mandag 28. november 2016

Battle Report #355 & 356: Sloan vs Lylyth3

:: Prologue ::

Lylyth3 is always one of the casters which give Cygnar players headaches. I'm not sure Sloan can play into her. We'll see, I guess. Since last game I ditched a Grenadier for Rangers.

:: Lists ::

Cygnar:
Sloan
- 5x Hunter
- Grenadier
- Reinholdt
GMCA
Arlan
Max. Trenchers
Rangers
Opponent:
Lylyth3
- Typhon
- Carnivean
- Bolter
- Naga
Forsaken
Strider Deathstalker
2-3 Shepherds
Strider Rangers

:: Pre-Battle Thoughts & Deployment ::

We are playing Extraction and Legion goes first. I try and spread out as much as possible.


:: Game ::

I lose no less than 4(!) Rangers. A little too much, Slipstream on a Deathstalker is painful. Lylyth camps 0. She stays outside of Sloan's threat range.


I figure I may as well take pot shots on Lylyth with a Hunter and feat to clear out as much as I can. my dice from the last games sure turned around, the Hunter two-shots Lylyth to death. Lol. Reset.

For the second game we decide to switch it up. Simply deploying and moving 1 turn each can teach you a -lot- about a matchup. We wanted to see how me going first affects the dynamics of the matchup.


I move up and start shooting out Striders.


The Hunter on the right flank is killed. Poor play by me to be honest. I lose a few Trenchers as well to Striders. Fort Lylyth is placed ridiculously far back.


I take out the rest of the Striders and spread out. Carnivean's 22" threat range is just ridiculous.


Lylyth needs to push hard and get a lot of work done. She has no way to contest the left flag so the attrition play needs to be hard. The Carnivean starts off with a lucky shot hitting and crippling the Grenadier's gun. That sure helps! A ton of infantry is killed as well along another Hunter.


I go for the assassination. Lylyth is camping 2 and I get 5 shots. The problem with Fury is that you can just wait for flukes and typically they do happen. They did here and Lylyth survives on 6-7 boxes.


Fort Sloan isn't much to write home about but in a way it's a trap: If Lylyth simply camps 3 and lets her forces get some work done I theoretically can't kill him and I'm not scoring enough points to win on scenario either.

Lylyth goes for the kill. It ends up being unnecessarily risky but the Seraph hits a 15+ which nets Lylyth the win. Deservedly so I'd say following my MVP Hunter from the first game.

Sadly, a loss for the Swans. 

:: Evaluation ::

Hard matchup is hard. I think Lylyth needs to do 1 thing in this game: Cast Excessive Healing, camp 4, move up, let the sheer positioning of the beasts do the job.

I need more volume and more magical attacks to have a chance here. Some interesting list ideas in mind. We'll see where this Sloan experiment ends up.

A great couple of games today and I enjoy playing something a little more straight-forward than Haley for a change. I'm hoping for lots of Stryker3 and Sloan action in the time to come!

Battle Report #354: Sloan vs Kaelyssa

:: Prologue ::

Yesterday's last game! Playing Sloan vs Kaelyssa. Should be interesting, right? It sure was...

:: Lists ::

Cygnar:
Sloan
- 5x Hunter
- 2x Grenadier
- Reinholdt
GMCA
Arlan
Max. Trenchers
Opponent:
Kaelyssa
- Hyperion
Elara
- Discordia
2x Arcanist
Skeryth
Lanyssa
Max Sentinels
- UA
Electrobros

:: Pre-Battle Thoughts & Deployment ::

We are playing Extraction and Retribution get first turn. Cool. Not. I really wanted to establish myself far up the field here. Anyway, it is what it is. I want to demolish sentinels asap and deal with the rest later. Hyperion can be jammed, infantry cannot.


:: Game ::

Sentinels run up and take the hill. Blur from Kaelyssa.


I try and take pot-shots at Sentinels with Guided Fire but what do you know? Hitting is hard. With Fire Group I stay out of jam range. The rest keep safe from Hyperion's threat ranges.


Sentinels move up and take Trench + Cover with Skeryth behind.


Feat turn incoming! I have to remove Sentinels. However my battlegroup does not agree. I miss attack rolls left right and center. I was hoping I'd get to start working on Hyperion or electrobros or whatever but lol no forget about that. I didn't even wipe the Sentinels...


The struggle is real, however the retaliation isn't really all that much.


I kill the Sentinel and start working on Discordia. Turns out killing Discordia is hard, as my left-most Hunter finds out as he misses it in the back arc with flare. It does indeed go down but I have nothing left for Hyperion.


Kaelyssa makes a tactical mistake as she does not move Hyperion into melee with me. Mistakes were made...


I load up the Grenadiers and shoot Hyperion with everything I've got. I should do 60-ish boxes on average, I do around 40 (one side more or less fully intact).

As the picture below shows I charged Trenchers as well. Dice off 8 can quickly translate into a few more boxes. In this case, it did not. I also forgot to move one of them so as to contest. This would've lost me the game so we minifeated him a couple of inches further up. My opponent called this a win so I guess I lost the game here.


Playing out the Grind: Hyperion tramples to kill my objective and lock down jacks.


I kill Hyperion and jam his flag with as many jacks as I can.


Retribution is unable to score the last CP needed.

Victory to the Swans!

:: Evaluation ::

My first two games with Sloan were againts Rahn. I had some pretty shit dice there. Like, dice happen, but when they are consistently bad it's just plain annoying, not least because I want to see what this list is capable of and it's really hard to evaluate what it really -can- do when it's this bad.

Anyway, one thing is for sure: I need Rangers. There are no two ways about it. This is an experimental list anyway so I expect to make changes a lot more frequently than I do with my Haleys.

Retribution's biggest problem here is a very, very typical strategical mistake people make vs gunlines: When the Sentinels run up his entire army should be gunning full speed ahead. Imagine Hyperion and Disco up in the middle of the table together with the Sentinels at this point in time. It's basically game over right there. The hesitation nets me exactly what I need: Time. That time eventually translated into an attrition win, despite dice being all over the place.


Battle Report #353: Stryker3 vs Zerkova1

:: Prologue ::

On my twitter account I said that I was hoping for 4 games with 4 casters yesterday. Indeed I got that! Following the Haley games it was time to bring out mr patriot, mk. 3. Unfortunately Stryker himself is on my painting table at the moment so I had to borrow a Khador cav dude. Fitting then perhaps that I was playing vs Khador as well, facing Zerkova1 for my first time!

:: Lists ::

Cygnar:
(Stryker 3) Lord General Coleman Stryker [+28]
- Ironclad [12]
- Thorn [13]
- Squire [5]
- Ironclad [12]
Storm Lances (max) [20]
Storm Lances (min) [12]
Trencher Infantry (max) [16]
Lanyssa Ryssyl, Nyss Sorceress [3]
Gobber Tinker [2]
Ragman [4]
Rhupert Carvolo, Piper of Ord [4]
Opponent:
Zerkova1
- Juggernaut
- Ruin
- Behemoth
Malakov
- Torch
Josef Stalin
Max WGRC
- 3x Rockets

:: Pre-Battle Thoughts & Deployment ::

We are playing Extraction and I get first turn. On Zerkova's feat turn my defensive tech will be gone so my idea here is to save enough of it until I've bought table space and gotten a scenario angle. I also want my Lances away from his Rockets.


:: Game ::

That deployment line of endless cav is so epic it makes me all warm and fuzzy inside! It's as if it's taken out of LOTR: Return of the King. Anyway. I place everything outside of Rocketeer range and get the spells up.


Khador run up. Zerkova does her Haley3-imitation. Boooo!!


Time to commit some Trenchers! Lances flank out.


Zerkova feats, unsurprisingly, and Torch lights up the right Ironclad. I had a feeling he'd go for him so I had Tinker nearby. No avail, 3 rockets and Behemoth kill him dead. Lolz.


Khador have committed a grave mistake. The scenario is all but wide open! I put Fury on Thorn which, with Reaction Drive and Escort, lets him move in to the objective and bash it despite Zerkova's feat being up. Bam, bam, bam! The Ironclad with Fury kills the Juggernaut first with some help from a Storm Lance. Trenchers make a little fort on the right flank and Tinker + Lanyssa grab points. Lances spread out as much as possible to pressure Zerkova. 3-0!


The move Khador end up performing is killing Thorn and charging the Ironclad with Behemoth. Sadly for Khador, Thorn is a bitch with Dodge and when Ruin rolls poorly on one of his initials Thorn says "thank you". This ensures tons of effort is spent to kill him. The plan still works though but Zerkova is super-exposed.


I could get 1 Lance and 1 Trencher on Zerkova, she has 0 focus and they would both get to charge. However, with only 3 models contesting the right flag and Behemoth contesting the left I figure it's a safer play to simply go for scenario. Ragman puts down Death Field, Stryker moves up and feats + fury on himself. Some nasty attacks later and Behemoth is nearly dead. I shuffle Fury to Lances which finish the job, the mount attacks going batshit at PS17 boosted (lol). The Trenchers end up auto-clearing the WGRC because of my feat and take the right flag. 5-0.


Victory to the Swans!

:: Evaluation ::

This list has so much damage output it's just ridiculous. Sure doesn't always feel like Cygnar!

Zerkova's problem here I think is mainly deployment. She doesn't commit to either of the flags and with her jacks all fucking around in the middle it's too easy for me to grab points. If she had skewed right for example and simply spammed that flag with jacks while taking the wall for cover herself I don't think I could've scored quickly enough. With more conservative play I think my opponent's in a lot better position.

My game plan worked, ish. I should maybe have spread Lances out some more to make it harder for Zerkova to cloud up, but with Torch + Behemoth + Rockets it's hard to really get reliable coverage. In any case a win's a win and playing Stryker3 sure feels like Warmachine on hard mode compared to my other casters so I'll take it!

Battle Report #352: Haley3 vs Vayl2

:: Prologue ::

Another WTC preparation game! My opponent was fielding an anti-Cygnar Legion list. Let's see if Haley3 can deal with this!

:: Lists ::

Cygnar:
(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
Opponent:
Vayl 2
- Naga Nightlurker
- Bolt thrower
- Seraph
- Ravagore
- Raek
- Ravagore
Shepherd x3
Gobber chef
Deathstalker x2
Hellmouth x2

:: Pre-Battle Thoughts & Deployment ::

Recon again and a good map for me, coven in the middle, solid protection for Prime on both flanks, hill and trench available. Awesome! I get first turn and my opponent wants to at least have angles for Prime so I get a hill and a trench to play around with. I skew on that flank and so does his Hellmouths.


:: Game ::

I establish the list, business as usual basically. The idea is to use the hill for what it's worth, place everything to punish the aggressive Hellmouths next turn and pew pew.


Hellmouths run in to remove dig in. Ravagores then blast the tentacles and boost damage on my guys. Interesting! Vayl spells some as well and then the second Hellmouth runs its tentacles to jam. Lol.


Ok, first things first: Those Hellmouths -have- to die- Ironclad is not important yet so it goes on anti-jam duty, which lets the Grenadiers and Charger take out Hellmouths. Past and Future spread out. Let the game begin!


A crucial turn sees Legion forget a Wraithbane and fluff a couple of important rolls. Ouch!


I contemplate feating but I don't have to. I can kill the Raek, Bolter, Deathstalkers and objective without so I end up doing just this and moving to 2-0 while establishing solid board control and pressure on both Vayl and scenario.


Vayl tries one last turn to get work done, but it fails.


This game is so over now that my opponent just forfeits. I can force hammer one Ravagore onto the other, 2 Lances and Ironclad are all in charge ranges and a Grenadier is alive. Did I mention I have feat intact?

Victory to the Swans!

:: Evaluation ::

Naga and double Ravagores is pretty solid anti-Cygnar tech... On paper. The lack of Typhon really reduces Vayl's ability to produce a very durable and powerful threat which I have to deal with ASAP. Ravagores are too expensive in Mk. 3 I believe and they lack the woah damage output on a single turn which the Typhon can produce.

In this game my opponent tried for a very aggressive play early on which failed. In part due to dice, in part due to me getting so much DEF-bonus granting terrain, in part due to Hellmouths being very aggressively deployment-wise. In any case Haley3 had the tools and I was able to capitalize on the openings I got and bring home a win! 

Battle Report #351: Haley2 vs Coven

:: Prologue ::

As part of our WTC preparations I played 2 games yesterday with the Haleys. First up was Haley2 vs Coven. We had a crazy map which was in Coven's favour by far. My idea going into this game was to try and slow the game down as much as possible as I believe attrition is in my favour if I can just control the pace of the game. Seeing as I don't face Cryx very often this would be interesting!

:: Lists ::

Cygnar:
(Haley2) Major Victoria Haley - WJ: +25 Fuel Cache
- 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:
The Witch Coven of Garlghast - WJ: +26
- Egregore
- Skarlock Thrall - PC: 4
- Barathrum - PC: 15 (Battlegroup Points Used: 15)
- Deathripper - PC: 6 (Battlegroup Points Used: 6)
- Deathjack - PC: 23 (Battlegroup Points Used: 5)
Necrotech - PC: 2
Machine Wraith - PC: 2
Machine Wraith - PC: 2
Bane Warriors - Leader & 5 Grunts: 10
Soulhunters - Leader & 4 Grunts: 18
Satyxis Raiders - Leader & 9 Grunts: 16
- Satyxis Raider Sea Witch - PC: 3

:: Pre-Battle Thoughts & Deployment ::

Recon with a big house in the very middle. Great, I am forced to commit Stormwall. Cryx gets first turn. I commit Stormwall opposite Satyxis as I want to control them with pod + eleaps and covering fires. I spread Lances out so as not to commit too heavily.


:: Game ::

Cryx run up. Soulhunters receive Occultation, Barathrum receives Infernal Machine. DJ goes B2B with Egregore for Stealth and Veil is put down to prevent Thorn being, well, Thorn.


I basically cannot effectively deal with the Soulhunters so I have to simply stay out of their threat range and try and get work done on the left flank. True to my plan I move for a slow game with pod + eleaps and TA on the Firefly. Deflection for good measure and right flank is very careful.


Coven try their best to move up, army covered by feat. Soulhunters move in, one gets the charge on the Ironclad. No significant damage done. No Witches on any flags.


I gotta counter-feat here and start clearing stuff out. There is no opening to get heavies now but I don't think I need it. TA on the Firefly and pod + electro leaps again lead to Satyxis dying in droves. Thorn and Ironclad take out 4 Soulhunters, great success!


Cryx simply reposition under Shift. One Witch goes on the flag. 1-0.


I have finally killed enough to start dealing with heavies. I am way up on attrition but I get too greedy and kill too many models instead of building Haley a proper fort. Barathrum goes does...


...but the Deathripper has an angle to run 14" up and see Haley. Poor play on my part and I get rightfully punished as the Coven kill me with spells.

Sadly, a loss for the Swans. 

:: Evaluation ::

The central house makes this game so hard. I can't threaten the zone, I can't effectively get to the heavies, I can't shift the Stormwall. Crazy maps are a part of WTC so getting some practice on wacky setups might not be the worst idea.

Cryx commit a bit too much in a couple of situations in this match, Raiders on the left and Soulhunters + Warriors on the right. The Coven has one job and that is rushing the right flag with Witches. Playing a bit more conservatively allows this I think. The way the game evolved all I had to do was protect Haley. I failed to do so but if I had built the fort properly I most likely would've won. Regardless, a well protected arc node coupled with a keen eye for angles let my opponent capitalize my mistake and he got a deserved win.


tirsdag 22. november 2016

Battle Report #349, #350: Sloan vs Rahn

:: Prologue ::

Time to bring out Sloan again! I figure I might try and expand my horizons a bit and I haven't played Sloan in ages. Sure, going for another new caster (e.g. Nemo3) would probably be better in that sense but there are variants of Sloan I haven't even considered. This should be interesting!

Facing me was Rahn. We discussed the matchup a bit and both agreed that Sloan was probably up. To help compensate for this fact we made a fairly Rahn-favourable board with tons of terrain in central positions, allowing him to get up the field without having his entire army wiped off of the table. Anyway, let's get to it!

:: Lists ::

Cygnar:
(Sloan 1) Captain Kara Sloan [+28]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Grenadier [9]
 - Grenadier [9]
 - Reinholdt, Gobber Speculator [4]
Captain Arlan Strangewayes [4]
Gun Mage Captain Adept [5]
Trencher Infantry (max) [16]
Opponent:
(Rahn 1) Adeptis Rahn [+26]
 - Sylys (4)
 - Chimera [8]
 - Chimera [8]
 - Sphinx [13]
 - Discordia [18]
House Shyeel Battle Mages [10]
House Shyeel Battle Mages [10]
Mage Hunter Infiltrators (max) [13]
 - Eiryss, Mage Hunter Commander [6]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
House Shyeel Magister [4]
Lanyssa Ryssyl, Nyss Sorceress [3]

:: Pre-Battle Thoughts & Deployment ::

This is a Sloan variant I was inspired to try seeing Ben Thomas and Ben Füzi in action at ClogCon. I simply had to put it down on the table! The idea is that the army can play in one of three ways, depending on what I face: The extended control on the Hunters allows me to wrap around drastically and create a ton of angles. The clouds combined with true sight means I can play very compact and thus use the Trenchers to great effect. Lastly I believe the list can spread out and fight a skirmish war. As ever, scenario can be a big problem.

For the first game I didn't really know what to do so I deployed symmetrically. I would normally have committed heavier to my right flank here but the terrain would have let him get some pretty sick angles if I had done so.


:: Game ::

Infiltrators don't respect my 22" so I shoot with all Hunters. 2 miss, 3 dead elves. Good start.


The infiltrators run to jam me.


Ok, Rahn in a Trench but he has but a single focus. If I can light up the Sphinx I can see him and reach him with all Hunters and Sloan. I figure this is a very good shot. Ideally I would have wanted to look for attrition options here, but. This is the first game with a new list. I need to find out how it plays. Besides I have time for one more game if the first game is over quickly so I go for it. Long story short I get all 13 shots but only 2 of them hit and Rahn survives on a handful of boxes. I concede the game as Sloan is in the open on 0 focus. We re-rack and this time Retribution goes first.

The idea now is largely the same. Since I don't start I spread out the Hunters a little more to discourage flanking moves.


Infiltrators move up very high and receive Polarity Shield.


My plan is fairly straight-forward: Aim and shoot as many Infiltrators as possible. Play the slow game and let my shooting do the work. Gather the army behind clouds and just wait.

Dice do -not- cooperate with me. At all. The Grenadiers and Sloan, all aiming with Guided Fire, kill a combined total of 3 Infiltrators. That's 8 shots needing, at worst, 8+ to hit on 3d6. I have to spend the rest of my list to kill the Infiltrators and even then Eiryss survives. This is pretty horrible. At least the Trenchers get the clouds up.


Rahn decides to feat for attrititon and a ton of Trencher sgo down. Luckily for me no serious damage is done to either of the jacks.


Discordia moved up to a threatening position and I could not let her have her way. I had to feat and remove her as a threat. However I also had 2 (!) arc nodes to beware of. I put as much focus as possible into boosting damage rolls, allowing Sloan to camp 0. It worked out in the end as I got both arc nodes, Discordia and a bit of collateral damage. However the lack of Trenchers meant that the Battle Mages would be getting some retaliation.


Rahn takes out the Grenadier on the right flank with a combination of his support elements and Sphinx. Without a functioning arc node though his presence just isn't the same. Battle Mages try and get work done but I am lucky with the damage allocation as it all spreads out fairly nice.


The dice from T1 are back and I struggle to do a whole lot. Granted I do get the Sphinx fairly low but with the amount of firepower I have that is to be expected. I was getting really anxious about the Battle Mages still at large though.


Luckily for me said Battle Mages still struggle to get a lot of work done. Outside of Rahn's feat they aren't that scary I suppose.


Rahn has been unable to find a position where he can score from and that is a godsend for me now. Scenario issues here would've been disastrous. I clear out a few mages more but still my attack rolls aren't really complying.


The grind goes on...


Finally the Retribution forces are starting to thin out. I manage to take out the rest. As I finish my turn with just taking potshots at Rahn the Hunters decide to show me that they love me and take him down.


Victory to the Swans!

:: Evaluation ::

A great couple of games! It might be the terrain, but I think this matchup was a lot closer than we had thought originally. We both had tons of fun and taking one game each means nobody walks away with the sour 0-2.

I think that this list requires you to be great at visualizing how the game will develop. The output potential is through the roof, but you have a lot of structural weaknesses and scenario angles which are hard to defend against.

The list performed well. I love the amount of shots I get. Pew pew! I look forward to playing this more in the near future.