Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Thursday, March 14, 2013

WM/H League - Week 2

Onto Week 2 of the WM/H League at the LGS, Good Games CBD. After my dismal performance last week I studied my models and their cards, as well as reading through some tactica and the few battle reports I could find online - I was locked and loaded and ready to better myself on the battlefield!


This week the league bumped up to 20 points, no Siege Engines (until 30 points) and no Colossals (until 40 points):
  • Durgen Madhammer
    • Basher
  • Steelhead Halberdiers (min)
  • Steelhead Halberdiers (min)
  • Dougal MacNaile
  • Reinholdt
  • Thor Steinhammer
    • Gunner
    • Gunner

Battle Report 4 - Menoth
  • Kreoss
    • Reckoner
    • Redeemer
  • Temple Flameguard (min) + UA
  • Wracks
  • Choir
  • Vassal

There were a lot less teething issues and nooby mistakes in this game, and I was quite happy to lose considering my opponent is a wargamer of the highest calibre (and also a super nice guy). On the top of turn 2 he even said something along the lines of "Don't cast that. I'm going to feat next turn and wail on your warcaster, so if you don't need to cast it, you're best to camp the focus." He could have killed me that turn, but because I camped the focus, I lived for another 2 turns! Opponents like this really make learning to play so much nicer!
There wasn't really much to report on this game, and I managed to get a few good licks in before he won by caster kill.

The only thing I really managed to do right was using Durgen's Buster ability Carpet Bomb, combined with Artillerist from Dougal MacNaile, and even using Double Powder Rations on one turn for some extra kick. Oh, and Reinholdt's Reload too!
That was pretty much it... I mismanaged my warjacks (more on that in seperate sections below) and because my Steelhead Halberdiers weren't able to be Primed they weren't of much use (although I think I played them well as tarpit units).

A few notes I'd like to make on Menoth though:
  • Menoth's Defender's Ward makes killing infantry with AOE unlikely
  • Kreoss' feat is awesome for killing things - clearing a LOS to otherwise protected warcasters, or stomping on infantry and warjacks while they're down.
  • Kreoss' Purification nullified Redline and Primed, which are two awesome abilities that would have really liked to use. Denied!


Lessons Learned

Arcing Fire - Durgen's Buster
Arcing Fire - Lets the attacker ignore intervening models (except those within 1" of the target) when drawing LOS. Doesn't mean he can ignore clouds, forest or buildings.
Below is an example of how Arcing Fire on Durgen's Buster is able to target seemingly protected models. The picture on the left shows the table as it is - and under normal circumstances, Kreoss would be safe from ranged attacks.
The picture on the right shows the table after applying the Arcing Fire ability to Durgen's Buster, which gives Durgen has a clear shot on Kreoss. The Basher and the two front-most Flameguard are ignored, but the Dervisher and back-most Flameguard are not as they are within 1" of the target - nonetheless Durgen is able to target Kreoss though the middle of the two models.



Deployment - Getting off to a Good Start
I seem to be really having trouble with my deployments - in my last two games I've managed to deny my own flanks. Both times my opponents deployed first, I saw where they were, yet I still managed to deny my own flanks.
In both instances a large piece of LOS blocking terrain was in the center of the board which threw me off somewhat, so I'll have to make more of an effort to think through my deployment in a way that ensures that all my models are able to fulfil their purpose and function cohesively as an army.
A few general basics to deployment I should learn:
  • Do not deploy slow units on the flanks, deploy them centrally to ensure that flank is not denied.
  • Deploy long ranged units or faster units on the flanks
  • Keep heavy hitting units central, so they threaten more of the table and respond if required
  • Keep the warcaster in the middle, to centralise Control Area and Feat
  • Attempt to keep ranged units in forests


Battlegroup Organisation
This was my first game with a Jack Marshall, so I knew that I could expect a few bumps here and there.
The first and silliest mistake I made was activating my Gunners before activating Thor! Which meant they couldn't benefit from Thor's abilities and Jack Marshall! Silly silly...
I didn't think that Thor Steinhammer made a good Jack Marshall for my Gunners anyway though - with their range of 12" and Thor's 6" Spray, it meant that Thor needed to advance ahead of them to be pose any offensive threat.
I also found that the Basher with Madhammer didn't play out too well either. Madhammer is a ranged warcaster, and the Basher is very in-your-face melee kind of warjack. With the Basher speeding ahead to engage, and Madhammer staying back to lob his Carpet Bombs, Madhammer was left highly exposed and vulnerable.
So it looks like next week I'll be switching them around - I'll have Thor with the Basher (using his Drive: Pronto ability, as well as Tune Up), and I'll try sitting the Gunners back with Madhammer so they can be a little turret of death.

Sync out.

Thursday, March 7, 2013

WM/H League - Week 1

Last night was the first night of the LGS's WM/H League - and it was an absolute blast. Still being relatively new to WM/H, I lost both my matches and made a lot of mistakes, all of which I hope to learn from and improve.
I do have two existing Cryx and Khador armies, but those armies have barely seen the table-top, and even then that was over a year ago. So I didn't go in expecting to win many games, given that I barely knew the rules and had no experience with my army, but I did want to learn and make some new wargaming buddies.

So last night was 15 point Highlander format (1 warcaster, 1 warjack, 1 unit, 1 solo). This format was a little difficult for some players (myself included), so an exception was made - any remaining points could be spent on warjacks. Here's the list I took, mainly because of the models I had available:
  • Durgen Madhammer
    • Basher
    • Gunner
    • Gunner
  • Steelhead Halberdiers (full)
  • Dougal MacNaile


Battle Report 1 - Menoth
  • Kreoss
    • Vanquisher
  • Cinerators (full)
  • Vassal
I dropped a Gunner from my list to even it out a bit, as my opponent wasn't aware of the Highlander format exception.
I made all the mistakes in this battle, and lost because of it. The first and most spectacular mistake I made was marching my Primed Steelhead Halberdiers up to Cinerators (with Defenders Ward, bringing their armour up to 19), within 1" of each other. That lead to a lot of explosions, which had no chance of killing his Cinerators, but decimated my Halberdiers. Won't make that mistake again...

Cinerators thought the Primed Explosions looked pretty.
Halberdiers left a lot of widows at home.

I also forgot about Durgen's Blast Armour, which negates all blast damage Durgen suffers. This single mistake cost me the game! At the end of turn 3, his Cinerators had surrounded Durgen exposing Kreoss, but their blows were not enough to take him down - Durgen had 2 hit boxes left. In a final desperate move, my opponent used one of Kreoss' spells to explode his own Cinerators, which dealt the final blast damage that killed him.
If I had remembered Blast Armour, Durgen would have survived, and in my turn, my Basher and Gunner would have made short work of the exposed Kreoss!

Shoulda, woulda, coulda...


Battle Report 2 - Cygnar
  • Siege
    • Charger
    • Defender
  • Black 13th Gun Mage Strike Team
  • Journeyman Warcaster
Deployment - an uphill battle
My opponent was still new to WM/H, but not new to gunline armies! His strong shooting wore me down, and not one of my models was able to engage this army.
The above image isn't to scale, but still gives a good idea of the situation. My opponent placed a giant rock structure (impassable terrain) right in the center of the board, immediately creating two firing lanes, then deployed himself on a hill in his corner.
I deployed my Primed Halberdiers on the right (this time, not within an 1.5" of each other!) and my Battlegroup on the left with the intention of coming around and creating threats from both sides.
After setting my models down, I remembered that I wanted to keep Primed on my Halberdiers - which I thought meant keeping Durgen within 6" of them. This had me make a last minute change to my strategy - I decided I would lead down the right with the Halberdiers, hopefully have them get a few licks in, with my warjacks and Durgen following in behind them. Wow, that was a mistake.
I'm not sure which of his units did it, but they were able to create rough terrain in the middle of the right lane, which stopped my already slow army in their tracks. He shot me down from across the field - I didn't even make it onto his half of the board!

If I could redo that battle, I would have moved all my models up behind the rock, and the simultaneously sent them in two groups as I originally intended. I don't know if it would have worked, but I probably would have had a better chance.


Lessons Learned

Durgen Madhammer is great warcaster, and his Buster is awesome. I didn't try out his Carpet Bomb which looked promising, because I thought that Special Attacks cost 1 focus to cast... I don't even know why I thought that. Definitely need to get him and his Buster within range of the enemy faster.
His feat isn't a neccessarily a game changer, and should be used as a feat of opportunity, instead of trying to turn the tide.
Basher is great too, especially with Redline! A bit focus hungry, as you'll definitely want to buy more boosted attacks with him.
Gunners are cute. They're also good at shooting stuff, and focus efficient.
Steelhead Halberdiers are good, considering that they are pretty cheap and achieve their objective as a tarpit unit - and when Primed can pose significant threat.
Dougal MacNaile I should have left at home for these games. For low point games, I definitely should have taken a solo that could put down some hurt, instead of fulfilling a support role. Though I definitely see his value as Durgen's support.

While I'm confident with the basic rules, there were a few that I wasn't too sure on, and few that I learned last night:
  • Models can use any number of their abilities in a turn, but only one of their Special Attacks
  • Special Attacks do not cost 1 focus to cast for Warcasters
  • Elevation applies to target models that are 1" higher than the shooter, and confers 2+ DEF
  • Warcasters do NOT need to be in range or have LOS to maintain an upkeep spell

I still had a great time, and am really keen on improving and learning. More Warmachine and Hordes action to come! Oh, and I'll get photos of my Mercs army up soon.
Sync out. 



Wednesday, December 21, 2011

Battle: Battlebox - Cryx vs. Khador

I wanted to run a practice game using my newly crafted terrain, to see how the rules played out and to learn how best to use terrain in play. So I set up a small battlebox game with the factions I had painted up - Cryx and Khador!
Deployment 

Khador Turn 1
 The Khador make Full Advances, with Sorcha trailing a few steps behind and casting Fog of War.


Cryx Turn 1
The two Deathrippers Full Advance, while the Slayer makes a Run. Deneghra successfully Arcs Crippling Grasp through the left Deathripper at the Destroyer, following up with Venom Arced through the same Deathripper at the Destroyer - causing no damage but leaving corrosion on the Destroyer. The Defiler Full Advances and hits the Destroyer with a Sludge Cannon attack for 4 damage.


Khador Turn 2
Sorscha discards Fog of War, as the terrain is already providing Concealment to the Khador. The Juggernaut and Destroyer advance, parting to allow Sorscha sight on the Cryx, with the Destroyer missing with his Bombard (I forgot to scatter the missed Bombard!).
Sorscha then casts Tempest at the Deathripper on her left, successfully hitting all the Cryx, knocking them down and damaging each of the units except the Slayer, and boosting the damage roll on Deneghra (Damage: Deathripper 4, Defiler 6, Deathripper 5, Deneghra 10).


Cryx Turn 2
With Sorscha exposed, Deneghra responds with an assault of her own. Deneghra, the Defiler and the Slayer shake knock down. Deneghra uses her feat, The Withering, before stepping back 2" to get out of range of Sorscha's deadly Tempest. Deneghra Arcs Venom through the Defiler, causing corrosion and a massive 14 boosted damage to Sorscha.
With Sorscha exposed and The Withering taking effect, the Defiler still manages to miss a Sludge Cannon attack on Sorscha.
The Slayer then charges the Juggernaut, and after a flurry of attacks with his Death Claws and Tusks, deals 14 damage to the Juggernaut (after the game I realised that I should have used his Special Attack - Death Claws, which would have caused a massive 22 damage, then bought additional attacks with the focus).

Khador Turn 3
Sorscha manages to shake corrosion, but the Destroyer doesn't - taking another point of damage. Sorscha casts her feat - Icy Gaze, which hits all the Cryx but Deneghra. With The Withering stealing her focus, Sorscha casts Tempest again which taps all her focus, but manages to damage and knock down all the Cryx 'jacks and disabling the Defilers Sludge Cannon (Damage: Slayer 1, Deathripper 5, Defiler 6, Deathripper 5).
The Destoyer moves to shield Sorscha, blocking Cryx line of sight on Sorscha, before shooting Bombard at the Deathripper on the left for 6 damage and disabling its Cortex and Arc Node.
The Juggernaut makes an attack with his Ice Axe on the Slayer, causing 9 damage and disabling the right Death Claw.


Cryx Turn 3
With the mighty Khador warjacks again shielding Sorscha, Deneghra makes a final assassination attempt.
Shaking stationary and knock down from the Defiler, Sorscha Arcs a boosted Venom spell through it - aiming at the Destroyer, however still managing to get Sorscha in the template, and further boosts the damage roll - which deals the final damage to Sorscha, winning the game for the Cryx.


Conclusion
I think that both sides had a roughly even amount of ranged spells and weapons, so when it became a ranged battle over the rough terrain, I thought it would be fairly even. But because Deneghra was able to fall back and Arc her spells through her Bonejacks, she was able to deal damage without putting herself in any danger. Sorscha on the other hand had to expose herself and be within range of the enemy in order to cast her spells. The activation sequence used in Khador Turn 3 was effective in resolving this issue though - a tactic of exposing Sorscha, casting with Sorscha, then sheilding her again allowed her to deal damage and remain protected. I'll make sure to remember that tactic for next time!

Another fun practice game - less referring to the rules and was able to understand and appreciate some basic tactics.
Sync out.

Thursday, December 8, 2011

Battle: Battlebox - Cryx vs. Searforge

Both warcasters shield themselves with their light 'jacks and advance, with the heavy jacks storming down the left flanks.
The Searforge make a critical error, marching the Grundback Gunners in the front line.

The Cryx strike first, with the Slayer and Deathrippers charging the Grundback Gunners - the Slayer destroying his target.
The Searforge's return blows aren't enough to destroy any of the advancing Cryx 'jacks.

The Cryx are able to finish off another Gunner, before Ghordson uses his feat - Landslide, pushing all of the Cryx forces back, crippling their speed.

Deneghra responds by casting her feat, The Withering, and also managing to successfully cast Crippling Grasp on Ghordson.
The Slayer attempted to charge Ghordson, and with The Withering and Crippling Grasp in effect, the charge would surely kill the Searforge warcaster - alas, his charge came up short due to Landslide's speed reduction.
The Defilers managed to charge the remaining Gunner and Driller, but weren't able to destroy them.
The Driller then destroyed a Deathripper. Ghordson, in a hail mary, charged the Slayer - but didn't manage to disable it's weapons.
The final turn saw the Defiler engage the Driller in melee - purely to shield Denehgra.
The Slayer then ended Ghordson with powerful boosted rolls, coupled with Crippling Grasp, and the game went to Cryx.
Sync out.

Wednesday, December 7, 2011

Battle: Battlebox - Cryx vs Menoth

This is my first ever game against another member of our Journeyman League. Had a great time and made a LOT of mistakes - but that's how you learn!

The Menoth stand in a loose formation with Kreoss on the rear.
The Cyrx begin with Deneghra behind a wall of Bonejacks, leaving the Slayer to reap his bloody harvest.


The resulting melee saw the Revenger use his Reach weapon and Shield to destroy a Deathripper, while the Slayer's hail of blows weren't enough to destroy the Repenter.
Only at the end of the match did we realise that only the Revenger's Halberd had Reach, and the Shield shouldn't have been able to damage the Deathripper as it was beyond the standard 0.5' melee range.

At this point, I used Deneghra's feat then totally forgot about it and made the terrible mistake of not applying the effects of The Withering to ANY models, combats or resulting rolls.
Kreoss used his feat, and knocked down all the Cryx down. The Slayer was able to stand and continue to wreak havoc, however with their Cortex' disabled the Bonejacks were unable to stand.
Kreoss casts Lamentation, making all of Deneghra's spells cost twice as much to cast.
After finishing off the Repenter, the Slayer was destroyed, as well as the second Deathripper. The Menoth 'jacks rounded on Deneghra, but before they could engage her in melee, two shots from her Venom spell on Kreoss brought him down to a single hit point - and at the start of the Menoth's final turn, corrosion finished him off.

A sneaky win for the Cryx!


Conclusions
Few mistakes and lessons learned on my part:
  • I cast my Feat, but didn't apply the effects. For a Feat like The Withering, where it affects multiple enemy stats for an entire round, I'll remember to leave the card right in the middle of the table - just so I remember the effect is in play!
  • Just because one weapon a unit has has Reach, it doesn't mean all the units weapons Reach!
  • Kreoss' Feat is quite effective, and his Lamentation spell makes things really difficult. Not sure how to counter these, so it looks like I just have to weather the effects.
  • PROTECT YOUR WARCASTER! I kept Deneghra safely behind the bonejacks at all times, and Kreoss was well protected for most of the game. For the few turns that the Menoth 'jacks were distracted ripping apart my 'jacks, Kreoss was left exposed and I managed some sneaky pot shots at him which won me the game!
Sync out.