Showing posts with label Cygnar. Show all posts
Showing posts with label Cygnar. Show all posts

Monday, November 21, 2011

Battle On!


  End of the League Escalation Tournament!  We had decided as a group to try out the SR2012 Beta rules, and they were interesting.
  4 League players ultimately showed up (6 folks were there during the day, Dan the shop owner who also played didn't have anyone to watch the shop for him, and Kyle the Troll player had to work so stopped in to say hi)
  First mission: Supply and Demand (Objective Scenario), 15pts, 3 min turns, 1 min extension.  The idea of the scenario, keep your objective 'alive' and its control zone clear while trying to destroy your opponents objective and contest his zone.
  I ran pMorghoul with this, I wanted to run both of my lists (Naaresh being my other caster, and both lists are in my previous post).  Plus I decided that pMorghoul would be easier to run at 3min turns.  My opponent had eKruger, and pretty new to the game.  The game went pretty quickly, as we only had 3min per turn, and a 30min round.  I ended up getting a quick control point by sacrificing my savage holding his beasts up (woldworden and a warpwolf) and then slamming my gladiator into the warpwolf, contesting his zone while keeping mine clear.  Game goes to time before I can run pMorghoul in and plink eKruger to death.
Megalith is on the other side of the table trying to find some daises to run through

  Second mission: A Flag Too Far (Flank Scenario), 25pts, 5pt reinforcements, 7min turns, 3min extension.  This was against Ryan, who was the other experienced Warmahordes player in the League.
  The idea was to control the scoring flag closest to you (in the picture, my scoring flags have the green chip on them) while having the scoring flag furthest from you contested.  You got bonus points for controlling both flags.
  Our TO Dustin decided to bump up the time restrictions because of the new players, so we went to 7min turns instead of 5min.
  Ryan brought his Circle forces with Baulder and Runs Through Daisies a.k.a. Megalith.  I brought Naaresh, and his Gators.  I am really enjoying Naaresh and his shenanigans.  This was also a reinforcement scenario, so I had Thrullg and a Croak Hunter available to come in on the right flank of the board, 20-some-odd inches from the back of my side of the table, and 3 inches in.  This is where I ultimately won the game, my reinforcements were solos and able to act independently and Ryan's reinforcement was a beast, a Woldwyrd.  I was able to run my reinforcements to my furthest scoring flag, and get a quick control point, while Ryan though it was better to have his beast closer to do major damage to my Iron Fleshed Gators.  There was much back and forth in the game, unfortunately my Gladiator died early, but luck was on my side as I did major damage with multiple free strikes from Gators on Megalith as he tried to charge my caster with ARM 20 from his whippings.  He rolled poorly, as his mind was taken out, did I mention my lucky rolls?  All the free strikes hit, and I rolled way above average for all of them, each hit doing 7-10 damage.  Megalith was unbuffed since Naaresh had Lamentation on, and Baulder was worried about upkeeps and casting spells with his 6 fury.  After Megalith, I used Cyclone to get away, and charged Baulder who was engaged with my Cyclops Shaman, only to come 1/8th of an inch away from melee.  But again my luck prevails as time is called, and I was sitting on one control point to nil and win.

  Third Mission: Demolition (Distant Scenario): 35 pts, 10min turns, 5min extension.  Without looking at the scenario packet, and working from memory, there was one objective in the middle, which, if controlled, allowed a warcaster/warlock within 4" of the objective place a 5" template on the table (within 4" of the caster) and do a magic POW 14 unboostable damage on everything under the template.  You got points for controlling the zone furthest away from you (2 zones, diagonal to the center).  Bonus points were awarded for using the blast on your opponents side of the table.
   I played against the final possible opponent JJ.  Now JJ is new to miniatures in general, and is about 10 years old, and is hard to keep focused on the game because there is so much going on in the store by this time.  He plays Cygnar and eHaley and lots of Jacks, which is fine.  But he allocates all of his focus out, and has his Sentinels and Chargers do most of the heavy lifting.  At some point when he gets older he will be a terror to play.  He understand how his Jacks work, and can do damage with them, but he doesn't focus fire on targets to take them out, and he doesn't understand how to use his solos in combination yet.  I did teach him you can charge your own guys, as I train wrecked my Bronzeback into a Gator and made room so i could train wreck off his Sentinels so I could get to Haley.  Train Wreck is a crazy animus.  He did put me off a turn by popping eHaley's feat and throwing my plan off, but i was able to at least maneuver things around to set up the train wreck next turn.

  So two games go to time, and I win by grabbing 1 quick control point and the games going to time, while the last was a caster kill.

  Ultimately I win the League Tournament, I came in 3rd place overall for the League, and won Best Painted Army!  So this League was pretty successful for me I would say, and I have a least 75% of my Skorne + many Minions all  painted.

   Mad props for Dustin the Press Ganger and TO out of Olde World Gaming in Elk Grove, CA for hosting the Slow Grow League.

Monday, February 21, 2011

Battle Report

Yesterday I went down to the LGS before heading to my sisters for dinner with the family and was able to get a couple of games in. I got there before Billy, one of the better local players, left. I brought with me a smattering of Trolls, I was going to play Gunnbjorn, but realized that I forgot his cards, so I decided to go with Grim instead. We decided to play 35 pts.

Grim Angus
Bomber
Slag Troll
Impaler
Fell Caller Hero
Janissa Stonetide
Trollkin Champ Hero
min Burrowers
min Fennblades + UA (Officer and Drummer)

Another one of our better players, Nathan, had been complaining about the new Ranking Officers and how broken the Menoth ones were. In particular, the Menoth Ranking Officers with Sea Dogs and Harbinger broke the game and was unbeatable. Billy took the challenge, and came up with using Cryx and Venethrax. Working from memory, the list went something like this:

Venethax
Bone Chicken arc node
Stalker
Skarlock
Satyxis Raider Captain
Siren
min Bile Thralls
Bloat Thrall
full Satyxis Raiders
Withershadow Combine

Nothing out of the ordinary, or over the top. But it did pack a wallop. Those Satyxis Raiders are just ugly, mostly because they don't take blast damage and have a 12" threat range with Advance Deploy and a toolbox of other special abilities. Plus it was my first time dealing with them, so that put a nice twist on it.

We played a scenario "The Gauntlet". I was really trying out the burrowers, because i just got them a couple of months ago, and knowing they can be pretty dirty, haven't used them yet. I didn't have any difficulties about pulling them out against Billy. In a nutshell, I lost to scenario, because the raiders wiped out my Fennblade tar pit and my solos who were holding my control area. Although he would have killed my caster because I had gone for the caster kill and didn't quite make it.
I made a ton of mistakes in this game, which I'm confident would have given me a better shot at winning if I didn't make them. There was also one big key roll which failed. I forgot my Fennblades vengeance move on turn 3, which would have put me in charging range of the Raider on my left flank (fennblades were on the right flank). They would have killed 3-4, and held them off another turn possibly. On the burrowers charge on the Bloat Thrall, the Stalker, and Venethrax, with the Champion Hero in range to use his 10 cmd, roll an 11 for their terror check, and get to stand there and get killed.
Finally, when i was trying to 'No Quarter Challenge' my way into a win, I freed up the Impaler and Grim so I could take shots at Venethrax, I forgot to pop Grim's feat, allowing him to miss on a boosted RAT roll. Otherwise it was possible I could have won on caster kill.

Result: Loss
Lesson Learned: Must play more and remember what I can do and DO IT

Another game, Billy pulled out Kara Sloan and some Cygnar, I played the same list, he had (again from memory)

Kara Sloan
Thunderhead
Hunter
Cyclone
Squire
Mechanik solo
Black 13th
Stormsmith

I had the same list, and we played Killbox. I was ready for Vengeance this time! 4 successful tough rolls later on his turn 1, none of the fennblades died, no Vengeance for me. The burrowers tied up and killed the Hunter, while throwing a couple of good hits on the Thunderhead who was holding the middle hill. After clearing them out, the Thunderhead was able to move forward and start zapping folks, the Champion hero was a champ and made 2 tough rolls! My turn, and also soon for me to leave to head to my sisters for dinner, I was 'sneaking' up my bomber on the left flank with phantom hunter upkept on him all game. I had to have a backup plan, just in case things went wrong, so I knew i had to kill the Thunderhead. I had to move Grim first, but to get him where i needed him to go, and out of the charge path to the Thunderhead for both of my Hero's who were alive. But I was starting out of the Range of the Bomber to put Far Strike on, so I put Far Strike on the Impaler, moved Grim so that I could pop my feat (yea I rememberd) so I could reduce the Def of the Cyclone who was in front and just to the left of Kara, behind the hill in the middle. Then Grim shots the snare gun at the Thunderhead, knocking it down. Fell Call Hero stands the Champ Hero up from knockdown (those 2 tough rolls) and charges the Thunderhead, does much damage. Hero charges the Thunderhead and scraps it. Backup plan successful, I'll live through the next turn with 2 transfers and the Bomber and Impaler without any damage. The last 2 burrowers kill the hunter with some fantastic rolls, scrap another one. The Impaler moves up, so he can put Far Strike on the Bomber and takes a pot shot at the Charger. From where the Impaler was, if I did crit slam the Charger, not only would have it been knocked down, but easier for the bomber to hit it, and get Kara in the blast damage. Well I threw another fury on the Impailer, and BLAMMO, crit slam back, and the angle was such that Kara got clipped and was also knocked down. I also rolled far enough, it didn't displace Kara back. Bomber rolls up 5 inches, and its able to drop bombs right on top of Kara's head, explosion, and a massive boosted roll, one dead cygnar caster.

Result: Win
Lesson Learned: When I remember to do things, I do much better. Crazy huh?

So, I shook Billy's hand, thanked him for the games, and headed off to my sisters for dinner. Good day for gaming, and food.