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mandag 7. august 2017

Iron Moot: Steamroller ADR #2 (#553): Haley2 vs Rasheth

:: Prologue ::

For my second game I drew another (!) player whom I had traveled with: Hans and his Skorne. Hans plays Makeda2/Rasheth and we've practiced both matchups extensively. Dropping Haley2 here was a no-brainer and I received Rasheth in return, which was not surprising.

:: Lists ::

:: Cygnar ::
TimeStorm v2
Theme: Heavy Metal
4 / 4 Free Cards 75 / 75 Army
Major Victoria Haley - WJ: +25
- Squire - PC: 0
- Firefly - PC: 8
- Thorn - PC: 13
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
Storm Strider - PC: 18
Journeyman Warcaster - PC: 0
- Charger - PC: 9
Lieutenant Allison Jakes - PC: 0
- Cyclone - PC: 13
Captain Arlan Strangewayes - PC: 0
:: Opponent ::
Rasheth, Winds of Death
- 2x Shamans
- Raider
- Krea
2x Soulward
2x Dakar
2x Max Reivers +UA
Siege Animantarax
Min Slingers

:: Pre-Battle Thoughts & Deployment ::

Standoff is the scenario and Skorne moves first. Having learned from previous games I do not commit the Strider to an extreme flank but rather keep it more centrally to make it harder for the Reivers to completely dodge it. Haley goes on the right as there's a sexy-looking trench there and I doubt he can bully me out from the zone.


:: Game ::

My opponent makes a very solid advance on the left flank, with one exception: The derp turtle does not have Krea's animus.


This is a big deal because in keeping said derp turtle heavily wounded my opponent needs to be super careful about committing it. It's the most important piece to help Rasheth push up and gain table space. However without it being able to do so he has to yield space to me. So in a nutshell I make a somewhat unconventional bot of 1 play in this matchup: I unleash hell on the Animantarax: Jakes' Cyclone and the Stormwall both light it up as best as they can and it loses a ton of boxes. The Stormwall obviously receives Shield to do this and takes care to stay out of feat range. Haley shifts right with the Firefly and Strider. Thorn and Charger stay centrally.


The derp turtle has to back off and receive heals. This essentially leads to Skorne having to consolidate instead of pushing further...


...which is exactly what I'm looking for as it opens up the game tremendously for me: Jakes' Cyclone runs around the obstruction on the left flank to become a super-annoying contest piece, the Stormwall chills out where it cannot easily be singled out and starts shooting up the objective, a pod and leaps ensure that central Slingers are killed while a TA'd Firefly suicide-jumps in to kill a number of Reivers. Due to Haley's position being skewed I can afford to -not- feat this turn, blocking LoS to her with Thorn and the Charger.


With my CP lead Hans has got to do something but the ranges in play are so extreme that it's hard for him to really do a whole lot. The Cyclone isn't killed and my opponent only scores 1 CP.


This allows me to clear stuff out, kill his objective and win the game on scenario.


Victory to the Swans!

:: Evaluation ::

This game shows that Hans and I have played this matchup before and both learned a number of lessons. The inherent problem for Skorne is being able to push the table without being obliterated. It feels like this was the closest game we've had and that a slight adjustment on positioning top of 1 would've allowed Hans to continue gaining table space safely, thus forcing me into a tougher spot. The way the game evolved though I got too much space which transitioned to a CP lead that broke the match.

Battle Report #551: Haley2 vs Rasheth

:: Prologue ::

Very last practice game before Iron Moot, rematch Haley2 vs Rasheth.

:: Lists ::

:: Cygnar ::
Haley2 TimeStorm v2
:: Opponent ::
Rasheth Winds of Death

:: Pre-Battle Thoughts & Deployment ::

Breakdown and Rasheth goes first. Idea is to try and push a flank with the Strider.


:: Game ::

Skorne rushes forward. Note that my opponent has learned since last time that shooters cannot flank here because Strider will effectively nullify their presence. Beasts and derp turtle buy space.


Strider (proxied by Hurricane) flanks wide. Stormwall chills out deep.


My opponent consolidates his position...


However his position is way too deep and I take advantage of this by making a scenario-feat play.


Very hard for Skorne to do a lot of work here. Rasheth feats and shoots up the Stormwall, it's not enough though.


I kill derp turtle and win on CP.


Victory to the Swans!

:: Evaluation ::

Skorne has to keep the momentum up. Failing to do so yields too much table space for Haley2. Not running with Rasheth top of 1 doesn't allow him to get Castigate far enough up the table top of 2, meaning Thorn becomes an issue for contesting elements in the middle zone.

Battle Report #548: Haley2 vs Rasheth

:: Prologue ::

Time to catch up on some reports! Just got home from Iron Moot, but before I can begin recording those games I have 4 games I played this summer but never found the time/motivation to write about. First up: Haley2 vs Rasheth!

:: Lists ::

:: Cygnar ::
Haley2 TimeStorm v2

:: Opponent ::
Rasheth Winds of Death

:: Pre-Battle Thoughts & Deployment ::

We were playing Outlast and I got to start. The idea was to run the Strider (proxied by the Hurricane) up on a flank and force my opponent to respects its immense threat projection.


:: Game ::

Stuff moves up, Stormwall takes care to not be in danger. Strider has Shield.


Rasheth wheels around, respecting the Strider. Derp-turtle pushes ahead.


I consolidate my position and switch Shield to 'wall.


Rasheth wheels further.


I now have control of the table so feating and scoring now seems like the right idea.


Derp turtle moves in...


...and dies as I go to a 5 CP lead to win the game!

Victory to the Swans!

:: Evaluation ::

Rasheth's output is dangerous, but a flanking Strider is impossible to project enough force against. Thus I claim too much table space, the scenario opens up and #justHaley2Things happen.

fredag 23. juni 2017

Battle Report #536: Haley2 vs Rasheth

:: Prologue ::

During the Norwegian-Swedish WTC team gathering practice we discussed various builds for, well, basically all factions. One interesting list which popped up was a Rasheth build which Johan had discovered at Steam Storm or something. While he didn't believe in it himself, we definitely wanted to try it out!

:: Lists ::

:: Cygnar ::
"TimeStorm"
Theme: Heavy Metal
4 / 4 Free Cards 75 / 75 Army
Major Victoria Haley - WJ: +25
- Squire - PC: 0
- Firefly - PC: 8
- Thorn - PC: 13
- Hurricane - PC: 39 (Battlegroup Points Used: 25)
Storm Strider - PC: 18
Journeyman Warcaster - PC: 0
- Firefly - PC: 8
Lieutenant Allison Jakes - PC: 0
- Reliant - PC: 14
Captain Arlan Strangewayes - PC: 0
:: Opponent ::
[Theme] Winds of Death
(Rasheth 1) Dominar Rasheth [+28]
 - Basilisk Krea [7]
 - Cyclops Raider [9]
 - Cyclops Shaman [8]
 - Cyclops Shaman [8]
 - Cyclops Shaman [8]
 - Cyclops Shaman [8]
Extoller Soulward [3]
Venator Dakar [0(4)]
Paingiver Beast Handlers (min) [5]
Venator Flayer Cannon Crew [0(5)]
Venator Reivers (max) [15]
 - Venator Reiver Officer & Standard [4]
Venator Reivers (max) [15]
 - Venator Reiver Officer & Standard [4]
Venator Slingers (min) [8]

:: Pre-Battle Thoughts & Deployment ::

The scenario was Breakdown and my opponent took first turn. There's a lot of interesting dynamics here. I believe I have to push one flank with the Strider to gain table space. To do so without having it just die on me it needs Arcane Shield, otherwise Rasheth can really, really put the hurt on it. In doing so however the Hurricane needs to be more than a little careful in this matchup. We discussed the tactics before the game and agreed that Skorne probably need to use the free obstacle as a staging place for the beasts and then bounce from terrain piece to terrain piece from there.

:: Game ::


Cyclops take the 'wall, Reivers stay out of Storm Strider threat range.


The threat ranges both players need to respect here are positively batshit. There's just so much space opening up! I slowly push my things.


Skorne keep respecting threat ranges, Cyclops shuffle forward to the next cover piece.


I score points and try and keep my things safe as best as I can.


I lose a jack. Reivers on the right flank are forcing the issue.


I find a good feat position, clear out Reivers on the left a bit and claim more points. The Cyclops in cover with Krea aura are painful to deal with.


CP is becoming an issue for my opponent.


I make a push which essentially breaks this game as I take out too much in the middle and make it too hard for my opponent to contest.


Victory to the Swans!

:: Evaluation ::

It's scary how much firepower that Rasheth list has. I think you need to play this matchup a good few times to properly learn it, and this goes for both parties involved. The threat ranges are so crazy and the output is so big. I doubt we got all our priorities 100% on our very first try.

What's interesting is that neither side really wants to advance and claim space here. I'm not sure exactly how I ended up with a superior scenario position. It feels as though it could just as easily have been Skorne.

A very interesting list and a very interesting game!

Battle Report #535: Haley2 vs Makeda2

:: Prologue ::

I am -way- behind on reports now so I hope to get some of them up in the next few days. First of all I have a game vs Skorne, more precisely Makeda2 kitkat in the very capable hands of Johan Dyrlind.

:: Lists ::

:: Cygnar ::
"TimeStorm"
Theme: Heavy Metal
4 / 4 Free Cards 75 / 75 Army
Major Victoria Haley - WJ: +25
- Squire - PC: 0
- Firefly - PC: 8
- Thorn - PC: 13
- Hurricane - PC: 39 (Battlegroup Points Used: 25)
Storm Strider - PC: 18
Journeyman Warcaster - PC: 0
- Firefly - PC: 8
Lieutenant Allison Jakes - PC: 0
- Reliant - PC: 14
Captain Arlan Strangewayes - PC: 0
:: Opponent ::
Makeda2
- Despoiler
- Krea
Orin
Rhadeim
Willbreaker x2
Legends
Max Kitkat x2

:: Pre-Battle Thoughts & Deployment ::

The scenario is standoff and I move first. The idea is to secure a full round of shooting without committing feat and then take it from there.


:: Game ::

I run the Strider up on the left flank and the Hurricane on the right. Most Lights go in the middle.


Fort Makeda is put up.


I find the angles which allow me to put the hurt on the cats without putting any of my own models in danger zones. I think ~4 cats are down to 1 box.


The fort pushes up.


I have a powerful turn of shooting which kills off a few cats and leaves even more on 1 box. I also score big and feat to contain my opponent.


Given my score lead and the state of the game we discuss various options. Neither seem good. Johan goes for one of the plays which needs crazy dice. Even then I'm not sure it would've mattered as I win on CP the ensuing turn.

Victory to the Swans!

:: Evaluation ::

I don't see what kitkats can do to favourably play into Haley2. There's just too much stuff going on, too many turns of shooting and too many attacks. Once you are capable of overloading stay death Makeda2 loses so much of her power. TimeStorm can definitely do that. Add scenario pressure and pretty strong assassination angles on top of that and it just feels like an uphill battle for Skorne.


tirsdag 2. mai 2017

Battle Report #509: Caine3 vs Makeda1

:: Prologue ::

Following Makeda2's demise, we decided to try out Caine3 vs Makeda1.

:: Lists ::

:: Cygnar ::
Cygnar - HurriCaine
Theme: Heavy Metal
3 / 3 Free Cards     75 / 75 Army
Caine's Hellslingers - WJ: +20
-    Caine's Hellslingers (Cont.)
-    Squire - PC: 0
-    Ace - PC: 12
-    Charger - PC: 9
-    Charger - PC: 9
-    Charger - PC: 9
-    Hurricane - PC: 39 (Battlegroup Points Used: 20)
-    Charger - PC: 9
Captain Arlan Strangewayes - PC: 0
Journeyman Warcaster - PC: 0
-    Firefly - PC: 8
:: Opponent ::
(Makeda 1) Archdomina Makeda [+29]
- Basilisk Krea [7]
- Mammoth [38]
- Molik Karn [19]
- Titan Gladiator [15]
Extoller Soulward [3]
Gremlin Swarm [3]
Orin Midwinter, Rogue Inquisitor [5]
Swamp Gobber Chef [1]
Legends of Halaak [8]
Paingiver Beast Handlers (min) [5]

:: Pre-Battle Thoughts & Deployment ::

This list is a lot better against me on paper. Orin to stop Calamity, shield guards, big threat ranges, capability to one-round the colossal. Yup, challenge presented! In this game I wanted to look for openings to kill the Mammoth on feat and somehow neutralize Molik.


:: Game ::

Makeda's stuff runs up.


Ace puts a trick shot into the Mammoth, but it's shield guarded by Molik. I boost damage for a handful of boxes and the trick takes out the Soulward. Caine and the Hurricane boost 2 shots each into the Mammoth, doing a few boxes. Chargers spread out, Ace infiltrates to make him and Caine stealth.


Makeda sends in Legends and feats.


In hindsight this is an unnecessarily greedy play: I feat to try and take out the Mammoth and/or Molik. The thing is that given his position he cannot shield guard the Mammoth with the Krea because it'll be slammed out so that the Mammoth won't receive its animus. If Molik tanks this shot there's a pretty legit chance he just dies. He does indeed take this risk and Molik dies while the Mammoth survives on ~12 boxes.


Hilarity ensues: Krea kills Orin with frenzy. Mammoth charges Hurricane, fluffs. Makeda moves up, Jackhammer finishes the job. Legends make a mess of my central lines.


I figure going for Makeda isn't viable, I don't have enough firepower. I can however take out the Mammoth and play for attrition I believe. I'm a little behind on CP but I count to turn 7 and reckon that if I have calculated correctly I will not be behind on CP when we get there if I indeed can win on attrition. Anyway!

I kill Mammoth with Calamity and clear out Legends.


Gladiator charges in and kills the Firefly. Makeda leaves a Charger on 2 boxes.


I can sacrifice the Charger and go for Makeda but it's unnecessary, I have a legit attrition play here and go for that instead. Systematically clearing out models is often the best way to win a game when you're ahead.


Gladiator backs off, Makeda does some more work.


I take out everything but the Gladiator, however it's Grievous'd and without Spirit.


My opponent concedes.

Victory to the Swans!

:: Evaluation ::

This matchup sure felt a lot closer than Makeda2! That being said, I made some mistakes which were a big deal. Top of 2 the Mammoth crippled a Charger's gun. No reason to have these outside of Arlan's repair range I believe. Furthermore my feat was probably uncalled for. By simply backing off I threaten to get so much more work done with a feat the next turn instead. I am not short on time here and holding the feat makes it super dodgy for Makeda to get work done.

The Legends caused me all kinds of problems. Admittedly this was partly because I chose to go for such a decisive feat. In truth I think my feat here will be decisive regardless. If I had taken my time I could've put a ton of pressure on Orin which in turn enables Calamity on the Mammoth. At that point in time it's just sad face time for Skorne I believe. A general virtue with Cygnar is patience. Even a short-ranged aggro-output list like this benefits from having that thought in mind.

3 games in one short night. Caine3 positively surprised me. I have to seek out his intended matchups to see if he can conceivably replace Sloan in a pairing.

Battle Report #507 & #508: Caine3 vs Makeda2

:: Prologue ::

I had the time to squeeze in a few games yesterday. Lately I've been told Caine3 is the thing and a friend of mine made a convincing case so I figured I should at least try him out. My opponent was playing Skorne and I figured this would be a good place to start: Not necessarily an intended matchup for Caine3 in a pairing but certainly a hard faction for non-Haley2 Cygnar lists to deal with!

:: Lists ::

:: Cygnar ::
Cygnar - HurriCaine
Theme: Heavy Metal
3 / 3 Free Cards     75 / 75 Army
Caine's Hellslingers - WJ: +20
-    Caine's Hellslingers (Cont.)
-    Squire - PC: 0
-    Ace - PC: 12
-    Charger - PC: 9
-    Charger - PC: 9
-    Charger - PC: 9
-    Hurricane - PC: 39 (Battlegroup Points Used: 20)
-    Charger - PC: 9
Captain Arlan Strangewayes - PC: 0
Journeyman Warcaster - PC: 0
-    Firefly - PC: 8
:: Opponent ::
(Makeda 2) Supreme Archdomina Makeda [+27]
- Despoiler [19]
- Molik Karn [19]
Mortitheurge Willbreaker [4]
Mortitheurge Willbreaker [4]
Tyrant Rhadeim [9]
Paingiver Beast Handlers (min) [5]
Praetorian Ferox (max) [20]
Praetorian Ferox (max) [20]
Swamp Gobbers Bellows Crew [2]

:: Pre-Battle Thoughts & Deployment ::

We were playing Outlast 2 and I went first. The plan was to push up pretty far and force Skorne to either give me an assassination opening, a big shooty alpha or a scenario play with a slow grind.


:: Game 1 ::

I run stuff up.


Makeda moves in a trench and makes a fort of Ferox.


By shadow firing away a cat, Caine gets LoS to Makeda. He shoots her, applies calamity. Feat is stacked up to max. Hurricane is then effectively RAT11 and hits Makeda, slamming her into Molik. The ensuing firepower is insane and despite 2 heavies and 6 transfers she dies before 3 (!) of my Chargers have even activated.

My opponent realizes how crazy firepower Caine3 really has. We discuss angles, various spells, threat ranges and fears and go again.

:: Game 2 ::

As with the first game I run up.


My opponent keeps Makeda outside of 17" from the Hurricane. Cats are significantly more defensive.


I stay outside of cats' threat ranges with most of my things, slowly establishing myself on the right flank. Caine arcs Calamity onto the red cats through the Hurricane and I back off, killing one with grievous from Watts (proxied by Nemo) and reducing another couple of cats to 1 box. I forgot a couple of lessons here and got greedy. Stay death kept everything intact, I probably could've reduced 2 more cats to 1 box each.


Makeda has to make something happen. Red cats alpha the Firefly with feat (which also prevents KD and thus it's harder for me to get to Makeda). It loses most of its boxes but cortex and melee weapon are intact.


I don't want to feat because I don't think I can get enough Ferox now. I do however see an opening which lets me back off, hopefully kill the red cats -and- keep Hurricane out of the heavies' threat range. Calamity allows me to do all this, but I must say that towards the end it got kind of dodgy as my opponent managed a string of tough checks. Hero Arlan ended up taking out 2 cats with his spray! MVP!


Makeda makes a fort and send cats into Hurricane.


The fort is not big enough. I grievous one dude, shadow fire another and assassinate Makeda.

Victory to the Swans!

:: Evaluation ::

Caine3 was interesting! I make a lot of nooby plays because I don't know what patterns Caine3 likes. These games gave me some food for thought. He plays a very unique style where threat ranges are comparatively short but the punch is high, by Cygnar standards. I was surprised to see how many tricks this list has, which is very positive in my opinion. It feels like it will reward skilled play a lot.

The fact that this list can simply shoot through Makeda2's Stay Death is pretty huge. Calamity feels like a -very- big deal for Caine3. Being able to arc it by the Hurricane -and- through his shot type combine to make it very hard for an opponent to defend against. It is a very strong debuff and debuffs are very rare for Cygnar. Needless to say I love it.

These two games also show how incredibly hard it is to defend against Caine3's assassination. So many angles, such insane power. When 2 heavies with 6 transfers isn't close to enough you know he can burn through a ton of camp whether he's targeting a Warcaster or a Warlock.