Irusk has been send to investigate the uprising of the dissident Khador faction from Llael, currently hiding in Ord. A winter guard kommand (WGK) group is dispatched. This is probably one of the worst match-ups for winter guards and Irusk2. But as part of the ongoing test of the Irusk2 and WGK, this should also be tested. It will probably not come as a surprise that Irusk came out on the loosing side.
Crucible Guard is a difficult beast to handle. Each card has more rules than our entire faction combined. I get the impression that everybody can shoot, at least three different things, and spray. I always have difficulties with the Llael insurgents. However, Irusk2 stands up to the challenge and brings his current standard Winter Guard list, as detailed here. The Crucible Guard list is as follows (based on my memory):
Crucible Guard Army - 75 / 75 points [Theme] Magnum Opus [Locke 1] Aurum Adeptus Syvestro [+28] - Toro [13] - Vulcan [35] - Aurum Ominus Alyce Marc [0(5)] Prospero [0(5)] - Vindicator [15] Trancer [3] Trancer [3] Crucible Guard Rocketmen (min) [9] - Crucible Guard Rocketman Captain [4] Dragon's Breath Rocket [5] Railless Interceptor [16] | Khador Army - 74 / 75 points [Theme] Winter Guard Kommand [Irusk 2] Supreme Kommandant Irusk [+27] - Marauder [11] - Spriggan [17] Kovnik Jozef Grigorovich [4] Winter Guard Artillery Kapitan [3] Winter Guard Field Gun Crew [0(4)] Winter Guard Field Gun Crew [0(4)] Winter Guard Mortar Crew [0(5)] Winter Guard Infantry (max) [10] - Winter Guard Infantry Officer & Standard [4] - Winter Guard Rocketeer (3) [6] Winter Guard Rifle Corps (max) [13] - Winter Guard Rocketeer (3) [6] Winter Guard Rifle Corps (max) [13] - Winter Guard Rocketeer (3) [6] Lady Aiyana & Master Holt [8] |
Initial thoughts
This analysis is, as always post-battle. I think Crucible Guards are difficult. They all seem to have at least one rule on their card that just counters anything Khador can throw at them. I am not convinced that Irusk2 in Winter Guard Kommand, at least in this iteration, is the correct choice against them. However, Irusk has to learn his abilities and limitations.
Aurum Deptus Syvestro is a support caster. His three main abilities that are bad for Irusk and his friends are: clearly Purification, which strips Irusk of his beloved upkeep spells (Solid Ground most importantly; Transmutation is also bad news, it allows his 'jacks to gain pathfinder and hit harder; and clearly his feat, which gives a super version of Signs & Potens, and allows his models to heal when one of Irusk's models is killed.
Syvenstro brings a Toro, a Vulcan, and has Aurum Ominus Alyce Marc attached. The Toro is basically just a cheap beat stick with a shield and a P+S 18, reach 2" sword. I does, however have Counter Charge, which combined with Syvestro's Admonition, makes assassin runs in the 'caster problematic.
The Vulcan is the colossal from Crucible Guard. It is Winter Guard doom incarnated. Its Alchemical Vents can remove tough within 5", or give rust (-2 ARM for our 'jacks). Combining this with its main gun, which can bring a 4" no tough bubble 14" inches away from it, and 20" if it moves. So, basically anything within 24" of it could potentially loose tough. Using focus, it can do it twice. To add insult, it has two 10" sprays, POW 14. It can really remove Winter Guards as a pro.
Prospero and his Vindicator is a recurrent player in most, if not all Crucible Guard lists. The Vindicator is a heavy that hits pretty ok, with a reach 2" P+S 17 maul (under Transmutation from Syvestro it is P+S 19). As with all Crucible Guard stuff, it can obviously also shoot with a huge gun. The range 12" (range 16" if it aims) 4" AOE, POW 14 gun can really hurt. One might think, POW 14 ok, that's no so bad. But clearly there is a rule: Decrepitation, giving it an addition die agains our 'jacks. One could think that this would be enough. But no, it is Crucible Guards. So Prospero can throw Guided Fire on it for boosted attack rolls, along his Veteran Leader ability.
With all the trimmings, the Vindicator is RAT 6 and boosted (hitting DEF 18 when aiming); it can hit a 'jack 16" away for POW 14+4d6 (boosted) for an average of 28 points of damage; and blasting (remember Syvestro has Purification) for an average of 17 points of damage. If it is not a 'jack the hit is only for 24 points of damage. I'll just have to count on being shot a lot, and thank the Empress for Sacrificial Pawn if Irusk ends within 16" of this beast.
The Dragon Breath Rockets are also a steady addition to the Crucible Guards list I see. It is basically their version of our Mortars. Personally, I think they got a super deal for just a cost of one point more. Its most important feature here is its ability to drop 4" AOEs on us that remove tough.
Most lists will also have one, or more Railless Interceptor, the spray train. It has a cannon and there sprays, which all remove Winter Guards like there is no tomorrow.
To complement all the shooting and spraying, Sevestro brought a unit of Crucible Guard Rocketmen, including the officer. They are, potentially extremely mobile flying infantry. They have a base speed of 7, which can be augmented with the order Strafing Run, giving them SPD 9 and reposition 5", and the Tactics Swift Hunter (addition reposition of 2"), they can potentially move 16" is a very non-linear fashion, if they each remember to kill a Winter Guard whilst they are in transit.  
Finally, two Trancers accompanies Syvestro. They are mostly there to contest zones and score flags. but they can blow up when killed.
To sum up. This is close to the worst possible matchup for Irusk2 and his Winter Guards. Syvestro can neutralise most of Irusk's tricks, and his army can spray and shoot all the Winter Guards of the table. However, as part of my ongoing testing of Winter Guard Kommand under Supreme Kommandant Irusk's orders, I need to put them through hard trials.
Aurum Deptus Syvestro is a support caster. His three main abilities that are bad for Irusk and his friends are: clearly Purification, which strips Irusk of his beloved upkeep spells (Solid Ground most importantly; Transmutation is also bad news, it allows his 'jacks to gain pathfinder and hit harder; and clearly his feat, which gives a super version of Signs & Potens, and allows his models to heal when one of Irusk's models is killed.
Syvenstro brings a Toro, a Vulcan, and has Aurum Ominus Alyce Marc attached. The Toro is basically just a cheap beat stick with a shield and a P+S 18, reach 2" sword. I does, however have Counter Charge, which combined with Syvestro's Admonition, makes assassin runs in the 'caster problematic.
The Vulcan is the colossal from Crucible Guard. It is Winter Guard doom incarnated. Its Alchemical Vents can remove tough within 5", or give rust (-2 ARM for our 'jacks). Combining this with its main gun, which can bring a 4" no tough bubble 14" inches away from it, and 20" if it moves. So, basically anything within 24" of it could potentially loose tough. Using focus, it can do it twice. To add insult, it has two 10" sprays, POW 14. It can really remove Winter Guards as a pro.
Prospero and his Vindicator is a recurrent player in most, if not all Crucible Guard lists. The Vindicator is a heavy that hits pretty ok, with a reach 2" P+S 17 maul (under Transmutation from Syvestro it is P+S 19). As with all Crucible Guard stuff, it can obviously also shoot with a huge gun. The range 12" (range 16" if it aims) 4" AOE, POW 14 gun can really hurt. One might think, POW 14 ok, that's no so bad. But clearly there is a rule: Decrepitation, giving it an addition die agains our 'jacks. One could think that this would be enough. But no, it is Crucible Guards. So Prospero can throw Guided Fire on it for boosted attack rolls, along his Veteran Leader ability.
With all the trimmings, the Vindicator is RAT 6 and boosted (hitting DEF 18 when aiming); it can hit a 'jack 16" away for POW 14+4d6 (boosted) for an average of 28 points of damage; and blasting (remember Syvestro has Purification) for an average of 17 points of damage. If it is not a 'jack the hit is only for 24 points of damage. I'll just have to count on being shot a lot, and thank the Empress for Sacrificial Pawn if Irusk ends within 16" of this beast.
The Dragon Breath Rockets are also a steady addition to the Crucible Guards list I see. It is basically their version of our Mortars. Personally, I think they got a super deal for just a cost of one point more. Its most important feature here is its ability to drop 4" AOEs on us that remove tough.
Most lists will also have one, or more Railless Interceptor, the spray train. It has a cannon and there sprays, which all remove Winter Guards like there is no tomorrow.
To complement all the shooting and spraying, Sevestro brought a unit of Crucible Guard Rocketmen, including the officer. They are, potentially extremely mobile flying infantry. They have a base speed of 7, which can be augmented with the order Strafing Run, giving them SPD 9 and reposition 5", and the Tactics Swift Hunter (addition reposition of 2"), they can potentially move 16" is a very non-linear fashion, if they each remember to kill a Winter Guard whilst they are in transit.  
Finally, two Trancers accompanies Syvestro. They are mostly there to contest zones and score flags. but they can blow up when killed.
To sum up. This is close to the worst possible matchup for Irusk2 and his Winter Guards. Syvestro can neutralise most of Irusk's tricks, and his army can spray and shoot all the Winter Guards of the table. However, as part of my ongoing testing of Winter Guard Kommand under Supreme Kommandant Irusk's orders, I need to put them through hard trials.
Turn 1
We are playing Standoff. We both chose the Stockpile objective (remove d3 point of damage within 4"). I lost the roll-off, and Syvestro decided to go first. I chose the side where there were a wall that I could tuck Irusk behind.
The first turn starts with him just moving forward. On my right flank he places the Rocketmen and the Intercepter. My left flank is left empty. The 'jacks and the colossal advances up the middle. That was it.
The first turn starts with him just moving forward. On my right flank he places the Rocketmen and the Intercepter. My left flank is left empty. The 'jacks and the colossal advances up the middle. That was it.
End of turn 1 |
I know I'm already in trouble. That is the premise for the entire match. My left flank is kind of OK. I know the Dragon Breath Rocket will hit me soon. So I should spread out. But at the same time, I hoping to use tough against the Vindicator, which will most likely spray the Winter Guards' pants of shortly. In short, a gamble. On my right flank, I'm trying to advance the other Rifle Guard unit up as far as possible, without being too vulnerable. In the middle, I just advance a bit to stay out of the Vulcan's threat range.
Turn 1 was as uneventful as could be expected. The picture above shows the state at the end of turn 1.
Turn 1 was as uneventful as could be expected. The picture above shows the state at the end of turn 1.
Turn 2
The Crucible Guards spends most of their time shooting Winter Guards. It appears to be a favourite passtime among the insurgents. The Rocketmen on my right, in combination with the Interceptor basically shoots almost the entire Rifle Corps unit of the table, except for a few I have kept too far back for them to reach.
On the left side, a surprisingly number of guards survive the onslaught. In the middle, I loose more guards, and the Crucible Guards even manages to shoot of my Marauder. The latter was somewhat unexpected.
The picture below depicts the situation after the Crucible Guards' round. I forgot to take a picture at the end of the turn.
End of round 1, turn 2 |
I need to at least appear to get some work done. On my left side I advance with the goal of shooting the Dragon Breath Rocket of the table and perhaps at least score a few scenario points. Unfortunately, one of these Trancers has been placed smack in the middle of the zone. So, I have to deal with that one first. I do actually manage to remove it, and probably som of the guards die in the blast. I am now able to score. Unfortunately, that means that the Dragon Breath Rocket is still in the game.
In the middle, my plan is to get rid of the Vulcan. If nothing else, Irusk can at least hinder further plans by the Crucible Guards by removing the Vulcan. All of my artillery opens fire, and the Spriggan charges in. Together, they actually manage to produce a not insignificant amount of damage on it.
Finally, my right side is just a mess. I can mostly hope to just contest the zone a bit. So the remaining few of the Rifle Corps moves to the right along with Joe and the Artillerist. I score two points, and he score two points.
In the middle, my plan is to get rid of the Vulcan. If nothing else, Irusk can at least hinder further plans by the Crucible Guards by removing the Vulcan. All of my artillery opens fire, and the Spriggan charges in. Together, they actually manage to produce a not insignificant amount of damage on it.
Finally, my right side is just a mess. I can mostly hope to just contest the zone a bit. So the remaining few of the Rifle Corps moves to the right along with Joe and the Artillerist. I score two points, and he score two points.
Turn 3
Turn 3 starts with the Dragon Breath Rocket and the Toro cleaning up my left flank. He also toes in the Toro, so I'm done scoring in this zone. On my right flank the clean up continues without much excitement. In the middle I do have a good surprise. I have managed to damage to Vulcan so much that it can't finish of the Spriggan. At the same time, a Rocketman manage to place himself between the colossal and the big rock in the middle, hindering the Vindicator in killing the Spriggan.
The picture below shows the status after the Crucible Guards' round. Apparently, I managed to really cock-up when I took pictures.
The picture below shows the status after the Crucible Guards' round. Apparently, I managed to really cock-up when I took pictures.
End of round 1, turn 3 |
This is the round where the Spriggan finally shines - it takes down the Vulcan. Besides that, it is a depressing round. On my left the Rifle Corps heroically attempts to remove the Dragon Breath Rocket with no success. On the right the last of that Rifle Corps manage to contest a bit. In the middle, expect for the shining Spriggan, nothing much.
I do manage to score one point, he only scores one also (remember the lost Rocketman in the middle). This leaves us at three to three, before we enter the "it is over now, dear Irusk" round.
I do manage to score one point, he only scores one also (remember the lost Rocketman in the middle). This leaves us at three to three, before we enter the "it is over now, dear Irusk" round.
Turn 4
So, final round. Actually, Irusk survived longer that expected. The Vindicator finally removes the Spriggan, after the confused Rocketman got out of the way. Besides that, it is only clean-up duty from the Crucible Guards.
End of game |
Irusk and his heroic Winter Guards can't really do anymore. They manage to take out one of the crew from the Dragon Breath Rocket, and a single Rocketman. Besides that, the show is over. Irusk looses with a scenario score of 5-3 in Syvestro's favour.
Final thoughts
This basically went as expected. It was almost unfair to pitch Irusk2 and his Winter Guards against the tough removing sprayers from hell. But I now have evidens to support, what was only a hypothesis earlier.
I don't think there is much more to say, except for:
For the Motherland!
I don't think there is much more to say, except for:
For the Motherland!
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