torsdag 22. desember 2016

Why The New Errata Is Legit

I remember when I finally figured out Haley3 in Mk. 2. I remember setting up revive-angles, killing my own models and getting insane threats. I remember Forge Guard with Desperate Pace and dig in. I remember the awesome power that was Haley2 in Mk. 2, where literally half the factions in the game could not even hope to compete if they tooled against her.

RIP, Rabies vaccine succesfully applied.

With Mk. 3 these powerhouses were both taken down a notch. They are still very strong, in my opinion the best in Cygnar, but they lost some of the power which made them above and beyond nearly everyone else. Instead we got new powerhouses. It took a little while but we soon saw Wurmwood dominate the meta. Karchev's Mad Dogs were the next ones out and in-between fighting Circle and Khador you occasionally faced off against Protectorate's High Reclaimer with some Haley3-esque crazy angles.

I'll give you a little TL;DR before I elaborate further: The balance in Warmachine & Hordes is now better than it has ever been. 

Ka-ka! Ka-ka!

We sure do love to hate what's broken and many people have voiced their concerns over lack of nerfs to Una2 and High Reclaimer for example. Someone -has- to be top dog though, there's no way around that fact. In my opinion the top dog now is Circle, easily. They have multiple very legit casters, two of which complement each other very well. Both of them got hit in the errata. Not massively, but sufficiently to take them down a notch. That is inherently a buff to anything else not also nerfed and it reduces the gap between the factions.

The thing is, while the errata is more controversial than many would have hoped for, it's a cautious step. Cautious steps aren't necessarily a bad thing, especially considering they are in the right direction. For all the salt around the internet about the errata, I want to ask people a simple question: Do you agree with (the vast majority of) the changes made? I sure do. I think they are good and I think they improve the game. It's not everything I'd hoped for, but then again we don't know how this will impact the meta just yet.

Another thing to keep in mind which I have yet to see anyone comment on is the nature of the changes PP have introduced. Previously they were reluctant to change X or Y for whatever reason. Examples in brackets, we now see:

  • Spell swaps (Haley2)
  • Spell changes (Haley1)
  • Point cost changes (Mad Dog)
  • Rules swapping (Mad Dog)
  • Stat changes (Zuriel)
  • Warjack point reduction (Haley1)
  • Weapon ability changes (Caine2)
  • Ability changes (Jozef)
My take-away from this is that nothing is sacred, anything and everything is up for debate and subject to change if needed. I think this is awesome as it gives the game designers a bigger toolbox to balance the game with. Of course their new strategy of all-digital ties in really well (I love that part as well by the way!)



On the topic of the meta, one thing most people seem to forget in this errata debate is the enormous amount of potentially game-changing releases coming up in the next few months. I hope that the bi-annual erratas will keep taking down the worst offenders and keep buffing the sad factions. Now, there's no wonder there are tons of things we want fixed. Mk. 3 is still a new thing. Remember how Privateer Press said it wouldn't be "completely out" before July 2017? We're basically only halfway there. Who knows what the theme forces will do with the meta? Look at Kingmaker's, it's an absolutely bonkers theme force which single-handedly makes Mercenaries both more competitive and in my opinion more interesting.


Lastly, a few words on Cygnar in particular. Haley2 got a slight nerf. In general you want the ability to protect Thorn, heavies and Lances just that little bit more. Deflection was great for this. However she didn't simply lose the spell, and what she gained is situationally useful as well of course. No knockdown can be big for a caster as squishy as Haley2 so it's not a substantial nerf per se. Losing deflection amplifies her existing weaknesses to the point where it tips certain matchups I think. Sloan for example in a Cygnar mirror is a -lot- stronger with this change. Haley1's change makes little sense from a balance perspective, but I can see how annoying it can be for players to face with SPD4 jacks etc. I have played this in practice myself and yeah, trampling 5" because you'd otherwise run 4" is kind of stupid. I'm not a fan of Haley1 so personally I don't care too much about this, but from a balance perspective it doesn't make sense to me. Eliminating negative play experiences is an issue for PP though, no doubt. Lastly, Caine2. I'm not sure what to say about him. I'm basically not sold on the fact that it's all doom'n'gloom I guess. In my Caine2 lists I have plenty of infantry hate regardless and he's still putting out up to 9 highly accurate shots so for trick shots it's not -that- big. Grievous only needs to be applied once per target and I find he rarely manages to take out more than one anyways because POW 12 is POW 12 after all (i.e. not all that against harder targets). That leaves Black Penny, which is situationally baller. It's a significant nerf. Maybe it's worse in practice than it appears to be on paper. Time will show.

Oh, and RIP Lanyssa. At 3 points you were very interesting. At 4 points you compete with Rhupert, Ragman, Arlan and I doubt I'll field you again anytime soon.


It makes sense for Privateer Press to wait and not apply super-drastic changes. One step at a time. The important part is that it's a step in the right direction. While less drastic than many would have hoped, I still feel the changes as a whole are significant. I look forward to playing a better game, the most balanced version we've ever had. Now, if you'll excuse me I have some reports to write up on my Sloan and Stryker3 journey!

onsdag 21. desember 2016

Battle Report #379: Sloan vs Vlad2

:: Prologue ::

Last game today: Sloan vs Vlad2! This list is really hard to play against, it jams so incredibly far and is so hard to deal with effectively. It's but a matter of trying more though so here I am, at it again.

:: Lists ::

Cygnar:
(Sloan 1) Captain Kara Sloan [+28]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Reinholdt, Gobber Speculator [4]
Rangers [9]
Trencher Infantry (max) [16]
Captain Arlan Strangewayes [4]
Gun Mage Captain Adept [5]
Alexia Ciannor & the Risen [10]
Opponent:
(Vladimir 2) Vladimir Tzepesci, The Dark Champion [+27]
- Conquest [37]
Iron Fang Uhlans (min) [12]
Iron Fang Uhlans (min) [12]
Winter Guard Rifle Corps (max) [13]
- Winter Guard Rocketeer (3) [6]
Kovnik Jozef Grigorovich [4]
Man-O-War Drakhun [9]
Man-O-War Drakhun [9]

:: Pre-Battle Thoughts & Deployment ::

Outlast vs Vlad2. My idea going into this game was to skew on one side and hope that Vladdy-boy would be unable to contest said side for long enough while I would be able to contest his side. I also hoped this would allow me to concentrate my firepower so his cavalry would have to be really careful.


:: Game ::

I went first and I'd really like to go second here because of the scoring dynamics. I start skewing towards the right...


...and Vlad feats, throwing jamming cav in my face. I forgot to take a picture but the Uhlans on the right all received the feat buff to run up and jam 2 Hunters on the right flank whereas the Dragoons also got feat niceness to run in. The last 3 Uhlans followed on the left without feat bonuses.

In return I feat and cast Guided Fire. Sloan misses one attack and cripples a Hunter arm. Lol. So much for aim + rangers. This cascades down the line and I "only" kill the 6 Uhlans, 3 of which didn't even have feat bonus.


Vlad2 is able to run into the zone now being safe from me because I'm over the hill(s) and far away. He comes dangerously close to scoring 3-0.


I start pushing back, killing the Dragoons this time around. The Conquest and the rifles are starting to worry me. Alexia runs her risen into the left zone.


Not all Risen are cleared out so there's still a game! Just 2CP for Vlad.


I start working on the Rifles now and thin them out substantially. A Trencher clouds in front of Sloan to keep her safe.


Well, hello Wind Blast! Kind of forgot he had that. Vlad charges a Ranger in the zone, casts Hand of Fate on the Conquest and blasts away the cloud. Sloan's camping 2 but alas, it's not enough as the Conquest pew pews her down to a few boxes and a rifle boy with jozef's buff removes -just- enough boxes.

Silly me for not casting Refuge and moving behind the woods. I even charged the Conquest with a Hunter to prevent him from trampling to Sloan.

Sadly, a Loss for the Swans. 

:: Evaluation ::

Vlad2 is such a strange matchup. I can't figure out when I'm supposed to feat and how I'm supposed to deal with the jamming elements. Perhaps I should simply ensure that he doesn't jam my jacks by running up risen in front. That sounds like a good idea. 

The problem with feating as a counter-feat is that my shots end up doing so little damage. Indeed, if I can make him feat and jam Risen, is it an option to just leave the cav be and feat for the Conquest? After all the cav doesn't do a lot of work without charging and I can sacrifice Risen. Taking out Conquest gives me more space and him less angles. With 5 Hunters being dice off 4 it should go down on feat turn.

Again a very interesting game. Vlad2 is hard for sure, an underrated caster methinks. 

Battle Report #378: Sloan vs Harkevich

:: Prologue ::

Errata is out! Many interesting changes. More on that later. I played 2 games today before it was released. First up: Harkevich! Ever since my first encounter with him at a recent tournament I've been wanting to have a rematch so at it we went!

:: Lists ::

Cygnar:
(Sloan 1) Captain Kara Sloan [+28]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Hunter [11]
- Reinholdt, Gobber Speculator [4]
Rangers [9]
Trencher Infantry (max) [16]
Captain Arlan Strangewayes [4]
Gun Mage Captain Adept [5]
Alexia Ciannor & the Risen [10]
Opponent:
Harkevich
- 3x Kodiak
- 2x Jugger
- Gobber Tinker
- Orin
- Ragman
- Bokur
Ironfang Pikemen
- UA
Eliminators 

:: Pre-Battle Thoughts & Deployment ::

We were playing The Pit and Harkevich went first. I was assuming an early push and all-out aggression and picked my side and deployed accordingly, hopefully giving myself enough strategical depth to deny the Khadorans to push me out of the game.


:: Game ::

Top of 1 feat and full speed ahead!


I remove Kayazy and put down Risen in front of my lines outside of walk + hit range. I should probably have went outside of steam range as well, after all scoring doesn't happen until my next turn.


Kodiaks move up and steam out the risen.


Feat turn! I kill all Kodiaks barring one which has 1 box left! I struggle to keep Sloan outside of killbox and jugger trample threat range but manage barely.


Khador starts scoring CPs. The remaining Kodiak proves his worth: Orin gets the GMCA with a lightning tendril bouncing off of the 'jack and the steam kills a couple of more models.


The unjamming continues. Killing Juggernauts is hard. Khador heavies seem to have an endless amount of boxes. I contest as well as I can and Sloan's finally gotten some space.


Khador's running out of ...steam.


Harkevich does get all the way to 4 CP but it stops there.


Victory to the Swans!

:: Evaluation ::

Killing the Kodiaks on my feat turn was crucial. In hindsight I think losing that many risen was a big mistake. As scoring had not started I could've easily put them further back. That provides Alexia with a lot more punch when it comes to counter-attacking. At least I was more cautious than last game!

The Pikemen switched from going on the flank to going in the middle. If they had instead kept up the pressure on Sloan on the right flank I'm sure what I would've done. They minifeated T1 because they were afraid of the Trenchers but to be honest the Trenchers have to respect the Kodiaks and just keep their distance.

Overall a very close game. Playing Sloan vs fast things with lots of armour is a real nail-biter.

tirsdag 20. desember 2016

Battle Report #377: Baldur2 vs Stryker3

:: Prologue ::

Sometimes I enjoy playing matchups in reverse. It helps you better understand the dynamics and the strengths, weaknesses, concerns and key plays for both lists. I don't always report these because they aren't Cygnar games per se, but this one proved to be very interesting. Read on to see me noob around with Circle!

:: Lists ::

Cygnar:
(Stryker 3) Lord General Coleman Stryker [+28]
 - Stormwall [39]
Storm Lances (max) [20]
Storm Lances (min) [12]
Trencher Infantry (max) [16]
Journeyman Warcaster [4]
 - Firefly [8]
Rhupert Carvolo, Piper of Ord [4]
Opponent:
Baldur2
- Megalith
- Ghetorix
- Woldwrath
Gobber Chef
Blackclad Stonething
Lanyssa
2x Sentry Stones
Shifting Stones 

:: Pre-Battle Thoughts & Deployment ::

Same map and scenario. I give my opponent first turn because he feels that it's so big for Stryker3 because of the Lances. If they get first turn they are literally half-way across the table. Being immune to the Woldwrath's gun is also a big plus.

What I want to accomplish is to have solid control of 2 flags, i.e. leaving Stryker no way to effectively bully me off of them. At the same time I needed throw-away pieces to contest the last one now and then. I put Megalith on my left flank intending to use the wall on said flank with him and support to deny that while the Woldwrath would move up the center. I placed Ghetorix on the right flank to feign a symmetrical approach but I placed the Shifting Stones to port him in my first turn.


:: Game ::

Stryker runs his forces up. They spread out as per usual. Escort goes up.


Ok, time to take care of business! First things first: Trenchers need to die. They are strong enough to legitimately be a threat to my Woldwrath (if they survive in numbers) so I really, really have to thin them out. The Sentries and the Woldwrath both start working on them and I kill a couple.

Ghetorix shifts left via Stones. I forget for a moment that he doesn't have Pathfinder. Kind of a derp move.


With Rhupert being out of range to provide the left lances with March I knew I was safe there with my advance. They push up, as do the Lances on the right, while the Stormwall and Trenchers keep pushing the middle. The Stormwall shoots the Woldwrath for about 6 boxes or so.


Lances are strong when they charge, however denying them charges is fairly easy if you have what you need. I jam the lances on the right with Shifting Stones. The Lances on the left are contained with the Chef blocking one out, Megalith killing one and Mannikins moving up towards a third.

Lanyssa lands Hunter's Mark on the Stormwall, Ghetorix charges in with Primal and does a little over one side. The Woldwrath gets a couple of Trenchers. Baldur moves up, throws down Rock Wall to physically block off charge landing spots around Ghetorix and provide him with DEF16 vs the Stormwall. Legit.


The neutralized Lances have to be satisfied with clearing out chaff, much to my amusement. Stryker feats but there simply aren't a lot of models left to benefit from it. The Stormwall does fairly little against Ghetorix and Stryker scores 0 points.


Ghetorix kills a Trencher with Frenzy, Megalith kills another Lance and puts up his Animus to lower the defense on the last Lance on that flank.

On the right flank my Stonethingy solo and the Mannikins get some work done on jamming Trenchers and Lances. The Woldwrath finishes off the Stormwall and Baldur gives it Roots and a Rock Wall to prevent Lances from getting to him, camping 1 fury.


Cygnar has no attrition, scenario or assassination game left and my opponent concedes.

Victory to the Stones!

:: Evaluation ::

Well, that happened! First of all: Trenchers. They are so terrifying under Stryker3. I think that the play here is to keep them safe from Mannikins and the Woldwrath as best as you can and position Lances to threaten over-aggressive moves. They are so strong that I seriously consider getting another unit.

The Stormwall feels just wrong with Stryker. It doesn't benefit enough from his abilities, some real Skornergy going on with all the upkeeps. Also, Junior is a huge points sink.

Woldwrath feels like the wrong idea for Baldur2 in my opinion. I fail to see what problems he solves. The double-wrath build might have merit but I would so much rather have 2 Purebloods here.

The way this game developed Stryker was unable to get the Lances to apply pressure on my flanks. I countered his plays and kept the attrition going in my favour. The defensive capabilities of Ghetorix with his Animus, Rock Wall and Roots are just amazing. Typically one might think of a heavy as a follow-up piece when there's a huge based thingy around, but on the contrary I found that using them the opposite way here worked out very well.

A very interesting game which left me with lots of thoughts about Stryker3. First and foremost I think the 'wall is dead for him for now. Back to the drawing board!

Battle Report #376: Stryker3 vs Baldur2

:: Prologue ::

Following the game vs Wurmwood my opponent wanted to give Baldur2 a try. Interesting!

:: Lists ::

Cygnar:
(Stryker 3) Lord General Coleman Stryker [+28]
 - Stormwall [39]
Storm Lances (max) [20]
Storm Lances (min) [12]
Trencher Infantry (max) [16]
Journeyman Warcaster [4]
 - Firefly [8]
Rhupert Carvolo, Piper of Ord [4]
Opponent:
Baldur2
- Megalith
- Ghetorix
- Woldwrath
Gobber Chef
Blackclad Stonething
Lanyssa
2x Sentry Stones
Shifting Stones 

:: Pre-Battle Thoughts & Deployment ::

Same map and scenario. This time Baldur goes first. Weeell, again I have to spread out to make it hard for him to deal with Lances. That can be arranged. The Stormwall needs to move up centrally and I need the Trenchers alive.


:: Game ::

Circle runs up.


No Roots on Megalith so I decide to try and shoot him. Neither shot connects. True, Rock Wall was up but I boosted. I can haz dice. Lances are wide on both flanks, Trenchers centrally. Due to his aggressive move with the Mannikins I decided I had to kill them all. I started with the Firefly which failed its boosted 6+. These jacks must be blind, too bad it's not Eyeless they have... In any case this meant Trenchers had to get work done, I took care to activate them so that I could dig in and avoid a large part of the AOE5 shot from the Woldwrath.


Baldur keeps on coming, but he realizes rushing up the middle probably won't work out too well and as such shifts towards my left side.


It's too little, too late. I have a big positional advantage. His "clever" move to put Megalith outside of the Lances' LoS meant that the 'wall could get to it. I figured I could sacrifice my colossal to take him out because it would require both the Woldwrath and Ghetorix to kill me in return. This would open up the game a ton for me in terms of CP.

Feat turn it was then and Rhupert providing Trenchers with March let them take out a Sentry and start jamming the Woldwrath. Unfortunately the one Trencher who was in range of a Shifting Stone failed (!) to kill it at PS14 4 dice. This abysmal display meant Ghetorix could be ported and as such my plan to clusterfuck up the Stormwall was basically void.

In any case the Lances secured both flanks and I went to 2-0.


Abysmal dice are not reserved for me: After clearing out the jam a bit with the last Sentry Stone the Woldwrath -and- a primalled Ghetorix failed to kill my Stormwall. Not sure what the odds are on this. The 'wall was down to 2 boxes, but no weapon systems unfortunately. Baldur feated, definitely a turn too late. Both flags were contested.


I cleared out the flanks and the contesting models, 4-0.


Whatever Baldur could put up on the right flank to contest would die (if indeed anything was available) so we called the game here.

Victory to the Swans!

:: Evaluation :: 

Baldur2 vs Stryker3 with these lists actually felt like a really close and interesting game. Baldur struggles to spread out as well as Baldur does, which means that Baldur has to commit to two flags and play for attrition so that the scoring on the last flag won't be happening quickly enough to lose the game on CP.

Indeed, I had lost the attrition in this game. The Woldwrath was unharmed and Ghetorix had taken ~5 boxes or so. However the position meant that Baldur had to throw away key pieces instead of sending the durable ones up.

Trenchers with Stryker are baller. I might have to get a second unit of them...

Battle Report #375: Stryker3 vs Wurmwood

:: Prologue ::

So much Sloan lately, time to bring out Stryker3 again!

The first game of the day was against Wurmwood. Again. This is not an easy matchup to say the least, however my opponent is still getting into the basics of Mk. 3 so this should be interesting.

:: Lists ::

Cygnar:
(Stryker 3) Lord General Coleman Stryker [+28]
 - Stormwall [39]
Storm Lances (max) [20]
Storm Lances (min) [12]
Trencher Infantry (max) [16]
Journeyman Warcaster [4]
 - Firefly [8]
Rhupert Carvolo, Piper of Ord [4]
Opponent:
Wurmwood
- Ghetorix
- Megalith
- Feral
- Stalker
Chef
Lanyssa
2x Sentry Stones
Shifting Stones
Farrows

:: Pre-Battle Thoughts & Deployment ::

We are playing Incursion and I got to go first. Woho! The plan is to spread out, hopefully make Wurmwood converge towards the center, keep back on his feat and then hammer home post-forest-time.


:: Game ::

I spred out, putting cav on both flanks and Trenchers in the middle. Come at me, tree!


Beasts run up, stones get a bit of work done on Trenchers, feat goes up bot of 1. Stormwall is Strangleheld and Farrows are killed to provide the fury7 caster another 3 fury. Joy.


Rhupert gives the Trenchers march and they pull back, clouding up. Lances on the right advance, Lances on the left back off a bit.


Stones don't do a lot this turn and the beasts are incapable of reaching anything of value. Wurmwood gets greedy with a Hellmouth and a Stranglehold so he has to choose between getting Cassius back and putting up a 4" forest aoe. He chooses the former. Yet again the 'wall is held.


I'll let this picture speak for itself. Stryker feat is nuts with tons of models.


Victory to the Swans!

:: Evaluation ::

Wurmwood gets greedy in terms of getting work done early on and prioritizes that over positioning. Feating bot of 1 means he should prioritize Curse on the Stormwall to make future Strangleholds easier.

When he doesn't take care to use the terrain pieces on the board to expand his LoS-block his fate is largely sealed. He has a naked part of the table on which he chooses to create his little camp, and that really just plays to Stryker's strengths. When Trenchers with Fury charge under Stryker's feat those Wolves drop very, very quickly.

It should also be noted that moving first here is big. It's hard for Wurmwood to take back the table space I got. Perhaps he could've skewed left, saved the stones and waited a turn to feat. That at least slows the game down, which I think is in his favour as I lose a bit here and there to Hellmouths, sprays etc.

mandag 19. desember 2016

Battle Report #374: Sloan vs Magnus2

:: Prologue ::

Last game of the day! I had hoped to field Stryker3 today but no such play. Will have to play him tomorrow instead I guess.

My opponent was fielding Magnus2 and wanted to try out vs Sloan. I think it's an interesting matchup and happily obliged him!

:: Lists ::

Cygnar:
(Sloan 1) Captain Kara Sloan [+28]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Hunter [11]
 - Reinholdt, Gobber Speculator [4]
Rangers [9]
Trencher Infantry (max) [16]
Captain Arlan Strangewayes [4]
Gun Mage Captain Adept [5]
Alexia Ciannor & the Risen [10]
Opponent:
(Magnus 2) Magnus the Warlord [+28]
 - Nomad [11]
 - Nomad [11]
 - Nomad [11]
 - Talon [7]
 - Buccaneer [6]
 - Freebooter [9]
Trencher Infantry (max) [16]
 - Trencher Infantry Officer & Sniper [5]
Greygore Boomhowler & Co. (min) [11]
Croe's Cutthroats (max) [16]
Kell Bailoch [0]
Orin Midwinter, Rogue Inquisitor [0]

:: Pre-Battle Thoughts & Deployment ::

We are now done with coverless Entrenched for the day and have moved on to Take and Hold. I win the roll-off and elect to go first. 

I want to take control of the center if possible and create a base between the two rocks. I think it will be hard to assault head-on and I have this idea that it'll be a long grind where my spread-out Hunters and Alexia can really shine. 


:: Game ::

All of Magnus' Trenchers are dug in, but I see no reason not to try so I move up and pew pew a bit. 2 of them die. My own Trenchers take up cover and I ensure that he has to assault if he wants to get work done.


Magnus spread out. Freebooter receives Bullet Dodger and occupies the central hill. Escort + Jury Rigged is pretty sick.


Well, it's go-time. I can't really care about my right flank too much. I reckon the Boomies might get there to try and overwhelm my flank but I can counter-sweep left if he elects to do so.

Anyway, Magnus will feat next turn so I have to feat this turn. Things need to die. I start off with the Bullet Dodger Freebooter on the hill. Between Rangers, aim and GMCA he goes down fast. I get a Nomad as well and do a number on the Trenchers. I cloud up a bit and use Refuge on Sloan to ensure she's not auto-killboxed under Magnus' feat.


The Boomies decide that they have to strengthen the left flank. My Risen are eagerly awaiting them! Croe's go wide on the opposite flank and a Bullet Dodger'd Talon takes the hill with a Nomad nearby. The other Nomad's busy throwing Magnus up the board, feat on and everything.


I have to keep Boomies at bay. I need to kill the Nomad on the hill. The Talon will have to live for now, just gotta jam him out. I accomplish all of this and even get some work done on Trenchers and Croe's. Not bad considering Magnus feated! A Thrall contests his flag.


Croe's continue wrapping around, Boomies kill Risen, I lose a few Trenchers.


Dead Trenchers mean more Risen so I block the Boomies again. This is fun! Hunters charge and do a number on Croe's, effectively neutralizing the threat they present.

I kill another Nomad as well. Casually, almost.


Boomies clear jam, Croe's are ineffective, Magnus is running out of models to get work done with. The Talon is the MVP of his forces but MAT6 is unforgiving (tell me about it) and he can't be everywhere.


Guess what? More Risen! I keep winning the attrition part of the game. It's all about preventing Magnus from getting to 5 CP now.


In Magnus' last turn he clears out the jam but clocks out and Sloan is victorious!


Not a lot of models left but I had better control than the picture might imply. 

Victory to the Swans!

:: Evaluation ::

What a game! Did you see how much Alexia did? Holy mother of undead that was some crazy shit. I lost count of the Risen I had in play. It literally must have been a total of 30-40 or something. The game went on for so many rounds and living things kept dying left, right and center. 

Magnus was unable to do two crucial things in this game: He could not establish control in the center so me having to devote resources to protecting my flanks was a non-issue. Furthermore he also failed to break through on either flank, meaning my lines were intact and could focus on the best attrition options instead of resorting to putting out fires. 

A very close game. Contesting the flag on Take and Hold can be a bitch, it's so deep. The Risen and summoned Thralls were huge here and I don't think Anastasia could've done the same for example. 

The attrition going in my favour stems from the fact that I effortlessly remove 1-2 heavies per turn, 3 if they're not careful. Bullet Dodger can only be in one place and with careful planning and positioning it is dealt with easily enough.