torsdag 26. mai 2016

Mk. 3 Cygnar List Thoughts Pt. 2

The last couple of days have been crazy dojo time! Lots of ideas, lots of lists, lots of discussions with fellow Cygnar players. From the immediate shock of trying to get a grasp on the new lists we've come a little further and have found a couple of concepts that are interesting.

Let's start with a couple of the modules and synergies we've identified and we'll look at specific list suggestions at the end of this blog post.


Ah, Trenchers. At first, I was not that impressed, but then a fellow Cygnar player recommended I take a closer look at the full module: Max Trenchers, UA, Possibly Grenadiers, Trench Busters and Finn. It's an expensive module, but it's also something we never had in Mk. 2: This is a fairly self-sufficient configuration! It's so strong and independent of buffs that you can run this, or a variant of it, with a wide variety of our casters. What made it tick for me was when I started running some numbers on how badly these guys can put the hurt on stuff even as heavy as a Khador jack. Consider this: 2 Trench Busters assaulting a run-of-the-mill kissed Khador heavy in melee range of a Trencher will pretty much destroy it. The Trenchers themselves aren't too shabby either with Brutal Charge taking them to PS11, unbuffed. With buffs like Kiss or Positive Charge they become something out of this world and the variety of tricks the Trenchers have provide a flexible unit. Go to ground and especially cautious advance help these guys stay fairly safe against a lot of the current infantry hate, including Khador's plethora of High Explosive shells that have come out as a part of Mk. 3. While you might not always want to run the full setup as detailed above, it's good to keep in mind just how powerful it is and how versatile it can play. While clouds are not as potent as they used to be due to changes in what can see through them and not, there are still plenty of cases where a cloudwall simply blocks off your opponent entirely, as we have come to know and love in Mk. 2 with Haley3.

I believe these guys will see way more play time now and I think that it's a good thing to actually have a core of the army that is supposed to be the core based on the fluff and works that way on the tabletop as well. I am very excited to try out Trenchers in Mk. 3!


Stormblades! More precisely, Storm Knights. With the Stormclad having an improved accumulator and the Stormblades + Storm Lances receiving buffs, this is an interesting new era for our Storm Knights. That is before we even factor in the inherent synergies between these guys and the Firefly, which is now a pretty interesting choice in lightning-oriented Cygnar lists. With all the infantry hate out there I'm still a little hesitant to call these guys the bomb just yet, but they certainly received a lot of buffs and synergies. Consider running Stormblades with 2 Stormclads and Arlan for example. With a single focus from the caster you have 2 fully fueled jacks. As with the trenchers, the beauty of this is that the synergies are caster-independent. True, certain casters help infantry more so than others (and Stryker2 looks very interesting now!), but the core traits and synergies here are exclusively between the units and jacks.

Between the Trencherboat and the Stormboat we have a couple of building blocks that I think will see a lot of action in the weeks and months to come. It's impossible to say without playtesting where these fit the best and just how universal they are, but I think it's a big step in the right direction to try and make our choices work outside of certain caster combinations. In Mk. 2 I found this to be one of our most limiting factors.

Let's move on to a couple of other interesting observations and configurations!


That, my friends, is the head of the Morrowan warjack Gallant (creds to those of you who recognized it!). What's so interesting about Gallant? At first glance he seems like he was one of the in-faction jacks that got the worst deal of Mk. 3. Looks can be deceiving. Upon closer examination and looking at a couple of other cards, I find this guy highly interesting. The thing is that Harlan Versh has received a bit of a buff, multiple buffs actually, which means that our dear Gallant can be taken on Jakes and be fully fueled with Sidekick up -and- Energizer. That's a DEF15 beatstick, fully fueled with extra threat range. Make that DEF17 if you play him with Haley3 (we'll get back to that). A common problem when designing Mk. 3 lists with multiple beatsticks is that, outside of certain casters, you only have 1 Arcane Shield to go around. Gallant, with his excellent base DEF, offers an alternative approach which lets us ARM-skew one heavy an DEF-skew another. With Versh & Jakes I believe this is a very interesting inclusion, which again works well regardless of caster. Assuming you want that extra beatstick, that is.


In a meta heavy with warjacks my thoughts immediately turned to Sword Knights. A unit with so much potential that unfortunately has a tendency to die before they can do their work in Mk. 2. In Mk. 3 they swapped their previous ARM-buffing ability for a DEF-buffing one, which is absolutely brilliant for them as quite few things in the game care about a small ARM-buff to 1-wound infantry. In my experience most lists have trivial ways to deal with Shield Wall, even. Anyway: Sword Knights are probably not as ubiquitous as the modules dicussed above, but consider for a moment that they can move to DEF17 with Haley3, aside a DEF17 Gallant.

The lists I discussed in my previous post was deliberately extreme to provoke some thoughts and see what options we have. With a little more theorymachining and dojoing I feel like we are approaching more refined and lists that are thoroughly discussed. I'll start listing out a couple of the ones I find interesting and finish with the ones I intend to start first.



Haley3 Defense Skew. You have probably guessed the main parts about this list based on the paragraphs above. Anyway, let's see specifically what it might look like!
Haley3 
- Ironclad
- Ol' Rowdy
Junior
- Charger
Jakes
- Gallant
Harlan Versh
Sword Knights (max)
- UA
Trenchers (min)
Ragman
Haley3 kind of has a luxury problem now: She wants to do something with her focus besides casting spells! With Revive nerfed and the increase to battlegroup points, the Echoes suddenly often want to fuel jacks! I think you will often find that you have multiple focus to spend on jacks, hence the inclusion of 2 heavies in her battlegroup. The Ironclad here is optional and I can see both Squire (which I truly don't believe is auto-include here at all), Rhupert, Arlan and Trench Busters being viable alternatives. The list revolves around 2 heavy beatsticks at DEF12/ARM23 and DEF17/ARM19 alongside the cheap and expendable Ironclad. Playtesting surely needed but this looks interesting to me. Notice how this list largely relies on the caster-dependent synergy to create a DEF-skew on choices that go from great DEF-values to amazing DEF-values.


Next stop: Stryker2! In light of the Trencher boat I think mr. patriot might have found what he needs: An element that helps him close in and do some work without having to blow the feat super early. Take a look at this:
Stryker2
- Squire
- Ironclad
- Ironclad
Junior
- Firefly
Jakes
- Gallant
Harlan Versh
Trenchers (max)
- Ua
Trench Buster
Trench Buster
Alain Runewood
Admittedly this would also be a great opportunity for Sword Knights but I think that they suffer under infantry hate in this context as taking both them and Trenchers seem too much. I could be wrong though! Regardless, this list is based off of my attempt with Stryker2 in Mk. 2 and I believe the trencherboat might be just what he needs. Double Ironclad is a little iffy in terms of focus efficiency. Perhaps Stryker is better off with Stormclads because of accumulators. It is my belief though that Positive Charge (and similar buffs for that matter) is inherently better with cheaper options because the relative increase is bigger.



Nemo3, the lightning master! This caster I believe we will struggle with for a long time before we find the perfect balance. With his battlegroup-efficiency and extreme damage output potential, it is easy to go overboard with this guy. The challenge lies in finding the right amount of utility, support and damage.
Nemo3 
- Reinholdt
- Dynamo
- Thunderhead
Junior
- Firefly
Trenchers (max )
- UA
Trench Buster
Trench Buster
Aiyana & Holt
- Murdoch
Nemo3 is perhaps one of the better candidates for a Stormboat. One of the things I believe Nemo3 has to do is be absolutely devastating on feat turn. To maximise that I wanted Aiyana + Holt. This is an expensive combo and I think you end up with a fairly fragile army core. However Trenchers help offset this and they also synergize well with Kiss. Perhaps though it's best to ditch both options in favor of Storm Knights. As it is now the list is very tight and taking another approach might open up points for support like Arlan, which could surely come in handy.


We are nearing the end of yet another blog post that became way longer than I had thought. Anyway, I'm back to my pair from the last post: Haley2 and Caine2. While the casters above look interesting and have lots of potential, I believe Haley2 and Caine2 possibly cover the overall matchups best. I know, it's a very call to make, but you gotta start somewhere. Haley2 excels at dealing with battlegroups. In my experience she is the best in the game at doing so. Despite SPD debuffs no longer preventing charges and her bond disappearing, I believe she will maintain this aspect. With her incredible versatility there are multiple ways to build her but on paper I keep returning to the same list I proposed last time. I am having trouble seeing how I can improve it (although I did swap Anastasia for Mechaniks as I think they are well worth the cheap cost now). Perhaps playtesting will show me otherwise:
Haley2
- Squire
- Thorn
- Stormwall
Junior
- Charger
Gun Mage Captain Adept
Field Mechaniks
Aiyana & Holt
- Murdoch
Black 13th
Not much new to say here. This simply needs to be playtested. The intended matchups are still as follows: Protectorate, Cryx, Convergence, Trollbloods, Skorne, Minions, Khador. It could be that Caine is a better choice against e.g. Cryx and Minions. Again, playtesting needed!



This leaves us with Caine2. Caine2, like Nemo3, is highly complex. I don't know if I'll ever stop dojoing lists with him. With him being a machine on his own and our army having so many elements that work well on their own, he can evolve in so many different directions. For the following reasons I have centered on a core for him with a Stormwall, Rangers and Aiyana + Holt. First of all, Caine does not like to run jacks. Caine wants to spend his focus himself. With the increased warjack points he either has to take a Colossal or 2+ Warjacks to max his points out. Thus we are left with 3 options: 1. Take the Colossal. 2. Find jacks that don't really need focus allocation to work well. 3. Go with the jacks that have accumulators. A combination of 2 and 3 is of course possible, e.g. Hunter + Stormclad. Okay, second premise: I want my battlegroup to help out against heavy ARM-stuff. Although my intended matchups with Caine don't include the anticipated worst offenders, ARM-skew is still very much a thing. Without upkeep removal in a jiffy from Eiryss2, consider Issyria with Hyperion + Imperatus for example. It takes a good while to chew through. Furthermore I believe we will see quite a few variants become rather hard to shoot down at a distance. Examples include Cygnar behind a cloud wall and Vyros2. So I want anti-arm stuff that help out in combat as well. However I also want to further enhance Caine's strength: The ranged game. There could be flawed premises here and perhaps in fact something like double Stormclad is what he should run with a stormboat army. Anyway that's what I settled with for now, so Stormwall it is.

That left about a fourth of my points to spend as I pleased. This was trickier than I thought as it's just not enough to get a "package". I had to make some difficult choices. In the end I've settled for a bit of a reduced trencherboat. The idea is that I get a bit of everything from that world: Cautious advance, clouds, the Buster helping out etc. On top of that playtesting will hopefully show me what I need more of.
Caine2
- Reinholdt
- Stormwall
Junior
- Charger
Aiyana & Holt
- Murdoch
Rangers
Trenchers (min)
- UA
Trench Buster
Arlan Strangeways
To finish this post I'd like to take a quick look at my choices. From the lists above you can probably see that I'm more inclined to believe in the trencherboat than the stormboat. On paper I gravitate towards this because I view it as more flexible, better suited to deal with infantry hate and it shoots longer. I know RNG10 isn't much to write home about, but a big CRA can still put a dent into most things without necessarily committing the unit to combat. Playtesting will definitely show if this is a biased opinion that is not fundamented in what actually works. Hopefully I'll get my first pseudo-Mk. 3 game this weekend!

mandag 23. mai 2016

Mk. 3 Cygnar List Thoughts

It's early days yet and none of this is official. For all we know, the leaks that have surfaced recently are outdated or even downright fake. Regardless I believe we are starting to see the big picture and as such I'd like to discuss some possible list variants with you all and share a couple of aha moments I've had when I've started actually trying to write lists. With that out of the way, let's recap a little. 


The state of the Cygnar meta now towards the end of Mk. II is very Haley-dominated. You can read my in-depth thoughts on the matter here: Post-Tournament Analysis April 2016. To put it shortly, Haley2 can build lists with withering firepower, tons of control and significant melee potential while Haley3 can be tailored to deal with her problematic matchups. Together this pair has absolutely dominated the tournament meta in 2016. Personally I believe that for the both of them the flexibility in what they can do is the keyword.

From what we know thus far (i.e. based on PP Insiders + forum answers), the Haley2 list variants will at least lose Eiryss2 (and with it, most likely its ability to remove upkeeps) and probably the Warjack bond as well (seeing as all bonds are being lost now). For Haley3, Revive has taken a big hit as a revived model must forfeit its action upon being revived. So, based on this we can reasonably anticipate that the flexibility we know as of Mk. 2 will be gone and we have to focus our lists some more.

Let's start with a naive approach for Haley2 based on my most recent list. With juniors needing a jack, Gastone's cheap way of bringing boosted POW12s no longer exists. We know that Aiyana's kiss no longer works outside of friendly faction so if we want her we have to bring Murdoch. Let's see how close we can get:

Haley2
- Squire
- Thorn
- Stormwall
Junior
- Charger
Eiryss1
Aiyana & Holt
- Murdoch
Black 13th

And that's it before we're out of points. Comparing this to the Mk. 2 list I've ran the past couple of months, we are short ATGM and Reinholdt. On top of that we lack upkeep removal and bond. It seems to me that a naive approach is unlikely to work. We have to rethink how we build our lists. Perhaps the Stormwall has to, perhaps something else. I don't know.



Let's skip ahead to something a little more interesting. Kara Sloan! With Field Marshall True Sight this is now a very interesting character. One of my main worries for her is her inability to deal with armour once stuff gets close enough. However let's, for the sake of argument, assume that we can avoid facing such lists with her. How does this look for example?

Sloan
- Defender
- Dynamo
- Hunter
- Firefly
- Firefly
Junior
- Hunter
Gun Mage Captain Adept
Black 13th
Aiyana & Holt
- Murdoch
Tons of firepower and minimal support. True, Reinholdt is missed but he can be included if we ditch the B13th for example. The idea behind this list is to simply blast stuff apart. Sounds easy, right? Playtesting is obviously needed to see if this is viable. A thing I discovered with the Firefly is that although it's amazing, it's kind of hard to fit it into a list. I think it boils down to the fact that I expect the meta to be heavier since everyone, including Cryx, is forced to run at least a sizeable battlegroup now, and most of our lightning tech is low-pow. Thus, getting the Firefly to actually matter becomes an issue of finding our sources for high damage output that is lightning based. Dynamo seems one of our best choices in this regard, and between the new firefly and kiss I believe he can really tear things up at a distance.

Another caster I find very interesting now: Stryker2! As those of you who have read my blog for a while might remember, I tried to play Stryker2 earlier this year. My main disappointment with him was his inability to get heavy hitters that hit hard enough upon reaching the enemy. Perhaps that part has been solved now, more or less, with Ironclad becoming dirt cheap and power up being a thing. Take a look at this:

Stryker2
- Squire
- Ironclad
- Stormclad
Junior
- Stormclad
Trenchers (min)
Stormblades
- UA
Alain Runewood
Black 13th
Eiryss1
So much power! Imagine how this will hurt once it reaches something. The big difference from Mk. 2 is of course power up, which combined with Positive Charge (assuming he keeps it) is just huge. The jacks will be able to do so much more work. Alternatives here of course include adding more Ironclads to simply push the number of beatsticks or go the other way and subtract utility stuff for stronger beatsticks. It might just be a thing on paper but I think Stryker2 will be very interesting in Mk. 3.

Okay, last list for now. This list is something I contemplated running in Mk. 2 but never got around to. The basic idea is that Chargers are a great source of POW12s because they are a lot harder to kill than infantry-based POW12s (such as Gastone). Anyway, here it is:

Haley3
- Squire
- Lancer
- Charger
- Charger
- Charger
- Charger
Trenchers (min)
Aiyana & Holt
- Murdoch
Gun Mage Captain Adept
Stormblades
- UA & WAs
Low model count but high quality. At least that's the thought. Will likely struggle with spammy lists but should handle ARM ok. I feel like the Revive nerf really hits Haley3 hard. Lances are so expensive and I'm not sure if they're worth it without the Revive-assault angles they love so much in Mk. 2. There are of course some synergy options here that can possibly be exploited too, for example Lances with Laddermore in Haley3 + Dynamo + Firefly and Aiyana, Holt + Murdoch.


There are so many options now and these few examples are far from exhaustive. Caine2, Haley1 and Nemo3 all have some highly interesting lists as well which I`ll look at soon.  Hopefully though this'll spark some thoughts and help us start thinking in Mk. 3 terms.

Update: I've been thinking about lists all day and I ended up with these 2 as the ones I tentatively want to try out to see how they play.

Haley2:
Haley2
- Squire
- Thorn
- Stormwall
Junior
- Charger
Gun Mage Captain Adept
Anastasia di Bray
Aiyana & Holt
- Murdoch
Black 13th
Tentatively this list is meant to face: Protectorate, Cryx, Convergence, Trollbloods, Skorne, Minions, Khador. I'm not 100% about Minions but I think it's the right drop into most of the other factions. The list is designed to deliver quality shots and have a strong melee game to follow up with. I contemplated a heavy, for example an Ironclad, and it might well be that B13th + Anastasia make room for something like this. Cheap, expendable, hard hitting. I am wary however of losing too much of my potential to remove stray models here and there as the list feels light on this already.

So to complement this I have gone for something that is significantly better at clearing infantry. I fully expect Retribution for example to be troublesome for us with MHSF now being FA: 2. True, their assassination potential has greatly been reduced but they still murder our battlegroups like there's no tomorrow.

Caine2: 
Caine2
- Reinholdt
- Stormwall
Junior
- Hunter
Anastasia
Aiyana & Holt
- Murdoch
Rangers
Storm Lances (max)
A bit of an odd list by Mk. 2 standards. Given its stated goal to be more effective at dealing with infantry a couple of these choices might be off. Indeed I might end up changing a few of them as well. However a lot of these choices are driven by what I expect to drop this list into. Tentatively this is the rest of the factions: Cygnar, Retribution, Legion, Mercenaries, Circle. Caine2 is a one-man army vs infantry and I'm not sure how much more we need. The rest of the choices have more or less been selected based on having some degree of anti-arm (since everyone will have sizeable battlegroups now) and trying to counter the factions specifically.



onsdag 18. mai 2016

Cygnar NQ Spoilers

Yesterday was an exciting day for sure! Tons of spoilers and a lot of them relating to Cygnar. The May 2016 No Quarters issue reveals the battlebox contents' rules. Due to PP's urge for us to stay away from the non-NQ spoilers I'll refrain from discussing them at this point in time. I will say that everything I've seen so far makes a lot of sense from a Cygnar point of view though. Things that are over the top and need a nerf rightfully get that and I feel this helps solidify our identity as a faction. We also see the same across the other factions.

A lot of our previously poor choices have received some interesting buffs, including some of the choices from the NQ Spoilers. Let's take a look, shall we?

Mk. 3 Cygnar Battlebox: Firefly, Lancer, Beth Maddox, Ironclad

First of all: Elizabeth Maddox. I'm so sad to see such a potentially cool caster end up so lacklustre. She has worse DEFensive stats than Mk. 2 Stryker2, mediocre damage output for a frontline caster, FOC6, a feat which provides +3POW to Friendly Faction + Beatback and a spell list with 4 (!) upkeeps and a nuke. Her upkeeps are: Assail (see: Thyron), Dauntless Resolve (+3 ARM and Tough, but only castable on friendly Faction warrior model/unit), Onslaught (again, see: Thyron), and Snipe. In and of itself decent spells, but overall I can't help but feel that this is not what we need. By and large she is similar to Stryker1 but I'd much rather take him with Arcane Shield over Dauntless Resolve and a defensive feat instead of an offensive one (without speed buffs I don't see how she'll manage to deliver the alpha, something Stryker1 gets around by shoving +5 ARM jacks down the table) and not to mention Earthquake is a fantastic spell. I doubt I'll field her but I would, as always, love to be proved wrong.

Moving on to more exciting changes! Let's start with the Lancer. He lost 2 boxes, PC went to 10, his shield went up to PS11 and his spear to PS13. Apart from that he is identical as his Mk. 2 variant. Overall I view these changes as a slight buff to him. Making him cheaper is more important than the 2 extra boxes I believe as he's fairly tanky for an arc node to begin with at 13/18. Furthermore the increase in POW on both the shield and spear means you can actually get some work out of him when you don't need him to arc, doubly useful with Power Up. Having used Thorn extensively in Mk. 2 as a melee piece I am positive that this subtle change will be useful for our dear Lancer. It's not huge, but it's a set of tiny changes that overall constitute a small buff.

Next up: Ironclad! This guy was pretty much spoiled from before but to recap he's now PC12, same stats and Tremor is now a special attack which causes damage as per usual, and on a direct hit you center a 4" AoE on the model you hit and everything within said AoE apart from the Ironclad himself is knocked down. As with all other heavies he gained a 1" range on both of his weapons. In total these changes constitute a significant buff for the Ironclad: Cheaper, better special attack, better range. While he's not as strong as the Juggernaut in a vacuum, I believe this dirt cheap beatstick coupled with Power Up enable casters that previously struggled to create meaningful battlegroups. Stryker2 is a perfect example. In his Mk. 2 shape he would absolutely love this jack with Power Up. I'm also excited to see what these changes mean for our Stormclad as the general idea seems to be that basic beatsticks decrease in cost.


The real winner for me though is the Firefly. A lot of subtle changes here that combine to make him miles better than he is in Mk. 2. Let's break it down: PC 8, identical stats, swapped out "counts as friendly stormcaller" rule for one that provides +2 on electrical damage rolls on models within 5" of him. Lastly his Storm Blaster now generates D3 "eleaps" that bounce like Chain Lightning, the only downside is that they can no longer be boosted. Why I am so excited about him? Well, the recent Jack & Junior Insider spoiled that our Junior now comes with a jack tax. The Sentinel is a strong candidate but the Firefly provides an offensive option as well, always good (assuming we want him at all, of course). However more importantly, let's do the math: The Firefly is all about grilling infantry, right? I mean it delivers POW10 damage, anything else is a bonus (we'll get back to that). In Mk. 2 we pay 5 points for a RAT6 shot with an eleap. In Mk. 3 we pay 8 points for a boosted RAT6 shot with D3 eleaps. Let's say that the conversion rate is 2:1 in terms of points. This means that we used to pay 10 points for 2x POW10 based on a RAT6. Ignoring the RAT, the pow10:point ratio is 0.4 Now, we pay 8 points for 3x POW10 based on a boosted RAT6. Ignoring the RAT, the pow10:point ratio is 0.75. That in and of itself nearly doubles its effectiveness, without even considering the Power Up (which is huge as RAT6 and boosted RAT6 are two different worlds) -or- his +2 to electrical damage rolls special rule.

Let's consider a few things for the Firefly. Synergy with Dynamo/Thunderhead? It takes their damage output to potentially insane levels. Also consider the fact that Sloan has been spoiled to receive Field Marshall: True Sight. What do you think a bunch of these will do, assuming she keeps her feat and/or fire group? We also have a lot of lightning immune models from which we can bounce off its eleaps from, in which case the effectiveness is even better as it now averages twice as many hits as its Mk. 2 variant for less points.

Overall I am very excited to see these changes and can't wait to see the full faction and new rules. From all I've seen PP have nailed Cygnar down to at least what I consider to be our core faction traits (see this link for details on my thoughts on the matter). 


No official word on our beloved Haleys just yet, but I can't wait for her various incarnations' rules to be revealed. The changes we've seen so far make a lot of sense for Cygnar. If they reign in some of our over the top stuff I think we'll find a perfect balance!

søndag 15. mai 2016

Battle Report #159: Haley2 vs Mortenebra

:: Prologue ::

Haley2 vs Mortenebra proved to be an interesting matchup with a ton of speed and jack-based flexibility on both sides. Going into this game I was hoping to further leverage my ranged superiority.

:: 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:
Master Necrotech Mortenebra - WJ: +4
- Deryliss
- Deathjack - PC: 12
- Stalker - PC: 4
- Scavenger - PC: 4
- Leviathan - PC: 9
- Helldiver - PC: 3
- Helldiver - PC: 3
Gorman di Wulfe, Rogue Alchemist - PC: 2
Warwitch Siren - PC: 2
Bane Knights - Leader & 9 Grunts: 10
The Withershadow Combine - Malevolus, Admonia, & Tremulus: 5

:: Pre-Battle Thoughts & Deployment ::

For this game we decided to reverse the initiative just to mix it up a little. This didn't affect my overall strategy too much but it did mean mister Stormwall would get far up the field without having to shoot stuff in his first activation. I know from experience that this in and of itself gives me more space so I was hoping to make the most of that in terms of bringing the shooting up the table as well and keeping Haley safe.

:: Game::

Stuff ran up.


The Cryx reply is a lot like in our previous games.


A big difference however is that with the ATGM this far up I can get a lot of work done in my turn 2. The idea was, as with the last game, to try and KD DJ and have the Stormwall pummel him. This time however Thorn allowed me to land Deadeye on Gun Mages. Range was an issue as I only got 2 models within 10 of said DJ, but it was enough as I landed the Crit. The Stormwall went in and killed DJ again, Gorman went down also and I engaged Leviathan. Haley was safely put away in a physical ring of models to prevent Overrun + Helldiver shenanigans.


Cryx basically spend the turn under Shift to position and look for T3 openings. Morty runs off to the right corner with 7 focus camped.


 I figure that if I can land a Crit Thunderbolt on Mortenebra I should be able to kill her despite the focus camped. I put 4 focus on Stormwall + Temporal to have it wack the Leviathan and Withershadow after my deadeyed Gun Mages discover that Morty is Steady. Haley backpedals and is surrounded by a careful array of models that cannot be slammed into her by Helldivers. Eiryss runs up to block all jack models from receiving focus.


My opponent tries to find openings for Haley with the Helldivers under Terminal Velocity and feat but it cannot be done as he just cannot land where he needs to.


I kill Mortenebra with Deadeye Crit Brutal Gun Mages, the Stormwall and B13th (also with deadeye) standing ready as well.

Victory to the Swans!

:: Evaluation ::

This game ran a lot like clockwork. I think the key to this matchup is controlling DJ + Leviathan. If you can do that while keeping Haley safe from the lights then you are good to go. Mortenebra can cripple the Stormwall with Void Gate from DJ but it takes a lot and even then I'm not sure if it's worth it as it puts said DJ into a very awkward position. As we've seen in previous games the rest of the list shoots hard enough to make a significant impact, doubly so with Haley having all the focus in the world for Time Bomb etc. If Eiryss is out of position then Spectral Steel will indeed be a problem but that should be doable for Cygnar to handle. 

Despite the game going so well the Helldivers + Stalker still came a little too close for comfort in the end. There is just literally no way to stop them from slowly but surely getting to you. This puts pressure on the other player, in this case me, to achieve a lot in the early turns. Luckily Haley typically does just that, but I still believe Mortenebra has plenty game into her as the angles and setups are virtually impossible to defend against. For Cygnar's it's about controlling the heavies and evading the lights. For Cryx it's about getting up the table without having the Stormwall run rampant through your lines. In this series, at least the last 2 games, I was able to find the openings I needed. I must say I am very curious to see what lists will look like in Mk. 3. I have a feeling the more mixed-approach lists we see such as in this game (both players having a significant battlegroup investment) will be the standard. If it is I think Cygnar will have a very exciting time!

Battle Report #158: Haley2 vs Mortenebra

:: Prologue ::

Game 2 and we simply re-racked. The first game didn't teach me a whole lot other than her angles, so my thoughts going into the second game were pretty much the same as in the first.

:: 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:
Master Necrotech Mortenebra - WJ: +4
- Deryliss
- Deathjack - PC: 12
- Stalker - PC: 4
- Scavenger - PC: 4
- Leviathan - PC: 9
- Helldiver - PC: 3
- Helldiver - PC: 3
Gorman di Wulfe, Rogue Alchemist - PC: 2
Warwitch Siren - PC: 2
Bane Knights - Leader & 9 Grunts: 10
The Withershadow Combine - Malevolus, Admonia, & Tremulus: 5

:: Pre-Battle Thoughts & Deployment ::

Apart from protecting Haley better I had no new thoughts. I contemplated deploying her differently, e.g. diagonally opposite the Scavenger, but went with the same pattern after all because I believe my fault was never here. At least I wanted to see how that would play out given that I now knew what Mortenebra can do.


:: Game ::

Cryx advances again and it's a lot like in game 1. Spectral Steel on DJ.


I end up going for Thorn close to Haley to physically block landing spots. Without Reach it's hard for the Cryx lights to even theoretically get to Haley. I shoot up a few Knights.


Void Gate by DJ is attempted on Stormwall but misses and scatters off, much to my relief. I'm not sure how I would've coped with that. Scavenger flanks -way- left. Knights engage ATGM.


It's go time! So the idea here is to engage DJ with Stormwall under Shift, keeping him beyond his melee range, and pummel him as much as I can. With Thorn next to Haley it's a little awkward because I can't land Deadeye on ATGM, which makes Thunderbolt a long shot. Regardless I am lucky and DJ is knocked down. That makes my world a whole lot easier and the Stormwall kills DJ + Gorman + 2 from Withershadow. Most of the Banes die as well. Eiryss moves up to deny the Stalker focus allocation.


My opponent manages to do nothing useful in his turn and concedes the game.

Victory to the Swans!

:: Evaluation ::

That's more like it. Physically blocking Haley in is very effective against the Overrun angle, assuming the Helldivers haven't gotten further up (which they rarely have by turn 2). However spending Thorn for that role is overkill, unless I can tighten up my entire battleline. I really need to be able to land Deadeye to support the Stormwall's ability to hit better. In this game I was lucky as both Aiyana hit her kiss (7+ as DJ was in a cloud from Gorman) and I got a KD from the Officer's Thunderbolt.

One thing I noted this game was that I think this is a matchup where biding your time - as the Haley player - is very hard because of how flexible the Helldivers, Scavenger and Stalker are. It can possibly be done, I did not however that Haley would probably be better off diagonally opposite the Stalker. The problem is terrain and lack of protection. Leviathan and ranged nukes alone can kill me.

Another fairly quick game and it was onto our third and last of the series. Best of 3!

Battle Report #157: Haley2 vs Mortenebra

:: Prologue ::

Not a lot of gaming these days but yesterday I got in 3 quick ones vs Mortenebra. I've never faced her before so I was excited to see what she has. Furthermore, with Venethrax receiving Terminal Velocity and a very strong anti-battlegroup feat, I kind of anticipate playing against him to be roughly like facing Mortenebra now. A proxy, if you will. Anyway, let's get to it!

:: 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:
Master Necrotech Mortenebra - WJ: +4
- Deryliss
- Deathjack - PC: 12
- Stalker - PC: 4
- Scavenger - PC: 4
- Leviathan - PC: 9
- Helldiver - PC: 3
- Helldiver - PC: 3
Gorman di Wulfe, Rogue Alchemist - PC: 2
Warwitch Siren - PC: 2
Bane Knights - Leader & 9 Grunts: 10
The Withershadow Combine - Malevolus, Admonia, & Tremulus: 5

:: Pre-Battle Thoughts & Deployment ::

We are playing Close Quarters and Cryx take first turn. I have no experience with Scavenger either, but the rest of the list I know well enough. Going into this game the idea was to shoot stuff up and contain the threat from the Knights before I commit the Stormwall and/or feat.

I had a big piece of impassable in my center and a hill on my left. I placed Stormwall + Haley to the left and most of the shooters to the right. Tentatively I would take the hill with Haley and Stormwall and see where the game would go from there.


:: Game ::

Cryx run up. Scavenger on the left behind a wall, Stalker on the right.


After checking a couple of distances I decided to move up Haley 6" with Temporal on the Stormwall for its full 9" and 3 boosted shots into Banes. Shooters on the right spread out.


3 words: Overrun, Terminal Velocity. Leviathan takes out a model after Deryliss has given it Overrun. The Scavenger makes a full advance with 3 focus. Mortenebra casts Terminal Velocity and the Scavenger charges and kills Haley. Gotcha!

:: Evaluation ::

When I started playing this game last year I typically took the time every game when I faced something new: Sit down, read through the list, discuss the tricks and angles. This is something I've become a lot more lazy with and instead I end up giving away stupid assassinations like this. Anyway, gotchas are part of the game and this loss also served to show Haley's fragility. It is her biggest weakness and I believe most of my losses with her have been to her dying. In fact I can hardly remember when I've lost a game on attrition or scenario with her.

The big part about gotchas is to learn though. We had time for 2 more games with this being over so quickly. Let's see what, if anything, Haley learned!

lørdag 30. april 2016

Battle Report #156: Haley2 vs MacBain

:: Prologue ::

It's been a while! Mk. III has taken away a lot of the motivation to keep playing Mk. II, but we have one last tournament coming up in about a month. Besides, the game is still great! Today I was scheduled to play Minions but stuff came up and I ended up facing Mercenaries instead. As I was facing off against MacBain, a caster I've never played before, I was happy with the game regardless. Let's get to it!

:: 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:
Drake MacBain - WJ: +6
- Sylys Wyshnalyrr, The Seeker
- Galleon - PC: 18
Eiryss, Angel of Retribution - PC: 3
Orin Midwinter, Rogue Inquisitor - PC: 2
Master Gunner Dougal MacNaile - PC: 2
Alexia Ciannor & the Risen - Alexia & 9 Risen Grunts: 5
- Thrall Warrior - PC: 0
Cylena Raefyll & Nyss Hunters - Cylena & 9 Grunts: 10
Kayazy Assassins - Mercenaries - Leader & 9 Grunts: 8
- Kayazy Assassin Underboss - Mercenaries - PC: 2
Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 4

:: Pre-Battle Thoughts & Deployment ::

We were playing Recon and the Mercs went first. My idea here was to take out the Kayazy as soon as possible, contest the zone and just wait out his feat and let my shooting do its thing. I intended to have Thorn close to Effigy T2 to avoid being dragged in which put Haley on one flank (with a hill) and Thorn on the other. Shooting was spread out. We also played with pre-measuring to get a feel for the upcoming system.


:: Game ::

Mercs ran up. Eiryss was put 21" away from ATGM. Perfect! I TK 2 of them and cast Deadeye. Eiryss goes down. I put up Decel and the rest advance. I put up POW12s in the zone. Some Kayazy die.


MacBain feats and stuff runs up.


I was too cautious with Eiryss and she's out of range. If I want to threaten him with taking off his upkeep then he needs to be able to reach her with his own shots, it's just that simple really. Anyway I start TK-ing out a Kayazy and put up Temporal on the 4-focus Stormwall. I then Thunderbolt Kayazy away and feat. I make a mistake with the Stormwall: As it's not my intention to necessarily wreck the Galleon anyway I forget to charge it its left side to force it to forfeit the PS21 attacks. Strictly speaking he could've turned it around and used Jackhammer but it still costs him 2 attacks which is significant. Anyway the Galleon lands on 4 boxes.


It is not often that I lose the Stormwall under Haley's feat but some pretty good damage rolls, involving back-to-back box cars, allows the Galleon to overcome even Arcane Shield. True, the Nyss helped out with a big CRA as well as Alexia boosting a Hand Cannon shot, but the Colossal went down.


Regardless though I wasn't that worried. I had control of the game I felt as the Galleon only had 4 boxes left. Eiryss + Gastone took him out. Thorn cleared out nearby and used Imprint: Disengage. I shot apart most of the Kayazy and a few Nyss. Jr put Arcane on Thorn.


My opponent tries to take out Thorn but he's just too tanky with Arcane Shield. He takes 10-12 boxes or so and even then my opponent rolled well.


It's time to mop up. Thorn receives 3 focus. Haley TKs Alexia around and put Deadeye on B13th before she moves to the flag. A+H and Gastone take out the objective. Thorn kills Alexia1. Ryan mage storms Thorn and kill the rest with the POW12. I move to 3 CP.


One long-shot assassination attempt was all my opponent had left and as he needed a 10 with just Arcane Secrets to hit Haley, which he didn't make, the game was over.

Victory to the Swans!


:: Evaluation ::

A little rusty and a few poor mistakes in terms of model positioning, getting in my own way etc. By and large a good game though and the only semi-big blunder I made was not engaging the Galleon further to the left to deny him PS21. While he shouldn't take out the Stormwall unless the dice are hot, spikes do happen and it's a pointless risk to take.

I think MacBain should've weighed further left in the beginning of the game. Nyss are very hard for me to deal with quickly if he plays Kayazy + Alexia1 right. With an earlier start on the scenario game I might be forced to commit in an unfavourable manner. The way the game evolved though his list was basically taken apart one piece at a time and even the Stormwall going down didn't make too much of a difference in the end.

Pre-measuring was pretty big for flanking elements and extreme ranges. As I'm used to it from Warhammer I expect I'll adapt quickly and not spend too much time over-thinking what to measure and not. I look forward to this becoming the norm!