torsdag 29. desember 2016

Battle Report #384: Haley3 vs Tanith

:: Prologue ::

Got in a game of Haley3 vs Tanith yesterday. This was likely my last game in 2016! The scenario was Take and Hold and my opponent chose Tanith because his pairing had Una2 without a Pureblood. I guess I can empathize.

:: 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:
Tanith
- Woldwrath
- Winter Argus
- Argus
- Pureblood
Reeves of Orboros
- UA
2x Sentry Stones
2x Shifting Stones

:: Pre-Battle Thoughts & Deployment ::

I got to choose sides so I picked a side with nicely packed defensive terrain. Awesome! The plan was to brick up centrally and use the Grenadiers to apply pressure to whatever came close.


:: Game ::

Circle runs up.


This is how you play Haley3! Proxy much?


Having figured out how to create the traffic jam I wanted I spent a few minutes moving everything in place. I emptied Prime's focus to get up Distortion and Supremacy.


Circle keep advancing. A mannikin is sacrificed so the Woldwrath can create a huge 5" no-go zone for my Trenchers. The Pureblood moved up for a cheeky play, forgetting Ragman has sac pawn!


A huge clusterfuck of a turn. The Ironclad can charge the Pureblood so initially I plan for this to start the piece trade. Half-way through this plan I realize I can just shoot it and keep the Cloudwall! Awesome, don't even need to feat.

Due to a bit of marker mess-up I wasn't aware that the Pureblood had Admonition so since I didn't feat I couldn't Repudiate it. I moved Past to get it in range of Temporal Distortion and it moved away. Christ. This messed up my cloud-wall plans something aweful but at least my Grenadiers still got the job done and killed the annoying wolf. I put up what clouds I could and positioned everything to counter-attack whatever came in return.


Reeves advance and start shooting. Surprisingly little damage, the Storm Lances bear the worst of it. One Reeve messed up its positioning and this meant that the Woldwrath couldn't charge my Grenadier on the right any longer. It had to simply shoot instead. Tanith feated but despite Circle's best efforts I was more or less unharmed.


I mop up the Woldwrath, most of the Reeves and a Sentry Stone.


The game is effectively over so my opponent concedes.

Victory to the Swans!

:: Evaluation ::

A fitting way to end the year: Winning! That being said, this was a mess of a game. There are so many rather bad mistakes on both sides: The Pureblood moving up like that, me not realizing the Pureblood had Admonition (I seriously blame tokens for this), the Woldwrath not getting to charge etc.

It feels like Haley3 is massively up here though, I don't really know what Tanith can do. Perhaps an early feat and slinging spells through an Argus running into the clouds is a viable approach. Once the Trenchers start being thinned out the Reeves become a lot more dangerous. Still though there are so many threats from Cygnar here and even the Woldwrath falls quickly if it gets up close and personal.

I think Una2 would be the better drop, even without a Pureblood. I suppose my opponent was worried because I had Sloan as my second list, but Sloan would steamroll Tanith even worse I believe. 

lørdag 24. desember 2016

Post-Errata: Thoughts on the Current Meta

:: Introduction ::

Back in September, I made a post which you can find here, where I discussed faction strengths. The idea was to provide a template of what you can expect to face in a competitive setting. Selecting vanilla armies was the goal. Varieties will always exist but having a starting point helps players evaluate what the meta's like.

I found the summary I made then very useful. I figured I'd try to make a new such post every now and then. It helps me structure my approach to the game and it provides a lot of discussion points. Last time I wrote a meta post the lists were all over the place. I think they have settled down somewhat now. Granted the errata is still very fresh and its implications may indeed change the meta upside down again. If it will not, then maybe Theme Forces will. They are right around the corner after all, and if just a couple of them prove to be as solid as Kingmaker's we can see big power shifts.

Keep in mind that this is from a competitive point of view, obviously my opinion and compressed for the sake of my own sanity. Listing all permutations would take forever and provide little value, therefore I've deliberately omitted a couple of lists here and there.




:: Faction Ranking ::

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

Since last time Circle and Khador swapped places. This can be summarized as follows: Una2, Karchev's Mad Dogs. Protectorate moved up a notch, because High Reclaimer and Amon/Severius2 make such a strong pairing. It keeps performing well and the lists have been fine-tuned. I also bumped Mercenaries because of how strong Ossrum is. Granted Magnus2 got a bit of a nerf in the shape of no power attacks on friendly models, but Damiano still looks super solid. 

Cryx and Legion were bumped a notch. Cryx have one solid pairing in the shape of Deneghra1/Coven. It looks decent into most things. Legion got an implicit buff because they are inherently strong vs Circle and the lack of Mad Dogs means they can make Absylonia2 lists without skewing so hard and thus handle all-comers better. 

Trollbloods, Convergence and Skorne fill our bottom tier. In my experience these all have a number of difficult pairings and will often struggle to even have game, especially into the powerhouse casters. 

Time for the sample lists! 


:: Circle ::

(Una2) Una the Skyhunter [+29]
 - Pureblood Warpwolf [17]
 - Scarsfell Griffon [8]
 - Scarsfell Griffon [8]
 - Scarsfell Griffon [8]
 - Scarsfell Griffon [8]
 - Scarsfell Griffon [8]
 - Razorwing Griffon [7]
 - Gorax Rager [7]
Shifting Stones [3]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Tharn Bloodtrackers (max) [16]
Blackclad Wayfarer [4]

(Wurmwood) Wurmwood, Tree of Fate [+27]
 - Cassius the Oathkeeper
 - Feral Warpwolf [18]
 - Pureblood Warpwolf [17]
 - Megalith [20]
 - Ghetorix [21]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Blackclad Wayfarer [4]
Farrow Bone Grinders (min) [5]
Swamp Gobber Chef [1]
Shifting Stones [3]
Shifting Stones [3]

(Baldur2) Baldur the Stonesoul [+30]
 - Feral Warpwolf [18]
 - Megalith [20]
 - Pureblood Warpwolf [17]
 - Pureblood Warpwolf [17]
Shifting Stones [3]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Wrong Eye [17]
 - Snapjaw
Shifting Stones [3]

Baldur better without Wold. Too clumsy, poor synergy with Rock Wall, vulnerable to alpha. Tanith, Kromac1 and Kromac2 have also been somewhat popular. Una2 and Wurmwood is the obvious pair. Baldur2 is also very strong. 


:: Cygnar ::

(Haley2) Major Victoria Haley [+25]
 - Ironclad [12]
 - Stormwall [39]
 - Thorn [13]
 - Squire [5]
Storm Lances (min) [12]
Field Mechaniks (min) [3]
Journeyman Warcaster [4]
 - Firefly [8]
Ragman [4]

(Haley3) Major Prime Victoria Haley [+25]
 - Grenadier [9]
 - Grenadier [9]
 - Ironclad [12]
 - Thorn [13]
Storm Lances (max) [20]
Trencher Infantry (max) [16]
Journeyman Warcaster [4]
 - Charger [9]
Ragman [4]
Rhupert Carvolo, Piper of Ord [4]

(Sloan) Captain Kara Sloan [+28]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Reinholdt, Gobber Speculator [4]
Rangers [9]
Trencher Infantry (min) [10]
 - Trencher Infantry Officer & Sniper [5]
 - Trencher Infantry Rifle Grenadier (3) [6]
Gun Mage Captain Adept [5]
Gun Mage Captain Adept [5]
Captain Arlan Strangewayes [4]

Caine2 might still be legit. In my opinion it's hard to tell how hard the errata really hit him. Haley2 come in many variants, from the Thornwall example above to multiple heavies to Storm Lance spam. 


:: Protectorate ::

(High Reclaimer) The High Reclaimer [+32]
 - Scourge of Heresy [16]
 - Devout [9]
 - Dervish [7]
 - Hierophant [3]
Choir of Menoth (min) [4]
Flame Bringers (max) [17]
Knights Exemplar [9]
 - Knights Exemplar Officer [5]
Knights Exemplar [9]
 - Knights Exemplar Officer [5]
The Covenant of Menoth [4]
Allegiant of the Order of the Fist [3]
Wrack [1]
Idrian Skirmishers (min) [9]
 - Idrian Skirmisher Chieftain & Guide [5]
Vassal Mechanik [1]

(Severius2) Hierarch Severius [+26]
 - Templar [15]
 - Templar [15]
 - Templar [15]
 - Blessing of Vengeance [13]
 - Scourge of Heresy [16]
Daughters of the Flame [10]
Choir of Menoth (max) [6]
Allegiant of the Order of the Fist [3]
Vassal of Menoth [3]
Vassal of Menoth [3]
Wrack [1]
Vassal Mechanik [1]

(Amon) High Allegiant Amon Ad-Raza [+29]
 - Devout [9]
 - Dervish [7]
 - Dervish [7]
 - Dervish [7]
 - Dervish [7]
 - Dervish [7]
 - Dervish [7]
 - Dervish [7]
 - Templar [15]
 - Templar [15]
Choir of Menoth (min) [4]
Choir of Menoth (min) [4]
Allegiant of the Order of the Fist [3]
Wrack [1]
Vassal Mechanik [1]
Anastasia di Bray [3]

Undoubtedly the 3 strongest Protectorate casters at the momemt. Variants of Severius2 with more shooting are common as well. 


:: Mercenaries ::

(Ossrum) General Ossrum [+28]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Reinholdt, Gobber Speculator [4]
Horgenhold Forge Guard (max) [16]
Lady Aiyana & Master Holt [8]
Eiryss, Mage Hunter of Ios [7]
Anastasia di Bray [3]
Kell Bailoch [5]
Horgenhold Artillery Corps [6]
Horgenhold Artillery Corps [6]

(Damiano) Captain Damiano [+28]
Theme: The Kingmaker's Army
 - 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]
Kell Bailoch [0]
Raluk Moorclaw, the Ironmonger [4]

Magnus2 received a bit of an implicit nerf in the errata. Without the ability to throw him up the field for feat jank I think he will be significantly less popular. However he is a solid caster so I expect to still see him. Gorten also feels legit but falls in the shadow of Ossrum. Lastly, Exulon Thexus is an underrated caster and Cephalyx are strong with some interesting good matchups. Maybe we'll also see Bartolo Montador, his ARM-skew can be scary. 


:: Khador ::

(Vlad1) 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

(Vlad2) Vladimir Tzepesci, The Dark Champion [+27]
- Conquest [37]
Iron Fang Uhlans (min) [12]
Iron Fang Uhlans (min) [12]
Winter Guard Rifle Corps (max) [13]
- Winter Guard Rocketeer (3) [6]
Kovnik Jozef Grigorovich [4]
Man-O-War Drakhun [9]
Man-O-War Drakhun [9]

(Irusk2) 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

Harkevich with triple Kodiak, Butcher1, Butcher3, Sorscha1 and Zerkova1 all show potential as well. Khador simply has a ton of interesting casters to choose from. With Karchev's Mad Dogs dead I expect it will take some time for them to find their new pair(s).


:: Retribution ::

(Issyria) Issyria, Sibyl of Dawn [+29]
 - Hyperion [36]
 - Phoenix [18]
Elara, Tyro of the Third Chamber [4]
 - Discordia [18]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Dawnguard Invictors (max) [16]
 - Dawnguard Invictor Officer & Standard [4]
Lanyssa Ryssyl, Nyss Sorceress [4]

(Kaelyssa) Kaelyssa, the Night's Whisper [+29]
 - Hyperion [36]
Elara, Tyro of the Third Chamber [4]
 - Discordia [18]
Arcanist Mechanik [2]
Dawnguard Sentinels (max) [18]
 - Dawnguard Sentinel Officer & Standard [4]
Dawnguard Sentinels (max) [18]
 - Dawnguard Sentinel Officer & Standard [4]

(Vyros2) Vyros, Incissar of the Dawnguard [+27]
 - Imperatus [22]
 - Griffon [8]
 - Griffon [8]
 - Griffon [8]
 - Griffon [8]
 - Griffon [8]
 - Griffon [8]
Dawnguard Sentinels (max) [18]
 - Dawnguard Sentinel Officer & Standard [4]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Lanyssa Ryssyl, Nyss Sorceress [4]

Rahn and Helynna seem to be quite popular as well, though meta-dependent. I assume Ossyan is more or less gone due to losing Deadeye. Kaelyssa variants with more shooting and Issyria variants with more melee exist as well. 


:: Cryx ::

(Deneghra1) Warwitch Deneghra [+28]
 - Nightwretch [7]
 - Nightwretch [7]
 - Barathrum [15]
Satyxis Raiders (max) [16]
 - Satyxis Raider Sea Witch [3]
Satyxis Gunslingers [7]
Satyxis Gunslingers [7]
Pistol Wraith [5]
Wrong Eye [17]
 - Snapjaw
Cylena Raefyll & Nyss Hunters (max) [19]

(Coven) The Witch Coven of Garlghast [+26]
 - Egregore
 - Barathrum [15]
 - Deathjack [23]
 - Deathripper [6]
 - Skarlock Thrall [4]
Satyxis Raiders (max) [16]
 - Satyxis Raider Sea Witch [3]
Soulhunters (min) [11]
Soulhunters (min) [11]
Bane Warriors (min) [10]
Machine Wraith [2]

Coven and Deneghra1 make a pretty decent pair. Skarre1 is also a commonly seen Cryx caster. Cryx are somewhat rigid and their powerful builds are limited both in terms of caster and unit/warjack choices. This is their main weakness but they sort of make up for it by having a surprising amount of playable matchups against the top dogs. 


:: Legion ::

(Lylyth3) Lylyth, Reckoning of Everblight [+29]
 - Naga Nightlurker [8]
 - Nephilim Bolt Thrower [11]
 - Succubus [4]
 - Typhon [24]
 - Carnivean [19]
 - Seraph [14]
Strider Scouts [9]
 - Strider Scout Officer & Musician [4]
Blighted Nyss Shepherd [1]
Blighted Nyss Shepherd [1]
The Forsaken [4]
Ogrun Bokur [5]

(Vayl2) Vayl, Consul of Everblight [+28]
 - Nephilim Bolt Thrower [11]
 - Seraph [14]
 - Typhon [24]
 - Raek [8]
 - Raek [8]
Blighted Nyss Raptors (max) [18]
Hellmouth [6]
Blackfrost Shard [9]
Blighted Nyss Shepherd [1]
The Forsaken [4]

(Absylonia2) 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
-    Carnivean - PC: 19
-    Carnivean - PC: 19
Spell Martyr - PC: 1
Spell Martyr - PC: 1
Blighted Nyss Shepherd - PC: 1
Blighted Nyss Shepherd - PC: 1
The Forsaken - PC: 4

In addition to these casters I am curious to see Fyonna2 in the time to come.


:: Minions ::

(Rask) 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
Unfortunately I'm still lacking experience vs Minions. Arkadius, Carver and possibly Midas in Thornfall Alliance look interesting.


:: Skorne ::

(Hexeris2) Lord Arbiter Hexeris - WB: +27
-    Cyclops Brute - PC: 8
-    Cyclops Raider - PC: 9
-    Mammoth - PC: 38 (Battlegroup Points Used: 27)
-    Scarab Pack - PC: 10
-    Titan Gladiator - PC: 14
Extoller Soulward - PC: 3
Mortitheurge Willbreaker - PC: 4
Swamp Gobber Chef - PC: 1
Swamp Gobber Chef - PC: 1
Paingiver Beast Handlers - Leader & 5 Grunts: 7
Venator Flayer Cannon Crew - Gunner & Grunt: 5
Swamp Gobber Bellows Crew - Leader & 1 Grunt: 2

(Makeda2) Supreme Archdomina Makeda [+24]
 - Despoiler [18]
 - Basilisk Krea [7]
Paingiver Beast Handlers (min) [5]
Tyrant Commander & Standard Bearer [6]
Praetorian Ferox (max) [21]
Praetorian Ferox (max) [21]
Mortitheurge Willbreaker [4]
Mortitheurge Willbreaker [4]
Void Spirit [4]
Tyrant Rhadeim [9]

I expect Skorne to change drastically post-errata. 


:: Convergence ::

(Lucant) 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) 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

Lucant is also very popular with heavy spam, leaving the Prime Axiom at home. With his new-found buff back to good old Deceleration I expect him to become a stronger caster by far. 


:: Trollbloods ::

(Madrak2) 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: 4
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) 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

I don't know Trollbloods too well but this seems to be the two most popular ones. Doomie3, Horgle2 and Grim1 also look interesting. 


Keep in mind that this post is meant to be an overview, showing vanilla armies where possible. I've tried my best to select lists from tournament participation, preferably successful ones. If you have any input, please leave a reply in the comments below!

torsdag 22. desember 2016

Battle Report #383: Sloan vs Kaelyssa

:: Prologue ::

Last game of the day and my last game for a short while. Christmas is upon us (yay!) and I'll be away for some days.

I was playing Sloan into Kaelyssa on Extraction. Kaelyssa with dude spam. Lol.

:: Lists ::

Cygnar:
(Sloan 1) Captain Kara Sloan [+28]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Reinholdt, Gobber Speculator [4]
Rangers [9]
Trencher Infantry (max) [16]
Captain Arlan Strangewayes [4]
Gun Mage Captain Adept [5]
Alexia Ciannor & the Risen [10]
Opponent:
Kaelyssa
- 2x Banshee
- Discordia
2x Arcanist
Max Sentinels
- UA
Max Sentinels
- UA

:: Pre-Battle Thoughts & Deployment ::

Kaelyssa gets first turn. Again, I want a skewed setup. I can't handle two units of Sentinels at once. I elect to skew on the side opposite where his Sentinels have to cross double rough terrain. This leaves me with the "fast" Sentinels first, hopefully letting me handle them in waves.


:: Game ::

Kaelyssa runs everything up, full speed. Sentinels on the right receive Blur. Good call, otherwise I could feat to try and take them out immediately.


I figure the two Banshees are worth going for. I feat but dice don't agree and one survives on quite a few boxes. I'm a little too passive with both Alexia and Trenchers.


Both units of Sentinels run up with mini-feats.


I've gotta kill Discordia. This means I can't kill any Sentinels because I can't tank Vengeance.


Turn 3 and not a single Sentinel has died. They are starting to make an impact. On the bright side Alexia is getting souls. Retribution moves to 2-0.


Undead recursion start to turn the tide on the Sentinels but they are so many and my Risen are so weak! One Thrall is summoned to run and contest.


Grind goes on. I start to lose Hunters. It's ok, I just need to buy time and I'm happy to keep the other Sentinels away for now. 3-0.


I kill off most of the remaining blue Sentinels. I'm getting somewhere, but I'm not sure it's fast enough. A Thrall charges the Arcanist on the flag but misses.


Sentinels are done clearing back lines. 4-0.


I kill the 2 Sentinels near the objective and as many other Sentinels as I can. Alexia has a ton of Risen and I use some to block off LoS whereas the rest run to contest.


I've put up one hell of a fight, courtesy of Alexia. However the Risen aren't numerous enough, Sentinels with Vengeance wreak a heavy toll on them and wipe out enough for Retribution to score the 5th CP and win a very long and grindy game.

Sadly, a Loss for the Swans. 

:: Evaluation ::

Obviously double Sentinels mean bad news for Sloan. Too many bodies which are too fast, tanky and dangerous. Always problematic. Alexia is fantastic and does an absolutely crazy good job of keeping the tide at bay. Ironically I would've won the attrition game eventually the way this evolved. Scenario is ever present though.

My feat turn is bad in terms of dice. This is very problematic for Sloan because it cascades down. I have to spend shots on the Banshee later on, which means less shots vs Sentinels, which means more attacks (2 per model because of vengeance even). It all adds up and with this many turns it does so exponentially. This is a big reason of why I'm not a fan of casters like Sloan to begin with: So much hinges on your dice not being slightly below average when you make the ranged alpha. It's unforgiving, quite simply.

An interesting set of games today and lots of learning points and list variants to contemplate!


Battle Report #382: Stryker3 vs Kaelyssa

:: Prologue ::

Game 3 today, Stryker3 vs Kaelyssa. Troop-spam vs troop-spam. Almost makes me nostalgic as it feels like Mk. 2!

:: Lists ::

Cygnar:
Stryker3
- Gallant (proxied by Stormclad)
- Ironclad
Maxwell Finn
Alain Runewood
Max Trenchers
Max Trenchers
Max Lances
Min Lances
Opponent:
Kaelyssa
- 2x Banshee
- Discordia
2x Arcanist
Max Sentinels
- UA
Max Sentinels
- UA

:: Pre-Battle Thoughts & Deployment ::

We are playing Extraction and I'm moving first. The idea is to overload a flank, just completely wipe it out and go from there.


:: Game ::

Stuff runs up as far as it can get.


Kaelyssa feats and runs everything up.


I have a decision to make: Full speed ahead and jam or pull back and wait for a better opportunity? I think both plays might have merit. When in doubt, push!


My opponent does not miss a single attack this entire turn. Granted it's 6s and 7s but still. Stuff dies.


I feat and counter-attack but it's not enough. Game is effectively over.


My opponent hits back and when he's done there are no win conditions left for me and I concede.

Sadly, a Loss for the Swans. 

:: Evaluation ::

Well it turns out jamming isn't the best option. Pulling back would be better and might even have been enough to put me ahead in the game to be honest. I think the list is still interesting despite being 0-2 now. Stress-testing it with some crazy plays helps me learn its limits.

Losing Gallant was a bad mistake. No reason to put him in Sentinel charge range. With him alive I might've been able to get more work done despite the jam disaster. Live and learn!

Battle Report #381: Stryker3 vs Rahn

:: Prologue ::

Second game of the day: Stryker3 vs Rahn. I have a troop-spam variant of Stryker3 I'm trying out since I wasn't happy with the Stormwall experiment. Rahn is a solid caster and provides a ton of resistance. Let's get to it!

:: Lists ::

Cygnar:
Stryker3
- Gallant (proxied by Stormclad)
- Ironclad
Maxwell Finn
Alain Runewood
Max Trenchers
Max Trenchers
Max Lances
Min Lances
Opponent:
Rahn
- Chimera
- Chimera
- Hyperion
3x Arcanist
Battle Mages
Battle Mages
Max Mage Hunter Infiltrators
- Eiryss3

:: Pre-Battle Thoughts & Deployment ::

We are playing Outlast and I move first. I want to play symmetrically here. Rahn will have no-charge on something. Wherever it's not I threaten to completely smash the flank.


:: Game ::

Trenchers all move up 6" and dig in. Lances run to flanks. Gallant and Ironclad cautiously await where they're needed. Finn takes a trench on the left.


Infiltrators run and jam with no charge spell. Rahn kills a Lance with Force Hammer on the right flank and TKs another.


Trenchers on the left spread out. Lances assault Hyperion to e-leap, killing 2 arcanists and 1 infiltrator. Another infiltrator fucked up his arc and Finn charges him in the back, pac-man-styling half the unit before I fail my 6+.

Trenchers clean up the rest of the infiltrators near me. Alain uses Reveille so a KD'd Lance can charge the Chimera on the right flank. I cast Fury on them and hide behind a rock.


...and I die. Rahn slams a Lance onto Stryker and then TKs him away. Eiryss and Hyperion shoot, good game. My fort was too poorly made: Should have been like this.


With that setup it's impossible to get the slam, vision and TK on Stryker which is needed. It felt like Rahn had huge attrition issues here. Oh well.

Sadly, a Loss for the Swans. 

:: Evaluation ::

Setup and T1 is fairly legit. A little poor with the Lances on the right being slammable into each other. The main mistake is building a poor fort Stryker though which ends the game early on. If he had not died I'm really unsure of what Rahn could've done. I.e., if assassination is off the table how does he approach the game? Feating for attrition here is hard, he can't touch Gallant and he'll struggle with the zones.

Anyway, list is promising, Stryker protection-execution not so much. Practice needed!

Battle Report #380: Haley3 vs Lylyth3

:: Prologue ::

My regular Legion opponent had asked for a Haley3 game today so I obliged. Lylyth3 vs Haley3 is a very taxing matchup to play. It's dicey, explosive and requires 100% attention to detail from deployment onwards. No time to build anything up, it's go time from the clock starts. That being said, it's interesting, feels close and can definitely swing both ways.

:: 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:
Lylyth3
- Succubus
- Typhon
- Carnivean
- Naga
- Bolter
- Seraph
2x Shepherd
Forsaken
Ogrun Bokur
Striders
- UA

:: Pre-Battle Thoughts & Deployment ::

We are playing Outlast. I win the roll-off. Opponent gives me a wood between the zones, somewhat on my side. I eye it immediately as fort Haley/junior material. I also have a cover piece I can use and subsequently advance to a hill in the middle of the zone. Good start! Also: Haley3 list made it through errata unscathed. Awesome!


:: Game ::

Trenchers and Grenadiers move up and dig in. I place as much as I can within Temporal Distortion.


Striders take out 4 (!) Trenchers. Lylyth and Bolter take out 2 Lances.


As per usual in this matchup it comes down to an all-in turn. The Typhon is positioned so that I can slam it out of Wind Wall and follow up with shooting from Grenadiers. I pre-measure a ton of stuff, make plans to advance with everything else as well and feat.

Past rolls triple 1s for Force Hammer. Prime has 4 after having allocated. Lol. No distortion for me. I actually concede the game here because I figure there's no way I can get enough work done the way things are now. Considering the circumstances however we have "nothing better to do" (read: no-one else to play and not enough time to start a new game) so we play it out.

Prime hits her Force Hammer. Future moves up and the shooting begins. Typhon dies and the bolter loses its Body. The Lances assault. I am hoping to get a hit on the bolter to fry the Shepherd behind so it cannot be healed unless Lylyth gets to work. It fails. Ironclad runs up so all of my jacks are aggressively placed. Tons of models to kill, but no Temporal Distortion.


Lylyth receives Wraithbane and goes for Echoes. I had blocked up Prime sufficiently to deny assassination angles, placing Junior pretty far up to let the Charger get work done and be a juicy target to distract from echoes and Prime.

However Lylyth gets greedy and tries to get both. She gets neither. This sets up for a disastrous turn as there are no options left to kill either of the echoes and Lylyth has done nothing to help the remains of her army attrition. The Carnivean kills the Ironclad and badly mangles Thorn, but that's about it really.


I'll let this picture speak for itself:


There is unfortunately one final angle here for Prime, and that is the Seraph moving up to try and shoot her. I've been greedy so Prime is at 0 focus. The Seraph receives Wraithbane and gets 3 shots, but dice don't co-operate and Prime lives. Legion concedes.

Victory to the Swans!

:: Evaluation ::

A classic game in this matchup, showing the strengths, weaknesses and nail-biters from both sides well.

Losing 4 Trenchers bottom of 1 hurt. Striders are a fucking pain. Perhaps it's worth throwing out Tactical Supremacy and clouding up for actually. If I go aggro turn 2 the Trenchers will likely run anyway so the reduced advance distance hardly matters.

The feat turn is a legit angle to go for. Unfortunately I messed up focus allocation. Should've been better. Future doesn't need to do work here I think, at least not as much. That lets Prime have 6, just in case. The moral of the story is to keep playing. I do believe my opponent could have made significant better plays than go for Echoes on his feat turn. If he just cripples the Ironclad + Thorn and kill Trenchers + Junior with stationary hits on Lances I think it's game. Echoes are strong but they were in no position to get back from such an attrition advantage here.