Tuesday, 25 January 2022

Kommandant Sorscha Kratikoff (Sorscha3) vs. Aurora, The Numen of Aerogenesis (Aurora1)

Sorscha is trying out her new irregulars in Jaws of the Wolf. First point of contact is a set of strange bedfellows. Aurora is leading, basically a Convergence army, just camouflaged as mercenaries, with a twist of Cryx. That is indeed strange. Sorscha's mixture of nimble light infantry and heavy cumbersome Man-o-Wars is a really good counter to flying flimsy stuff. All is fine, until an important lesson is learned: Do not stand within 10" of Asphyxious. 

It is rare to see Convergence on the table. It is even rarer to see Convergence dressed up as Mercenaries. What a strange sight indeed. I have faced some of the models before. But never Aurora and a bunch of angles. Sorscha is bringing her brand new Jaws of the Wolf list (see here for a description of the list). I have so much been looking forward to this list. However, it is my first time, so many things can easily go wrong. The two lists facing each other are: 

Khador [Theme] Jaws of the Wolf [Sorscha 3] Kommandant Sorscha Kratikoff [+28] - Devastator [14] - Devastator [14] - Greylord Adjunct [3] Man-O-War Kovnik [3] Man-O-War Demolition Corps (max) [12] - Sergeant Dragos Dragadovich [4] Man-O-War (max) [15] - Man-O-War Shocktrooper Officer [3] Kayazy Assassins (max) [13] - Kayazy Assassin Underboss [4] Kayazy Eliminators [0(4)] Kayazy Eliminators [0(4)] Kossite Woodsmen (min) [7] Manhunter [2] Manhunter [2] Yuri the Axe [4] Bulkhead [0(5)] Battle Mechaniks (min) [2] - Battle Mechanik Officer [1] Mercenaries [Theme] Strange Bedfellows [Aurora 1] Aurora, the Numen of Aerogenesis [+29] - Corollary [5] - Negator [6] - Negator [6] - Negator [6] - Negator [6] Algorithmic Dispersion Optifex [2] Destructotron 3000 [6] Enigma Foundry [4] Enigma Foundry [4] Hermit of Henge Hold [0(5)] Prefect Hypatia [0(5)] Widget, Mathlete Archeologist [0(4)] Stormsmith Stormcaller [1] Asphyxious the Sanctified [14] - Stalker [8] Clockwork Angels [5] Clockwork Angels [5] Negation Angels [6] Negation Angels [6] Negation Angels [6] Stormsmith Storm Tower [4] Stormsmith Storm Tower [4]

Initial Thoughts

The theme, Strange Bedfellows really makes for a strange mixture of model. It turns all models into Convergence and Mercenaries, which basically makes them friendly fraction. Further, all solos that are not Servitors gain Swift Vengeance (advance 3" and make an attack, if a friendly warrior model was destroyed within 5"). Finally, if a model is repaired and additional point of damage is removed. These are really good benefits.  

Aurora is a speed up and hit first 'caster. She has an alpha or double strike feat. A weak little brother to the one we know from our own Vlad3. The feat gives models within 16" (see Corollary below) Reposition [5"] and Parry. Combined with her build in Field Marshal ability that gives her 'jacks Apparition (2") and her spell Aerogenesis, which gives warrior models with 16" (see Corollary below) +2 movement and flight, makes for potentially strange hit and run tactics. 

She is not really a front line 'caster with DEF 16, ARM 15 and 16 boxes, which makes her squishy. However, if she happens to be nearby a 'jack she has Mechanikal Seizure on her range 2" staff (making a 'jack stationary). 

In addition to the Aerogenesis spell, she brings another four spells: Admonition, which allows a model to move 3" if an enemy model ends its advancement within 6"; Arcane Might, which is a bit nasty as it allows warrior models within 16" (see Corollary below) to use Auroras focus to boost melee attacks or damage rolls; Blade Gale, which removes flight from models hit (so not really relevant here) and is a POW 13 spray; and Flashing Blade, which allows Aurora to make an attack against all models within 2" and in her LOS.

Aurora brings five 'jacks: four Negators and one attachment, a Corollary. The latter is basically a focus battery. It gains focus when near the Warcaster (within 3"); it extends the 'caster's control range with 2" (when within 5" of the 'caster). Finally, it can transfer focus to Warjacks within 5".

The five Negators are light Warjacks with just P+S 10 (two attacks). In this list, they will attack with just MAT 6 (from Aurora). They do have flank, giving them MAT 8 and P+S 10 on 3d6. Nevertheless, they are not really dangerous to Khador's heavy armour. On a charge (with another Negator already there for flank) the average damage output is just 24 (4d6+10). That is just one point of damage on a Shocktrooper Shield Wall under Iron flesh or the Devastators. At ARM 15 and 33 boxes it is like fly swashing.

Aurora is brining an impressive nine solos: an Algorithmic Dispersion Optifex, the Destructotron 3000, two Enigma Foundries, the ubiquitous Hermit, a Perfect Hypatia, Widget, a Stormsmith Stormcaller, and finally the (black) rabbit in the hat: Asphyxious 4.

The Algorithmic Dispersion Optifex basically does two things: it extends the focus induction range by 3" and Aurora can channel through it. The latter doesn't really do anything in this list, besides the occasional spray. The other support type solo is two Enigma Foundries that are basically advanced mechanics. In addition to being able to repair constructs they can also make new grunts (assuming angles here) if there are souls on the Foundry. This is kind of annoying and means that care should be taken to kill whole units in one go; or they will return.

The Destructotron 3000 is a new model that I haven't see before (one of the Riot Quest solos). Surprisingly, it is a cavalry model and stumbling drunk. It supports the Stormsmith units and solos by being super conductive giving +2 to the attack roll if the target is within 6" from it. It has two POW 12 guns that also slams small and medium based model d3". It is probably OK, but not a big threat here.

Along the Riot Quest solo line is also Widget, Mathlete Archeologist who has a fun ability to define half of the table as her digging site, which give +2 to attack and damage rolls for her against model in that half. She is also 'jack hunter, which gives her an additional die on damage rolls against 'jacks. This actually gives her gun an effective RAT 7 and 3d6+14 (average 24) on her gun against the Empress 'jacks. Luckily, they are Devastators.

Obviously, the Hermit is here. I would like to point out that I have never ever put an army on the table including him; and I think I'll keep it like that.  The Hermit can take six hits before he dies. Five for Ancient Shroud, which allows him to only suffer one point of damage, and once for Mad Visions, which allows him to disregard a damage roll against a model within 8" of him. He can also cast spells. In this matchup the only one that matters is Whispers at the Gate, which lowers the ARM of all models within 5" of him by 2. 

To support all the angels (see below) a Perfect Hypatia is on the field. It is born with Apparition 2", which is also gives to angles within 7". It has a P+S 11 reach 2" weapon, which it is weapon master with. It also has a range 10" POW 12 beam, which har critical push. Again not a big problem for the heavy Khador, which is mostly steady. 

For some reason, a Stormsmith Stormcaller has entered the list (I'm guessing it's because it's one point). In this list it's only danger point is the critical disruption, which is quite annoying for our nice 'jacks. In particular in combination with Aurora's Stationary stick.

Finally, the (black) rabbit in the hat: Asphyxious4. He is nasty. On his own he is actually an accomplished fighter. With MAT 7, P+S 16 (actually 18, due to Dark Shroud), and five focus he can put out a lot of damage. Also, him and Aurora are BFF, so if she casts Arcane Might and nothing more, she will be left with five focus. This allows Asphyxious 6 attacks all boosted (if charging). That is 51 points of damage against standard Khador armour, or 33 points of damage against a Devastator (which is just one shy of what it has). Dangerous guy. 

Yet, that is not all. He has three Annihilation Servitors, which can fly and kill light infantry. One can come back every round if it is missing. They also have Dark Shroud when within 9" of Asphyxious. That could potentially be annoying. But wait, there is more. He also has spells. He can cast: Caustic Mist (3" AOE cloud with corrosion), Hellfire (POW 14 spell that also removes Tough), and Vanish (placing him completely within 3"). Wait, that is still not all. He also has a 'jack with him: a Stalker. 

The Stalker is a Cryx 'jack (just to mess up the coherent list a bit more), which is highly mobile; yet not horrible dangerous for heavy Khador. It is speed 7 and can jump 5", Pathfinder and extended control range (in this case 20"). So it can show up almost everywhere. It has two P+S 12 weapons with Grievous Wounds. Yet, without help, it can't kill Sorscha.  

Finally, Aurora brings a load of angels: two units of Clockwork Angles and three units of Negation Angels; and two units of Stormsmith Storm Towers for good measure.

The Clockwork Angels are fast, flying and hard to shoot units of 3. They have a P+S 10 blade (with brutal charge) and a POW 10 beam. They are not really dangerous to the heavy part of the Khador list. The Negation Angels are somewhat similar, except they have Gang and Prowl; and they can paralyse living things with their weapons. 

At the very end are two units of Stormsmith Storm Towers. They can shoot 14" at POW 14 with lightning arcing to d3 other models. Again, another model adept at killing light infantry. It also does Disruption, which combined with Aurora's stationary staff could be a pain. Luckily, Devastators can still go Kaboom without focus.

In general, this list does not worry me. The Assassins, Eliminators and Kossites are going to die. But there really isn't anything that can touch the Man-o-Wars or the Devastators. Not that they are immortals, but a lot of concentrated attacking is required to kill ARM 21-23 things. (Almost) everything is flying and fast, so it is going to be interesting to keep track of where stuff will be next round.  I think that as long as I do not cock up, I should be good. 

Deployment

We are playing the Steamroller 2021 Bunkers scenario. Aurora chooses the Observatory Objective (one model can have True Sight), Sorscha goes for a Cargo Net Objective (giving Steady to one model). We roll for who's going first and Sorscha wins. Aurora's army is fast, so Sorscha gives Aurora the opportunity to  pick side. 

Sorscha deploys according to the Empress' standard deployment 11 (see here for details and tactical discussion). The BYOF (Bring Your Own Forest) is dropped on the right flank for Yuri to hide in, whilst threatening the rightmost flag. The Manhunters deploy to take advantage of the leftmost forest and threaten the other flag. Oh, and there is an annoying house in the middle. Whatever happened to Demolition Corps being experts at demolition?

End of deployment

Aurora deploys herself and her battlegroup to the left, probably going for the zones. Asphyxious deploys to the right. All angels are Advance Deployment and does so. The picture above depicts the end of deployment. 

Round 1

For once, there is actually a chance of the first round becoming slightly more than just moving forward. Khador is fast and Aurora is even faster. Interesting times ahead. 

End of turn 1

Sorscha sends the Eliminators as far up each flank as possible. Yuri and the Manhunters moves into each of their own forest. The Kossites stay at the camp fire. 

In the middle, the Assassins run up the board, but stays out of the angels' charge range (perhaps I should have baited a few?). Some of them also get stuck in a stupid field. That is not something to put up when the city boys arrive. Sorscha manage to place herself so she can't cast Stoke the Fire on both Devastator before they move. So the right most is a bit slower. Nevertheless, they run up the board, as there really aren't anything dangerous in front of them.

Man-o-Wars follow suit. The Shocktroopers in Shield Wall, and the Demolition Corps just tagging along. That is about it. The picture above shoes the end of Sorscha's first turn. 

End of round 1

Aurora is a bit hesitant to meet Khador steel head on. She moves the Negators up to present a wall. Most of the other stuff clamp up and hide behind the house. Two units of Angels manage to draw first blood by killing one of the Manhunters that got too cocky. The picture above depicts the end of Round 1.

Round 2

OK. so far so good. Nothing interesting so far. Aurora is moving cautiously up the board. So it seems that Sorscha has the initiative.

End of turn 1

As we all know, Hubris is the precursor of Nemesis. So let's start with a bit of Hubris. Since Sorscha is not worried and she really wants to try out her new toys, she sends the Assassins far up the field. She should have waited, but... In combination with the Eliminators, they take out the Angels that killed the Manhunter. Shadow Dance is so cool. Yet, it takes some finesse and is heavy on the clock. But, the magic it can work; and this was even without the mini-feat. I love it.

Except for the over eager Assassins, not a lot more happens. Everybody else moves into postions. Perhaps the most important thing that (didn't) happened was that Sorscha forgot to feat. She was too engaged in admiring the Assassins' dexterity. The picture above shows what Sorscha made out of the first turn in Round 2. 

End of round 2

Aurora is finally moving. This is her feat turn. First of all, some of the angels are being recreated by foundries. I should make sure that whole units are killed. A whole bunch of them moves into the forest on the left flank. 

On the right flank, the Stalker moves and jumps to eliminate Eliminators, but can't really hit them. A bunch of angles fly forward to mess up the right flank. They are basically everywhere. They also manage to chip the Devastator on the way. The Foundry on the right moves into contact with the flag; hoping that it might score if Aurora somehow can remove the Devastator. She can't. Asphyxious moves in and hides behind the house. 

In the middle, all sorts of flying stuff happens. The Hermit flies down behind the Man-o-Wars and does his -2 ARM thing. The Algorithmic Dispersion Optifex moves forward to be used as an arc node. Aurora can then spray from it to take out the Assassins and a single Eliminator. One of the Stormsmith Storm Tower also shoots the Devastator and Disrupts it. Finally, the Negators attack the Devastator and gives it some damage. However, ARM 23 is hard. Finally, the two Assassins, including the Underboss is killed by the Perfect Hypatia (on in this case, the Perfect Nemesis).

That is more or less it. Scenario score is now 1-1. The picture above depicts the end of Round 2. 

Round 3

On paper, Sorscha is on top of this. Aurora has thrown most of what she has at the heavy Khador armour, with no effect. The sensible choice would now be to hide Sorscha and just grind Aurora into the ground. However, being sensible has never been my strong side. So, let's see what happens. 

End of turn 1

Hubris is back! After much thinking and contemplating, the Kossites decide to leave the campfire and move in on the left flank; which was perhaps not the best choice. 

On that flank, the Kovnik charges the Hermit and damages it 3 times (assault, axe and shield). The remaining Eliminator charges him and kills him (I must have damage him once in a former round). There is now room for the Demolition Corps to charge and kill the leftmost Negator. 

The Kossites discover that the Angles in the forest have Stealth (from Prowl). So they have to move to shoot them. It also turns out that Negation Angels have an effective DEF of 18 (14 +2 for Blade Shields +2 for concealment). With RAT 4 and shooting in the back, they need a 12 to hit, which is a 37% chance. I do, however think I forgot to roll 3 dice (from backstab). So they hit nothing.

The Shocktroopers can now charge into the enemy part of the field. In the middle, they take out the Perfect Hypatia and move in behind the house. On the right flank they try to contact Asphyxious, which one can do. The Devastator on the right parks next to the flag. It goes Kaboom and removes an angel.

Sorscha now moves in and kills the Negator next to the Devastator. She then Wind Rush back into the zone. There really isn't any reason for her to move. She should just have moved left and backwards in the zone to stay safe. But, she is not Cygnar. For reasons that are not clear she decides to feat now. 

In the back, Bulkhead cleans out some Angles by charging and spraying (he is so cool). Yuri cleans up the remaining ones. The Eliminators take out the last Angel and a Servitor. The Adjunct also sprays a Servitor. This area is now disinfected.

That is about it. Scenario score is now 2-2. The picture above shows the result of the first turn. 

End of round 3, end of game

As stated earlier, Hubris is always followed by Nemesis. In this case Nemesis is called Asphyxious. The only thing that matters in this turn is that Aurora casts Arcane Might. Asphyxious flies over the building, dodging a free strike from a Shocktrooper. He is now in front of Sorscha. He needs sevens to hit (she has DEF 14 due to Wind Rush). He has six attacks, five of them with a boostable damage roll due to Arcane Might. There really isn't anything more to say. Except for: "do not stand within 10" of Asphyxious!"

The picture above depicts the result of Nemesis. The scenario score ends at 3-2 in Aurora's favour. 

Final thoughts

On paper this is an easy game. Aurora really has nothing to deal with heavy Khador armour. To a large degree I followed the master plan; which was fine. Of course, I should have been more thorough and relaxed. But, I really wanted to try the new Assassins and Kossites. 

I was too early with the Assassins. I did not think through the deployment of the Kossites. But most importantly Sorscha ended up within 10" of Asphyxious! This should never be done. In particular not when Aurora has cast Arcane Might. That is potentially 6 attacks from his on focus, five boosted with Aurora's focus.

It is possible to snatch defeat from the jaws of victory.

Until next time. For the Motherland!

No comments:

Post a Comment