søndag 31. januar 2016

Battle Report #80: Stryker2 vs Makeda2

:: Prologue ::

A very quick first match and we just instantly reset. Same turn and side etc. My main worry was setting up so that I wouldn't be free bait for Molik Karn and the Archidons. How did I do? Read on!

:: Lists ::

Cygnar:
Lord Commander Stryker - WJ: +6
- Squire
- Ol' Rowdy - PC: 9
Captain Arlan Strangewayes - PC: 2
- Sentinel - PC: 4
Archduke Alain Runewood, Lord of Fharin - PC: 3
Journeyman Warcaster - PC: 3
Madelyn Corbeau, Ordic Courtesan - PC: 2
Stormblade Infantry - Leader & 5 Grunts: 5
Sword Knights - Leader & 5 Grunts: 4
- Sword Knight Officer & Standard - PC: 2
- Stormclad - PC: 10
- Stormclad - PC: 10
Opponent:
Supreme Archdomina Makeda - WB: +5
- Archidon - PC: 7
- Archidon - PC: 7
- Molik Karn - PC: 11
- Titan Gladiator - PC: 8
Agonizer - PC: 2
Mortitheurge Willbreaker - PC: 2
Nihilators - Leader & 9 Grunts: 8
Paingiver Beast Handlers - Leader & 3 Grunts: 2
Praetorian Swordsmen - Leader & 9 Grunts: 6
- Praetorian Swordsman Officer & Standard - PC: 2

:: Pre-Battle Thoughts & Deployment ::

Same deployment as in the first game, pretty much! 


:: Game ::

I run up just as with the first game, only this time I fail the Drive check for the left Stormclad instead of the right one. Exciting!


Makeda camps 2 fury which means no leash for Molik Karn.


I'm at a crossroads. I think the position above highlights one of Stryker's main weaknesses. I am faced with superior speed and I my army is not particularly resilient. According to the Ping Pong Theory I need to either force a Ping Ping or a Ping Pon here and I don't see how I can do neither. What this essentially means is that it's hard for me to enter a game of attrition because I can't expect to get the alpha and Stryker's skillset isn't made to come back from one. What I do instead then is to try and force the issue: I camp 5 focus on Stryker + Arcane Shield and cast Positive Charge on a Stormclad which clears out a couple of models before being driven back. Ol' Rowdy goes B2B with Stryker because I'm pretty sure Molik Karn will make a run for it.The Sentinel, proxied for the time being, runs up to jam stuff. On my left flank I try and stagger my forces as best as I can, sending in a couple of dudes just to make sure he'll have a hard time running at me too hard.


The right-most Archidon charges Rowdy. In my experience Archidons aren't that hard. Well, this one isn't either but that wasn't the plan: The plan was to get a critical hit and throw Rowdy away. Wow. I did not see that coming. Luckily for me said Archidon is outside of Makeda's control area and it only gets 1 attack. It does roll 6, 6, 5 for the charge damage roll however and Rowdy loses his hammer.

The infantry moves up to the middle of the board, clearing a path for Molik Karn. Makeda kills the Sentinel, feats and gives Rush and +2M to Molik Karn. He charges Stryker with Enrage from the Beast Handlers but for all his power, DEF18 ARM24 is a thing. Stryker survives on ~8 boxes.

The last Archidon charges the center Stormclad and gets the critical hit to throw it towards Stryker. It deviates and lands on Molik Karn. Feat saves said Molik Karn from being knocked down. So my gamble with taunting out Molik Karn worked, but only because my opponent messed up his activation order. Had Rowdy been thrown, I'd be in deep trouble. I wonder if Stryker could perhaps have simply stood there on all 7 focus for DEF16 ARM26. Perhaps It's best I never found out.


Time to strike back and strike back hard! Stryker + Rowdy kill Molik Karn + Archidon. I feat. Infantry charge-runs up the middle. The SK officer uses his abilities to only deal 1 box to the Stormclad in a harmless column so he can drive both. By jamming up Makeda I reckon he can't kill the Stormclad without using Makeda herself, which means Stryker's safe. I'm afraid of losing the attrition game here so Stryker decides to take the point: Largely due to the fact that SK with Reform + Feat actually get enough work done to score -his- flag. Wow!


As expected my infantry takes a heavy toll. Makeda + infantry leaves the Stormclad on a single box, the sole remaining system is the shield arm.


Although I lost a lot of infantry my jacks are still, by and large, alive and well, so I send them in to completely jam Makeda shut. Stryker heals up and camps the flag with a physical wall of Alain, Squire and Junior in front of him.


Unable to contest my 3-0 lead, Skorne realizes that the game is over and concedes.

Victory to the Swans!

:: Evaluation ::

First of all, I'll be honest: Stryker's playstyle does not appeal to me. It seems largely reliant on one guy, a few rolls, and a very predictable approach. He has very little to set up with, little-to-nothing to control opponents with (unless they depend on orders) and not exceptionally strong defensive abilities. His feat is cool but it really only helps him jam. 

It is true that all of these things are obvious and thus something to consider at the list creation stage. As I wrote previously in this report I struggle to see how he can either deliver a powerful alpha strike or how he can prevent one. The man himself is a monster but again, his ability to deal damage is compeltely dependent on the Overload roll. A friend recently said to me that Haley2 "cheats" Warmahordes because many of the things she does is with such insane modifiers and/or amount of dice that the random factor is close to non-existant. I largely agree and that is one of the reasons I enjoy playing her. Regardless, Stryker2 appears to me to be the complete opposite. 

Molik Karn's Stryker-run should've succeeded with the proper play from the Archidons. It would also have been very hard for me, if at all possible, to deny him that angle on Rowdy assuming I'd want the +2DEF on Stryker. That said, if I could've found a setup to protect Stryker in that position with a good chance of keeping him alive I'd be fairly satisfied. The problem in return then would be if he had jammed me up and played for attrition himself: Sooner or later he'll get angles to take out enough jacks to force a Ping-Pon effect: I.e. my return strike would be insufficiently strong to stem his momentum. 

Part of me thinks this boils down to list creation. Part of me thinks that different lists will suffer from the same inherent problems that Stryker2 has, the lack of speed and control being the most vital ones. He appears to me to be a largely straight-forward caster which, additionally, relies on single dice rolls. I'll see if I can come up with some kind of list I enjoy playing with him but for now I'm not convinced. 

Battle Report #79: Stryker2 vs Makeda2

:: Prologue ::

After a couple of games with a new caster, what's better than a couple of more with another one I have next to no experience with? Stryker2 was ready to play and he was facing down a Makeda2 variant which left me wondering how on Earth I was supposed to approach this matchup.

:: Lists ::

Cygnar:
Lord Commander Stryker - WJ: +6
- Squire
- Ol' Rowdy - PC: 9
Captain Arlan Strangewayes - PC: 2
- Sentinel - PC: 4
Archduke Alain Runewood, Lord of Fharin - PC: 3
Journeyman Warcaster - PC: 3
Madelyn Corbeau, Ordic Courtesan - PC: 2
Stormblade Infantry - Leader & 5 Grunts: 5
Sword Knights - Leader & 5 Grunts: 4
- Sword Knight Officer & Standard - PC: 2
- Stormclad - PC: 10
- Stormclad - PC: 10
Opponent:
Supreme Archdomina Makeda - WB: +5
- Archidon - PC: 7
- Archidon - PC: 7
- Molik Karn - PC: 11
- Titan Gladiator - PC: 8
Agonizer - PC: 2
Mortitheurge Willbreaker - PC: 2
Nihilators - Leader & 9 Grunts: 8
Paingiver Beast Handlers - Leader & 3 Grunts: 2
Praetorian Swordsmen - Leader & 9 Grunts: 6
- Praetorian Swordsman Officer & Standard - PC: 2

:: Pre-Battle Thoughts & Deployment ::

We are playing Close Quarters and I'm going first. I deploy Stryker behind my flag with Ol' Rowdy and support units. One Stormclad on each flank and SKs + Stormblades on my left flank. The latter Advance move up after Skorne deploy fairly symmetrically. 


:: Game ::

I run stuff up. I fail to drive the left-most Stormclad so my battle line is involuntarily skewed. Sentinel on my right flank. Stryker has nothing he wants to cast so he simply runs up 12". Wow. I am not used to that! In getting so far up I also threaten Makeda if she's feeling frisky and wants that wall combined with all her things up.


Makeda indeed goes for the wall and puts up Leash on Molik Karn. Furthermore she casts +2" and leaves 1 fury in the Agonizer, putting her at 0!


I take the "bait", cast +2 to hit on Stryker from Alain and go for gold. Makeda does die, but it's -really- close after I roll miserably on the +3d6 Overload. Anyway...

Victory to the Swans!

:: Evaluation ::

Very quick game so not much to analyze here. I will say that Stryker appears to be a caster who relies too much on single rolls. Drive can be crucial and a skill check on 9 is not exactly reliable. The Overload roll is super-crucial as well. These are elements I'm not a fan of. Lastly, his lack of control and speed to help out his army means I'm finding it hard to come up with openings. More on this in the analysis of the second match.

What you have to appreciate though is his assassination run. That is something to witness! 

Battle Report #78: Haley3 vs Kromac2

:: Prologue ::

With a relatively quick game 1 we were ready for a second round. This time we changed the scenario to Close Quarters because we felt it would be more interesting: Circle had a hard time keeping the flanks intact against all my cavalry. Close Quarters is in many ways quite the opposite of Incursion and I was eager to see how this would play out!

:: Lists ::

Cygnar:
Major Prime Victoria Haley - WJ: +3
- Squire
- Thorn - PC: 8
Journeyman Warcaster - PC: 3
Haley Future - PC: 0
Haley Past - PC: 0
Rhupert Carvolo, Piper of Ord - PC: 2
Eiryss, Angel of Retribution - PC: 3
Alexia, Mistress of the Witchfire - PC: 4
Storm Lances - Leader & 4 Grunts: 11
Trencher Infantry - Leader & 5 Grunts: 6
Tempest Blazers - Leader & 4 Grunts: 10
Black 13th Gun Mage Strike Team - Lynch, Ryan & Watts: 4
Opponent:
Kromac, Champion of the Wurm - WB: +4
- Druid Wilder
- Ghetorix - PC: 11
- Warpwolf Stalker - PC: 10
- Warpwolf Stalker - PC: 10
- Gorax - PC: 4
Blackclad Wayfarer - PC: 2
Blackclad Wayfarer - PC: 2
Viktor Pendrake - PC: 2
Druids of Orboros - Leader & 5 Grunts: 7
- Druid of Orboros Overseer - Overseer 2
Shifting Stones - Leader & 2 Grunts: 2

:: Pre-Battle Thoughts & Deployment ::

This time, Circle got the initiative. I wasn't sure whether to approach this game like a scenario game or an attrition game but I figured I'd deploy in the same manner anyway: Storm Lances center opposite his heavy hitters and caster, Blazers on my strong flank and Haley behind my flag. Pretty happy with this setup:


:: Game ::

Circle moves up and split their heavy hitters + druids.


I place the Blazers on the flank, hold the Storm Lances a bit defensively and put up the cloudwall as far as I can. Haley does her usual: Tac Supremacy on Trenchers, Temporal Flux and Past + Future.


The right flank basically shuffles. Kromac moves into B2B with the flag flanked by 2 Druids.


One of Haley3's streanths is her assassination run. I need practice with this and figured this would be a good place to start. I ran a Blazer 18" up so it was basically B2B with the rightmost Druid flanking Kromac. Thorn ran up and Haley feated. Baby Haley hit the Blazer but rolled a '2' (I needed 3+ for the slam to hit Kromac and knock him down). Without the KD I wouldn't be able to put enough wounds on him because my Storm Lances would be -2 from clouds and -2 from Howl. Although it was very awkward to do something else from the position I had the assassination turned into an extreme long-shot and I had to switch. Haley Future shot up Kromac as best as she could and 3 Lances charged in to take care of the 2 Druids. Tactical Supremacy went up on the Trenchers again and I pushed the cloudwall up. I took the flag for 1-0.


Ghetorix pushes back: He goes into melee with Thorn but rolls poorly and Thorn lives. We forgot Temporal Flux here and when we did the math he'd end up at roughly what he did anyway, so there's that. The 3 Storm Lances were killed and a Stalker jammed the remaining two. He failed to contest. 2-1.


Blazers went in. This proved to be a mistake but at the time I just wanted to jam things down. Past Haley hit Ghetorix with a Force Hammer through Thorn. Future Haley + Prime got 2 Lances back up which killed the Stalker despite Kromac's feat being up. Alexia stood next to Haley, Thorn walked away, Trenchers stayed in the clouds as Haley couldn't upkeep + flux + revive. Eiryss2 ran up to contest. 3-1.


Kromac ran in, killed all lances, ran back out. This mistake goes back to my decision to send 3 Lances into the druids + Kromac instead of 2 on my feat turn. I should've kept 1 Lance safe for revival purposes. The problem with my last turn was that the 2 Lances alive were both engaged and I had to get the charge bonuses from the 2 others to make an impression on the Stalker. Anyway, the remaining Stalker + Ghetorix cleared house on my right flank, many thanks to me stupidly placing my models too aggressively. Eiryss2 went down to Pendrake + a druid. Ouch. 3-2.


The Revive-train went on the Blazers this turn around. Haley Past proved she understood the gravity of the situation as she dealt major blows to Ghetorix. This enables the Blazers to finish him off. Alexia summoned 2 Thralls which ran in to engage the middle. I forgot to contest with my Trencher in the center, 4-3.


Kromac goes balls to the wall and sends up just about every model to contest. He kills my Blazers as well. Gorax kills Alexia. Should've had Arcane Shield on her instead of Haley3 I suppose...


So there is an almost full-health Stalker, a druid, Gorax, Druid UA and Pendrake blocking me. My idea is to have B13th + Haley past take out the Stalker, Haley Future + Junior take out the rest. I start with the Haleys because I need Temporal Flux. I cast it and stab the Stalker with her remaining focus. Haley Past continues the job and he's starting to hurt. Future Haley zaps Gorax and the Druid UA.

B13th is up next. They finish the Stalker but both Lynch and Watts spend their shots doing so. That leaves 2 models and I only have Junior left. He does manage to kill Pendrake after a crazy bad boosted hit roll (which hit because aim + flux + backstrike is a thing) but that still leaves the last druid.

I am desperately looking around the table for solutions because I will not survive Kromac coming in at all. Rhupert and the Squire are both useless but there are 2 Trenchers left. 1 is engaged in the middle, the other is free to roam around. He walks up to the druid, stabs him with help from Temporal Flux and kills him.


Victory to the Swans!

:: Evaluation ::

My messed-up assassination run really cost me a lot here, unsurprisingly. It's not the best move but I had to try to get a feel with how it plays. As was seen in my last game where Haley3 was involved, where I was on the other side with Caine2, her assassination run largely hinges on the Force Hammer Slam distance. What this effectively means is that, unless you can get B2B with your intended target, there will be unlucky times when it all falls apart. The turn when Ghetorix went into Thorn would be amazing to counter with a feat turn, sending Haley Past into him and spending the other 2 models in the unit getting back Lances and jamming stuff down. This would also have saved the lances (although this could've been accomplished anyway with more careful play).

Whereas Thorn is awesome with Haley2, I find the extra 2 points over a Lancer appear to be overkill with Haley3. I could really see Anastasia being great here: Haley3 struggles with going 2nd against hyper-aggressive opponents because she cannot punish fast armies (her entire T1 is spent setting up for T2, regardless of going first or second). Also, with the cloudwall I believe Espionage, or the sheer threat of it, will largely affect the way the game flows.

All in all I'm thoroughly enjoying Haley3 and the way she plays and I'm hoping to explore her further in the not-too-distant future. Some list tweaks are required, as well as a better defined role in terms of what I want out of her in pairings. 

Battle Report #77: Haley3 vs Kromac2

:: Prologue ::

Time to take out Haley3! I've read a lot about this caster and tried out various builds in war room, but as always there's nothing that can compare to actually playing her. Today I was facing a Kromac2 build which I thought would be an interesting matchup for this time-master warcaster.

:: Lists ::

Cygnar:
Major Prime Victoria Haley - WJ: +3
- Squire
- Thorn - PC: 8
Journeyman Warcaster - PC: 3
Haley Future - PC: 0
Haley Past - PC: 0
Rhupert Carvolo, Piper of Ord - PC: 2
Eiryss, Angel of Retribution - PC: 3
Alexia, Mistress of the Witchfire - PC: 4
Storm Lances - Leader & 4 Grunts: 11
Trencher Infantry - Leader & 5 Grunts: 6
Tempest Blazers - Leader & 4 Grunts: 10
Black 13th Gun Mage Strike Team - Lynch, Ryan & Watts: 4
Opponent:
Kromac, Champion of the Wurm - WB: +4
- Druid Wilder
- Ghetorix - PC: 11
- Warpwolf Stalker - PC: 10
- Warpwolf Stalker - PC: 10
- Gorax - PC: 4
Blackclad Wayfarer - PC: 2
Blackclad Wayfarer - PC: 2
Viktor Pendrake - PC: 2
Druids of Orboros - Leader & 5 Grunts: 7
- Druid of Orboros Overseer - Overseer 2
Shifting Stones - Leader & 2 Grunts: 2

:: Pre-Battle Thoughts & Deployment ::

We were playing Incursion and I got first turn. I deployed Haley centrally ish so I could choose between an obstacle and a hill mid-game for protection. I flanked her with Blazers where I anticipated Circle to leave a weak flank and Storm Lances on the opposite side. I let the rest of the support elements stay around Haley. Indeed Circle responded with a bit of a skew opposite my Storm Lances and I placed the Trenchers in front of Haley.


:: Game ::

Uneventful T1. I put the Blazers and Lances far up to taunt Druids. Temporal Flux, Tactical Supremacy and Past + Future Haley went up.


Druids had more important things to do and clouded up.


I charge 3 Storm Lances in, place the leader in the middle and have one hang far back to avoid the destruction of the unit. They kill 2 Druids and deal significant damage to one of the Stalkers. Blazers run up on the other flank and pick off a support model I believe. Alexia had moved up in front of the building to get souls from the Druids, unfortunately one was just out of her CMD and I only got 1 soul. Ryan Mage Storm'd but it scattered towards me. I put the cloud wall up quite a bit ahead and had Thorn + B13th camp the hill. Haley moved behind the house together with future Haley as I was preparing to feat-revive Storm Lances.


I expected the returning onslaught to be heavier than it was: Only 1 Storm Lance died (Ghetorix decided to throw one): His right-most Stalker charged a Druid which had gone into the clouds in order to try and take out Alexia. He failed to do so.


The situation was becoming dire for Circle. I considered going for an assassination on Kromac but figured it would be safer to play scenario: I was up on time and I had complete control of the flanks. I revived 2 Storm Lances and sent 2 into the Stalker. Alexia's Thralls combined with B13th, junior and Trenchers took out the second stalker. I moved the cloudwall up, grabbed the right flag with Thorn and the left with Eiryss. Haley was behind the building and the Blazers took apart a lot more support models.


With his army in tatters and no possible assassination angles, Kromac surrendered.

Victory to the Swans!

:: Evaluation ::

Haley3 is intense to play. Lots of things to do, lots of angles to consider! Luckily my games with TAC have helped me learn how these cloudwall things work so that didn't take as much time. The dynamics of the caster however are completely different to anything else I've played. She lacks the control elements of her former incarnations but temporal flux, tactical supremacy and revive really allows her to play a strong and destructive game of attrition.

I was afraid Druids would be a big problem here but I found that they were not. Being able to play Storm Lances aggressively with Revive for backup sets up some pretty long threat ranges that the Druids basically hate with a passion. Also Lynch got a couple and at one point the Blazers could even blast them apart with Electro Leaps as the UA couldn't prioritize elemental protection.

Eiryss2 is a bit of overkill on a caster with Repudiate, but without her I don't really see how Haley can play effectively as a generalist. Butcher3 springs to mind and the inability to run Eiryss into jacks at crucial times to deny them focus is not something I enjoy the thought of.

Throughout the game I forgot to utilize mage storm as part of my cloudwall. This is easily something I can improve on but it didn't strike me until the second game that mage storm is actually a cloud that can be exploited by the Trenchers.

Lastly I felt that I could've done with some more punch here. It's a tricky trade-off for Haley3 I think and I still haven't made up my mind whether I like her best as a generalist or a specialist. At the moment this list is designed as a take-anything-that-isn't-skewed drop, but I can easily see her going down the road where she's supposed to handle skews instead.

fredag 29. januar 2016

The Ping Pong Theory

Sometimes, taking a step back to get the big picture is vital to understanding how something works. In most games, tons of theory exists and much of it is abstract and deals with patterns and flow. Why is this so common?

Considering a game from an abstract point of view allows us not only to understand how it works afterwards, it allows us to use that knowledge to anticipate and prepare ourselves for what's to come. Understanding how a game of Warmahordes flows back and forth is about expecting what's to come and setting up for it. How can you win against someone who anticipates your next move?

Some might say that Warmahordes has too many possibilities, there are too many angles for there to be a theory that can explain how a game evolves while also being of actual, in-game use in an arbitrary setting. What I will show here with examples from games I've played is that this is indeed not only possible, but quite apparent once you analyze it. Most games follow a pattern and that pattern can be understood, discussed and used pro-actively in future games. By doing so, you will better understand what to do, and why you do the things you do that work out well.

I've coined this the Ping Pong Theory from its obvious similarities to the game. By and large, Warmahordes is highly destructive and the battle line typically wavers back and forth, much like the ball in a game of ping-pong. By acknowledging this and looking for these patterns you'll understand the situations that occur in your games better and you'll be better equipped to find the best solutions in them.

How can something this abstract be of actual use? Read on!

:: The Ping Pong Theory - Table of Contents ::

I: The Ping Pong Theory Explained
II: The Ping Ping Variation, aka "The Haley Effect"
III: The Ping Pon Variation, aka "The Caine Effect"
IV: What's In This For You?
V: Conclusion


I: The Ping Pong Theory Explained

In a game of chess, getting control of the middle is vital. You often move pieces up that you know you're going to lose because you know you'll be getting an advantageous trade in return. In much the same way, we rush our armies up the table in Warmahordes to get the initiative and dictate the pace of the game. We are looking for openings and making decisions on what to sacrifice, where and when. Most importantly, we are looking for what we can gain from said sacrifice. Sometimes it's obvious, it can be Caine's Boomhowlers running into a zone to buy Caine time to start scoring points. Sometimes it's less obvious, it can be Haley's Thorn running up to a spot where it'll simply cost an opponent so much to remove him that he can't survive the ensuing onslaught from the rest of the army.

In all of the possible cases, understanding the Ping Pong Theory is about thinking ahead. It's about considering what will happen if you do X and realizing what options present themselves. Typically, you send some models up the table. Ping. The ones at the front die and are replaced by your opponent's models. Pong. You kill the ones he has in front in return and so on and so forth.

Let us look at some specific examples. In this first game, my Cygnar army is the "ping" and my momentum is marked by a green line. My opponent's army is the "pong" and his momentum is marked by a red line. The momentum flowing back and forth is essentially what I'm talking about:


Boomies and Alexia advance up hard to provide threat projections.


Retribution responds with Hyperion in a central position, Halbs on one flank and MHSF + SFA on the other.


I jam Boomies up to take out his sacrificial pieces.


The jam is cleared and Hyperion + Halberdiers move up to significantly push the momentum back.


As the game slows down we are reaching a bit of an equilibrium, however my momentum still swings heavily on the right flank as I remove most of the Retribution threats there.

Now, the nature of the pings and pongs depends on what you're trying to accomplish. In this case we are both playing a game of attrition. Scenario casters will often push harder, looking for a more decisive "ping". See for example these couple of turns from a Haley2 game (again with green lines for me, red for my opponent):

I'm moving up the Stormwalls and ATGM, setting up for a hard push and skew T2.


Trolls reply with screening Runeshapers, preventing me from sending up the Stormwalls too far.


Stormwalls go into Runeshapers and ATGM help out on the flank while Haley feats. This feat is in itself is a significant push, something I'll touch on later.


Runeshapers jam in return to push my momentum back: There's no way I can move past them to get at the juicy stuff.


Now, assuming that the players in a game are somewhat skilled and understand how their armies work, I believe this pattern always exists. The nature of the scenarios where everything happens in the middle kind of dictates the whole sacrifice -> kill in return cycle. This game is so incredibly destructive, I've lost a Stormwall on full health during Stryker1's feat turn for example. What this essentially means is that given the right matchup, nothing is impossible to remove. This further cements the ping-pong effect we see above.

We now have a grasp of what this is and some specific examples of what it looks like in-game. Let's take a look at some variations. First up:


II: The Ping Ping Variation, aka "The Haley Effect"

Why do so many people hate playing against Haley2? What exactly does she do that is so annoying? Truth be told I think her strongest part is her spill test combined with her high focus, but what ticks people off is that her feat basically gives you an extra turn. If you set it up properly, an opponent can do next to nothing in return. She sets up a powerful momentum that can't sufficiently be pushed back. Thus, instead of a ping-pong back and forth, she gets a ping-ping. Seems unfair, right? I can understand the frustration, but after all a lot of feats do exactly this. I believe that once you start anticipating it and play accordingly, it gets easier. It's about making the right sacrifices and understanding the ping-pong effect with Haley's ability to get a cycle of ping-ping. Let us first look at how this works in actual games.

First up is a recent game of Haley2 vs Durst. Green lines for my momentum, red for my opponent.

Stormwalls move up and I skew immediately to threaten lots of control on the right flank.


The response is setting the Protectorate forces up for a T2 counter-charge as indicated by the red line.


The problem however is that my opponent hasn't considered what his momentum actually is -if- I feat. The yellow line shows what I perceive it to be (when playing Haley2 I am constantly looking for this: "what will you do if I feat now?").


So I move up and feat and indeed his momentum is further behind than he thought.


I've thus moved my momentum up this turn and my opponent can't really push me back, giving me yet another turn of momentum for the ping-ping effect.

Haley is far from the only caster who can do this, but she is probably the most typical because her effect -always- works. Harbinger can be more devastating against certain armies for example but against others her feat might as well have been non-existant. Control casters like Haley2, Krueger2 and Deneghra1 are the ones who do this the most consistenly but many defensive feats are capable of the same thing. Let's take a look at a Stryker1 game vs Lucant Convergence.

Stormwalls move up centrally to keep his warjacks at bay while the Storm Lances hold the flank vs a potentially powerful push.


Convergence elects to ignore my threats and our momentum lines have moved way past eachother. This is usually a sign that one side has made a mistake, set up a juicy bait or found an opening.


In this particular context the problem for my opponent was that I could wade in on both sides fairly safe from harm in return because of the feat. With taking out his frontline elements there's just not enough punch left to harm +5 ARM models that are already quite tanky.


Indeed the Convergence response fails to break my lines and in fact his momentum is even moved backwards as Lucant needs to be careful.


If you have a caster with a ping-ping potential, looking for such openings will often allow you to catch your opponent off guard, which is exactly what happened in both of these games. Certain feats, spells and abilities allow you to basically just change what your opponent's momentum is. That is hard to counter and hard to see, but if you know what to look for and systematically deduct what happens if A), if B) and so on it'll be easier.

What about the more destructively oriented feats, those that simply remove so much that the counter-punch just doesn't hurt? Caine2 is well known for his ability to simply remove X from the game, which brings us to the next part:


III: The Ping Pon Variation, aka "The Caine Effect"

You set up something that would otherwise invite your opponent to play the ball back to you, but by using your feat (or any other powerful ability) you reduce him so much that what's left to deal damage in return simply won't hit hard enough. Examples here include Issyria, Caine2 and Lylyth2, to name but a few. In my experience these are not known to be as annoying as e.g. Haley2 to play against but they are often just as powerful, if not more so.

Let's look at a couple of games again. First up is Caine2 vs Skarre:

I advance up aggressively and have Caine opposite the Deathjack which is the biggest momentum-piece on the Cryx side.


Cryx shuffle and while his might not at first seem like it changes their momentum it absolutely does because my right flank can easily become overwhelmed.


I believe that by feating and taking out mr DJ I'll deal such a heavy blow to Cryx that the inevitable counter-charge won't have enough strength to truly grant him the momentum he needs.


The counter-attack comes and my next turn will show whether my gamble was right or not.


I clear out everything but a Rider and an Arc Node. With Eiryss2 within 5" of the latter they basically might as well have been dead.


The counter-attack was repelled because I pre-emptively took its teeth out, ensuring that my ping got a "pon" in return instead of a "pong" so to speak. In other words, the alpha strike is so strong that the retaliation isn't powerful enough to regain the momentum.

We have established what the Ping Pong Theory is and we've looked at how casters typically play into a ping-ping or a ping-pon strength. I believe most feats in the game, if not all, are designed to play to these exact patterns.

It's time to take a look at how all of this is actually helpful. While this might make sense and you hopefully agree, we need to explore exactly how we can exploit this knowledge.


IV: What's In This For You?

This part will look at the ways you win games in Warmachine, how those ways are typically played and how you can use the Ping Pong Theory to anticipate and counter your opponent's play.

In Warmahordes there are 3 basic ways to win the game: Attrition, scenario, assassination. Attrition relies on simply having more forces left at any point in time than your opponent can deal with. Cryx often plays this game, absorbing staggering losses and still having enough left to wipe out an opposing army.

Scenario wins typically happen fast. Haley2 loves playing this game, simply denying her opponents a chance at contesting her scenario points.

Lastly, assassination requires aggressive angles and openings on your opposing caster. In my experience Legion and Ravyn players in particular love this game. As a Cygnar player the concept isn't exactly new to me either, between Thorn + Stormwall Haley2, Caine2 on his own and Stryker2 with overload we have a few nasty tricks as well.

A classic Caine2 game vs Cryx where Caine simply wins by attrition.

Each of these playstyles require a unique approach to the Ping Pong Theory. If attrition is your goal you need to beware of scenario and assassination angles. What you typically want to achieve then, especially if you are up against a scenario/assassination caster, is to hold a straight battle line so that your momentum is evenly spread out. This prevents your opponent from scoring easily and often buys you space on the table. Most of my Caine2 games are like this as my goal at the start of the game is usually to have him play for attrition.

If an assassination angle is your goal you need a spearhead from which to launch your assassination run. A classic example here is Haley2 with Thorn and Stormwall where the jacks run up far ahead of the rest of the army to create a very wide threat radius. Another example is Ravyn's MHSF-units converging towards a caster. Assassination armies will often neglect all other parts of the momentum if they can get this spearhead.

Lastly, scenario armies often, in my experience, go for a skewed battle line. They want their momentum near their scoring core (typically the caster) to be so strong that it simply cannot be pushed back. Haley2 does this extremely well. Krueger2 and The Harbinger of Menoth are also very well suited for this playstyle.

Haley2 with a skewed battleline against Trolls, trying to win on scenario in Fire Support.

What this tells us is that before you've even deployed, you can start analyzing and figure out what you should do. First of all, you need to correctly determine what your most likely way to win the game is, assuming your opponent doesn't make big mistakes. Is it attrition? If so, deploy and play for an even battleline, ensuring momentum everywhere so you can capitalize on trading pieces in your favour. Is it assassination? Figure out what angles you need, deploy accordingly and make sure your assassination elements get to where they are needed without your opponent being able to simply take them out. Is it scenario? Scoring always starts bottom of T2 so visualize where all elements will be at at this point in time assuming perfect play from both sides. Determine how you can either A) score directly from that point in time, or B) have such a strong position that you are forcing piece-trades that are in your favour.

The nature of what you are trying to do and what your opponent is trying to do thus boils down to variations of these basic formations. Knowing what he'll try to do and how he'll likely go about it gives you an upper hand.

Time for some examples!

In this first game, I was playing Stryker1 vs Vayl2. From experience I know that this is a matchup that Stryker is unlikely to win on attrition and scenario is very hard if Legion plays it right because you typically can't score fast enough before your army is basically torn apart. As such, it was all about putting the pressure on and creating the spearhead for an assassination run (please note that often times this pressure can be used to transition to a scenario game if your opponent withdraws too much). You can read this report here: link

My next example is a game where we both had attrition casters but due to receiving first turn my opponent was able to transition his momentum into pressuring me on scenario. I was playing Caine2 vs Rahn and both of these casters have a very strong attrition game coupled with incredibly nasty assassination angles. While the momentum appears to be skewed here, our caster positions were such that none of us could realistically transition this into a hard push for a scenario victory (the points came gradually for both players). You can see the report here: link

The last game we'll consider here is an interesting encounter between Haley2 and Kreoss3. I'm able to skew the momentum very hard with a feigned move which puts the Protectorate on the spot. Although there are some mistakes by me which makes this a lot harder than it could've been, the essential skew-battleline-for-scenario-win combined with Haley's ping-ping are both easy to spot here (once you know what to look for): Read the report here: link

What happens if you miscalculate how you can win? In my experience, you lose hard. The first thing you have to do is have a plan for how you'll win. The second thing you have to do is to validate that this plan can actually work. Without prior experience with at least your own list (and preferably your opponent's) you will likely make some poor calculations in this matter. I had a game only yesterday where I made a wrong assumption: I thought I could attrition faster than I could so I give my opponent too much space. As it was made painfully clear to me that my attrition rate wasn't what I had hoped for I had no way to contest him scoring points and taking the game on scenario. What I should've done instead was to play hard and fast, pressuring assassination angles and threatening with a scenario win on my own (his right flank from my point of view was weak-ish). This was a game between Kraye and Jarl, you can read about it here: link


V: Conclusion

The take-aways from analyzing the game with the Ping Pong Theory are applicable on many levels. Take list writing for example. Is your caster a ping-ping caster like Haley2 or Harbinger? How do you maximise that potential? What matchups does said ping-ping effect work poorly against? How can you design your list to help you with that? To answer this with my own train of thought behind the NM2016-Haley2 list, the idea was to have her be scenario focused. A problem would be armies swarming me and contesting zones as well as durable troops sucking up Haley's amazing feat turn and still come back to hurt me. The double Stormwall approach let her deal with what my other caster, Caine2, couldn't handle too well, while also maximising her own game (I played 4 games with Haley2. 1 was won by my opponent clocking out, 1 was won by assassionation and 2 were won on scenario) which is scenario. Indeed, the one assassination win she got came from pressuring the scenario angle. Note that while I haven't found ATGM to be the best choice alongside double Stormwall in general, they work very well with Haley2 because they amplify her scenario strength.

Notice how all elements are positioned to affect the game like I want them to in my T2: Boomies to negate Storm Lances, Alexia and Acosta to take the middle, ATGM to force him away from my strong flank with Thunderbolts and TAC to cloud up for Caine centrally to maintain his assassination angle. All these choices were selected over time based on playtesting to enhance Caine's ability to play with a straight battleline. 

What about when the game is about to start? By correctly identifying both your best approach and your opponent's best approach you can predict his deployment and deploy accordingly. I find that most lists I play have certain deployment patterns they tend to fall back on. This is precisely because of this: Assassination lists need a spearhead, attrition needs a straight line and scenario needs a skew. Hence my Boomies typically go opposite my opponent's strong flank, Haley2's gun mages typically go on my strong flank etc. Likewise, when I see for example Zealots in my opponent's list I anticipate them coming towards my strong flank and can thus prepare for it, even if I deploy first.

Haley2 vs Vayl2. I know Vayl's best angle here is assassination. She is thus looking for a spearhead. Due to the dynamics of Haley's feat coupled with double Stormwalls, it is my experience that this spearhead has to come from one of my flanks. Thus, ATGM, who often run on my strong flank, instead take the middle to disrupt Vayl's spearhead. Indeed the Legion beasts dropped center and the position of the ATGM was crucial middle-game. 

In-game there are many ways you can use the Ping Pong Theory to predict what'll happen in the next few turns. I find that one of the easiest ways to use it is to look straight at the "big picture". I.e. don't look at dice and odds but just try and get a feel of where the momentum will be. I frequently discuss games with my opponents when we're done, at which point we often shuffle models around to basically re-play "big picture alternatives" in just a couple of minutes to visualize the possible angles. Visualizing your own momentum a full turn ahead is hard to learn, visualizing your opponent's momentum a full turn ahead is exponentially harder.

Haley2 vs Doomie3. His best option is to win on attrition. my best option is to win on attrition. He has formed his straight battleline and I have to respond with my own. I anticipate his next turn being an equal push from all beasts. Since I can't take a face-to-face confrontation, I need to break him up and deal with one at a time. In my next turn around I anticipate sending in a Stormwall under the cover of feat unless he feats, in which case I'll chill another turn. Doomie is in no position to win on scenario from where he stands so this game, for me, is all about keeping a straight battleline to avoid assassination angles/isolation while keeping my cool to let the big guns take their toll before engaging. 

Another great way of using the Ping Pong Theory is to actively look for opportunities (and predict them!) to force a "Ping Pon" outside of feat turn. Utility solos, shenanigans and jamming units are all great for this. By forcing an opponent to remove something that is stupidly hard to remove, you are gaining momentum and reducing the pressure on the rest of your units. Let's look at 2 game-breaking examples in quick succession:

Caine2 vs Rahn. Rahn moves first, I'm not scared of a scenario angle so I choose to make the "straight battleline" angled. This preserves Boomies. However, I fail to take into account how far Skeryth can get with all of Rahn's shenanigans...


So while the Retribution forces advance, Skeryth charges into Ace and jams him up. I have Effigy of Valor so his DEF is stupidly good. Given his position I can't -not- remove him, but doing so requires all of Caine's efforts and then some.


This game eventually boiled down to a crazy case of attrition where there were less than 10 models combined on the table. I believe this was the game-breaking moment because Caine's inability to put his hurt effectively onto the rest of the table trickles down in the future turns.

Caine2 vs Haley3. In my first turn I sent Alexia up high in the middle to ensure she'd have tons of angles T2. When Haley indeed sent her forces up in the "safety" of a cloud wall in return I simply jammed her home. I put up Arcane Shield on her and proceeded to have Lynch light her up. Ryan then Mage Storm'd her to take out a couple of models around her before Caine put up magic bullets on ATGM which cleared an even bigger hole around her. Now, in a cloud from mage storm with 3 souls, arcane vortex, arcane shield and a POW12 around her, she's incredibly hard to take down for Haley3, Tempest Blazers and Stormblades. The latter can't get into melee range, her defense is pretty strong even against Temporal Flux and she can remove spells. However what are you going to do? You can't let her live in the middle of your army with 3 souls either, exactly.


The solution was that every single model in the middle and on the right flank went for her and indeed killed her, but nothing else in my entire army was hurt so the returning onslaught was completely game-breaking.

To summarize, we've looked at the Ping Pong Theory, which basically says that momentum waves back and forth. The nature of said momentum depends on the strategy you are employing to win:

- Assassination strategies require spearhead momentum
- Attrition strategies require a straight battle line momentum 
- Scenario strategies require a skewed momentum

Furthermore, these momentums are affected by feats, abilities and opportunities that allow you to press on as if you had 2 turns, also known as the Ping Ping Effect, or prevent your opponent from decisively hitting you back, also known as the Ping Pon Effect.

The Ping Pong Theory can be used in list creation to ensure that you have the elements you need and help you better evaluate matchups by understanding the nature of how X works vs Y based on momentum. It can be used prior to deployment by analyzing how you and your opponent will likely go about trying to win the game and anticipating his drops and early moves. It can also be used in-game to predict what the momentum will look like in the future and thus, plan ahead.

While Warmahordes is never straight-forward, I find that having this framework helps me simplify and plan my games. The complexity in Warmahordes is staggering and the time constraints brought by the deathclock means you cannot evaluate all angles and possibilities. By reducing the complexity we can look for patterns and exploit the situations that appear. The Ping Pong Theory is my way to explain how I perceive the game from a big picture point of view. I hope I've managed to convey what it's all about and how it's useful. Hopefully, with a little practice, you'll be able to pull off moves like this: