fredag 30. september 2016

Post-WTC: Thoughts on the Current Meta

150 games played in Mk. 3 and a WTC disaster and I am left with a lot of thoughts and learning points. For this post, the focus will be on the current meta as I view it.



:: Pre-WTC Thoughts ::

First of all, prior to the WTC I had the current faction tiers:

S-tier: Khador, Circle, Retribution
A-tier: Cygnar
B-tier: Trollbloods, Legion, Minions, Cryx, Protectorate, Mercenaries, Skorne
C-tier: Convergence


The reasoning was as follows: Khador has some ridiculously strong casters and skews combined with a wide selection of viable casters and models. Karchev's dog-skew stands out here. Johan Dyrlind did very well at Iron Moot, placing 2nd for both the Iron Gauntlet Qualifier and the Invitationals, and Jocke Rapp took the Danish Masters with the same list concept (slight changes). Khador is admittedly very hard to play (at a high competitive level), with little tricks available compared to Cygnar for example it's so much about anticipating the way the game'll develop and position all your pieces accordingly.



Retribution features a ton of viable casters and have overall gotten a huge buff since Mk. 2. Issyria, Kaelyssa, Rahn, Vyros2 are all amazing casters and Ossyan is downright terrifying with his possible skews. Circle I feel is in a very bad spot design-wise because it boils down to the same choices over and over again but those choices are really, really strong: Sentry stones, wolf warbeasts, Snapjaw + Wrongeye and add caster to choice. Some variations exist and especially Baldur2 stands out as a solid caster with a choice of defensive abilities. Calling a spade a spade however it's really Wurmwood which puts this faction at the very top. He solely bends the meta because you cannot -not- have a plan for him.



Cygnar follows closely behind. I believe we do have viable builds against just about all the factions, but Haley2 isn't the same insane all-comers taker she was in Mk. 2. She lacks that little extra wtf-ness which you get against casters like Karchev and Wurmwood. Circle, Retribution and Khador I felt can all make a pair which has a solid chance against everything. Cygnar can largely do the same and thus I put them ahead of the rest of the pack: We lack that little extra but we are still a very, very solid faction. I'm glad they took away Haley2's edge because in Mk. 2 she was over the top. She single-handedly ensured that roughly half the factions in the game auto-lost to Cygnar unless they teched specifically for her and even then it was often uphill for them. Removing her ability to bring a solid gunline with flexible shooting was brilliant and has helped keep her in check. That being said, she's still amazing and one of the best casters out there. Anyway, I digress.

The next tier I had saw a lot of factions clumped together. I was generally unimpressed with what these factions could do in terms of a pairing. Sure there are amazing builds and casters our there but throughout my tournaments and helping friends build pairs I found it hard to build pairs as solid as Cygnar's or the top 3. Furthermore I believe that all of the factions at the B-tier cannot make a pair which handles all of the 4 factions above them fairly well. Assuming for example a Wurmwood/Tanith, Issyria/Kaelyssa, Karchev/Vlad1 and Haley2/Haley3 pairing, I don't see how any of the factions I listed as B-tiers can make a pairing and not be down against any of the above. That's before we even look at how they handle the rest. Remember that Warmahordes is a very well balanced game as far as miniature games go so the faction strength differences here are fairly small.


At the very last tier we have Convergence. I think it's a pity how badly these guys are off and to make matters worse they struggle so much against basically all of the top-tier factions.


:: Post-WTC Thoughts ::

Let's skip ahead! WTC is done, I've had a lot of time to think now that I've seen all the crazy lists and builds in action and been able to digest the results and a few key matches. I now believe the faction strengths are as follows:

S-tier: Khador
A-tier: Circle, Retribution, Cygnar
B-tier: Minions, Protectorate, Mercenaries, Trollbloods
C-tier: Legion, Cryx, Skorne
D-tier: Convergence


Having seen Jocke and Johan completely dominate with Karchev against a wide variety of opponents I am positive Khador is currently the best faction in the game. I'm glad they got a buff and I enjoy the challenges this faction presents. Games against Khador are always interesting, but I should that this is largely because I play Cygnar and we do have tools available. Many factions do not, which is a shame. As you can see I've kept the top 4 overall but I put Khador ahead and "upped" Cygnar a bit. Having seen what lists actually do well I think it's good for us Swans. I also think Retribution has a fair few conundrums out there in terms of pairing which sort of reigns in their power. Karchev and Wurmwood for example demand solid answers from them. Circle is still very far up but the sheer might of Wurmwood means he faces a lot of counters which makes pairing hard.


Minions surprised me, I thought they were more of a one-trick (Rask snake) pony than they appear to be. I have little experience against them so hardly a surprise. Protectorate likewise, but I fear they rely a lot on crazy High Reclaimer plays which will probably become worse once people know this matchup better. Mercenaries have multiple legit builds now with the Rhulics and Kingmaker's dominating their pairings, however I also believe Thexus is legit. Lots of tricks available and lots of sheer power overall for Mercs. Trolls are still solid.


Legion, Cryx and Skorne all seem to have big problems building solid pairs. It seems to me that no matter what they do they end up having some big gaps. Skorne might be a tad bit better but for now I think their builds have potential but they haven't been proven (from a point of "is this B-tier worthy?" perspective). Lastly I still rate Convergence at the bottom. Huge gaps against virtually all of the top factions.

I could go on to try and predict the future meta but this post is subjective enough as is and that would be pure speculation. Instead I want to give you something more specific to consider, discuss, disagree with and ponder. Let's go through the various factions, starting at the top, and look at what I consider typical competitive builds as of right now! A lot of the lists are copied and the brackets indicate where I have them from. Where the brackets contain the name of a county the list is copied from the WTC.


:: Khador ::

Karchev (Sweden)
Karchev the Terrible - WJ: +30
- Mad Dog - PC: 7 (Battlegroup Points Used: 7)
- Mad Dog - PC: 7 (Battlegroup Points Used: 7)
- Mad Dog - PC: 7 (Battlegroup Points Used: 7)
- Mad Dog - PC: 7 (Battlegroup Points Used: 7)
- Mad Dog - PC: 7 (Battlegroup Points Used: 2)
- Mad Dog - PC: 7
- Mad Dog - PC: 7
- Mad Dog - PC: 7
- Mad Dog - PC: 7
- Mad Dog - PC: 7
- Mad Dog - PC: 7
- Mad Dog - PC: 7
- Ruin - PC: 17
Gobber Tinker - PC: 2
Gobber Tinker - PC: 2
Vlad1 (England)
Vladimir Tzepesci, The Dark Prince - WJ: +28
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Juggernaut - PC: 12 (Battlegroup Points Used: 11)
- Juggernaut - PC: 12
- Juggernaut - PC: 12
- Juggernaut - PC: 12
Kovnik Jozef Grigorovich - PC: 4
Winter Guard Rifle Corps - Leader & 9 Grunts: 13
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Winter Guard Rifle Corps - Leader & 5 Grunts: 8
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Irusk2 (Australia)
Supreme Kommandant Irusk - WJ: +27
- Torch - PC: 18 (Battlegroup Points Used: 18)
- Juggernaut - PC: 12 (Battlegroup Points Used: 9)
Kovnik Jozef Grigorovich - PC: 4
Man-O-War Kovnik - PC: 5
Winter Guard Mortar Crew - Gunner & Grunt: 5
Winter Guard Rifle Corps - Leader & 9 Grunts: 13
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Man-O-War Shocktroopers - Leader & 4 Grunts: 16
- Man-O-War Shocktrooper Officer - PC: 4
Iron Fang Pikemen - Leader & 9 Grunts: 15
- Iron Fang Pikemen Officer & Standard - Officer & Standard: 4
Khador has tons more solid casters as well: Butcher13, Strakhov, other variants of Vlad etc.


:: Retribution ::

Issyria (Sweden)
Issyria, Sibyl of Dawn - WJ: +29
- Sylys Wyshnalyrr, The Seeker - PC: 4
- Hyperion - PC: 36 (Battlegroup Points Used: 29)
- Chimera - PC: 8
Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
Fane Knight Skeryth Issyen - PC: 8
Elara, Tyro of the Third Chamber - PC: 4
- Discordia - PC: 18
Eiryss, Angel of Retribution - PC: 6
Heavy Rifle Team - Leader & Grunt: 4
Heavy Rifle Team - Leader & Grunt: 4
House Vyre Electromancers - Leader & 2 Grunts: 8
Kaelyssa (Norway)
Kaelyssa, The Night's Whisper - WJ: +29 (Fuel Cache)
- Hyperion - PC: 36 (Battlegroup Points Used: 29)
- Banshee - PC: 18
Elara, Tyro of the Third Chamber - PC: 4
- Discordia - PC: 18
Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Dawnguard Invictors - Leader & 9 Grunts: 16
- Dawnguard Invictor Officer & Standard - Officer & Standard: 4
- Soulless Escort - PC: 1
For Retribution we also see a ton of Vyros2 and Ossyan. The former inevitably spams jacks, typically Griffons, the latter spams shooting.


:: Circle ::

Wurmwood (Germany)
Wurmwood1 (Wurmwood Tree of Fate & Cassius)(-27 Pts.)
* Cassius the Oathkeeper (0 Pts.
* Ghetorix (21 Pts.)
* Megalith (20 Pts.)
* Feral Warpwolf (18 Pts.)
* Pureblood Warpwolf (17 Pts.)
Sentry Stone & Mannikins (5 Pts.)
Sentry Stone & Mannikins (5 Pts.)
Shifting Stones (3 Pts.)
Shifting Stones (3 Pts.)
Lanyssa Ryssyll (3 Pts.)
Farrow Bone Grinders (Leader and 3) (5 Pts.)
Swamp Gobber Bellows Crew (2 Pts.)
Tanith (Sweden)
Tanith the Feral Song - WB: +31
- Gorax Rager - PC: 7 (Battlegroup Points Used: 7
- Scarsfell Griffon - PC: 8 (Battlegroup Points Used: 8)
- Warpwolf Stalker - PC: 19 (Battlegroup Points Used: 16)
- Pureblood Warpwolf - PC: 17
Una the Falconeer - PC: 4
- Scarsfell Griffon - PC: 8
- Scarsfell Griffon - PC: 8
Wrong Eye - Wrong Eye & Snapjaw: 17
- Snapjaw
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Sentry Stone & Mannikins - Leader & 3 Grunts: 5
Sentry Stone & Mannikins - Leader & 3 Grunts: 5
Swamp Gobber Bellows Crew - Leader & 1 Grunt: 2
Shifting Stones - Leader & 2 Grunts: 3
Baldur2 (Germany)
Baldur2 (Baldur the Stonesoul) (-30 Pts.)
* Megalith (20 Pts.)
* Feral Warpwolf (18 Pts.)
* Pureblood Warpwolf (17 Pts.)
* Pureblood Warpwolf (17 Pts.)
Wrong Eye (Wrong Eye & Snapjaw) (17 Pts.)
* Snapjaw (0 Pts.)
Lanyssa Ryssyll (3 Pts.)
Shifting Stones (3 Pts.)
Sentry Stone & Mannikins (5 Pts.)
Sentry Stone & Mannikins (5 Pts.)
Kromac12 and Kaya2 also seem to be somewhat popular.


:: Cygnar ::

Haley2
Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
- Thorn - PC: 13
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Ragman - PC: 4
Storm Lances - Leader & 2 Grunts: 12
Haley3
Major Prime Victoria Haley - WJ: +25
- Haley Past
- Haley Future
- Grenadier - PC: 9 (Battlegroup Points Used: 9)
- Grenadier - PC: 9 (Battlegroup Points Used: 9)
- Thorn - PC: 13 (Battlegroup Points Used: 7)
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Charger - PC: 9
Ragman - PC: 4
Rhupert Carvolo, Piper of Ord - PC: 4
Storm Lances - Leader & 4 Grunts: 20
Trencher Infantry - Leader & 9 Grunts: 16
Caine2
Captain Allister Caine - WJ: +27
- Reinholdt, Gobber Speculator - PC: 4
- Stormwall - PC: 39 (Battlegroup Points Used: 27)
- Lightning Pod
Captain Arlan Strangewayes - PC: 4
Journeyman Warcaster - PC: 4
- Charger - PC: 9
Gobber Tinker - PC: 2
Ragman - PC: 4
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Rangers - Leader & 5 Grunts: 9
Storm Lances - Leader & 2 Grunts: 12
Storm Lances - Leader & 2 Grunts: 12
Shameless copies of my own lists. Note that my Haley3 build is stolen from Sweden (or "traded" for Haley2 if you like). Cygnar also sees a lot of Sloan but I'm not sure she's as well suited for singles so I'll leave her out for now. Stryker2 might be a dark horse.


:: Minions ::

Rask (Sweden)
Rask - WB: +27
- Targ - PC: 4
- Blackhide Wrastler - PC: 16 (Battlegroup Points Used: 16)
- Blackhide Wrastler - PC: 16 (Battlegroup Points Used: 11)
Wrong Eye - Wrong Eye & Snapjaw: 17
- Snapjaw
Dahlia Hallyr - Hallyr & Skarath: 17
- Skarath
Totem Hunter - PC: 6
Bog Trog Mist Speaker - PC: 4
Rorsh - Rorsh & Brine: 15
- Brine
- Battle Boar - PC: 7
My limited experience against Minions means I don't feel qualified to say what else we should expect here. Could be Barnabas, could be Arkadius, could be Carver, could be someone else I suppose.


:: Mercenaries ::

Ossrum (Poland)
General Ossrum - WJ: +28
- Reinholdt, Gobber Speculator - PC: 4
- Grundback Gunner - PC: 6 (Battlegroup Points Used: 6)
- Grundback Gunner - PC: 6 (Battlegroup Points Used: 6)
- Grundback Gunner - PC: 6 (Battlegroup Points Used: 6)
- Grundback Gunner - PC: 6 (Battlegroup Points Used: 6)
- Grundback Gunner - PC: 6 (Battlegroup Points Used: 4)
- Grundback Gunner - PC: 6
- Grundback Gunner - PC: 6
- Grundback Gunner - PC: 6
- Grundback Gunner - PC: 6
Eiryss, Mage Hunter of Ios - PC: 7
Kell Bailoch - PC: 5
Horgenhold Artillery Corps - Gunner & 2 Grunts: 6
Horgenhold Forge Guard - Leader & 9 Grunts: 16
Horgenhold Artillery Corps - Gunner & 2 Grunts: 6
Gorman Di Wulfe, Rogue Alchemist - PC: 4
Damiano Kingmaker's (WTC Solo Masters)
(Damiano 1) Captain Damiano [+28]
 - Nomad [11]
 - Nomad [11]
 - Nomad [11]
 - Buccaneer [6]
Steelhead Halberdiers (max) [11]
Steelhead Halberdiers (max) [11]
Trencher Infantry (max) [16]
 - Trencher Infantry Officer & Sniper [5]
 - Trencher Infantry Rifle Grenadier (3) [6]
Steelhead Heavy Cavalry (min) [11]
Orin Midwinter, Rogue Inquisitor [0]
Stannis Brocker [0]
Raluk Moorclaw, the Ironmonger [4]
Kell Bailoch [0]

:: Protectorate ::

High Reclaimer (Australia)
The High Reclaimer - WJ: +32
- Reckoner - PC: 16 (Battlegroup Points Used: 16)
- Scourge of Heresy - PC: 16 (Battlegroup Points Used: 16)
Choir of Menoth - Leader & 3 Grunts: 4
Idrian Skirmishers - Leader & 9 Grunts: 1
- Idrian Skirmisher Chieftain & Guide - Chieftain & Guide: 5
Exemplar Vengers - Leader & 4 Grunts: 20
Flameguard Cleansers - Leader & 5 Grunts: 9
- Flameguard Cleanser Officer - PC: 4
Knights Exemplar - Leader & 5 Grunts: 9
Visgoth Juviah Rhoven & Honor Guard - Rhoven, Gius & Cassian: 9
Amon (Australia)
High Allegiant Amon Ad-Raza - WJ: +29
- Reckoner - PC: 16 (Battlegroup Points Used: 16)
- Reckoner - PC: 16 (Battlegroup Points Used: 13)
- Dervish - PC: 7
- Dervish - PC: 7
- Dervish - PC: 7
- Dervish - PC: 7
- Crusader - PC: 10
- Crusader - PC: 10
- Vigilant - PC: 9
Vassal of Menoth - PC: 3
Vassal of Menoth - PC: 3
Wrack - PC: 1
Choir of Menoth - Leader & 3 Grunts: 4
Choir of Menoth - Leader & 3 Grunts: 4
Severius2 (Canada)
Hierarch Severius - WJ: +26
- Blessing of Vengeance - PC: 13 (Battlegroup Points Used: 13)
- Reckoner - PC: 16 (Battlegroup Points Used: 13)
- Reckoner - PC: 16
- Redeemer - PC: 11
The Covenant of Menoth - PC: 4
Vassal Mechanik - PC: 1
Vassal Mechanik - PC: 1
Wrack
Alten Ashley - PC: 5
Choir of Menoth - Leader & 3 Grunts: 4
Idrian Skirmishers - Leader & 9 Grunts: 15
- Idrian Skirmisher Chieftain & Guide - Chieftain & Guide: 5
Visgoth Juviah Rhoven & Honor Guard - Rhoven, Gius & Cassian

:: Trollbloods ::

Madrak2 (Norway)
Madrak Ironhide, World Ender - WB: +28
- Mulg the Ancient - PC: 19 (Battlegroup Points Used: 19)
- Troll Axer - PC: 10 (Battlegroup Points Used: 9)
Fell Caller Hero - PC: 5
Fell Caller Hero - PC: 5
Troll Whelps - 5 Whelps: 4
Stone Scribe Chronicler - PC: 4
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Swamp Gobber Chef - PC: 1
Trollkin Fennblades - Leader & 9 Grunts: 15
- Trollkin Fennblade Officer & Drummer - Officer & Drummer: 5
Trollkin Fennblades - Leader & 9 Grunts: 15
- Trollkin Fennblade Officer & Drummer - Officer & Drummer: 5
Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9
- Stone Scribe Elder - PC: 3
Ragnor (England)
Ragnor Skysplitter, the Runemaster - WB: +30
- Trollkin Runebearer - PC: 4
- Mountain King - PC: 36 (Battlegroup Points Used: 30)
- Troll Axer - PC: 10
- Dire Troll Mauler - PC: 15
Janissa Stonetide - PC: 4
Troll Whelps - 5 Whelps: 4
Feralgeist - PC: 2
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6
- Stone Scribe Elder - PC: 3
Trollkin Runeshapers - Leader & 2 Grunts: 9
Trollkin Runeshapers - Leader & 2 Grunts: 9
Gunnbjørn, Calandra and Doomie variants also seem somewhat popular. It feels like the Troll meta hasn't really found their ground yet I think. It's Madrak2 probably but what's the second list? Time will tell.


:: Legion ::

Vayl2 (Norway)
Vayl, Consul of Everblight - WB: +28
- Typhon - PC: 24 (Battlegroup Points Used: 24)
- Seraph - PC: 14 (Battlegroup Points Used: 4)
- Ravagore - PC: 19
- Nephilim Bolt Thrower - PC: 11
Blighted Nyss Shepherd - PC: 1
Blighted Nyss Shepherd - PC: 1
Blighted Nyss Raptors - Leader & 4 Grunts: 18
Hellmouth - Hellmouth & 3 Tentacles: 6
Blackfrost Shard - Sevryn, Rhylyss & Vysarr: 9
Absylonia2 (Norway)
Absylonia, Daughter of Everblight - WB: +28
- Proteus - PC: 19 (Battlegroup Points Used: 19)
- Raek - PC: 8 (Battlegroup Points Used: 8)
- Raek - PC: 8 (Battlegroup Points Used: 1)
- Seraph - PC: 14
- Shredder - PC: 4
- Shredder - PC: 4
- Scythean - PC: 18
- Carnivean - PC: 19
Spell Martyr - PC: 1
Spell Martyr - PC: 1
Blighted Nyss Shepherd - PC: 1
Blighted Nyss Shepherd - PC: 1
Blighted Nyss Shepherd - PC: 1
The Forsaken - PC: 4
Lylyth3 (Canada)
Lylyth, Reckoning of Everblight - WB: +29
- Succubus - PC: 4
- Naga Nightlurker - PC: 8 (Battlegroup Points Used: 8)
- Typhon - PC: 24 (Battlegroup Points Used: 21)
- Nephilim Bolt Thrower - PC: 11
- Carnivean - PC: 19
- Seraph - PC: 14
Blighted Nyss Shepherd - PC: 1
Blighted Nyss Shepherd - PC: 1
Blighted Nyss Shepherd - PC: 1
The Forsaken - PC: 4
The Forsaken - PC: 4
Strider Scouts - Leader & 5 Grunts: 9
- Strider Scout Officer & Musician - Officer & Musician: 4

:: Cryx ::

Deneghra1 (England)
Warwitch Deneghra - WJ: +28
- Skarlock Thrall - PC: 4
- Kraken - PC: 36 (Battlegroup Points Used: 28)
- Deathripper - PC: 6
- Deathripper - PC: 6
Necrotech - PC: 2
Ragman - PC: 4
Warwitch Siren - PC: 4
Black Ogrun Boarding Party - Leader & 4 Grunts: 11
Black Ogrun Boarding Party - Leader & 4 Grunts: 11
Cylena Raefyll & Nyss Hunters - Cylena & 9 Grunts: 19
Coven (England)
The Witch Coven of Garlghast - WJ: +26
- Egregore
- Skarlock Thrall - PC: 4
- Deathjack - PC: 23 (Battlegroup Points Used: 23)
- Barathrum - PC: 15 (Battlegroup Points Used: 3)
- Deathripper - PC: 6
Machine Wraith - PC: 2
Warwitch Siren - PC: 4
Bane Warriors - Leader & 5 Grunts: 10
Satyxis Raiders - Leader & 9 Grunts: 16
- Satyxis Raider Sea Witch - PC: 3
Soulhunters - Leader & 4 Grunts: 18
Skarre1 (Australia)
Pirate Queen Skarre - WJ: +28
- Skarlock Thrall - PC: 4
- Kraken - PC: 36 (Battlegroup Points Used: 28)
- Stalker - PC: 8
Aiakos, Scourge of the Meredius - PC: 4
- Stalker - PC: 8
- Stalker - PC: 8
Necrotech - PC: 2
Necrotech - PC: 2
Scrap Thrall - 3 Scrap Thrall: 2
Saxon Orrik - PC: 4
Soul Trapper - PC: 1
Orin Midwinter, Rogue Inquisitor - PC: 5
Satyxis Raiders - Leader & 9 Grunts: 16
- Satyxis Raider Sea Witch - PC: 3
Scaverous and Skarre2 also seem to be popular.


:: Skorne ::

Makeda2
Supreme Archdomina Makeda WB+24
- Titan Gladiator - 14
- Titan Sentry - 15
Tyrant Radheim - 9
Morthieurge Willbreaker - 4
Morthieurge Willbreaker - 4
Tyrant Commander and Standard - 6
min Paingiver Beasthandlers - 5
Max Praetorian Ferox - 21
Max Praetorian Ferox - 21
I helped build the list above with a couple of local Skorne players. You can read the blog of one of them here. I'm positive the list above is legit but I'm not sure what pairs well with it. More experience needed! Rasheth, Naaresh and possibly Xerxis1 are the current most interesting casters in my opinion since they help shore up the weaknesses this list has to brick it out against tough opponents.


:: Convergence ::

Father Lucant (Norway)
Father Lucant, The Divinity Architect - WJ: +28
- Corollary - PC: 6
- Prime Axiom - PC: 38 (Battlegroup Points Used: 28)
- Inverter - PC: 15
Transfinite Emergence Projector - PC: 19
- Permutation Servitors
Transfinite Emergence Projector - PC: 19
- Permutation Servitors
Accretion Servitors - 3 Accretion Servitors: 2
Optifex Directive - Leader & 2 Grunts: 4

Iron Mother (Scotland) 
Iron Mother Directrix & Exponent Servitors +27
- Prime Axiom 38
- Assimilator 16
- Assimilator 16
- Assimilator 16
- Corollary 6
Attunement Servitors 4
Algorithmic Dispersion Optifex 2
Optifex Directive 4
--

That's it folks! This is all largely subjective of course but if nothing else I hope you've gotten some food for thought :)

torsdag 29. september 2016

Battle Report #311: Stryker3 vs Issyria

:: Prologue ::

Time for a rematch! This time I got to go first. Interesting...

:: Lists ::

Cygnar:
(Stryker 3) Lord General Coleman Stryker [+28]
 - Squire [5]
 - Ironclad [12]
 - Ironclad [12]
 - Ironclad [12]
Trencher Infantry (max) [16]
Storm Lances (max) [20]
Storm Lances (max) [20]
Lanyssa Ryssyl, Nyss Sorceress [3]
Gobber Tinker [2]
Opponent:
(Issyria 1) Issyria, Sibyl of Dawn [+29]
 - Hyperion [36]
 - Chimera [8]
Heavy Rifle Team [4]
Heavy Rifle Team [4]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Elara, Tyro of the Third Chamber [4]
 - Discordia [18]
Cylena Raefyll & Nyss Hunters (max) [19]
Eiryss, Angel of Retribution [6]
:: Pre-Battle Thoughts & Deployment ::

The general idea was the same as in my first game: Spread out Lances initially, reposition as needed, get jacks up the middle behind clouds. 


:: Game ::

I still forgot the Tinker... Anyway I put up Escort and Iron Aggression on the Ironclad to the right. I mess up with a Trencher so one clad doesn't go as far as I would've wished for. Note that Trenchers run here to buy me space.


Nyss try and buy space and time on the left flank. Hyperion and Issyria advance on the other flank with the rest in the center.


When in doubt, push! I'm not sure if I can afford to chill out here so I jam my entire army up the table, the Lances getting scapegoat duty. Hopefully he can't kill it all.


Issyria feats to try and get back from this position. The Lances suffer horribly on both flanks. One clad gets disrupted, another losing its hammer. The disrupted one was the one in front with Iron Aggression.


It's definitely feat time! I think I can kill Hyperion here. With Fury on the Trenchers and feat I should get a ton of work done. I also have one clad which I can send in on full focus and a Lance. That should do it. Furthermore, since impact attacks auto-hit on feat I can have the remaining Lance on the left flank get to Eiryss reliably. This looks super juicy!

Stryker goes, feats, boosts a shot to kill a Nyss, repositions on the flag with pre-measured elements in range. The Lance on the left kills a Nyss and Eiryss. The Trenchers, now with Fury, charge Hyperion and Chimera. 2 of them kill the Chimera on their own. Lol. The 4 that get into Hyperion get a ton of damage as well. The right Storm Lance charges Hyperion for another bunch of damage, then repositions left to give the clads an angle. Iron Aggression clad goes in, disrupted can't stop free charges so another bunch of damage there. Lastly the fully-fueled 'clad charges and the Hyperion goes down. Woho!

Unfortunately I had spent Lanyssa to deal damage to the Chimera already so I couldn't run her to my opponent's flag. Bummer. The last clad moved to protect Stryker, both through blocking LoS and through providing +2 ARM from Escort.


My opponent tries to retaliate but can't get enough work done and in my next turn I win on scenario. Basically Discordia tried to kill 2 nearly full-health Ironclads, she only got one and that was that.

Victory to the Swans!

:: Evaluation ::

Another interesting game! I think my hyper-aggressive T2 gambit is a little uncalled for. I allow him to get way too much work done on the Lances by sending them into the Hyperion. Flanking wide is plenty. Other than that I think it's the right play to send stuff up. 

The Nyss gambit initially seemed like a mistake to me but it did get him control of the left flank and he nearly killed all of my lances as well in the ensuing turn, indeed only 1 survived on 1 box. Possibly the correct play, I'm not sure. 

In this game I really noticed the absence of Tinker. One 'clad losing its hammer bottom of 2 hurt my setup a lot. With the Tinker my position becomes even more lethal, and perhaps more importantly it becomes a lot harder for him to deliver a successful shooting alpha. 

Some technical mistakes and poor priorities from Retribution made this matchup a little easier than it feels like it should be, but I am still very happy with starting off at 2-0 with this list! 

Battle Report #310: Stryker3 vs Issyria

:: Prologue ::

A while back I wrote a piece about a little challenge I've entered into. You can read about it here. Because of that I have started picking up Stryker3 now and will play him now and then and in a fair few events for some time to come. I do have one event left this year which is very important to me, ClogCon, but I felt this was the right time to take a short pause from the all Haley all the time approach I've had for the last few dozen games.

Stryker3's first game would be no easy matchup: None other than Issyria was facing me! I was bracing myself for the shooty Elves with True Sight on The Pit...

:: Lists ::

Cygnar:
(Stryker 3) Lord General Coleman Stryker [+28]
 - Squire [5]
 - Ironclad [12]
 - Ironclad [12]
 - Ironclad [12]
Trencher Infantry (max) [16]
Storm Lances (max) [20]
Storm Lances (max) [20]
Lanyssa Ryssyl, Nyss Sorceress [3]
Gobber Tinker [2]
Opponent:
(Issyria 1) Issyria, Sibyl of Dawn [+29]
 - Hyperion [36]
 - Chimera [8]
Heavy Rifle Team [4]
Heavy Rifle Team [4]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Elara, Tyro of the Third Chamber [4]
 - Discordia [18]
Cylena Raefyll & Nyss Hunters (max) [19]
Eiryss, Angel of Retribution [6]
:: Pre-Battle Thoughts & Deployment ::

My Stryker list is based around getting as many models on the table as possible that can get work done. The philosophy here is that Stryker does a lot for our choices and we basically just need -something- to survive. The cloud wall was a necessity I felt.

Deployment-wise I went for the jacks centrally and lances on either side. I forgot the Tinker.


:: Game ::

Issyria runs her stuff up, putting up Admonition on the Chimera and Inviolable Resolve on Hyperion.


Clouds go up and left lances move mostly centrally. I put up Iron Aggression on the clad flanking right and Escort.


Issyria annoyingly finds a spot where Hyperion can contest the zone yet be outside of 11" from my Ironclads. She feats and starts ripping into the Lances. A couple of shitty rolls sees a lot of them survive and not moving Elara properly leaves Disco without speed of death.


With the feat pre-maturely gone and my forces largely intact I decide to hold my feat, kill disco and advance up while moving ahead on scenario.


Issyria is ready to give up the middle. She blinding lights the Trenchers and the Nyss move up on the left flank to contest. The problem however is the Ironclad on the far right flank. He tries to shoot him to death with a fully loaded Hyperion, both HRTs and Eiryss but it is not enough. I survive on 4 boxes and it's literally L, M, C, R. Issyria camps only 2 focus.


I figure I have 3 openings here:
1. Continue to pressure scenario and bide my time yet again while clearing the zone.
2. Go for the Hyperion
3. Go for Issyria

Now 2 and 3 are mutually exclusive: If Issyria denies me Hunter's Mark on Hyperion with Arcane Vortex then I can't go for the colossal. However if she does this the Ironclad, despite being outside of my control area, can go in with iron aggression and possibly kill her as she can only reduce damage from one of my attacks.

So I start my turn with Lanyssa and Issyria uses vortex. The Ironclad thus goes for her and manages to kill her dead with a swing of his fist!

Victory to the Swans!

:: Evaluation ::

An interesting first game. The list worked well and the tactics were sound. I lost a lot to Issyria's alpha but not so much that I couldn't retaliate. Losing the Lances obviously hurt but he didn't get that much else. With a full unit of Trenchers it is very hard to prevent perma-clouds, they're just too durable.

I think Retribution should've focused on trying to take down Trenchers here and not sent Nyss wide to try and deal with Lances as it's the clouds that are keeping me in the game. It's easy to get tunnel vision when it comes to Storm Lances because they are ridiculous but they aren't always the primary threat. With HRTs parked deep it's hard for them to advance if the Trenchers are dead.

If Issyria had lived I would've tried clearing my left flank and kept the clouds up.

A great start in a hard matchup. The game was over relatively quickly so we had time for a rematch!

mandag 26. september 2016

WTC 2016 Game 6 (#309): Haley2 vs Irusk2

:: Prologue ::

For our very last game we drew Spain Red. I ended up getting Khador again with a Vlad1/Irusk2 pairing. I've never played Irusk2 before but after talking through it with my Khador team mate I decided to drop Haley2. Basically his Vlad1 list without Orin is super vulnerable (don't think it had Ruin either but don't remember) to Haley2 and he should be afraid beyond belief of me dropping Haley3 because that would basically be an autowin as the scenario was Entrenched.

So yeah, Haley2 vs Irusk2 it was. Let's get to it!

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
- Thorn - PC: 13
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Ragman - PC: 4
Storm Lances - Leader & 2 Grunts: 12
Opponent:
Supreme Kommandant Irusk - WJ: +27
- Reinholdt, Gobber Speculator - PC: 4
- Behemoth - PC: 24 (Battlegroup Points Used: 24)
- Destroyer - PC: 16 (Battlegroup Points Used: 3)
Gobber Tinker - PC: 2
Orin Midwinter, Rogue Inquisitor - PC: 5
Black Dragons - Leader & 9 Grunts: 17
- Black Dragon Officer & Standard - Officer & Standard: 4
Black Dragons - Leader & 9 Grunts: 17
- Black Dragon Officer & Standard - Officer & Standard: 4
Winter Guard Field Gun Crew - Gunner & 2 Grunts: 4
Kayazy Eliminators - Leader & Grunt: 5

:: Pre-Battle Thoughts & Deployment ::

I am tired and make a mistake when I choose side. I blame it partially on not knowing the matchup but I was also tired. Anyway, so I lose the roll-off and go second as I'm sure you figured out by now. The idea is to contain a flank with Ironclad + Thorn and the other with Storm Lances + Firefly. With the Stormwall centrally the idea is to force Irusk to commit, either to expose himself or forfeit one of the flanks (and thus open scenario up).


:: Game ::

Black Dragons spread out. Behemoth and Destroyer both run. Irusk puts up Artifice, FFE on the artillery and Solid Ground.


Trample, pod, electro leaps. Notice a pattern? Thorn and Ironclad take the Trench and I cast Deflection.


Black Dragons commit and jam on the left flank. On the right they just move to survive with Shield Wall. My mistake in choosing side becomes painfully clear to me as Behemoth moves up to be safe outside of my LoS with Orin protecting him from shenanigans. If I had taken the opposite side he could never have pulled off something like that and with Irusk's feat the forest is kind of a trap for me. Oh well. The two jacks both try to shoot the Ironclad but DEF18 is legit.


I decide to make a scenario play. I try and physically block him out on the right flank with Lances and Firefly while Thorn + Ironclad clear out a lot of Dragons on the left flank. I have a problem with the Squire though because of Behemoth: I want Haley far up to catch the Destroyer. This means the Squire needs to move close to the Stormwall (as does Haley as I fear a feat-assassination attempt). Ragman moves out of danger as does Junior. Stormwall tries to shoot Behemoth but my dice are ridiculously bad, I deal 5 boxes to him. I put up Covering Fires to keep the Black Dragons from going anywhere unpunished. 1-0.


Orin kills Squire. Damn. Artillery piece KDs Thorn and takes out one A box. The Destroyer shoots him as well but luckily doesn't roll the right column. Black Dragons stay still because of Covering Fire and one of them spikes to kill a Lance (I only let the Lances engage one each to avoid CMA but that wasn't enough). Behemoth kills another. 2-0.


With 2 CP I have an opening to downright win the game. Clear out Black Dragons on the left, charge objective with Ironclad, TK out the Destroyer. The problem is that Thorn is engaged and knocked down and without Squire I lack a focus. Anyway I decide to go for it as I have many options here.

Stormwall moves up, shoots out the Field Gun and a black dragon and kills the standard in the trench with a lightning pod. Junior kills a Black Dragon. Thorn kills the last two. Lanyssa Hunter's Mark on the objective. Haley Temporal on Ironclad, Reaction Drive Thorn, TK Destroyer out. Ironclad charges objective and kills it.

5-0.


Victory to the Swans!

:: Evaluation ::

A classic end to my last game from WTC 2016. Leaving Haley with scenario openings is lethal and I made the most of it here.

Choosing the wrong side made it a lot harder to play defensively than I had hoped for. The forest does become a big problem for him if I choose the other side because he can't feat to effectively cross it as that's a huge waste of time.

In any case I find the openings I need and I'm happy with how I executed my original plan. I'm sure there were attrition plays here as well they just didn't feel so good: If Stormwall moves in to kill Behemoth I might struggle to keep it alive from charging Black Dragons with extra damage. I'm not sure as I didn't do the math on this but the scenario openings was just so good.

My team unfortunately goes 2-3 yet again and we land up on a total of 2-4. Our SoS is abysmal so our final standing is 56th place out of 64 teams. Despite not having any ambitions going into this tournament, that was a low point which disappointed all of us.

WTC 2016 Game 5 (#308): Haley2 vs Butcher3

:: Prologue ::

For our fifth game we drew Netherlands Vermeer. Lots of interesting matchups here and again I play as our joker because I can face just about anything they have. I end up taking Butcher3 which ensures us solid matchups across the board elsewhere.

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
- Thorn - PC: 13
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Ragman - PC: 4
Storm Lances - Leader & 2 Grunts: 12
Opponent:
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- War Dog - PC: 3
- Devastator - PC: 14 (Battlegroup Points Used: 14)
- Devastator - PC: 14 (Battlegroup Points Used: 8)
- Kodiak - PC: 13
- Ruin - PC: 17
Widowmaker Marksman - PC: 4
Alten Ashley - PC: 5
Kell Bailoch - PC: 5
Ragman - PC: 4
Ogrun Bokur - PC: 5
Kayazy Eliminators - Leader & Grunt: 5
Kayazy Eliminators - Leader & Grunt: 5
Battle Mechaniks - Leader & 3 Grunts: 3

:: Pre-Battle Thoughts & Deployment ::

As I have experienced and commented on before this is always a hard matchup. Butcher3 is no joke for Haley2. At least I had a fresh lesson in mind from Friday: Keep Haley safe! I got a table which either let me have Haley safe from being pulled or would force him to deal with tons of rough terrain. He went first and chose the former. I deployed as I did against the Mad Dogs and he countered with his AD solos to threaten Thorn.


:: Game ::

Stuff runs up.


I trample the Stormwall, launch a pod, electro leap to kill Marksman and Arcane Bolt the two other solos. Flank secured!


Butcher goes on the flag, jacks commit.


I look for an opening on Ruin but I can't find it without the big, bad Butcher coming into the 'wall in return. I can't have that. Instead I look for an opening to kill both of the clamjacks and I can probably do so: Ragman + Firefly ensure solid electro leaps as per usual and with Domination my electro leap damage rolls move from dice minus 13 to dice minus 5. I dominate the yellow jack out, hit his clamjackbrother, put up Hunter's Mark on the ARM23 one (because this is where I need help), Firefly and a Storm Lance move into the ARM19 guy with help from Ragman and I have some solid rolls to bring it way, way down. The Stormwall charges the fully healed one with Temporal and kill it, killing off the other one with electro leaps. I boost a pod which disrupts Kodiak and contests his flag. Ironclad runs up to flank and Haley covers basically everything in Shift. 


My opponent is shocked that both clams went down in one turn. True, the rolls were good, but on average they aren't that unlikely to both die or at least be severely damaged. The focus I spent to boost the pod could've been another attack. Anyway! He tries to salvage the situation by having Ruin back off, Kodiak move up and cloud and just shuffle the left flank. He moves to 1-0.


I don't fancy the play to go for Ruin here. I simply find it too risky. On the hill he is DEF12 and he has meks around so if I fluff it's basically game. Remember, this matchup almost always comes down to whether or not I can kill Butcher after he kills the Stormwall. Conceivably I could shoot Ruin here and charge with the Ironclad because Butcher doesn't have anything left which can deal with the Ironclad apart from himself. Anyway, I see a much more interesting opening. Kill the Butcher! This is an insanely complicated assassination run which requires a ton of thinking, pre-measuring etc so I call a judge over to ensure this all goes smoothly. There are so many teeny tiny interactions that are hugely important to pull this off. What happens is as follows:

1. Lanyssa tries to kill a mek but fails.
2. Junior tries to kill a Mek but fails.
3. Lances charge to kill a Butcher dog and a mek there. I reposition so that I will be within reach of Butcher's "eventual landing spot" and within 3" of Ragman's final position without engaging the last mek. I also have to take care that I don't block the Kodiak's "flying lane".
4. The Firefly moves out and shoots the Lance in the back, killing the last Mek there and dealing 4 damage to Butcher (which is negated by a focus).
5. Ragman moves up, casts Death Field.
6. Thorn runs around the Stormwall with the path now cleared of support models.
7. Stormwall moves up, throws Kodiak onto Butcher, displacing Butcher a little towards his own deployment zone.
8. Squire runs up.
9. Haley moves behind the Stormwall, casts TA on the Ironclad, then casts TK on the Ironclad via Thorn (who can barely see him past the Stormwall's landing spot), reaction drive Thorn so that I get within 8" of Butcher, TK Butcher closer to Ironclad.
10. Ironclad charges a knocked down butcher who has 2 focus left and has taken 3 damage points. I have Temporal Acceleration so that's a total of 4 attacks at dice +2, thanks to Death Field. One of said attacks is boosted from the charge and I have the open fist at dice -2. Luckily the dice don't fail me and Butcher goes down!


Victory to the Swans!

:: Evaluation ::

Wow, what a run! This is why I love Haley2. That run was positively one of the craziest plays I've had in this game. It took me 20 minutes to simply plan and execute once I decided to go for it, there were -so- many things to consider along the way and precise placements to contemplate. At one point we had something like 10 proxy bases in play and my head was about to implode from trying to keep track of what's what.

Now I should perhaps have looked for ways to continue the attrition play here. Either look for an opening on Ruin on simply move outside of his threat range. Perhaps dominate the Kodiak to kill it or something, I don't know. The problem is that Butcher had cast Silence of Death on himself so he was ready to get work done for sure. As I learned in my last game he has solid threat ranges. The linear obstacle would keep Haley safe but the lake on the right flank limited my ability to move the jacks around as I wished. I should've deployed Thorn more centrally I think, too much rough terrain.

My Protectorate team mate won his game right before I finished mine so we were 2-0. The last 3 games were looking good for us. Then one guy loses on the death clock. The second guy does the same. Aaand the last guy does the same and we lose 2-3, for a total score of 2-3 after 5 games. Damn. 

WTC 2016 Game 4 (#307): Haley2 vs Helynna

:: Prologue ::

For game number 4 we draw Wales Crafanc and we have a lot of good matchups here. We manage to dodge a couple of bullets as well and I get the amazing pairing of Haley2 vs Helynna after we've selected our casters! Surely this must be a good start?

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
- Thorn - PC: 13
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Ragman - PC: 4
Storm Lances - Leader & 2 Grunts: 12
Opponent:
Magister Helynna - WJ: +30
- Aspis - PC: 6 (Battlegroup Points Used: 6)
- Imperatus - PC: 22 (Battlegroup Points Used: 22)
- Discordia - PC: 18 (Battlegroup Points Used: 2)
- Manticore - PC: 14
- Manticore - PC: 14
Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
Houseguard Thane - PC: 4
Lys Healer - PC: 3
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Houseguard Halberdiers - Leader & 9 Grunts: 13
- Houseguard Halberdier Officer & Standard - Officer & Standard: 4

:: Pre-Battle Thoughts & Deployment ::

We are playing extraction and my team is selecting tables. I get an absolutely batshit terrain setup which I know will devastate Helynna even more in an already impossible matchup: 2 woods on one flank with a lake opposite them enables me to create a huge los-block element around which I can get work done while also getting the skewed formation Haley loves so much. If he elects to take the side with the woods he has a lot of rough terrain to handle which his jacks don't do that well. He elects to go first and I give him the open side to leave me with 2 woods.


:: Game ::

Jacks move up, imprint from disco and Rhythm of war. Covering Fires are put down.


I want to start chipping away at Halbs if possible and I shouldn't need to maximise the Stormwall's distance. I trample up and e-leap off of the pod to get a couple of halbs. The cloud from my objective denies even more LoS and I put Lanyssa, Ragman and Thorn in amazing positions there. Lances take care so that they cannot be jammed and the last 2 jacks are in good spots to counter the Halberdiers.


Helynna tightens up her group and feats. The Manticores try and block out my solos from getting work done. Halbs draw towards Helynna to get bonus ARM.


Lanyssa runs onto the hill, Thorn runs up and Dominates out a Manticore before taking cover outside of LoS of every important model in his army, Ragman puts down death field and the Stormwall kills the manticore and a -ton- of support models with the +2 from raggy and some good rolls plus the pod. The Ironclad runs to my flag, Haley feats on his entire army barring like an arcanist or so and the Firefly clears out a couple of Halberdiers. Storm Lances flank Halbs so that they can deal with them if they want to jam the 'clad. 1-0 and a perfect position for me.


After pondering the situation for 5 minutes or so my opponent simply forfeits the game.

Victory to the Swans!

:: Evaluation ::

As with my last game there's not a lot to be said here. Helynna has always struck me as a weak caster and Haley2 is a disastrous matchup for her. The terrain seals the deal basically as he doesn't even have a theoretical opening here (barring absolutely insane dice from me). The way I execute the early game leaves him with either backing out way too much or letting me start picking jacks apart.

Norway Red did well in the other games as well and we walked away with a 4-1 win, putting us at 2-2.

WTC 2016 Game 3 (#306): Haley2 vs Haley2

:: Prologue ::

For our third game we drew Russia Wolves. With two losses our morale wasn't the best but we were determined to try and end day 1 on a win at least. The way the pairing went I decided to take a hard matchup for the team because that ensured everyone else got favourable matchups. I would have to duke it out in a mirror-match on Outlast against a pairing which was a carbon copy of a former tournament pairing of mine: Haley2 and Sloan with identical lists as I took to my first Mk. 3 tournament!

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
- Thorn - PC: 13
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Ragman - PC: 4
Storm Lances - Leader & 2 Grunts: 12
Opponent:
Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
- Thorn - PC: 13
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Captain Arlan Strangewayes - PC: 4
Storm Lances - Leader & 2 Grunts: 12

:: Pre-Battle Thoughts & Deployment ::

I considered dropping Haley3 here but unfortunately I wasn't sure my opponent would drop Haley2. Haley2 vs Haley2 is a crazy matchup that is so hard to play because of the insane amount of angles.

However we are playing Outlast and the terrain is positively ridiculous with 2 obstructions blocking a huge base from entering the right zone in the optimal position. Despite losing the roll-off then I am able to force my opponent to make a choice with his Stormwall: Does he commit left or right?


:: Game ::

The evil Cygnar advance cautiously.


I forget to activate Junior before Stormwall. This is big as I thus have to create a fort Junior to keep him safe. I take out a Storm Lance on the right with Arcane Bolt and make ready to play the scenario.


Evil Haley fears getting killed so she hangs way back and feats, only catching the Stormwall. This is to get her own Stormwall up safely. Evil Stormwall shoots at Lances but dice are beyond miserable and nobody dies. Lanyssa, the bait put up in cover, is killed. I figure she is irrelevant with my scenario play and forcing him to spend focus on her is about the best I can do I think.


I TK out a Lance and the Ironclad, Stormwall kills the last lance contesting with a big gun, I put my own feat up catching everything of importance and camp 3 in the trench with Thorn ahead of me. 2-0.


My opponent sees no other way than to go for an assassination here. I fear a deja vu from last game as this is indeed a long shot: TK-ing away Thorn to TK Haley away from the Trench (on DEF17 and DEF20 respectively) before his Stormwall with TA can put 2 shots on 8+ to hit onto me. Unfortunately for me the initial TKs both hit so it's down to whether the Stormwall can do enough work with 2 focus and 2 shots. Fortunately for me this time the dice aren't crazy and I survive. My opponent concedes the game. A win for me, about damn time.

Victory to the Swans!

:: Evaluation ::

I don't know if there's much to be said about this game. The matchup is interesting in itself but I make a number of mistakes because I frankly can't muster the motivation to bring my A-game after a long day with 2 losses. Furthermore the terrain completely kills the matchup because his Stormwall has such a hard way of getting to my zone. Possibly he could've contested the zone if he had blocked TK landing spots behind the obstruction but it becomes really expensive relatively quickly.

In any case I finally take a game and the rest of my team deliver solid results as well, Norway Red walks away with a 5-0 win and ends day 1 on 1-2.

WTC 2016 Game 2 (#305): Haley2 vs Iron Mother

:: Prologue ::

For our second game we drew Spain Rogue. I ended up with one of the best matchups I could have gotten: Convergence! This is a faction I am -very- comfortable of facing with Haley2 and I was eager to play again.

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
- Thorn - PC: 13
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Ragman - PC: 4
Storm Lances - Leader & 2 Grunts: 12
Opponent:
Iron Mother Directrix & Exponent Servitors - WJ: +27
- Iron Mother Directrix & Exponent Servitors Cont.
- Assimilator - PC: 16
- Assimilator - PC: 16
- Corollary - PC: 6
- Galvanizer - PC: 5
- Prime Axiom - PC: 38 (Battlegroup Points Used: 27)
Elimination Servitors - 3 Elimination Servitors: 3
Elimination Servitors - 3 Elimination Servitors: 3
Elimination Servitors - 3 Elimination Servitors: 3
Steelsoul Protector - PC: 4
Attunement Servitors - 3 Attunement Servitors: 4
Optifex Directive - Leader & 2 Grunts: 4

:: Pre-Battle Thoughts & Deployment ::

The scenario was Recon and I lost the roll-off (fun fact: I lost all roll-offs all weekend). I am aware of how much hurt he can put on Haley through backlash and puncture bots so I spread out my electro leaps to hopefully buy my some space and time at least.


:: Game :: 

The bots all swarm up.


I have a big opening on the right flank: I can trample the Stormwall, pod and TA the Firefly to electro leap lots of bots. It works out splendidly and that hopefully gives me some breathing space. I put up Deflection and camp 2. The left flank take care to stay out of Ground Pounder range. Lanyssa takes up cover on the right flank.


The backlash madness begins! My opponent moves up the throw-away jack and arcs backlash onto the 'wall. The various ranged sources of damage start pounding it but my clear-up on the right flank helps a lot and Haley only suffers a couple of boxes.


I see an opening to clear the zone and move to 3-0, covering virtually every Convergence model in Shift. This is a good a chance as any and with Ragman, Lanyssa, all Lances and all jacks in place I don't see what he can do to prevent me from going to 5. If things get completely fucked up I also have an open space on the right flag so I can run Haley to the flag for example.

I count the various damage sources and conclude that backlash-assassinating Haley is theoretically impossible.


Unfortunately for me Iron Mother has domination. The Ironclad gets dominated, moves over and makes his 9+ on 2d6 to hit Haley in the head. This brings her down to just a few boxes and the Backlash damage does the rest.

Sadly, a Loss to the Swans. 

:: Evaluation ::

The asssassination is indeed a long-shot, but there is fairly little I could've done about it. Perhaps with optimal pre-measuring I could've had the Ironclad further away but it still leaves Thorn as a target and although those odds are worse I could not have prevented the attempt assuming I wanted the 3-0 move. His assassination run here is probably around 20-25% and it really is hard to bring even a good matchup to better odds than that safely. The problem with backlash is that time is against me here as the wounds keep mounting up and I can't like heal for 6-7 boxes each turn.

I feel I played a good game here. I found a ton of openings and really put him in a difficult position. I don't think there's a whole lot I could've done differently to have a better position.

Losing this game was a big blow, not least of all because my team ended up going 2-3 in total as well. 2 games and 2 losses both individually and for the team. So much for dark horse status.

WTC 2016 Game 1 (#304): Haley3 vs Wurmwood

:: Prologue ::

Game time! I was playing on Norway Red and I believe we had solid lists. With a few exceptions our lists were top notch in my opinion and they even helped us earn a Dark Horse status from a couple of analysts. I completely disagreed with that but that was because I knew how little practice we had as a team, both individually and together. We had no ambitions at all going into the tournament.

For round one, we drew France Asterix. I paired up against Wurmwood and the scenario was Incursion.

:: Lists ::

Cygnar:
Major Prime Victoria Haley - WJ: +25
- Haley Past
- Haley Future
- Grenadier - PC: 9 (Battlegroup Points Used: 9)
- Grenadier - PC: 9 (Battlegroup Points Used: 9)
- Thorn - PC: 13 (Battlegroup Points Used: 7)
- Ironclad - PC: 12
Journeyman Warcaster - PC: 4
- Charger - PC: 9
Ragman - PC: 4
Rhupert Carvolo, Piper of Ord - PC: 4
Storm Lances - Leader & 4 Grunts: 20
Trencher Infantry - Leader & 9 Grunts: 16
Opponent:
Wurmwood, Tree of Fate & Cassius the Oathkeeper - WB: +27
- Wurmwood, Tree of Fate & Cassius the Oathkeeper (Cont.)
- Feral Warpwolf - PC: 18 (Battlegroup Points Used: 18)
- Ghetorix - PC: 21 (Battlegroup Points Used: 9)
- Warpwolf Stalker - PC: 19
Lanyssa Ryssyl, Nyss Sorceress - PC: 3
Blackclad Wayfarer - PC: 4
Sentry Stone & Mannikins - Leader & 3 Grunts: 5
Sentry Stone & Mannikins - Leader & 3 Grunts: 5
Shifting Stones - Leader & 2 Grunts: 3
Shifting Stones - Leader & 2 Grunts: 3
Cylena Raefyll & Nyss Hunters - Cylena & 9 Grunts: 19
Swamp Gobber Bellows Crew - Leader & 1 Grunt: 2

:: Pre-Battle Thoughts & Deployment ::

Haley3 is the mandatory drop here. Wurmwood goes last, he won the roll-off and chose the side with a huge forest between the left and center flags. I figure I should be able to contest middle and left with echoes and Trenchers and pressure the right flag with Lances, possibly wheeling around to his flank post-feat and have the Charger score the flag or whatever.


:: Game ::

I forget that I should dig in instead of clouding up top of 1 and my Trenchers + Grenadiers end up too far back. The Lances receive Arcane Shield and run up.


Nyss spread out on the left flank. Wurmwood "extends" the wood in the middle.


With one sentry stone behind the forest and another one with nothing but contest duty I keep pushing the cloudwall. I get Past within 4" of the central flag. Unfortunately I make a big mistake as I put my Ironclad way too close to the clouds. Arcane Shield is switched over the Haley. Charger does a few boxes to Ghetorix.


Due to how my games against Wurmwood have gone recently (TL;DR Sentry Stones are handled) I've sort of forgotten how strong Hellmouth is. The left Sentry Stone sends up a mannikin within 3" of the Ironclad which WW pulls out and feats. The Stalker kills the clad and Lightning Strikes back to safety. A Blackclad scores the left flag. 0-1.


Losing the Ironclad is a big, big problem for my attrition game. I am in a very poor position to retaliate under his feat. I also fear that he might be able to get up on scenario so I have one echo contesting each flag. This puts Prime fairly far up but with the Ironclad down this is a risk I feel I have to take as scenario is probably my biggest chance now with the right flank so open. If I can just stall and survive I might be able to kill the sentry stone and score the right flag consistently. It's a long shot but I don't see a better option.


Unfortunately for me Prime is too exposed and Hellmouth shenanigans puts her in harm's way where the Circle beasts kill her. It's a mess of an assassination run as my opponent makes a big mistake but he still finds the opening he needs so I die and the game is over.

Sadly, a Loss to the Swans.

:: Evaluation ::

There's no excuse for losing this game. That Wurmwood list is definitely one of the easier for me to face and I have plenty of game. I think that going for the right flank in the first place is a mistake and I should've deployed my Lances so they could have moved to where I'd need them. Furthermore the technical mistake with the Ironclad is just terrible and sets me up in a very difficult spot.

I need more practice with this matchup. The fact that Hellmouthing things out into the clouds hasn't been a problem for me in practice games in itself says that I need to get more games in.

The scenario and terrain combination is disastrous for me, about as bad as it gets. Haley really doesn't like to stretch out her forces against Wurmwood. Some flanking elements are fine, but this combination was just the perfect setup for Wurmwood. However that's a part of the game as well, so we're back to more practice!

Unfortunately my team largely had similar experiences and we went down 1-4.