The dissidents from Llael seem to have a hard time accepting the natural order of things under the Empress' rule. Once again they are stirring things up. This time Gearhart is attacking our supply lines and Vlad with his trusted Winter Guard Kommand is dispatched to stop this nonsense. Vlad deals out swift justice and stops the Crucible Guards in the shortest game so far.
The Crucible Guards are at it again. Apparently they can't seem to accept finally begin part of the Motherland. I have faced them several times before. Three times with Irusk2 (battle reports here, here, and here). This time it falls to Vlad1 to exert the Empress' justice. The Vlad1 list is the new version of Winter Guard Kommand, which is detailed here. The two lists are as follows:
Crucible Guard Army - 74 / 75 points [Theme] Magnum Opus [Gearhart 1] Marshal General Baldwin Gearhart [+27] - Vindicator [15] - Vulcan [35] - Aurum Legate Alyce Marc [5] Crucible Guard Mechanik [2] Gorman di Wulfe, Rogue Alchemist [0(4)] Hutchuk, Ogrun Bounty Hunter [6] Combat Alchemists [7] Crucible Guard Infantry (max) [15] - Crucible Guard Infantry Officer & Standard [0(4)] Dragon's Breath Rocket [5] Steelhead Halberdiers (max) [11] - Doctor Alejandro Mosby [0(4)] | Khador Army - 74 / 75 points [Theme] Winter Guard Kommand [Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28] - Marauder [11] - Marauder [11] - Marauder [11] 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 Rifle Corps (min) [8] - Winter Guard Rocketeer (3) [6] Winter Guard Rifle Corps (min) [8] - Winter Guard Rocketeer (3) [6] Winter Guard Gun Carriage [17] Winter Guard Gun Carriage [17] |
Initial Thoughts
I have faced Crucible Guards too many times. They are always difficult. They all seem to have at least one rule on their card that just counters anything Khador can throw at them. There is a new kid on the block, at least for me. This time it is Baldwin Gearhart and his sidekick mr. Clogg, whom I have never faced before. They are running Magnus Opus in the pre-Oblivion version, where Weapon Crews get Reposition 3" and +1 on the starting roll.
Gearhart is new to me, it's usually Mackay facing me. He has a build in ability that gives +1 to attack rolls to faction warriors within his command. He can also do Battle plans, which are either an additional dice on friendly faction's model/unit first non-spray attack; or if a friendly faction model is missed by a ranged attack it can shoot back; or friendly faction models can ignore each other for LOS and movement, within command.
Mr. Clogg is his little sidekick who can change Gearhart's gun into four different types: 12" range, AOE 4, POW 14, continuous corrosion, arcing fire; 8" range, POW 15, d3 slam; 10" spray, POW 13 critical stationary (cold); or 13" range, POW 10, magical, models hit suffer -3 DEF and can't advance. Mr. Clogg can also make Gearhart do an additional melee or ranged attack.
Gearhart is equipped with four spells. He does Boundless Charge (+2" movement and Pathfinder); Deceleration (+2 ARM to models in his control); Hot-Shot (boosted range attack rolls for model in battlegroup); and Snipe (+4" range for model/unit range attack).
Finally, his feat make a kind of chain Prey (+2 to attack and damage rolls), where everybody gets pray agains a model/unit, and when that is killed a new model/unit gets it.
Gearhart is running the Vulcan colossal, a Vindicator, and has Alyce as an attachment. 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. I still have to see Big Alyce in action.
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.
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 yet another a rule: Decrepitation, giving it an addition die agains our 'jacks. So an average of 28 points of damage on the charge is not to be frown upon.
Gearhart has also solicited the assistance of Hutchuk, Ogrun Bounty Hunter and the mad Alchemist Gorman di Wolf. The former 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. He is very often a nuisance, in particular when his enemy is shooting heavy. So the Winter Guards better watch their flanks. Gorman is well know for the variety of grenades he can throw. Luckily, he has never pushed a lot of iron so he can only thrown them 6".
The Dragon Breath Rocket is also a steady addition to all 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. The are good at removing infantry, and as they get a 3" Reposition from the theme they are even more dangerous.
As an interesting surprise, Gearhart has payed out for a unit of Steelhead Halberdiers. They are cheap infantry removers and road block. They do not really pose any significant threat to Khador's 'jacks or carriages. The mercenaries have Doctor Alejandro Mosby attached to them, which first and foremost make them friendly faction. He can also juice them up with either The Good Stuff (making them tough) or Fortemorphic Elixir (giving the +2 STR and Overtake). Finally, he has a mini-feat making friendly Crucible Guards warriors tough (on a 4+) within 7".
The only "proper" unit is a unit of Crucible Guard Infantry with trimmings. They are potentially a threat to be taken serious. They can shoot 12" and 16" under Gearhart's Snipe spell. So they do out-range the Winter Guards. They can also do CRA and has a 3" Reposition. They also have the mini-feat Support Fire (which we know of from our own Bombardiers) that allows to shoot twice if they aim.
Finally, he brings a Crucible Guard Mechaniks and a unit of Combat Alchemists. The former is just a better Mechanik; whereas the latter are grenade throwing could-walls. The most important attacks they can do are probably Continuous Corrosion, and remove upkeeps.
Gearhart is new to me, it's usually Mackay facing me. He has a build in ability that gives +1 to attack rolls to faction warriors within his command. He can also do Battle plans, which are either an additional dice on friendly faction's model/unit first non-spray attack; or if a friendly faction model is missed by a ranged attack it can shoot back; or friendly faction models can ignore each other for LOS and movement, within command.
Mr. Clogg is his little sidekick who can change Gearhart's gun into four different types: 12" range, AOE 4, POW 14, continuous corrosion, arcing fire; 8" range, POW 15, d3 slam; 10" spray, POW 13 critical stationary (cold); or 13" range, POW 10, magical, models hit suffer -3 DEF and can't advance. Mr. Clogg can also make Gearhart do an additional melee or ranged attack.
Gearhart is equipped with four spells. He does Boundless Charge (+2" movement and Pathfinder); Deceleration (+2 ARM to models in his control); Hot-Shot (boosted range attack rolls for model in battlegroup); and Snipe (+4" range for model/unit range attack).
Finally, his feat make a kind of chain Prey (+2 to attack and damage rolls), where everybody gets pray agains a model/unit, and when that is killed a new model/unit gets it.
Gearhart is running the Vulcan colossal, a Vindicator, and has Alyce as an attachment. 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. I still have to see Big Alyce in action.
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.
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 yet another a rule: Decrepitation, giving it an addition die agains our 'jacks. So an average of 28 points of damage on the charge is not to be frown upon.
Gearhart has also solicited the assistance of Hutchuk, Ogrun Bounty Hunter and the mad Alchemist Gorman di Wolf. The former 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. He is very often a nuisance, in particular when his enemy is shooting heavy. So the Winter Guards better watch their flanks. Gorman is well know for the variety of grenades he can throw. Luckily, he has never pushed a lot of iron so he can only thrown them 6".
The Dragon Breath Rocket is also a steady addition to all 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. The are good at removing infantry, and as they get a 3" Reposition from the theme they are even more dangerous.
As an interesting surprise, Gearhart has payed out for a unit of Steelhead Halberdiers. They are cheap infantry removers and road block. They do not really pose any significant threat to Khador's 'jacks or carriages. The mercenaries have Doctor Alejandro Mosby attached to them, which first and foremost make them friendly faction. He can also juice them up with either The Good Stuff (making them tough) or Fortemorphic Elixir (giving the +2 STR and Overtake). Finally, he has a mini-feat making friendly Crucible Guards warriors tough (on a 4+) within 7".
The only "proper" unit is a unit of Crucible Guard Infantry with trimmings. They are potentially a threat to be taken serious. They can shoot 12" and 16" under Gearhart's Snipe spell. So they do out-range the Winter Guards. They can also do CRA and has a 3" Reposition. They also have the mini-feat Support Fire (which we know of from our own Bombardiers) that allows to shoot twice if they aim.
Finally, he brings a Crucible Guard Mechaniks and a unit of Combat Alchemists. The former is just a better Mechanik; whereas the latter are grenade throwing could-walls. The most important attacks they can do are probably Continuous Corrosion, and remove upkeeps.
Deployment
We are playing the Steamroller 2018 scenario Standoff, pre-Oblivion. We both chose the Stockpile objective (remove d3 point of damage within 4"). Crucible Guards goes first. I managed to forget to take a picture of the deployment, so it has to be by memory.
The Guards deploy with the Infantry on my right flank, and the Halberdiers supported by the Vulcan on the left flank. Every thing else goes in the middle, except for Hutchuk who decides to Ambush.
Vlad deploys with a Gun Carriage on each flank (this time a Trollblood Warwagon is stand-in for a carriage), each with a Field Gun on their side. The triple Marauder deploy side by side, slightly to the left staring at the Vulcan. All the rest goes into the middle (in the picture below, the Khador deployment can still be seen).
The Guards deploy with the Infantry on my right flank, and the Halberdiers supported by the Vulcan on the left flank. Every thing else goes in the middle, except for Hutchuk who decides to Ambush.
Vlad deploys with a Gun Carriage on each flank (this time a Trollblood Warwagon is stand-in for a carriage), each with a Field Gun on their side. The triple Marauder deploy side by side, slightly to the left staring at the Vulcan. All the rest goes into the middle (in the picture below, the Khador deployment can still be seen).
Round 1
Round 1 is seldom too eventful, but I have been taken by surprise by the Crucible Guards before. So let' see how it goes. I have to admit I'm not too scared. I think the carriages can easily handle the infantry, and the triple Marauder should allow at least one to get to the Vulcan; and one is sufficient.
As usually everything goes forward as fast as possible to get into favourable positions. Gearhart helps as best he can, by casting Snipe on the Crucible Guard Infantry and Deceleration on himself. On the right flank the Infantry get into position on the edge of the zone. On the left side the Vulcan goes up then hill, the Halberdiers spread out in front, and the Alchemists make a wall of clouds. All the rest just moves forward. The picture above depicts the end of the Crucible Guards movement.
End of turn 1 |
As usually everything goes forward as fast as possible to get into favourable positions. Gearhart helps as best he can, by casting Snipe on the Crucible Guard Infantry and Deceleration on himself. On the right flank the Infantry get into position on the edge of the zone. On the left side the Vulcan goes up then hill, the Halberdiers spread out in front, and the Alchemists make a wall of clouds. All the rest just moves forward. The picture above depicts the end of the Crucible Guards movement.
End of round 1 |
Forward onto glory. There really isn't that much more to say. Vlad moves up and cast Signs & Portents, and Wind Wall. The two Gun Carriages each moves forward and take potshots at the enemies, well aware that they are outside range. This results in two 4" rough terrain AOEs nicely placed in front of the Infantry on the right flank. On the left flank, the Carriage manage to take out on Halberdier and one Alchemist, whilst leaving two rough terrains. The Marauders run forward toward the Vulcan. All Winter Guards also moves forward; some of them nicely spreading out in a circle around Vlad in case they need to sacrifice themselves. The picture above shows the end of Khador's advancement.
Round 2
So far, so good. I think it can go both ways. However, I'm in a good mood. Yet, the Vulcan will arrive.
End of turn 1 |
Gearhart starts this round by feating. and designates one of the Marauders as the first prey. Everybody starts shooting at the poor Marauders (from memory at least the Vulcan, Dragon's Breath, and Vindicator contributed to the mayhem). Once the smoke settles, and prey has been moved to the second Marauder, both have crumbled. There is only one Marauder left. The Halberdiers contributes primarily by moving in to become road bumps. My left flank took a heavy toll. On the right flank, it is another story. The Infantry mini-feats and shoots at the Gun Carriage. It survives. Finally, Hutchuk arrives on the right flank and ties up a Winter Guard unit.
That was basically it. The picture above shows the result of the Crucible Guard slaughter. It took a heavy toll on my left flank and once again I seem to have lost my 'jacks too fast. On the other hand, not all is lost. Both Gun Carriages are still alive and I have one Marauder left (and most of the Winter Guards of course). I'm only slightly worried.
That was basically it. The picture above shows the result of the Crucible Guard slaughter. It took a heavy toll on my left flank and once again I seem to have lost my 'jacks too fast. On the other hand, not all is lost. Both Gun Carriages are still alive and I have one Marauder left (and most of the Winter Guards of course). I'm only slightly worried.
End of round 2 - end of game |
So the only way is to get even. I have one Marauder left. If I can get it to the Vulcan it should (on a good day) be able to remove it. The two Gun Carriages should be able to deal with the infantry.
Vlad allocates focus to the Marauder. The Objective also heals it a bit. Vlad then activates, casts S&P, and feats. On the right flank, Joe says Courage of the Forefathers to the Rifle Corps who then charges Hutchuk. Alas, to no avail. The Gun Carriage charges one of the Crucible Guard Infantry and does a lot of impacts on the way. It then shoots a lot and takes out some more, and leaves only five troopers alive.
On the left flank, the Rifle Corps move forward and peppers the Halberdiers with rifle shots. All grenades goes into the Vulcan. This cleans up the path for the Marauder. The Field Gun and the Mortar (under Artillerist) also contributes. The Gun Carriage wants to charge the Vulcan but forgets that the Halberdiers are Tough. So, the charge is cut short. Silly me.
But here comes the Marauder. Under Vlad's feat it can charge 11" and threat 12", which is sufficient. A charge attack agains a colossal gives an average of 32 points of damage. That leaves four attacks at an average of 29 points of damage per attack. All in all, it should do an average of 53 points of damage to the Vulcan (it only has 58 boxes). Luckily, It have already been shot a bit, and it goes off the table.
The picture above shows the glorious result of the Empress' finest. Gearhart and his Crucible Guards are broken. The Marauder will probably not survive next round, as the Vindicator is within charge range. However, both Gun Carriages are alive and well. There are plenty of Winter Guards around. Gearhart concedes defeat.
Vlad allocates focus to the Marauder. The Objective also heals it a bit. Vlad then activates, casts S&P, and feats. On the right flank, Joe says Courage of the Forefathers to the Rifle Corps who then charges Hutchuk. Alas, to no avail. The Gun Carriage charges one of the Crucible Guard Infantry and does a lot of impacts on the way. It then shoots a lot and takes out some more, and leaves only five troopers alive.
On the left flank, the Rifle Corps move forward and peppers the Halberdiers with rifle shots. All grenades goes into the Vulcan. This cleans up the path for the Marauder. The Field Gun and the Mortar (under Artillerist) also contributes. The Gun Carriage wants to charge the Vulcan but forgets that the Halberdiers are Tough. So, the charge is cut short. Silly me.
But here comes the Marauder. Under Vlad's feat it can charge 11" and threat 12", which is sufficient. A charge attack agains a colossal gives an average of 32 points of damage. That leaves four attacks at an average of 29 points of damage per attack. All in all, it should do an average of 53 points of damage to the Vulcan (it only has 58 boxes). Luckily, It have already been shot a bit, and it goes off the table.
The picture above shows the glorious result of the Empress' finest. Gearhart and his Crucible Guards are broken. The Marauder will probably not survive next round, as the Vindicator is within charge range. However, both Gun Carriages are alive and well. There are plenty of Winter Guards around. Gearhart concedes defeat.
Final thoughts
There isn't much to say. Unfortunately, I don't think this victory was purely down to brilliant play from my side. I actually think that Gearhart et al. had lost before the got on the table. The matchup fitted Vlad's liste really well.
The only real issue I had was the usual problem of loosing my 'jack too fast (that is why I have a backup, and a backup to the backup). I have to learn to anticipate shooting.
The only real issue I had was the usual problem of loosing my 'jack too fast (that is why I have a backup, and a backup to the backup). I have to learn to anticipate shooting.
Until next time.
For the Motherland!
For the Motherland!
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