Tuesday 6 August 2019

Kommandant Sorscha Kratikoff (Sorscha3) vs. Kallus, Devastation of Everblight (Kallus2)

The Legion abominations are again plaguing the land. This time Sorscha is called upon to deal with it. She brings her trusted Man-O-Wars in an Armored Corps list against Kallus and all his merry evil Rudolfs. This battle was almost a song of fire and ice, where Kallus provided the fire and Sorscha the ice. Ice won – winter was coming.

Legion is not a faction I see too often. I have only faced them once before, but that was against Absylonia1 using Irusk2's WGK list (list detailed here, and battle report here). That time Irusk was victorious. However, this Legion list is a completely different beast, and I'm opting for my AC list (list detailed here), which I'm quite happy about as I'm pretty sure that Winter Guards would die like flies against this Legion list. The two lists facing of are as follows:

Legion Army - 75 / 75 points
[Theme] Children of the Dragon

[Kallus 2] Kallus, Devastation of Everblight [+28]
- Azrael [21]
- Nephilim Bolt Thrower [11]
- Zuriel [18]
- Succubus [0(4)]
Annyssa Ryvaal [8]
Blighted Nyss Shepherd [1]
Blighted Nyss Shepherd [1]
Craelix, Fang of Everblight [0(6)]
Blighted Nyss Raptors (max) [18]
Blighted Nyss Raptors (max) [18]
Ice Witches [7]
Khador Army - 75 / 75 points
[Theme] Armored Corps

[Sorscha 3] Kommandant Sorscha Kratikoff [+28]
- Beast 09 [18]
- Kodiak [13]
Man-O-War Kovnik [4]
Man-O-War Suppression Tanker [0(6)]
Man-O-War Suppression Tanker [0(6)]
Battle Mechaniks (min) [3]
Battle Mechaniks (min) [3]
Kommandant Atanas Arconovich & Standard [7]
Man-O-War Bombardiers (max) [16]
- Man-O-War Bombardier Officer [5]
Man-O-War Demolition Corps (max) [14]
- Sergeant Dragos Dragadovich [0(6)]
Man-O-War Shocktroopers (max) [16]
- Man-O-War Shocktrooper Officer [4]

Initial Thoughts

This Legion list is the theme Children of the Dragon, which is apparently primarily a Blighted Nyss theme. The theme gives the Nephilim Bolt Thrower Unyielding, and the player a +1 to the starting roll. This list is controlled by Kallus2, and only has two heavy Warbeasts (Characters, though) and one light. However, there is a lot of Blighted Nyss on evil Rudolfs.

Kallus, Devastation of Everblight is all about fire. His Warbeasts gain continuous fire, his sword can give Continuous fire to nearby models if he boxes one. He even has two fire spells: Blazing Path, which gives friendly faction models in his control Fire Immunity, and opponents suffer Continuous Fire is they end their activation with 2" of one of his models and in his Control Range; and Brand of Fire, which deals Fire damage and models with 5" of the target hit suffers Continuous Fire. All of this fire leads up to his Feat, where everybody already on fire suffers a POW 12, and his beast can charge for free with a +3" to their movement.

He can do some other suff besides being a pyromaniac. He has Hyper-regeneration (d3 per turn) and Reposition 3". He also has an OK sword (2" reach P+S 15, with fiery extras); being his own Cavalry he can also do Critical Knockdown. He has our old friend Battle Lust (model/unit gets addition dice on damage roll), and Overrun (if the target model kills something, a model in the Battlegroup can make an advance).

Kallus is accompanied by three Warbeasts and an attachment: Azrael, a Nephilim Bolt Thrower, and Zuriel; and a Succubus. The latter can upkeep one of Kallus' spells for free, and cast three of her own. She can produce a 3" cloud, cast Hex Bolt (no Special Attacks or Actions, or Power Attacks for one round); and can Influence. She is basically just an annoyance.

The Nephilim Bolt Thrower is basically just a light Warbeast that can shoot stuff up to 16" away (6" move and 10" shot) at POW 14, and push the victim 3" (Knockdown on Critical). The most annoying bit is probably that it can see through Sorscha's clouds.

The two real beasts are Azrael and Zuriel. The former is not surprisingly another fire lover. To begin with it, like most other Legion stuff, ignore clouds; so Sorscha's feat it somewhat hampered. The main thread from Azreal is its ability to shoot really hard. It can throw two spears (via Reload), with a base POW 17, range 10". Of course it causes fire, and it has a Critical Smite. Not too shabby. The same spear is used in close combat. So, Azreal can put out five POW 17 attacks per round; that is 20 points of one of our Warjacks. If Kallus has put Battle Lust on it, it will kill a Warjack.

Zuriel is a highly mobile beat-stick, with a spray to Assault with. It has two P+S 16 swords, with a twist: they have Precision Strike so it gets to choose which column to affect. This is always bad news for our 'jacks. Luckily, Sorscha brought Mechaniks.

In addition to the Warbeast, Kallus brought three units: one unit of Ice Witches, and two units of Blighted Nyss on evil Rudolfs with their support solo Annyssa Ryvaal. The Ice Witches are there for two reasons: to manipulate dice through Puppet Master; and to lower DEF through our own friend Ice Cage. The latter doesn't really do a lot against Armored Corps (I mean anything that lowers DEF 10 is really not going to anything spectacular), except perhaps stationary.

The Blighted Nyss Raptors is some of the annoyingly fast cavalry that can both shoot and Reposition. Always a difficult one for the slow Man-O-Wars. They can move 9", shoot 12", and then Reposition 5". So there is basically no way of catching them if they are in shooting mode. They do an average of 21 points of damage with their bow (extra dice due to Poison). If they opt for charging, they can on the average do 19 points on Impact, and then 24 points of damage on the charge attack. Easily enough to take out a Man-O-War, except for the Shocktroopers. However, they are only DEF 14 and ARM 15, with 5 boxes; so, this sounds like work for the Bombardiers. A two-man CRA should be able to take one Raptor out per shot. Unfortunately, the Raptors can shoot and reposition, and stay just outside the threat range of the Bombardiers, unless they have Desperate Pace.

The Raptors are accompanied by their solo Annyssa Ryvaal.  She is basically an assassin that can gallop around and shoot poisonous arrows at the poor Man-O-Wars.

Finally, Kallus bring the ubiquitous Blighted Nyss Shepherds, who are there for fury controle and healing; and Craelix, Fang of Everblight, who is another shooting annoyance. Despite being able to shoot a lot, and do some damage, I don't think she is too dangerous for heavy armoured Man-O-Wars.

Deployment

We are playing the 2018 Steamroller scenario Recon II, and Legion goes first. We both opt for the Stockpile objective (remove d3 point of damage within 4"). 

End of deployment

Kallus deploys Raptors on each flak. The left one also with Annyssa, and the right one also with Craelix. Kallus himself goes in the middle with his attachment and his beasts around him. Ice Witches and Shepherds in the back.

Sorscha deploys the Bombardiers and the Kodiak on the left flank. They both have Pathfinder and can get through the forest. They are supported by a unit of Mechaniks. On the right flank goes the Demolition Corps along with Beast, also supported by a unit of Mechaniks. In the middle is the ambolt of Shocktroopers along with the two Suppression tankers. In the back goes Sorscha, Atanas and the Kovnik. The picture above shows the deployment after Advance Moves.

Round 1

Kallus begins by moving everything forward. On the right flank, the Raptors move far ahead along with Crealix, Zuriel, and the Nephilim. They clearly look like they want to eat Demolition Man-O-Wars. On the left, the Raptors are a bit more hesitant, as they are probably a bit afraid of the Bombardiers' granades. All the rest just moves forward. So far uneventful. 

End of turn 1

I forgot to take a picture at the end of the round. So the picture above depicts the situation at the very beginning of turn 2 in the first round. Just before Sorscha has started the show.

On the right flank, the Demolition Corps runs into the zone and activates Band of Brotherhood. Beast also runs op towards the zone. Finally, the Mechaniks follow suit. On the left flank, the Bombardiers run into the zone. The Kodiak runs along side of them, and the Mechaniks follow up behind. In the middle, the Kovnik moves up and gives Desperate Pace to the Shocktroopers, who them move up into a Shield Wall. They split up into two walls to protect Sorscha and to bait Zuriel. Both tankers just move forward, the rightmost up to the flag. Just before Sorscha activates, Atanas move forward and puts Heroic Call on the Demolitions Corps, as they are probably going to be shot a lot. Finally, Sorscha moves up casts Stoke the Fires on both 'jacks, Iron Flesh on the Shocktroopers, Wind Rush on herself, and feats. She gets five clouds that she puts between the forest to the left and the house, and to the right of the house. She is now nice and cozy next to the healing objective, and behind a wall of clouds and Shocktroopers. 

Round 2

It is now time for the lines to crash. 

End of turn 1

Kind of surprisingly, the Raptors on the right flank decides to charge the Demolition Corps instead of shooting them (only three though). Had I known that, I would have put Unstoppable Fury on them instead. They do manage to take out two of the proud Man-O-Wars. I think they might have been sprayed first by Zuriel and/or the Raptors spiked their dice. Just three Raptors should not make more than 33 points of damage on the unit, which should leave roughly two remaining boxes on each model. Anyway, two goes down. Craelix also moves up and takes out the whole Mechaniks unit through shooting and Blight Spasm.

On the left flank, the other unit of Raptors move up and and shoots at the Bombardiers. Somehow the manage to take out two. They then Reposition away again. Azrael throws two spears at the leftmost Tanker, and thanks to Eyesless Sight can ignore Sorscha's pretty clouds. This kills the Tanker. That was it. I think it was more than enough. The picture above shows the end of Kallus' turn.

End of turn 2, end of round

OK. Perhaps this initial attack was not too bad. Yet, it is now time to get even. The Demolition Corps remove the three Raptors in front of them through Vengeance. Sorscha upkeeps Iron Flesh and moves a bit backwards to get out of Zuriel's range. She it now on top of a hill and with Wind Rush on her.

On the right flank, the Demolition Corps continues by charging the remaining Raptors and Zuriel. They are surprisingly inefficient, and only manage to remove one Raptor and put a dent in Zuriel. The Tanker moves forward in front of the flag and takes out Craelix from a hailstorm of bullets. Beast moves a bit into the zone. The Kovnik also moves up to the flag and then gives Desperate Pace to the Shocktroopers.

On the left flank, the Bombardiers moves forward and shoots at the Raptors. They only manage to kill one. The Shocktroopers walk forward in Shield Wall and put sufficient axe to Annyssa's face to kill her. Two remains near the objective to provide road blocking agains Zuriel. The Kodiak moves in between the first line of Shocktroopers and the house, and Vent Steam. The Mechaniks moves forward to the right to remove any landing zones for Zuriel. Finally, Atanas moves forward and puts Unstoppable Fury on the Shocktroopes, his banner bearer tags along and blocks yet another landing zone.

So far so good. One scenario point in the bag, and none to Kallus. The picture above shows the situation at the end of the second round.

Round 3

I'm in a good place I think. There is sufficient pressure far up the board. I'm ahead on scenario points with no clear opening for Kallus to score any. 

End of turn 1

Kallus commits the remaining Raptors on the left flank, along with Zuriel to removing the Shocktroopers at his doorstep. They are surprisingly inefficient, and manage to remove precisely none. It is a different story on the right flank, where the Demolition Corps is already heavily damaged. The combined forces of the last Raptor, the Nephilim Bolt Thrower, and Azrael manage to remove the remaining troops. Azrael also throws a spear at Beast, which then advances a bit towards the its attacker. Something, which I can't remember what was also managed to remove the Kodiak. Sorscha scores another scenario point, Kallus does not. The picture above shows the situation at the end of Kallus' turn.

End of turn 2, round 3

Sorscha is on a roll (she upkeeps Iron Flesh). The payback from Kallus was really unimpressive. On my right flank, the Kovnik moves in front of the flag af gives Desperate Pace to the Suppression Tanker. The Tanker then charges the Nephilim and Bulldoze it out of the zone. This, we later discovered was a mistake, when re-reading the Kovnik's card it clearly says: "Target friendly Man-o-War unit". We did, however agree that it did not really affect the outcome of the game, since the Suppression Tanker still could have charged the Nephilim Bolt Thrower and pushed it out of the zone; just at a slightly different angle. Beast follows suit and charges the last Raptor, which dies a violent death. The zone is now cleared.

On the left flank, the Bombardiers and Shocktroopers cleans up a bit. They only manage to remove two out of three Raptors and dent Zuriel. Atanas moves up and puts Heroic Call on the Shocktroopers. Finally, Sorscha moves up to the objective and Wind Rush herself. Two more scenario points for her. Leaving the score at 4-0 in her favour. The picture above depicts the end of round 3.

Round 4

We are a Kallus last stand. The scenario score is 4-0 in Sorscha's favour. Something drastic has to happen to stop a loss on scenario.

End of turn 4

Kallus starts by finally committing himself to battle. He charges in, and together with Zuriel cleans up some the of Man-O-Wars on the left flank. They manage to remove three Shocktroopers and Azrael chips in by removing the officer by throwing spears at him. On the right falk, the Nephilim runs within 4" of my flank, and the Succubus toes into the zone. A Shepherd also runs into each of the zones. That was basically it. Not a lot happened. The scenario score remains at 4-0. The picture above depicts Kallus last stand.

End of turn 5

So Sorscha has all the time in the world. Scenario score is 4-0, so just one more point. There is 14:35 left on the clock. She drops Iron Flesh and allocates one to Beast. Leaving her at five focus.

On the right flank, the Tanker bulldoze the Succubus and the Shepherd out of the zone. Beast turns around, strolls up to the Bolt Thrower and proceeds to kill it easily. Now this zone is cleared, and the flag will also score again. Now, over to Sorscha.

Sorscha Wind Rush forward and proceeds to charge Kallus. Cold versus fire is always good when you have Stationary on a stick. She hits Kallus, who is left Stationary and damaged. Sorscha has three focus left, but only one is needed as the second blow kills the abomination. That leaves Sorscha with a solid caster kill and a scenario score of 6-0. The picture above shows how winter is coming.

Final thoughts

I think this was an easy win. The Kallus list can't really do anything against the heavy armoured Man-O-Wars. Also, for some reason he never really got all of the fire synergies to work. All in all, there isn't really anything remarkable to note. The only thing is perhaps that I misread the Desperate Pace ability on the Kovnik. However, as we both agreed it did not change anything. The only thing that really baffled me was why Azrael was never committed to the battle. It is not like it is a pillow-fisted sack of cotton. I forgot to ask.

Until next time.

For the Motherland!

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