mandag 28. mars 2016

Battle at Lund: Swedish Masters #4 (#124): Haley2 vs Grissel1

:: Prologue ::

For my forth game I met my first non-Swede of the day: Robin from Germany with Trollbloods. Going from Legion to Trollbloods felt great, I believe they are one of Cygnar's best - if not the very best - matchup. However, round 4 of a tournament like this typically sees some very tough opponents on the other side of the table. Robin indeed fit the bill! Let's get to the game:

:: 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:
Grissel Bloodsong, Fell Caller - WB: +5
- Mulg the Ancient - PC: 12
- Earthborn Dire Troll - PC: 10
- Pyre Troll - PC: 5
- Storm Troll - PC: 5
Janissa Stonetide - PC: 3
Horthol, Long Rider Hero - PC: 5
Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 3
- Stone Scribe Elder - Elder 1
Northkin Fire Eaters - Leader, Grunt, and Pyg Buddy: 4
Northkin Fire Eaters - Leader, Grunt, and Pyg Buddy: 4
Dhunian Knot - Leader & 2 Grunts: 3

:: Pre-Battle Thoughts & Deployment ::

I'm not sure what his second list was, if memory serves it was Madrak2. Regardless I am dropping Haley2 into this all day, every day because she deals with Trolls exceptionally well in my experience.

The scenario was Incoming and the Trolls took the initiative. Often I'd be happy with this with Haley2 as it means an early lead on scenario but with this list I'd rather go first because my game plan here is to win on attrition by shooting him down, one model at a time. He deployed fairly symmetrically and I dropped ATGM across his zone with Haley nearby for a feigned turn 2 push and Thorn + B13th on my right.

Robin wanted to get in on the picture and this smile perfectly reflects his attitude and the atmosphere in the game. A perfect sportsman!

:: Game ::

So the Trolls move out, Grissel puts up Hallowed Avenger on the Earthborn and the Northkin fan out.


I measure with Haley and guesstimate that Gastone is just within range of the left-most Northkin. He goes for it but is just out of range. Having cast Moving Shadows he's a little exposed. Eiryss moves up on the flank, DEF16 is good, right? On the right side the B13th take cover behind the fence with A+H nearby. ATGM fan out defensively as I'm wary of sprays. The Stormwall tries to put some boxes on Mulg but with sub-par rolls it's quite irrelevant.


Robin is more than happy to show me the error of my ways and I get to see some Trollblood tricks I've never seen before. Puppet Master goes up on multiple Northkin. He starts spraying himself and I'm all "wtf" until the second unit activates and assault Eiryss + Gastone with boosted attack -and- damage rolls. I lose both. Oh-oh. It's not much better on the right side as Horthol runs up only to have the Storm Troll shoot him in the back, arc and kill Watts + Lynch.

So here I am trying to shoot Troll and I lost 4 key models top of 2. I knew this was going to be a challenge.


Ok, so now I know for a fact what all his tricks are and I can plan accordingly. This is not going to be a blitz game where I can out-scenario him, unless he makes a big mistake. Instead I will try and force him to commit to the right flank and use my speed + control to slowly get ahead. To do this the left flank needs to clear. First of all I need to buy time so I feat. Stormwall tries to pound Mulg but again I roll miserably. On the right side I take down Horthol with A+H, junior and Ryan. ATGM move up to threaten a thunderbolt-assisted zone control next turn.


Robin is content to keep his position in his own zone so Janissa simply puts up her wall again.


It's time to shift right and try and score on the left. An ATGM model is charged following Hallowed Avenger I believe. I use the rest of the ATGM to start pushing stuff out of the zone, including the Earthborn. Unfortunately I can't hit Mulg (of all things) and he ends up contesting. Haley Time Bombs a central model, hitting Mulg and moves back behind my objective. Stormwall moves to my zone and kills the Storm Troll with the help of A+H and Ryan.


The Trolls realize it's time to start pushing up. The central impassable piece of terrain is a bit of a pain. Following my Thunderbolt bonanza last turn the Earthborn is knocked down. He shakes it and moves over to start pounding the Stormwall. However he ends up in such a position so that the impassable gets between part of our bases, meaning he's -2 to hit. Robin rolls horribly and misses on something crazy like 3 or 4 attacks and the net result is ~10 boxes I believe. Mulg runs up to engage me.


So I have to do a lot of work: I have to keep both the heavies at bay, keep contesting the left (preferably for 2 turns if possible), score in the right and establish control on the right flank. Stormwall is assigned 2 focus and I activate it first. It uses its focus to Power Strike (boost to hit) the Earthborn, sending it in Mulg's direction. It stops just shy of Mulg, killing my ATGM officer. Haley Time Bombs the Earthborn and Thorn's reaction drive takes him into melee with Mulg. I then TK Mulg back. Haley then charges Holt who has moved 11.5" away and I get in my zone to score a point. Thorn activates and moves to safety and ATGM start harassing things again.


The last remaining Northkin assaults the Stormwall in an attempt to set Haley on fire. After all he has a backstrike bonus. It's a really close call considering he has to clear the piece of impassable terrain and a judge has to make the call. It goes in my favor: The ruling is that the template does not touch Haley. Robin's a great sport about it. Mulg and the Earthborn move towards my zone and Janissa + Grissel with Puppetmaster clear out the ATGM in the zone. I am contested by Krielstones. 1-1.


Thorn moves up towards the Earthborn. The Stormwall kills the Northkin and puts a pod next to Mulg. Haley activates, TKs the Earthborn towards Mulg and Time Bombs the pod. Thorn reaction drives to safety. ATGM move to contest. A+H and Ryan clear out Krielstones. 2-1.


Grissel + Janissa take out the last gun mages. Earthborn runs towards my objective whereas Mulg runs on the opposite side of the impassable to prevent another Time Bomb keeping them both at bay. The Puppetmaster unit moves to contest me.


Ryan Black Pennies the contesting Puppet Master guy and kills him. Second shot goes into Pyre Troll who is then taken out by Aiyana and Holt. Stormwall kills the Earthborn with 4 focus. Thorn moves up and Haley Time Bombs Mulg. A pod contests, 3-2 to me.


After this we are both really short on time so I have to stop taking pictures. This game has turned into an epic one and I know I'm up if I just play it right. For the first time I had to target Mulg directly with Time Bomb so he got +2 SPD. He uses this to run into my zone and engages the Stormwall. He kills the pod easily and it's 3-3. To get Mulg out of the zone reliably I have to throw him on a pod or something and in doing so I'm not sure I have what's needed to take out the objective to get to 5 points. Instead I take what I consider to be the safer approach: Kill Mulg. Krielstones are dead and there are no animii around to help him. I assign Thorn 1 focus and 4 to the Stormwall. Haley TKs Mulg around for lower defense in case the Stormwall wants to fluke. Aiyana moves B2B with Mulg and kisses him, after which the Stormwall easily kills him, hitting on 3s and doing dice +3 damage with 6 attacks.

Thorn runs into the enemy zone. I move to 4-3 and the only way my opponent can win is to kill Thorn and the objective while he contests me. This is theoretically impossible I believe so he goes for the objective instead to get a CP for tie breaker purposes. This means nothing contests my zone and I move to 5 control points.

Victory to the Swans!

:: Evaluation ::

Wow! What a game! Such a terrible start yet such a great comeback once I got things going. Obviously not knowing his tricks was huge. Losing Eiryss was a big blow as taking away the Earthborn ARM-animus on Mulg is big for offensive reasons if you play for attrition (which is what this list is supposed to do). Losing Gastone is big because I cannot keep pounding him with boosted POW12s and obviously losing Lynch and Watts makes it a lot harder to get through the light beasts and get to his Krielstone-boys. However the lesson has most certainly been learned: Northkin threaten longer than you think and with 2 units -and- puppetmaster assistance they can easily deal with high defense values and medium-to-high arm values. 

I used to play Haley2 mainly as a scenario-caster for a long time and that -really- helped out in this game because I had to switch once I lost my shooters. Knowing when to push, how to manipulate and getting those Time Bombs off is absolutely crucial and Mulg + Earthborn were useless for multiple turns in a row because of this. I also managed to use ATGM to contest and pick apart Northkin midgame, allowing me to pod even more models and partially weigh up for my dead shooters instead of having to use the pod to contest all the time (I also had to time bomb the pod now and then). Not scoring the first point post-feat was a bit of a bummer and I just had to take a deep breath and settle for the loooong game, which did indeed eventually pay off. 

The right flank was dealt with swiftly and effectively after Lynch and Watts died. Taking down Horthol was huge as it opened said flank up to me. Without any models to contest my ranged game there, Aiyana, Holt and Ryan proved absolutely devastating throughout the 7 or so rounds we played. 

This is the hardest game I've won in Warmahordes I believe. So many things to consider and such little room for error. Following technical errors in my previous games against Feora2 and Lylyth2 I executed this one near flawlessly from round 3 onwards. It feels good when everything comes together. 

Battle at Lund: Swedish Masters #3 (#123): Haley3 vs Lylyth2

:: Prologue ::

One of the obstacles Cygnar has to overcome is Legion. In these crazy ADR-season 3 times Lylyth2 is one of the biggest ones. True to form I had to run into her sooner or later. At list this game gave me a matchup to play Haley3 into before I would be list-locked (the Masters was the only tournament I participated in during Battle at Lund which had required both lists to be played).

Wielding the Legion forces was a man named Martin. We had a tight game and I hope we get to meet again!

:: 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:
Lylyth, Shadow of Everblight - WB: +5
- Succubus
- Naga Nightlurker - PC: 5
- Shredder - PC: 2
- Nephilim Bolt Thrower - PC: 6
- Nephilim Bolt Thrower - PC: 6
- Ravagore - PC: 10
- Ravagore - PC: 10
Strider Deathstalker - PC: 2
Strider Deathstalker - PC: 2
The Forsaken - PC: 2
Blighted Nyss Shepherd - PC: 1
Blighted Nyss Shepherd - PC: 1
Totem Hunter - PC: 3
Maximus - PC: 2
Feralgeist - PC: 1

:: Pre-Battle Thoughts & Deployment ::

I have no experience with the Totem Hunter nor Maximus so I largely agreed with myself to ignore them because I need what brain power I have to focus on actually playing Cygnar into Lylyth2. Unfortunately I have no experience with Haley3 into her so this would be learning by doing: extreme edition.

We were playing Fire Support and I won the most important dice roll of the game: I got to go first! One side was massively better than the other so Martin took that side. At least I had a piece of cover I could keep Haley behind outside of the killbox. The idea was to play Lances and Forge Guard aggressively and basically sacrifice Alexia to buy time. Revives and pushing the table would be my primary means of putting pressure on Lylyth.


:: Game ::

I take care to move up in such a manner so that if Lylyth feats he basically gets Trenchers (dug in with flux) and Storm Lances far off, disregarding scatters. I put up Arcane Shield on Lances because I want him to really spend his fury if he wants to go for them. Having not played this matchup before I'm not sure if this is better than pushing ahead full speed. I put Tac Supremacy on Haley so I could spread out Flux better and get her into the position in cover I wanted.


Legion advances in return, holds the feat and accomplish just about nothing.


It's go time! He's hidden a deathstalker behind the central obstruction so I put up Ghost Walk from Future on the Lances to allow the one hiding behind my Effigy to charge him. Another lance jams down the Ravagore + Bolter on my left flank and the leader runs into the middle of it with 1 guy hanging behind as per usual. I should've switched over Tac. Supremacy to Forge Guard but realized this too late. I put up Flux. Alexia runs in to create havoc. If nothing else DEF15 ARM16 10 boxes requires attention.


My opponent is stressed by this sudden aggression and makes a few mistakes. He ends up feating but considering it's a Lylyth2 feat he doesn't accomplish a whole lot. 3 Lances die but the one far up in a Trench survives. Trenchers lose a few as do Forge Guard. Past bites the dust but Alexia miraculously survives.


With the Storm Lance in a trench and Future alive this is a golden opportunity. Did I mention Acosta was untouched and got Swift Vengeance? I summon Past, Feat and revive Lances. Alexia gets a couple of souls. Charger moves up so as to threaten him. Acosta and Lances make a -HUGE- mess of things as they rip up the Ravagores (both down to ~half boxes) a bolter and a half and the Naga. Forge guard realize they should probably have spread out rather than rely on defensive line.

As I end this fantastic turn however I make a huge mistake: Prime is B2B with Effigy instead of 0.75" away. I even had Tac Supremacy which I used to get Past into position...


So naturally my opponent goes for the opening with boosted blast damage from the Ravagores. The first one hits and puts me on fire but its boosted damage roll isn't disastrous. The second loses Spirit to the Lance's Free Strike and without being able to boost he doesn't do enough. Lylyth2 spends her fury on the Lances and when she comes to Acosta she has nothing left to boost damage. She fails the 6+ and he survives with Swift Vengeance.


Acosta uses Swift Vengeance to move over to Lylyth2 and strikes her. Fire continuous didn't kill Prime. Ragman moves up and uses Death Field. I kill my own objective so Prime can charge to get Past in melee range of Lylyth and still be in control (I could've run but needed Flux). Effigy goes down and Past charges in to take down Lylyth2!

Victory to the Swans!

:: Evaluation ::

The strategy worked well here, I managed to push hard and fast on the table and force him to commit to a decision. That decision was to feat in a position where he couldn't fully take advantage of dropping things into my softer back field because he was thoroughly jammed up. This tipped the scales and had it not been for my decision to put Prime B2B with the Effigy I think this grind would have been comfortably in my favor.

The questions I'm left with largely revolve around the strategic decisions on both sides: Should I have pushed further and taunted feat on T1? Should he have had a more compact formation? I know I should have had Tac Supremacy on Forge Guard after T1 to get them up the field (not to mention they should've been spread out) and Arcane Shield on Haley after the Lances lost 3 to the traffic jam, but there are lots of questions that I believe require more games to be answered. 

One piece I certainly missed in this game was the Lancer. There have been games recently where I've also wanted to arc repudiate so I'll probably move to him from the Charger again in the future. Given the matchups I play Haley3 into instead of Haley2 I think the Lancer is better. Both Retribution and Legion have troublesome upkeeps across multiple casters. 

Battle at Lund: Swedish Masters #2 (#122): Haley2 vs Feora2

:: Prologue ::

For my second game I got paired up against David and his Protectorate of Menoth. One of the guys I play the most against is a skilled Protectorate player and I have practiced a lot against them so I felt really good about the pairing. I naturally dropped Haley2 and was surprised to receive Feora2 in return as he also had Harbinger in his pairing.

:: 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:
Feora, Protector of the Flame - WJ: +6
- Redeemer - PC: 6
- Hand of Judgment - PC: 10
- Reckoner - PC: 8
- Vanquisher - PC: 8
Vassal of Menoth - PC: 2
Vassal of Menoth - PC: 2
Eiryss, Angel of Retribution - PC: 3
Reclaimer - PC: 2
Holy Zealots - Leader and 9 Grunts: 6
- Monolith Bearer - Monolith Bearer 2
Choir of Menoth - Leader & 5 Grunts: 3
Visgoth Juviah Rhoven & Honor Guard - Rhoven, Gius, and Cassian: 4

:: Pre-Battle Thoughts & Deployment ::

On paper this matchup is in my opinion massively in my favor. Add to that, we were playing Two Fronts and I got a blatantly ridiculous piece of forest to hide Haley and squishy supports behind and I knew I was in good shape.

The idea was to take this on attrition but to slowly threaten scenario. Feora can push hard early until I get control of the jacks and the Redeemer can make life miserable for any support pieces in the open. Careless play could see Protectorate sneak in a nasty scenario angle. I deployed ATGM opposite his zone with Thorn, Stormwall centrally and the rest going for the woods.


:: Game ::

He runs up and gets Enliven on the Reckoner. Not much interesting T1, as per usual.

ATGM spread out. Thorn runs for cover. I have experienced many times how hard the Protectorate can shoot if I don't have defense bonuses. Eiryss stays safe far behind. Stormwall moves up with Temporal and opens up on the Reckoner who elects to use Enliven to fall back. I had back-up plans activation-order wise in case he'd go for an aggressive move here. B13th run around the house.


Redeemer opens up and lights up half my ATGM. Zealots mini-feat but they are still rather far away.


I feat and move the Stormwall up after TK-ing the Reckoner around. I roll like crap however and not only does it survive but its melee weapon system and cortex are intact. I rip up Rhoven and co a bit. ATGM contest his zone. Thorn moves in to disrupt the Vanquisher and Redeemer I believe. My memory is a little fuzzy on the details in this turn.


Hand of Judgement moves back up and gets enliven. ATGM contesting is killed by zealots and he goes to 1 point.


This is the turn where I am supposed to deliver the killing blow: Take apart the Hand of Judgement and the Reckoner with a fully intact Stormwall and the game is over. I need to remove a couple of choir + zealot models to clear a path for the Stormwall. I also wanted to keep disrupting the Vanquisher just for good measure. Thorn disrupts the Vanquisher, ATGM snipe out a Choir dude, Haley Arcane Bolts a Zealot and casts Temporal on the 4 focus Stormwall.

So let's pause for a moment. My past couple of games vs the Protectorate have seen me get into huge trouble because I forget enliven. My -one- goal for this game was to not forget Enliven. I even debated boosting the headbutt or not. So what do you think happens when my 4-focus Temporal Acceleration Stormwall moves up to the Hand of Judgement? I fucking forget Enliven. I spend the rest of my focus taking apart the Redeemer (down to 5 boxes or so with Cortex crippled I believe) and Rhoven's unit. To add insult to injury, the combined efforts of A+H, Gastone and B13th fail to finish off the Reckoner.

Fuck.


My opponent makes a huge mistake in my opinion as he doesn't allocate focus to the Reckoner. With his Reclaimer being able to fill the Hand of Judgement with 3 focus he can afford to fill the Reckoner -and- cast Ignite on Hand. I think he probably overestimated just how hard Hand strikes because even with 5 attacks + ancillary attack at dice damage the Stormwall isn't going to be nearly dead. Before dice, that is. The 3 first damage rolls come up 12, 11 and 10 and I am seriously beginning to worry. However with no focus on the Reckoner he can't finish the job and it survives on 10 boxes or so, as per usual with cortex and a weapon system intact.


With no enliven up on anything it's go time. I allocate 4 to the Stormwall and he exacts revenge on the hapless jacks. I clear up my flank and get the Vanquisher with shooting (I had kept putting pot shots into it throughout the game as well as boosting Thorn's damage now and then) after Gastone spikes. Gastone is a spiker, remember those words.


He finally kills the Stormwall but I'm not too worried as there's hardly anything left.


I wipe out the remaining pieces and he's left with Feora pretty much.


He makes a play to threaten assassination by putting Feora into the wreck markers but the odd CP here and there means I kill his objective to win on scenario.

Victory to the Swans!

:: Evaluation ::

That became too close for comfort! I wonder why I can't for the life of me remember Enliven when I've had -so many- games where it completely turns the tables around. I suppose the only upside to this is that I know how I have to play if it happens. This list shoots so hard that it isn't necessarily a disaster if the Stormwall dies and he has 2 heavies left (see this report for an example of a game where I mess up even more and am left in a similar situation), but in this game the scenario angle was an issue. If the Stormwall goes down I could've taken apart the Vanquisher and Reckoner but if he simply clear my objective by sacrificing Hand he'll still be massively up on scenario and that can be a problem for me. Thorn had taken a beating from Zealots mid-game as well so I was out of reliable contest pieces (in the end he had 6 boxes).

A mistake I made after the Hand walked away was to not boost a pod on the Reclaimer. That would probably have kept him from killing the Stormwall regardless of assigning to the Reckoner.

Overall I think my plan here was sound but again the execution wasn't stellar. I should perhaps have more emphasis on taking out the Reckoner on feat turn as well because dice happens. One thing I learned in this game is that Eiryss should probably just spend the first couple of turns running far away so that scatter can't get her. I knew the Stormwall and Thorn would be jamming the middle and thus I could've had her on the left side. Disruption on Hand mid game would have be gold!

In the end I win the game despite the Enliven fuckup and other mistakes, which I think shows the nature of how strong Haley2 is into jack-heavy protectorate more than anything else.

Battle at Lund: Swedish Masters #1 (#121): Haley2 vs Skarre1

:: Prologue ::

Swedish Masters was an open tournament with 60 participants running on the first day of the Battle at Lund convention. Its format and size was similar to the Norwegian Masters we had in January (if you haven't read them I recommend the reports from that tournament as well, especially games #2, #5 and #6: link) but obviously a lot of players and lists I've never seen before.

My very first game was against a really nice guy, Markus, who brought his Skarre1 Bane Knights spam. What an excellent way to start the tournament (and no, I don't mean that ironically). Naturally, facing Cryx, I dropped Haley2.

:: 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:
Pirate Queen Skarre - WJ: +6
- Skarlock Thrall
- Helldiver - PC: 3
- Helldiver - PC: 3
Satyxis Raider Captain - PC: 2
Darragh Wrathe - PC: 4
Bane Knights - Leader & 9 Grunts: 10
Bane Knights - Leader & 9 Grunts: 10
Bane Knights - Leader & 9 Grunts: 10
Satyxis Raiders - Leader & 9 Grunts: 8
- Satyxis Raider Sea Witch - Satyxis Raider Sea Witch 2
Necrosurgeon & Stitch Thralls - Necrosurgeon & 3 Grunts: 2

:: Pre-Battle Thoughts & Deployment ::

Markus had not previously faced Haley2 so we had a little pre-game walk-through of what the various things in my list can do in general and Haley herself in particular. I've never faced Skarre1 before but true to form I put up his list in War Room and went through her things. Her feat is infamous enough but her spell list was interesting. Dark Guidance and +D6 focus in particular stood out as Gotchas. I made a mental note to play Eiryss conservatively.

We were playing Recon and I got to go first. I placed Haley on one flank to feign a scenario move, perhaps evident by putting too little shooting near her, but my overall plan was to play for attrition. I was hoping to hold my feat until T3 and simply wipe out enough to deny him a scenario opening on T2. My Haley feigned flank seemed to work as he deployed a unit of Banes opposite her.


:: Game ::

I continue playing the feigned left with Haley by moving her, Gastone and A+H towards the flag. The rest move up in the middle. As I really don't want him swarming the zone (because this makes it hard for me to not feat T2 because of scenario angles) I put down a pod to mage storm and covering fire on either side.


Banes run up, Satyxis place themselves neatly in formation behind the Pow12 fields I put down.


This is totally doable. The idea is to place Thorn to contest the zone, have a covering fire in front of him and wipe out the Raiders. I put up 2 deadeyes on B13th + ATGM. Thorn activates, moves to the right and Haley moves back before double-boosting an Arcane Bolt with Lucky Charm to take out the Satyxis' UA. Thorn Reaction Drives back to contest position. ATGM + B13th follow up with wiping out every single Satyxis after Eiryss takes out 1 (I figure her position is conservative enough). 


Somewhat shocked at my ability to seemingly trivially remove a unit of Satyxis my opponent thinks out loud and tells me he has to feat if he is to have any models left after round 2. I agree of course, he's in a bit of a pickle with the Raiders down this early. He goes with Darragh first and tries to get some Knights into charge range of the Stormwall but as I've made sure not to give him Vengeance (what shots I had left I tried for Darragh with despite him being behind Effigy of Valor) he can't reach him with more than 1 guy. The damage is insignificant, while Skarre's feat makes those Knights super scary a single guy won't bother a Stormwall with Arcane Shield.


The idea is to remove all the closest models in the left-most and middle unit and not kill a single guy from the right unit of Knights. If this works I'll face minimal damage from Vengeance + attacks since I will of course feat now. I put 4 focus on the Stormwall as I intend to use Metal Storms with boosted damage to remove Knights. However between A+H, Gastone, B13th and Thorn I remove so many Knights that I actually simply forget to boost with the Stormwall.


The remains of the 2 units in the middle and on the left move in to try and engage and jam me. The unit on the right goes in as well to try and jam atgm. Thorn loses a few boxes but nothing vital.


I'll let this picture speak for itself. TL;DR - Deadeye ATGM with aim and Mage Storm on a pod. 


With no infantry left Skarre goes for some CP for tie breaker purposes. I head up to my flag and eventually win the game on assassination after he runs in to kill my objective (which fails).





Victory to the Swans!

:: Evaluation ::

The plan worked out perfectly. There are technical mistakes like forgetting to actually use my focus etc but overall this was a game where I felt I always had control. I think this is a difficult proposition for Skarre1 but 2 mistakes stand out which makes my life easier: First of all giving away Satyxis is huge as their high defence forces me to spend a lot of focus to deal with them effectively. With mini-feat and feedback they are absolutely lethal. I think my opponent should literally have played them behind his Banes. The second mistake it not mixing the Banes up. By having 3 distinct "formations" running at me I can (and did) scalpel out the elements that threaten me without giving him vengeance. If it is instead one huge swarm of Knights moving at me this becomes exponentially harder - if not impossible.

A great start to the tournament with lots of tie breaker points!

Battle at Lund Practice Game 2 (#120): Haley2 vs Dr. Arkadius

:: Prologue ::

After I finished with Magnus I was lucky enough to get a game against one of the organizers who go by the name of Jens. This was an excellent opportunity because Jens brought Minions! I have only ever played Minions once and that was at 35 points. Then, as now, I faced Dr. Arkadius and he seems almost tailor made to counter Cygnar with his tech (feat and spell list is amazing and once he's dealt with the Stormwall the game swings in his favor).

:: 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:
Dr. Arkadius - WB: +6
- Targ
- Gun Boar - PC: 5
- Gun Boar - PC: 5
- Razor Boar - PC: 0
- Razor Boar - PC: 0
- Razor Boar - PC: 0
- Razor Boar - PC: 0
- Razor Boar - PC: 0
- Razor Boar - PC: 0
- Road Hog - PC: 9
- Road Hog - PC: 9
- War Hog - PC: 8
- War Hog - PC: 8
- Gorax - PC: 4
- Gorax - PC: 4
Farrow Bone Grinders - Leader & 3 Grunts: 2
THEME: Nature of the Beast - Tier 4

:: Pre-Battle Thoughts & Deployment ::

We were playing Outflank and I went first. The idea was to play this as a game of attrition and establish control in one zone top of 2-3 to allow the Stormwall to contest the other zone top of 4 (i.e. I'd allow him to get 2 points). To this end I had ATGM on one flank and strong shooters in the center with Stormwall in-between.

:: Game ::

Stormwall tramples and pods. Ryan Mage Storms pod to create a no-vision zone in the center, allowing Haley to get far up without the threat of crazy Arkadius-slingshots.


Arkadius does indeed go for the slingshot but into the Stormwall instead of Haley. He is unlucky as he is just outside of Crippling Grasp range. He also forgets to give his beasts Primal from Gorax. The end result is that the few beasts getting into the Stormwall don't do significant amounts of damage. On top of that he misses Eiryss with a boosted attack. That could have been way worse!


Given the development and the early feat I forget my original plan. Instead I am too focused on the left zone. Haley TKs Eiryss out of danger, moves to the left, Deadeyes ATGM and feats. ATGM all aim (and this means they won't be in a position to help out so as I can contest the zone with the Stormwall quickly enough) and thunderbolt away beasts engaging the Stormwall. This opens up a door for him to move up. I kill quite a few beasts but there are so many left.


Despite feat being dropped he scores 2 points. His beasts all jam me up as best as they can.


Hyper aggressive is a thing and I need to consider what I can do. I have to set up so that I can get something nasty into his zone next turn because if not it's game over. I now realize that ATGM should've moved last turn because they are horribly out of position. I am tempted to run them but figure they'll likely do more if I don't. I pod the zone to contest. 2-2.


Arkadius moves a lot of beasts to jam me up, however he also casts Crippling Grasp on the Stormwall which exposes him to an assassination run.


Thorn moves up and Haley one-shots Dr. Arkadius with a lucky charm + boosted time bomb damage roll. Crazy dice but I had focus to follow up with TK and lots of shooting behind, so a fairly safe run.

Victory to the Swans!

:: Evaluation ::

I don't know if it's the specifics of the lists, the matchup in general, lack of experience or something else, but I find Dr. Arkadius to be a strong caster into Haley2. Hyper Aggressive on the entire battlegroup of 3 million beasts gives me a headache just considering how to approach the ranged game (which I rely so heavily on), Forced Evolution is brilliant defensively and Crippling Grasp is a killer if he can safely get in range of the Stormwall. Also the feat is incredibly flexible, it can allow him a devastating alpha or basically negate a huge part of my own feat (not a lot of things in this game can basically nullify Temporal Shift).

My original strategy was sound but I should've kept Eiryss as a reserve piece behind the Stormwall, not opposite it. This allows her to run in a wide circle around my strong flank and either shoot off Crippling Grasp or Forced Evolution depending on what I need. Also I need to keep in mind my game plan despite my opponent finding openings. With ATGM moving T2 I could probably have freed the Stormwall, shot off Grasp and cast Temporal Acceleration on him to have him walk over to the other zone. Outflank is a tricky scenario because you score insanely fast, but it can certainly be dealt with if you plan ahead, especially if you play a control caster yourself like Haley2.

Battle at Lund Practice Game 1 (#119): Haley3 vs Thyron

:: Prologue ::

We were 3 Norwegians travelling by car to Lund to participate in the convention. As the drive is rather long (6-7 hours if you don't stop) we had time to talk a lot about Warmahordes. One of the things we discussed was my friend Magnus' Retribution pairing (he was taking Issyria + Thyron to Battle at Lund) and how he should deal with Cygnar. I recommended he try Thyron because I've never struggled with Issyria lists neither with Haley2 nor Caine2, so when we arrived and it was still early in the evening we sat down for a practice game.

:: 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:
Thyron, Sword of Truth - WJ: +5
- Imperatus - PC: 12
- Discordia - PC: 10
- Aspis - PC: 4
Arcanist - PC: 1
Fane Knight Skeryth Issyen - PC: 5
Houseguard Thane - PC: 2
House Shyeel Artificer - PC: 3
Mage Hunter Assassin - PC: 2
Mage Hunter Assassin - PC: 2
Houseguard Halberdiers - Leader & 9 Grunts: 7
- Halberdier Officer & Standard - PC: 2
Stormfall Archers - Leader & 3 Grunts: 5

:: Pre-Battle Thoughts & Deployment ::

I don't have a lot of experience against Thyron but the lack of MHSF made me think this would be fairly straight forward as I could be sure the Trenchers wouldn't be threatened at a distance. The scenario was Outflank and I went first. I placed Lances on one flank and Alexia2 on the other. Retribution hates Alexia2, her recursion game is practically made to destroy them. I also anticipated, based on terrain, that he'd go with his jacks + caster on the Lances' flank and thus he'd need infantry across Alexia2 to contest. This proved to be correct. Game on!


:: Game ::

T1, stuff runs. I keep Alexia back because I don't want to risk her to Assassins. The Charger however is bait, he is not important in this game.


Skeryth receives Storm Rager and runs up to jam. Assassins don't fall for the Charger bait. Halbs move up in Shield wall and battlegroup chills out.


I Assault Skeryth with 3 Lances but to little help: I do 3 boxes to him. Given the aggressive move from the Halbs I figure this is a good way to start thinning them out. I kill a few and push the cloud wall up.


Skeryth + Discordia clean up 3 Lances on the left flank. Halbs move up with Quicken to engage Trenchers. I lose a couple.


I make a strategical mistake as I push for scenario instead of continuing the grind. The Halbs have basically sacrificed themselves which means I no longer need Flux so I could've revived 2 Lances and assaulted Skeryth again instead of pushing home. However my mistake means 1 Assassin gets an angle on Prime. I put Dirge on her.


My opponent goes for the opening but makes a technical mistake as Thyron charges in a wrong direction and the MHA ends up being outside of feat range. Hitting a 12 is hard to begin with when boosted (mat 7 vs def 16 + dirge + set defense), but it's hail mary when it's 2d6. He misses and concedes the game.

Victory to the Swans!

:: Evaluation ::

I felt this matchup was pretty good. In general I struggle a lot more when MHSF threaten Trenchers. They are vital to keeping other Ret tricks at bay. Part of taking Alexia2 over Alexia1 however is that I have a couple of models outside the Lances (Acosta and said Alexia primarily) that can really mess MHSF up if they go for the Trenchers. 

I feel I played the Forge Guard poorly here. I often have a feeling that I don't utilize them to their full potential. It's something I need to practice on because when they go to town they are amazing. 

The matchup is in my opinion strongly in Cygnar's favour. Without any way to deal with the clouds nor tank up what's coming behind them Thyron is always on the back foot. Couple that with some unlucky rolls on my part in this game (Skeryth could easily have died for example and I missed boosted hand cannon shots at the MHA) and it's clear that Retribution struggles here with this Thyron list. Perhaps Discordia could have done some work but that leaves her in a very exposed position.