Irusk once again has to fend of the insurgents coming out of Ord and disturbing the general population in Llael. Encouraged by earlier success, Mackay and her little tank is once again trying her luck. However, Irusk is a well seasoned veteran and he is not to be played twice. This time Irusk and his heroic Winter Guards are victorious and kills Mackay.
Once again, Crucible Guards are trying to disrupt the Empress' peace, and once again Irusk is called upon to bring order to the group of deranged alchemists. Irusk has faced Mackay before (see here for that battle report) and is not particular intimidated, even though he knows it is not going to be easy. Irusk brings his trusted WGK list (as described here), the Crucible Guard list is as follow:
Crucible Guard Army - 75 / 75 points [Theme] Prima Materia [Mackay 1] Captain Eira Mackay [+19] - Toro [13] - Toro [13] - Vanguard [10] - Vanguard [10] - Vanguard [10] - Aurum Legate Alyce Marc [0(5)] Crucible Guard Mechanik [2] Crucible Guard Mechanik [2] Prospero [0(5)] - Suppressor [13] Combat Alchemists [0(7)] 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 Mackay. Despite the fact that he lost to the clock it was not too bad. This time, the Crucible Guard list is slightly different, yet revolves around the same.
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. This is why Irusk brings Marauders to the party.
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 knockdowns from our Field Guns and Marauders); Mobility, which is very strong, it give +2 SPD and Pathfinder to her 'jacks within her control range (so much for Artifice of Deviation); 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 three Vanguards, the Vindicator, the Suppressor, and Prospero).
Mackay brings five 'jacks to the table: two Toros, and three Vanguards. In addition, she is also companied by Aurum Legate Alyce Marc. The Toros are basically just cheap beat sticks. They 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 Vanguards are mostly there for the Shield Guards, which they can do twice per turn due to the theme.
Aurum Legate Alyce Marc is a classic warcaster attachment - with a twist. She offers Empower, Guidance, and Harmonious Exaltation to Mackay. In addition, she can transform into Big Alyce (she will automatically if Little Alyce dies). Big Alyce is a Tough, Hyper-Regeneration, Countercharging and Jumping monster. "She" has two P+S 14 claws.
Prospero is also present. He is a pretty good junior warcaster. He gives warjacks within 8" +1 on attack rolls (not only his warjacks). He is also capable of casting two 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, 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 Rocket is 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.
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.
Despite the fact that Crucible Guards are not an optimal opponent for a WGK-list, Irusk is slightly optimistic. The last time he faced Mackay it was OK. So it is time for revenge.
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. This is why Irusk brings Marauders to the party.
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 knockdowns from our Field Guns and Marauders); Mobility, which is very strong, it give +2 SPD and Pathfinder to her 'jacks within her control range (so much for Artifice of Deviation); 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 three Vanguards, the Vindicator, the Suppressor, and Prospero).
Mackay brings five 'jacks to the table: two Toros, and three Vanguards. In addition, she is also companied by Aurum Legate Alyce Marc. The Toros are basically just cheap beat sticks. They 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 Vanguards are mostly there for the Shield Guards, which they can do twice per turn due to the theme.
Aurum Legate Alyce Marc is a classic warcaster attachment - with a twist. She offers Empower, Guidance, and Harmonious Exaltation to Mackay. In addition, she can transform into Big Alyce (she will automatically if Little Alyce dies). Big Alyce is a Tough, Hyper-Regeneration, Countercharging and Jumping monster. "She" has two P+S 14 claws.
Prospero is also present. He is a pretty good junior warcaster. He gives warjacks within 8" +1 on attack rolls (not only his warjacks). He is also capable of casting two 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, 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 Rocket is 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.
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.
Despite the fact that Crucible Guards are not an optimal opponent for a WGK-list, Irusk is slightly optimistic. The last time he faced Mackay it was OK. So it is time for revenge.
Deployment
We are playing Invasion, Crucible Guards goes first. We both opt for the Stockpile objective (remove d3 point of damage within 4").
Crucible guards deploy the spray-train on my left flank, along with Prospero and his Suppressor. In the middle goes all the 'jacks. Slightly to the right, Mackay puts down her train and the Dragon Breath on my right flank. The Solos are scattered behind the line.
Crucible guards deploy the spray-train on my left flank, along with Prospero and his Suppressor. In the middle goes all the 'jacks. Slightly to the right, Mackay puts down her train and the Dragon Breath on my right flank. The Solos are scattered behind the line.
End of deployment |
Irusk deploys in the standard manner: One Rifle Corps and Field Gun on each flank; Irusk in the middel with the Infantry, the Mortar, and the solos. The Marauders Advance Move in the middle. I've got deployment and Advance Move consistently down to there minutes, which is pretty nice. The picture above shows the deployment of both armies.
Turn 1
So, fast stuff, +2 deployment from Mackay's theme, and going first. Pressure is on the zones fast. The Crucible Guard moves everything forward, except for the Dragon Breath. The two Vanguards stay close to Mackay so they can use their shield guard, if some Winter Guards got the idea of shooting at her - which they might. The Alchemist make their could wall between the two solid objects on the left flank. All in all, an uneventful round.
End of turn 1 |
So, the Mackay moved into the right zone, so she is ready to score in the next round. The left round zone is easier, as one of the Alchemists are outside. The middle one will most likely be contested forever. On the left flank the Rifle Corps advances a bit. Hopefully some of them can stay outside the spray range of both the spray-train and the Suppressor on that flank.
The Marauders advance cautiously. Irusk casts Solid Ground, Fire for Effect on the left Field Gun, and Artifice of Deviation in from of the Alchemists cloud wall (this is very likely a waste of time, but at the very least it can force Mackay to cast Mobility). He then feats. Primarily as a defensive measure. Joe holds an inspiring For the Motherland speech to the Rifle Corps on the right flank (this is part of a cunning scheme). The Infantry just advances a bit and tries to stand in the way of any Crucible Guards charges in the next round.
Time for the cunning plan. Both Field Guns shoot at each of the Vanguards, does a bit of damage and knocks them down. Lo and behold, Mackay is now without shield guards. The Mortar and the Rifle Corps on the right shoots everything at her, and does a reasonable amount of damage. Finally, the Adjunct drops a cloud on a Winter Guard to block line of sight to the rightmost Marauder. The round took 15 minutes, a bit too slow to my taste. The picture above depicts the situation at the end of turn 1.
The Marauders advance cautiously. Irusk casts Solid Ground, Fire for Effect on the left Field Gun, and Artifice of Deviation in from of the Alchemists cloud wall (this is very likely a waste of time, but at the very least it can force Mackay to cast Mobility). He then feats. Primarily as a defensive measure. Joe holds an inspiring For the Motherland speech to the Rifle Corps on the right flank (this is part of a cunning scheme). The Infantry just advances a bit and tries to stand in the way of any Crucible Guards charges in the next round.
Time for the cunning plan. Both Field Guns shoot at each of the Vanguards, does a bit of damage and knocks them down. Lo and behold, Mackay is now without shield guards. The Mortar and the Rifle Corps on the right shoots everything at her, and does a reasonable amount of damage. Finally, the Adjunct drops a cloud on a Winter Guard to block line of sight to the rightmost Marauder. The round took 15 minutes, a bit too slow to my taste. The picture above depicts the situation at the end of turn 1.
Turn 2
The Crucible Guards are annoyed by Irusk's feat, and rightly so. I assume that they had envisioned a huge charge and spray round.
End of turn 2, round 1 |
On my left flak the Alchemists move into the zone to be able to score. The Suppressor moves up and spray som of the Winter Guards to death - some of them are tough, though. On the right flank, the Dragon Breath moves up and blast some of the Rifle Corps on the right flank to smithereens. Mackay move up a bit and spray some more Winter Guards. Then she makes a Cygnar-move (they call it tactical retreat). One of the Vanguards charge the rightmost Marauder and does an insignificant amount of damage. One of the Toros and one of the Vanguards move close to Mackay to protect her. The picture above shows the end of round 1.
End of turn 3 |
Irusk upkeeps his spells and allocates one focus to each of the Marauders, keeping two to cast Energizer. That will once again leave him naked. This seems to be a recurring theme. Joe moves to the left at shouts For the Motherland to the Rifle Corps on the left flank. They then move into the zone and take a few pot shots at the Alchemist, without much results. The Field Guns knock down the Vanguard and Toro next to Mackay. Remaining stuff with guns shoot everything af Mackay and remove a few more boxes. A few of the Rifle Corps on the right flank shoots at the Dragon Breath and remove the two grunts. Irusk activates and uses Energizer to get the two Marauders on the left past the Objective. They then proceed to move up to the Toro and Vanguard near Mackay. But fails to kill anything. Finally, the rightmost Marauder kills the Vanguard in front of it. Nobody score any scenario points. The picture above shows the end of the turn.
Turn 3
Mackay is pretty hurt right now, but still alive and kicking. She is actually in a better position than Irusk, as she has control over the left flank, and the left side of the middle.
End of round 1, turn 3 |
On my left flank some more spraying and grenade throwing take place and kills more Rifle Corps. The few inside Irusk's tough zone actually pass quite a few tough checks, but succumbs at the end. The Suppressor changes my objective but in a feat of incompetence manage not to kill it. Prospero casts Instability Equation on the middle Toro. The remaining Vanguard and the two Toros (one of them represented by a green proxy base in the pictures) gang up to remove the two Marauders. They manage to get rid of one of them, and almost kill the other one. This whole affair ends with one of the Toros blowing up due to Instability Equation. Crucible Guards manage to score one scenario point, leaving the score at 1-0 in Mackay's favour. That is about it, and Irusk is in a better shape than expected. The picture above shows the end of round 1.
End of turn 3 |
So, the left flank is completely lost, the Winter Guards are decimated, and there is a Suppressor staring at Irusk. Only one thing to do: kill Mackay. Luckily, the Suppressor did not manage to kill the objective, so it can remove enough damage from the damaged Marauder to make it functional again. Irusk only upkeeps Fire for Effect and fills up the two Marauders. The Field Gun shoots the Vanguard and knocks it down. Right now there are two fully loaded Marauders within charge range of Mackay. The one closest to Irusk changes (the other one is kept ready in backup). Let me put it gently: a fully loaded Marauder ending a charge next to a huge-based model spells bad days for it. Mackay is dead. The picture above is the famous last shot of Mackay just before several Ram Pistons impact her.
Final thoughts
This actually went above expectations. I think Mackay could have won this by just keeping back, but I'm not completely sure. I don't think I made any major mistakes this time around. I should of course have killed the Dragon Breath and one, or more of the two 'jacks near Mackay for Scenario points and Army Points. But I'm happy just killing Mackay.
Until the next time:
For the Motherland!
Until the next time:
For the Motherland!
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