onsdag 15. februar 2017

Battle Report #420: Haley2 vs Wurmwood

:: Prologue ::

Really short on time so I just want to finish the last 2 reports before I finish packing for SmogCon! First up: Haley2 vs Wurmwood.

:: Lists ::

Cygnar:
Haley2 Storm Division Thornwall
Opponent:
Wurmwood with 1x Woldwyrd, Reeves and heavies

:: Pre-Battle Thoughts & Deployment ::

The Pit and I go first. Secure strong flank, feat last, push Lances far up. Keep Stormwall + Thorn central.


:: Game ::

Stuff spreads out.


Circle try to be cautious...


...but Reeves are within 20" of Firefly as well as Lance run + Laddermore shoot range. Bye-bye shooters! I kill both Sentries on the right flank. Good start!


Curse was landed on 'wall bottom of 1. Now Stranglehold ensues. Wurmwood feats.


Move Haley to flag, consolidate left flank, back Stormwall away from Woldwyrd, feat, contest with pod, TK Pureblood around.


No contest possible, scenario lead for Haley.


Up on scenario and attrition, Stormwall not even close to being in danger. Opponent concedes.


Victory to the Swans!

:: Evaluation ::

Storm Division Haley2 is a big step up for fighting Wurmwood. Stranglehold is a pain, but it also means Wurmwood's fury usage is predictable. The list deals well with infantry and has a number of big threat ranges that are lethal to basically anything in Circle.

Good practice game, I needed it!

søndag 12. februar 2017

Battle Report #419: Haley2 vs Harkevich

:: Prologue ::

I wasn't sure whether to write this report or not because this was an intro-game. I don't usually write reports from intro-games I play because the merits of the models and not the quality of the game is in focus. Anyway this game developed to be rather interesting and as such I think it's worth getting out there.

:: Lists ::

Cygnar:
(Haley 2) Major Victoria Haley [+25], Storm Division, Fuel Cache
- Thorn [13]
- Stormwall [39]
- Squire [0]
Storm Lances (max) [20]
Storm Lances (min) [12]
Journeyman Warcaster [0]
- Firefly [8]
Major Katherine Laddermore [8]
Opponent:
Theme: Winter Guard Kommand
Kommander Harkevich, The Iron Wolf - WJ: +28
- Kodiak - PC: 13 (Battlegroup Points Used: 13)
- Kodiak - PC: 13 (Battlegroup Points Used: 13)
- Kodiak - PC: 13 (Battlegroup Points Used: 2)
- Juggernaut - PC: 12
- Juggernaut - PC: 12
- Marauder - PC: 10
- Marauder - PC: 10
Kovnik Jozef Grigorovich - PC: 4
Winter Guard Infantry - Leader & 9 Grunts: 10
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Mortar - PC: 0

:: Pre-Battle Thoughts & Deployment ::

The map was Incursion and Khador seized the initiative. I took the side which forced Khador into a central funnel, should my opponent want to move up in the middle instead of trying for a flank.


:: Game ::

The Infantry run up aggressively on the right flank. I respond by respecting the Rockets, however Thorn runs towards them (with Arcane Shield) and Haley throws out 4 Arcane Bolts. I have a plan to secure both flanks and to do this I need to thin out these guys ASAP.


Harkevich doesn't want to feat so the middle is simply consolidated. The Infantry on the right flank commit to make 2-0 at least difficult-ish to get to for me.


I obviously want to go to 2. In this matchup, feating first is a big no-no unless it cannot be avoided or you have a big scenario opening. However due to the central funnel here I have a lot of space. As long as I can clear out the infantry on the right flank I should be good to go!

Junior ditches Arcane from Thorn and puts in on the Stormwall. Said Stormwall places itself within charge range of but a single Kodiak and pods nearby an obstruction. The Lances shoot this pod to kill the Mortar behind the obstacle. #JustCygnarThings. On the right flank I commit Haley's focus stack, the Firefly, Thorn and the Lances to clear stuff out. Even Laddermore gets to help out. Needless to say they die. 2-0 and feat withheld. I absolutely love my position.


Khador have to commit their jacks and Harkevich feats. Jacks body-block him so that an assassination will be very hard. I lose 2 Lances on the right flank and 1 on the left flank.


I TK + Dominate the Jugger on the right flag to go kill a Rocket dude. Suits him right for killing Lances! On the left flank I throw a Kodiak onto a Marauder. Another Kodiak on the right flank is TK'd away from the flag. Haley camps 1, moves up and feats. I body block a Kodiak to prevent it from moving up to Haley and boost a cloud on her. I mess up a bit with the other one so that one can do that though. 3-0, both feats are out.


Scenario forces the issue for Khador. I kinda forget that Harkevich has an offensive spell so it's all about assassination now! One boosted spell and the boosted cloud was more than I thought he had to be honest and I should have camped 2. Regardless Odds Machine puts it at ~25% and the dice are in my favour so Haley lives.

Victory to the Swans!

:: Evaluation ::

Incursion is a tricky scenario, it's so spread out. What I wanted to show with this game is that against pure melee lists, Haley2 is able to spread out amazingly well with so many Lances and apply a lot of pressure to many areas of the table at once. That is pretty unique.

The central funnel I gave my opponent worked perfectly. One of Harkevich's main weaknesses is that he has to block up. Anticipating when and where he'll advance up the table is key to taking advantage of this. In this game my opponent's deployment gave his plan away. He probably should have tried to position his brick to have control of two flags, not just the one in the middle.

Lastly I want to point out that Arcane Shield can be very valuable on both the Lances and Thorn if you want some aggressive plays early game. Just make sure you plan for it and have all the pieces where you need them for the subsequent turns (i.e. don't have Stormwall too far away from Junior to receive Shield turn 2). I guess I should also point out that my opponent had a lot of help in this game from an experienced player. The way the game developed we got to cover a lot of bases. I truly believe in showcasing the really powerful things you can do in this game to make beginners visualize how complex and interesting Warmachine & Hordes really is, hence the powerhouse matchup. 

fredag 10. februar 2017

Battle Report #418: Nemo3 vs Ossrum

:: Prologue ::

Rematch time! My opponent wanted to test out heavies instead of Forge Guard because the latter intend to die too easily against Cygnar. A small change and we were all but ready again! Last game was over quickly. This one was an epic struggle which is longer than most games I've had for a long, long while.

:: Lists ::

Cygnar:
Theme: Storm Division
(Nemo 3) Artificer General Nemo [+25], Bunker
- Storm Chaser Adept Caitlin Finch
- Squire [0]
- Firefly [8]
- Firefly [8]
- Firefly [8]
- Dynamo [18]
- Lancer [10]
Storm Lances (max) [20]
Storm Lances (min) [12]
Major Katherine Laddermore [8]
Journeyman Warcaster [0]
- Firefly [8]
Opponent:
(Ossrum 1) General Ossrum [+28]
 - Grundback Blaster [6]
 - Grundback Blaster [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Grundback Gunner [6]
 - Reinholdt, Gobber Speculator [4]
 - Ghordson Driller [10]
 - Ghordson Driller [10]
 - Ghordson Driller [10]
Horgenhold Artillery Corps [6]
Horgenhold Artillery Corps [6]
Eiryss, Mage Hunter of Ios [7]
Lady Aiyana & Master Holt [8]

:: Pre-Battle Thoughts & Deployment ::

Same scenario, slightly more terrain as the map in the first game felt a little too open. This time I win the roll-off and go first. The idea is to set up as well as I can defensively, discourage Ossrum from going hyper-aggro and slowly find an angle. 


:: Game ::

I hide Dynamo behind Lances on a hill with Shield. The Lancer is largely tucked away also. Probably a mistake not to look for better positions with him. He can be blocked off from Eiryss easily enough with double Fireflies.


Ossrum advances cautiously. Eiryss runs off to the top right corner.


I try to get as much DEF-bonuses as possible to force out a bad feat.


The feat does come out and I lose a minimal amount of models. One Driller runs to be a pain on the left flank. Luckily for me he's out of control so he's not -that- dangerous.


With Forge Guard running into me all aggro-mode the decision's easy: Kill them all and deal with the Bunnies later. ARM22 heavies with lots of boxes though are not dealt with as easily at all. I'm sort of left wondering what I should do and indeed my resulting actions here spread out the damage too much. I'm not really focusing on the heavies enough but I'm not killing Bunnies either.


After 2 somewhat lack-lustre feat turns we're set up for a grind. I lose some Lances and Dynamo, as well as a Firefly. The two heavies on the right flank are seriously hurt though so I can take them out.


This turn I'm not respecting the artillery enough. I figure leaving one alive isn't that big of a deal. My problem is that the attrition game is winding down and it's kind of dicey. I can't reliably kill the heavy on my left flank without the Lancer. I probably should've ran the numbers on this. My goal this turn should have been to take out all heavies and both artillery pieces. Somehow I commit the Lancer on full focus and Lightning Shroud to the right-side heavies. Had I focused enough on the heavy on the left he would've died. Bad mistake. I also fail to kill the Artillery Corps on the right flank and a Storm Lance assaulting fails to kill Eiryss.


FFE on the Mortar ensures that the Firefly in the right zone goes down. This means Ossrum starts scoring.


I am short on time so I make a mistake: Instead of casting Arcane Shield on the remaining Lances and have Nemo cast Electrify on the Lancer I simply run Junior. The Lancer charges in to contest and I move to 1-1.


Ossrum charges in and with decapitation and shooting help the Lancer goes down. So much for not having Electrify up on him. 1-3.


Seriously low on time so no chance to think everything through 100%. Nemo tries to get work done personally and spends his entire stack. The Lances charge in as well and both remaining Fireflies run to contest. 3-3.


Ossrum decides it's better to go for Nemo than to kill both Fireflies. The Bunnies survive the free strikes with their necessary systems intact and find the 10s needed to hit. With solid damage rolls Nemo goes down.

Sadly, a Loss for the Swans


:: Evaluation ::

Wow, what a game! This was super-long and intense with tons of things to think about from the onset and throughout. Lots of mistakes, clutch plays, crazy dice and exciting openings. Warmachine at its best!

What bugged me about this game, literally for hours, was that I couldn't understand why I lost. Following my feat turn I thought I was good. I thought I had the scenario covered and that I was up on attrition. Perhaps I was, but it must have been very, very marginal. My perception of the game state certainly was off.

Where did I go wrong? I think the answer lies in an old report, a very important game I played in August, last year. A hard grind vs Karchev's Mad Dogs is eventually won. The game-breaking turn here is my post-feat turn. On my feat turn I don't really kill a lot of Mad Dogs. What I do instead is set up to kill a lot. I leave a number of jacks on a handful of boxes and then move on to the next ones. Why? Spending a PS22 attack to kill an ARM18 jack on 5 boxes simply isn't efficient. If I know said jack can't retaliate I can take it out the next turn instead, for example with electro leaps or weaker attacks. In that game the commentators and audience were stunned by how much I killed in the post-feat turn, but indeed I set up for it.

How does this apply to the game above? There are two effects in play here: First of all I have to ensure that I apply my strengths where they are the most effective. As I've noted before, dealing with heavy ARM outside of my feat turn is hard. It boils down to Lances and Dynamo. On my feat turn I spend Dynamo to kill a single bunny. On top of that I leave him in the open to die. This isn't even a questionable move, it's a terrible move. I should have looked for ways to apply Dynamo to heavies, or at least get Ionization on his targets and ensure at least 2 Bunnies for him to justify his activation. The heavies in the middle were both left on fairly few boxes. It is conceivable that Dynamo could've killed off the both of them, I dare-say probable even. Considering both how much they did the next turn and how much work I had to put in to kill them in my subsequent turn this would definitely have been the better play for me.

The second part is that in a war of attrition like this turned out to be, I have to be better at identifying the most lethal threats. With the Lancer and the Fireflies positioned far up on the table I can reach basically everything. My inability to take out Aiyana and the Artillery post-feat turn when I had the option was probably the last strategical nail in my coffin. Way too much damage output.

On top of all of this there were a number of technical mistakes throughout. I blame inexperience with the matchup. This game sure was an eye-opener though in many ways. The best game I've had this year.

Battle Report #417: Nemo3 vs Ossrum

:: Prologue ::

I consider Mercenaries to be one of the very best factions in the game at the moment. In my experience Haley3 is a decent drop here. Haley2 is not. If I want to drop Haley3 in favour of Nemo3 I need to test the Ossrum matchup. I already know Nemo3 more or less autowins against Kingmaker's and I believe he's up against Cephalyx as well. Anyway, the challenge this time was Ossrum and I was eager to test this out.

:: Lists ::

Cygnar:
Theme: Storm Division
(Nemo 3) Artificer General Nemo [+25], Bunker
- Storm Chaser Adept Caitlin Finch
- Squire [0]
- Firefly [8]
- Firefly [8]
- Firefly [8]
- Dynamo [18]
- Lancer [10]
Storm Lances (max) [20]
Storm Lances (min) [12]
Major Katherine Laddermore [8]
Journeyman Warcaster [0]
- Firefly [8]
Opponent:
(Ossrum 1) General Ossrum [+28]
 - Grundback Blaster [6]
 - Grundback Blaster [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]
Horgenhold Artillery Corps [6]
Horgenhold Artillery Corps [6]
Anastasia di Bray [3]
Eiryss, Mage Hunter of Ios [7]
Kell Bailoch [5]
Lady Aiyana & Master Holt [8]

:: Pre-Battle Thoughts & Deployment ::

We were playing Outlast and my opponent went first. I wanted to create a strong right flank so I skewed my deployment diagonally opposite of him. 


:: Game ::

Snipe goes up on Eiryss1 which takes the nearby woods. Kell goes outside of said woods. FFE on a Mortar and Bunnies spread out with Forge Guard in reserve.


There's an amazing angle on Eiryss: I can run up the Lancer behind the rock in the middle and Force Hammer a bunny. I need a 2+ to hit her. Taking out Eiryss here is huge as she is so dangerous for both Dynamo and the Lancer mid-game. If I go for this I feel I have to commit so as to not just leave the Lancer for dead. This necessitates Electrify on small lances and Arcane Shield on the big ones and have more or less my entire army run up.

To get the Lancer into position Dynamo needs to move first. I run him up on the hill. Lancer runs, Nemo activates. Slam into Eiryss, need 5+ to kill, get snake eyes. Problem: She is knocked down alright but I left Dynamo within 16" of her. That could've been pre-measured because said Dynamo is like 15.5" away. Ok, I'll just roll with it!


Ossrum has to commit so feat comes up and bunnies start getting work done. I was hoping for some karma but unfortnuately Eiryss nails her 5+ to hit Dynamo and he's disrupted. Poor thing. 6 Lances go down but the Fireflies are hardly scratched. Forge Guard run to jam the center.


First things first: Priorities. I lost a ton of Lances, which can be a problem. However, this turn can turn it around again. What I have to do is clear out all of the forge guard because they pose the biggest threat and then move onto the jacks. Nemo starts off the show and gets a lot of Forge Guard with his shot, a bounce from Finch and Chain Lightning. DEF10 is bad so boosted attack rolls hit easily, despite the melee bonus. This clears up most and I'm able to take out the rest systematically. Even Dynamo helps out. Sure he's disrupted but on feat his multi-fire is perfectly capable of roasting Forge Guard anyway. One single hammer-wielding Dwarf is left alive but I'll have to accept it so I move onto the Bunnies. I do a surprising amount of damage and I suddenly feel way up.


My opponent starts trying to destroy my models as well but his damage output simply isn't there. He lost too much on my feat turn. Half-way through his turn he concedes the game as it literally is just over.

Victory to the Swans!

:: Evaluation ::

This went better than expected. Losing that many Lances felt like a disaster. I don't know if my opponent's dice were hot or not (probably not), even with arm buffs those bunnies do stack up a ton of hurt and there's artillery behind as well.

I suppose it boils down to how much work we get done on our respective feats and how we set up for them. For my, I did have a perfect position for everything left in my list once his feat was over: I could easily apply Ionization, tons of leaps went off, I could easily get the Forge Guard first and then move on to the bunnies later.

All in all a very comfortable test with Nemo3 against Ossrum. Yet again, our God of Thunder and Lightning surprises me!

onsdag 8. februar 2017

Dissecting Nemo3

There's been a lot of questions about my Nemo3 list lately. I just listened to the Storm Chambers podcast in which they discuss it (among other things). You can find the episode in question here. First of all, let's start with the list:
Theme: Storm Division
(Nemo 3) Artificer General Nemo [+25], Bunker
- Storm Chaser Adept Caitlin Finch
- Squire [0]
- Firefly [8]
- Firefly [8]
- Firefly [8]
- Dynamo [18]
- Lancer [10]
Storm Lances (max) [20]
Storm Lances (min) [12]
Major Katherine Laddermore [8]
Journeyman Warcaster [0]
- Firefly [8]
What does Nemo3 do? He's a focus 7 caster with an incredibly powerful damage-buff feat, a very solid, defensive upkeep spell and an amazing spell for taking out casters and heavies alike: Force Hammer. On top of that he's extremely focus-efficient.


This skill-set sets up for a few things: First of all he wants Lances. Lots of Lances. Shooting just plain normally they are POW12. However, if stars align, every model can get up to POW16 boosted, PS15 boosted and 2x POW12 boosted on feat turn. It's rare, but I have had it happen. This potential, combined with Nemo's feat basically making electro-leaps into heavy killers, means that having a core of Lances is a must for him. Also, while the damage output of a Nemo3 list is through the roof on feat turn, it can often feel lacking outside of the feat. The Lances constantly threaten PS15 charges which helps weigh up for this. Due to the theme force benefits from Storm Division, I have found Lances and Laddermore in the max + min + dragoon to be the best choice, netting you exactly 40 points to get two free solos with.


The Firefly is an absolute necessity with Nemo3. Not only is Ionization amazing with all his lightning damage, these humble little lights dish out a surprising amount of pain of their own on feat turn. They are great scenario pieces, highly durable for their cost and capable in melee. With Lightning Shroud they are quite annoying to deal with. I initially tried but one Firefly with Nemo3. That was way too little. 2 also felt too little. It's hard to put into words but we'll look at examples later. It boils down to a combination of durability, ability to project force through LoS-denial and the need for multiple Lightning Generators. The obvious alternative is to max out the Lances (which costs 1 Firefly), but I don't want that because I value the Firefly more. To understand why, we have to look at The Ping Pong Theory and understand Deployment, Patterns and Board Space Development.

Nemo3 is not a caster who can whittle down everything at once. In certain matchups this is doable, but in general Nemo3 has to play into a skewed formation. On his feat turn, he can annihilate a portion of your opponent's army, seriously damaging their subsequent threat projection in return (think lines from Ping Pong Theory). To achieve this, we need a strong flank, a flank we can truly demolish. It follows that the other flank will be weak. We cannot abandon it however because that will lead to scenario issues. In my experience a couple of Lances (typically the smaller unit) and a Firefly are enough to commit to your weak flank early on to have contest pieces mid-game. Now, this is important: If we were to max out both Lances, we would effectively be taking points away from Nemo's strong flank and putting them into his weak flank. Considering that he needs the opposite, maxing both Lances actually works against his plan, not with it.

A rule of thumb I use during deployment is max Lances centrally-slightly skewed to my strong flank, 2 Fireflies, Lancer and Dynamo centrally and 1 Firefly on either flank (I typically want Junior's Firefly on my strong flank to avoid losing him), with the min Lances going towards the weak flank. Terrain, opponent's deployment and specific matchups might call for different setups though, this isn't absolute. Let's look at some examples which illustrate my points thus far about deployment, threat projection etc:


Fireflies on either flank, big Lances sort of right-ish, small Lance sort of left-ish. Junior left, rest central.


A very classic bottom of 1 formation for Nemo3. You can clearly see how I'm setting up to dominate one flank. Maxing out Lances on my left and losing a Firefly here wouldn't help me much, would it?


The left flank is won and scenario is starting to look iffy for Wurmwood. The Lances are ready to sweep into the middle and that creates a couple of very problematic angles for Circle. Note the Firefly and small Lances waiting patiently on the right flank and the strong center.

If you start paying attention to these things you'll see them evident in most, if not all of my reports.


Dynamo's a bit of a no-brainer on Nemo3. I didn't like him that much initially but that was because my lists then didn't have the durability to stay relevant in the scenario in a prolonged game. The Fireflies really help with that, which means that sooner or later Dynamo gets his angle. At that point in time, he hurts. One of Dynamo's weaknesses though is his unreliable RAT6. What, you say. RAT6 is good by warjack standards! Sure it is, but when you need all shots to hit to take advantage of his damage output, even re-rolls aren't enough. Nemo has the perfect answer: Force Hammer. He just needs to apply it. Coupled with Lightning Shroud making our light jacks quite capable in melee and Chain Lightning whose tendrils you can boost, I think it's a no-brainer and an absolute necessity to take an Arc Node with Nemo3. In theme, you have two options, technically. I don't like the Hurricane because it does way too little of what Nemo3 wants to do so that means that our humble Lancer gets a chance in the spotlight. And let me just say, he has not let me down one bit! At just 10 points, this guy gets so much work done and is so hard to deal with for opponents that it's ridiculous. I hardly ever play a turn without slinging at least one spell with Nemo. His spell list is just amazing and the Lancer lets him assert his personal presence.


Nemo himself is fragile. The ARM16 sure helps in a lot of cases, but DEF14 and 14 boxes do him no favours. Typically, he has to camp or remain out of sight. Sometimes both. His spells are amazing and his warjacks are powerful so in my experience focus tends to run out and you need to weigh his offense carefully to not have him simply die on you. Magnetic Field is situational but when it's good it's a game changer. Wurmwood is one of the most clear-cut examples. No Hellmouth shenanigans on Nemo's entire battlegroup does so much for the playability of this matchup.

With the theme force the Squire's a no brainer. The way I play Nemo means I often have jacks and Lances at the very end of his control range (16"). I also sling spells so the re-roll is super-handy and lastly Nemo loves his focus and the Squire improves his impressive focus efficiency even further. And no, it's hardly ever overkill.


The big question then boils down to quite simply theme or no theme? The main arguments I hear for not taking him in theme revolve around Stealth and RAT. I personally don't believe that much in Reinholdt because the Squire is just such an amazing attachment for how Nemo3 plays, but the GMCA was useful when I had him for sure. However, I didn't find him to be crucial. Why? Dynamo, Fireflies and Nemo can all boost to fairly reliably hit medium-to-high DEF models by boosting attack rolls. When Dynamo shoots DEF14-16 on feat turn I boost attack rolls. I'd consider that against DEF12-13 as well, depending on the situation. With Ionization and feat the damage output is typically significant against models in those DEF-ranges anyway. If needed though, there's always force hammer, which I cast frequently.

As far as Stealth is concerned it simply hasn't been a thing in my games. Between Ionization, boostable tendrils on Chain Lightning and feat, stealthed models tend to just die. Especially on feat turn. The thing is that no matter how you build Nemo3 (within reasonable bounds), you absolutely will kill stuff with leaps on feat turn. There are no two ways about it. However, setting up to kill as much as possible with leaps I have found to be crucial to counter LoS-denial and high-def. I'll frequently run up a Firefly and feat to bounce off of him. Works wonders against Circle, it doesn't take that many boosted pow12s to take out wolf heavies (Ghetorix with Animus excepted, but even he dies typically). Furthermore, if my opponent jams up behind LoS-denying features, you can bet those D3 tendrils will be worth their weight in gold. Things just die. Horribly. At that point in time stealth or no doesn't matter that much. Even outside of feat turn stealth targets can be dealt with, to a degree.


At Norwegian Masters I played against Circle in the Semi-Finals. Granted, it was Tanith, but the play I am about to describe is universal against Circle so it doesn't matter that much. The report can be found here by the way. So I want to kill a Sentry Stone but I don't want to feat. How do we accomplish that? Well, I run up a Firefly and I cast a Chain Lightning on it through the Lancer. The leap hits the stone and I boost damage. Any decent roll will chip off a good few boxes and the rest of the list can follow up with unboosted pow12s to take out the rest of its boxes. After all, I haven't even necessarily given up a Firefly. Those things are durable! Taking out one is not trivial for Circle and might not even remotely be worth it consider how they'll have to expose themselves to do so. Even if it dies, I have 3 left and chances are its sacrifice bought me time and board space, possibly even an attrition advantage (again: Ping Pong Theory).

Trying to build Nemo3 out of theme just loses you so much of how he wants to play. This is a +25 warjack points caster so the theme gives him +9% models. 9% is a lot. It's a free Firefly and a point to spare. This list works so well that I don't think I'd take a GMCA even if I could. What would I swap out? All the pieces have been super valuable. It's a combination of durability, damage output, speed, table presence, scenario denial and reaching that critical mass which is so important when you play a caster with a destructive feat.


Hopefully you have a better understanding of why this list looks the way it does now. In closing I would like to share a few key reports which illustrate the flexibility and power:

Norwegian Masters Finals vs Ossrum. Game ended pre-maturely because Ossrum was a little too confident in his ability to survive. Lancer, Nemo and Dynamo proved him wrong. In any case, what else could he have done in his second turn?

Tournament Game vs Wurmwood. The assassination turns out to be a bad idea, but I still had a ton of options here! Wurmwood found no good plays top of 2 (and neither do I), the scenario opening isn't there, I'm spread out so well that his feat can end up being largely irrelevant and the multitude of lightning generators threaten to rip him apart even with LoS-denial.

Practice Game vs Iron Mother. Despite Convergence having Shield Guards galore in theme, Nemo is able to power through and decimate a flank, essentially winning the game of attrition top of 2.

If you are still not convinced I hope you'll post your thoughts and an alternative list. I'm happy to discuss anything Cygnar and especially my new-found man-crush Nemo3!

tirsdag 7. februar 2017

Battle Report #416: Nemo3 vs Iron Mother

:: Prologue ::

Following the Haley2 - Iron Mother matchup we decided to try Nemo3 vs Iron Mother. My opponent has never played against him before and I had a theory that Nemo could possibly break through all the shield guards and actually kill a number of important models on his feat turn.

:: Lists ::

Cygnar:
Theme: Storm Division
(Nemo 3) Artificer General Nemo [+25], Bunker
- Storm Chaser Adept Caitlin Finch
- Squire [0]
- Firefly [8]
- Firefly [8]
- Firefly [8]
- Dynamo [18]
- Lancer [10]
Storm Lances (max) [20]
Storm Lances (min) [12]
Major Katherine Laddermore [8]
Journeyman Warcaster [0]
- Firefly [8]
Opponent:
Iron Mother Directrix & Exponent Servitors - WJ: +27
-    Iron Mother Directrix & Exponent Servitors Cont.
-    Assimilator - PC: 16
-    Assimilator - PC: 16
-    Assimilator - PC: 16
-    Corollary - PC: 6
-    Prime Axiom - PC: 38 (Battlegroup Points Used: 27)
-    Diffuser - PC: 6
Attunement Servitors - 3 Attunement Servitors: 0
Attunement Servitors - 3 Attunement Servitors: 0
Elimination Servitors - 3 Elimination Servitors: 0
Elimination Servitors - 3 Elimination Servitors: 0
Optifex Directive - Leader & 2 Grunts: 4

THEME: Destruction Initiative

:: Pre-Battle Thoughts & Deployment ::

Same map and scenario, this time I won the dice-off and chose to go first. The idea? Deploy centrally and try and wrap around whatever flank Convergence would leave weak-ish.


:: Game ::

Prime commits left, I go right. Magnetic Field is such a godsend in this matchup! Arcane Shield on big Lances.


My opponent contemplates hardly going up at all, but figures it'll be too defensive as he has no scenario play and yields even more board space. He instead takes care to put his models outside of Lances' melee threat range and ensure all shield guards are in range.


I have two viable options here: I can back off like ~4" and force him to come further up the table, or I can go all-in and see how much Nemo hurts against this many Shield Guards. Yeah, I went with the latter. Of course. I focus on the jacks on the right side and the Shield Guards do go down easily enough. I'm a little greedy and only camp 1 with Nemo, should have been 2 as his boosted damage roll on the initial Force Hammer was unnecessary.


The game of attrition is so, so lost and my opponent has zero ways to play for scenario. It's down to assassination then and with me leaving Nemo on 1 the Prime Axiom under feat could conceivably be an issue. Dice however don't give my opponent what he needs and Nemo lives.

Victory to the Swans!

:: Evaluation ::

Nemo keeps surprising me. Sure, I got to go first here, my opponent had little experience with the matchup. But honestly, the sheer damage output and volume to just wade through those Shield Guards... Impressive. I can see Nemo3 being a legit drop into Convergence. He obviously needs to play against Father Lucant as well, so that's next on my list when I face the machines again.

It could be that Convergence can set up the Shield Guards more effectively but in practice I think it's nearly impossible to do. There are so many ways to go about this and so many different models I can commit to try and kill. Also, as noted in the report I could've simply backed up. Putting up everything perfectly and ensuring optimal shield guard coverage and separation takes a ton of times. A few turns like that and the clock is an even bigger opponent than Nemo!

A great set of games today. The Haley game was a mess but still taught me a lot. The Nemo game was awesome and also gave me a lot of thoughts about the Convergence matchup.

Battle Report #415: Haley2 vs Iron Mother

:: Prologue ::

Convergence practice today! Cygnar got an amazing theme force in Storm Division, but Convergence was probably the faction which got the biggest buff from the initial theme force release. About time if you ask me! Would the addition of tons of free points and +2" deployment be enough for the machines to finally have an answer for Haley2?

:: Lists ::

Cygnar:
(Haley 2) Major Victoria Haley [+25], Storm Division, Fuel Cache
- Thorn [13]
- Stormwall [39]
- Squire [0]
Storm Lances (max) [20]
Storm Lances (min) [12]
Journeyman Warcaster [0]
- Firefly [8]
Major Katherine Laddermore [8] 
Opponent:
Iron Mother Directrix & Exponent Servitors - WJ: +27
-    Iron Mother Directrix & Exponent Servitors Cont.
-    Assimilator - PC: 16
-    Assimilator - PC: 16
-    Assimilator - PC: 16
-    Corollary - PC: 6
-    Prime Axiom - PC: 38 (Battlegroup Points Used: 27)
-    Diffuser - PC: 6
Attunement Servitors - 3 Attunement Servitors: 0
Attunement Servitors - 3 Attunement Servitors: 0
Elimination Servitors - 3 Elimination Servitors: 0
Elimination Servitors - 3 Elimination Servitors: 0
Optifex Directive - Leader & 2 Grunts: 4

THEME: Destruction Initiative

:: Pre-Battle Thoughts & Deployment ::

We were playing Entrenched and Iron Mother went first. She deployed the Prime Axiom very aggressively. In my experience this rarely pays off against Haley as Haley can make a counter-scenario play so I deployed for that.


:: Game ::

Convergence run up and I realize I've made a big mistake. I cannot push hard into all of that firepower combined with backlash. I probably should've asked for a reset right here but I decided I'd just go with it.


So... I kinda forget that Mother has Domination so Thorn gets exposed to an Assimilator on the right flank as I want to limit the PA with a Time Bomb.


A combination of luck and another rule being forgotten, Thorn gets away: The assimilator tried to Ground Pounder him and missed the boosted 8+. Dodge for the win! Regardless it's a super-iffy situation. I lose a couple of Lances.


I spend forever and ever trying to come up with a plan. I eventually settle on this: Haley TKs the Assimilator on the right flank and charges it to get into a good feat position. I have to play the long game for scenario here so I need to conserve my pieces. Thorn charges the Assimilator and kills it with help from a couple of Lances, Ionization and Laddermore. The Stormwall shifts right and I do around 30 boxes to the Axiom with shooting. 1-0.


Iron Mother feats and kills the Firefly and a couple of Lances, again. I am being contested.


I contemplate how I can take out the PA without charging in with the 'wall. I figure that it could be doable if the initial models get some work done. Even Haley participates with a boosted Hand Cannon shot! When the Stormwall's left it's conceivable that it'll go down. Even if it doesn't there are no meks in range and I'm being contested next turn anyway so I may as well try and shoot it instead of exposing the Stormwall. The 3 big gun shots (TA was up) leave it on a couple of boxes, however one of the big gun shots missed so I had a focus left over. It would possibly have been better to use future sight to boost the attack roll but I saved it to hopefully boost a spiked damage roll on the chain cannons. Luckily such a roll came up and I needed a 3+ on future sight to finish it off, which I got! 2-0 and a real opening.


Convergence move up their forces and contest. In my subsequent turn I clear out the closest models and put up covering fires. I'm at 3-0 and although I'm running out of time (a little over 4 minutes left), I should be able to finish my 2 turns of clearing before I clock out. My opponent concedes (after all, it's a practice game and he'd basically lost).


Victory to the Swans!

:: Evaluation ::

This game was a mess to begin with and a real uphill struggle even when I started finding some angles to work with. The theme has surely done a -ton- for Convergence, and boy did they need it. It's a big step in the right direction and Iron Mother being able to put Haley2 in this much trouble is great for the balance in this game.

Obviously my plan was flawed from the start. As long as Convergence keep their spikebots defensively the Stormwall simply cannot wade in. Haley will die in 2 turns, if not 1. The assimilators are all super-painful for the Lances and I might have to consider getting out Arcane Shield on them in this matchup since the 'wall has to be so cautious anyways.

When I finally did find an opening though Haley's set of abilities made the most of the situation and I did indeed end up with a position which won me the game. True, we don't know if the clock might've gone out but I'm fairly confident I would've managed to clear out sufficient numbers of models in the time I had available. Besides, in a practice game it's more about the plays than the clocks and from that point of view it was -very- over.

Next time I gotta remember that Iron Mother has Domination...