Tuesday, 12 March 2019

Supreme Kommandant Irusk (Irusk2) vs. Captain Eira Mackay (Mackay1)

Once again the dissidents from Llael are stirring up trouble and disturbing the Empress' peace. Irusk is dispatched to keep the peace. This time Irusk is neck to neck with Mackay in her little tank. However, Irusk and his Winter Guards are unfortunately beaten by the clock.


I really don't like Crucible Guard. They are quite difficult to handle. There is always some rule that just ruins your life by killing troops or protecting themselves. The only comfort is that with all of the rules (each card has more rules than the entire Khador faction put together), they are often clocking themselves. Nevertheless, Irusk laughs in the face of insurgents and despite earlier mishaps, calls upon his Winter Guard Kommand list, as described here. The Crucible Guard list is as follows:

Crucible Guard Army - 73 / 75 points
[Theme] Prima Materia

[Mackay 1] Captain Eira Mackay [+19]    
- Toro [13]
- Toro [13]
- Vanguard [10]
- Vindicator [15]
Crucible Guard Mechanik [2]
Crucible Guard Mechanik [2]
Hutchuk, Ogrun Bounty Hunter [0(6)]
Prospero [0(5)]
- Suppressor [13]
Combat Alchemists [0(7)]
Dragon's Breath Rocket [5]
Dragon's Breath Rocket [5]
Railless Interceptor [16]


Khador Army - 75 / 75 points
[Theme] Winter Guard Kommand

[Irusk 2] Supreme Kommandant Irusk [+27]
- Marauder [11]
- Marauder [11]
- Marauder [11]
- Greylord Adjunct [4]
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 Infantry (max) [10]
- Winter Guard Infantry Officer & Standard [4]
- Winter Guard Rocketeer (3) [6]
Winter Guard Mortar Crew [0(5)]
Winter Guard Rifle Corps (max) [13]
- Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (max) [13]
- Winter Guard Rocketeer (3) [6]

Initial thoughts

Irusk has tried his luck once before against the Crucible Guards. It was, however using the old list (as described here), and it was against Aurum Deptus Syvestro. This time it is the new, and improved WGK list (as described here), and against Captain Eira Mackay in her little train.

Captain Eira Mackay is a 'caster that supports 'jacks pretty well, and she is riding in a Railless Interceptor - the spray-train from hell. She does the usual three spays and the Corrosion 4" AOE. Combined with the Dragon Breath Rocket, which removes tough, this spells bad news for the guardsmen. In addition to the one she is riding in, she also brings another one. So two spray-trains to deal with.

She brings four 'jack-supporting spells to the table: Fail-safe, which give +2 SPD to a jack and let's it ignore crippled systems; Jumpstart, which allows 'jacks to stand up (so it's cheaper to get out of knockdown from our Field Guns and Marauders); Mobility, which is very strong, it give +2 SPD and Pathfinder to her 'jacks within control range); and Return Fire. Finally, her Feat is really destructive. It gives boosted damage rolls to constructs within her 12" control range (herself, the other train, the two Toros, the Vanguard, the Vindicator, the Suppressor, and Prospero).

Mackay brings four 'jacks to the table: two Toros, a Vanguard, and a Vindicator. The Toros are basically just cheap beat sticks. The do, however have native Counter Charge, which is worth looking our for. Combined with Mackay's spell Mobility, not even terrain will hinder a counter charge. The Vanguard is mostly there for the Shield Guard, which it can do twice per turn due to the theme. Finally, the Vindicator is a heavy that hits pretty ok, with a reach 2" P+S 17 maul. As with most 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. Under Mackay's feat it is four dice rolled for damage.

Prospero is also present. He is a pretty good junior warcaster. He gives warjacks within 8" +1 on attack rolls (not only his own 'jacks). He is also capable to case to spells: Guided Fire gives boosted ranged attack rolls; and Instability Equation, which allows a 'jack to stand up, remove Stationary and Disruption. It gains three focus points, but becomes Unstable. He is paired with a Suppressor in this list. The Suppressor is a bit pillow fisted (POW 14), but it makes up for that by being yet another spray-master from hell. It can do two sprays, which can be either Ice Cage (which we know of), cause continuous fire damage, or give Rust (-2 ARM to constructs); and of course it has Dual Attack.

The Dragon Breath Rockets are also a steady addition to the Crucible Guards lists 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.

Mackay has also solicited the assistance of Hutchuk, Ogrun Bounty Hunter, who is famous for his ability to ambush from the side. He can throw a variety of grenades and hit people on their head with his mace.

Finally, she brings two Crucible Guard Mechaniks and a unit of Combat Alchemists. The former are just better Mechaniks; whereas the latter are grenade throwing could-walls. The most important attacks they can do are probably Continuous Corrosion, and remove upkeeps.

All in all, Crucible Guards is still a handful for Irusk and his devoted Winter Guards. However, compared to the last time he faced them, this list is more "friendly".

Deployment

We are playing Standoff. Khador goes first. We both opt for the Stockpile objective (remove d3 point of damage within 4").

Irusk deploys in the standard matter. One Rifle Corps on each flank with a Field Gun on their inner side. Irusk in the middle with the Infantry, the Mortar, and the solos. Finally, the triple Marauder more or less in the middle.

End of deployment
The Crucible Guards deploy a Dragon Breath Rocket on each flank mirroring the Rifle Corps. The Railless Interceptor goes on my left flank along with Prospero and friend. Mackay and the 'jacks goes, more or less in the middle, except for a single Toro that supports the artillery on my right flank.  Finally, the Combat Alchemists advance deploy slightly to the left. The picture above depicts the situation after deployment.

Turn 1

So, I need to park a unit in each of the round zones as fast as possible. My left flank is clearly the most exposed, as both the spray-train and the Combat Alchemists are there. Irusk2 starts by casting Solid Ground, Fire for Effect on the Field Gun to the left, and Artifice of Deviation on the right side of the lake in middle. I try to spread out the infantry as much as possible to avoid the AOEs and sprays. The rest of the army just moves up. On the bright side, I manage to do both deployment and first round in just eight minutes.

End of turn 1
Not a lot happens on the Crucible Guard side. Most of the army moves up and spreads out a bit. The artillery on the left takes a pot shot at the Rifle Corps on the left flank and leaves a Corrosion AOE. The Alchemists makes a wall of clouds. Mackay manage to use 10 minutes on deployment and the first turn. The picture above shows the situation at the end of turn 1.

Turn 2

I am still too far away to do some serious harm to the 'jacks. But, I just need to keep to pressure on. In general, I think my left flank is lost. So, I need to concentrate on my right flank and the middle, and just make sure that Mackay doesn't roll up my flank from the left.

End of round 1, turn 2
Irusk moves both Rifle Corps further up, and they each take out a Dragon Breath Rocket. This is good as they are really annoying. The middle Marauder moves up to bait some of the enemy 'jacks. The two other Marauders and the remaining units just advances slowly to be ready as a second wave. The Adjunct casts Guidance on the Field Gun on my left flank, and it take a shot at the Vindicator to the left and knocks it down. The picture above shows the end of round 1.

End of turn 2
Mackay chews away on the left flank and clears out some of the Rifle Crops. The Vindicator moves up and applies mace to the Marauder for 12 points of damage, without knocking anything out. Hutchuk also arrives on the left flank to further ruin it. Finally, the Suppressor applies sprays to the Rifle Corps without much success, luckily. On the right flank, the Toro moves up and kills a whole Winter Guard. Mackay scores for her rectangular zone, and so does Irusk, leaving the scenario score at 1-1. The picture above depicts the end of turn 2.

Turn 3

The game is so fra progressing as I expected. The right flank is lost, and the only thing to do is to try to keep it alive. This turn needs to result in some serious harm to the Crucible Guards, or Irusk is in trouble.

End of round 1, turn 3
Irusk has to do something on the left flank so he gives some focus to the left most Marauder. He also upkeeps Solid Ground and Fire for Effect, but drops Artifice of Deviation. The two other Marauders also receives focus. He is now naked. Finally, he feats, primarily as a defensive exercise.

On the left flank the Marauder charges Hutchuk and kills him. Irusk might have saved som focus here, as it is left with two. On the right flank, the Rifle Corps shuffles a bit around to make room to the second Marauder, which charges the Toro. I was hoping to kill it but failed. The Rifle Corps also shoots at the enemy objective and removes it. In the middle, the infantry runs forward to clutter up the area in front of Irusk, and to contest Mackay's centre zone. The last Marauder attempts to take out the Vindicator, but also fails. That is about it. Irusk scores two more scenario points, and Mackay scores none, leaving the scenario score at 3-1. The picture above shows the situation after round 1.

End of turn 3
The round starts with Mackay finally joining the frey. She moves up and feats, and joins in removing the middle Marauder. Under her feat, the spray-train and the Suppressor manage to take out the left Marauder and the remaining Rifle Corps. Basically cleaning out the left zone. On the right flank the Toro hits back at the Marauder without taking it out. In the middle, the few contesting Winter Guards are cleaned out of the zone. In this round, Irusk scores one point for the rectangular zone, and Mackay scores for her rectangular zone and the left one, leaving the score at 4-3 in Irusk's favour.

Turn 4

Irusk is, more or less in control on the right flank. The left flank is a completely different story. At the same time, we are nearing the end of the clock, so Mackay really needs to do something.

End of round 1, turn 4
Irusk upkeeps both spells and keeps six focus. He needs to cast Battle Lust twice to get rid of some of the heavy Crucible Guards' stuff. There really isn't anything to do on the left, so he just needs to make sure that an assassin doesn't arrive from over there. He activates and cast Battle lust on the remaining Rifle Corps unit and the Infantry unit. The artillery removes the Vindicator (finally). On the right flank, the Rifle Corps charge the Toro and easily kills it. As an example of tactical stupidity, some of the Rifle Corps also change the other Toro, ensuring that they can't score this round! The Marauder position itself for next round. In the middle, some of the Infantry runs to the left to block any change lanes to Irusk. The remaining guards charge the remaining Toro, but fails to remove it; at least the y now contest the zone. Irusk scores one point (he should have scored two), and Mackay also scores one, leaving the scenario score at 5-4 in Irusk's favour.

End of turn 4
The combined might of the the spray-train, Mackay, and the Suppressor clear out most of the models on the left and my objective. The spray-train also moves in to contest Irusk's rectangular zone. On the right flank, the Toro commits suicide by trying to move into the right zone. The Vanguard assists in killing Winter Guards. The Mackay player is clever and ignores the single Winter Guard belonging to the Rifle Corps. Thus, hindering scoring in the right zone. He stops the clock at a scenario score of 5-6 in Mackay's favour; and I'm out of time. So final score is 5-7 in his favour.

Final thoughts

In general, I think this game actually was going pretty well. The main issue was spending too much time on the clock, which is ironic givne my earlier mocking of the Crucible Guards. Mackay basically won with seven minutes. In addition, I did make a cardinal error when I moved the Rifle Corps in turn 4. Finally, I could have saved some focus in turn 3. I'm not sure what I should have used them for. It also seems that Prospero and the Mechaniks must have been killed at some point. But I can't remember it.

Irusk is confident for future skirmishes with the insurgents. Until the next time:

For the Motherland! 

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