:: Prologue ::
Having learned a couple of lessons we went at it again!
:: Lists ::
Cygnar:
"Lightning Stryke"
Theme: Storm Division
3 / 3 Free Cards 75 / 75 Army
Lord Commander Stryker - WJ: +28
- Squire - PC: 0
- Lancer - PC: 10 (Battlegroup Points Used: 10)
- Ol’ Rowdy - PC: 18 (Battlegroup Points Used: 18)
Journeyman Warcaster - PC: 0
- Firefly - PC: 8
Major Katherine Laddermore - PC: 8
Stormblade Captain - PC: 5
Storm Lances - Leader & 4 Grunts: 20
Storm Lances - Leader & 4 Grunts: 20
Stormblade Infantry - Leader & 5 Grunts: 10
- Stormblade Infantry Storm Gunner - PC: 2
- Stormblade Infantry Storm Gunner - PC: 2
- Stormblade Infantry Officer & Standard - Officer & Standard: 0
Opponent:
:: Pre-Battle Thoughts & Deployment ::
As with our last game the Trolls went first. I had the same basic plan.
:: Game ::
This time the advance is more aggressive with Rush coming out to help the heavy hitters move up.
I did something I normally don't here. I wasn't sure whether to commit a sizeable amount of models or try and wait for another turn so I waited. I usually push when I'm in doubt. I probably should have pushed the Blades up the center with Arcane Shield on Ol' Rowdy behind, although some of Doomie's beasts are up ahead it's far from all of them so it's hard to land a proper alpha. Anyway, I took the conservative approach and flanked wide.
Trollbloods establish themselves in the center. The Earthborn is loving the combination of water + wall on the left flank and the right flank is temporarily left alone.
I make a couple of less-than-optimal plays here. The left Lances flank too wide and the right Lances move to the flag. I could and should have put Laddermore to take that flag. Oh well. Blades spread out. Stryker moves within threat range of Earthborn. I figure with Rowdy B2B, max camp and shield I'm fine. He can't reach me without Rush.
The alpha comes out! Mulg with Wild Aggression goes batshit on the right flank. In the center the Mauler lacked rush and couldn't Overtake into the 'blades following the objective's destruction. The Earthborn took the left flag. 1-3.
Feat turn for sure. I needed Stryker to deal with the Earthborn. Since he was DEF14 ARM22 I figured Positive Charge would be the best solution here, ensuring I'd hit on 5+ and not 7+ and with feat anyway it might help some additional attacks. Stryker himself fluffed and left the Earthborn on a few boxes. I didn't dare to spend my last focus but hoped Rowdy would finish him. Luckily for me, he did.
Meanwhile the Blades and Support in the center and on the right flank showed how lethal they are as they took out both the Mauler and Mulg. I finished off my turn with making a big "shield" for Stryker.
Yeah, Cygnar's toughest guy loves leading from the front.
My opponent tries to make a play for attrition, but I have oh-so-many models left.
I wipe out his beasts and we call the game.
:: Evaluation ::
A lot closer than game 1 for sure! A more aggressive play from the Trollbloods coupled with indecision and a few mistakes from me made the game very interesting for a while. The sheer amount of models here enabled a ton of work for me. Mulg killed 4 Storm Lances and 2 Storm Blades on his feat turn, yet I still had enough punch to take him out. I'm positively impressed by what this list seems to be capable of.
Doomie2 is a pain to plan against. The combination of huge threat ranges and Overtake means it's nigh impossible to predict all angles. With the "usual" solution of Haley2 TK / feat it would probably be a lot easier, but for Stryker it was painful and I think I was too cautious.
A great set of games and a lot of thoughts yet again on what Cygnar can and cannot play.
Hoarluk Doomshaper, Rage of Dhunia - WB: +27
- Trollkin Runebearer - PC: 0
- Earthborn Dire Troll - PC: 15 (Battlegroup Points Used: 15)
- Mulg the Ancient - PC: 19 (Battlegroup Points Used: 12)
- Troll Axer - PC: 10
- Storm Troll - PC: 9
- Storm Troll - PC: 9
- Dire Troll Mauler - PC: 15
- Dire Troll Mauler - PC: 15
Troll Whelps - 5 Whelps: 0
Northkin Shaman - PC: 0
Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6
- Stone Scribe Elder - PC: 3
:: Pre-Battle Thoughts & Deployment ::
As with our last game the Trolls went first. I had the same basic plan.
:: Game ::
This time the advance is more aggressive with Rush coming out to help the heavy hitters move up.
I did something I normally don't here. I wasn't sure whether to commit a sizeable amount of models or try and wait for another turn so I waited. I usually push when I'm in doubt. I probably should have pushed the Blades up the center with Arcane Shield on Ol' Rowdy behind, although some of Doomie's beasts are up ahead it's far from all of them so it's hard to land a proper alpha. Anyway, I took the conservative approach and flanked wide.
Trollbloods establish themselves in the center. The Earthborn is loving the combination of water + wall on the left flank and the right flank is temporarily left alone.
I make a couple of less-than-optimal plays here. The left Lances flank too wide and the right Lances move to the flag. I could and should have put Laddermore to take that flag. Oh well. Blades spread out. Stryker moves within threat range of Earthborn. I figure with Rowdy B2B, max camp and shield I'm fine. He can't reach me without Rush.
The alpha comes out! Mulg with Wild Aggression goes batshit on the right flank. In the center the Mauler lacked rush and couldn't Overtake into the 'blades following the objective's destruction. The Earthborn took the left flag. 1-3.
Feat turn for sure. I needed Stryker to deal with the Earthborn. Since he was DEF14 ARM22 I figured Positive Charge would be the best solution here, ensuring I'd hit on 5+ and not 7+ and with feat anyway it might help some additional attacks. Stryker himself fluffed and left the Earthborn on a few boxes. I didn't dare to spend my last focus but hoped Rowdy would finish him. Luckily for me, he did.
Meanwhile the Blades and Support in the center and on the right flank showed how lethal they are as they took out both the Mauler and Mulg. I finished off my turn with making a big "shield" for Stryker.
Yeah, Cygnar's toughest guy loves leading from the front.
My opponent tries to make a play for attrition, but I have oh-so-many models left.
I wipe out his beasts and we call the game.
Victory to the Swans!
:: Evaluation ::
A lot closer than game 1 for sure! A more aggressive play from the Trollbloods coupled with indecision and a few mistakes from me made the game very interesting for a while. The sheer amount of models here enabled a ton of work for me. Mulg killed 4 Storm Lances and 2 Storm Blades on his feat turn, yet I still had enough punch to take him out. I'm positively impressed by what this list seems to be capable of.
Doomie2 is a pain to plan against. The combination of huge threat ranges and Overtake means it's nigh impossible to predict all angles. With the "usual" solution of Haley2 TK / feat it would probably be a lot easier, but for Stryker it was painful and I think I was too cautious.
A great set of games and a lot of thoughts yet again on what Cygnar can and cannot play.
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