to move, and so that the Jacks will be easier to hit. He buys four extra attacks and kills the first Reckoner. The sentry walks up to the next and starts punching. I roll pretty low on my damage rolls however, and he is left on one box. Which means that my Bronzeback will be Ashen Veiled when he moves in to kill Scourge. That's bad. However in a stroke of Genious, i come up with a plan! The Ferox haven't moved yet right? What if he just jumps over there and takes the last box off the Reckoner? With two attacks i should be able to roll the 7+ i need right?<br />
So i ofcourse do this, then move the Bronzeback in and punch face to kill the last Jack! Yay!! Now all i have to do is... move the Ferox in to contest... damn.. Remember how i said it was absolutelly vital for me to contest this turn? Well.. guess who forgot completely about all of that and used the only model that could do that to finish off a crippled, knocked down jack, just because it was a fun thing to do? In the heat of the moment i even forget to activate Xerxis..<br />
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He struggles a bit as the Idrians still fail to do shit, but eventually my objective bites the Dust, and he moves to 5-0 for the Scenario win.<br />
<b><u><br /></u></b>
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<b><u>Victory to Menoth!</u></b></div>
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<b><u>Post Battle Thoughts:</u></b><br />
<b><u><br /></u></b>
This match up is definatelly hard. Makeda2 would probably play WAY better into it, but then again, i feel that Xerxis is better into this list, than Makeda is into his Severius list i will have to try that match some time to see if i am correct. Anyways, i think it's definately playable. Another Scenario where it would be easier fror me to contest would help a lot too. In a straight up atrition grind, i think i am just a tiny bit up. Especially if i can snag T1. The biggest mistake i made here was to skew so hard to one side, allowing him to completely block me off from the flag he intended to score on. A better approach would have been to move everything up in the middle, allowing the beasts to move up in force to contest him. This would mean that Reznik could be forced to play an atrition game or risk getting assasinateed by angry elephants, and i'm much more comfortable in a game of atrition.<br />
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A great Game, and a great way to end a day of playing. My vacation is oficially ended as well, so i probably won't get the chance to play as often. My goal is still to get in at least one or two games every week.<br />
<b><u><br /></u></b></div>
hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-8840732303519991632016-08-07T16:04:00.002-07:002016-08-07T16:04:29.208-07:00006 - Makeda2 vs. Absylonia2Following the first match, my opponent wanted to try something he was more comfortable with. Therefore he brought forth his tried and tested Abby2 list. I was on a roll, and dropped Makeda again, wanting to see how she would fare against the hyper agressive Legion list. Scenario and map were the same. Let's go!<br />
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<b><u>Lists:</u></b><br />
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<u style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;"><b>My list:</b></u><br />
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: "cambria"; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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Objective: Fuel Cache</div>
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<b><u>His List:</u></b><br />
Absylonia, Daughter of Everblight WB+28<br />
- Proteus - 19<br />
- Raek - 8<br />
- Raek - 8<br />
- Ravagore - 19<br />
- Scythean - 18<br />
- Seraph - 14<br />
Strider Deathstalker - 4<br />
Spell Martyr - 1<br />
Spell Martyr - 1<br />
Blighted Nyss Shepherd - 1<br />
Blighted Nyss Shepherd - 1<br />
Blighted Nyss Shepherd - 1<br />
Hellmouth - 6<br />
Swamp Gobber Bellows Crew - 2<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<b><u><br /></u></b>This list has a lot more for me to be careful about. His threat ranges are Much longer, he hits WAY harder, and he has easy access to Grievous Wounds from Proteus and Scythean. Those two beasts would have to be top priority, especially the Scythean, who would give Absylonia herself Grievous from it's animus. Abby2 have the "Alpha Hunter" ability that procs when she kills something. When she does, all her beasts gets +2 MAT and SPD. This combined with her Feat that gives Flight, 2" reach and +2STR to everything means that her list hits incredibly hard, and with long threat ranges to boot. Without Grievous wounds however, i can negate the ability with Stay Death, making it nigh impossible for her to use it.<br />
We both deployed pretty much everything centrally (I won the Roll off, and decided to go first.) The Hellmouth went on his Right flank. (I forgot to take pictures after all my opponents turns this game, sorry!)<br />
Let's go!<br />
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I move everything up the board. The left Ferox spread out a bit. I'm not sure what i was thinking here however. All of them are within the charge range of the Hellmouth Tentacles. This means that he can charge, make the 7+ to hit and drag me away, killing at least three guys unless i'm incredibly lucky with my tough rolls. To make matters worse, the Ferox on the Far right is outside of 10" from Makeda, meaning i can't Stay Death him. I think part of my plan was to make him spend all three tentacles right away, making the Hellmouth threat much smaller the rest of the game, but it's not even close to a fair trade..<br />
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He moves everything up a lot, knowing that he can cripple much of my alpha thanks to the hellmouth. Most of his beasts hide behind the wall, preparing to charge in no matter where i decide to move. The Hellmouth drags and kill three Ferox, while the Ravagore shoots and kills the one on the far right. Abby puts up Bracer on Proteus.<br />
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Ouch! I lost so much this turn, i'm at kind of a loss over what to do. My turn one mistake robbed me of so much momentum and hitting power. And allowed my opponent to move much further up the board than he would have dared to if i had played more safe with the Ferox, and moved everything right instead of straight forward. I figure that i just have to try and move in and do as much damage as possible and see where that takes me. Ferox charge/jump in to kill the Raek and try to Jam a little, they also do quite a few wounds on the Scythean as well. Only one of them gets tough as i use the other Willbreaker to give Radheim puppet master. Makeda gives him Storm Rager and he jumps in to finish the Scythean off. He's really exposed, but at least he's within Stay Death Range of Makeda and grants Dodge to most of the Ferox. The rest shuffles up.<br />
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Without Tough, and outside of Makeda's Stay Death range, the Ferox on the left are easy pickings for Abby, allowing her to proc Alpha Hunter. She moves in and kills both, and Feats. The hellmouth spawns a Tentacle and drags the Gladiator into the Charge range of Proteus, which moves in and kills it. The rest of his beasts finishes the rest of the Ferox, and knocks Radheim from his mount.<br />
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Even more destruction, and things are beginning to look even more desperate. His beasts are pretty full on Fury however, so i could be lucky and Frenzy a few of them. Makeda Feats and knock the Ravagore down with Prostration. Radheim cripple it's Spirit, and a beasthandler moves in to put an additional Fury on it. The Sentry Charge Proteus, but i roll misserably, doing very little damage (dice -4 because of Bracer and Unyelding..) and i do insignificant damage. Makeda moves into the cloud to be better protected from shooting and Spells, and the rest moves in to try and box her in so that he can't get to her as easily. One willbreaker gives her Tough as well, to try and help her survive.<br />
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I made the mistake of maxing the Sentry on Fury, leaving Makeda with no transfer Targets. This means that Abby should be perfectly capable of assassinating her. He goes for it, moving in both Spell Martyrs to cast boosted Hex Bolts on me. The Seraph Flares her as well and takes a few boxes. The Raek charge in to finish the job, only to fail! I'm left on a single box, the Deathstalker tries to finish the job, but being engaged and standing in a cloud, she fails to hit me. Proteus tries to take down the Sentry, but this time his Dice seems cursed, and he barelly scratch the angry titan!<br />
<br />
Which means that my assassination run is underway! Believing that he could not fail the assassination, my opponent spent all his Fury, and didn't upkeep Bracer on Proteus. Willbreakers activates, giving Puppet master to both Makeda and the TyCom. Makeda casts Dash and boosts a Prostration on Proteus, knocking him down, and freeing the Sentry. The TyCom, charge Abby, leaving her on 6 boxes, then the Sentry tramples over to her, needing to hit on 9+ boosted and then roll a 4+ on the following damage roll to finish the job. I make the necessary rolls, and Abby goes down!<br />
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<b><u><br /></u></b><b><u><br /></u></b><br />
<div style="text-align: center;">
<b><u>Victory to the Tyrants! </u></b></div>
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<b><u><br /></u></b></div>
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<b><u>Post Battle Thoughts:</u></b><br />
<b><u><br /></u></b>
The huge mistakes i made with my T1 moves should have cost me the game here. With the loss of so many Ferox that early, i lack the punch and survivability to grind him out, and even if i don't let him get the assassination opportunity, he will eventually grind me down and win on Scenario. However, this match proves that this list pretty much allways can pull off an assassination, provided i can make the right moves to set it up. I was lucky here though, first needing to hit Proteus in combat with Prostration, then i had to get the Sentry over to Abby, tanking a Free Strike from the Hellmouth (since Beasts dont benefit from Dash), and then i had to hit a boosted 9+ roll to hit her. But then again, it's allways satisfying to pull off far fetched assassination runs, even though i definatelly should have lost the game due to my mistakes early on, and even without those mistakes, it would have been a really tough fight.<br />
I also got to use a rarelly seen ability of the Beast Handlers by putting Fury on his beasts with their attacks. This was probably the thing that tipped the scales in my favour actually, since the Ravagore Frenzied (he would have passed the test had it not been for the Fury i put on him), and since he was knocked down he couldn't do anything but stand up. Had he passed the threshold check, he could have put an additional shot on Makeda, probably finishing her off.<br />
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Anyways, an interesting game, and a match-up i would love to play again sometime, to see how playable it is without my mistakes.</div>
hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-30878350459570701232016-08-07T14:28:00.001-07:002016-08-07T14:28:25.505-07:00005 - Makeda2 vs. Vayl2Got the chance to play a few games today, first of which was against Legion! He's testing out an experimental Vayl 2 list at the moment with an Archangel! I thought that to fight experimentals, why not use my own, so Makeda2 vs. Vayl2 it was. Who would get out ahead in this battle of Leading Ladies? Let's find out!<br />
<br />
<b><u>Lists:</u></b><br />
<b><u><br /></u></b>
<u style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;"><b>My list:</b></u><br />
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i>Supreme Archdomina Makeda WB+24</i></div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i> - Titan Gladiator - 14</i></div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i> - Titan Sentry - 15</i></div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i>Tyrant Radheim - 9</i></div>
<div style="background-color: #771000; color: #cccc99; font-family: Cambria; font-size: 15.84px; font-style: italic; line-height: 22.176px;">
<i>Morthieurge Willbreaker - 4</i></div>
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<i><span style="font-family: "cambria"; font-size: 15.84px; line-height: 22.176px;">Morthieurge Willbreaker - 4</span></i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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Objective: Fuel Cache</div>
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<b><u>His List:</u></b><br />
Vayl, Consul of Everblight WB+28<br />
- Archangel - 37<br />
- Nephilim Bolt Thrower - 11<br />
- Raek - 8<br />
- Ravagore - 19<br />
- Seraph - 14<br />
Strider Deathstalker - 4<br />
Strider Deathstalker - 4<br />
Hellmouth - 6<br />
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<b><u>Pre Battle Thoughts and Deployment:</u></b><br />
<b><u><br /></u></b>So, what to think about this? Luckilly for me, i played a game against this list a few weeks ago, that time with a pXerxis list that's basically a cross between my current pXerxis list, and my Mak2 list. I came out on top in that one after a single Ferox One shotted Vayl in a crazy assassination run that i only attempted because my opponent had to leave. The list isn't expecially fast. At least not compared to my own.. His shooting can be a real pain, but without any kind of tools to negate Tough/Stay Death, it shouldn't worry me too much. The Hellmouth is a whole different story however. It can pull models out of formation, or within threatranges of his other stuff. And it also allows him to drop spells into my Deployment Zone before i even get the chance to move. I would have to be careful about that.<br />
We played Recon, He won the roll off, and decided to go first. He deployed Archangel and Raek on my right flank, while Vayl and the rest stood opposite the other flag. Deathstalkers on wither flank, while the Hellmouth (Proxied by a cav model and three Ogryns) hid behind the House.<br />
I deployed centrally with Ferox on either flank, the plan was to be able to shift to whatever side he decided to go for, move in to score and force him to commit. With the survivability and mobility of my list i were pretty sure that i could push him back and begin to Score in my T2 on the side he decided to go for. In doing so, he would have problems scoring as he basically has no way to block my Ferox, and Vayl would be far to exposed if she tried to shift over to the other Flag. Either that, or just not do anything herself, and i pretty much consider that a win anyway, as she's one of the primary problems i have to deal with in his list.<br />
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He moves everything up the board. One Deathstalker shoots a Hellmouth Tentacle, the Hellmouth activates, the new tentacle it can place much further up the board runs so that it is within 8" of two of my Ferox. Vayl activates, Shoots the Tentacle and throws two Chastens on my un-Toughed Ferox, forcing me to use two Fury to keep them alive, Meaning i have to cut myself for Fury T1!<br />
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I move up a bit, following my plan to shuffle to the side he has Vayl on. Most of my guys hide behind the Wall for the DEF buff against his shooting. I take care to place the Sentry within 3" of all the left Ferox for SHield Guard purposes, while still being far enough away from everything that if he takes an AOE from one of his shooters only he will be hit. I opt Not to kill the Tentacle (the barelly visible proxy base on the top left of the Wall in the picture above). What this means is that he have to take a free strike to move it away, which he wants to do as it's engaging three of my cats, making channeling from it impossible, and meaning that the Deathstalker that really wants to try and kill a few cats will have a hard time hitting anything. Radheim hides behind the Woods, waiting there in safety until i need him. This also means that it's much harder for my opponent to move his left flank elements over since that means that they will have to enter my threatranges on the way.<br />
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He moves up a bit to contest the flag in as many places as possible, then starts shooting. At the end of this, all but one of the Ferox is down to one box. All his AOE's were targeting the Ferox on the right, so when the Deathstalker on the left flank activated (The last model to do so) and moved up to try and kill a few Feroxes (Makeda was all out of Fury at this point) i Shieldguarded that insted, Stranding the damn solo right next to my lines.<br />
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The plan is simple now. Remove everything that contests, and then move in to do as much damage as possible and Jam with the rest, then set up for a countercharge after he commits next turn. He held back his Feat last round, so i know that it's gonna happen in his next round. A Ferox dies to Continous fire from the Archangels shot, i decide that it's not that important to keep it alive, and instead keep all my Fury. The Left Ferox activates first, clearing out all the contestors, then reposition to block his path to the FLag. The other unit swopps in and put quite a bit of damage on the Ravagore and Seraph, then jam him up. Makeda runs to the Flag, and the rest of my Army just shuffle a bit to set up for my Next turn.<br />
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He tries to see if he can do anything but commiting, but decide that there's nothing else he can do. Vayl is in a terribly exposed position, and have no easy way over to the other flag. I have a few Ferox in the Zone, and if he decides to try and Score there, he's within range of pretty much everything i have anyway, so there's no point in holding back. He Feats with Vayl, doing some damage that i negate with Stay Death and Tough. Everything he has left commits and kills all but three of the Ferox and one of the Willbreakers. A tentacle contests my flag.<br />
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He's played right into my hands and i finally commit everything. Makeda Feats and cast Storm Rager on one of the Ferox. The two enraged Titans move in and kill the Archangel, Radheim and the Tycom charge the Raek+Deathstalker in the trench, killing the latter and leaving the Raek on a single Box (Radheim was just outside of my Feat and failed to roll the 5+ needed to hit the Raek in the back), The Ferox activates and finishes off the Seraph (The Storm ragered one rolling triple boxcars on his charge attack!) and dents the Ravagore even further, leaving it with a crippled Body aspect, and kills the contesting Hellmouth Tentacle.<br />
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With pretty much his entire army gone, and the rest locked down by Ferox, my opponent concedes.<br />
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<b><u>Victory to the Tyrants!</u></b></div>
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<b><u>Post Battle Thoughts:</u></b><br />
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Looking back, i don't think there's much my opponent could do differently here. No matter which side ha chose to go for i could pull off the excatct same moves, blocking him out and strike back to cripple him. Granted, My damage dice were on fire this game, but even with average rolls, i should be good here. His list just don't have the damage output to get through the wall of Ferox without committing heavilly in meele, and in doing so, exposing himself to my countercharges. He even got thae maximum shots possible from his beasts, and a few spells from Vayl, and the only reason i actually lost a Ferox to all that shooting is because i decided not to use Stay Death on a Fire continous roll.<br />
The versatility, mobility and incredible survivability of this list continues to impress me. I still haven't had a single match where i fell it's unplayable. I'm looking forward to testing it more!</div>
hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0tag:blogger.com,1999:blog-9100157709487962985.post-48625157985587265722016-08-06T14:01:00.000-07:002016-08-06T14:01:11.594-07:00004 - Makeda2 vs. Thyra, RematchThe first match ended so quickly, we decided to try again. This time with me going first to see how much that would impact the game. Let's find out!<br />
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<b><u>My list:</u></b><br />
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<i>Supreme Archdomina Makeda WB+24</i></div>
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<i> - Titan Gladiator - 14</i></div>
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<i> - Titan Sentry - 15</i></div>
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<i>Tyrant Radheim - 9</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i>Morthieurge Willbreaker - 4</i></div>
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<i>Tyrant Commander and Standard - 6</i></div>
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<i>min Paingiver Beasthandlers - 5</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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<i>Max Praetorian Ferox - 21</i></div>
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Objective: Fuel Cache</div>
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<b><u>His list:</u></b><br />
<b><u><br /></u></b>Thyra, Flame of Sorrow WJ+29<br />
- Hierophant - 3<br />
- Blood of Martyrs - 16<br />
- Dervish - 7<br />
- Scourge of Heresy - 16<br />
Avatar of Menoth - 20<br />
Wrack - 1<br />
Vassal of Menoth - 3<br />
The Covenant of Menoth - 4<br />
Allegiant of the Order of the Fist - 3<br />
Choir of Menoth min - 4<br />
Daughters of the Flame - 10<br />
Flame Bringers max - 17<br />
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<b><u>Pre battle thoughts and Deployment:</u></b><br />
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I had learned my lesson this time around. He can deal a severe blow to me if i'm not careful. He opts to switch sides, not wanting the forest in the middle to block his Jacks. I deploy a bit more spread out so that my beasts won't have to run through the damn thing. He deploys pretty much excactly the same as last time. Game on!<br />
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I run everything as far up the board as i can, taking care to not let him get off any charges.<br />
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He spends a lot of time trying to figure out what to do. He opts to advance a bit, leaving the monk guy up front with the Daughters as a screen.<br />
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I think it's pretty clear what i have to do here. Feat and jam my cav down his throat to block him out while trying to kill as much as possible. Makeda activates and Feats, both Ferox units jump in, clearing out all the Daughters and the Monk. Unfortunately i flop a bit on my damage rolls against the cavalry and only manage to kill one of them. I reposition to jam and block him as much as possible and moves up the rest of my army behind the cats.<br />
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I think my opponent spends about 15 minutes just thinking about what to do here. He eventually decides to Feat and cast Carnage. The cavalry charge in and try to deal some damage to my cats to clear the way for Avatar. Turns out i made a huge mistake as i left the Gladiator Just barely within the threat of the big guy. Luckily for me he miss with one of his attacks, allowing me to dodge out of the way and try to Jam the avatar a bit more. After this my opponent takes even more time to think, before deciding to send in Blood of Martyrs to clear the Jammers out (He had initially hoped to use him to clear out the left unit of Ferox.) Avatar charge the Gladiator, killing it with Focus to spare, and kills another Cat. Scourge and the Dervish kills one cat on my left Flank.<br />
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Ouch! Loosing the Gladiator means that my means to deal with his Heavies just went down drastically. In addition, almost all of the Ferox are dead. Things does not look to good for me, but my opponent is down to about a minute and a half on his clock, so i'm almost guaranteed to win. Nevertheless, we decide to finish the game anyways. The left Ferox and the Sentry takes out the Scourge of Heresy. Radheim, the last remaining Ferox on the Right and the TyCom try to cripple the Blood of Martyrs, but i roll misserably and does pretty much no damage. Makeda runs over to the Flag to Score and camp all six Fury.<br />
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Avatar moves in to kill the Sentry, The cav kills Radheim, The Tycom and the last remaining Ferox on the right. Blood of Martyrs charge the cavalry blocking the Dervish and kills them, allowing the little guy to calmly walk over to Makeda and bonk her on the head for the Assasination win.<br />
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<b><u>Victory to all!</u></b></div>
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<b><u>Post Battle thoughts:</u></b><br />
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Getting the first turn makes a huge difference here, and if i hadn't made the mistake of letting him get to the Gladiator, i believe i could and should have won this game. Both my heavies were perfectly positioned to charge in, probably killing two of his heavies and cripple his ability to deal significant damage to me. I really need to stop making these silly positioning errors. With the ability to pre-measure everything mistakes like that generally shouldn't be made.hansleonardhttp://www.blogger.com/profile/16868279854309180778noreply@blogger.com0