mandag 28. mars 2016

Battle at Lund - Introduction

This weekend I attended my first tournament abroad in Warmahordes. I've played Warhammer tournaments in multiple countries but this was a first for this system. For me, going on various trips is a big part of this hobby. Anyway, I digress. Battle at Lund was a 3-day convention with ~60 players and ~7 tournaments in total. I attended Swedish Masters on Friday, Road to Invitationals on Saturday and the Invitiationals on Sunday (the top 16 players from previous tournaments qualified for the Sunday tournament). I also got in a couple of practice games while I was there, for good measure. In total I played 16 games over 4 days and I was quite exhausted when we were done yesterday.

The lists I played this weekend were as follows:

Haley2: 
Major Victoria Haley - WJ: +5
- Squire
- Stormwall - PC: 19
- Lightning Pod
- Thorn - PC: 8
Journeyman Warcaster - PC: 3
Eiryss, Angel of Retribution - PC: 3
Gastone Crosse - PC: 3
Reinholdt, Gobber Speculator - PC: 1
Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 4
Black 13th Gun Mage Strike Team - Lynch, Ryan & Watts: 4
Arcane Tempest Gun Mage Pistoleers - Leader & 5 Grunts: 6
- Arcane Tempest Gun Mage Officer - Officer 2

Haley3: 
Major Prime Victoria Haley - WJ: +3
- Squire
- Charger - PC: 4
Journeyman Warcaster - PC: 3
Haley Future - PC: 0
Haley Past - PC: 0
Rhupert Carvolo, Piper of Ord - PC: 2
Captain Maxwell Finn - PC: 3
Ragman - PC: 2
Stormsmith Stormcaller - PC: 1
Alexia, Mistress of the Witchfire - PC: 4
Viktor Pendrake - PC: 2
Savio Montero Acosta - PC: 3
Storm Lances - Leader & 4 Grunts: 11
Trencher Infantry - Leader & 5 Grunts: 6
Horgenhold Forge Guard - Leader & 9 Grunts: 8
- Captain Jonas Murdoch - Murdoch 2
Haley2 faces Dr Arkadius in a practice game. I find this to be a surprisingly hard matchup for her.
After the Norwegian Masters in January I sat down with different lists. I experimented with some SUSS-casters like Kraye and Nemo2 briefly, moved through other popular casters like Stryker2 and finally settled on the Haley2/Haley3 pairing. My Haley2 list started off as a variation of Trevy's Heroes but took a turn for the experimental: I basically made a list which asks the question - How much shooting can you take before it's too much and you need more support? My previous Haley2 lists have typically been scenario lists. I believe TAC are required for this. While TAC is a great support unit, absolutely tremendous value for 4 points, they do not help you put pressure on the table in the early stages of the game. I have a philosophy that shooting is a dominant factor in most miniature games and wanted to see how far I could push it. Knowing full well how much ranged power my list presents even with choices like TAC and Alexia2 I thus wanted to see if I could simply out-attrition just about everything while keeping Haley safe if those 8 points were shoved into even -more- shooting. Suffice is to say, that experiment got put to the test this weekend!

A terrible string of T1 mistakes against Trollbloods leave me on the back foot in an otherwise favourable matchup.
Alongside this Haley2 solo-circus-shooting list, Haley3 is a decent pairing. Apart from Aiyana + Holt and the Black 13th (which she, unlike Caine2, doesn't really need either) she doesn't want or need the same choices. I was a little constricted by not having Alexia1 but figured Alexia2 would have to do. Combined with Acosta they made for a power pair and hopefully I'd have enough dangerous models to make matchups like Legion playable.

Throughout the convention I played a lot of games against factions I don't face that much on a daily basis, including Khador, Trolls, Minions and Convergence. It is interesting to note how important it is to know your opponent's army. Not knowing the inns and outs means you -will- fall for traps and tricks. I also played Cryx many times and they are so common and strong that I need more experience against them. This weekend really helped in that regard.

Father Lucant with 2 Battle Engines and an Axiom. So much power and so many things I don't know what do. 
I'll get started on the reports right away. I had probably the hardest game of my life, the funniest game of my life and lots more interesting ones. Stay tuned!




onsdag 23. mars 2016

Battle Report #118: Haley3 vs Asphyxious2

:: Prologue ::

Tomorrow I'm leaving for a convention: The Battle at Lund. With hardcore painting requirements, I've had to do a -lot- of painting recently. That means little time for actually playing, unfortunately. Haley2 has seen quite a bit of action in the past few weeks but Haley3 not so much. Today I got a final practice game with her, facing off against Asphyxious2 and his Cryx. 

:: Lists ::

Cygnar:
Major Prime Victoria Haley - WJ: +3
- Squire
- Charger - PC: 4
Journeyman Warcaster - PC: 3
Haley Future - PC: 0
Haley Past - PC: 0
Rhupert Carvolo, Piper of Ord - PC: 2
Captain Maxwell Finn - PC: 3
Ragman - PC: 2
Stormsmith Stormcaller - PC: 1
Alexia, Mistress of the Witchfire - PC: 4
Viktor Pendrake - PC: 2
Savio Montero Acosta - PC: 3
Storm Lances - Leader & 4 Grunts: 11
Trencher Infantry - Leader & 5 Grunts: 6
Horgenhold Forge Guard - Leader & 9 Grunts: 8
- Captain Jonas Murdoch - Murdoch 2

Opponent:
Lich Lord Asphyxious - WJ: +6
- Nightwretch - PC: 4
- Helldiver - PC: 3
Bane Lord Tartarus - PC: 4
Saxon Orrik - PC: 2
Orin Midwinter, Rogue Inquisitor - PC: 2
Master Gunner Dougal MacNaile - PC: 2
Gorman di Wulfe, Rogue Alchemist - PC: 2
Warwitch Siren - PC: 2
Bile Thralls - Leader & 5 Grunts: 5
- Skarlock Commander - PC: 1
Bane Thralls - Leader & 5 Grunts: 5
- Bane Thrall Officer & Standard - Bane Thrall Officer & Standard 3
Bane Knights - Leader & 9 Grunts: 10
Satyxis Blood Witches - Leader & 5 Grunts: 4
- Satyxis Blood Hag - Satyxis Blood Hag 2
Mechanithralls - Leader & 5 Grunts: 3
Necrosurgeon & Stitch Thralls - Necrosurgeon & 3 Grunts: 2

:: Pre-Battle Thoughts & Deployment ::

We were playing Destruction and I won the initiative. I deployed Alexia, Charger, Junior and Acosta on one flank, Lances + Stormcaller on the other and the rest in the middle. Cryx replied opposite of what I had expected: Bane Knights + Witches opposite Alexia + Charger, Thralls opposite Lances. I was expecting Thralls to take advantage of Stealth which makes the Charger significantly less impactful and the Knights to threaten Storm Lance shenanigans with Vengeance.


:: Game ::

With Witches tucked in behind Knights I knew I wouldn't be likely to get early souls with Alexia2. I still ran her up max though to taunt him out. Rhupert handed out March to Lances who ran up on the opposite side and the rest went in the middle. I took care to position Past + Future so they could both feed the Charger next turn.


The Cryx advance is largely wave-based. Hellbound goes up on Gaspy, a useful spell to counter revive shenanigans.


I send in 2 Storm Lances because I have to start clearing stuff even if McThralls come back. Charger + Alexia + junior start sweeping the right flank and Acosta positions himself to receive Swift Vengeance on the right flank if he kills anyone with Vengeance in the opening there.


The battle of the clouds is real! I get a bit of a "wtf" moment when Tartarus reveals that he has RFP. What the actual fuck? Luckily he only kills one of the Lances. The Knights on the right try for the Charger with the foremost guy but he's too far away, even with Vengeance helping him out (besides DEF15 is a thing). I do lose some models to a Bile though so Acosta gets his Swift Vengeance.


I clear up the right flank again and the Knights are now down to one model. I play double revive and no Flux to take out Tartarus but I mess up as I don't cloud up the last Storm Lance properly. I'm vulnerable to Gaspy feat taking out objective + lance + forge guard.


There has been a ton of models to move and lots of decisions to make so in the heat of the moment Gaspy's feated boys do not get the angles and ranges they require to reach the Storm Lance. Crisis averted! I could definitely have saved him by playing the Trenchers better, but I'll take stress and luck as well. Cryx still move to 2-0 though.


My turn to feat! I bring back 3 Lances and get Flux up. With the right flank having cleared off the Banes I am now finally getting souls back of my own. The Revived Lances obliterate the left flank and I feel I'm back in control. Acosta has also gotten into the thick of it, taking down Gorman and Midwinter. With Gaspy lacking many of his key pieces he will be forced to spend focus to take Acosta out reliably.


A bit of a desperate play by Cryx here as Gaspy elects to upkeep Hellbound and run into melee with a Storm Lance on a hill. He taunts me to try an assassination, obviously.


After weighing the odds I don't see an assassination run succeeding reliably, besides I believe I can simply wait for a turn and keep winning the attrition fight. I am lucky when one of the revived Forge Guards slam Gaspy 6" back, but then I follow up with clouding too far up, actually enabling Gaspy to get vision to Prime (which was -also- a mistake as I was running low on time as well and Past started hitting Witches that were boxing her in before I had moved any of the Haleys).


Even with LoS he needs luck here: There's a boosted Headbutt from the Helldiver on MAT6 vs DEF19 to set off the chain and when that misses the game is pretty much over. Gaspy tries the hail mary assassination of the hail mary assassinations as he goes for an Excarnate unboosted attack and boosted damage to take out Haley's 15 boxes. He misses the box cars attack roll and with that, the game is over.

Victory to the Swans!

:: Evaluation ::

This is an interesting matchup and my struggle to effectively deal with Biles was obvious. They cost me a lot. On paper you might think Forge Guard are resilient to them but their continuous corrosion rips through them. Furthermore I believe that even with more shooting Haley doesn't have the tools without an arc node to effectively deal with them because of Excarnate. Haley2 is often easier to contain them with. 

The flanks however were definitely in my favour here. As I wrote initially I believe Cryx got the matchups wrong here and should have done the opposite. That said, the McThrall-boat with Bane Thralls nearly wiped out my Lances. True, lots of mistakes on both sides here and lots of risky plays (one of them because I didn't know Tartarus has RFP), but in the end I came out on top on both flanks. That is huge in a game of attrition. 

I saw a 3-0 opening on scenario mid-game. I contemplated feating to camp a few and stay with Arcane Shield, 4 or so camp and Flux + Dirge but I considered going for the attrition to be a better play. It's also a safer play when you are up, I believe, as your caster isn't as exposed. 

As the astute reader will notice my formerly "all-black" H3 army is now nearing completion. I have a couple more hours of painting to do and tomorrow I'm off to the Battle at Lund. I expect tons of good games and I'll be bringing this H2 + H3 pairing. If painting doesn't take too long I'll write up a couple of paragraphs with my thoughts on the matter before I go to bed. 

torsdag 17. mars 2016

Battle Report #117: Haley2 vs Butcher3

:: Prologue ::

I don't get to play Khador a whole lot unfortunately so when the opportunity arose today to face Butcher3 in the hands of a very capable player I was very eager to play a game. Previously I have never had problems with the Butcher apart from when I mess up. Would this be different? Read on!

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +5
- Squire
- Stormwall - PC: 19
- Lightning Pod
- Thorn - PC: 8
Journeyman Warcaster - PC: 3
Eiryss, Angel of Retribution - PC: 3
Gastone Crosse - PC: 3
Reinholdt, Gobber Speculator - PC: 1
Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 4
Black 13th Gun Mage Strike Team - Lynch, Ryan & Watts: 4
Arcane Tempest Gun Mage Pistoleers - Leader & 5 Grunts: 6
- Arcane Tempest Gun Mage Officer - Officer 2
Opponent:
Kommander Zoktavir, The Butcher Unleashed - WJ: +4
- War Argus
- War Dog
- Conquest - PC: 19
Eiryss, Angel of Retribution - PC: 3
Madelyn Corbeau, Ordic Courtesan - PC: 2
Ogrun Bokur - PC: 3
Orin Midwinter, Rogue Inquisitor - PC: 2
Saxon Orrik - PC: 2
Kayazy Eliminators - Leader & Grunt: 3
Greylord Ternion - Leader & 2 Grunts: 4
Widowmakers - Leader & 3 Grunts: 4
Alexia Ciannor & the Risen - Alexia & 9 Risen Grunts: 5
- Thrall Warrior - PC: 0
Greygore Boomhowler & Co. - Boomhowler and 5 Grunts: 6

:: Pre-Battle Thoughts & Deployment ::

A Conquest is an interesting choice with Butcher because I couldn't immediately see how I would handle it. Normal setups with heavy jacks are trivial to deal with but I knew at once that a huge base model is something else entirely.

The scenario was Outflank and I went first. The basic game plan was to out-attrition Khador and basically force him to commit to unfavourable trades by having scenario angles, strategic depth and holding my feat. I deployed ATGM on my expected weak flank and B13th + Haley on my expected strong flank. The rest went in-between and Eiryss went on the assumed strong flank. Khador put Boomies and Alexia1 opposite ATGM and Widowmakers + Eliminators across Haley.


:: Game ::

The idea was to use Thorn + B13th + Eiryss to take control on the right flank and ATGM to push-back and threaten the left with A+H and Gastone in reserve in the middle. Haley put up Decel (for Widowmakers) and charged towards the Conquest. Stormwall ran up 14" and Thorn followed suit.


Widowmakers take 2 boxes off of Thorn. Butcher advances behind the Conquest and I learn why the Ternion is in his list as they cloud up the dogs. Wow. Ok, so clouds -and- a huge base. True, I can remove the clouds but to do so means killing DEF14 ARM14 8 box things which also provide B3 with Vengeance if they die. Did I mention they had concealment?


Given his "weakish" presence on the right side and Madelyn being so aggressive I decided to make a play for scenario: By threatening both zones I could possibly score 1 or 2 points by controlling T3 and then feat to 3-0 T4. I started clearing stuff out with B13th with Deadeye and Eiryss but I couldn't get as many as I wanted as I rolled poorly. Boomies made a lot of tough rolls, including mr Boomy himself who passed 2. Not an ideal position from which to continue with my plan if Khador played it correctly -but- it could have been worse I suppose. Going up against high defense on one flank and tough on the other isn't exactly a sure thing, either. At least Madelyn died (boosted Arcane Bolt).


Alexia1 flexes her muscles: The dead Boomies provide souls with which to summon stuff. Said summons run up next to Eiryss and Conquest follows up with a boosted shot to kill her. Ok, that complicates things. However in doing this the Conquest isn't in the left zone and I see that my intended opening is still very much alive.


So the idea is to Time Bomb Butcher with Thorn, reaction drive back, arcane bolt the guy on the hill and have the B13th clear up the rest of the zone. This all goes well until Ryan and Lynch decide not to hit more than 1 guy, leaving 2 alive. Bleh. On the left zone I struggle with Boomies as ridiculous amounts of tough rolls are made. In the end, there is one guy left who blocks me from scoring a point. Not what I wanted.


I lose Ryan to a Widowmaker and Lynch fails his CMD test. ATGM are jammed somewhat, Eiryss runs up to block focus allocation on Stormwall and Thorn is charged by dogs + Eliminator, losing 10 boxes.


At this point I really don't know what to do. I see no angles apart from playing the clock. It's a complex game for sure and we've both spent tons of time. I contemplate feating but end up not doing it: If I can force some hard decisions then I can probably win by feating next turn and locking him down.

So the idea is to put as much damage on the Conquest as possible. I also want to ensure that he can't get a scenario angle. I thus Time Bomb Butcher again (who is seen by Thorn), TK Thorn out and move him as far away as I can while keeping in Haley's control area. The Stormwall without allocation wants to force Butcher out if he wants to do anything fancy to spend his focus. ATGM take out Eiryss with Arcane Inferno (first time I've used that order!), Aiyana kisses the Conquest and I follow up with shooting apart one of its sides, 30-35 boxes or so in total (Stormwall hit it twice).


Butcher goes for the opening! This is very interesting as it's an undamaged Stormwall -with- Arcane Shield. He puts 3 focus on the Conquest which pummels me at dice damage for quite a few boxes. Alexia1 follows up after having gotten pathfinder from Saxon and this allows Butcher to go in and finish the job, although he's camping only 2 focus...


Given my perceived desperate position from earlier I could not have asked for more. It's worth noting that despite the game not evolving as I'd hoped for, I haven't lost *that* much punch. Butcher with 2 focus should be doable.

Because of Orin being in the middle of things I have to take him out first. ATGM get the job and he's taken out. The rest Arcane Inferno (look, it's there again!!) on Butcher but it's shield guarded as he knows the TK is incoming.

I can't afford to miss kiss so Haley moves first. I forget Reinholdt for Lucky charm. I look for an opening to kill the Eliminator jamming lynch but I cannot both do that -and- ensure I get in range to TK Butcher. I opt for the latter because -2 DEF can be huge here. So Time Bomb boosted does nothing but at least I hit him and follow up with TK around. I shoot but miss with snake eyes. Aiyana + Holt follow up with kiss + some boxes, Gastone boosts 2 POW14s with aim for some more boxes. Junior aims and fires, boosting damage. He then throws arcane bolt but in the end Butcher has 3 boxes left. Lynch tries to escape but a free strike spells his doom and I have nothing left. As Haley is in the middle of nowhere with no focus the game is over and I concede.

:: Evaluation ::

Very interesting game! I really enjoyed it: Lots of new things to deal with, ranging from Conquest to Ternion. We both made a lot of mistakes, ranging from strategical (such as ATGM role) to technical (like activating Reinholdt before Haley...) and although I felt the game was turning against me it wasn't -that- bad. In fact I probably could've created a mess by feating before the Stormwall died. In doing so and casting Temporal on the Stormwall I could've taken out the Conquest's right side, forcing him to hit me with his crippled side. If the Butcher goes for the Stormwall he is super exposed. Anyway!

Let's start at the beginning. Lining up ATGM against Boomies and Alexia1 is an absolutely -terrible- idea in a war of attrition when there are so many tricks going on on the opposite flank. Basically the Boomies do not matter for attrition purposes. Covering Fire and pod/metal storm rapid fire should deal with them to the point where I don't need to worry anymore. Having ATGM with Deadeye on the right however would force some tough decisions on Khador because they can quickly create a scenario opening. The deployment itself was fine enough, I simply should've ran them over to the right side from get-go.

Losing Eiryss was due to never having seen the trick before. She should've camped behind the impassable and waited stuff out. This forces Butcher to be somewhat wary of TK angles midgame despite the clouded dogs (because the clouds disappear if they die). I also probably prioritized Madelyn too much, too early. It took 4 focus to take her out and this could easily have been well spent elsewhere, for example on Arcane Bolts to thin out the right flank. Madelyn has to keep being close to do damage and even a boosted blast from Time Bomb is risky for her to say the least.

I still think my T3 move to try and clear out at least one zone was the right thing to do. However I'm not sure the execution was the best one: I should probably have prioritized Deadeye over Arcane Bolt to ensure that Ryan and Lynch would actually hit their targets. I didn't realize how bad it would be if they didn't.

Finally, when this didn't pan out I considered trying to go for the right zone and feat regardless, but at 0 points this is futile because I have to score in -2- more turns to win on scenario. I should have feated out the Conquest though, much like I did to Issyria's Hyperion in a recent game. Although Eiryss blocked my focus allocation, kiss and temporal should've done the job. True, Butcher could've gone for me but that would be extremely risky without help from Alexia1 or the more focus efficient hits from the Conquest. Focus would have been a bit of an issue here as I would've wanted both Time Bomb and to keep Thorn alive (realistically he needed to TK + reaction drive out to get away and keep his arc node intact). However Time Bomb boosted (as Butcher had cover), TK and Temporal adds up to 10 focus points which is impossible without Lynus. I think the correct play given this situation is to forget Time Bomb and spend 5 focus on TK + Temporal, doing as much damage as possible with the rest (killing dogs is fine because Vengeance doesn't matter with Conquest blocking Butcher out).

In the end though I wasn't the only one making mistakes. I calculated my assassination chance on Butcher and it was roughly a coin toss, which is fitting given the close game. This Khador list was full of tricks and surprises, which is unusual in my experience, and it creates a hyper complex game with too many angles to consider on both sides. Mistakes are inevitable but I learned a lot and I'm confident my list has the tools to deal with it. I'll be back for Zoktavir later!

tirsdag 15. mars 2016

Battle Report #116: Haley2 vs Kreoss3

:: Prologue ::

Last game of the day and this time Kreoss1 got upgraded to Kreoss3! We also changed the map to Two Fronts for variation and he got to go first. Kreoss3 is easier to handle than 1 I think: While Warpath is an issue for the jacks, the lack of big threats against the rest lets me play the game I need.

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +5
- Squire
- Stormwall - PC: 19
- Lightning Pod
- Thorn - PC: 8
Journeyman Warcaster - PC: 3
Eiryss, Angel of Retribution - PC: 3
Gastone Crosse - PC: 3
Reinholdt, Gobber Speculator - PC: 1
Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 4
Black 13th Gun Mage Strike Team - Lynch, Ryan & Watts: 4
Arcane Tempest Gun Mage Pistoleers - Leader & 5 Grunts: 6
- Arcane Tempest Gun Mage Officer - Officer 2
Opponent:

Intercessor Kreoss - WJ: +5
- Hierophant
- Fire of Salvation - PC: 9
- Templar - PC: 8
Rhupert Carvolo, Piper of Ord - PC: 2
Vassal of Menoth - PC: 2
Wrack - PC: 1
The Covenant of Menoth - PC: 2
Idrian Skirmishers - Leader and 9 Grunts: 10
- Idrian Skirmisher Chieftain & Guide - Idrian Skirmisher Chieftain & Guide 3
Choir of Menoth - Leader & 3 Grunts: 2
Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 4
Flame Bringers - Leader & 4 Grunts: 10

:: Pre-Battle Thoughts & Deployment ::

An interesting idea: Idrians with Holy Ward can truly be a pain I suppose. I opt for the side where Haley can stand centrally and be fairly safe. I also have a hill for elevation. Kreoss deploys a bit on the aggressive side with both jacks opposite my zone.


:: Game ::

Idrians spread out and get Holy Ward + tough. The rest follow up behind them.


I go for a bit of a risky move that I probably should not: Gastone takes a shot at a Flame Bringer after casting Moving Shadows. It pays off but if I'm within 12" he gets charged if it doesn't. Keeping Gastone alive is important for my ability to carry the attrition over into mid-game. Eiryss gets Deadeye via Thorn, since they are on a direct line from Haley I can safely estimate the difference between 5" and 6". I also Deadeye ATGM. Eiryss puts down an Idrian to remove Holy Ward and ATGM follow suit by downing a few more. Stormwall puts down covering fires and a pod for Mage Storm. Deceleration is up.


Fire of Salvation uses its 5" move to move towards Eiryss. However as Idrians can't get close enough to CRA more than 3 models into ATGM he can't hit DEF17 and no Warpath means to action for said Fire of Salvation. It moves to the edge of my zone instead. Flamebringers ensure I can't go for his zone and Idrians mini-feat for insane DEF levels (Holy Ward gets put up again as well).


A stupid positioning mistake with ATGM doesn't leave room for Thorn to move past them. I deliberate forever and ever as to whether Domination or Time Bomb on the Templar is best. I end up going for Eiryss preservation, some ATGM aiming with deadeye to pot-shot Idrians and Time Bomb with boosted damage + Reinholdt's lucky charm. Thorn runs around ATGM to make this happen and reaction drive takes him back. I screw up my activation order so Aiyana forgets to put magical weapons on Stormwall which in turn means it cannot shoot the Templar as I intended. Oh well. I pod between 3 Idrians and Ryan Mage Storms said pod. 1 dies, 2 tough. ATGM have 3 aiming and they kill 2 or 3 and the rest move up and Thunderbolt the hapless SPD2 Templar away. A+H, Junior and Gastone take out the objective.


To be honest I didn't even worry about the scenario angle because in my opinion it's sheer madness for Kreoss to attempt anything here given the position and models on the board. However my opponent remarked that he probably can't remove ATGM anyway, which I believe is correct. Fire of Salvation -does- take out the objective though and uses Warpath to move into ATGM. He spent his imprint but didn't manage to roll the 8+ needed to kill a guy. Idrians with Holy Ward and Flamebringers jam me.


The jam on the right side is easy enough to deal with: Idrians have Dirge over Tough now which means a pod => mage storm auto-kills them. The ones jamming Stormwall can be dealt with by Thorn + Reaction drive. The question is: What do I do about his jacks? The Covenant is in the middle of the zone with no spells up. I decide to go for a Haley2-move and kill the book, move up and feat while Stormwall takes out a jack and stays out of the other's threat range. Eiryss disrupts Fire of Salvation too, for good measure. With the Stormwall going in and killing the Templar I am in solid control of the game. I pod and mage storm to clear the jam on the right side as well and finish off with Reinholdt, A+H running up to physically block LoS to Haley.


Under Temporal Shift it's impossible for him to significantly jam up the zone. That means I'm more or less autowinning in my next turn so he looks for an assassination opening. He does find an angle for Force Hammer but with Haley sitting on a focus for ARM15 and 11 boxes (she tanked a free strike going in) it's not enough and nothing else is in range.

Victory to the Swans!


I make a bit of a mistake at the end here as there's no reason for me to jump on scenario. I was scared of Kreoss hurting the Stormwall on his feat turn (seeing as I had to move up to the zone to reach him without blocking the Stormwall from its charge target. I could've moved Haley after Stormwall but I'd still be exposed to spells) as I've seen him to ridiculously much previously. By catching Kreoss in my feat this is taken away from the equation. Overall I guess it's an ok move because Kreoss hurts a lot on his feat turn, even with Aiyana, Holt and Vassal dying to electro leaps and thus robbing him of support elements.

I felt I had this game under control from the start and throughout pretty much. It's not an ideal Protectorate list to play into Cygnar because it lacks ranged presence and Idrians and Flame Bringers are just horribly countered by my accurate, high-powered shooting. Lastly, only 2 heavy jacks get controlled rather easily and even Warpath isn't hard to factor in with their otherwise short threat ranges.

This Haley2 list is really shaping up to be an attrition monster. While I do miss TAC, having this much shooting available is just crazy. Alexia2 would of course also be brilliant in many matchups but I keep reminding myself that she definitely has matchups where she's more or less dead weight as well, unfortunately. All in all this list is fun to play and I believe it's really strong and versatile.

Battle Report #115: Haley2 vs Kreoss1

:: Prologue ::

With game 1 being over so quickly we went ahead for a quick rematch. My main lesson learned was that I need B13th more centrally because the Errant screen doesn't like Mage Storm + covering fire zone denial. Other than that I was good to go!

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +5
- Squire
- Stormwall - PC: 19
- Lightning Pod
- Thorn - PC: 8
Journeyman Warcaster - PC: 3
Eiryss, Angel of Retribution - PC: 3
Gastone Crosse - PC: 3
Reinholdt, Gobber Speculator - PC: 1
Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 4
Black 13th Gun Mage Strike Team - Lynch, Ryan & Watts: 4
Arcane Tempest Gun Mage Pistoleers - Leader & 5 Grunts: 6
- Arcane Tempest Gun Mage Officer - Officer 2
Opponent:
High Exemplar Kreoss - WJ: +5
- Reckoner - PC: 8
- Reckoner - PC: 8
- Redeemer - PC: 6
The Covenant of Menoth - PC: 2
Vassal of Menoth - PC: 2
Vassal of Menoth - PC: 2
Eiryss, Angel of Retribution - PC: 3
Gorman di Wulfe, Rogue Alchemist - PC: 2
Master Gunner Dougal MacNaile - PC: 2
Taryn di la Rovissi, Llaelese Gun Mage - PC: 2
Rhupert Carvolo, Piper of Ord - PC: 2
Exemplar Errants - Leader and 9 Grunts: 8
- Exemplar Errant Officer & Standard - Exemplar Errant Officer & Standard 2
Choir of Menoth - Leader & 3 Grunts: 2
Visgoth Juviah Rhoven & Honor Guard - Rhoven, Gius, and Cassian: 4

:: Pre-Battle Thoughts & Deployment ::

I was anticipating Kreoss to be more careful this time. Apart from putting B13th further to the center (but still on Haley's flank so I could possibly control a flanking move) I deployed likewise as game 1. Menoth however went nuts as the entire army went across from Haley. In my experience this is a super risky move and my T1 shows why. Let's get to it!


:: Game ::

So basically: Skewing this hard presents Haley with an interesting option to counter-skew immediately. When she moves first she can afford to be super fast: Temporal and TK and charge on herself moves her -very- far up, to the point where I'm threatening to get in the zone and score in his turn without him being able to do anything about it.


The panic button is pushed and the entire Protectorate army skews left. Eiryss hides out behind the forest.


This is pretty much a perfect situation for me: By having him deploy opposite me and then skew and have him re-skew I get a lot of space for strategical depth. If he had deployed centrally or in the opposite corner to begin with this would not have been possible. From this point I can safely bring the majority of my army out of vital threat ranges and still pound the Protectorate models so desperate to jam me down. I don't remember my focus allocation at the moment but I believe I put Deadeye on ATGM. One guy took a pot shot at Eiryss which took her down. Big win. I also dealt a blow to the Errants and Ryan put a mage storm on a Pod in the middle of them, which combined with covering fires to control the middle of the table. Haley went back and put up a screen just in case a Reckoner would be in asssault range.


If you compare the pictures above and below you can tell that the Protectorate is still struggling to keep up with my backing off, which in turn is due to the T1 Haley move. Essentially he's trying to keep up but his front ranks are killed all the time. By placing the Reckoners on one flank each he's at least making life miserable for my Stormwall (due to the threat of a pincer move).


One of the reasons why I'm struggling so with Errants is Defender's Ward. It's time to put Eiryss in action. She moves back behind my impassable and shoots it off. This creates a bit of an issue for the Stormwall though because I'm temporarily disconnected from my brain: I should have walked left, put a pod in front of the Reckoner there and Time bombed said pod. Instead I'm too focused on contesting the right zone, which is completely worthless as there's no way Kreoss can get there reliably, let alone at all nearly, and even if he did he's not winning this on scenario. The result is thus that I have to TK Eiryss away to create space and even then it's a close call whether the right Reckoner is out of range or not. Poor play. At least I clear out a lot in the middle.


So Kreoss goes for the Stormwall. Purification takes off Shield and Gorman puts up Rust. The right Reckoner is 10.5" away so can't charge but still gets off 2 shots (1 due to Vassal). The damage keeps coming on and I'm amazed at how much hurt is put on the Stormwall, indeed it nearly dies with ~12-15 boxes or so left. The lesson to be learned I suppose is don't underestimate their shooting and -do- prioritize Deceleration. When they can take off Shield those battle'd jacks hurt. A lot.


 There is not a lot of options left. Haley moves up, TKs herself to get stuff in range, feats and puts up Deceleration. I clear out the left zone and move Stormwall to claim it after it kills the left Reckoner and lots of solos with Electro Leaps. Thorn moves to my zone to threaten Kreoss. I disrupt the Redeemer with a boosted pod and the remaining Reckoner with Eiryss.


Kreoss tries to handle the Stormwall but when his entire army does a total of 3 boxes to it the game is pretty much over. My opponent concedes and I take home a game that was a little too close for comfort after I underestimated the Protectorate shooting. I had an amazing start and was in control for a lot of the game, however I also learned the lesson to prioritize Deceleration for sure. Regardless, a...

Victory to the Swans!

:: Evaluation ::

Throughout the report I already touched on most of the key issues like strategical depth, importance of skew/counter-skew/threaten scenario play etc, but one thing I'd like to take a closer look at is Thorn. Kreoss1 threatens to overwhelm me in a game of attrition by simply removing elements who otherwise rely on their high, natural defense to carry the day. Pretty much everything barring my warjacks. 

However if we assume that I can keep Deceleration up, there's not a lot in his list that threatens Thorn significantly outside of his Warjacks charging me. Sure, he can put a lot of hurt on him, perhaps even kill him, with feat + shooting (despite Deceleration) but is that worth it? An option in matchups like these might be to have Thorn play more aggressively and simply cover him with Metal Storm AOEs. It's not like Errants have reach so it's fairly easy to protect him. With MAT7 and P+S13 he's one of the most effective ways I have to deal with them as well, meaning it takes less turns to clear them up. This also puts a lot of pressure on his supports as a Thorn this aggressive can arc Arcane Bolts into solos like Rhupert, Vassal etc. Definitely an approach I need to try out. 

Errants had a huge impact on this game because Aiyana was largely useless, Holt was wasting his quality shots on them, ATGM were too far away to take control with Thunderbolts and they bought the jacks the space they needed to be safe from the Stormwall. It's important to keep in mind how units who often seem to be doing little/nothing can sometimes affect the game tremendously. Likewise the Stormwall often does very little, put out 2 shots and kill a model or two isn't a lot for 19 points. However its presence combined with its threat range and covering fires certainly help me control the pace of the game. It's an easy aspect to overlook, especially when theorymachining this game, but in reports like this it's glaringly obvious if you know what to look for. 

Battle Report #114: Haley2 vs Kreoss1

:: Prologue ::

More Menoth menace! One of my regular opponents is trying out various lists and as Haley2 inevitably tends to be a common sight and strong choice vs the Protectorate, I was more than happy to bring out the shooty list of doom again.

:: Lists ::

Cygnar:
Major Victoria Haley - WJ: +5
- Squire
- Stormwall - PC: 19
- Lightning Pod
- Thorn - PC: 8
Journeyman Warcaster - PC: 3
Eiryss, Angel of Retribution - PC: 3
Gastone Crosse - PC: 3
Reinholdt, Gobber Speculator - PC: 1
Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 4
Black 13th Gun Mage Strike Team - Lynch, Ryan & Watts: 4
Arcane Tempest Gun Mage Pistoleers - Leader & 5 Grunts: 6
- Arcane Tempest Gun Mage Officer - Officer 2
Opponent:
High Exemplar Kreoss - WJ: +5
- Reckoner - PC: 8
- Reckoner - PC: 8
- Redeemer - PC: 6
The Covenant of Menoth - PC: 2
Vassal of Menoth - PC: 2
Vassal of Menoth - PC: 2
Eiryss, Angel of Retribution - PC: 3
Gorman di Wulfe, Rogue Alchemist - PC: 2
Master Gunner Dougal MacNaile - PC: 2
Taryn di la Rovissi, Llaelese Gun Mage - PC: 2
Rhupert Carvolo, Piper of Ord - PC: 2
Exemplar Errants - Leader and 9 Grunts: 8
- Exemplar Errant Officer & Standard - Exemplar Errant Officer & Standard 2
Choir of Menoth - Leader & 3 Grunts: 2
Visgoth Juviah Rhoven & Honor Guard - Rhoven, Gius, and Cassian: 4

:: Pre-Battle Thoughts & Deployment ::

We were playing Incoming and I went first. I put the Stormwall centrally and Haley behind my zone because I could hide her there behind a piece of impassable to avoid the pop-and-drop of which Kreoss1 is so infamous for. I put B13th on my right and the rest on my left. The goal was to out-attrition Menoth. The Protectorate forces respond with a central deployment.


:: Game :: 

Stormwall moves up 14" with Temporal. I throw up Deceleration and ATGM spread out. B13th run up with Eiryss on my right flank. Thorn is in a position to move past the Stormwall if need be to put pressure on things.


The Protectorate forces move up. Holy Ward goes up on Errants as well as Tough from Rhupert. The Reckoners receive Shielding and Kreoss camps 1.


Given that Kreoss only camps 1 focus, is pretty far up the table already (his feat can very well help the Errants knock out my army as well as my caster) and is so exposed I think the best option here is to go for assassination. I put 1 focus on Thorn, 4 on the Stormwall and keep 4 on Haley. Reinholdt gives Haley lucky charm. The rest of my army clears Errants (who pass a ridiculous number of tough rolls but not enough) and Thorn runs up. Haley TKs Kreoss around and Stormwall shoots him to death.

Victory to the Swans!

:: Evaluation ::

With Kreoss skewing a little left he can quickly gain a scenario angle if I'm not careful. He can also gain an attrition advantage if my army doesn't fall back because feat allows him to kill me off so easily. The Errant screen combined with Enliven and Shielding provide him with a lot of strategical depth as the last picture shows and the only way to attack this, save from assassination, is to get control of the elements nearest to me to ensure the majority of my army is far away from him. Alternatively Thorn can get some work done with Deceleration up as I can cover him with Metal Storms and Mage Storm.

While I'm not a fan of assassination runs this one was fairly safe. All Haley has to do is hit the TK with Lucky Charm -and- re-roll and it's pretty much good night for Kreoss. It's an important tool to have and I'm not afraid to use it if I think it's the best option. It also keeps players on their toes against Haley2. Thorn makes her threats quite extraordinary. 

søndag 13. mars 2016

Battle Report #113: Haley3 vs Axis

:: Prologue ::

Last game of the day and I've played so much Haley2 lately that Haley3 really just needs some practice. I had a chance to go up against Convergence and I was eager to see how Haley3 would do there. I was facing a recursion-based list, interesting. I've never played a recursion-heavy variant before.

:: Lists ::

Cygnar:
Major Prime Victoria Haley - WJ: +3
- Squire
- Charger - PC: 4
Journeyman Warcaster - PC: 3
Haley Future - PC: 0
Haley Past - PC: 0
Rhupert Carvolo, Piper of Ord - PC: 2
Captain Maxwell Finn - PC: 3
Ragman - PC: 2
Stormsmith Stormcaller - PC: 1
Alexia, Mistress of the Witchfire - PC: 4
Viktor Pendrake - PC: 2
Savio Montero Acosta - PC: 3
Storm Lances - Leader & 4 Grunts: 11
Trencher Infantry - Leader & 5 Grunts: 6
Horgenhold Forge Guard - Leader & 9 Grunts: 8
- Captain Jonas Murdoch - Murdoch 2
Opponent:
Axis, the Harmonic Enforcer - WJ: +6
- Inverter - PC: 8
- Conservator - PC: 7
- Corollary - PC: 3
Enigma Foundry - PC: 2
Enigma Foundry - PC: 2
Enigma Foundry - PC: 2
Enigma Foundry - PC: 2
Obstructors - Leader & 9 Grunts: 6
Obstructors - Leader & 9 Grunts: 6
Obstructors - Leader & 9 Grunts: 6
Reductors - Leader & 9 Grunts: 6
Clockwork Angels - Leader & 2 Grunts: 3
Clockwork Angels - Leader & 2 Grunts: 3
THEME: Sustained Attack - Tier 4

:: Pre-Battle Thoughts & Deployment ::

Close Quarters with troops coming back on both sides. Well, ok! Let's see how this works. I put down Alexia2 and Acosta on one flank, hoping to control that, and Storm Lances on the other.


:: Game ::

My things moved up but I realized I had taken a poor side when all my things got completely clogged in between a piece of impassable and a forest. Haley2 played so much better on this map just a few days ago! Weird thing, that.


Shield Walls across the board.


Storm Lances try a cheeky ride-by attack on the left flank. It doesn't work when I miss my 7+. I chill out on the right flank and in hte center. I probably should have pushed my clouds further this turn.


Axis counters with feat and a wall which insta-kills infantry. Haha, not good >.<


I can see my future and it's not bright because I'm essentially stuck. I back off and hope I can get some work done on the right flank with Alexia (Acosta in support). Charger + Junior gives her 3 souls but when she moves up and spawns 3 Thralls they are useless and I don't get more souls up. ARM19 is probably not enough in this situation.


Axis moves into the center of the table to consolidate his grip on me. Alexia2 dies and with her, my hopes of anything but a desperate assassination.


Axis sits on 2 focus so there's a hail mary run with Haley feating. Past Force Hammers a jack into him for KD. Future boosts 3 shots. One is taken by a shield guard. Prime can't get in range for Force Hammer so she Force Hammers something else instead so he takes collateral. At least I boost a POW12. Junior follows up and Trenchers CRA. He is down to 1 box and it's Finn who ends up being the hero when he rolls the 9+ to take out his last box.

Victory to the Swans!

:: Evaluation ::

This was not a deserved win and the only reason I got away with it was because my opponent had never played Haley3 before and didn't know how powerful Future shoots. Axis could've moved to the flag and would've won the grind. 

Apart from picking the wrong side I spread out Forge Guard too little. They should've gotten March to spread out wide and Storm Lances should've been with Alexia to clear my "strong" flank. I think such a formation would've been better here. 

It's good to face new things and it's good to practice Haley3 some more. The list has potential and I think this could be a game but it needs to be approached differently. His feat was a bigger counter to my list than I had realized but by having Lances put up pressure earlier that might not matter as much.