tag:blogger.com,1999:blog-49888292329192857252024-02-19T07:54:34.551+01:00The Greylord ArchivesA warmachine blog mostly about Khador.Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.comBlogger53125tag:blogger.com,1999:blog-4988829232919285725.post-87893638111152802062023-11-04T15:41:00.001+01:002023-11-04T15:41:27.978+01:00The Motherland returns to WTC<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhM-yiota7gzuRnXiHyeyT4jg6jJJu4ug3xKY1C0i2XDrTahH9Dbbj3vMMhodBkRHXtauh8J4H6-BvDI2ZBvDzeR71zH3FBqbyMVcrj8kcy0Q-V62tdFHCSsePXCbKM1YeQMOW5qUFrsQR0WnX154JEQmtSratgtvizrclHOck06n_FG-CRnZ-LIGIL0J8/s236/wtc.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhM-yiota7gzuRnXiHyeyT4jg6jJJu4ug3xKY1C0i2XDrTahH9Dbbj3vMMhodBkRHXtauh8J4H6-BvDI2ZBvDzeR71zH3FBqbyMVcrj8kcy0Q-V62tdFHCSsePXCbKM1YeQMOW5qUFrsQR0WnX154JEQmtSratgtvizrclHOck06n_FG-CRnZ-LIGIL0J8/s1600/wtc.jpg" /></a></div></div>
<div style="text-align: justify;"><i>Following the success (I think) at last year's WTC in Belgium, the Motherland is attending this year's WTC in Denmark. It is a new time with Mark IV live. This year I'm bringing Malakov and Strakhov, both in 5th division. I think that Legacy models perform pretty well in the new environment. However, as so many times before, the armies were led down by the man behind the line. Yet, all in all it was pretty good.</i></div><a name='more'></a><br />
<div style="text-align: justify;">I went to <a href="https://wmhwtc.wordpress.com" target="_blank">WTC</a> last year and it was so much fun that I'm returning this year (for a walk through of my experiences last year, see <a href="https://greylordarchives.blogspot.com/2022/10/the-motherland-went-to-wtc.html" target="_blank">here</a>). All list are available <a href="https://www.longshanks.org/event/11059/" target="_blank">online</a> and <a href="https://tyrantsonthefield.podbean.com" target="_blank">Tyrant of the Field</a> has even gone through them in his very nice podcast. I was planning to attend with the new Winter Korps. Yet, that would require me to actually finish painting both armies. Thus, I have opted for existing Legacy troops.</div><br />
<div style="text-align: justify;">
My ambitions is, as always to win at least one and not end up last. I'm not going to do a long a complicated write-up; I'll just go briefly go through each battle and see if there are any lessons learned.</div><br />
<div style="text-align: justify;">
This year's Khador lists are Kommander Andrei Malakov in a shooting Winter Guard list and Kommander Oleg Strakhov in a list containing as many 'jack as I could stuff in there. If I can count, there are only three examples of 5th division (Germany and Portugal in addition to this one). It is going to be interesting to see how they fare. Without any further ado, here are my two lists:</div><br />
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="45%">Khador - 5th Division
Grand Melee - 100 pts
[Malakov 2] Kommander Andrei Malakov
<span> - </span>Juggernaut [10]
<span> - </span>Juggernaut [10]
<span> - </span>Victor [27]
Kovnik Jozef Grigorovich [3]
Winter Guard Artillery Kapitan [2]
Winter Guard Artillery Kapitan [2]
Battle Mechaniks [2]
Greylord Ternion [4]
Winter Guard Field Gun Crew [4]
Winter Guard Field Gun Crew [4]
Winter Guard Infantry [5]
<span> - </span>Officer & Standard [2]
Winter Guard Mortar Crew [4]
Winter Guard Rifle Corps [5]
Winter Guard Rocketeers [5]
Winter Guard Rocketeers [5]
Winter Guard Rocketeers [5]
Defenses
<span> </span>- Barrier
- Barrier
- Fire Pit
Command Card
<span> </span>- Defenses
- Old Faithful
- Power Swell
- Sapper
- Sentry Duty [1]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="5%"><br /></td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="45%">Khador - 5th Division
Grand Melee - 100 pts
[Strakhov 1] Kommander Oleg Strakhov
<span> - </span>Juggernaut [10]
- Juggernaut [10]
- Juggernaut [10]
<span> - </span>Kodiak [10]
- Kodiak [10]
<span> - </span>Marauder [9]
- Marauder [9]
- Marauder [9]
Kovnik Apprentice Kratikoff [4]
<span> - </span>Rager [8]
Battle Mechaniks [2]
Greylord Ternion [4]
Greylord Ternion [4]
Command Cards
<span> - </span>Arcane Forces [1]
- Hit & Run
- Old Faithful
- Power Swell
- Sapper
</td></tr></tbody></table></div>
<h2>Malakov 2 in 5th division</h2>
<div style="text-align: justify;">
It is no secret that I'm very fond of Winter Guards; and lots of them. I have played a lot of Vlad1 in Winter Guards. So, I was so happy when 5th division arrived. The changes from the classic Winter Guards to 5th division are not huge. Most notably, the Rocketeers are no longer Weapon Attachments but units on their own. This is a good thing. Joe has been toned down a bit. The Artillery Kapitans have become even more useful; and we can have Ternions for Empower. </div><br />
<div style="text-align: justify;">
I finally get to field Victor (with the paint almost dry). I think he is a beast. His main gun, is actually better with the new AOE blast rules. Finally, we can "field" Barriers, which is pretty cool for the new Rocketeer units to hide behind, making the DEF 16 against shooting. The Fire Pit is there to support a flank if there are Ambushers around.</div><br />
<div style="text-align: justify;">
This is clearly my main army. I would not be surprised if I'm only going to field this. In general, the plan is going to be pretty simply. Grab cover, shoot a lot. Focus on killing the high value, or dangerous targets first, and them mob up.</div><br />
<h2>Strakhov 1 in 5th division</h2>
<div style="text-align: justify;">Khador Legacy 'jack are as we know them. The are rather inexpensive, hits hard, but are slow. They are also relying on their base ARM 20. Their "high" arm has not really been high for many years. I suspect it is the same problem in MARK IV: ARM 20 is not going to cut it.</div><br />
<div style="text-align: justify;">Nevertheless, Strakhov with all the 'jacks should be fun. There are Juggernauts for normal killing; Marauders for addressing huge bases; and Kodiaks for movement, thorwing stuff and clouds. </div><br />
<div style="text-align: justify;">Some Mechaniks for repairing and potentially scoring zones. 6 Ternions for feed the 'jacks focus. Sorscha is there for the Boundless Charge on a stick. </div><br />
<div style="text-align: justify;">I'm not sure that I am going to play this list a lot (at all). But if the right situation arrives. </div><br />
<h2 style="text-align: left;">Round 1 — Mercenaries of Sweden</h2>
<div style="text-align: justify;">First up is the Talion Charter, so Swedish Pirates! Something we are historically well acquited with in Denmark. I think this should be manageable, I just need to kill the Gallon fast.</div><br />
<div style="text-align: justify;">We are playing Invasion, so two zones for troops. Also, the pirates do not have a lot of shooting, so I'm going for Malakov with all the men. The Swede went with Fiona, which I think is OK. The two armies are:</div><br />
<div style="text-align: justify;">
<table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="45%">Mercenaries - Talion Charter
Grand Melee - 100 pts
[Fiona 1] Fiona the Black
<span> - </span>Galleon [30]
<span> - </span>Mariner [14]
<span> - </span>Mariner [14]
<span> - </span>Toro [10]
Bosun Grogspar [3]
Dirty Meg [2]
Master Gunner Dougal MacNaile [2]
Powder Monkey [1]
Powder Monkey [1]
Powder Monkey [1]
Swamp Gobber River Raider [1]
Swamp Gobber River Raider [1]
Swamp Gobber River Raider [1]
Press Gangers [5]
Press Gangers [5]
The Commodore Cannon & Crew [6]
Defenses
<span> - </span>Spike Trap
<span> - </span>Spike Trap
<span> - </span>Spike Trap
Command Card
<span> - </span> Blessing of the Gods [0]
<span> - </span> Careful Reconnaissance [0]
<span> - </span> Defenses [0]
<span> - </span> Sapper [0]
<span> - </span> Sentry Duty [1]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="5%"><br /></td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="45%">Khador - 5th Division
Grand Melee - 100 pts
[Malakov 2] Kommander Andrei Malakov
<span> - </span>Juggernaut [10]
<span> - </span>Juggernaut [10]
<span> - </span>Victor [27]
Kovnik Jozef Grigorovich [3]
Winter Guard Artillery Kapitan [2]
Winter Guard Artillery Kapitan [2]
Battle Mechaniks [2]
Greylord Ternion [4]
Winter Guard Field Gun Crew [4]
Winter Guard Field Gun Crew [4]
Winter Guard Infantry [5]
<span> - </span>Officer & Standard [2]
Winter Guard Mortar Crew [4]
Winter Guard Rifle Corps [5]
Winter Guard Rocketeers [5]
Winter Guard Rocketeers [5]
Winter Guard Rocketeers [5]
Defenses
<span> </span>- Barrier
- Barrier
- Fire Pit
Command Card
<span> </span>- Defenses [0]
- Old Faithful [0]
- Power Swell [0]
- Sapper [0]
- Sentry Duty [1]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">My plan is pretty simple: <i>i)</i> Shoot a lot; <i>ii)</i> Kill the Galleon; and <i>iii)</i> deal with the rest. How hard can it be?</div><br />
<div style="text-align: justify;">Both parties are ready to roll. The pirates won the roll-off and opted to go first. The picture below depicts the situation after deployment.</div><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYe3czUMH6Jopd2hsdbEGp5qTy_YeIcHlVlfe4S_EEgK_h-D7v_M9nfQUn3_27l60ooDF8BoxdCroP9YYQIyecK8IV32q_geWsCexJMdi50d3hdF2PiwSS-Uln7ZmF_Fr7URiftzWVRTk4MH9Sp3P20s94KCEPq59PSoWCDGiiKG5hg2fYHq_WGxrQhXJS/s2956/IMG_5471.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2888" data-original-width="2956" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYe3czUMH6Jopd2hsdbEGp5qTy_YeIcHlVlfe4S_EEgK_h-D7v_M9nfQUn3_27l60ooDF8BoxdCroP9YYQIyecK8IV32q_geWsCexJMdi50d3hdF2PiwSS-Uln7ZmF_Fr7URiftzWVRTk4MH9Sp3P20s94KCEPq59PSoWCDGiiKG5hg2fYHq_WGxrQhXJS/s320/IMG_5471.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Swedish pirates attempting to raid Denmark </td></tr></tbody></table><br />
<div style="text-align: justify;">Fiona advances carefully. She is afraid of Victor and his big gun. On the right flank there is a large trench where a unit of Press Gangers hide. This is slightly annoying as I would rely on blasts to kill all the Press Gangers. Fiona also hides in some rubble. Everything else tries to stay out of Victors fire range.</div><br />
<div style="text-align: justify;">Malakov advances his troops. Rocketeers run into cover behind the two barriers strategically placed within running distance. </div><br />
<div style="text-align: justify;">As always, the first round is pretty boring. The picture below shows the result of the first round. </div><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAC9cBxWTIsi3MqHuVD9TtZik8wNprQ7NvDJEA52f-eyPta8uHKoWpLGvnvzY55nvpnCNS-U0RAWkTJOk_lxrvKIjYO7HQvobbVoCYWqhWxc48E-nT8uxfcF1ccefIkD8GHkDrqqSxTOJ7VoHl1My2LZtJwZ6GGUFFl1nUCayMjDpZpG6cqThrbq-O2gb5/s3022/IMG_5472.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2907" data-original-width="3022" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAC9cBxWTIsi3MqHuVD9TtZik8wNprQ7NvDJEA52f-eyPta8uHKoWpLGvnvzY55nvpnCNS-U0RAWkTJOk_lxrvKIjYO7HQvobbVoCYWqhWxc48E-nT8uxfcF1ccefIkD8GHkDrqqSxTOJ7VoHl1My2LZtJwZ6GGUFFl1nUCayMjDpZpG6cqThrbq-O2gb5/s320/IMG_5472.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Somewhere in the middle of the game</td></tr></tbody></table><br />
<div style="text-align: justify;">I got carried away, so I forgot to take many pictures. Loosely based on my memory, this is what happend.</div><br />
<div style="text-align: justify;">Fiona had to move up. The two Mariners turned out to be pretty good a shooting and moving. They, more or less cleaned out most troops on the right flank. Also, the Press Gangers mostly just sat there nice and cozy hiding from Khador's artillery. </div><br />
<div style="text-align: justify;">The left flank was a bit more cautious. Fiona was pretty worried about loosing the Commodore Cannon, so it never really got to do a lot. </div><br />
<div style="text-align: justify;">At some point. the Galleon had to move forward to join the fray and that did have some effect.</div><br />
<div style="text-align: justify;">Malakov would really like to get rid of the Galleon. So the first couple of turns all shooting was directed into it. The Galleon went down somewhat easy. Concentrating fire on the Galleon obviously meant that other enemies had to be ignored; which cost a lot of dead troops. However, I think the priority was worth the effort.</div><br />
<div style="text-align: justify;">After killing the Galleon, Fiona was on her heels. Unfortunately, a lot of shooting, many little men and a rusty player has its consequences. </div><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyqPZ5k6AfnqCo-raB4w0nKOenjuECg9jUBXfYjoUIAGn903mDySpKtsW01xukYMdESgfFRak02F3B01E6-SAzcCoSMl0PSxF6qSuc-WhXc9ltnOO17NcfR_kmzfW-ServZ6QvIeRjXv6nxYXbPVIws_G4rAAighpawHYeCYJhy6DNhf9zwyO9De6DKTP/s2938/IMG_5473.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2865" data-original-width="2938" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyqPZ5k6AfnqCo-raB4w0nKOenjuECg9jUBXfYjoUIAGn903mDySpKtsW01xukYMdESgfFRak02F3B01E6-SAzcCoSMl0PSxF6qSuc-WhXc9ltnOO17NcfR_kmzfW-ServZ6QvIeRjXv6nxYXbPVIws_G4rAAighpawHYeCYJhy6DNhf9zwyO9De6DKTP/s320/IMG_5473.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of game</td></tr></tbody></table><br />
<div style="text-align: justify;">At the end of the day, I spend too much clock time. I think the primary reasons were: not being sufficiently prepared by knowing my models' capabilities by heart; and not sticking to a plan. I did decide to kill the Galleon and then deal with the rest. However, I think I spend to much time being somewhere between greedy and questioning myself.</div><br />
<div style="text-align: justify;">All in all, the Swedish pirates manage to set up a beach head on the Danish shores. Fiona won on my timing out. She ended up with a mere 46 army points and 6 control points. Malakov managed to do 39 army points and 2 control points.</div><br />
<div style="text-align: justify;">I was a very nice game with a very lovely opponent. I'm pretty sure we both enjoyed it — probably him slightly more than me, though.</div><br />
<h2>Round 2 — American Orgoth</h2>
<div style="text-align: justify;">Next up are American Orgoth. In some bizarre way a natural continuation from my first match. This time it is just pirates from distant shores to the west attempting to land on Danish shores. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">We are playing Split Decision, so it is troops and solos for scoring. I'm sticking with Malakov as he actually did it pretty well in the last round. The American went with Horruskh. I think I'm good. I have only met Orgoth twice, so who knows? The two armies are: </div><br />
<div style="text-align: justify;">
<table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="45%">Orgoth - Sea Raiders
Grand Melee - 100 pts
Horruskh, The Thousand Wraths
SPELL - Carnage
SPELL - Death March
- Jackal [8]
HEAD - Bloodthirst [1]
RIGHT ARM - Pole Arm [4]
LEFT ARM - Assault Shield [3]
- Jackal [8]
HEAD - Bloodthirst [1]
RIGHT ARM - Pole Arm [4]
LEFT ARM - Assault Shield [3]
- Jackal [8]
HEAD - Arc Node [1]
RIGHT ARM - Mace [3]
LEFT ARM - Assault Shield [3]
- Jackal [8]
HEAD - Arc Node [1]
RIGHT ARM - Mace [3]
LEFT ARM - Clawed Fist [3]
- Tyrant [16]
HEAD - Hunter [2]
RIGHT ARM - Belcher [7]
LEFT ARM - Quad Bolt Thrower [7]
- Tyrant [16]
HEAD - Hunter [2]
RIGHT ARM - Belcher [7]
LEFT ARM - Quad Bolt Thrower [7]
Reaver Commander [3]
Reaver Commander [3]
Vulcar Forge Master [2]
Vulcar Forge Master [2]
Vulcar Forge Master [2]
Rhok Harriers [10]
Ulkor Axers [8]
Ulkor Axers [8]
Warwitch Coven [4]
Warwitch Coven [4]
Command Card
- Careful Reconnaissance [0]
- Hit & Run [0]
- Old Faithful [0]
- Power Swell [0]
- Savagery [1]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="5%"><br /></td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="45%">Khador - 5th Division
Grand Melee - 100 pts
[Malakov 2] Kommander Andrei Malakov
<span> - </span>Juggernaut [10]
<span> - </span>Juggernaut [10]
<span> - </span>Victor [27]
Kovnik Jozef Grigorovich [3]
Winter Guard Artillery Kapitan [2]
Winter Guard Artillery Kapitan [2]
Battle Mechaniks [2]
Greylord Ternion [4]
Winter Guard Field Gun Crew [4]
Winter Guard Field Gun Crew [4]
Winter Guard Infantry [5]
<span> - </span>Officer & Standard [2]
Winter Guard Mortar Crew [4]
Winter Guard Rifle Corps [5]
Winter Guard Rocketeers [5]
Winter Guard Rocketeers [5]
Winter Guard Rocketeers [5]
Defenses
<span> </span>- Barrier
- Barrier
- Fire Pit
Command Card
<span> </span>- Defenses [0]
- Old Faithful [0]
- Power Swell [0]
- Sapper [0]
- Sentry Duty [1]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">I won the roll off an went first. As always, two barriers are place within running distance of the Rocketeers. Besides that, there really isn't a lot to say about the deployment.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Horruskh deploys most of the 'jacks in the middel, with troops on the flank, and the flying monsters on the right to harass Malakov's flag and objective. The picture below depicts the situation after deployment. </div><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLSbb5jPIJWbb4JpO7Fc1U3PNOXJBVj03mggN96VGvJULVvx685GKYf11Qq-KPsixru4Px7xqaUNqcSUpNQIS0VWi0CFLRsfqTq48FSfl30pEWVnsZ8s9URwhbvhHOXyEjy-sqpWkAv1JgH5YxwdC1mSVLb-sANv94-m-tQCBTy1ToAItrkL_qwxNb7aDx/s2700/IMG_5474.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2700" data-original-width="2490" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLSbb5jPIJWbb4JpO7Fc1U3PNOXJBVj03mggN96VGvJULVvx685GKYf11Qq-KPsixru4Px7xqaUNqcSUpNQIS0VWi0CFLRsfqTq48FSfl30pEWVnsZ8s9URwhbvhHOXyEjy-sqpWkAv1JgH5YxwdC1mSVLb-sANv94-m-tQCBTy1ToAItrkL_qwxNb7aDx/s320/IMG_5474.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Orgoth arriving on the shores of Khador</td></tr></tbody></table><br />
<div style="text-align: justify;">Again, the sound of battle and charging enemies made me forget to take pictures. So, it will be loosely based on my memory.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Shooting is good. I did manage to kind of follow a plan of concentrating fire on single models until they are gone. However, some thinking was required as the Vulcar Forge Masters hand out Shield Guard. Also, the shooting Orgoth Tyrants are no slugs. They did thin out heavily in Malakov's troops. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">At some point during the altercation I manage to move Victor into charge range of too many Orgoth 'jacks; which killed him. That was rather silly. I should remember to measure more thoroughly. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I did manage to score consistently on my flag, and keep my objective alive. The Winter Guards on the right flank could, surprisingly easy deal with the Rhok Harriers. Something that allowed them to kill the Orgoth objective and on a regular basis contest the flag. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">At some point it became clear that the real battle was on the left flank. That was the most bloody part. It was back and forth with the Juggernauts being damaged a lot, the repaired and hitting back. Malakov had Horruskh on the defensive for scenario points. Finally, Horruskh came forward as the last remaining model that could do anything sensible (scenario wise). Malakov threw everything at him...</div><div style="text-align: justify;"><br /></div><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuACXnoqvD2TLkgliPzlUV8k3A0izydY1KZaiT17fJDpKYNik7H9u2wtNnT4_mzvqz5bseu792nDO2Jfzpk6KutwmXnFPJVqPpzK4foSJqqueyLGMg5xVJUOddxX_btJBW3M1FLAAoetOidTkwRG8SnTAc1nmotnGs0Y7wn24QrTzI9-Cj1H_5Javi5hsv/s2997/IMG_5475.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2508" data-original-width="2997" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuACXnoqvD2TLkgliPzlUV8k3A0izydY1KZaiT17fJDpKYNik7H9u2wtNnT4_mzvqz5bseu792nDO2Jfzpk6KutwmXnFPJVqPpzK4foSJqqueyLGMg5xVJUOddxX_btJBW3M1FLAAoetOidTkwRG8SnTAc1nmotnGs0Y7wn24QrTzI9-Cj1H_5Javi5hsv/s320/IMG_5475.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of battle</td></tr></tbody></table><br />
<div style="text-align: justify;">My clock went bip before the remaining Juggernaut manage to make its last attack. Horruskh was on three boxes with no focus left. One more minute on the clock and he would have been toast. The battle enden with me loosing on time (again!), with the Orgoth scoring 60 army points and 6 control points; and Malakov scoring 47 army points and 8 control points. Well played by the American.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Again I'm too slow. This is clearly a result of too little preparation. Loosing Victor was down to sloppy playing, yet it was not a catastrophe. All in all, it was a very good game, which we both enjoyed. </div><br />
<h2 style="text-align: left;">Round 3 — Swedish Crucible Guards</h2>
<div style="text-align: justify;">Next up, more Swedes. This time it is Crucible Guards, which is actually very bad for Khador. They can typically swing ARM a lot. I got matched up with them, partly based on thinking Malakov should have a fighting chance. We are playing Bunkers. Partly because I had a stroke (not of genius) I decided that I hadn't played Starkhov yet and Marauders are very good agains huge bases (there is a Vulcan). So Strakhov it is. The two armies are:</div><br />
<div style="text-align: justify;">
<table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="45%">Crucible Guard - Crucible Guard
Grand Melee - 100 pts
Marshal General Baldwin Gearhart
- Mr. Clogg
- Retaliator [8]
- Vanguard [9]
- Vulcan [28]
Ascendant Mentalist [4]
Aurum Ominus Alyce Marc [5]
Crucible Guard Mechanik [1]
Crucible Guard Mechanik [1]
Crucible Guard Mechanik [1]
Doctor Alejandro Mosby [4]
Crucible Guard Assault Troopers [7]
Crucible Guard Assault Troopers [7]
Crucible Guard Infantry [7]
- Crucible Guard Infantry Officer & Standard [4]
Crucible Guard Storm Troopers [9]
Dragon's Breath Rocket [4]
Command Card
- Blessing of the Gods [0]
- Hit & Run [0]
- Power Swell [0]
- Sapper [0]
- Sentry Duty [1]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="5%"><br /></td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="45%">Khador - 5th Division
Grand Melee - 100 pts
[Strakhov 1] Kommander Oleg Strakhov
<span> - </span>Juggernaut [10]
- Juggernaut [10]
- Juggernaut [10]
<span> - </span>Kodiak [10]
- Kodiak [10]
<span> - </span>Marauder [9]
- Marauder [9]
- Marauder [9]
Kovnik Apprentice Kratikoff [4]
<span> - </span>Rager [8]
Battle Mechaniks [2]
Greylord Ternion [4]
Greylord Ternion [4]
Command Cards
<span> - </span>Arcane Forces [1]
- Hit & Run [0]
- Old Faithful [0]
- Power Swell [0]
- Sapper [0]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">I won the roll-off and went first. I did have some kind of a plan. I would get one or two Marauders to the Vulcan, kill it and mop up the rest. I assumed that I could bait it with one Marauder or perhaps a Juggernaut. The picture below shows the deployment.</div><div style="text-align: justify;"><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEZYONUGjcUu-kooShbEe3Ang_omAkMBk97dT_uTobBjOMwMUZYpE3w1Tkby2AbPpAX1XkE26EzrK774uqql40r83EMdjLsnPw7Ku9AEp8qDKT8hhZ4732Bw70MOA3h_Curs7wBRrknkxs1kFlKik4v2kQCtCOHd_1f2FFDYwZaIXf_yTMqDf_9Yee9AIy/s2853/IMG_5477.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2693" data-original-width="2853" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEZYONUGjcUu-kooShbEe3Ang_omAkMBk97dT_uTobBjOMwMUZYpE3w1Tkby2AbPpAX1XkE26EzrK774uqql40r83EMdjLsnPw7Ku9AEp8qDKT8hhZ4732Bw70MOA3h_Curs7wBRrknkxs1kFlKik4v2kQCtCOHd_1f2FFDYwZaIXf_yTMqDf_9Yee9AIy/s320/IMG_5477.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Deployment of both armies</td></tr></tbody></table>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">First round was good. I followed my plan and moved 'jacks up behind the house in the middle and putting one in harms way to lure the Vulcan to my Marauders, feating quite early to make sure that all my 'jacks had Stealth. The plan worked. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The plan actually worked so well that the Vulcan, the Infantry (which shoots ridiculous good against high arm) and the Assault Troopers basically remove all of my 'jacks on the right flank without breaking a sweat. I think they were swinging ARM with -6 due to rust and other nastiness. </div><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxR4gGLjgiqlnfEKtWLu8l1IL8tbsSILr3Ho6KL2KKrVlcrfuECGXJsTIxNQeNFEeSGJmsWQ3e-9K7Q6iPMrX2ySAwNcoy6kmJgmwcV6WeCAESO56WOIv7nXSZfNS5ofV9Kw6f7DxCEOvGcpz_iO7khxBT3lgNIpHI2jI5SfLKEWvPXKWpIIXy8trXs0dV/s2883/IMG_5478.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1994" data-original-width="2883" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxR4gGLjgiqlnfEKtWLu8l1IL8tbsSILr3Ho6KL2KKrVlcrfuECGXJsTIxNQeNFEeSGJmsWQ3e-9K7Q6iPMrX2ySAwNcoy6kmJgmwcV6WeCAESO56WOIv7nXSZfNS5ofV9Kw6f7DxCEOvGcpz_iO7khxBT3lgNIpHI2jI5SfLKEWvPXKWpIIXy8trXs0dV/s320/IMG_5478.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of battle</td></tr></tbody></table>
<div style="text-align: justify;">So, basically I played the worst possible army into the worst possible enemy. I was thinking that I might be able to catch the enemy off guard (no pun intended). They didn't even have to be on guard. I lost on scenario, with Crucible Guards scoring an impressive 92 army points and 8 control points; with me only scoring 29 army points and 3 control points.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This was just bad pairing (my own fault), bad judgement (my own fault) and bad playing (my own fault). Kudos to the nice Swede for keeping up with a ever increasing grumpy Khador player.</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: left;">Game 4 & 5:</h2>
<div style="text-align: justify;">For logistic reasons I couldn't make the fourth game and unfortunately had to leave my opponent with a victory without putting models on the table. The fifth game game had the same problem, just the other way around. So, I actually manage to "win" one game.</div><div style="text-align: justify;"><br /></div>
<h2>Summary & Lessons Learned</h2>
<div style="text-align: justify;">First of all, WTC is fun. The people are very nice and there is a fantastic atmosphere. I am so much looking forward to next year.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I had two very good games, and a very bad one (which was only down to myself). It is quite clear that I need to practice more. There are a few recommendations for myself (and others perhaps):</div><div style="text-align: justify;"><ol><li>Know exactly what your models do;</li><li>More practice games;</li><li>Form a plan and stick to it, unless it goes completely haywire;</li><li>Develop patterns for movement of models that interact. E.g. move Artillery Kapitan, then move Artillery and shooting 'jacks; </li><li>Don't get greedy; and </li><li>Read up on opposing armies.</li></ol><div><div>I'll try to adhere to these lessons learned in the future.</div><div><br /></div><div>Until next time.</div><div><br /></div><div>For the Motherland!</div></div></div><br />Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-37015810417984068652023-04-30T18:53:00.000+02:002023-04-30T18:55:15.552+02:00Storm Legion vs. Winter Korps core army starters. What are our options?<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiow6suh1qnGkfa3bMU2UUXSaSFANMniY_DeT5cJ-ZYWM7oD2IBtHf622xb3jzfroF0PP9J-69_O0FaYGf8FJ4lGQdKNkXZYgyNl75Yk_RNwcmJxccBCyt9QpbZdoLqBKlkvXItRdcGzpQj87z8EiJRbaykNWlyTSREdB0F7jyQlHc240xYEkuoFjfjug/s698/CygnarKhador.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiow6suh1qnGkfa3bMU2UUXSaSFANMniY_DeT5cJ-ZYWM7oD2IBtHf622xb3jzfroF0PP9J-69_O0FaYGf8FJ4lGQdKNkXZYgyNl75Yk_RNwcmJxccBCyt9QpbZdoLqBKlkvXItRdcGzpQj87z8EiJRbaykNWlyTSREdB0F7jyQlHc240xYEkuoFjfjug/s320/CygnarKhador.jpg" /></a></div></div>
<div style="text-align: justify;"><i>Finally, the Winter Korps army stater box is available. So is the similar box for the pesky Cygnar. I have had a single game against the swans and have been wondering how to tackle them; given that we both only have the starter army boxes. I'll walk through the different Cygnar models, how we best can get them off the table, and how to survive whilst doing so. This deals only with the two starter armies!</i></div><a name='more'></a><br />
<div style="text-align: justify;">As we probably already know, the Winter Korps core army starter set contains what we need to build a 50 points army, and a bit. I have earlier gone through our options and what I think we could build. Those musings can be found <a href="https://greylordarchives.blogspot.com/2023/02/winter-korps-what-can-we-build.html" target="_blank">here</a>.<br /><br /></div>
<div style="text-align: justify;">The Cygnar army starter box can also easily build a 50 points army. As with our box there are some options since there are more than 50 points available. Yet, let's stick to 50. The different models and units somehow match each other. See the table below for a summary<br /><br /></div>
<div style="text-align: justify;">
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<th>Khador</th>
<th>Cygnar</th>
</tr>
</thead>
<tbody>
<tr>
<td>Kapitan Ilari Borisyuk</td>
<td>Captain Athena di Baro</td>
</tr>
<tr>
<td>Dire Wolf Heavy Warjack</td>
<td>Courser Light Warjack</td>
</tr>
<tr>
<td>Great Bear Heavy Warjack</td>
<td>Stryker Heavy Warjack</td>
</tr>
<tr>
<td>Winter Korps Infantry Unit</td>
<td>Stormblade Legionnaires Unit</td>
</tr>
<tr>
<td>Winter Korps Standard</td>
<td>Legionnaire Standard Bearers</td>
</tr>
<tr>
<td>Winter Korps Attachments</td>
<td>N/A</td>
</tr>
<tr>
<td>Winter Korps Infantry Unit</td>
<td>Stormguard Legionnaires Unit </td>
</tr>
<tr>
<td>Winter Korps Standard</td>
<td>Legionnaire Standard Bearers</td>
</tr>
<tr>
<td>Winter Korps Attachments</td>
<td>N/A</td>
</tr>
<tr>
<td>Arkanist Unit</td>
<td>Arcane Mechaniks Unit</td>
</tr>
<tr>
<td>Shock Tropper Gunner Unit</td>
<td>Tempest Thunderers Unit</td>
</tr>
<tr>
<td>Winter Korps Officer</td>
<td>Legionnaire Officer Solo</td>
</tr>
</tbody>
</table>
<br /></div>
<div style="text-align: justify;">Based on the models in the two boxes, it is quite clear that Cygnar got the better deal. Yet, it is not in our nature to sit at home pointing out difficulties. It is in our nature to meet the enemy head on, on the battle field. So, lets see how we can properly deal with bad maths, starting with the Cygnar units.<br /><br /></div>
<h2 style="text-align: left;">Units and solo</h2>
<div style="text-align: justify;">The Cygnar starter army has four different units that somehow should map to ours: Arcane Mechaniks (Arkanist), Stormblade Legionnaires (Winter Korps Infantry), Stormguard Legionnaires (Winter Korps Infantry), and Tempest Thunderers (Shock Tropper Gunners). Lets just do them alphabetically.<br /><br /></div>
<h3 style="text-align: left;">Arcane Mechaniks</h3>
<div style="text-align: justify;">The Arcane Mechaniks are Cygnar's attempt at making mechanics that not only can repair things but also survive the battle field whilst doing so. They are in heavy armour (ARM 17) with 5 boxes. Like our own Arkanists they can do Arcane Reinforcement and Empower. In addition, they can repair 1d3+1 (unfortunately, we can't. We'll have to wait for the solo). They are also equipped with a RNG 4" POW 10 spray for emergencies (where we can do Razor Wind). They cost the same as our own Arkanists (4 points).<br /><br /></div>
<div style="text-align: justify;">Dealing with them could be by anybody or anything that can consistently hit DEF 12 and do 22 points of damage. However, as they are probably going to stay behind the proper soldier we will just ignore them for now.<br /><br /></div>
<h3 style="text-align: left;">Stormblade Legionnaires</h3>
<div style="text-align: justify;">The Stromblade is the hardy infantry cleaning company of the new Cygnar Infantry. They carry a sword (RNG 2) and a shield (RNG 1), which along with the build-in Shield Wall makes them ARM 18 and immune to knockdown. They also have Polarity Shield, so they can't be charged. We'll have to shoot them then.<br /><br /></div>
<div style="text-align: justify;">There are 6 of them in a unit, 5 grunts and a Standard, which like ours give +1 to attack rolls and Rise. In addition, a Standard adds +2 to the damage roll if the target is within 5" and not immune to electricity. This means that they will charge with MAT 7, the sword will be 3d6+14 and the Shield will be 2d6+12. Oh, and the sword arcs a POW 10 to nearest model. Obviously, their own immunity to electricity stops arcing to them<br /><br /></div>
<div style="text-align: justify;">The Legionnaire Officer who most likely will be supporting this unit can give them Desperate Pace (+2" movement), which allows them to reach out and poke stuff 16" away (6" move, 3" charge, 2" teleport, 1" base, 2" RNG, and 2" Desperate Pace). This is 3" longer than our Infantry; Precision Strike, which allows them to ignore and move through friendly models within 10"; or Reposition [2"].<br /><br /></div>
<div style="text-align: justify;">This whole package is only 8 points. So, only 1 points more that our equivalent. Adding their Officer brings the whole package to 11 points. The same as the Khador full package! It is quite clear that Cygnar was first in line when Christmas presents were handed out. I mean, same cost as our glorious infantry... Anyway, whining does not become a member of the Winter Koprs. So, how do we best deal with them?<br /><br /></div>
<div style="text-align: justify;">DEF 13 is just on the 50-50 shot for most of our models, which is fine. ARM 18, on the other hand is difficult at best. On paper, our Infantry's rifles should do 18 points of damage on the average; so, they are off the table. The grenades carried by our Porters do 19 points of damage, as does a charge. So, if it is an infantry stand off, grenades or charging it is.<br /><br /></div>
<div style="text-align: justify;">Charging is off the table due to Polarity Shield. So, grenades it is, then. A grenade can find its target 17" away (6" move, 2" *teleport", 1" base, and 8" RNG), which is 2" more that the Legionnaires can achieve. Grenades will arrive at RAT 6, which on average is just the DEF needed and do 19 points of damage, again just what is needed. Unfortunately, a full unit of our Infantry will only kill 2 Legionnaires. So, Infantry is not a good choice.<br /><br /></div>
<div style="text-align: justify;">Our only other unit option is the Shock Trooper Gunners. Their spray is POW 13, which is sufficient. They can spray stuff 18.5" away (5" move, 2" "teleport", 1.5" base, 10" RNG), which is far our of reach of the Legionnaires. They hit at RAT 6, which again is just what is needed to hit DEF 13 on the average. So, our best guess are the Gunners. Although they better roll hot die. There is no way they can survive a charge from 3 or more Legionnaires.<br /><br /></div>
<div style="text-align: justify;"><i>This is going to be so much more fun when the Snipers arrive. Sniper and RNG 14 is just what is needed to get rid of such annoying Cygnar infantry. If, we can just find a way to boost their RAT, which for unknown reasons are only 6.</i><br /><br /></div>
<h3 style="text-align: left;">Stormguard Legionnaires</h3>
<div style="text-align: justify;">Where the Stormblade are for infantry clearing, the Stormguard is for 'jack hunting. They have the same base stats (except for only ARM 15). Although, the Stormguard have Set Defence (-2 to charge attack rolls against them) instead of Shield Wall and Polarity Shield; and 'jack Hunter (additional die on damage rolls against 'jacks). On, and Brutal Charge (+2 to charge damage rolls).<br /><br /></div>
<div style="text-align: justify;">Charging a 'jack will give them MAT 7 (assuming Standard) and 4d6+17 (assuming Standard). That is a whopping 31 points of damage on the average — 3 will kill a Khador 'jack! Also, them charging infantry is not so much fun. But, with a POW 13 weapon and Brutal Charge they are going to make black pudding of all of our Infantry.<br /><br /></div>
<div style="text-align: justify;">This whole package of 5 grunts, a Standard and an Officer to keep them motivated is just 12 points. That is only 1 point more that the equivalent Khador package! Christmas did really come early to Cygnar.<br /><br /></div>
<div style="text-align: justify;">Stormguards can actually be charged. So, our valiant infantry stands a chance on paper. The Stormguards are "only" ARM 17 when charged, which is just what we can do on the average. We need to roll 6 to hit and 9 to kill (on 3 die). As with the Stormblades, grenades is also a good idea. Perhaps even better than charging. Thanks to Set Defence, not charging them will leave us at POW 12 versus ARM 15. That is clearly more fun.<br /><br /></div>
<div style="text-align: justify;">A better option here is actually our Shock Trooper Gunners. They ignore Set Defence as there is no charging involved. POW 13 against ARM 15 is so much more fun. They might, however be occupied with the Stormblades.<br /><br /></div>
<h3 style="text-align: left;">Tempest Thunderers</h3>
<div style="text-align: justify;">Tempest Thunderers are the Cygnar troops that fills the space occupied by our Shock Trooper Gunners. Despite the Thunderers being 10 points and our Shock Troopers only 7 points, In context of Cygnar vs. Khador, I do think that Cygnar got the better deal. They have better armour and can shoot further. We do have a spray, whilst they only have an AOE 2. However, with the same POW, I think I would prefer distance (Cygnar also has access to Snipe, which we don't).<br /><br /></div>
<div style="text-align: justify;">Tempest Thunderers can shoot a stuff 20.5" away (not counting snipe or other types of cheating). The first model can move 5", others can "teleport" 2", they have a 1.5" base, and can shoot 12". So, anything within 20.5" can be subject to a POW 13/8 AOE 2 shot with Critical Knockdown.<br /><br /></div>
<div style="text-align: justify;">They shoot at RAT 6, which means they hit DEF 13 on the average. Our most nimble troops, Winter Korps Infantry are DEF 13. So, they need to roll a 7 to hit. If they hit, Infantry dies. Thus, a unit of Thunderers can potentially, without too much effort take out 6 Infantry men in one round (unless we point Iron Flesh on them). Yes, that is a complete unit. So, we need to shoot first.<br /><br /></div>
<div style="text-align: justify;">The standard composition of a Winter Korps unit is the 3 grunts, a Standard, a Porter and one of the other two attachments. This gives a flexible unit. They can hit a Tempester 18" away (5" move, 2" teleport, 1 " base, 10" RNG). They hit them on a roll of 6, thanks to the Standard.<br /><br /></div>
<div style="text-align: justify;">To insure that a Thunderer dies, we need to inflict 22 points of damage (ARM 17 plus 5 boxes). A Combined Ranged Attack with 4 troopers will do this on the average (RAT 10, POW 15).<br /><br /></div>
<div style="text-align: justify;">The best option is probably one CRA with 3 troopers, one CRA with 2 troopers, and then clean up with an Auto Cannon. However, this will leave only one standing, potentially at full health.<br /><br /></div>
<div style="text-align: justify;">
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<td>Action</td>
<td>Thunderer #1 HP</td>
<td>Thunderer #2 HP</td>
<td>Thunderer #3 HP</td>
</tr>
</thead>
<tbody>
<tr>
<td>3 trooper CRA</td>
<td align="right">1 (56%)</td>
<td align="right">5</td>
<td align="right">5</td>
</tr>
<tr>
<td>2 trooper CRA</td><td align="right">1</td>
<td align="right">2 (53%)</td>
<td align="right">5</td>
</tr>
<tr>
<td>1 Auto Cannon</td>
<td align="right">0 (52%)</td>
<td align="right">2</td>
<td align="right">5</td>
</tr>
<tr>
<td>1 Auto Cannon</td>
<td align="right">0</td>
<td align="right">0 (58%)</td>
<td align="right">5</td>
</tr>
</tbody>
<tfoot>
<tr>
<td colspan="4"><i>The real probability is in brackets. I have assume the minimal number of attacks for the Auto Cannon. Remember that average is a 50-50 shot.</i></td>
</tr>
</tfoot>
</table>
<br /></div>
<div style="text-align: justify;">The only good clean-up option left in the starter box is Ilari. One shot from 'Shadow of Death', which only misses on double ones should, on the average do 23 points of damage if boosted (97% chance of a kill). So, one unit of Winter Guard Infantry supported by Ilari should do the trick - if they get to shoot first!<br /><br /></div>
<h2 style="text-align: left;">Warjacks</h2>
<div style="text-align: justify;">In the Cygnar box there is a light Warjack and a heavy one. Each obviously comes with the 64 different combinations of arms and heads. I'm not going to go methodically through all 64 different versions, just take a guess on what we might be facing.<br /><br /></div>
<h3 style="text-align: left;">Courser — Light Warjack</h3>
<div style="text-align: justify;">The Courser is the Light version of the Cygnar 'jacks. It has a base SPD of 6, MAT 6, RAT 7, DEF 13, and ARM 16 (26 boxes). With its base RAT 7 vs. MAT 6, I'm just going to assume that it will be a shooter. <br /><br /></div>
<div style="text-align: justify;">Its heads allows it to Advance Deploy, Dodge, be an Arc Node or a Shield Guard. Except for Dodge, none of these options do a lot with regards to killing it. The left arm 'Electrified Shield' (loose 1 Cortex box when hitting it) and right arm 'Voltaic Spear' (Set Defence) are the two things that affect its kill-ability. Building it for survivability would leave us looking at a DEF 13, ARM 18 (20 on the charge) with Electrified Shield <br /><br /></div>
<div style="text-align: justify;">As we have seen earlier, ARM 18 is not a lot of fun for our Infantry; except the Rocketeers who does a POW 14, 3 die damage roll (average 24 points of damage against ARM 18). We can only have two in one unit. Yet, that is an option.<br /><br /></div>
<div style="text-align: justify;">A more clear option is one of our 'jacks. Given that Electrified Shield is probably going to be a thing, a shooting 'jack is to prefer. A Dire Wolf (DBB) with either a Bombard (POW 14) or Cannon (POW 15), and perhaps a Heavy Chain Gun (POW 13 D3+1 shots) would be an option. Equipped with a Shield Guard Head and the build in Anchor, it could also play bodyguard for a unit or Ilari. Obviously, it would be without melee weapons then. It would do (everything boosted, so it needs to be full): 24 (Bombard), and 2 times 23 points of damage against a Courser, leaving it at 10 boxes. This can be done from 15" away (17" if Superiority is up). As a bonus, it could help its support unit cleaning out Legionnaires<br /><br /></div>
<div style="text-align: justify;">The other options is a Great Bear (xDC) equipped with a Dozer (POW 15, ROF 2, RNG 10), and either a Grinder, if it is supposed to help clearning Legionnaires or Heavy Cannon (POW 16, RNG 15). The head would probably be either Aggressive or Reposition. It would do (everything boosted, so it needs to be full): 2 times 25 (Dozer) and 26 (Heavy Cannon) of damage against a Courser, leaving it at 4 boxes. This can be done from 14" away (16" if Superiority is up). <br /><br /></div>
<div style="text-align: justify;">I think a Dire Wolf (DAB) with Shield Guard, Bombard and a Heavy Chains Gun. It will put a serious dent in a Courser, support an infantry unit with Anchor and Shield Guard.<br /><br /></div>
<h3 style="text-align: left;">Stryker — Heavy Warjack</h3>
<div style="text-align: justify;">The Stryker is Cygnar's Heavy Warjack. It has a base of SPD of 6, MAT 7, RAT 6, DEF 12 and ARM 18 (30 boxes). Where the light 'jack is the obvious choice for a shooting 'jack, I'll assume that the Stryker is going to be the beat stick. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">The only head that actually does something for its survivability is the Plasma Nimbus, where an attacker will suffers POW 10. The right arm could be a Voltaic Halberd (Set Defence) and the left a Galvanic Shield (Polarity Shield for the cost of 1 focus). Assuming this, it will be an ARM 20 (22 on the charge), which might or might bot be charged. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Assuming that the Stryker was out of focus so Polarity Field is not up, our main beat stick, a Great Bear (AAA) with a Battle Mace, a Battle Axe, and the Aggressive head will actually kill the Stryker on one round (if it is completely full of focus). To be on the safe side, it would be nice to have Superiority on it.<br /><br /></div>
<h2 style="text-align: left;">Warcaster</h2>
<div style="text-align: justify;">The 'caster included in the army box is Captain Athena di Baro. She is a DEF 14, ARM 17 (17 boxes) with build in Polarity Shield (so no charging her). She can also bring herself to ARM 19, if base to base with one of her 'jacks.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Her feat 'Weathering the Storm' forces us to roll an additional dice on both attack and damage rolls, discarding the highest! Her two build-in spells doesn't do anything when trying to kill her. I'm on purpose disregarding her Rack Spells, out of laziness.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">A direct assassin run is difficult as she can't be charged. However, our Great Bear beat-stick (AAA) can kill her in one go, even if it charges something else (e.g. the 'jack she is hugging). The 'jack needs to be full and preferably under Superiority. Life is more complicated if her Feat is up. Under the drop-the-highest regime all 4 attacks need to hit home to kill her. The Great Bear then needs to walk to her, which means it needs to be within 7". </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It would clearly help if Ilari could put in a few shots before something needs to hit her. He can stay out of her Control range, thus avoiding the Feat. Two shots, with one Flare will help. On the average they would pick 10 boxes of her (boosted). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Generally, shooting her is a good option. Any shooting assassin runs should start with Ilari using a Flare shot, and hopefully leaving her at around 7 boxes. 7 boxes, ARM 19 and DEF 12 is manageable. If our DAB Dire Wolf is still alive and fully loaded, it can remove the remaining boxes.<br /><br /></div>
<h2 style="text-align: left;">Summary and final remarks (whining)</h2>
<div style="text-align: justify;">Head to head, not counting players' abilities, fighting a 50 points Cygnar army box is hard work. In the vacuum of the boxes only, it is clear that Cygnar got the long end of the stick. Normally, I would argue that unit-to-unit comparison doesn't make a lot of sense since there are so many combinations of units, solos, 'casters and 'jacks. However, in the vacuum of army boxes I think it does.<br /><br /></div>
<div style="text-align: justify;">The Legionnaires are clearly far better units than our own Infantry. And they are at the same cost. They are fare more survivable and have a far better damage output. They really expose the backside of the Winter Korps Infantry's ability to be <i>jack of all trades, master of none</i>. Our infantry should probably be up to two points cheaper.<br /><br /></div>
<div style="text-align: justify;">One of our infantry actually asked if there is some sort of exchange rate between Cygnar points and Khador points? Estimated it would be roughly 1,5 Cygnar points for 1 Khador point. It would makes sense since the Motherland clearly is so much more worth.<br /><br /></div>
<div style="text-align: justify;">Unless I'm missing something important —which is clearly an option— it is kind of annoying that point misalignment is an issue already with the first army boxes in MK IV. I'm so much fearing looking into the Orgoth box — I'm getting flashbacks to the old battle boxes and how they made a mockery of the poor Trollblods.<br /><br /></div>
<div style="text-align: justify;">Anyway, It is not our nature to sit at home and whine. It is our natur to make a mockery of the enemies of the Motherland. The fact that the exchange rate between army points are not in our favour is good for character building. <br /><br /></div>
<div style="text-align: justify;">In summary, my best estimate to deal with the Cygnar army box is the following:</div>
<div style="text-align: justify;">
<ol>
<li>A full unit of Winter Korps Infantry with a Standard, a Grenade Porter and an Auto Cannon (7 points).</li>
<li>A full unit of Winter Korps Infantry with a Standard and a Grenade Porter, sprinkle an Auto Cannon or Rocketeer according to preference (7 points).</li>
<li>A unit of Shock Trooper Gunners (7 points).</li>
<li>A Dire Wolf (DAB) (13 points).</li>
<li>A Great Wolf (AAA) (14 points).</li>
<li>Arkanists ( 4 points)</li>
<li>Winter Korps Officer (3 points)</li>
<li>Ilari</li>
</ol>
</div>
<div style="text-align: justify;">This gives us more that 50 points. I think it is best to drop the Shock Troopers for now. This wil give us the following army:<br /><br /></div>
<div style="text-align: justify;">
<div>Kapitan Ilari Borisyuk</div>
<div> - SPELL - Superiority</div>
<div> - SPELL - Fog of War<br /><br /></div>
<div> - Dire Wolf [13]</div>
<div> - HEAD - Shield Guard [1]</div>
<div> - RIGHT ARM - Bombard [6]</div>
<div> - LEFT ARM - Heavy Chain Gun [6]<br /><br /></div>
<div> - Great Bear [14]</div>
<div> - HEAD - Aggressive [2]</div>
<div> - RIGHT ARM - Battle Mace [7]</div>
<div> - LEFT ARM - Battle Axe [5]<br /><br /></div>
<div> Winter Korps Officer [3]<br /><br /></div>
<div> Arkanists [4]<br /><br /></div>
<div> Winter Korps Infantry [7]</div>
<div> WEAPON SUPPORT TROOPERS - Auto Cannon</div>
<div> WEAPON SUPPORT TROOPERS - Grenade Porter</div>
<div> - Winter Korps Standard [1]<br /><br /></div>
<div> Winter Korps Infantry [7]</div>
<div> WEAPON SUPPORT TROOPERS - Auto Cannon</div>
<div> WEAPON SUPPORT TROOPERS - Grenade Porter</div>
<div> - Winter Korps Standard [1]<br /><br /></div>
<div> Command Cards</div>
<div> - Old Faithful [0]</div>
<div> - Power Swell [0]</div>
<div> - Infiltration [0]</div>
<div> - Hit & Run [0]</div>
<div> - Defenses [0]</div>
<br /></div>
<div style="text-align: justify;"><div>Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. <br /><br /></div><div>For the Motherland!</div></div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com2tag:blogger.com,1999:blog-4988829232919285725.post-5836649275423672752023-02-14T21:45:00.009+01:002023-04-23T07:18:22.237+02:00Winter Korps core army box, what can we build?<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-PMeCIzYOdT7Ifk2pP0KWLM9IRpSvVFY2cZHdKajFVyCXYwwpIB9mJdiwcwEOALpjSy3qZ8UC55wNtuLS1ezBX5Sxf39wGOwmkNY0fgPZPq55EOj7JecYc0817Q9AYa-14_670ZR83DX6g_W0DCl5qZ8Ym9592Qs90oZRYEYEFzASJc14AHRcnQc3Gg/s354/Khador.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-PMeCIzYOdT7Ifk2pP0KWLM9IRpSvVFY2cZHdKajFVyCXYwwpIB9mJdiwcwEOALpjSy3qZ8UC55wNtuLS1ezBX5Sxf39wGOwmkNY0fgPZPq55EOj7JecYc0817Q9AYa-14_670ZR83DX6g_W0DCl5qZ8Ym9592Qs90oZRYEYEFzASJc14AHRcnQc3Gg/s320/Khador.jpg" /></a></div></div>
<div style="text-align: justify;"><i>The Winter Korps is finally here. At last we can field the new improved Winter Korps Army. A good starting point is the core army starter set. This gives us most of what we need to build an army. The set itself easily allows us to build a 50 point army; but not enough to build 75 point. Here is some musing over what this starter set can give us.</i></div><a name='more'></a><br />
<div style="text-align: justify;">The Winter Korps core army starter set contains the following models:</div>
<div style="text-align: justify;">
<ul>
<li>Kapitan Ilari Borisyuk </li>
<li>Dire Wolf Heavy Warjack</li>
<li>Great Bear Heavy Warjack</li>
<li>2 x Winter Korps Infantry unit with all possible attachments (12 models)</li>
<li>2 x Winter Korps Standard </li>
<li>Shock Tropper Gunner unit (3 models)</li>
<li>Arkanist unit (3 models)</li>
<li>Winter Korps Officer </li>
</ul>
All in all, this gives us 68 points of army if we choose the most expensive 'jacks and most expensive Command Cards. The most realistic army we can build is a 50 points army. So, what could we build that makes sense?<br /><br />
These musings are only base on theorising. So far, I have only manage to play the Armored Korps army in MK IV (see <a href="https://greylordarchives.blogspot.com/2023/01/first-go-at-mk-iv.html" target="_blank">here</a> for an overview of my first MK IV tournament).<br /><br /></div>
<h2 style="text-align: left;">Warcaster — Kapitan Ilari Borisyuk</h2>
<div style="text-align: justify;">Kapitan Ilari Borisyuk is, for some reason the chosen warcaster in our starter box. I would so much have preferred Kommander Valerii Savaryn. I still think Ilari is the long lost love child of Yuri and a Widowmaker.<br /><br /></div>
<div style="text-align: justify;">He is a bit of a strange fellow. He is rather nimble at SPD 7 and native Pathfinder. The latter he also lends to his 'jacks through Field Marshal. He has Reposition 3" and Prowl, which he can trigger by casting Unnatural Darkness on himself each round. He clearly needs to be nimble and stealthy. He is DEF 16, which is pretty good. But with only ARM 14 and 16 boxes he dies if you stare hard at him.<br /><br /></div>
<div style="text-align: justify;">Ilari carries a small knife, which is only POW 10 and at MAT 6. Yet, if he is in a situation where he needs to use his knife, he is probably already dead — he just haven't noticed it yet.<br /><br /></div>
<div style="text-align: justify;">He is far better with his gun, <i>Shadow of Death</i>. It is range 14" at RAT 8 (average hitting DEF 15). It is only POW 10 yet. However, he is weapon master with it (average 20 points of damage), and he can choose three different types of ammunition:</div>
<div style="text-align: justify;">
<ol>
<li>Critical Armor-Piercing, which is pretty good if it hadn't been on critical. There is a ~50% chance of a critical assuming that the opponent only has DEF 12. Obviously boosting increases the chance.</li>
<li>Flare, which makes the opponent suffer -2 DEF and loos Stealth. He just needs to hit something with Stealth to begin with. A command card comes in handy here (see below).</li>
<li>Grievous Wounds removes tough and target cannot have damage removed from it. Always shoot a Warlock before an assassination run.</li>
</ol>
On the bright side, he can reload once. So two shots. He appears to be a solo hunter primarily.<br /></div>
<div style="text-align: justify;">His feat is kind of cool. If a model in his battle group (that is him and his 'jacks) destroys a model, somebody else can move 2" and make a basic attack, which is boosted. He can probably start the chain. Shoot and kill something, shooty 'jack moves and kill something, next 'jack does the same, and finally Ilari moves and shoots something; and then he reposition. Funky movement.<br /><br /></div>
<div style="text-align: justify;">He comes native with two spells: Dark Unravelling (his battlegroup gets Magical weapons and Blessed (ignores bonuses from spells adding to DEF or ARM), and Unnatural Darkness (center a Cloud effect on a friendly model). The former is pretty nice, whereas the latter sound really crap for 2 focus. It is of course Stealth on a stick for himself. But still. He can also pick two spells from the Khador rack, which gives him 90 different combination of spells.<br /><br /></div>
<div style="text-align: justify;">I can't be bothered to go through all of them. I'll just describe my two favourite picks: I'll go for the old standard spell, Fog of War. +2 DEF to models within 12" of him helps, in particular the Winter Korps. The second spell is Superiority, which give +2 to SPD, MAT and DEF to a 'jack and stops it from getting knocked down. That spell is so much going on the Great Slam Bear (see below). He then needs to upkeep two spells, which turns him into a Focus 4 'caster; hurrah for Arkanist.<br /><br /></div>
<div style="text-align: justify;">He seems a bit lackluster (at least in the vacuum of not having looked at the other armies). His feat is cool and Dark Unravelling is a nice spell. Pathfinder on his 'jacks is cool. He might be best as an anti-hordes 'caster. Nevertheless, I can't wait for Kommander Valerii Savaryn.<br /><br /></div>
<h2 style="text-align: left;">Warjacks</h2>
<div style="text-align: justify;">There are two 'jack kits in the army set. One of the new Heavy version, the Great Bear; and one of the new Khador light version, the Dire Wolf. Both types can be customised with a lot of options. A more thorough walk through of the different 'jack options and comparison to the MK III 'jacks can be found <a href="https://greylordarchives.blogspot.com/2022/08/mkiv-khador-winter-korps-is-here.html">here</a><br /><br /></div>
<div style="text-align: justify;">For the purpose of the army core set, here are my two favourites.<br /><br /></div>
<h3 style="text-align: left;">Dire Wolf</h3>
<div style="text-align: justify;">Like all native MK IV 'jacks the Dire Wolf can now be customised with several different heads and arms. The Dire Wolf is something as innovative as a light 'jack — Khador style. This means only ARM 19 but fast as a shark at SPD 5!<br /><br /></div>
<div style="text-align: justify;">Any 'caster, or some other somewhat soft target need a Shield Guard. So, my preferred build is such a thing:</div>
<div style="text-align: justify;">
<ul>
<li>Head: Shield Guard</li>
<li>Right Arm: Bombard</li>
<li>Left Arm: Plow-Shield</li>
</ul>
This gives us an ARM 21 Shield Guard (or <a href="https://greylordarchives.blogspot.com/2022/08/mkiv-khador-winter-korps-is-here.html" target="_blank">CDA</a>), which the 'caster might even wish to hug as it gives Anchor (no knockdown) and Girded (Resistance: Blast) when base to base with it.<br /><br /></div>
<div style="text-align: justify;">When it is hanging around with the 'caster just playing guard, it might as well lob a few grenades at stuff. The Bombard is an excellent tool for this as it has Arching Fire and can deliver two 2" AOE, POW 14/8 up to 12" away. It is only at RAT 5. But, it is better than just hanging around doing nothing.<br /><br /></div>
<div style="text-align: justify;">When the second wave goes into action or it needs to step up, it can deliver a POW 14 hit with its shield in addition to its Bombard. Not too shabby at only 11 points. </div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: left;">Great Slam Bear</h3>
<div style="text-align: justify;">The Great Bear can now also be customised with a broad selection of heads and arms. There are several good builds. However, I think this is my favourite. Perhaps not from a purely tactical point of view. It does, however have quite a high entertainment value: <br /><ul><li>Head: Slammer</li><li>Right Arm: Battle Mace</li><li>Left Arm: Heavy Cannon Shield</li></ul></div>
<div style="text-align: justify;">This gives us the Great Slam Bear (GSB, or <a href="https://greylordarchives.blogspot.com/2022/08/mkiv-khador-winter-korps-is-here.html" target="_blank">CAD</a> to be consistent), which can deliver a POW 19, range 2" mace attack, a POW 14 shield attack; and a range 6" POW 14 shot.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Slamming is fun. The GSB can slam for free and does so for an additional 2". The GSB can slam something 8" away (and bulldoze itself there). It slams the opponent d6+2" away, at POW 14 and 12, and can follow up (the opponent is now most likely knocked down). All this for free. It can then buy an attack with the mace (POW 2d6+19), slam the opponent another 3" and follow up; buy an attack (POW 2d6+19), slam 3" and follow up; and finally buy an attack (POW 2d6+19), slam 3" and follow up. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So, a fully loaded GSB can move, on the average 21" up the board, whilst slamming something (durable) in front of it. The theoretical maximum is 39"! This comes from the 7" charge + 8" slam + 8" critical mace + 8" critical mace + 8" critical mace. I can't be bothered to calculate the probability of this. But it is low. Only drawback is that sometimes (perhaps too often) one really wants to boost the initial to hit roll to get the slamming going. MAT 7 is "only" hitting DEF 14 on the average.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The average damage output is 19 + 26 + 26 + 26 = 97 points of damage. Against standard Khador armour that is 18 points of damage going through. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">As a bonus it does come with ARM 22, which is nice and the possibility to shoot something if it is not is a slam mood. All of this for a mere 14 points. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The tactical sane person might opt for a 13 point <a href="https://greylordarchives.blogspot.com/2022/08/mkiv-khador-winter-korps-is-here.html" target="_blank">AAB</a>, which is basically the closest we get to a classic Juggernaut. But that is no so much fun.</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: left;">Units</h2>
<div style="text-align: justify;">There are three unit types included in the army starter: the pride of the Kdadorian army, two units of Winter Korps; one unit of the new Shock Troopers; and one unit of Arkanist. <br /><br /></div>
<h3 style="text-align: left;">Winter Korps Infantry</h3>
<div style="text-align: justify;">The new and improved infantry now consists of a base unit of 3 grunts and 2 weapon attachments. In line with Khador tradition a Standard Bearer can also be added; making the unit 6 man strong (which is pretty big in MK IV). Units of Winter Korps can directly be supported by an Officer solo. So, the whole package will be 11 points (7 points base, 1 point for standard and 3 points for the officer solo, who can lead more than one unit).<br /><br /></div>
<div style="text-align: justify;">Charge range is 9". So, the charging trooper can reach out and touch something 10" away. Thus, maximum range a unit can touch something with an axe is 13" away (rounded down). This is: 9" charge + 2" placement + 1" base + 1" reach. <br /><br /></div>
<div style="text-align: justify;">The models will arrive at MAT 6, with a standard (hitting DEF 13 on the average) and a damage output of 3d6+9 (average 19 point of damage). Not a killer unit as such. <br /><br /></div>
<div style="text-align: justify;">There really isn't a lot we can do to help here. Kapitan Ekaterina Baranova can help them to hit by casting Invocation of Wrath, giving them an additional die on attack rolls and discarding the lowest (only giving them the ability to hit DEF 14 on the average). Kommander Valerii Savaryn is slightly better, and can help by giving a Kill Order, adding 2 to attack and damage rolls (hitting DEF 15 at 21 points of damage on average).<br /><br /></div>
<div style="text-align: justify;">Winter Korps have access to quite a lot of different guns. They come equipped with the standard Military Rifle, yet they can attach a Auto Cannon and Rockets; in addition they can all carry Fragmentation Grenades. Each unit has two attachments and one can pick and choose any combination of the three.<br /><br /></div>
<div style="text-align: justify;">The Military Rifle is the run of the mill standard rifle. It can shoot 10"; so, the same as the charge distance. It hit at POW 11 (average 18 points of damage), and they shoot at RAT 6 (again assuming a standard), allowing them to hit DEF 13 on the average. So shooting and charging is more or less the same. Obviously, shooting allows for aiming, allowing the unit to hit DEF 15 on average. With Kommander Valerii Savaryn they will peak at RAT 10 (hitting DEF 17 on the average) and hitting at 2d6+13 (average 20 point of damage). Everybody, except the Auto Cannon and Rocketeer attachments can also do Combined Ranged Attack. The maximum is 4 (3 grunts plus the banner). There is a potential for up to 6 combining, if the attachments are Porters. This gives us a maximum (without Porters) of RAT 10 and POW 15.<br /><br /></div>
<div style="text-align: justify;">So, in summary there is a slight damage advantage in charging, yet a major to hit advantage in shooting. <br /><br /></div>
<h4 style="text-align: justify;">Winter Korps Auto Cannon</h4>
<div style="text-align: justify;">For crowd control, the Winter Korps can also carry an Auto Cannon. It is basically a Military Rifle, just with 1d3+1 shots; so twice as many shots on average. Besides that, it is Encumbered and reduces the units SPD down to 5. <br /><br /></div>
<h4 style="text-align: justify;">Winter Korps Rocketeer</h4>
<div style="text-align: justify;">To deal with 'jacks. the Winter Korps can carry rockets. They shoot at POW 14 with a 2" AOE (POW 7). The main advantage here is that they are 'Jack Hunter giving an additional die against 'jacks. This means an average damage output of 24 points of damage (26 under Savaryn). Again, Encumbered, reducing the unit's SPD to 5. <br /><br /></div>
<h4 style="text-align: justify;">Winter Korps Porter</h4>
<div style="text-align: justify;">Finally, the whole unit can be equipped with Fragmentation Grenades by including a Porter. A grenade only has a range of 8". However, it is at POW 12 and a 2" AOE. The extra points of damage makes throwing a grenade exactly the same average damage as charging, yet aiming allows for a far better chance to hit. Finally, it does not reduce the SPD of the unit.<br /><br /></div>
<h4 style="text-align: justify;">Winter Korps Standard</h4>
<div style="text-align: justify;">The Standard is in my book an auto-include. It is actually cheaper than a standard Winter Korps trooper which cost 1,4 points. It adds +1 to MAT/RAT and gives Rise, which is handy if the unit somehow acquire Tough, which currently only is available trough the Command Card <i>True Inspiration</i>.<br /><br /></div>
<h4 style="text-align: justify;">Summmary</h4>
<div style="text-align: justify;">All weapon possibilities are summarised in the table below. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<th align="center">Model</th>
<th align="center">SPD</th>
<th align="center">MAT</th>
<th align="center">RAT</th>
<th align="center">DEF</th>
<th align="center">ARM</th>
<th align="center">POW (m)</th>
<th align="center">POW (r)</th>
<th align="center">AOE</th>
<th align="center">RNG</th>
<th align="center">ROF</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left">Grunt</td>
<td align="right">6</td>
<td align="right">5</td>
<td align="right">5</td>
<td align="right">13</td>
<td align="right">13</td>
<td align="right">9</td>
<td align="right">11</td>
<td align="right">-</td>
<td align="right">10</td>
<td align="right">1</td>
</tr>
<tr>
<td align="left">Auto Cannon</td>
<td align="right">5<sup>†</sup></td>
<td align="right">5</td>
<td align="right">5</td>
<td align="right">13</td>
<td align="right">13</td>
<td align="right">9</td>
<td align="right">11</td>
<td align="right">-</td>
<td align="right">10</td>
<td align="right">d3+1</td>
</tr>
<tr>
<td align="left">Porter<sup>‡</sup></td>
<td align="right">6</td>
<td align="right">5</td>
<td align="right">5</td>
<td align="right">13</td>
<td align="right">13</td>
<td align="right">9</td>
<td align="right">12/8</td>
<td align="right">2</td>
<td align="right">8</td>
<td align="right">1</td>
</tr>
<tr>
<td align="left">Rocketeer</td>
<td align="right">5<sup>†</sup></td>
<td align="right">5</td>
<td align="right">5</td>
<td align="right">13</td>
<td align="right">13</td>
<td align="right">9</td>
<td align="right">14/7</td>
<td align="right">2</td>
<td align="right">8</td>
<td align="right">1</td>
</tr>
<tr>
<td align="left">Standard</td>
<td align="right">6</td>
<td align="right">5</td>
<td align="right">5</td>
<td align="right">13</td>
<td align="right">13</td>
<td align="right">9</td>
<td align="right">11</td>
<td align="right">-</td>
<td align="right">10</td>
<td align="right">-</td>
</tr>
<tr>
<td align="left">Officer</td>
<td align="right">6</td>
<td align="right">7</td>
<td align="right">7</td>
<td align="right">14</td>
<td align="right">14</td>
<td align="right">9</td>
<td align="right">12</td>
<td align="right">-</td>
<td align="right">12</td>
<td align="right">1</td>
</tr>
</tbody>
<tfoot>
<tr><td colspan="11"><i><sup>†</sup>This weapon in Encumbered which drags the whole unit down to SPD 5</i><br />
<i><sup>‡</sup>All models in the unit get Fragmentation Grenades</i></td></tr>
</tfoot></table>
<br /></div>
<div style="text-align: justify;">I'm pretty sure that the best combination for a standard unit is one Porter, giving the whole unit grenades and a rocket to deal with 'jacks; or potentially two Rocketeers if in a 'jack heavy environment. I don't think an Auto Cannon actually adds anything; and, of course a Standard.<br /><br /></div>
<h3 style="text-align: left;">Shock Trooper Gunners</h3>
<div style="text-align: justify;">The Shock Trooper are actually quite cool. They are immune to fire, cold and blast. They are 5 boxes at ARM 15, which will keep them alive against shooting but not in melee; which makes sense since they don't really want to be in melee. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They have a Heavy Scattergun, which is a SP 10 at POW 13 and RAT 6. So that is hitting DFE 13 for 20 points of damage. If they aim, they can do two shots. Finally, they have Reposition 2". </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In general, sprays used to win Warmachine games. I'm not sure if that is as clear a case in MK IV. So, one should actually bring them. However, partly due to the point costs of what is in the starter army, and my fondness for Winter Guards... I mean Winter Korps, I have left them out from this list. <br /><br /></div>
<h3 style="text-align: left;">Arkanists</h3>
<div style="text-align: justify;">The Arkanists are a pretty good addition to the Khador forces. 3 guys working as support staff for Warjacks. They can do Arcane Reinforcement, which gives a friendly 'jack Magical Weapons; and Empower, a free focus on a 'jack. In a pinch, they can also do Razor Wind, which is now a spray with range 10" and POW 12, and on critical fill in unmarked boxes or circles on the last column or branch damaged (kind of like Amputation).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In my book, Arkanist are a auto-include. 1 1/3 point for free focus with a spray on top. That is very nice. <br /><br /></div>
<div style="text-align: justify;"><h2 style="text-align: left;">Solos — Winter Korps Officer</h2></div>
<div style="text-align: justify;">The army starter contains only one solo: the Winter Korps Officer. His primary job is to keep the grunts of the Winter Korps motivated. To do that he has three Battle Plans that he can use: March; Press the Advantage; and Stand Your Ground.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In addition to supporting the Winter Korps, he also carries a saber (axes seems to have gone our of fashion in the Motherland) and a hand cannon. His saber attacks at MAT 7, with a POW 9 (weapon master) giving 19 points of damage on the average, 23 on the charge. The hand cannon is POW 12, range 12 at RAT 7! He can potentially use both attacks as he has Dual Attack.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, he has build in Pathfinder and Tough, and combined with Feign Death makes him durable against shooting. Finally, he has Dodge to move 2" out of the way when an opponent misses him. </div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: left;">Suggestet 50 points army</h2>
<div style="text-align: justify;">The army is now ready for construction. Ilari and his 'jacks are ready, so are the units and solo(s). The only thing missing is the command cards. <br /><br /></div>
<h3 style="text-align: left;">Command Cards</h3>
<div style="text-align: justify;">We get five of the new Command Cards. I really like this new thing. It gives a flexibility that we only got from solos before. I think this might be to compensate for squishy solos dying to AOEs. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There are 14 to choose from. Some of them for free, some at a cost. I can't be bothered going through all of them, so I'll just list my favourites: <br /></div>
<div style="text-align: justify;">
<ul>
<li>Old Faithful — Repair d6 points of damage from a Warjack during Control Phase. Who would not like to fix a Warjack?</li>
<li>Power Swell — Ilari immediately gains 1 focus during his activation. </li>
<li>Sentry Duty — A model or unit gains Eyeless Sight. Shooters adores this, charges love it.</li>
<li>Take Cover! — A model or unit gains Cover for one round. This brings our Winter Guards to DEF 17, which is nice. </li>
<li>True Inspiration — A model or unit gains Touch. Works wonders with the Rise ability from the Winter Korps Standard.</li></ul><br /></div>
<h2 style="text-align: left;">Army list</h2>
<div style="text-align: justify;">That is it. The army is ready in all its glory. Ilari is leading the two 'jacks in the starter set; all the units, save for the Shock Trooper Gunners; and the single solo.<br /><br /></div>
<div style="text-align: justify;">
<div>Kapitan Ilari Borisyuk</div>
<div> - SPELL - Superiority</div>
<div> - SPELL - Fog of War<br /><br /></div>
<div> - Dire Wolf [11]</div>
<div> - HEAD - Shield Guard [1]</div>
<div> - RIGHT ARM - Bombard [6]</div>
<div> - LEFT ARM - Plow-Shield [4]<br /><br /></div>
<div> - Great Bear [14]</div>
<div> - HEAD - Slammer [1]</div>
<div> - RIGHT ARM - Battle Mace [7]</div>
<div> - LEFT ARM - Dozer [6]<br /><br /></div>
<div> Winter Korps Officer [3]<br /><br /></div>
<div> Arkanists [4]<br /><br /></div>
<div> Winter Korps Infantry [7]</div>
<div> WEAPON SUPPORT TROOPERS - Rocketeer</div>
<div> WEAPON SUPPORT TROOPERS - Grenade Porter</div>
<div> - Winter Korps Standard [1]<br /><br /></div>
<div> Winter Korps Infantry [7]</div>
<div> WEAPON SUPPORT TROOPERS - Rocketeer</div>
<div> WEAPON SUPPORT TROOPERS - Grenade Porter</div>
<div> - Winter Korps Standard [1]<br /><br /></div>
<div> Command Cards</div>
<div> - Old Faithful [0]</div>
<div> - Power Swell [0]</div>
<div> - Sentry Duty [1]</div>
<div> - Take Cover! [1]</div>
<div> - True Inspiration [0]</div>
</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">That is it. The best army I think can be build from the Starter Army set. Now I just hope that my models will arrive soon, so I can get them painted and onto the table. They I might discover that all of these theoretical thoughts are worthless. I hope not.<br /><br /></div>
<div style="text-align: justify;">Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.<br /><br /></div>
<div style="text-align: justify;">For the Motherland!<br /><br />
</div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com1tag:blogger.com,1999:blog-4988829232919285725.post-19361445413937280992023-01-29T20:31:00.002+01:002023-01-29T20:31:52.584+01:00First go at MK IV<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-PMeCIzYOdT7Ifk2pP0KWLM9IRpSvVFY2cZHdKajFVyCXYwwpIB9mJdiwcwEOALpjSy3qZ8UC55wNtuLS1ezBX5Sxf39wGOwmkNY0fgPZPq55EOj7JecYc0817Q9AYa-14_670ZR83DX6g_W0DCl5qZ8Ym9592Qs90oZRYEYEFzASJc14AHRcnQc3Gg/s354/Khador.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-PMeCIzYOdT7Ifk2pP0KWLM9IRpSvVFY2cZHdKajFVyCXYwwpIB9mJdiwcwEOALpjSy3qZ8UC55wNtuLS1ezBX5Sxf39wGOwmkNY0fgPZPq55EOj7JecYc0817Q9AYa-14_670ZR83DX6g_W0DCl5qZ8Ym9592Qs90oZRYEYEFzASJc14AHRcnQc3Gg/s320/Khador.jpg" /></a></div></div>
<div style="text-align: justify;"><i>Mark IV has finally arrived and I'm excited. To celebrate this, the Motherland is attending a small tournament. I was hoping to play the "new version" of Winter Korps; unfortunately, the models are not available when the tournament takes place. So, to defend Khador's honour, the trusted Man-O-Wars step up. We are playing three games. MKIV is fast and fun. Some rules need to be unlearned. Yet, I think it is in a good place and Khador can finally start reclaiming former glory.</i></div><a name='more'></a><br />
<div style="text-align: justify;">MK IV is here! To celebrate this and to get to grips with the new changes, the Motherland is attending a small one day tournament. I have yet to play a single MK IV game. I have read to rules, but...</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There are 13 players attending with an array of different armies. The following factions are present:</div><div style="text-align: justify;"><ul><li>Retribution of Scyrah (1)</li><li>Rhul Guard (1)</li><li>Cygnar (1)</li><li>Khador (3)</li><li>Cryx (2)</li><li>Circle Orboros (2)</li><li>Protectora of Menoth (1)</li><li>Crucible Guard (1)</li><li>Thornfall Alliance (1)</li></ul></div>
<div style="text-align: justify;">We are playing 75 points prime <a href="https://home.privateerpress.com/wp-content/uploads/2022/11/Steamroller_Rules_2023.pdf" target="_blank">Steamroller 2023</a>. We are allowed two lists, but it is not a requirement. We are using the rules finally available in the Warmachine App or free from the Privateer Press store <a href="https://store.privateerpress.com/-pdf-warmachine-mkiv-rules/" target="_blank">here</a>. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Prime allows us to play Armored Korps, using the classic models; and Winter Korps, using the new models. Unfortunately, the new models are not available at the time of playing. So, for me it is Armored Korps all the way.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%">Kommandant Sorscha Kratikoff
- Beast 09 [15]
- Kodiak [10]
Man-O-War Kovnik [4]
Man-O-War Kovnik [4]
Man-O-War Suppression Tanker [5]
Man-O-War Suppression Tanker [5]
Battle Mechaniks [2]
- Battle Mechanik Officer [2]
Kommandant Atanas Arconovich & Standard [6]
Man-O-War Demolition Korps [7]
- Sergeant Dragos Dragadovich [4]
Man-O-War Shocktroopers [8]
- Man-O-War Shocktrooper Officer [3]
Break Through [0]
Hit & Run [0]
Old Faithful [0]
Power Swell [0]
True Inspiration [0]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="10%"><br /></td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%">Kommander Harkevich
- Black Ivan [15]
- Destroyer [13]
- Destroyer [13]
- Destroyer [13]
Greylord Forge Seer [3]
Greylord Forge Seer [3]
Battle Mechaniks [2]
Man-O-War Bombardiers [9]
- Man-O-War Bombardiers Officer [4]
Infiltration [0]
Old Faithful [0]
Power Swell [0]
Put the Fires Out [0]
True Inspiration [0] </td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">Sorscha's Man-o-War heavy list is in many ways a MK IV version of my <a href="https://greylordarchives.blogspot.com/2019/08/armored-corps-under-kommandant-sorscha.html" target="_blank">standard Armored Korps MK II list</a>. It has clearly gone down in number of dudes as the new unit size is smaller. It has also lost the Bombariers since we are playing fewer points. It is going to be interesting to see how it plays in MK IV.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Harkevich list is primarily here to exploit the new AOW rules; which apparently should be amazing. Destroyers and Bombardiers for blasting. Forge Seers to help Harkevich with focus and Mechaniks to keep the show running. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This is going to be fun. On to the first battle. <br /><br /></div>
<h2 style="text-align: justify;">Round 1 — Protectorate of Menoth: Final Interdiction</h2>
<div style="text-align: justify;">First list is Protectorate of Menoth. Here is was thinking that they had all run off to the south. Yet here they are. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There is a lot of little dudes with swords or crossbows. I'm just assuming that the new blast rules are cool. So, Harkevich and all the guns are going to have a blast. <br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%"><span class="x193iq5w xeuugli x13faqbe x1vvkbs xlh3980 xvmahel x1n0sxbx x1lliihq x1s928wv xhkezso x1gmr53x x1cpjm7i x1fgarty x1943h6x xudqn12 x3x7a5m x6prxxf xvq8zen xo1l8bm xzsf02u" dir="auto" lang="en"><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s"><div dir="auto">Grand Exemplar Kreoss</div><div dir="auto"> - <a tabindex="-1"></a>Redeemer 1</div><div dir="auto"> - Redeemer 2</div></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s"><div dir="auto">High Exemplar Gravus</div><div dir="auto">Reclaimer Gatekeeper</div><div dir="auto">Vassal of Menoth 1</div><div dir="auto">Vassal of Menoth 2</div><div dir="auto">Choir of Menoth</div><div dir="auto">Exemplar Errants 1</div><div dir="auto">Exemplar Errants 2</div><div dir="auto">Knights Exemplar 1</div><div dir="auto">Knights Exemplar 2</div><div dir="auto">Knights Exemplar 3</div><div dir="auto">Knights Exemplar 4</div></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s"><div dir="auto"><br /></div><div dir="auto">Break Through</div><div dir="auto">Careful Reconnaissance</div><div dir="auto">Infiltration</div><div dir="auto">Old Faithful </div><div dir="auto">Take Cover!</div></div></span> </td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">We are playing the scenario <a href="https://rollforscenar.io/sr2023/4-invasion" target="_blank">Invasion</a>. Kreoss wins the roll of and deceides to go first. He deploys in the middle and distributes all the small dudes across the line; with the Errants on the left and more Exemplars on the right.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Harkevich puts two Destroyers on the right to blast the Examplars, the Bombardiers and one Destroyer on the left for the Errants, and the rest in the middle.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below depicts the situation after deployment. <br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitLNoiqQCQPuaCdAG7amTXmk-uvIZZ3IekYk13zarG9KxzbZIcDE3ysJ_c2CKm9ipoEMhgS5366k4tcThz_qylUMb9UM4n4gUCJMrirYE_DMpgfI5OiAX4H9a62jQXhirHEqIGY5pGlysZ4vAEr-xbCSitWmGoqtYLJPGF7-VcNUEM5fJcPTlzL1s63A/s2673/IMG_4165.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2594" data-original-width="2673" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitLNoiqQCQPuaCdAG7amTXmk-uvIZZ3IekYk13zarG9KxzbZIcDE3ysJ_c2CKm9ipoEMhgS5366k4tcThz_qylUMb9UM4n4gUCJMrirYE_DMpgfI5OiAX4H9a62jQXhirHEqIGY5pGlysZ4vAEr-xbCSitWmGoqtYLJPGF7-VcNUEM5fJcPTlzL1s63A/w400-h389/IMG_4165.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Ready to do battle</td></tr></tbody></table><br />
<div style="text-align: justify;">The first round in Mark IV is just as eventfull as in Mark III. Kreoss basically runs his stuff forward. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Harkevich counters by ... running his stuff forward. Pathfinder on the 'jacks from Harkevich casting Mobility is really nice; as is the Granted ability on the Bombardiers from the Officer. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Unfortunately, the relaxed approach to the first round is not always good. The Bombariers should probably not have moved so much forward. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The battle field at the end of the first round is shown below.<br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEj6ky9mcg1SywXpacI2hloKAEys99l14jJupTXhql9kFNyCGM9yFSF4lV_PGh-gzBGO91TghJ-6rEJVhtvTsxjwaENlSTc53QckiS9qoRK2UePx_QTB6TMb_PMTvz_rKkyN0bDgXnpGZqfda8Eij6ZNcBjqCBcHtqbtpYi5lgEeRiYK2UuEQmiahFUw/s3068/IMG_4167.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1874" data-original-width="3068" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEj6ky9mcg1SywXpacI2hloKAEys99l14jJupTXhql9kFNyCGM9yFSF4lV_PGh-gzBGO91TghJ-6rEJVhtvTsxjwaENlSTc53QckiS9qoRK2UePx_QTB6TMb_PMTvz_rKkyN0bDgXnpGZqfda8Eij6ZNcBjqCBcHtqbtpYi5lgEeRiYK2UuEQmiahFUw/w400-h244/IMG_4167.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of the first round</td></tr></tbody></table><br />
<div style="text-align: justify;">Kreoss puts up Inviolable Resolve giving his models +2 ARM and immunity to knockdown, slam and push. Together with Gravus' build in 10" bubble of no knowdown all are steady. As sugar on the top, Kreoss also has a 10" tough bubble; making the Examplars a pain.<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">The Errants on the left flank begins. They charge the Bombardiers. This is my first interaction with the new Unit Movement rules. They make for very agile units. Basically only one model needs Line of Sight (LOS) and complete a charge; and suddenly one is swamped with little dudes. This requires som unlearning to get use to.<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">POW 9, weapon master swords still hurt a lot (23 points of damage on the average, against the 17 points of ARM on the Bombardiers). I should have payed more attention the in first round. What is left alive is cleaned up by a swarm of Exemplars (POW 11, weapon masters). After the dust settles, only one Bombardiere is left standing.<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">On the right flank, the Examplars run to jam the two Destroyers. That is probably OK, as one of them, on purpose is in the zone. The Redeemers take a few pot shots at stuff.<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Harkevich needs to counter the horde of small and heavily armed men. The left flank, in particular is weak. He hands out focus and casts Guided Fire (boosted attack rolls to the battle group). He also feats (+3 ARM for the battle group, free charge or slam, and free ranged attack before a charge). He then shoots an Exampler for good measure.<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">On the left flank, the last Bombardier tries his saw on an Errant, and misses. The Destroyer starts shooting at Examplars and removes a hand full. I should probably have used the shoot, charge, kill, shoot sequence under the feat (all 'jacks now have dual attack!). Black Ivan goes Gravus hunting but can't kill him — not even knock him of his horse.<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">On the right flank, the Destroyers start by hitting stuff with their axes, and then when not engaged anymore, shoot more small men. Again, I should probably have used the feat better. Besides cleaning out some (to few) Examplars it also gives them Battle Driven (+2 ARM and +2 to attack rolls).<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">A note on AOE. These attacks have changed. I'm pretty sure for the better. No more drifting and holding templates to figure out how has been hit. Now, if the AOE hits the target obviously suffers damage; also the number of models equal to the AOE number and within the AOE number of inches suffer damage. So, a AOE 3 hitting its target will hit the target and 3 other models, if they are within 3". If the AOE misses, the target is still hit but only suffers the blast damage. Very neat. I makes the Destroyers much more effective.<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">That is it. Harkevich did manage to remove some Examplers. I pretty sure it isn't enough though.<br /></div>
<div style="text-align: justify;"> </div><div style="text-align: justify;">The picture below depicts the end of round 2. <br /></div><div style="text-align: justify;"><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdVTanuSAq-xMsMcZuIP1GHK9LLqyR-mluXWC9yxwZswF1ohvH3LUc6o6PGuoPztv8AiyuAT8YYXWEJ8TiR3Soj7joy_9CX8avXFNBf7TzB12vZsMDphNzk9nirQ9tZkTuS679lAiigm7xGGPeY_MZbnN9Elskafy_2TnP-uILg3na1Y0EfLImNIlfxw/s2911/IMG_4169.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1801" data-original-width="2911" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdVTanuSAq-xMsMcZuIP1GHK9LLqyR-mluXWC9yxwZswF1ohvH3LUc6o6PGuoPztv8AiyuAT8YYXWEJ8TiR3Soj7joy_9CX8avXFNBf7TzB12vZsMDphNzk9nirQ9tZkTuS679lAiigm7xGGPeY_MZbnN9Elskafy_2TnP-uILg3na1Y0EfLImNIlfxw/w400-h248/IMG_4169.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Situation at the end of round 2</td></tr></tbody></table><br />
<div style="text-align: justify;">Round 3 is where things go down. Kreoss goes in for the kill. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Kreoss moves up and feats. So, now his models auto hit and can make an additional attack. The Redeemers starts out by shooting and killing my objective, leaving Harkevich exposed. If would have been beneficial if I had read up on Black Ivan. He is Evasive. So, he could have moved 2" in front of Harkevich after being hit by the blast that killed the Objective. Note to self: do read and remember your models' cards. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Anyway, as the objective is gone, the Examplers can now do some funky unit movement. Purely by chance, one Exampler could actually draw line of sight from behind the cloud to Harkevic. So, he can charge and the rest of the unit is the placed neatly in a circle around Harkevich. That is 4 guys putting out 4 charge attacks and 4 (free) normal attacks at MAT 9 (+2 from battle driven) at POW 11, weapon master. Harkevich is only DEF 14 and ARM 19 (+3 from feat). This is an 83% of hitting, and an average damage of 6 points per attack. Harkevich has 18 boxes and is naked. This is going to be painfull. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below shows the result of too many Examplars and too little Harkevich. <br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj73_JFPslC96ceeNzPmBSDfsqRuikaC3vfsLUcSdPLVN1CFsodaN7ancK-0V21OutfaiK1OLkdr3FVLL_l9wONzR3necDrqVRCWPSa15ZpMjMj36ounEtv_hV0rS2gcSKckWp-t3EMks2AoOF3tUpRqG-ckB-w3v_1QGF6r_rYTMUOKMhuxMRxiLJ39Q/s3069/IMG_4170.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1796" data-original-width="3069" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj73_JFPslC96ceeNzPmBSDfsqRuikaC3vfsLUcSdPLVN1CFsodaN7ancK-0V21OutfaiK1OLkdr3FVLL_l9wONzR3necDrqVRCWPSa15ZpMjMj36ounEtv_hV0rS2gcSKckWp-t3EMks2AoOF3tUpRqG-ckB-w3v_1QGF6r_rYTMUOKMhuxMRxiLJ39Q/w400-h234/IMG_4170.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 3, end of game</td></tr></tbody></table><br /><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">First of all, I think I'm going to like MK IV. This was a fun game with a capable opponent. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I'm still not sure about Harkevich. He has never been particularly good. He is still starved for focus, despite the fact that we have more access to Empower. Mobility is great; Guided Fire is pricy; Jumpstart situational; and Bombshell I can never see being cast. His feat is actually pretty good now since 'jack have dual attack. I need more practice. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Two things I definitely need to learn is: i) don't play sloppy in the first turn; and ii) read and remember the cards. I don't think that it would have helped here. Yet, it is a prudent recommendation. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Unit movement is funky. Being the moving unit is fun. They are extremely mobile as only one model needs line of sight and the rest just appears. It is really difficult to screen models now. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, cheap weapon master spam is still a thing; perhaps even more a thing with the new funky movement. Low DEF and high ARM (aka Khador) is not in a better place from that perspective. I personally think that DEF has become even more important. Anything above 14 (defending against MAT 7 on "normal" cheap weapon master spam) is really good, or perhaps even required.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Onwards to the next opponent. </div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">Round 2 — Thornfall Alliance</h2>
<div style="text-align: justify;">Next up are pigs. Pigs are cool. I love them! There is already a smell of bacon in the air.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This list has Dr. Arkadius, who used to be able to run a very dangerous beast heavy list. The opponent tells me that it is still true, although not so dangerous as in "the old days". </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This list calls for Sorscha and her trusted Man-o-Wars. Getting the pigs to chew through all that armour is probably going to be quite difficult.<br /><br /></div>
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<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%"><span class="x193iq5w xeuugli x13faqbe x1vvkbs xlh3980 xvmahel x1n0sxbx x1lliihq x1s928wv xhkezso x1gmr53x x1cpjm7i x1fgarty x1943h6x xudqn12 x3x7a5m x6prxxf xvq8zen xo1l8bm xzsf02u" dir="auto" lang="en"><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s"><div dir="auto">Dr. Arkadius</div><div dir="auto"> - Battle Boar</div><div dir="auto"> - Gun Boar 1</div><div dir="auto"> - Gun Boar 2</div><div dir="auto"> - Road Hog 1</div><div dir="auto"> - Road Hog 2</div><div dir="auto"> - War Hog</div></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s"><div dir="auto">Agata, Queen of Carnage</div><div dir="auto">Gobber Tinker</div><div dir="auto">Farrow Valkyries</div></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s"><div dir="auto"><span style="text-align: justify;"><br /></span></div><div dir="auto"><span style="text-align: justify;">Arcane Forces</span></div><div dir="auto">Blessing of the Gods</div><div dir="auto">Break Through</div><div dir="auto">Careful Reconnaissance</div><div dir="auto">Sentry Duty</div></div></span> </td>
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<div style="text-align: justify;">We are playing the scenario <a href="https://rollforscenar.io/sr2023/3-spread-the-net" target="_blank">Spread the net</a>. Sorscha wins the rolloff and deceides to go first. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha deploys the Kodiak and a Suppression Tanker on the left to score that zone and contest the flank. The right flank also gets a Suppression Tanker to score that flag. She goes in the middle with Atanas and the Mechaniks. Beast goes near by for the Shield Guard and finally, the two units with a Kovnik on either side. The Shocktroopers are there to screen Sorscha.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Dr. Arkadius puts a Road Hog + Gun Boar on each flank and the rest in a box in the middle. The War Hog is slightly to the right. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below shows the situation after deployment. <br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiipiqEQBsOjVlKL8fy8ZEkACH67K6Hw-zrmCTUSzl3nAPpKxzvwK3P5ebTSYG0Anj9izWoT09XDBP6O3cvNZYLur3OYT68rArdZ0QwGPbbbqOWjkSh3_lbDvBHz4LWlxmsAe-rDBcGtv75_guvAoRGupcyAkNsNOSXldT9-Gvst1ET-zqY4II9Bnyxjg/s2945/IMG_4172.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2601" data-original-width="2945" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiipiqEQBsOjVlKL8fy8ZEkACH67K6Hw-zrmCTUSzl3nAPpKxzvwK3P5ebTSYG0Anj9izWoT09XDBP6O3cvNZYLur3OYT68rArdZ0QwGPbbbqOWjkSh3_lbDvBHz4LWlxmsAe-rDBcGtv75_guvAoRGupcyAkNsNOSXldT9-Gvst1ET-zqY4II9Bnyxjg/w400-h354/IMG_4172.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr></tbody></table><br />
<div style="text-align: justify;">Hey-Ho, here we go. The blindingly fast Man-o-Wars must up the table to grab some real estate. Sorscha puts Iron Flesh on the Shocktroopers and Red Line on the Kodiak. She then Wind Rush and runs (yes, you can do that now).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Shocktroopers do what they do. After receiving a Desperate Pace they leg it up in front of Sorscha. Being in Shield Wall (which is no longer an order) and Iron Flesh, they are now ARM 22 and Sturdy (they lost Steady, which I can't see any reason for). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the right flank, the Demolition Corps follow suits and moves up the board in Shield Wall (yes, Dragos now gives them that). Everybody else basically tag along. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Dr. Arkadius complains a lot about heavy armour and then casts Watcher. On the right flank, the Gun Boar, Road Hog duo moves into the zone. On the left flank, a Gun Boar and Agata homes in on the flag. Everybody else just move forward. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below depicts the end of round 1.<br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD4j_Yx8usyW54s1g5kCA_aK1xP84MMYMHq1V_0TuMnNpS6ho0N4y4UOPFwFQFNgdEi-Q6QiBbadSlqJk5dvdKRQ4E7bc2hJpPz7h5JeoqLnFwCQUcqtbuXzWRy4_eKSDhd4eMGpco2kCCG1Xn5Z7pFOSjgauUdmdeycsU-8FfkM7dZcj0A1GOBRlSqA/s2989/IMG_4174.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2009" data-original-width="2989" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD4j_Yx8usyW54s1g5kCA_aK1xP84MMYMHq1V_0TuMnNpS6ho0N4y4UOPFwFQFNgdEi-Q6QiBbadSlqJk5dvdKRQ4E7bc2hJpPz7h5JeoqLnFwCQUcqtbuXzWRy4_eKSDhd4eMGpco2kCCG1Xn5Z7pFOSjgauUdmdeycsU-8FfkM7dZcj0A1GOBRlSqA/w400-h269/IMG_4174.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Let me just start by saying that Man-o-Wars are fast. They run 11" in Shield Wall using Desperate Pace. The can charge 9" and touch something 11" away, still using Desperate Pace (and remain in Shield Wall). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the easy side, the Suppression Tanker on the right flank lumber up and parks next to the flag. The one of the left runs to be able to contest the other flag. The Kodiak just move forward and stays in the zone, ready to score. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the funky movement side, the Demolition Corps is having a blast. They get a Desperate Pace, Atanas moves towards them and says 'Fight to the Last' to give them Tough. Now they are ready to run the 11" into the right most zone. They do this in Shield Wall and Dragos calls upon the 'Band of Brotherhood'. Congo line and all, they are a fair bit into the zone. Funky unit movement is fun, at least when you are the one moving. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In the middle, the Shocktroopers just lumbers forward. Beast moves up to be near Sorscha. She then moves in behind the Shocktroopers, casts Wind Rush and feats. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The doctor complains a lot about being able to chew through armour and formulates a plan that requires everybody but the War Hog to get rid of three Shocktroopers, so the War Hog under feat can get next to Sorscha and chew her up. Not a bad plan, actually. The white Man-o-War armour is actually getting slightly moist (on the inside). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Dr. Arkadius moves forward and feasts. The two Road Hogs goes in and sprays away. Luckily they are. only POW 12 (although boosted due to feat). The Gun Boar on the left also moves and shoots. The Road Hog just moves forward to get into a cloud so it can see something to charge. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This operation is clearly not enough to remove Shocktroopers so, everybody does it again. This is followed up by the Valkyries moving up an shooting; and finally the Battle Board charging in. As a hail Mary, even the Gobber moves in and shoots (who knew it can shoot?). All of this removes two of the Shocktroopers, still not leaving room for the Road Hog to get to Sorscha.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The plan fails, and the Road Hog is so annoyed that it kills to two remaining Shocktroopers. Calling end of round. The result of this "carnage" can be see in the picture below (note the pretty feat token. The opponent used to play Protectorate).</div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT7C5XFcB7O-B_0UbwakF0iD9ILoKiEs6dF1Phmb5e5R8a6FRCSriuaLO9wGR7KLW1_-X4jRrCuMzRx6eBkEkh_9o4PKGSbe9Qs18bb8OGJfC4d-JJsJISfHXjwwDs7mnkT3NYZ4a0nynKujYakMvd8UAZV0alrYT5T88kBQ8x15kbEI6ygyu7csKRLw/s3085/IMG_4176.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1754" data-original-width="3085" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT7C5XFcB7O-B_0UbwakF0iD9ILoKiEs6dF1Phmb5e5R8a6FRCSriuaLO9wGR7KLW1_-X4jRrCuMzRx6eBkEkh_9o4PKGSbe9Qs18bb8OGJfC4d-JJsJISfHXjwwDs7mnkT3NYZ4a0nynKujYakMvd8UAZV0alrYT5T88kBQ8x15kbEI6ygyu7csKRLw/w400-h228/IMG_4176.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr></tbody></table><br /><div style="text-align: justify;">Dr. Arkadius has spend everything and has left himself in the zone, close to the valiant army from the Motherland. I'm guessing he is done for. </div><div style="text-align: justify;"><br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEGmpUdwD74Ccjb3GFPphXHIQCsE7jvdykZWj3Ns6L5zLaXj-PmqzJkFS437zCOaCiv3VrWye6DWr-nH7smuJ8mdh4tvjat2QyOHFxSWYykb5vYEA7V41_E9t7aQj04OfaaroZUKpQQDrVPPkI9rnAvbhlWZTRruap3RblzDz2KET52d_KmxDAqnrK6Q/s1478/IMG_4177.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="984" data-original-width="1478" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEGmpUdwD74Ccjb3GFPphXHIQCsE7jvdykZWj3Ns6L5zLaXj-PmqzJkFS437zCOaCiv3VrWye6DWr-nH7smuJ8mdh4tvjat2QyOHFxSWYykb5vYEA7V41_E9t7aQj04OfaaroZUKpQQDrVPPkI9rnAvbhlWZTRruap3RblzDz2KET52d_KmxDAqnrK6Q/s320/IMG_4177.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Beast 09 — just what the doctor ordered</td></tr></tbody></table>
<div style="text-align: justify;">There are so many things that can be done. On the right flank, the Demolition Corps can remove the Gun Boar. On the right flank the Suppression Tanker can kill Agata and score the flag. Beast 09s can probably kill at least one of the pig in front of it. So many choices. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Yet, the easiest thing is to just send the Kodiak along the nice opening behing the big pigs and shake hands with the doctor. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Just to be on the safe side, the Suppression Tanker runs to engage Arkadius to trigger Flank. Sorscha has fully loaded the Kodiak, which can now charge for free (thanks to Red Line). Being Unstoppable it can ignore charging through the pigs' engagement zone.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Kodiak arrives in front of the doctor. It will arrive fully loaded, which is 5 attacks (6, if Grab & Smash trigger) at MAT 9 and POW 18 on three dice. Despite missing the first initial, this could only go one way. Just look at the pretty picture above.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below shows the overview of the battle field when the doctor folded. </div><div style="text-align: justify;"><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOkt5FgiyFbp_Kz_7HlWWrY6o1ds-pR1Cfby9r_FYUt8QcRedk8pYekmDnf-sWIDxyAZBJc3K2BJn5sNFUdp4Uuj2NI6f8cQ51wJtxfPdfS1XbbdNVULKh145jLDqaQXwJ7XpPP6-BLm177TDkCeBHKH5cQGFkxmpKdrxQ2V2yO0qQ2dlkLWRVcyHG-g/s3151/IMG_4177%20(1).jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1850" data-original-width="3151" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOkt5FgiyFbp_Kz_7HlWWrY6o1ds-pR1Cfby9r_FYUt8QcRedk8pYekmDnf-sWIDxyAZBJc3K2BJn5sNFUdp4Uuj2NI6f8cQ51wJtxfPdfS1XbbdNVULKh145jLDqaQXwJ7XpPP6-BLm177TDkCeBHKH5cQGFkxmpKdrxQ2V2yO0qQ2dlkLWRVcyHG-g/w400-h235/IMG_4177%20(1).jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of game!</td></tr></tbody></table><br />
<div style="text-align: justify;">This game was probably in Sorscha's favour before the first die was rolled. The pretty pigs have a hard time to put out enough damage to chew through Khador armour. Nevertheless, I'm pretty sure that both sides of the table had fun. <br /><br /></div>
<div style="text-align: justify;">Sorscha is actually better in her MK IV incarnation. Red Line is an improvement over Stoke the Fires. It seems that as a general rule most counter charge is gone, Red Line is a sensible choice. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the down side, Winter's Wrath has lost Stationary, which is only critical now; is only AOE 3 (not 4), yet cost the same. Without Stationary and focus starved as she is, this spell is never going to be cast. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I can see, with the new unit organisation, that straight up Stationary is very powerful, but at a cost of 3. Nope, never, cost of 2 we can talk about. She is probably going to upkeep both Iron Flesh and Red Line. Casting Winter's Wrath will then leave her at 1 focus. Not enough to do Wind Rush. She might be in a Man-o-War armour, but she is quite brittle. It basically need to drop to a cost of 2 points. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Anyway, from bacon onto the final battle.</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">Round 3 — Cryx: Dark Host</h2>
<div style="text-align: justify;">Finally, Cryx. I have never been happy with facing Cryx. Too many tricks and not a straight up fair fight to be had. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Interestingly, Gorshade the Bastard is there. I have seen many incarnations of Goreshade, but I have naver faced this one. There are two 'jacks with harpoons that can pull stuff. So, I'm thinking Sorscha; she at least has some models that can't be pushed. <br /><br /></div>
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<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%"><span class="x193iq5w xeuugli x13faqbe x1vvkbs xlh3980 xvmahel x1n0sxbx x1lliihq x1s928wv xhkezso x1gmr53x x1cpjm7i x1fgarty x1943h6x xudqn12 x3x7a5m x6prxxf xvq8zen xo1l8bm xzsf02u" dir="auto" lang="en"><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xdj266r"><div dir="auto">Goreshade the Bastard</div><div dir="auto"> - Deathwalker</div><div dir="auto"> - <a tabindex="-1"></a>Defiler</div><div dir="auto"> - Reaper 1</div><div dir="auto"> - Reaper 2</div><div dir="auto"> - Seether</div><div dir="auto"> - Stalker</div></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s"><div dir="auto">Bane Lord Tartarus</div><div dir="auto">Darragh Wrathe</div><div dir="auto">Necrotech</div><div dir="auto">Pistol Wraith</div><div dir="auto">Soul Trapper 1</div><div dir="auto">Soul Trapper 2</div><div dir="auto">Bane Warriors</div><div dir="auto"> - Bane Warrior Officer & Standard</div></div><div class="x11i5rnm xat24cr x1mh8g0r x1vvkbs xtlvy1s"><div dir="auto"><br /></div><div dir="auto"><span style="text-align: justify;">Blessing of the Gods</span></div><div dir="auto">Break Through</div><div dir="auto">Hit & Run</div><div dir="auto">Old Faithful</div><div dir="auto">Power Swell</div></div></span> </td>
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</tbody></table>
</div>
<div style="text-align: justify;">We are playing the scenario <a href="https://rollforscenar.io/sr2023/5-split-decision" target="_blank">Split Decision</a>. Goreshade goes first and Sorscha picks side. Goreshade deploys most of the stuff on the right side of the table, which clearly makes sense since the zone is there. On the left side, two Soul Trappers, the Pistol Wraith and a Reaper are taking care of the objectives and flags. The beat stick, Seether goes in the middle. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorcha counter deploys by putting a Suppression Tanker and the Kodiak on the left. All units go on the right, and Sorscha in the middle with Beast 09 nearby. Sorscha is a bit behind before the battle commences. The only magical weapon is her hammer. This could be a problem as there are several incorporeal models among the Cryx. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below shows the theater before kick off. <br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhO3X0Sjce8LjjjOEWKuzsgx-yndjaHy_DfWjA0VHCSvnFx6fc25L8Zv7TmLMXALTzFvs70BIlWgRH96VN1xkfzUlaxkFdhvE8IUw0gKS8ZNXnJEuhbEDlYrgbyI2MB9julIovd9QGYO6F6QV-OKWaIranGZlpYKrDgED0xShwlFucWcZ9Jb0osR4maKA/s2606/IMG_4179.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2606" data-original-width="2567" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhO3X0Sjce8LjjjOEWKuzsgx-yndjaHy_DfWjA0VHCSvnFx6fc25L8Zv7TmLMXALTzFvs70BIlWgRH96VN1xkfzUlaxkFdhvE8IUw0gKS8ZNXnJEuhbEDlYrgbyI2MB9julIovd9QGYO6F6QV-OKWaIranGZlpYKrDgED0xShwlFucWcZ9Jb0osR4maKA/w394-h400/IMG_4179.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr></tbody></table><br />
<div style="text-align: justify;">Goreshade does a classic first round. Everything just moves up. On the interesting side, the Stalker moves behind the cloud on the right, probably to do a wide flanking manoeuvre. The two Soul Trappers and the Pistol Wraith do more or less the same. That is basically it.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha needs to get up the field. The Shocktroopers do the classic: Iron Flesh, Desperate Pace, run, Shield Wall into the zone. The Demolition Corps thinks it looks fun and do the same, minus Iron Flesh. Everybody else follows up behind the Shield Walls.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">One point where everything goes haywire is on the left flank. Here is a clear case of too relaxed approach to the first round or just plain stupidity. The Kodiak runs up without a care in the world. I should obviously have measured the distance a Reaper can move, shoot and drag. Alternatively, I could just start the game with the Kodiak off the table. Oh, and I forgot to feat.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below shows the end of the first round. <br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhd_8aViWO6S6wQYlzo4-LpvuKBpt3ERuRPTsyK4hwOYsoquICUlh91G59YcywG-iaiQK1eZCjHH-K0MvlynrEYEQxZIRB28qjlnB65pojC5u2N3zmwCUaEcI34PFgDAn_Dc-u9f3ymA3hCCfaon-d8wKl-gjKNaku0TQv8w6Nhg3TEq9Tiy1_jtBkKxg/s3556/IMG_4181.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2226" data-original-width="3556" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhd_8aViWO6S6wQYlzo4-LpvuKBpt3ERuRPTsyK4hwOYsoquICUlh91G59YcywG-iaiQK1eZCjHH-K0MvlynrEYEQxZIRB28qjlnB65pojC5u2N3zmwCUaEcI34PFgDAn_Dc-u9f3ymA3hCCfaon-d8wKl-gjKNaku0TQv8w6Nhg3TEq9Tiy1_jtBkKxg/w400-h250/IMG_4181.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Goreshade is surprisingly cautious. He starts the round by doing a classic 'Cygnar advance' with the Bane Warriors. Apparently they are a bit scared of the Man-o-Wars in front of them. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Stalker does as it is suppose to do. It moves wide on the flank. Same thing on the left flank where the Pistol Wraith moves to contest the flag. Goreshade shuffles to the left and the rest also do a bit of shuffling.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Now on to punishing stupidity. The Reaper stares with disbelief at the Kodiak thinking 'this must be a trap'. It then moves, shoots, drags and kills the Kodiak (the Seether might have assisted in the actual killing); without springing a trap... Inspired by the success, the second Reaper tries the same trick on the Shocktroopers only to discover that they are Sturdy. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, the annoying little attachment to Goreshade moves up behind the house to do its -2 DEF and -2 to damage roll.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Luckily, Sorscha is in a Man-o-War armour and can't move too fast. If she was faster she would probably have slammed me in a sensible part of my body with her hammer for loosing her favourite Kodiak. <br /><br /></div>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIK5o6XzioGHNNgtrbcbXr9zow8sSAgo_mImIyOx1kE7XJQmeqd_GKAwQRa4kMdIESpdDMAcDRd_AunTregf10i3etxdtLjZZksEl8BDShO5LqXs9Lg8NEzjsuXBO438pl5znjFGDbKpYsxwPtGo4F9yQyR8kreuo8hZHYLHhsxhd1bmq125DcP5nUlw/s640/IMG_4183%20(1).jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="463" data-original-width="640" height="232" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIK5o6XzioGHNNgtrbcbXr9zow8sSAgo_mImIyOx1kE7XJQmeqd_GKAwQRa4kMdIESpdDMAcDRd_AunTregf10i3etxdtLjZZksEl8BDShO5LqXs9Lg8NEzjsuXBO438pl5znjFGDbKpYsxwPtGo4F9yQyR8kreuo8hZHYLHhsxhd1bmq125DcP5nUlw/w320-h232/IMG_4183%20(1).jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">When life's a drag, find a friend</td></tr></tbody></table>Speaking of not getting dragged. Beast 09 have learned the lesson. During this second round it moves forward but not more than a Suppression Tanker can park right in front of it. A tanker is can't be pushed. So, no dragging with harpoons; and Beast 09 will move zero as it will be dragged directly into the Tanker. Cleaver Beast 09.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In addition, Atanas has improve quite a lot in MK IV. His Tactician has lost the term [Man-o-War]. So, it is now for all friendly models. This is actually huge. In the example shown in the picture to the left; Beast 09 can happily be parked behind the Tanker. Yet, he can move over it if needed. Most likely to charge something. Yet, he can also make his Hyper-agressive move (easier is he is under Red Line, though). Obviously, the Kodiak could have done the same thing, if the player had just been awake. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Anyway, back to the show. I should really remove the Deathwalker and Darragh Wrathe. Combined they give -2 DEF, -2 MAT and -2 POW to my models. If the Cryx heavies are to die, these support models need to go.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha starts by charging the Deathwalker, who she can just see around the corner of the house. She then feats and Wind Walk back, leaving her naked thanks to Goreshade's annoying Lamentation spell. The Shocktroopers can now do funky charge and surround the Seether, whilst still also reach Darragh and even Goreshade. They are in Shield Wall and under Iron Flesh, as well as Unstoppable Fury from Atanas. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Shocktroopers starts hacking away. Three attacks each. They do manage to kick Darragh of the horse but only very little damage to the Seether. I was hoping for more. But, at least there is now a unit smack in the middle of enemy lines that they need to deal with.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the right flank, the Demolition Corps need to deal with the Stalker. They charge and manage to do absolutely nothing. Apparently Man-o-Wars can't hit in MK IV. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Besides the two important things, the rest more or less just shuffles around. The picture below depicts the end of Round 2. </div><div style="text-align: justify;"><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJNYcBSW9mVMPSzLVdOealjEm_CTqqlBdYwWS8Zr1LZvrZevRGQnaL2hnKo-_Em317BgUeKcBN_f1iuDVPz_-fj44-etW8XFFRf7nNUUHQ-1hmsE_NVU7A1fEaRvmHDNMgh9CKz8VkIoXWMaLxbqwMQD6b0m8Ja-ppt9gAmDO_QtLG4_vqdJQ_v5-slQ/s3498/IMG_4183.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2115" data-original-width="3498" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJNYcBSW9mVMPSzLVdOealjEm_CTqqlBdYwWS8Zr1LZvrZevRGQnaL2hnKo-_Em317BgUeKcBN_f1iuDVPz_-fj44-etW8XFFRf7nNUUHQ-1hmsE_NVU7A1fEaRvmHDNMgh9CKz8VkIoXWMaLxbqwMQD6b0m8Ja-ppt9gAmDO_QtLG4_vqdJQ_v5-slQ/w400-h241/IMG_4183.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr></tbody></table><br />
<div style="text-align: justify;">Goreshade is getting a bit worried. There are Shocktroopers in his face that he really needs to deal with. He start by charging with the Bane Warriors. Again, cheap weapon master spam is dangerous. One Bane Warrior will do 3 points of damage per attack even against ARM 22. They do what is expected, and what is left is cleaned up by the Seether and Goreshade himself; which also brings back the Deathwalker. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Stalker walks away from the Demolition Corps. Here I'm really missing free strike. In addition, the Reaper moves into the zone a shoots a bit on Beast 09. Interestingly, the Reaper can't drag it. However, Beast 09 deceides to actually do Hyper Aggressive and move a bit towards the Reaper.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On to Sorscha's turn. At this point, the game is in Goreshade's favour. Let's see if something can be done. The right Suppression Tanker moves to the right at pushes the Reaper out of the way. It the sprays down the line and removes two Bane Warriors, but most importantly Darragh is killed. The left Suppression Tanker runs next to the Seether. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorcha casts Red Line on Beast 09 and lets it loose. It charges the Seether and does a Thresher attack removing all but one (it did a tough roll) of the Bane Warriors and damaging the Seether. One more attack om the Seether and it is gone. Finally, killing the last Bane Warrior and Beast 09 is happy.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Demolition Corps get a second chance of killing the Stalker, and makes it. Some of them are also engaging the Defiler and kill it.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This has been a pretty good round for Sorscha. The picture below shows the result of Beast doing its thing.<br /></div><div style="text-align: justify;"><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqymslhdihaDGbyNcVYmhXdg-l8sjL-6iofBHwlCJzJOyzoFOXsag65USfk2Y-9bspzJoH4s29nruJMBJr7BNn9IhIru9HbSQW6GY0GotYi5nw9K1DWdnwj-02Y3vWHGoizzCW4VBCJJgDitBRoY30fnS-q-r3YO7RW5UYnQC22GxHR4I6Qi7jRbXYzg/s3475/IMG_4185.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1867" data-original-width="3475" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqymslhdihaDGbyNcVYmhXdg-l8sjL-6iofBHwlCJzJOyzoFOXsag65USfk2Y-9bspzJoH4s29nruJMBJr7BNn9IhIru9HbSQW6GY0GotYi5nw9K1DWdnwj-02Y3vWHGoizzCW4VBCJJgDitBRoY30fnS-q-r3YO7RW5UYnQC22GxHR4I6Qi7jRbXYzg/w400-h215/IMG_4185.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 3</td></tr></tbody></table><br />
<div style="text-align: justify;">Goreshade needs to pull something out of his hat. Beast 09 is looking at him and it just waiting to have a go. Also, there is less than 2 minutes left on his clock. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Out of the hat comes a unit of Bane Warriors through the feat. The rightmost Reaper moves a bit, shoots at Sorscha and drags her a bit to the right. Goreshade moves up between the Suppression Tanker and Beast 09, and feats. Out of the hat comes a unit of Bane Warriors. Due to funky unit movement four out of five make it to Sorscha and surrounds her. There is only one outcome. Sorscha goes down; Goreshade has 20 seconds left on the clock. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below shows the result of funky Bane Warriors poking Sorscha with their axes. <br /></div><div style="text-align: justify;"><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuhwbj06GHJpF0PDZ3LE3TBX-ZvxlZ-CumD7fz9nYda_5u9kMzpFk_qpATlF0EGtxr0BoFfhA_jpC73iu7d5I_vbBcoqP4NEoibM7QpltuKhJlDwTjYdOpitLvlTj3aJEYRjDM9W8Xm-lMuUhB5SHIzL9Z2HHOEuGMFieDxceBVQMmRzQNOTZVq1THMA/s3049/IMG_4186.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1764" data-original-width="3049" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuhwbj06GHJpF0PDZ3LE3TBX-ZvxlZ-CumD7fz9nYda_5u9kMzpFk_qpATlF0EGtxr0BoFfhA_jpC73iu7d5I_vbBcoqP4NEoibM7QpltuKhJlDwTjYdOpitLvlTj3aJEYRjDM9W8Xm-lMuUhB5SHIzL9Z2HHOEuGMFieDxceBVQMmRzQNOTZVq1THMA/w400-h231/IMG_4186.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of game</td></tr></tbody></table><br />
<div style="text-align: justify;">This was a cool game. It could easily have gone both ways. Yet, when the dust settles Sorscha was left with the shortest straw. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha is doing pretty good at 75 points MK IV. Atanas has and improved Tactician and Man-o-Wars are in a pretty good place. Beast 09 is a, well a beast. Perhaps still 1 point too expensive. <br /><br /></div>
<h2 style="text-align: justify;">Summary</h2>
<div style="text-align: justify;">This was fun. All in all, I'm a fan of MK IV. It is fast and the rules are easier. There is, however something that needs to be unlearned for an old player. In particular with respect to funky unit movement. Screening is difficult. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I think that 75 point might be a good size. It forces us to think about what we really want and how our models interact. Most importantly it keeps support bloat down. I think it is a good spot. Obviously, Armored Korps has a rather limited number of models. Yet, even here choosing between a Kovnik and a Forge Seer forces us to think; not to mention a Dragoon or Bulkhead. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">AOEs have changed to get rid of drifting and holding templates to figure out who has been hit. Now, if the AOE hits the target obviously suffers damage; also the number of models equal to the AOE number and within the AOE number of inches suffer blast damage. So, a AOE 3 hitting its target will hit the target and 3 other models, if they are within 3". If the AOE misses, the target is still hit but only suffers the blast damage. I like this change. Although, I can see why low ARM stealth solos are complaining. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Unit movement has changed and gone into funky mode. Despite that units have been halved in size, I think they are even more powerful. Only requiring one model to be able to complete a charge and then place the rest is, not only fast but also really difficult to screen against. It is going to be interesting to see how this evolves. <br /><br /></div>
<div style="text-align: justify;">Cheap weapon master spam is still an issue. Even though the units have become smaller, due to the new funky movement rules, they have become must more efficient. Thus, I'm still unsure whether ARM 20 is sufficient. Also, high DEF is now even more important than before. <br /><br /></div>
<div style="text-align: justify;">I want physical cards. The new app is clearly an improvement. It's still not impressive, but its better. I do, however still like physical cards. It faster and I can look at more than one at a time. I'm so much looking forward to this. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Speaking of cards, I think the new command cards are cool. They offer some flexibility and perhaps a compensation for less support if we stick to 75 points. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All in all, I'm happy and can't wait for my next game. <br /><br /></div>
<div style="text-align: justify;">Until next time.<br /><br />For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com3tag:blogger.com,1999:blog-4988829232919285725.post-1496328817731351162022-10-11T21:10:00.001+02:002022-10-11T21:10:22.304+02:00The Motherland went to the WTC<div style="text-align: justify;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB0nadXMTxyARsC6Po0-CQ1mLgZXdKH4MQxyI-Ma1WzEC9ip56d8ZQgpPoC2cPKLBrYuVUEYi1z5kXpnoOGg7Z4Qh6MFyz2EAOkb9kFuW-ob-Fz5N1G1AVXfVi1jBfFoNl0Jp3RnVamOSbkcmEPwzTpL6yBnLES6lcRJ8PQP6KcfiBPyq6emxcMRhpzQ/s236/wtc.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1280" data-original-width="1067" height="80" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB0nadXMTxyARsC6Po0-CQ1mLgZXdKH4MQxyI-Ma1WzEC9ip56d8ZQgpPoC2cPKLBrYuVUEYi1z5kXpnoOGg7Z4Qh6MFyz2EAOkb9kFuW-ob-Fz5N1G1AVXfVi1jBfFoNl0Jp3RnVamOSbkcmEPwzTpL6yBnLES6lcRJ8PQP6KcfiBPyq6emxcMRhpzQ/s1600/wtc.jpg" /></a></div><i>I'm have been representing the Motherland at the WTC in Belgium this year. This was a first for me. It is the last time MKIII will be played as MKIV was recently been announced. I brought Old Witch 2 along with her half-naked crazed people in Wolves of Winter and Karchev 2 with all the Warjacks he could find in Jaws of the Wolf. I'm happy with how I performed. I'm excited and I'll be returning in 2023. So, here are some impressions.</i></div><a name='more'></a><br />
<div style="text-align: justify;">It was my first time at <a href="https://wmhwtc.wordpress.com" target="_blank">WTC</a> and I was obviously going to bring Khador. It is 50 teams from 19 different countries. I expect to meet a whole lot of different armies that I'm not used to seeing, nice people and a lot of playing Warmachine. What more is there to ask for?</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">My ambitions is, as always to win at least one and not come last. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Obviously, I'm playing Khador. If it is not the last time in MKIII, it is very close. I'm also clearly going to bring K2D2 as he is the current hot stuff (17 lists of Khador running K2D2 and 10 in Cryx, out of 500 lists) in Jaws of the Wolf. K2D2 needed a partner. Who better than The Old Witch 2 (only two lists in Khador and one in Grymkim)? I have always loved the long legged lady. Clearly Zevanna needs some eye candy, so she is accompanied 40 naked buffed up men (well some of the are women, but details) in Wolves of Winter. So, my two lists are: <br /><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">[Theme] Wolves of Winter
[Old Witch 2] Zevanna Agha [+29]
- Destroyer [13]
- Destroyer [13]
- Greylord Adjunct [3]
Alexia, Mistress of the Witchfire [6]
Greylord Forge Seer [4]
Greylord Forge Seer [4]
Koldun Lord [3]
Koldun Lord [3]
Battle Mechaniks (min) [2]
- Battle Mechanik Officer [1]
Doom Reaver Swordsmen [10]
- Greylord Escort [3]
Doom Reaver Swordsmen [10]
- Greylord Escort [3]
Doom Reaver Swordsmen [10]
- Greylord Escort [3]
Doom Reaver Swordsmen [10]
Greylord Ternion [0(5)]
Greylord Ternion [0(5)]
Greylord Ternion [0(5)]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="20%"><br /></td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">[Theme] Jaws of the Wolf
[Karchev 2] Malignant Fusion [+27]
- Behemoth [20]
- Devastator [14]
- Juggernaut [13]
- Juggernaut [13]
- Marauder [11]
- Greylord Adjunct [3]
Death Archon [9]
Greylord Forge Seer [0(4)]
Greylord Forge Seer [0(4)]
Kovnik Apprentice Kratikoff [0(4)]
- Rager [9]
Battle Mechaniks (min) [2]
Kayazy Eliminators [4]
Kayazy Eliminators [4]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">I'm not going to run through the two list in many details. Just some rough ideas as to why they are as they are, and why they are together. </div><div style="text-align: justify;"><br /></div><h2 style="text-align: justify;">Old Witch 2 in Wolves of Winter</h2><div style="text-align: justify;">I went with <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter</a> to counter infantry spam (one should always counter spam with spam - and ham perhaps); also to a certain degree as an anti-shooting list. The combination of <a href="https://warmachineuniversity.com/mw/index.php/Zevanna_Agha,_the_Fate_Keeper_(Khador)" target="_blank">Zevanna's</a> Windstorm covering 18" using Vexing Alignment, the two <a href="https://warmachineuniversity.com/mw/index.php/Koldun_Lord" target="_blank">Koldun Lords</a> using Wind Ravager, and all the clouds on <a href="https://warmachineuniversity.com/mw/index.php/Doom_Reaver_Swordsmen" target="_blank">Doom Reavers</a> from the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Ternion" target="_blank">Ternions</a> should provide some protection against shooting.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Alexia,_Mistress_of_the_Witchfire" target="_blank">Alexia</a> is there to pick souls and pop three Thrall Warriors in inconvenient places to threaten 'caster or score and contest. The two <a href="https://warmachineuniversity.com/mw/index.php/Destroyer" target="_blank">Destroyers</a> are there to do a bit of heavy lifting and shoot at Objectives and other stuff. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So, the plan is more or less to run the Doom Reavers in two waves. The first (potentially carrying clouds) to jam opponents and just be annoying. The second wave is there to hit back at what ever kills the first wave. Alexia will pick up a few souls and hurl them at something, and the Destroyers will clean up the rest. Solid plan! What can possibly go wrong?</div><div style="text-align: justify;"><br /></div><h2 style="text-align: justify;">Karchev 2 in Jaws of the Wolf</h2><div style="text-align: justify;">The opposite to lady long leg and fast half naked people is clearly <a href="https://warmachineuniversity.com/mw/index.php/Karchev_%26_Deathjack,_Malignant_Fusion" target="_blank">K2D2</a> with all the 'jacks. This list is slow, robust and hits hard (though, very few attacks). It does, however have a pretty good feat giving the 'jacks (and K2D2) SPD 8. Along with <a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Apprentice_Kratikoff" target="_blank">Sorscha0</a> this gives a threat range of 14" (SPD 8" + 3" charge + 2" Boundless Charge + 1" Reach). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All 'jacks have Pathfinder (except K2D2), which is nice. The four <a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Eliminators" target="_blank">Eliminators</a> are there to score, contest and just being annoying. The <a href="https://warmachineuniversity.com/mw/index.php/Death_Archon" target="_blank">Death Archon</a> give an additional +2 ARM when the opponent is living (a Devastator can go to an effective ARM 29 against melee with a base of 23 + 2 from Locked Horns +2 from Death Ward and + 2 from Mortal Fear. It can also clear out enemy Archons. This is what Khador armour should be.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The plan is, again strait forward: Lumber forward until one can reach the enemy under feat, the feat and bring axe to face. A classic point and click army. </div>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">So far, so good. Now on to the six battles.</div><div style="text-align: justify;"><br /></div><h2 style="text-align: justify;"><span style="font-size: large;">Round 1 - Retribution of Italy</span></h2>
<div style="text-align: justify;">First up is Retribution. This is not one of my favourites. I really dislike the <a href="https://warmachineuniversity.com/mw/index.php/Dawnguard_Trident" target="_blank">lawn mover</a> a lot. <a href="https://warmachineuniversity.com/mw/index.php/Lord_Ghyrrshyld,_the_Forgiven" target="_blank">Goreshade</a> has a very annoying feat. So it's either bad or bad.<br /><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%">[Theme] Defenders of Ios
[Issyria 1] Sibyl of Dawn [+29]
- Sylys Wyshnalyrr [0]
- Hemera [15]
- Manticore [14]
- Chimera [8]
Dawnguard Trident [16]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
House Ellowuyr Warden Executioner [6]
House Ellowuyr Warden Executioner [6]
Hermit of Henge Hold [0]
Ghost Sniper [0]
Ghost Sniper [0]
House Ellowuyr Wardens (max) [14]
- Soulless Escort [1]
House Ellowuyr Wardens (max) [14]
- Soulless Escort [1]
House Vyre [5]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">[Theme] Defenders of Ios
[Goreshade 4] the Forgiven [+28]
- Sylys Wyshnalyrr [0]
- Chimera [8]
- Harpy [9]
- Harpy [9]
- Aeternae [16]
Hermit of Henge Hold [0]
Aelyth Vyr [0]
House Ellowuyr Warden Executioner [6]
Lys Healer [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Ryssovass Defenders (max) [15]
- Soulless Escort [1]
Ryssovass Defenders (max) [15]
- Soulless Escort [1]
House Ellowuyr Wardens (max) [14]
- Soulless Escort [1]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">The scenario is <a href="https://rollforscenar.io/sr2021/4-invasion" target="_blank">Invasion</a>, which requires a lot of troops. So, I'm dropping Old Witch since there are enough bodies for some of them being frozen whereas I can't really afford the 'jacks in K2D2's list to be frozen. The Wolves also has a lot of could immunity. Finally, the anti-shooting tech can hopefully interfere with the lawn mover.<br /><br /></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Issyria,_Sibyl_of_Dawn" target="_blank">Issyria</a> floats onto the table along with the lawn mover. My plan is to get up the table fast and press for scenario; whilst getting anti-shooting close enough to be annoying. Then see where it takes us. The picture below depicts the starting situation.<br /></div>
<div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1tfUTdLnrwY9k5sDh_kWJg56tjlFx-CGghhrvEFVYoH9SJPS_GZN1GJh0pDONp9h4VvzjBZpCdwgVNVCLZiaotuyHNYeq0RgPH9MJhxVnTYiKhyeJUs_kUk6qhsR1RqH0SBgZPNvStqVAAilRBJ567MHYwYGYc9jMPbPTSVkyXVm5g0V81vsUyqvk9g/s2471/IMG_3373.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2365" data-original-width="2471" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1tfUTdLnrwY9k5sDh_kWJg56tjlFx-CGghhrvEFVYoH9SJPS_GZN1GJh0pDONp9h4VvzjBZpCdwgVNVCLZiaotuyHNYeq0RgPH9MJhxVnTYiKhyeJUs_kUk6qhsR1RqH0SBgZPNvStqVAAilRBJ567MHYwYGYc9jMPbPTSVkyXVm5g0V81vsUyqvk9g/w400-h383/IMG_3373.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Retribution in the hands on the Italians</td></tr></tbody></table><br />
<div style="text-align: justify;">The plan kind of worked to being with. Enough Doom Reavers to make the Retribution struggle. The anti-shooting kind of worked, however, the <a href="https://warmachineuniversity.com/mw/index.php/House_Ellowuyr_Wardens" target="_blank">Wardens</a> are no picknick. So in the end I'm struggling with time and scenario. I simply have to minimise the damage.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">I had my eyes set on the lawn mover and tried to remove it twice, using a Destroyer. Getting rid of that would make my life so much easier. It obviously shoots a lot. Yet, more importantly it takes up a lot of real estate making it next to impossible to get an assassination run on Issyria; which to be honest is my only chance. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">The Destroyer tried twice. Fully loaded and charging should at least put a dent in the lawn mover. Our of the six (or perhaps seven, I might not have charged both times) attacks, I manage to hit only twice and put an impressive four points of damage on it. It is base DEF 12 and ARM 20 (perhaps with a bit of modifications). Yet, on the average the Destroyer should have been able to put in around 25 points of damage (assuming the lawn mower was unbuffed). So, four points of damage is slightly below average.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Nevertheless, it was not dice alone that made me loose the game. A better player on the Retribution side also contributed a lot. The picture below depicts the sorry state of the Old Witch when she ran out of time.</div>
<div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHV--r7ctx19PkLsxZwYIDvAy4q5aARS6aEtORb2Pyni4DDgIPrxk6p55wV4GTNiX7eemD7hIGuRVTfVK3rauL-BYp0-GzmKOgpIKZmvzFKx9HjLWlSbmN9qygLEYK9zl2L5FomN_i6EBliFzMisGR0lHnAeavQ-q_BviMDJuKp9BNvi9DtlRy1gf8cA/s2727/IMG_3374.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1646" data-original-width="2727" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHV--r7ctx19PkLsxZwYIDvAy4q5aARS6aEtORb2Pyni4DDgIPrxk6p55wV4GTNiX7eemD7hIGuRVTfVK3rauL-BYp0-GzmKOgpIKZmvzFKx9HjLWlSbmN9qygLEYK9zl2L5FomN_i6EBliFzMisGR0lHnAeavQ-q_BviMDJuKp9BNvi9DtlRy1gf8cA/w400-h241/IMG_3374.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of the game</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">I'm not convinced I could win this. Yet, I still think it was the right drop; unless I had known it would be Issyria, that K2D2 would probably have been better (there is a Marauder to take care of the annoying lawn mower).</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Anyway, it was fun playing and I also think my opponent had fun. The game ended on time with a scenario score of 5-2 in the Italian's favour. The rest of the team did no fare a lot better. We lost 2-3 and are a bit shaken going into round 2.<br /><br /></div>
<h1 style="text-align: justify;"><span style="font-size: large;">Round 2 - The French Legion</span></h1>
<div style="text-align: justify;">Second round is against the French. I get the foreign legion (of Everblight). Again, I'm not a huge fan of Legion. I do, however, have a history of doing OK against them. The two lists presented to me are:</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%">[Theme] Children of the Dragon
[Lylyth 4], Mekanolyth [28]
- Azrael [17]
- Ravagore [14]
- Ravagore [14]
- Nephilim Bolt Thrower [9]
Yssylla [0]
The Forsaken [0]
Beast Mistress [2]
- Naga Nightlurker [7]
- Mekanoshredder [4]
Blighted Nyss Shepherd [1]
Spell Martyr [1]
Spell Martyr [1]
Blighted Nyss Raptors (max) [15]
Blighted Nyss Archers (max) [13]
- Blighted Nyss Archer Officer & Ammo Porter [0]
Ice Witches [5]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">[Theme] Primal Terrors
[Kallus 1], Wrath of Everblight [+30]
- Ammok the Truthbearer [0]
- Blightbringer [30]
Thagrosh Hellborne [0]
- Harrier [3]
Warmonger War Chief [0]
Spell Martyr [1]
Spell Martyr [1]
Chosen of Everblight (max) [20]
Chosen of Everblight (max) [20]
Hellmouth [6]
Hellmouth [6]
Blighted Rotwings (max) [9]
Blighted Rotwings (max) [9]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">The scenario is <a href="https://rollforscenar.io/sr2021/5-split-decision" target="_blank">Split Decision</a>, which requires scenario pressure. I'm thinking Old Witch can do this and also deal with <a href="https://warmachineuniversity.com/mw/index.php/Mekanolyth" target="_blank">Mekanolyth</a>; despite having no idea what she does. I don't think I have anything against <a href="https://warmachineuniversity.com/mw/index.php/Kallus,_Wrath_of_Everblight" target="_blank">Kallus</a>. I can only hope that Doom Reavers can kill enough when the annoying <a href="https://warmachineuniversity.com/mw/index.php/Incubi" target="_blank">Incubus</a> arrives under feat.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So, again I opt for Old Witch. Obviously, Kallus arrives on the table. The picture below shows the starting position of the battle. </div>
<div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtkn2afp7SQbNmynlRyVJLx__F3Vpcezqa2451iGWv3JJ6Iy9n5V5cNbyMT_0hsUTq-uH-104e2HC2gv306oGWq0HdpZ8a5POVz5hNYK0tpJhuryuuaiODBLCHVvnp8IY2JNkq8NswYpU6cwdyguQHqNkLPs_mXH4KudnDsynBYdK2fdZQ2S6e4yzNrQ/s2857/IMG_3375.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2819" data-original-width="2857" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtkn2afp7SQbNmynlRyVJLx__F3Vpcezqa2451iGWv3JJ6Iy9n5V5cNbyMT_0hsUTq-uH-104e2HC2gv306oGWq0HdpZ8a5POVz5hNYK0tpJhuryuuaiODBLCHVvnp8IY2JNkq8NswYpU6cwdyguQHqNkLPs_mXH4KudnDsynBYdK2fdZQ2S6e4yzNrQ/w400-h395/IMG_3375.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Legion a la France</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">There really isn't a lot to say. Kallus throws everything up the table as fast as possible (going first). Old Witch attempts the same. However, in the second round the same happens and Kallus feats. It is basically game over.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Zevanna looses on scenarion with a score of 6-1 in Kallus' favour. I basically had my rear end, and several other body parts handed to me. I think it is a very well designed army in the way that the models supplement each other well and it is more a less a point a click army: go first, move fast, move again, feat, win on scenario. I'm outmatched. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The rest of the team kept up their approach. Again, we went 2-3 and are now low on morale. There is one more battle left on the first day. On to round 3.</div><div style="text-align: justify;"><br /></div>
<h1 style="text-align: justify;"><span style="font-size: large;">Round 3 - Circle of England</span></h1>
<div style="text-align: justify;">It is only fitting that the island of druids should present a Circle list to me. I like Circle; not that I consistently beat them. But I think I actually got a chance here. As long as I can keep <a href="https://warmachineuniversity.com/mw/index.php/Ghetorix" target="_blank">Ghetorix</a> away from anything (or everything) of importance I at least stand a chance. The two lists presented to me were:</div><div style="text-align: justify;"><br />
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%">[Theme] The Wild Hunt
[Wurmwood 1], Tree of Fate [+27]
- Cassius the Oathkeeper
- Ghetorix [17]
- Warpwolf Stalker [15]
- Feral Warpwolf [14]
- Loki [15]
Gallows Grove [0]
Gallows Grove [0]
Gallows Grove [0]
War Wolf [0]
War Wolf [0]
War Wolf [0]
Krueger the Stormseer [0]
- Woldwyrd [8]
Blackclad Wayfarer [3]
Lanyssa Ryssyl, Nyss Sorceress [3]
Boil Master & Spirit Cauldron [5]
Death Wolves [9]
Shifting Stones [3]
Shifting Stones [3]
Wolves of Orboros (min) [7]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">The Wild Hunt
[Kromac 1], the Ravenous [28]
- Druid Wilder [3]
- Ghetorix [17]
- Loki [15]
- Warpwolf Stalker [15]
- Feral Warpwolf [14]
Well of Orboros [10]
Krueger the Stormseer [0]
- Woldwyrd [8]
Chuck Dogwood [0]
Lord of the Feast [0]
Blackclad Wayfarer [3]
Wolves of Orboros (min) [7]
Shifting Stones [3]
Farrow Valkyries [8]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">The scenario is <a href="https://rollforscenar.io/sr2021/6-recon-ii" target="_blank">Recon II</a>, which only requires 'jacks and solos. Also, Wurmwood's feat will shut down most of the Doom Reavers (except when charging, but we can't see though the forest); whereas all K2D2's 'jacks have Pathfinder and can trample far under feat. Kromac is 'beast heavy. So, there really isn't a choice. It is K2D2 all the way. The picture below shows the situation after the first round (I forgot to take a picture to begin with). <br /><br />
</div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH11Bn7fqTWDL6OCc_iTBhI9l8MC4yDUSfGVwXuc2rcMceMK1xXx8a3itWkQPcLuvqverQKM5HCbzIK-f_QxUj8ZBkuUia8i6GXalzkFpELwArVGYVA2NalywOZkjGmkqjUJSw7SRdBIe1vWCjD8U-_Q73brgnpO7skShOKxOh5iwiKFtfWK_8NgRZ5A/s2546/IMG_3376.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2141" data-original-width="2546" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH11Bn7fqTWDL6OCc_iTBhI9l8MC4yDUSfGVwXuc2rcMceMK1xXx8a3itWkQPcLuvqverQKM5HCbzIK-f_QxUj8ZBkuUia8i6GXalzkFpELwArVGYVA2NalywOZkjGmkqjUJSw7SRdBIe1vWCjD8U-_Q73brgnpO7skShOKxOh5iwiKFtfWK_8NgRZ5A/w400-h336/IMG_3376.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Druids of the islands about to kick Khadorian ass</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">I just follow the plan. Lumber forward until I get into range. Clearly it is not an intricate plan. So, my opponent can probably figure it out. Luckily, it is a K2D2 friendly scenario. There is no way of winning on scenario without engaging the enemy.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">K2D2 keeps himself and his 'jacks out of Ghetorix' threat range. He can easily kill a heavy without breaking sweat. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The right flank is most of the time pretty uninteresting. One of the <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernauts</a>, a unit of Eliminators and a bit of support from the Devastator fight it out with the <a href="https://warmachineuniversity.com/mw/index.php/Death_Wolves" target="_blank">Death Wolves</a>, <a href="https://warmachineuniversity.com/mw/index.php/Wolves_of_Orboros" target="_blank">Wolves of Orboros</a> and the <a href="https://warmachineuniversity.com/mw/index.php/Boil_Master_%26_Spirit_Cauldron" target="_blank">Boil Master</a>.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All the action is on the left flank. <a href="https://warmachineuniversity.com/mw/index.php/Wurmwood,_Tree_of_Fate_%26_Cassius_the_Oathkeeper" target="_blank">Wurmwood</a> and his pet, along with most of the rest of the army put pressure here. The battle waves back and forth. <a href="https://warmachineuniversity.com/mw/index.php/Loki" target="_blank">Loki</a> tries to pick a hole in K2D2's line, so K2D2 has to kill him. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Near the end, K2D2 and most of the army ends up at the top left corner and does a serious threat to Wurmwood. Unfortunately all the lumbering means that I run out of time. K2D2 looses at a scenario score of 7-5 in the druids favour.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This was a very fun game. I'm pretty sure that both my opponent and I had a lot of fun. I lost, but if I had been faster I think I might have had a chance. So play faster, but stick to plan. This was the last battle of the first day. I lost all three but had a lot of fun. The whole team did not fair any better. We lost all three matches. It is now time for the bar.<br /><br /></div>
<h1 style="text-align: justify;"><span style="font-size: large;">Round 4 - Trolls of Belgium</span></h1>
<div style="text-align: justify;">It is very fitting that we are facing Belgium as the first opponent on day two. We will stand up being helped by the Belgian as we fell down last night by the Belgian (beer). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This time I'm facing Trollbloods. I like them. They are kind of Horde's version of Khador. It turns out that proper Belgic trolls are a good deal more dangerous that the commonly know traditional blue guys from Belgium - the smurfs. I'm presented with two lists: Kolgrima in Storm of the North. I'm assuming that Kolgrima is actually Mémé Schtroumpf (or vice versa); and Madrak 3 in Band of Heroes:<br /><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%">[Theme] Storm of the North
[Kolgrima 1] Kolgrima Stonetruth, Winter Witch [+28]
- Earthborn Dire Troll [12]
- Earthborn Dire Troll [12]
- Pyre Troll [8]
- Trollkin Runebearer [0(4)]
Boomhowler, the Destroyer [8]
Death Archon [9]
Madrak Ironhide, Champion of the Kriels [0(5)]
- Dire Troll Brawler [14]
Valka Curseborn, Chieftain of the North [0(5)]
Krielstone Bearer & Stone Scribes (min) [5]
- Northkin Elder [3]
Northkin Bear Handler & Battle Bears [10]
Northkin Bear Handler & Battle Bears [10]
Northkin Fire Eaters [6]
Northkin Fire Eaters [6]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">Band of Heroes
[Madrak 3] Madrak, Great Chieftain [+29]
- Earthborn Dire Troll [12]
- Pyre Troll [8]
- Storm Troll [7]
- Trollkin Runebearer [0(4)]
Fell Caller Hero [0(4)]
Fell Caller Hero [0(4)]
Horthol, Long Rider Hero [7]
Stone Scribe Chronicler [2]
Stone Scribe Chronicler [2]
Kriel Warriors (min) [7]
- Kriel Warrior Caber Thrower (3) [6]
Trollkin Fennblades (max) [13]
- Trollkin Fennblade Officer & Drummer [4]
Trollkin Fennblades (max) [13]
- Trollkin Fennblade Officer & Drummer [4]
Trollkin Long Riders (max) [17]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">The scenario is <a href="https://rollforscenar.io/sr2021/1-king-of-the-hill" target="_blank">King of Hill</a>. This could potentially be played by both lists. <a href="https://warmachineuniversity.com/mw/index.php/Kolgrima_Stonetruth,_Winter_Witch" target="_blank">Mémé Smurf</a> is a lot of cold and <a href="https://warmachineuniversity.com/mw/index.php/Madrak,_Great_Chieftain" target="_blank">Madrak</a> is a lot of infantry. So, I think that the cold immunity and number of attacks from the Doom Reavers are the way to go. K2D2 probably can't cut it here. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I forgot to take a picture in the beginning, so it will be by memory. Zevanna deploys in the normal way. All the Doom Reavers up front and the rest in second wave. Kolgrima is slightly to the left and <a href="https://warmachineuniversity.com/mw/index.php/Madrak_Ironhide,_Champion_of_the_Kriels" target="_blank">Madrak0</a> is slightly to the right. Both the <a href="https://warmachineuniversity.com/mw/index.php/Northkin_Bear_Handler_%26_Battle_Bears" target="_blank">Bear Handlers</a> opt for not ambushing. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Doom Reavers run and jam. Zevanna is actually kind of frisky and actually ends up in the middle zone. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">At some point an <a href="https://warmachineuniversity.com/mw/index.php/Earthborn_Dire_Troll" target="_blank">Earthborn</a> ends up in each of the rectangular zones along with a unit of Bear Handlers. The right zone is also visited by the <a href="https://warmachineuniversity.com/mw/index.php/Dire_Troll_Brawler" target="_blank">Brawler</a>. Zevanna counter with a Destroyer on each flank along with what Doom Reavers are left. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">At some point when the lines have clashed, <a href="https://warmachineuniversity.com/mw/index.php/Alexia,_Mistress_of_the_Witchfire" target="_blank">Alexia</a> ends up "near" Kolgrima with three souls. She finally does her thing and pops three Thralls near Kolgrima. The picture below depicts how Alexia should be played. </div><div style="text-align: justify;"><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnXhnhls4t-EIPoHipfglLmetIxvEE_RqywlJhqvEHcTQirlqBJ360AMlWkLUXQkSZNrqE0orVkiP5827sMBpsbxKMYL5pSbFrzTy4U_izHVwJTyMPtxDT7VBSFtRJ6puTLocdz02PUQcvFuqAZTqdgWRxxz4g9kQH7K0q-xSBblTikEvaKpJRjqfWXQ/s2151/IMG_3378.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2039" data-original-width="2151" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnXhnhls4t-EIPoHipfglLmetIxvEE_RqywlJhqvEHcTQirlqBJ360AMlWkLUXQkSZNrqE0orVkiP5827sMBpsbxKMYL5pSbFrzTy4U_izHVwJTyMPtxDT7VBSFtRJ6puTLocdz02PUQcvFuqAZTqdgWRxxz4g9kQH7K0q-xSBblTikEvaKpJRjqfWXQ/w400-h379/IMG_3378.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Alexia finally doing her thing. Kolgrima having visitors in her back</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">This marvellous manoeuvre leaves Kolgrima at three boxes and the rightmost Earthborn very damaged. It is now a kill or be killed situation for Kolgirma. She Vanish away and moves to the middle to spray Zevanna away. The picture below shows the situation when Kolgrima does her spray thing. </div>
<div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy6UOIaIFGl-l9HL05RE66IpZUA6KWp5qJvtGQf0N5RbAcDfT4nGn7V2nDehJpUMlqipsldkx-_XFMALM_AFvInXtrkASbtTNyzmqztLShN6f0qp9MeI4C9-cFhCjWVKA59o4b9FHefMmN88hKF6QYGIPCeJt9r9NP7klyC8jB6K5uUBdm6HgsGtO9Hw/s3544/IMG_3379.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2110" data-original-width="3544" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy6UOIaIFGl-l9HL05RE66IpZUA6KWp5qJvtGQf0N5RbAcDfT4nGn7V2nDehJpUMlqipsldkx-_XFMALM_AFvInXtrkASbtTNyzmqztLShN6f0qp9MeI4C9-cFhCjWVKA59o4b9FHefMmN88hKF6QYGIPCeJt9r9NP7klyC8jB6K5uUBdm6HgsGtO9Hw/w400-h239/IMG_3379.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of game</td></tr></tbody></table><br />
<div style="text-align: justify;">It is a lost cause for Kolgrima. She did not manage to spray Zevanna of the table. Just to the left of her is a fully functioning Destroyer ready to be fully loaded and pay Mémé a vist. Before that happens the time runs out for the Trolls. Zevanna wins on time with the fantastic scenario score of 0-0. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Once again we both had fun. Actually, I think I played pretty good this time (the nice Belgian beer apparently helped). I think Kolgrima had the terrain against her, or at least got it when exposed to hard scenario pressure from the Doom Reavers. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, a win. Not only for me, but for the team. This time we went 4-1. So we are happy for now. On to the Netherlands. </div>
<div style="text-align: justify;"><br /></div><h1 style="text-align: justify;"><span style="font-size: large;">Round 5 - Cryx of the Netherlands</span></h1>
<div style="text-align: justify;">The fifth round is against the Netherlands. This time I'm presented with Cryx. This is also the player I played a grudge match against Friday evening. That battle was a blast. So, we both know this is going to be fun. I'm presented with the following lists:</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%">[Theme] Scourge of the Broken Coast
[Skarre 1] Pirate Queen [+28]
- Doctor Stygius [4]
- Stalker [8]
- Stalker [8]
- Stalker [8]
- Stalker [8]
Axiara Wraithblade [0]
Severa Blacktide [0]
General Gerlak Slaughterborn [0]
Aiakos, Scourge of the Meredius [4]
- Kharybdis [15]
Blighted Trollkin Marauders (min) [14]
- Jussika Bloodtongue [4]
Asphyxious the Sanctified [14]
- Inflictor [11]
Black Ogrun Ironmongers [5]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">[Theme] Black Industries
[Witches] Coven of Garlghast [+26]
- Egregore
- Barathrum [13]
- Deathjack [18]
- Kharybdis [15]
- Deathripper [5]
- Deathripper [5]
Machine Wraith [2]
Pistol Wraith [0]
Warwitch Siren [3]
Warwitch Siren [3]
Asphyxious the Sanctified [14]
- Inflictor [11]
Mechanithralls (min) [6]
- Brute Thrall [0]
- Brute Thrall [0]
- Brute Thrall [0]
Mechanithralls (min) [6]
- Brute Thrall [0]
- Brute Thrall [0]
- Brute Thrall [0]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">The last time he dropped <a href="https://warmachineuniversity.com/mw/index.php/Pirate_Queen_Skarre" target="_blank">Skarre</a> against K2D2. He lost, but it was close and decided that his Skarre game can play into K2D2. He could trick me and drop <a href="https://warmachineuniversity.com/mw/index.php/The_Witch_Coven_of_Garlghast_%26_the_Egregore" target="_blank">Witches</a>, which Zevanna is going to be best into. He could also go for Skarre again and assume that I'll drop K2D2, which is the sensible choice. So, I obviously drop Zevanna to mess with him. It worked. He got a bit confused; and I'm probably in trouble. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">We are playing <a href="https://rollforscenar.io/sr2021/3-spread-the-net" target="_blank">Spread the Net</a>. The picture below depicts the start situation. <br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivS2FKRXeGprA1fzk9WdKbDXRX4l0c7mnYPI9gL6za1lu0nKPa-wuP37TLRmkK1ctZMm_8ouhbtoKyF107OrjNQ2GuUZJ4i7HPTxhmxGIokjXbyJB_257YWEHmHXJy7ikV0pbm9qlf_y0PXYA81-6lwlxdClsfZ-548QnOeJwZkRd4fjY2EFAvM8ACTg/s2820/IMG_3396.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2820" data-original-width="2613" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivS2FKRXeGprA1fzk9WdKbDXRX4l0c7mnYPI9gL6za1lu0nKPa-wuP37TLRmkK1ctZMm_8ouhbtoKyF107OrjNQ2GuUZJ4i7HPTxhmxGIokjXbyJB_257YWEHmHXJy7ikV0pbm9qlf_y0PXYA81-6lwlxdClsfZ-548QnOeJwZkRd4fjY2EFAvM8ACTg/w371-h400/IMG_3396.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Let the battle commence</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">The battle commences. I'm clearly in trouble. <a href="https://warmachineuniversity.com/mw/index.php/Stalker" target="_blank">Stalkers</a> are so dangerous. They can move, jump and does grievous wounds. Doom Reavers are not to a lot of help here. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">As the game progresses, the normal plan of putting pressure kind of works towards denying scenario points. However, they are dying as flies. My opponent is also pretty good a picking out the Escorts. The <a href="https://warmachineuniversity.com/mw/index.php/Blighted_Trollkin_Marauders" target="_blank">Trollkin Marauders</a> are also quite Doom Reaver unfriendly. Luckily, the Koldun Lords do deny some of the shooting. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">After a few rounds I'm clearly in trouble. On the right flank my zone is occupied by Stalkers and I'm not going to score the flag over there. I might contest with a bit of luck. The middle zone is just there. None of us is going to score there. I can easily score on the left flank on "my flag". The zone is consistently contested by Doom Reavers. The scenario score is at 3-1 on Zevanna's favour. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kharybdis" target="_blank">Kharybdis</a> has also moved up. He is ridiculously dangerous. It is clear that I'm about to loose. After a lot of thinking, complaining about Cryx and trying to teach new swear words to the bystanders I have an initial plan. I can make Kharybdis stationary with the Ternions and try to kill him with everything I have on the left flank. That will not win me the game (<a href="https://warmachineuniversity.com/mw/index.php/Asphyxious_the_Sanctified_%26_Annihilation_Servitors" target="_blank">Asphyxious</a> is still around and he makes Kharybdis look like a rubber duck). But it will buy me some time to find a rabbit and a hat.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The plan works, except for the latter part of actually killing Kharybdis. He is ARM 23 or something like that; and 30 boxes). I'm in trouble. Skarre activates and removes even more of my dwindling army. To my great luck he forgets to shake Stationary, which means that my Destroyer are left alive. One more turn.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It seems I found a rabbit and a hat. Alexia does her thing (again). Three Thralls with a bit of help takes out the Stalker contesting my right zone. Nothing is contesting my flag so if I run Zevanna to the right zone I'm at 5-1. One more point at I can see the rabbit. There is no way that I can score Skarre's zone, but I might be able to kill the objective. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So, plan: kill Kharybdis to release the Destroyer who most likely will not be worth much if exposed to a free strike. I can then shoot the already damaged Objective and probably kill it. Leave the Greylord Forgeseer who has been hanging around at the flag and run Zevanna. Off we go.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The last remaining Doom Reavers manage to kill Kharybdis. The Destroyer can now move and shoot the objective. I'm ready to party until it leaves the Objective at 3 boxes. I am 3 minuets on the clock...</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Lo and behold, there are a unit of Ternions just hanging around doing nothing. They can actually advance and cast Bonds of Woe on the objective. It is a damage roll at minus three, but it is all I got. They over perform and take out the Objective. Zevanna runs to the zone. Less than a minute left on my clock (around five on his), and I'm at 6-1 on scenario, securing a win for the Motherland.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That was a rabbit out of a hat, and the name of the rabbit was Mary. Let us hail it. Fantastic game. We both had a lot of fun and the grudge is still there. So next year there will be revenge. I'm now at 2-3, which is good. The rest of team also did well and we are as a team also at 2-3. On to the final game against Spain. <br /><br /></div>
<h1 style="text-align: justify;"><span style="font-size: large;">Round 6 - The Spanish Grymkin</span></h1>
<div style="text-align: justify;">The final round is against Spain and I'm facing Grymkin. I have never played them before. I only know three things about Grymkin: 1) Clockatrice are OP; 2) Zevanna can play them, and 3) they do weird stuff. I'm presented with the following lists: <br /><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="50%">[Theme] Dark Menagerie
The Child [+29]
- Baron Tonguelick, Lord of Warts [0]
- Cage Rager [13]
- Clockatrice [13]
- Clockatrice [13]
- Clockatrice [13]
- Skin & Moans [14]
- Skin & Moans [14]
- Crabbit [0]
- Crabbit [0]
Death Knell [11]
Gremlin Swarm [0]
Gremlin Swarm [0]
Defiled Archon [8]
Lady Karianna Rose [3]
</td>
<td halign="left" style="white-space: pre-wrap;" valign="top" width="40%">[Theme] Bump in the Night
The King of Nothing [+28]
- Baron Tonguelick, Lord of Warts [4]
- Clockatrice [13]
- Clockatrice [13]
- Crabbit [3]
- Crabbit [3]
- Crabbit [3]
Isaiah, Dread Harvester [8]
Defiled Archon [8]
Defiled Archon [8]
Lord Longfellow [0]
Malady Man [0]
Malady Man [0]
Dread Rots (max) [12]
Dread Rots (mx) [12]
Neigh Slayers [12]
- Neigh Slayer War Horse [4]
</td>
</tr>
</tbody></table>
</div>
<div style="text-align: justify;">I have no idea. I'm pretty sure that Zevanna will be confused and the Doom Reavers are not going to do nothing. If I am to have just a bit of a chance, I'm going for K2D2. The picture below depicts the start of the situation. <br /><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDMyW39uHxgQURjgvWxdn32WILrP38nh0JZLWI1XytowiqZrbvlRJ4FBl4vtW5e6F06h-iAiRJQEuNjNzhzCLCoXI1BxM3iByZwjx7Ln86xkHGY51hq29J5s4ko4VzPafTqI1bbLoZVVfBzIhG2E-JvAgBFlyhd2DzvapRjd6Kk-0QkJ1QwjcbjJuNrA/s2889/IMG_3397.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2853" data-original-width="2889" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDMyW39uHxgQURjgvWxdn32WILrP38nh0JZLWI1XytowiqZrbvlRJ4FBl4vtW5e6F06h-iAiRJQEuNjNzhzCLCoXI1BxM3iByZwjx7Ln86xkHGY51hq29J5s4ko4VzPafTqI1bbLoZVVfBzIhG2E-JvAgBFlyhd2DzvapRjd6Kk-0QkJ1QwjcbjJuNrA/w400-h395/IMG_3397.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Off to bumping thing in the night</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">We are playing <a href="https://rollforscenar.io/sr2021/2-bunkers" target="_blank">Bunkers</a>, which is probably one of the best possible scenarios. It is going to be all about the flags and getting the Devastator to the Grymkin zone to just contest away. That is the plan-ish. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Grymkin starts out very aggressive, but does a Cygnar-advance when K2D2 et al. moves forward. Most of the time the mostly dance around. I'm actually doing pretty well. We are scoring equally good. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There is a lot of weird stuff going on. All sorts of Abusing (of the 'beasts that is) is going on. The 'beasts have fury and corpses. Arcanas are getting poped and I'm really confused. There is a good way of ending confusion: axe to face.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">K2D2 feast and charges a <a href="https://warmachineuniversity.com/mw/index.php/Skin_%26_Moans" target="_blank">Skin & Moans</a>. That is robust and K2D2 is left naked. Behemoth steps up and removes it. It then damage a Clockatrice a bit until it teleports away. The Marauder charges the <a href="https://warmachineuniversity.com/mw/index.php/Death_Knell" target="_blank">Death Knell</a>, whilst toeing the Grymkin zone. It is easy for a Marauder to kill a huge base. The Devastator manage to bulldoze its way to the far side of the opponents zone. Standing right next to the child. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the right side a Juggernaut charge a Clockatrice, makes it Stationary and hacks away. It turns out that Stationary does not prevent the teleporting thing. Nevertheles, I'm at 4 scenario points and having a perfect Devastator parked in the Child's face. I think the Grymkin is at a kill or be killed situation.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Unfortunately, the Grymkin opt for the kill part. A Skin and Moan hacks away at K2D2 and does a lot of damage. They are really dangerous. However, he survives. Unfortunately, there are two Clockatrice that can spray and hack away. They are also surprisingly dangerous. K2D2 goes down with a scenario score of 5-5.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This was a weird game. Half the time, I had no idea what was going on. So, I think I actually over performed. Being confused most of the time does not make for the most fun game. Luckily, The Spanish guy was a lovely man. It was a very good and fun game.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Apparently, my results are indicative of the team. I enden up going 2-4, which was the same for the team as a whole. Despite one of our players going 6-0.<br /></div><div style="text-align: justify;"><br /></div>
<h1 style="text-align: justify;"><span style="font-size: large;">Summary</span></h1>
<div style="text-align: justify;">I'm really impressed if you made it all the way here. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I ended up playing 5 out of 6 games using the Old Witch. I should probably have played K2D2 once more into the Dutch Cryx. Yet, I won the game. So, that is OK. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">WTC was fantastic. Lovely people and good games. I'm already committed to next year in Copenhagen. I'm pretty sure there will be at least a grudge match against the Dutch. Bring it on.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This was possible the last time I got to play Mark III. There is a rumour that I might go to one final Mark II tournament where I'll bring Khador. So, perhaps one more report before Mark IV.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I'm so much looking forward to Mark IV. If you want to read about my enthusiasm <a href="https://greylordarchives.blogspot.com/2022/08/mkiv-khador-winter-korps-is-here.html" target="_blank">here</a>. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Until next time.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">For the Motherland!</div></div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-21538176279983397472022-08-23T17:51:00.001+02:002022-08-23T17:53:18.582+02:00MKIV, Khador Winter Korps is here!<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-PMeCIzYOdT7Ifk2pP0KWLM9IRpSvVFY2cZHdKajFVyCXYwwpIB9mJdiwcwEOALpjSy3qZ8UC55wNtuLS1ezBX5Sxf39wGOwmkNY0fgPZPq55EOj7JecYc0817Q9AYa-14_670ZR83DX6g_W0DCl5qZ8Ym9592Qs90oZRYEYEFzASJc14AHRcnQc3Gg/s354/Khador.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-PMeCIzYOdT7Ifk2pP0KWLM9IRpSvVFY2cZHdKajFVyCXYwwpIB9mJdiwcwEOALpjSy3qZ8UC55wNtuLS1ezBX5Sxf39wGOwmkNY0fgPZPq55EOj7JecYc0817Q9AYa-14_670ZR83DX6g_W0DCl5qZ8Ym9592Qs90oZRYEYEFzASJc14AHRcnQc3Gg/s320/Khador.jpg" /></a></div></div>
<div style="text-align: justify;"><i>This blog has been a bit quite lately, however </i><i>Warmachine MKIV is here! So is the new incarnation of Khador. Now as Khador Winter Korps. I am excited. The sun is setting on Mark III. I'll still manage to have the chance to get a few more games in — and I will. Yet, I am really looking forward to the "new" Khador. As you might know, I'm a huge fan of Winter Guards, so this can only be good. Let's have a look at the new Khador stuff, soon to be available. </i><br /><br /></div>
<a name='more'></a><div style="text-align: justify;">Winter Korps is arriving. It seems that the Orgoth invasion has moved the Khador army more into the future by adopting newer weapons and building more 'jacks. This is my first impression on what is in stall for us. I'll try to build in upon what is actually know and as little speculations as possible, and see if there is enough information to make heads and tails of the new and bright future for the Motherland. I'm excited.<br /><br /></div>
<h2 style="text-align: justify;">Warcasters</h2>
<div style="text-align: justify;">We have two new 'casters — and what 'casters they are. We seem to have received a spell slinger (with as many Arc Nodes as you like! and a gun slinger). Both seems to be squishy backline 'caster. So no classic axe-to-face caster her. Interesting selection. </div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">Kapitan Ekaterina Baranova</h3>
<div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCEDnegl5zLYrf6I5CpBN6019KdgiAbSaYGCJRoJcx-qxkW85eg1ZBq1Zryv6HrVLvblfOz6Rv0_JkgRSz36CfRieWFvESID_h0QudYtkGcJaMpu67HylcLGqY38z7eRK-K6QmXS_WGm8VeIK0JrAITc7Ih9gJENHNPLHbaJnyR9oNd0LUMIyU6Amn-g/s364/Khador_Ekaterina_Baranova.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="326" data-original-width="364" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCEDnegl5zLYrf6I5CpBN6019KdgiAbSaYGCJRoJcx-qxkW85eg1ZBq1Zryv6HrVLvblfOz6Rv0_JkgRSz36CfRieWFvESID_h0QudYtkGcJaMpu67HylcLGqY38z7eRK-K6QmXS_WGm8VeIK0JrAITc7Ih9gJENHNPLHbaJnyR9oNd0LUMIyU6Amn-g/w200-h179/Khador_Ekaterina_Baranova.jpg" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Ekaterina Baranova</td></tr></tbody></table>
</div>
<div style="text-align: justify;">Our new Warcaster, Kapitan Baranova is a cool addition to our arsenal. Her basic stats are SPD 6, which is normal; MAT 6, which is on the low end, so she is clearly not a frontline 'caster; RAT 6 is ok; DEF 15 is OK, as it requires boosting to consistently hit for an elite MAT (which is around 7); ARM 15 and 16 boxes means she is dead if stuff hits her. She har 7 Focus, which is nice. So a squishy backline support 'caster who doesn't really wants to get into melee?</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The backfield 'caster is further exaggerated by the fact that she is an answer to the age old question: "Why can't Khador have Arc Nodes?" She gives out Arc Nodes galore to all her 'jacks as a Field Marchall ability! This fits with some of her spells (see below), which would be nice to arc. However, she is not overwhelming. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">She is probably a control 'caster since her feat gives enemies -2 SPD, they cannot charge, slam, trample or power attacks, and enemies suffer -4 RNG on ranged or arcane attacks with 14" of her. Combined with her other build in ability that gives her a focus when an enemy model is destroyed by an arcane attack; this could also suggest assassination by spells, freezing and cannons. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, she has a small gun and a sword. If she is in sword range, she is dead. It might, however come in handy for removing upkeeps on friendly models or units.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Ekaterina has three personal spells as well as three rack options (so, six spells all in all from a potential of 720 spell combinations). Her personal spells are: <i>Banishing Ward </i>(remove enemy upkeeps on model/units), <i>Gallows</i> (RNG 10", POW 13, push model d6" towards caster), and a new one <i>Invocation of Wrath</i>, which give friendly faction models in control an additional die on attack rolls, and discards the lowest.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In addition, she can choose three spells from the Khador rack, which are the following: <i>Avenging Force</i> (if a friendly Faction warrior model is damaged within command, a battlegroup 'jack can advance in the Maintenance Phase), <i>Fog of War</i> (Concealment in a 14" bubble), <i>Freezing Grip</i> (RNG 8", target becomes stationary), <i>Iron Flesh</i> (+2 ARM and Blast Resistance), <i>Puissance</i> (gains +2 melee attack rolls and weapons gain Beat Back), <i>Razor Wind</i> (RNG 10", POW 12 spell, on a critical hit fill last column or branch damaged), <i>Return Fire</i> (when the model is targeted by an enemy ranged attack, it can make a basic melee or ranged attack), <i>Superiority</i> (target 'jack gains +2 SPD, MAT and DEF and immunity to knockdown), <i>Tempest</i> (RNG 8", AOE 3", POW 12/12, models hit are knocked down), and <i>Weald Secrets</i> (target gets Pathfinder and Prowl).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">She kind of looks like some combination of Zerkova and perhaps Old Witch. I'm pretty sure she will be fun, yet challenging to play. I'm thinking fast nimble (yes, Khador nimble, see below) 'jacks, Superiority, Avenging Force Freezing Grip and/or perhaps Razor Wind. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">Kapitan Ilari Borisyuk</h3>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5YWywLKTwGCkH3WTRZ_aRwYAtvEumhOnkUxPLGFIT1XwHsVNp7WTSMzgo5F09jhxIN2-ra8wLxDW_upJuXTHOAMug41PHJWpsQYhlz2pNOMj0GwsW-hVD24ocL1ftZrlFjHKQmgBVNNS1vLO0nB9h9jKKXc2-xFLpNcBciyl_zFMpHot5y0dsjqlJfQ/s809/Khador_Ilari_Borisyuk.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="809" data-original-width="547" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5YWywLKTwGCkH3WTRZ_aRwYAtvEumhOnkUxPLGFIT1XwHsVNp7WTSMzgo5F09jhxIN2-ra8wLxDW_upJuXTHOAMug41PHJWpsQYhlz2pNOMj0GwsW-hVD24ocL1ftZrlFjHKQmgBVNNS1vLO0nB9h9jKKXc2-xFLpNcBciyl_zFMpHot5y0dsjqlJfQ/w135-h200/Khador_Ilari_Borisyuk.jpg" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Ilari Borisyuk</td></tr></tbody></table>
</div>
<div style="text-align: justify;">Kapitan Borisyuk is our second new Warcaster. I think he is Yuri's long lost love child with a Widowmaker. He is actually SPD 7 (and Pathfinder), which is pretty good. Has an average MAT of 6. But, he has a mighty RAT 8 to go with his very large gun. DEF 16 is pretty good (he also has Prowl). But as with Ekaterina, ARM 14 and 16 boxes means that he is dead if something hits him. He is a FOCUS 6 'caster with access to only four spells. So he is clearly more a gun slinger than a spell slinger.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Ilari has a pretty cool feat. When a model in his battlegroup destroys an enemy model another battlegroup model can advance a do a basic attack. unfortunately a model can advance only once. Combined with his Field Marshal Pathfinder, this could make for an interesting ripple effect. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He carries two weapons. A knife, which if is needed he is dead. The other one is his rather large gun. It is a RNG 14, ROF 1, Reload [1], POW 10 gun that has three different types of attack: Critical Armor Piercing, Flare or Grievous Wounds. Given the size of the gun it is not very impressive. I'm guessing Flare and Grievous Wounds as the most commonly used shots. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Ilari has a much more manageable combination of spells that Ekaterina, only 90. His two personal spells are: <i>Dark Unravelling</i> (his battlegroup gets Magical weapons and Blessed (ignores bonuses from spells adding to DEF or ARM), and Unnatural Darkness (center a Cloud effect on a friendly model). The former is pretty nice, whereas the latter sound really crap for 2 focus. It is of course Stealth on a stick for him self. But still. He can also pick two spells from the Khador rack (see above).</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">He seems a bit lackluster (at least in the vacuum of not having looked at the other armies). His feat is cool and Dark Unravelling is a nice spell. Pathfinder on his 'jacks are cool. However, not as important anymore since alle our Dire Wolfs can have Pathfinder build in (see below). He might be an anti-hordes 'caster.</div><div style="text-align: justify;"><br /><br /></div>
<h2 style="text-align: justify;">Warjacks</h2>
<div style="text-align: justify;">Warjacks have change in an interesting way. In the old days, we typically needed 9 'jacks to cover the most usual use of our standard chassis (3 Juggernauts, 3 Destroyers, and 3 Marauders). Now we can in principle get by with just 3<br /><br /></div>
<div style="text-align: justify;">The chassis are fixed, however, we can now change both arms and the head giving us 64 different combinations per 'jack (4 left arms x 4 right arms x 4 heads). The models come with magnets, which is nice. From a model owner perspective, this is nice as we do not need to purchase and paint as many models. Whether or not it is nice for the opponent is a bit unclear. I'm not sure it is easy to distinguish the different heads, and thus the different models. Yet, time will tell.<br /><br /></div>
<div style="text-align: justify;">As a huge thing is that we are actually getting two different heavy Warjacks chassis: a heavy and a not so heavy (yet, faster!)<br /><br /></div>
<h3 style="text-align: justify;">Dire Wolf</h3>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSwXbIhxtzdrzkoqRwnE6qy5wsfeiwsGALmtvGXMKnbM03tf9u8Q0xjsYZl8UnwoPKxIbqb4pBcSByG16Uax4XanFoo8GpmVFTBZHabnm4VBaLbMvzbSz6Ld79A4yGxZm3Gc9QddXmj9mnMlUDvnVhJsfVsOapS_e27jWA2ZCuklJnil13gjhKY6Fjyg/s600/Khador_Dire_Wolf.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSwXbIhxtzdrzkoqRwnE6qy5wsfeiwsGALmtvGXMKnbM03tf9u8Q0xjsYZl8UnwoPKxIbqb4pBcSByG16Uax4XanFoo8GpmVFTBZHabnm4VBaLbMvzbSz6Ld79A4yGxZm3Gc9QddXmj9mnMlUDvnVhJsfVsOapS_e27jWA2ZCuklJnil13gjhKY6Fjyg/s320/Khador_Dire_Wolf.jpg" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The new, not so heavy chassis</td></tr></tbody></table>This is our new not so heavy chassis. It is in a way a new and improved version of the Berserker/Rager/Mad Dog chassis. It has SPD 5! 25% faster than normal Khador speed. This is fast! It has MAT 6, which is OK. It also has RAT 5, which again is a 25% improvement. It comes with an impressive DEF of 11 (which typically doesn't really matter), and only ARM 19. So it is a bit squishy.<br /><br /></div>
<div style="text-align: justify;">It has the basic rules of being a Construct, it can Headbutt, Slam, Trample. However, as something new it now has Dual attack (can use both melee and ranged initial attacks when engaged; although only against engaged models), it also has Anchor (Friendly warrior models B2B cannot be knocked down. It is not Unstoppable (see Great Bear below). This could be a problem.<br /><br /></div>
<div style="text-align: justify;">All in all, I think it is a nice upgrade. We lost the cartoonish Unstable (which is fun but dumb). We gained speed.<br /><br /></div>
<div style="text-align: justify;">Like all 'jacks, the Dire Wolf comes with 4 head options, 4 options for the right arm and 4 options for the left arm; leaving us with 64 different 'jack configurations. The options are as follows:<br /><br /></div>
<div style="text-align: justify;">
<table border="0" margin="10" style="with: 570px;">
<tbody>
<tr>
<td align="left" colspan="2" valign="top" width="160px"><b>Dire Wolf Head</b></td>
<td align="left" valign="top" width="410px">Abilities</td>
</tr>
<tr>
<td align="left" valign="top">A</td>
<td align="left" valign="top">Overtake</td>
<td align="left" valign="top">When the Dire Wolf destroys a model with a basic melee attack it can advance up to 1"</td>
</tr>
<tr>
<td align="left" valign="top">B</td>
<td align="left" valign="top">Pathfinder</td>
<td align="left" valign="top">Pathfinder</td>
</tr>
<tr>
<td align="left" valign="top">C</td>
<td align="left" valign="top">Shield Guard</td>
<td align="left" valign="top">Shield Guard (Can be hit by non-spray ranged attacks within 3" instead of the original target)</td>
</tr>
<tr>
<td align="left" valign="top">D</td>
<td align="left" valign="top">Evasive</td>
<td align="left" valign="top">When this model is his by an enemy ranged attack it can advance up to 2"</td>
</tr>
</tbody>
</table>
</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table border="0" margin="10" style="with: 570px;">
<tbody>
<tr>
<td align="left" colspan="2" valign="top" width="160px"><b>Dire Wolf Right Arm</b></td>
<td align="left" valign="top" width="410px">Abilities</td>
</tr>
<tr>
<td align="left" valign="top">A</td>
<td align="left" valign="top">Long Axe</td>
<td align="left" valign="top">RNG 2", POW 16</td>
</tr>
<tr>
<td align="left" valign="top">B</td>
<td align="left" valign="top">Ice Hammer</td>
<td align="left" valign="top">RNG 1", POW 17, Critical Freeze (Stationary for one round)</td>
</tr>
<tr>
<td align="left" valign="top">C</td>
<td align="left" valign="top">Cannon</td>
<td align="left" valign="top">RNG 12", ROF 1, POW 15, Beat Back (Enemy model can be pushed 1" and the Dire Wolf can move 1"), Critical knockdown (Models hit becomes knocked down)</td>
</tr>
<tr>
<td align="left" valign="top">D</td>
<td align="left" valign="top">Bombard</td>
<td align="left" valign="top">RNG 12" ROF 1, AOE 2" POW 14/8, Arcing Fire (can ignore intervening models when attacking)</td></tr></tbody></table></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table border="0" margin="10" style="with: 570px;">
<tbody>
<tr>
<td align="left" colspan="2" valign="top" width="160px"><b>Dire Wolf Left Arm</b></td>
<td align="left" valign="top" width="410px">Abilities</td>
</tr>
<tr>
<td align="left" valign="top">A</td>
<td align="left" valign="top">Plow Shield</td>
<td align="left" valign="top">RNG 1", POW 14, +2 ARM, Resistance: Blast (remove one die from the damage roll when suffering blast damage), Girded (While B2B the others also get Resistance: Blast)</td>
</tr>
<tr>
<td align="left" valign="top">B</td>
<td align="left" valign="top">Flame Fist</td>
<td align="left" valign="top">Flamethrower is RNG SP8", ROF 1, POW 12, Continuous effect: Fire, Pistol (ignores the +4 DEF from target in its melee). Open fist is RNG 1", POW 14, Throw Power Attack</td>
</tr>
<tr>
<td align="left" valign="top">C</td>
<td align="left" valign="top">Scrap Saw</td>
<td align="left" valign="top">RNG 1, POW 15, Critical Shred (Make one additional attack)</td>
</tr>
<tr>
<td align="left" valign="top">D</td>
<td align="left" valign="top">Heavy Chain Gun</td>
<td align="left" valign="top">RNG 10", ROF d3+1, POW 12, Volume Fire (POW 13 vs. medium-based models and POW 14 vs. larger-based models)</td>
</tr>
</tbody>
</table>
<br />
</div>
<div style="text-align: justify;">The <u>classic Rager</u> was basically the only 'jack used regular in MKII. We can build something similar using the new chassis by constructing a CAA (Shield Guard, Long Axe, Plow Shield). This one will clock in at 10 points, which is just one more that the classic Rager. This gets us a slightly better Shield guard (remember Anchor), with a better melee weapon, yet no ranged weapon.<br /><br /></div>
<div style="text-align: justify;">Another option could be a ranged <u>classic Ranger</u> by building a CDA (Shield Guard, Bombard, Plow Shield) that clocks in at 11 points. It is a kind of crossover between the classic Rager and the classic Destroyer. I could see that getting played.<br /><br /></div>
<div style="text-align: justify;">We can't really do neither the Berserker nor the Mad Dog. Surprisingly, we can do something akin the to <u>classic Decimator</u> by building a BCC (Pathfinder, Cannon, Scrap Saw) that clocks in at 10 points.<br /><br /></div>
<div style="text-align: justify;">In general, I think that the lack of unstoppable could be an issue. However, several interesting gun platforms can be build rather inexpensively. I think the Shield Guard head will be popular. There might also be an interesting build in something like AAB for a dancing berserker style troop remover at only 13 points.<br /><br /></div>
<h3 style="text-align: justify;">Great Bear</h3>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4_nZoeVxTWVXch7Okp6fTkKTg-pDYW7Z8BGRIMLlIJDIt4ySiNfIvj8_p6-s1_HoDLRTRdsW_1JVOIrD8ihdRfv4fSTpPjVnTd1AuwWLkDnExNPLWgPDT52Yxw3eyYCAJ9Y9Q2frfO_7_Jp8PikTSmjh6wQfACEjrpJEoNpRQjnIaVgRZTeAbFBKWQA/s600/Khador_Great_Bear.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4_nZoeVxTWVXch7Okp6fTkKTg-pDYW7Z8BGRIMLlIJDIt4ySiNfIvj8_p6-s1_HoDLRTRdsW_1JVOIrD8ihdRfv4fSTpPjVnTd1AuwWLkDnExNPLWgPDT52Yxw3eyYCAJ9Y9Q2frfO_7_Jp8PikTSmjh6wQfACEjrpJEoNpRQjnIaVgRZTeAbFBKWQA/s320/Khador_Great_Bear.jpg" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The new heavy chassis</td></tr></tbody></table>Our new nice heavy chassis. It is comparable to our old classic Juggernaut/Destroyer/Marauder/Decimator chassis with the same basic stats. It has SPD 4, MAT 7, RAT 5 (which is a 25% improvement over the old one), DEF 10, and ARM 20. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It also has the same basic rules, as it is a Construct, it can Headbutt, Slam, Trample. However, as something new it now has Dual attack (can use both melee and ranged initial attacks when engaged; although only against engaged models), it is Unstoppable (do not have to forfeit its combat action when moving out of an enemy models melee range), and it can Bulldoze (When B2B with an enemy model during Normal Movement, the enemy model can be pushed 2").</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">All in all, it is a nice upgrade, yet still true to the classic Khador approach. You can hit it blind folded, yet you have to bring the big hammer to damage it; and you need to do it a lot. I am just curious to see if the ARM 20 actually means something in MKIV. It did not in MKIII. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Like all 'jacks, the Great Bear comes with 4 head options, 4 options for the right arm and 4 options for the left arm; leaving us with 64 different 'jack configurations. The options are as follows: <br /><br /></div>
<div style="text-align: justify;">
<table border="0" margin="10" style="with: 570px;">
<tbody>
<tr>
<td align="left" colspan="2" valign="top" width="160px"><b>Great Bear Head</b></td>
<td align="left" valign="top" width="410px">Abilities</td>
</tr>
<tr>
<td align="left" valign="top">A</td>
<td align="left" valign="top">Agressive</td>
<td align="left" valign="top">Run and charge without spending focus and Heavy Boiler (+2 SPD when running)</td>
</tr>
<tr>
<td align="left" valign="top">B</td>
<td align="left" valign="top">Reposition</td>
<td align="left" valign="top">Reposition [2"]</td>
</tr>
<tr>
<td align="left" valign="top">C</td>
<td align="left" valign="top">Slammer</td>
<td align="left" valign="top">Follow up on slam and Grand slam (slam for free and add 2" to slam distance)</td>
</tr>
<tr>
<td align="left" valign="top">D</td>
<td align="left" valign="top">Mage Static</td>
<td align="left" valign="top">Spells cast by enemy model within 10" suffer +1 COST and -3 RNG.</td>
</tr>
</tbody>
</table>
</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table border="0" margin="10" style="with: 570px;">
<tbody>
<tr>
<td align="left" colspan="2" valign="top" width="160px"><b>Great Bear Right Arm</b></td>
<td align="left" valign="top" width="410px">Abilities</td>
</tr>
<tr>
<td align="left" valign="top">A</td>
<td align="left" valign="top">Battle Mace</td>
<td align="left" valign="top">RNG 2", POW 19, Beat Back (Enemy model can be pushed 1" and the Great Bear can move 1") and Critical Smite (The model hit is slammed d6")</td>
</tr>
<tr>
<td align="left" valign="top">B</td>
<td align="left" valign="top">Heavy Cannon</td>
<td align="left" valign="top">RNG 15", ROF 1, POW 16, Momentum (small- and medium-based models are slammed d3" directly away. Large-based models are knocked down)</td>
</tr>
<tr>
<td align="left" valign="top">C</td>
<td align="left" valign="top">Deep Freezer</td>
<td align="left" valign="top">RNG 12", ROF 1, AOE 3, POW 14/8, Critical Freeze (Stationary for one round)</td>
</tr>
<tr>
<td align="left" valign="top">D</td>
<td align="left" valign="top">Quad Chain Gun</td>
<td align="left" valign="top">RNG 10", ROF 2d3, POW 12, Volume Fire (POW 13 vs. medium-based models and POW 14 vs. larger-based models)</td></tr></tbody></table></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table border="0" margin="10" style="with: 570px;">
<tbody>
<tr>
<td align="left" colspan="2" valign="top" width="160px"><b>Great Bear Left Arm</b></td>
<td align="left" valign="top" width="410px">Abilities</td>
</tr>
<tr>
<td align="left" valign="top">A</td>
<td align="left" valign="top">Heavy Cannon Shield</td>
<td align="left" valign="top">Cannon is RNG 6", ROF 1", POW 14, Shield is RNG 1", POW 14 and +2 ARM</td>
</tr>
<tr>
<td align="left" valign="top">B</td>
<td align="left" valign="top">Blasting Fist</td>
<td align="left" valign="top">RNG 1, POW 17, Critical knockdown (Models hit becomes knocked down), Throw Power Attack</td>
</tr>
<tr>
<td align="left" valign="top">C</td>
<td align="left" valign="top">Battle Axe</td>
<td align="left" valign="top">RNG 1, POW 18, Critical amputate (Fill the unmarked boxes on the last column or branch damaged)</td>
</tr>
<tr>
<td align="left" valign="top">D</td>
<td align="left" valign="top">Dozer</td>
<td align="left" valign="top">RNG 10", ROF 2, POW 15, Beat Back (Enemy model can be pushed 1" and the Great Bear can move 1") and Critical Smite (The model hit is slammed d6")</td>
</tr>
</tbody>
</table>
<br />
</div>
<div style="text-align: justify;">The closest we get to the <u>classic Juggernaut</u> is AAB (Aggressive, Battle Mace, and Blasting Fist). This one clocks in at 13 points (2 + 7 + 4), which is exactly the same cost as the classic one. Yet, it is a huge improvement. It has the same DEF, ARM and MAT, and number of boxes. Yet, it can run and charge for free and gets a +2 SPD when running from the Agressive head, Beat back and Critical Smite on the Mace (and POW 19), and Critical Knockdown on the Fist (and POW 17, two better that the Juggernaut). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Disregarding the chance of knockdown, push and smite on the Great Bear (AAB) and stationary on the Juggernaut, the output of AAB is pretty good. On average a fully loaded Juggernaut will make 118 points of damage when charging; whereas AAB will make 139 (it charges for free). This means that against a standard Khador 'jack the Juggernaut will on average make 31 points of damage (just shy of one rounding a 'jack); whereas AAB will make 39 points of damage (leaving damage to spare after one rounding a 'jack). What a lovely beatstick.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Making a <u>classic Destroyer</u> is a bit more difficult. It will have to be a BCC (Reposition, Deep Freezer, Battle Axe). This one clocks in at 14 points, which is one point more than the classic Destroyer. It also has the same DEF, ARM and MAT, and number of boxes. It does, however has a RAT of 5! This is a 25% improvement over the classic one. On the other had it has lost Arcing Fire. Only the Dire Wolfs can have that now. This is a great loss.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Giving is the Reposition head clearly improves its usability as it can Aim, shoot and then move forward 2". The heavy cannon has to be the Deep freezer. It has lost 2" of range and 1" of AOE. Yet, is has gained Critical Freeze. I would say a downgrade all in all since critical effects are random in nature. The Battle Axe is a no brainer since it is the exact same as it used to be (except that it has gained 1 POW). The question is whether we should go for a Heavy Cannon or the Deep Freezer. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">We can't really make neither a <u>classic Decimator</u> nor a <u>classic Marauder</u>. The former is missing the Rip Saw (which is is only available to the Dire Wolf) and the latter is missing the Ram Pistons. The Marauder will be sorely missed, as it was arguably the best 'jack in the game.</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">Units</h2>
<div style="text-align: justify;">There are three new units in MKIV. Not a lot of information is available at the time of writing. So, I might have to venture into the realm of speculations. A new version of the Winter Guards have arrived, now known as the Winter Korps, Shock Troopers are presumedly a new version of the Assault Kommandos, and finally an elusive Arkanist Unit.<br /><br /></div>
<h3 style="text-align: justify;">Winter Korps Infantry Unit</h3>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwSdcIdGWCamN2jcZ2Ub8unLKeGK5iahdcdxmc0CgXEggOUK_xXJsBjhACV4irNRi4To4eAkq41t-eG7Nt_yNtLWInX2CgGZbMK33Vi5zw3E82LVIqvG19jiSjoD-ehuk4a8B8crvcKiVC4U4sO1arR_6IVSaN3ihf4v3O-ne29oP_KHKOr-ti2_jQIg/s600/Khador_Infantry.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="462" data-original-width="600" height="246" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwSdcIdGWCamN2jcZ2Ub8unLKeGK5iahdcdxmc0CgXEggOUK_xXJsBjhACV4irNRi4To4eAkq41t-eG7Nt_yNtLWInX2CgGZbMK33Vi5zw3E82LVIqvG19jiSjoD-ehuk4a8B8crvcKiVC4U4sO1arR_6IVSaN3ihf4v3O-ne29oP_KHKOr-ti2_jQIg/s320/Khador_Infantry.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The new Winter Korps</td></tr></tbody></table>
The new and improved light infantry, the Winter Korps Infantry now comes in units of only five Riflemen. This is the new standard. They can, however include a Standard Bearer. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The seem to have a military rifle, which looks like a newer version that even the one that the Rifle Corps carried. I am assuming that the range then still will be 14". They have also exchanged their axes for sword (this is an unfortunate trend. <i>Sword to face</i> do not have the same ring to it as <i>Axe to face</i>). Apparently, they come with Combined Ranged attack. Also, two of the models can be exchanged for two heavy support troopers. It seems that we can mix and match as we feel like.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The heavy support troopers are either Grenade Porters, which allows all models to shoot some sort of high-explosive fragmentation grenades; Machine Guns, which are good against other troopers; and Rocketeers are of course back with a vengeance. Apparently, two of them can cripple Warjack systems. So, they should be high POW.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It is going to be interesting to see how the Winter Korps can be mixed, how useful they are, and if there is pick up.</div><div style="text-align: justify;"><br /></div><h3 style="text-align: justify;">Shock Trooper Gunner Unit</h3><div style="text-align: justify;">The second unit seems to be a development of the Assault Kommandoes. The Shock Troopers are only a small unit, that is three models. They seem to be dressed in protective gear. So, I'm suspecting them to be immune to all sorts of stuff like their precursors. Besides that, not a lot is known.</div><div style="text-align: justify;"><br /></div><h3 style="text-align: justify;">Arkanist Unit</h3><div style="text-align: justify;">Finally, a nice surprise. An Arkanist Unit. Some sort of spell slinging unit. Perhaps akin to the Greylord Ternions. Like the Shock Troopers also a small three person unit. </div><h2 style="text-align: justify;">Solo</h2><h3 style="text-align: justify;">Winter Korps Officer </h3><div style="text-align: justify;">The only solo, thus far is an officer. Who looks remarkable like Kommander Andrei Malakov. I think it is his sister. I'm assuming some sort of Veteran Leader, perhaps Sacrificial Pawn, and. if we are lucky some sort of Joe light speech giving. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">While we are at it, Ol' Grim is still around at Cryx. I wonder if he still remembers his days as a Widowmaker?</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">Legacy Armies</h2>
<div style="text-align: justify;">Everybody get two Prime armies (that is, the old models in MKIV)<sup><a href="https://home.privateerpress.com/2022/08/18/legacy-armies-in-prime-arena/">†</a></sup>. We get two: Man-O-War Army and Winter Guard Army.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The former is no surprise, as Man-o-Wars are very much Khador defining. I hope this means that we can use all the ones that are in the existing theme Armored Corps. I'm wondering about the Riot Quest solos (in this case Bulkhead). Yet, Ol' Grim appears in Cryx, so I am hopefull. I am also wondering about the two Battle Engines. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The latter is a bit weird. The new Khador Army is basically Winter Guards in a new and improved version. So, why not Wolves of Winter where the Doom Reavers and pointy hat guys reside? However, Winter Guards are cool, so why not. Again, I'm wondering about the Battle Engine. I love the Winter Guard Gun Carriage. </div><div style="text-align: justify;"><br /></div><h2 style="text-align: justify;">Summary</h2><div style="text-align: justify;">I'm excited. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I think Ekaterina looks like an interesting 'caster. I'm not so sure about Ilari. New Winter Korps is so cool. Finally, there are so many combinations of heads and arms on the Warjack that it might be difficult. I'm expecting just a few standard build will be used.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">We are still stuck at ARM 20, unless we shield up. We can then get to ARM 21/22 native. We only have one spell to increase ARM to 23/24. Also, we are still stuck at a static threat range of 11" for the Great Bears and 12" for the Dire Wolf. We have no Vlad1 or K2D2 to speed the army up. Boundless Charge is also gone.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So, I'm so much hoping that ARM 20 is actually going to matter. We have to do things the old fashion way. Weather the alpha and bring axe (or mace, hammer, fist, axe or what ever to face). I like that style. It has just not been in fashion for a long time.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That's it. If you made it here, I'm impressed. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">With a bit of luck, I can hopefully soon get painting and playing. Battle reports will surly follow.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Until then.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">For the Motherland!</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com2tag:blogger.com,1999:blog-4988829232919285725.post-59765533545148362182022-02-28T11:39:00.004+01:002022-02-28T13:58:21.676+01:00A venture into Brawlmachine and Disciples of Agony <div style="text-align: justify;">
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<div style="text-align: justify;"><i>Welcome to something completely different. I have attended a one day Brawlmachine event, and I though I would try something completely different. I am trying a Hordes faction that somehow resemble Khador (which I normally play) in the sense that it has very heavy Warbeasts and interesting infantry: Skorne. But why keep it simple, when I can also play Minions. Enter Disciples of Agony, where Skorne and Minions can mix. Here is some rational on my list. Reports on how it went will follow later.</i><br /><br /></div>
<a name='more'></a><div style="text-align: justify;"><a href="https://www.loswarmachine.com/brawlmachine" target="_blank">Brawlmachine</a> has become a very popular format; which is understandable. It is a marvellous piece of work that seems to be a very good way of getting new players into the game. I finally have the possibility to actually attend a Brawlmachine event, and the reflex was obviously to play Khador. However, I though that it is also an option to try the fury mechanics. So, what to play? </div>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">I my mind Skorne has some similarities to Khador. There are slow, but dangerous heavy Warbeasts and interesting infantry. It kind of looks like a combined arms type of army. It then dawn on me, that Disciples of Agony allows me to play elephants (some of the coolest models in the game), crocodiles (I mean, it's crocodiles), and pigs (mad pigs with weapons. Hello!). What could be better. So, I settled on a Skorne Disciples of Agony list as a zoo. The list is a follows: </div><div style="text-align: justify;"><table border="0"><tbody><tr><td valign="top"><span style="white-space: pre-wrap;">
<span> </span>[Theme] Disciples of Agony
<span> </span><span> </span>[Xekaar 1] Beast Master Xekaar [+31]
<span> </span><span> </span>- Blackhide Wrastler [14]
<span> </span><span> </span>- Blind Walker [9]
<span> </span><span> </span>- Titan Cannoneer [14]
<span> </span><span> </span>- Aptimus Marketh [0(4)]
<span> <span> </span></span>Paingiver Bloodrunner Master Tormentor [4]
<span> </span><span> </span>Paingiver Task Master [3]
<span> </span><span> </span>Farrow Bone Grinders (max) [7]
<span> </span><span> </span>Paingiver Beast Handlers (min) [5]
</span>
</td>
</tr>
</tbody>
</table>
</div>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">It's going to be fun to play this list. It has all the animals. The fury mechanics is somewhat different from the focus mechanics that I'm use to. Finally, a Warlock plays somewhat differently that a Warcaster. In particular, as the Warlock gets access to the 'beasts' animus as spells. This is going to be fun. <br /><br /></div>
<div style="text-align: justify;">
<h1>Skorne & Disciples of Agony</h1>Skorne has always been a thorn in my side. I usually get my middle back part handed to me when I play against them. Except for the Titians, they have never really appealed to me. However, when I stumbled upon Disciples of Agony, I was sold. I'm probably not going all in. But Brawlmachine seems like a nice place to put Skorne on the table.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The theme <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Disciples_of_Agony" target="_blank">Disciples of Agony</a> allows a Skorne player to take a lot of Minions model; or a Minion player to take a Skorne Warlock, 'beasts and a few units. So this list actually allows me to play elephants, pigs and crocodiles; a whole menagerie of coolness. How can this not be fantastic? </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The benefits are that a Skorne Warlock can control non-character Minion Warbeasts and are considered Skorne 'beasts (that is <i>friendly faction</i>). In addition, the list can include any Minion unit or solo that will work for Skorne. However, they do not become <i>friendly faction</i>, only <i>friendly</i>. They do‚ however, allows Sacrificial Pawn for Paingiver models. <br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, the Requisition Points can be used on: a non-character <a href="https://warmachineuniversity.com/mw/index.php/Agonizer" target="_blank">Agonizer</a>, one Skorne Command Attachment (which is a bit weird as there isn't any available for the units allowed), two <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Task_Master" target="_blank">Paingiver Task Master</a> solos (which in the case of Brawlmachine is only one, according to the rules), or one small- or medium-based Skorne solo at a cost of 5 or less.</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">Beast Master Xekaar & Marketh</h2>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Beast_Master_Xekaar" target="_blank"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgFKNI236ijWed-Y04qA3Fgc35rcIjbHvMdyZsSNMF0tZfcACLpP3lVv-OoyGtR8UapeBcj6gELFtlpvhj9oxVmC2yL1M6nG6jSTBoN7qaQ8fyWBy9f9-ernoc9UDH6s5UPcMfmsR-Uwbw0jyGOExaGKEUnUoSdzews1bGZAn5e5aN4R5WUkAtVk2Pe_Q=s2272" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2272" data-original-width="1242" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgFKNI236ijWed-Y04qA3Fgc35rcIjbHvMdyZsSNMF0tZfcACLpP3lVv-OoyGtR8UapeBcj6gELFtlpvhj9oxVmC2yL1M6nG6jSTBoN7qaQ8fyWBy9f9-ernoc9UDH6s5UPcMfmsR-Uwbw0jyGOExaGKEUnUoSdzews1bGZAn5e5aN4R5WUkAtVk2Pe_Q=s320" width="175" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Xekaar</td></tr></tbody></table>Beast Master Xekaar</a> is the Battle Box 'caster, so he should be among the easier Warlocks to play. On paper, he should be able to play somewhat 'beast heavy. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">His build-in abilities do support a 'beast heavy list, as he has Alpha Hunter, which allows his 'beasts to run, charge, or make power-attacks without being forced. If Xekaar also manage to kill a model his 'beasts also gets +2 SPD and MAT for one round. He can also at anytime during his activation Maltreat a Warbeast and remove one fury. However, the 'beast will suffer d3 damage, which he potentially can fix by casting Psycho Surgery (see below).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">If he tries to kill something, it needs to be something small or already damaged. He has two initials at MAT 7 (hitting DEF 14 on average) or MAT 8 if the Master Tormenter is around, and at P+S 10, weapon master though (average damage of 10 points, or 24 points on the charge). It is range 2" so he can reach out a touch something 12" away if he can't get some speed help, which he can't. Finally, he can attempt to get out of trouble as he has Reposition [5"].</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Xekaar packs four spells: Deadweight, Mortality, Psycho Surgery, Pursuit. Since he is a Hordes 'lock he can also cast the spells of his 'beasts as his own. In this case they are: Far Strike (Titan Cannoneer), Rites of Power (Blind Walker), and Rage (Blackhide Wrastler). Far Strike (he has no ranged weapon) and Rites of Power (he can't be an arc node for himself) doesn't do anything (except use focus). So, it is basically only Rage that he can use.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Rage spell gives a targeted Warbeast +3 STR for a turn. Xekaar can cast it 6" or arc it through the Blind Walker if it has cast Rites of Power first. He can, however, cast it at a cost of 1, if Marketh has used Harmonious Exaltation first. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Deadweight is a so so spell, at least in the context of Brawlmachine. It is a POW 12 spell that, if it destroys a living or undead model allows Xekaar to chose a model within 2" and decide whether that model must forfeit its movement or combat action in its next activation. He can only hit DEF 13 (DEF 14 if the Master Tormentor is around) on the average and do 19 points of damage (assuming he doesn't boost anything). So, for it to work the opponent needs to be brittle. This is one of the spells that Marketh can cast as Spell Slave or it could be arched through the Blind Walker. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Mortality is the spell that will help the entire army. It is a range 10" spell with a hefty price cost of 3 focus. However, the target model or unit suffers -2 DEF, -2 ARM, looses tough and cannot have damage removed from it. All of this for one round. This is the main candidate for Marketh to cast and for Xekaar to arc through the Blind Walker. If Xekaar does nothing else, he can potentially deliver three of these in one turn. It will obviously help Xekaar's 'beasts, but is basically a prerequisite for the Bone Grinders if they expect to charge anything (see below).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Psycho Surgery is Xekaar's tool to keep his 'beasts alive. Once per activation he can cast this and it will remove d3+1 points of damage from each model in his battlegroup (this includes himself). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, Pursuit is another possibility for Xekaar to speed up his battlegroup. It is an upkeep, which allows a model in his battlegroup to make a full advance if the target (model or unit) advances. It is only range 8" so it should probably be arched or cast by Marketh. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In addition to the list of spells, he obviously has his feat. Whisper of Torment makes enemy models within 12" suffer -3 STR, MAT, RAT and THR. It is a very powerful defensive feat. It corresponds to an increases of 3 to the DEF and ARM of the Skorne forces; and if the opponent is also a Hordes player it forces a much more sober approach to running 'beasts hot. Xekaar feast just before the enemy hits his line. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiWxMHECu2Hgx4gjCKjOUIivBtj_z7lha_7GvJ7bxZHddcGuRYiISqmw7XZLMqyy-6wB77SSpmYu3E7gsMbboCmK_hE8lIRzwbt0hKGejSICZZaOFt0Xlq6izNnBuKM_8YcjYg6kAXvSo2Y4H8inXWDRwExttPiu6rbGxmm60CMZkFuf4B92d8xhn3GbQ=s1936" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1936" data-original-width="1762" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEiWxMHECu2Hgx4gjCKjOUIivBtj_z7lha_7GvJ7bxZHddcGuRYiISqmw7XZLMqyy-6wB77SSpmYu3E7gsMbboCmK_hE8lIRzwbt0hKGejSICZZaOFt0Xlq6izNnBuKM_8YcjYg6kAXvSo2Y4H8inXWDRwExttPiu6rbGxmm60CMZkFuf4B92d8xhn3GbQ=s320" width="291" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Marketh</td></tr></tbody></table>Xekar also have <a href="https://warmachineuniversity.com/mw/index.php/Aptimus_Marketh" target="_blank">Aptimus Marketh</a> attached to him. Marketh does a lot for Xekaar. Not only can he cast either Deadweight or Mortality as a Spell Slave. For Mortality, this means that it can target something up to 22" away from Xekaar. He can also make upkeeping Pursuit free either indirectly through Harmonious Exaltation (lowers a spell's cost with 1, which is the same cost as an upkeep); or if Marketh happen to have a soul on im that can be used to upkeep.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In addition to helping Xekaar, Marketh can do some work on his own. He has a Magical P+S 11, reach 2" weapon, which is not something he should find himself in a position to use. He does, however have a pretty cool range weapon (only RAT 5, unfortunately). Although it is only range 8" and POW 6, the latter will be added to the the target's STR for the real POW (so if the target has STR 12 it will be POW 18); assuming that the target is living or undead. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It also ignores LOS, concealment and cover. He also has Gunfighter, so he can use his range weapon in melee. However, only against models in the same melee. Also he has to choose between his melee or range weapon since he haven't got Dual Attack. Again, if Marketh is in melee, he has bigger problems than choosing between which weapon to use.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, Marketh can manipulate souls. He can have three of them at any given time. If a living friendly faction model (so, unfortunately not the Bone Grinders) dies within 8", Marketh can collect its soul. In addition to be useful for a free upkeeps, Marketh can also use the souls to boost one attack or damage roll. Finally, he get a +1 ARM per soul on him; potentially bringing him up to ARM 16.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Oh, he is free here as the Requisition Points choice. </div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">Warbeasts</h2>
<div style="text-align: justify;">The battlegroup consists of three Warbeasts and a Warlock attachment. There are two Minion 'beast and one Skorne. The Minion 'beast are a Blackhide Wrastler and a Blind Walker; and the Skorne 'beast is a Titan Cannoneer.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEicEqNvsaoJkOaqf8VQaQChA-tIdzv-NPf_P8uak5rM4itd4MSAa_bKkKvx78jkVTt6wyE1-tZLYHkLEThE9AYrrj7PIyuU4vZ6jh_HbQ1byfUrPrxUL-hq_suUworhQa9ONHEzdjGNm81zy04J27lPeDuEKKNuGM7bSrb2YLLIxPCSj7Xc70Bwv8wL1w=s1754" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1558" data-original-width="1754" height="284" src="https://blogger.googleusercontent.com/img/a/AVvXsEicEqNvsaoJkOaqf8VQaQChA-tIdzv-NPf_P8uak5rM4itd4MSAa_bKkKvx78jkVTt6wyE1-tZLYHkLEThE9AYrrj7PIyuU4vZ6jh_HbQ1byfUrPrxUL-hq_suUworhQa9ONHEzdjGNm81zy04J27lPeDuEKKNuGM7bSrb2YLLIxPCSj7Xc70Bwv8wL1w=s320" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The beat stick - Blackhide Wrastler</td></tr></tbody></table>The <a href="https://warmachineuniversity.com/mw/index.php/Blackhide_Wrastler" target="_blank">Blackhide Wrastler</a> is the primary beat stick in this list. It has a P+S 17 bite and two P+S 14 claws. The latter two are both open fists so double handed throws are on the table. At SPD 5 it can reach out and touch something 9" away, and MAT 6 allows it to hit DEF 13 on the average. However, this is where animus, spells and other cool stuff comes into play.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">First of all, it can charge for free thanks to Xekaars Alpha Hunter. Having this gives the Beast Handlers to stay a bit further away and use Enrage for an addition +2 STR. Rage can also be cast for an additional +3 STR, either by the Blackhide itself or preferably by Xekaar (for freeing up fury on the 'beast). Finally, if the target is already under Mortality it looses 2 ARM, which corresponds to an extra +2 STR. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So, under optimal conditions the Blackhide Wrastler can hit something 9" away (11" if Xekaar actually managed to kill something before), arriving with an effective MAT 8 (MAT 10 if Xekaar has been killing stuff), with 7 attacks: 5 at P+S 24 and 2 at P+S 21. That is a lot of damage. On the average it is: 34+28+28+32+32+32+32 = 218 points of damage. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Against a standard Khador 'jack it will be 78 points of damage. That is easily enough enough to kill any Colossal og Gargantuan, even if missing it a few times. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Since Rage is an important animus, also for the other 'beasts it is kind of important to keep it alive until Rage isn't necessary anymore. Snacking (remove d3 damage when killing a living model), Xekaar's Psycho Surgery and the Beast Masters' Medicate can help.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjAMLtFaBEYrgFBYmVODBHoMLLP8QKrfG9WsyatXu0dJMmW8xRN1ITVmbzgiSigbvrKLy7XgZgi_oIlrC45CVg0RzbF8EKPCv288896lqZSu4eSvtSivH30vGvm8JpK9lOt4mtJOwG00EkSlPFNKl6mwMiQeYnrLqML0NZzX1d0RqklxGjtTJZJPzRkEw=s2543" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2450" data-original-width="2543" height="308" src="https://blogger.googleusercontent.com/img/a/AVvXsEjAMLtFaBEYrgFBYmVODBHoMLLP8QKrfG9WsyatXu0dJMmW8xRN1ITVmbzgiSigbvrKLy7XgZgi_oIlrC45CVg0RzbF8EKPCv288896lqZSu4eSvtSivH30vGvm8JpK9lOt4mtJOwG00EkSlPFNKl6mwMiQeYnrLqML0NZzX1d0RqklxGjtTJZJPzRkEw=s320" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The all-seeing Blind Walker</td></tr></tbody></table>The <a href="https://warmachineuniversity.com/mw/index.php/Blind_Walker" target="_blank">Blind Walker</a> is a weaker version of the crocodiles. Its mouth is tied up so it only has two claws (opening up for double handed throws). In a pinch it can still do a lot of damage. Following the same stacking as with the Blackhide above, the Blind Walker can touch something 9-11" away at MAT 7-9. It will have 5 attacks at P+S 21. Against a standard Khador 'jack that is 44 points of damage. Easily enough to kill a standard 'jack. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In addition to beating things up it can be used as an arc node if it casts its animus Rites of Power. It is an extra cool arc node as it has Eyeless Sight (which is a bit odd as it is called a Blind Walker). This means that arcing will ignore cloud effects (only for LOS, not the DEF bonus) and Stealth. As an extra ability, it is also a Shield Guard. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhZvz_sVbnFwTGw6Qw_IJqwRxugOk6p4K892F0QvCzZZpoX9Ck1DpIz4FdHuT6vCMlsZ56YhmRKCAqs7VyQzn9agmXAZUqdUrJWgJkEaLCCNI35B5MQKZie6KGWcy13eUi5oBm80qpG_r9Z2Qgs0HKAqpYq0TIrpDAQUrkg_TboVURUqDWSJfz9vl8b-Q=s2682" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2204" data-original-width="2682" height="263" src="https://blogger.googleusercontent.com/img/a/AVvXsEhZvz_sVbnFwTGw6Qw_IJqwRxugOk6p4K892F0QvCzZZpoX9Ck1DpIz4FdHuT6vCMlsZ56YhmRKCAqs7VyQzn9agmXAZUqdUrJWgJkEaLCCNI35B5MQKZie6KGWcy13eUi5oBm80qpG_r9Z2Qgs0HKAqpYq0TIrpDAQUrkg_TboVURUqDWSJfz9vl8b-Q=s320" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The elephant in the room</td></tr></tbody></table>Finally, the <a href="https://warmachineuniversity.com/mw/index.php/Titan_Cannoneer" target="_blank">Titan Cannoneer</a> is the only elephant in the room. Yet, it is an elephant with a really big gun. It is range 12" (16" if it uses its animus Far Strike), POW 15 and AOE 4". Unfortunately, it is only RAT 5. Again, Mortality is helpful. Under Mortality, it is effectively POW 17 at RAT 7 (9 if aiming). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Once the enemy is close (that is within 9-11") it might be beneficial to switch to melee. Following the same stacking as for the two crocodiles, the Titan can arrive with MAT 7-9 bringing 6 attacks: 1 at P+S 22 and 5 at P+S 23. Again, this is 62 points of damage against a standard Khador 'jack.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All in all, all three 'beasts are quite heavy hitters. Yet, it requires stacking of buffs. So keeping the Blackhide alive is important, getting Mortality on whatever is going to be hit is key, and keeping enough at least one) Beast Handlers alive helps. The main challenges is hitting stuff. They are all either MAT 5 or 6, which is fine against most 'jacks, but not so fine against many 'beasts and troops. Having to boost to hit quickly limits the effectiveness. So targets must be chosen carefully. Or some cooperation is required. One 'beast could make a double handed throw back towards Xekaar's line, thus also knocking down to opponent, or the titan could slam something.</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">Unit & Solos </h2>
<div style="text-align: justify;">The list contains two units and two solos. The ubiquitous <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Beast_Handlers" target="_blank">Paingiver Beast Handlers</a> and a max unit of <a href="https://warmachineuniversity.com/mw/index.php/Farrow_Bone_Grinders" target="_blank">Farrow Bone Grinders</a>, "supported" by a <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Task_Master" target="_blank">Paingiver Task Master</a>. Finally, a <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Bloodrunner_Master_Tormentor" target="_blank">Paingiver Bloodrunner Master Tormenter</a> is also around. <br /><br /></div>
<h3 style="text-align: justify;">Bone Grinders & Paingiver Task Master</h3><div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjHoXpQkuP98NKoW_HJt0WAqr5cmDR08KUOOwqpjEgIketWmbDYV8cP5qhKVQeaSxzsKpmU_JqFU9PohQ42OxPKrA0mmH_U-TA852SBazhNXRp0mdQcXOPmFOtabAlcfz9SkJWaSg1kGEDrGVe0_WqjLcBxJ09PMGHHLqSEkmGyD4BqHUQz8Z4a3dbAzA=s3117" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="976" data-original-width="3117" src="https://blogger.googleusercontent.com/img/a/AVvXsEjHoXpQkuP98NKoW_HJt0WAqr5cmDR08KUOOwqpjEgIketWmbDYV8cP5qhKVQeaSxzsKpmU_JqFU9PohQ42OxPKrA0mmH_U-TA852SBazhNXRp0mdQcXOPmFOtabAlcfz9SkJWaSg1kGEDrGVe0_WqjLcBxJ09PMGHHLqSEkmGyD4BqHUQz8Z4a3dbAzA=w400-h125" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Bone Grinders with their "assistant"</td></tr></tbody></table><br />The main Minions unit is a full unit of <a href="https://warmachineuniversity.com/mw/index.php/Farrow_Bone_Grinders" target="_blank">Bone Grinders</a>. First of all, they serve as cannon fodder for the Paingivers in this army (that is the Beast Handlers, Task Master, Master Tormenter, and most importantly Xekar himself). Disciples of Agony gives Sacrificial Pawn to Paingiver models on Minion Warrior models. As Bone Grinders are Tough that helps a lot. The combination with the Paingiver Task Master who gives them immunity to knockdown from No Sleeping on the Job is golden.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The second usage for the Bone Grinders is supporting Xekar through Craft Talisman. This gives him and additional +2 RNG on spells that originates from him (so not when arching through Marketh or the Blind Walker, unfortunately). This means that he can now sling Deadweight and Pursuit 10", and Mortality 12". Every little thing helps. The can also almost keep up with him, in particular when the Task Master gives them Scutter (Reposition [3"]). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, they can put up a fight if required; in particular if fighting other Hordes factions. Somewhat less so if it is Warmachine factions. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They are equipped with a Magical (which might come in handy) Cleaver, which is a meeker P+S 10, 0.5" weapon. This is, however helped a bit by the Task Master who can give them +2 STR. Against Warbeasts (living and constructs, actually) they gain an additional damage dice. This gives them an average damage output of 26 points of damage when charging a Warbeast. That is not too bad for a cheap unit. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They also inflict Grievous Wound (denying tough and damage removal for one round) and can place or remove 1 focus on hit. Unfortunately, they are only MAT 6 (average hitting DEF 13). Something which the Task Master can't fix. Finally, they gain +2" movement when charging living models, giving them a mighty range of 10.5". </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">If the Bone Grinders are to charge anything, it is probably a good idea to get Xekar's spell Mortality on it first. This effectively allows them to hit DEF 15 on average (target has -2 DEF) and do 28 points of damage on average (target has -2 ARM). </div><div style="text-align: justify;"><br /></div><h3 style="text-align: justify;">Paingiver Beast Handlers </h3><div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEitLH6gpEJNHy9zB3NOptcV3C-fzkfluYftJtSAXBOqLEyVd4uRRZNwLVxohZPJRiWl1TgbNJgDi75zL4E0fBgEJ6__FwmHR_z90imKglZgb3fpJN3CUGw7JCYJpkBFZYrBesSUG66VrJ4Eo0ghB5MBy9t2Q1mIql3aRBTcCMLNvkJoVbDqgfdvDwJu9A=s3220" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1302" data-original-width="3220" src="https://blogger.googleusercontent.com/img/a/AVvXsEitLH6gpEJNHy9zB3NOptcV3C-fzkfluYftJtSAXBOqLEyVd4uRRZNwLVxohZPJRiWl1TgbNJgDi75zL4E0fBgEJ6__FwmHR_z90imKglZgb3fpJN3CUGw7JCYJpkBFZYrBesSUG66VrJ4Eo0ghB5MBy9t2Q1mIql3aRBTcCMLNvkJoVbDqgfdvDwJu9A=w400-h161" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The ever present Beast Handlers</td></tr></tbody></table><br />The ubiquitous <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Beast_Handlers" target="_blank">Beast Handlers</a> are obvious also in this list. As described above they are instrumental in cranking up the damage output of the Warbeasts. They can also heal the beasts for d3 points of damage, they can remove and add fury to Warbeasts through Condition. If they end up in melee (which should be avoided) they can also manipulate fury on enemy 'beasts. Their 2" reach whip is only P+S 8. However, they do have Anatomical Precision, which guarantees one point of damage and denies tough for this attack.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In this theme they are a bit easier to keep alive than normal. They have Sacrificial Pawn onto the Bone Grinders, who are tough and hopefully immune to knockdown.</div><div style="text-align: justify;"><br /></div><h3 style="text-align: justify;">Paingiver Bloodrunner Master Tormentor</h3><div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg5cukc1lKkYbJasfklGIM9lx8PTaKrCrwLg4yyz1hkyJAdWokyP0vOiV1FYbsDnmERNu9sNFdvCPK3yHtQ2zsptQXf7OzRuH7ivPeGX0tfAkGIGxqlEpmcCLBykpxP1VdtZf3DJubQBdaqTzE1xJG5laNlSc7nRz-AfN5BohWDitcln-a8lRXAYEisyA=s1798" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1798" data-original-width="1569" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEg5cukc1lKkYbJasfklGIM9lx8PTaKrCrwLg4yyz1hkyJAdWokyP0vOiV1FYbsDnmERNu9sNFdvCPK3yHtQ2zsptQXf7OzRuH7ivPeGX0tfAkGIGxqlEpmcCLBykpxP1VdtZf3DJubQBdaqTzE1xJG5laNlSc7nRz-AfN5BohWDitcln-a8lRXAYEisyA=s320" width="279" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Master Tormentor</td></tr></tbody></table>The final solo is a <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Bloodrunner_Master_Tormentor" target="_blank">Master Tormentor.</a> She is here to give Xekaar a +1 to hit (both melee and spells). Besides that she is also pretty good at capturing flags and contesting. She has Apparition, Pathfinder, Advance Deployment and Stealth. With SPD 6, Apparition and Sprint she is quite mobile.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">She has the same whip as the Beast Masters (P+S 8). Yet, she is a weapon master and can do a thresher attack. This is quite powerful against infantry with one box, as she can charge at MAT 9 (8 native + veteran leader) and with the 2" thresher weapon with Anatomical Precision she can clean out a lot. Unfortunately, I do not foresee too many units of easily killable infantry in Brawlmachine. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><h1 style="text-align: justify;">The zoo is ready for battle</h1><div>This is the list that I'm going to play at our local team tournament. We are 8 teams of three people each. This is going to be so much fun.</div><div><br /></div><div>Battle reports will arrive shortly.</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-34903088215718225282022-02-27T16:48:00.000+01:002022-02-27T16:48:13.622+01:00Kommandant Sorscha Kratikoff (Sorscha3) vs. Kommander Andrei Malakov (Malakov2)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiEuZC63M2T4LE6zXLr91i4RYs31CZ4KRu0HzQ1Lj1Q6Y0L2RLthmB4CvV7YkTyyYfD6amZsZjc7LVQVmJ7fbgUhq7t0aKxXun6H-KckoBts5JfRLeXMdNLZp60f4Xm9GvDtElx0J4SrlTXmALT2_vxmE8e0YjiLh9S-TqntdfsxXR2NxbyeylygHiXaQ=s130" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/a/AVvXsEiEuZC63M2T4LE6zXLr91i4RYs31CZ4KRu0HzQ1Lj1Q6Y0L2RLthmB4CvV7YkTyyYfD6amZsZjc7LVQVmJ7fbgUhq7t0aKxXun6H-KckoBts5JfRLeXMdNLZp60f4Xm9GvDtElx0J4SrlTXmALT2_vxmE8e0YjiLh9S-TqntdfsxXR2NxbyeylygHiXaQ" /></a></div></div>
<div style="text-align: justify;"><i>There seems to have been some sort of internal conflict in the Khador army. It is probably due to Malakov being a bit too close to the infernal plague. Sorscha is dispatched to contain any potential uprising. Not only is it a Khador on Khador fight; it is also both Jaws of the Wolf lists. However, they are very different. It is not the best game Sorscha has ever played. Luckily, Malakov is very slow. So he times out, leaving Sorscha victorious.</i></div><div style="text-align: justify;"><i> </i><br /></div>
<a name='more'></a><div style="text-align: justify;">In the local meta there is a lot of Khador. Not surprisingly as the Empress is the only true leader of Immoren. Currently, Jaws of the Wolf is very popular, and most often with the shiny new Karchev2. However, this time two untraditional versions of Jaws of the Wolf are facing off. Sorscha's experimental "ask two half questions" list (see <a href="https://greylordarchives.blogspot.com/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for a description of the list) vs. Malakov with trimmings. I am still learning how to pilot this list. So it can go both ways. Luckily, Malakov's pilot is know to die to the clock. So, I might gamble on that. The two lists facing off are: <br /><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">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] </td>
<td valign="top"><span><span style="white-space: pre-wrap;">Khador
[Theme] Jaws of the Wolf
[Malakov 2] Kommander Andrei Malakov [+28]
- Behemoth [20]
- Kodiak [12]
- Greylord Adjunct [3]
Greylord Forge Seer [0(4)]
Kovnik Apprentice Kratikoff [0(4)]
- Beast 09 [16]
Manhunter [2]
Manhunter [2]
Thamarite Archon [9]
Underboss Vizkoya [0(4)]
Widowmaker Marksman [3]
Yuri the Axe [4]
Kayazy Assassins (max) [13]
- Kayazy Assassin Underboss [4]
Kayazy Eliminators [4]
Kayazy Eliminators [4]
Kossite Woodsmen (min) [7]
</span>
</span>
</td>
</tr>
</tbody>
</table><br />
</div>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">So, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Jaws_of_the_Wolf">Jaws of the Wolf</a>. I'm guessing that we should be familiar with this now. Most importantly it gives our 'jacks a much desired Pathfinder. It also allows us to Bring Your Own Forest (BYOF), a 5" AOE that ca be placed anywhere completely within 18" of the back table edge. So, here we will se two BYOFs. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The opposing list is piloted by <a href="https://warmachineuniversity.com/mw/index.php/Kommander_Andrei_Malakov" target="_blank">Malakov2</a> who is a bit of an odd (Khador) 'caster. He has recently received a rather cool update in the <a href="https://home.privateerpress.com/2021/10/21/warmachine-hordes-quality-of-life-dynamic-update/" target="_blank">Quality of Life Update</a>. He has received the spell Discombobulate. When it hits an enemy unit or model. They spend so much time trying to pronounce <i>Discombobulate</i> that both front and back arc is back arc for one turn. This has quite a few very nice effects. Not only does it remove everything that only works in the front arc (e.g. Shield Wall, Free Strikes and Counter Charge), it also works wonders for things with Backstab. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Malakov brings a lot of backstabbing. The <a href="https://warmachineuniversity.com/mw/index.php/Kossite_Woodsmen" target="_blank">Kossites</a> have it as a build-in function; the <a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Assassins" target="_blank">Assassins</a> have as their minifeat, and finally Malakov also has his Battle Plan Throat Cutter, which gives a friendly unit or model Backstab. The only drawback is that he needs to be a bit closer to the front than he would prefer. He can cast Discombobulate 12" (the extra 2" from the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a>), and if he has Tactical Supremacy on himself he can Cygnar Advance 3" away from the front. This will bring him 15" away from revenge, and combined with Sucker to take care of incoming fire, he should be pretty safe.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Clearly Throat Cutter is cool on paper. On <a href="https://warmachineuniversity.com/mw/index.php/Behemoth" target="_blank">Behemoth</a>, as an example, it can lead to a ridiculous amount of damage damage. Any melee attack is Armor-Piercing and can roll 4 dice. That is 14 points of damage on a closed devastator pr. attack. At the end of the day, any application of Discombobulate spells trouble for Sorscha's Shocktroopers. Luckily, not so much for the Devastators as they no longer have shields, just a shell. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In addition to the mighty Behemoth, Malakov is also brining a <a href="https://warmachineuniversity.com/mw/index.php/Kodiak" target="_blank">Kodiak</a>. This is a very versatile 'jack with a Heavy Boiler (+2" movement when running) that allows it to go places fast (at least Khador-fast); it can also Vent Steam, which centres a 4" AOE cloud on it where living and undead suffers a POW 12 damage roll; finally, it has Chain Attack: Grab and Smash, which allows it to make a head-butt or throw attack if it hits with both its initial attacks (for free). This is a fantastic 'jack, in particular for cleaning out zones. In this match-up all the light infantry really doesn't like POW 12. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Malakov actually makes his battlegroup somewhat mobile. He can cast and upkeep (for free due to the Greylord Adjunct) Escort, which gives his 'jack a +2" movement. Also, Tactical Supremacy potentially gives a 'jack Reposition [3"]. Finally, his feat Poison Pill allows models in his control to make a full advance is it is damaged by an enemy attack; and doing so with Parry and immunity to Knockdown. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Since Jaws of the Wolf is a 'jack heavy theme, there is obviously one more. The hyper violent <a href="https://warmachineuniversity.com/mw/index.php/Beast_09" target="_blank">Beast 09</a> under the control of <a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Apprentice_Kratikoff" target="_blank">Sorscha0</a> (the false one, obviously, as the real Sorscha is on my side of the table). Sorscha is basically Boundless Charge on a stick (+2" movement when the targeted 'jack charges). She can do two in an activation, if she doesn't want to use focus on anything else. She can target any 'jack in the list. This further improves an already deceptively mobile 'jack list. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha's pet 'jack, Beast 09 is obviously tagging along his (false) master. Beast 09 is a <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernaut</a> on steroids. It has one higher MAT (8) and a cooler Ice Axe with which it can do a Thresher attack. It is also Murderous, which gives an additional attack dice against warrior models. He can really kill Shocktroopers, in particular if Malakov have managed to get Discombobulate on them, Oh, and he is Hyper-aggressive, which allows it to advance directly towards an enemy model if it has damaged it. Finally, when he is under Sorscha's control he is also a Shield Guard (to all models, not only Sorscha). As the only model, besides the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Forge_Seer" target="_blank">Greylord Forge Seer</a>, it is immune to cold. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The units and solos is pretty much standard Jaws of the Wolf: one min unit of ambushing <a href="https://warmachineuniversity.com/mw/index.php/Kossite_Woodsmen" target="_blank">Kossites</a>, a max unit of <a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Assassins" target="_blank">Kayazy Assassins</a> with the Underboss, two units of <a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Eliminators" target="_blank">Kayazy Eliminators</a>, and <a href="https://warmachineuniversity.com/mw/index.php/Yuri_the_Axe" target="_blank">Yuri</a> and his two <a href="https://warmachineuniversity.com/mw/index.php/Manhunter" target="_blank">Manhunters</a>, The "variation" is: a Widomaker Marksman, a Greylord Forge Seer, Underboss Vizkoya, and a Thamarite Archon. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Widowmaker_Marksman" target="_blank">Widomaker Marksman</a> is good at taking out solos and other smaller models, as he guarantees 3 points of damage and no tough (at RAT 10 if aiming). With Stealth and Swift Hunter (move 2" if he destroys a model) he is also really good at holding flags and contesting zones.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Forge_Seer" target="_blank">Greylord Forge Seer</a> is probably here to fuel the Behemoth. With power-up and the Forge Seer, the Behemoth can fire twice under Powerfull Attack. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, <a href="https://warmachineuniversity.com/mw/index.php/Underboss_Vizkoya" target="_blank">Underboss Vizkoya</a> is a new addition to the arsenal (he is a Riot Quest model). He is probably there as, primarily a solo hunter. He has Parry to get out of sticky situation, Stealth and is tough. He is equipped with a crowbar and a grapple gun. With dual attack he is probably going to try to shoot something with his gun, then pull the target in (if same size) and then place himself base-to-base with the target. The then crowbar comes into play. Hitting somebody with it is a 3d6 is the target is a character model, as is the damage. So, Yuri, Bulkhead and Sorscha watch out.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I think this is a manageable list. The Behemoth is nasty, even against Assassins with Iron Flesh; Beast 09 is brutal; and the Archon has also improved. However, I have trust in my master plan.</div><div style="text-align: justify;"><br /></div>
<h2>Deployment</h2><div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">Steamroller 2021</a> scenario Spread the Net. Sorscha picks the objective Cargo Nets and Malakov picks the Observatory. Sorscha wins the dice off and opts to go first.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha deploys according to Empress' standard deployment 11 (see <a href="https://greylordarchives.blogspot.com/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for details and tactical discussion). The BYOF (Bring Your Own Forest) goes on the left side with the two Manhunters behind, ready to enter it. Yuri deploys behind the existing forest on the right, also ready to move into it. The Kossites stay at the camp fire. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgzRdd9DVYhHslh115B7EgeYrqzJcKUKRht1WptIZydQO_UR-R4VPlN1f4ACjRka31LUF9T-xwPIdF7ftY6vZlrfJvfzGTHq8BM-Pq4RFJsyzZyFyJqlxWoiR0rpCwNJ2XvbZpmkZIA3l7N8s7qWzuRoKDdshPTLa_z4AumZElV5qKLEYEgIIXTQ-pvGg=s3116" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2988" data-original-width="3116" src="https://blogger.googleusercontent.com/img/a/AVvXsEgzRdd9DVYhHslh115B7EgeYrqzJcKUKRht1WptIZydQO_UR-R4VPlN1f4ACjRka31LUF9T-xwPIdF7ftY6vZlrfJvfzGTHq8BM-Pq4RFJsyzZyFyJqlxWoiR0rpCwNJ2XvbZpmkZIA3l7N8s7qWzuRoKDdshPTLa_z4AumZElV5qKLEYEgIIXTQ-pvGg=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of Deployment</td></tr></tbody></table><br />
<div style="text-align: justify;">Malakov also has a BYOF, which goes on the right side diagonal to Sorscha's. A unit of Eliminators on each flank, and the advance deployed more or less in the middle. Beast and the Kodiak (today dressed as a Marauder) go to the left. Behemoth and its pet Forge Seer on the right in the shooting part of the deployment along with the Archon. Everything else kind of goes into the middle</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above depicts the end of deployment. <br /></div><div style="text-align: justify;"><br /></div>
<h2>Round 1</h2>
<div style="text-align: justify;">The famous positioning round. Not a lot is going to happe. Stuff will most likely just move forward at blazing Khador speed. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhlHxkEOmDADEC8emlWdlAKThaTExe6nbkXWHKgmIjWvJtWlPbkX5tHGLFHWrts-yMXB5-pr3vtyTgCtlIA6oty2iIWk6cpZC2vG4fpOYk1qfnAc62uIO-Cn7SWjxXvwdBXTJ6mCTfAew387wTMTedMgt1SoDs3Tq3jgXMHmQDzmeQWMTDckJRCYjkp3Q=s3464" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2483" data-original-width="3464" src="https://blogger.googleusercontent.com/img/a/AVvXsEhlHxkEOmDADEC8emlWdlAKThaTExe6nbkXWHKgmIjWvJtWlPbkX5tHGLFHWrts-yMXB5-pr3vtyTgCtlIA6oty2iIWk6cpZC2vG4fpOYk1qfnAc62uIO-Cn7SWjxXvwdBXTJ6mCTfAew387wTMTedMgt1SoDs3Tq3jgXMHmQDzmeQWMTDckJRCYjkp3Q=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Both the Eliminator units make wide advances on the flanks, attempting to force the opponent to clump together; and staring down their counter parts. The Manhunters and Yuri move into their forests. Besides the rightmost Devastator parking in the zone, everything else basically moves forward. There is no way of staying out of Behemoth's long shooting distance, so the Assassins just have to live with it (they do have Iron Flesh on them, so there is a chance).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above shows how Sorscha unpacks from deployment 11. She spent 7 minutes on the clock, including deploy, which is a bit on the slow side. This could be done better.<br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgCihxUEqrlgfaM9Y-8z7jI_ouskXv5RZe4J4vdB5TX-UeFebucjZcaWY06e9wkhtSswFmiISSAzgD_GnrHzit44hcLB8dq8a2IeqUF7OWLBXhE93ygimiyWkeS8jiuJSq4RkRVglRdQb-lmnEYY21iiNkQ_J5ZuqskeQfi5rT_ZvkwKqOxjvykbzGWOw=s3423" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2232" data-original-width="3423" src="https://blogger.googleusercontent.com/img/a/AVvXsEgCihxUEqrlgfaM9Y-8z7jI_ouskXv5RZe4J4vdB5TX-UeFebucjZcaWY06e9wkhtSswFmiISSAzgD_GnrHzit44hcLB8dq8a2IeqUF7OWLBXhE93ygimiyWkeS8jiuJSq4RkRVglRdQb-lmnEYY21iiNkQ_J5ZuqskeQfi5rT_ZvkwKqOxjvykbzGWOw=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Malakov decides to advance more cautiously. On the left flank, the Kodiak parks in the zone, along with the Eliminators. On the right side, the Forge Seer empowers Behemoth, which then fires its guns and take out an Assassin in the middle, and more troublesome an Eliminator on the right. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That's it. A comparable action packed first round. The picture above shows the result after the dust have settled. <br /><br /></div>
<h2>Round 2</h2>
<div style="text-align: justify;">Round two for Sorscha, also know as R2F (Remember to Feat). So far not a lot have happened. However, we are getting closer to axe to face - or in the case of the assassins: small pointy object between ribs.<br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiJ_e96vnbTwSCiuJAMdbPCxvw7iBYClxGqcAuOOJ_EvWxwvQjOu_OlgFk37sWAl1XfA6T_M1lasBG2ODDWMFz81neuf2VjUURFBJXOaqPgKdoFFXJAqKvjLsOwzaDzAnqW2xBmuFc14n-YwP_RYVsynEBegGFOGTZSUs4So25qPqJ-CT8VE0gU6OxLuA=s3281" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1969" data-original-width="3281" src="https://blogger.googleusercontent.com/img/a/AVvXsEiJ_e96vnbTwSCiuJAMdbPCxvw7iBYClxGqcAuOOJ_EvWxwvQjOu_OlgFk37sWAl1XfA6T_M1lasBG2ODDWMFz81neuf2VjUURFBJXOaqPgKdoFFXJAqKvjLsOwzaDzAnqW2xBmuFc14n-YwP_RYVsynEBegGFOGTZSUs4So25qPqJ-CT8VE0gU6OxLuA=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">On the right, the Eliminators go wide and around the line to be ready to sneak up behind the enemy. The Eliminator on the left moves in to hide behind the BYOF. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Assassins do what they are suppose to. They advance as much as possible to tie down the enemy, whilst waiting for the Man-o-Wars to get there. Once they have advanced, Sorscha moves up and feats. She gets five clouds and makes a wall between the Assassins and Man-o-Wars. A few on the Assassins are caught in the cloud. But that doesn't matter as they have activated and won't be damaged. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Man-o-Wars move up in tight formation. The rightmost Devastator shuffles forward and the leftmost one just hangs up in the trench. Finally, the Battle Mechanik Officer remembers to move into base contact with Sorscha to give her Girded. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That is it. Sorscha is ready for Malakov's next move; and a small course in why careful measuring is underrated. The picture above shows the end of Sorscha's turn. Oh yes, I also forgot to call the Kossites. I should have had them coming in on the right flank.<br /></div>
<div style="text-align: justify;">
<br />
</div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh3h2yUBbQNDZ3VllE6hXBQqE6Y-9FXh9PyrtBGNmfZZ5Kbq8_88l3cs18IdRLKiuOvC4DCi4qTVZ35xW-N49yn62JHSqo3s5QuOMmo6sY8q8aECSJJeDCQ9MmphCJv_FPF73WCpErC-B_sGmnZtw9fQ5-kuA_N6S8m6FhTG9pYG23V1gppPqIERlQ6FQ=s3189" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1832" data-original-width="3189" src="https://blogger.googleusercontent.com/img/a/AVvXsEh3h2yUBbQNDZ3VllE6hXBQqE6Y-9FXh9PyrtBGNmfZZ5Kbq8_88l3cs18IdRLKiuOvC4DCi4qTVZ35xW-N49yn62JHSqo3s5QuOMmo6sY8q8aECSJJeDCQ9MmphCJv_FPF73WCpErC-B_sGmnZtw9fQ5-kuA_N6S8m6FhTG9pYG23V1gppPqIERlQ6FQ=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr></tbody></table><br />
<div style="text-align: justify;">First of all, why careful measuring should be learned and eyeing it is not to be trusted. On the right flank, Sorscha's Eliminators had a brilliant plan of sneaking behind the enemy. This is brilliant, if it wasn't for the fact that I couldn't be bothered to measure the distance to Malakov's Eliminators. They were left in walking distance, which means that one of them died. Same problem on the right flank, where Sorscha's Eliminator was hiding behind the forest, which agains was a brilliant plan if she had not been within walking distance of Malakov's Eliminators. I really should remember to position correctly.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">More action on the right flank from the Kodiak, which moves up, farts a could (that also kills an Assassin) and then Reposition out of the could again thanks to Tactical Supremacy, which Malakov had cast on it earlier. Vizkoya also moves in and hides behind the cloud.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In the middle the Assassins moves out of the way. One gets killed from a free strike, another one sprints up to tie down the Devastator. Everybody else just make room for the 'jacks. Beast charges forward and kills four Assassins with a swing of its mighty axe. Behemoth and the Archon moves forward, the latter shoots at something in the middle, which leaves a 3" hazard (the green paper circle). Malakov and fake-Sorscha hides out in the back. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above demonstrates the result of not measuring and forgetting the boys scouts at the camp fire. Scenario score is 1-1 (Sorscha scores a flag, Malakov a zone).<br /></div><div style="text-align: justify;"><br /></div>
<h2>Round 3</h2>
<div style="text-align: justify;">I won't say that Sorscha's plan is coming together. Conversely, I wouldn't say it is completely ruined either. So, let's see what happens. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg2xgxvJdNgPb9zj1tvIgE3DPZixRq4WER5kHVBm6rOQbYYFkT1b5eX8xn7gXy57k9Bd_tJsvwkIjkWGXqieB1zKpTlMKGzznWGTVLCyhvB5MZBH4X5UncSCBdOZC9NWGZum5_cFuccvXVxLS3vKH8QEbcCGNteZ_IcdqBNKFuuFKO7wLBio5977eDISg=s3360" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2060" data-original-width="3360" src="https://blogger.googleusercontent.com/img/a/AVvXsEg2xgxvJdNgPb9zj1tvIgE3DPZixRq4WER5kHVBm6rOQbYYFkT1b5eX8xn7gXy57k9Bd_tJsvwkIjkWGXqieB1zKpTlMKGzznWGTVLCyhvB5MZBH4X5UncSCBdOZC9NWGZum5_cFuccvXVxLS3vKH8QEbcCGNteZ_IcdqBNKFuuFKO7wLBio5977eDISg=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Sorscha's feast ends and everybody can see again. This also means that the Kossites finally can be bothered to show up. Something they do on the right flank.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the left flank, the lonely Eliminator runs away from her two sisters and moves in behind Malakov and fake-Sorscha. On the right flank, the Kossites kills the Forge Seer and the two Eliminators. Spurred on by their success, they also shoot at the Archon. However, that misses and it dodges out of range. Yuri kills the annoying Assassin. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It is in the middle the party is. The Assassins charges their counter part and takes out a few. This leaves room for the Shocktroopers. They move forward. I'm a bit unsure why they did not charge Beast. In stead they just Shield Wall forward. This leaves room for the Demolition Corps, who charge Vizkoya. The rest just runs forward. In hindsight, Dragos should have activated the mini-feat here. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Every thing else move forward. The Devastator moves in behind the Demolition Corps to be ready for next round. The Kovnik and Adjunct hang around near Yuri, as they suspect that the opposing Kossites might arrive soon. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That is basically it. Sorscha is kind of happy. She is a bit worried about Beast. The scenario score is now 3-3. The picture above shows the end of the first turn in round 3.<br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiXH9QiNdq81Z1zOi-yyJPX7ybIQG4agoiMQTORxmVlPzmaoTxRwhgZ8dGmM3F17fTpyGlgRwoZMB91tyd_g4XMj5s2kk07_gg5zDBRM61vOk2kbO-XNWLKbnOjfAx6LZ1n2LUt7McJGHkmXFS_5GEFohgGCKmqDFZ8gZz-m14X3LFYgRqOYr-oVMRAew=s3253" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2330" data-original-width="3253" src="https://blogger.googleusercontent.com/img/a/AVvXsEiXH9QiNdq81Z1zOi-yyJPX7ybIQG4agoiMQTORxmVlPzmaoTxRwhgZ8dGmM3F17fTpyGlgRwoZMB91tyd_g4XMj5s2kk07_gg5zDBRM61vOk2kbO-XNWLKbnOjfAx6LZ1n2LUt7McJGHkmXFS_5GEFohgGCKmqDFZ8gZz-m14X3LFYgRqOYr-oVMRAew=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 3</td></tr></tbody></table><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Malakov is potentially under a bit of pressure. Yet, his 'jacks are still around and at full health. So, everything is on the table still. His Kossites decides to join the battle and arrive at the right flank.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the left flank, the two Eliminators turn around and moves into the zone. The Kodiak easily kills the two Demo Corps, then farts a could and Reposition out. The Marksman moves in behind the big rock. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the right flank, the Archon shoots and kills all the Kossites. Behemoth moves to the right and its guns pounds Sorscha's objective until it evaporates. Finally, the Assassins again contest the rightmost zone. They also try to kill Sorscha's Assassins; luckily without a lot of luck. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In the middle, Beast is finally on the move. He moves in a thresher away. He only manage to take out one Shocktrooper and one Demo Corps. Sorscha is happy. Fake-Yuri tries to copy the thresher move, without a lot of luck. One of the Manhunters also kills the remaining Eliminator. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, the Kossites activate and kill the Manhunter and the Kovnik. That was more damaging that expected. It also removes the scoring on the flag. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Malakov also feats in this turn.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So far, so good. Not as bad as I had feared. However, the scenario score is now 6-3 in Malakov's favour. On the bright side, Malakov only has 2:37 left on the clock, whereas Sorscha has 24:00. The picture above depicts the end of round 3. <br /></div><div style="text-align: justify;"><br /></div>
<h2>Round 4</h2>
<div style="text-align: justify;">With plenty of time left on the clock, Sorscha is to a certain degree in a happy place. She just nees to make sure that she doesn't loose on scenario. If nothing happens in this turn, Malakov will score 3 points and Sorscha none. So, scenario is on the table. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg6sK2ozc62zuyFrQ6CX9uCqxq650lE4VgT73ArxmKMUu_Agh93w_NTmqSkBzFSsQ-ju9LrqNHdVWukoqkQtZQwQiTbFWL-ubJhmzIp3lSlRAXX9Pvoj6-H79TW8YK1tOX-6p60nMTOXIwtobOjLvCBARqNR7qvvJjuwlZ5SjBNybpQfkcrCVQGQJV14w=s3081" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="3081" src="https://blogger.googleusercontent.com/img/a/AVvXsEg6sK2ozc62zuyFrQ6CX9uCqxq650lE4VgT73ArxmKMUu_Agh93w_NTmqSkBzFSsQ-ju9LrqNHdVWukoqkQtZQwQiTbFWL-ubJhmzIp3lSlRAXX9Pvoj6-H79TW8YK1tOX-6p60nMTOXIwtobOjLvCBARqNR7qvvJjuwlZ5SjBNybpQfkcrCVQGQJV14w=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1, end of round 4, end of game</td></tr></tbody></table><br />
<div style="text-align: justify;">Sorscha allocates the rightmost Devastor fully. She activates and casts Stoke the Fire on the leftmost Devastator. She then moves into the right zone to score. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the left side, the Adjunct moves to the flag and sprays the Kossites. Unfortunately, not enough to remove the contesting Kossites. The means that Bulkhead runs over there, if another round happens. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In the middle, the Assassins runs to the Behemoth and surround it to make sure that it can't get out of the way due to Malakov's feat. The Man-o-Wars move forward. Malakov feated in the last round, so Beast 09 gets out of the way. But it was not possible to kill it. Yet, one swings at Behemoth and chips it. The Devastator runs and toes the zone. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the right side, the Devastator can now charge Behemoth. It spends all of its attacks and almost kills it. That would have been nice to kill. Yuri agrees, charges Behemoth and kills it. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This is the end of the round. It was not as good as I have hoped for. Malakov's feat is pretty good. I also spend a bit too much time. The clock now says 7:20. Luckily, Malakov's clock still only says is even worse. The scenario score is 6-4 in Malakov's favour. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The clock is flipped and Malakov thinks about it. There really isn't anything to do. Conceivably the Kodiak could throw the Devastator out of the zone, scoring one point. The Kossites can kill the Adjunct and then the Marksman could run to the flag, scoring another point. However, there is no way to score the centre zone. Also, the rightmost Devastator contests the rightmost flag and can't really be removed. Sorscha's zone could be contested. All of this would leave the scenario score at 8-4. As the winning condition is 5 points more than the opponent, Malakov can't win on scenario. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All in all, Malakov clocks out and looses. The picture above shows the end of Sorscha's turn, which is basically the same as then end of the game. Sorscha wins with a scenario score of 4-6 or 4-8 depending on what happened if we played it out. <br /></div><div style="text-align: justify;"><br /></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">It was a good and fun game. Yet, in isolation Sorscha is still not completely on top of this list. She probably won this game primarily be the opponent being too slow. I do, however, still think that this list is viable. It just needs more playing. I'm hoping that it is the same case as when I exclusively played <a href="https://greylordarchives.blogspot.com/2020/05/a-year-of-playing-winter-guard-kommand.html" target="_blank">Winter Guard Kommand for a year</a>. It took many games before I managed to pilot it respectively. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Nevertheless, we had fun. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
Until next time.
For the Motherland!</div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-1247564827917568782022-02-10T22:22:00.002+01:002022-02-10T22:22:54.842+01:00Kommandant Sorscha Kratikoff (Sorscha3) vs. Baldur the Stonecleaver (Baldur1)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg3ZwRP_I7FAptP6l6hwAk5RCi4q0V9m4berAvJHKvZp-36cFckGgxPqE47z0UqWovonNe7aatGCqaPE-TPj0j34hC_NbIBJoJ83NXRfZOEzyidzyBTJ5xR3e-Dz0kNv0-Qm4V1T9ei_678sRViWiazGAiv0GbE4qxltWYg7j04J9Q-H0IXgEShVHq2gA=s130" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/a/AVvXsEg3ZwRP_I7FAptP6l6hwAk5RCi4q0V9m4berAvJHKvZp-36cFckGgxPqE47z0UqWovonNe7aatGCqaPE-TPj0j34hC_NbIBJoJ83NXRfZOEzyidzyBTJ5xR3e-Dz0kNv0-Qm4V1T9ei_678sRViWiazGAiv0GbE4qxltWYg7j04J9Q-H0IXgEShVHq2gA" /></a></div></div>
<div style="text-align: justify;"><i>Sorscha and her Man-o-War irregulars are back. This is the second try at getting this list to work. Baldur and his Blackclads are stirring in the woods. There is a lot of sticks and stones on the table. Sorscha is going to approach it in the Empress improved manner. Send the mercenaries into the fray to die (and save some money) whilst the Man-o-Wars move forward to clean up. The battle is bloody. However, Sorscha comes out victorious. </i><br /><br /></div>
<a name='more'></a><div style="text-align: justify;">Circle is a common foe across the table. I have traditionally struggled with the druids, and in particular the chief druid pulling Baldur's strings. Sorscha is still learning to pilot her new Jaws of the Wolf list (see <a href="https://greylordarchives.blogspot.com/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for a description of the list). It is going to be interesting to see how this list deals with Circle, and in particular this player that I have a long history of loosing to. The two lists facing off are: <br /><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">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] </td>
<td valign="top"><span style="white-space: pre-wrap;">Circle
[Theme] Bones of Orboros
[Baldur 2] Baldur the Stonecleaver [+31]
- Megalith [17]
- Wold Guardian [16]
- Woldwarden [13]
- Woldwarden [13]
- Woldwyrd [8]
- Woldwyrd [8]
Blackclad Stoneshaper [0(2)]
Blackclad Stoneshaper [0(2)]
Blackclad Wayfarer [3]
Blackclad Wayfarer [3]
Chuck Dogwood [0(4)]
Shifting Stones [0(3)]
- Stone Keeper [1]
Shifting Stones [0(3)]
Stoneward & Woldstalkers [8]
Celestial Fulcrum [16]
</span></td>
</tr>
</tbody>
</table><br />
</div>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">The theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_The_Bones_of_Orboros" target="_blank">Bones of Orboros</a> is for sticks and stones, and men in black. It allows a 'caster to run the 'beasts hot as one fury can be removed from each 'beast in the Control Phase. This is pretty good. It also allows for units and models to start with upkeep spells, which are three from Baldur (more on this later). </div><div style="text-align: justify;"><span><br /></span></div><div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Baldur_the_Stonecleaver" target="_blank">Baldur the Stonecleaver</a> is leading this list. He is an oldie but goldie most famously know for his jump forest and assassinate trick (a trick that Sorscha has been on <a href="https://greylordarchives.blogspot.com/2019/11/kommandant-sorscha-kratikoff-sorscha3.html" target="_blank">the receiving end of before</a>). In short, the assassination involves him placing an AOE 4" forest anywhere within 12" (through his spell Rapid Growth), and assuming he is already in a forest, he can Forest Walk a kill the opposing 'caster. I'm so not going to fall for that again. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He does pack two additional powerful spells: Solid Ground, which we are familiar with through Irusk2 (no knockdown and immune to blast within 12"); and Stone Skin, which gives a unit +2 ARM and STR, and -1 SPD and DEF. Finally, he has Earth Spike, which does damage in a 3" AOE and knockdown. His feat is primarily there to get his troops to the enemy, whilst hindering the enemy. It gives Cover and Pathfinder to to his models, whilst enemy model can never have Pathfinder. All of this within 12".</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">As a final bonus, he offers the build in Elemental Mastery, which allows 'beasts within 12" to charge and make power attacks without being forced. He can also heal friendly constructs within 12".</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Baldur's batttlegroup consists of six warbeasts (despite being constructs): two Woldwardens, two Woldwyrds, a Wold Guardian, and his pet Woldwarden Megalith. <a href="https://warmachineuniversity.com/mw/index.php/Megalith" target="_blank">Megalith</a> is a Woldwarden on steroids (except the surprising fact that it has one less STR). It has two fist at P+S 17 at MAT 7 and with Weight of Stone, which lowers the SPD and DEF by 3 of a model damaged. Megalith's Animus is Undergrowth, which makes rough terrain for enemy models within 5" and reduces their DEF by 2. It can also cast Earth Spikes from Baldur once per activation (at Magical Ability 7). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The two <a href="https://warmachineuniversity.com/mw/index.php/Woldwarden" target="_blank">Woldwardens</a> are basic, two open fist brutes. They are a bit pillow fisted at P+S 16. However, the Stoneshapers help here by casting Earth's Power on them for an additional two points of STR. In addition to the two fists, they can also do a Chain Attack: Smite, which allows them to do an extra attack that slams the opponent d6", if both initial attack hits. They have the same Animus as the bigger brother, Megalith (except for 1" area) and Geomancy. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Megalith and the Woldwardens are probably going to be used for slamming stuff and just generally beat things up. Perhaps the occasional Earth Spikes. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Speaking about beating things up, enter the <a href="https://warmachineuniversity.com/mw/index.php/Wold_Guardian" target="_blank">Wold Guarding</a>. It is basically a Khador 'jack disguised as sticks and stones. ARM 20 and 35 boxes, and two Battering Rams at P+S 18 (20 if the Stoneshapers have done their thing). If a model is hit by a Ram it becomes knocked down and pushed 1", which the Wold Guardian then can follow up on. Finally, it is a Shield Guard, is Steady and can get Bulldoze by using its Animus. This is a bit dangerous. On the average it will one-round a Khador heavy. Luckily, Sorscha brought Devastators that at least have a chance of surviving; and then hope for a Mechanik to be nearby.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, the two <a href="https://warmachineuniversity.com/mw/index.php/Woldwyrd" target="_blank">Woldwyrds</a> are light shooting 'beasts. Their claim for fame is Purgation that gives them an additional die on attack and damage rolls against models with an upkeep on them. So, anybody with Iron Flesh on them will be targeted. The additional to hit die is not that important for the Shocktroopes, whereas the additional damage die actually is slightly more damage than the extra 2 armour from Iron Flesh. It is quite the opposite for the Assassins, where extra damage it irrelevant but the extra to hit die matters. So, all in all annoying. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Baldur brings a <a href="https://warmachineuniversity.com/mw/index.php/Celestial_Fulcrum" target="_blank">Celestial Fulcrum</a>, which is kind of cool. As passive abilities it helps Baldur running his 'beasts hot. It can leach fury and function as a fury bank for him. In addition, it is Veteran Leader [Blackclads] (giving them +1 to attack rolls). Besides the support features it can also shoot a lot.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Fulcrum has three shots all at RAT 7 (base 6 + 1 from Veteran Leader): an AOE 4" continuous fire at range 11" and POW 15; an electric leaping (one leap within 4" at POW 10) shot at range 13" and POW 14; and a range 10" spray with critical freeze. A quite versatile shooting platform. It is not that dangerous against the heavy armoured part of Sorscha's army. The assassins is a completely different story. They have to hope for Stealth (except against the spray).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Among the solos are two <a href="https://warmachineuniversity.com/mw/index.php/Blackclad_Stoneshaper" target="_blank">Stoneshapers</a>. They are primarily there to increase the strength of the Wolds; secondly to repair them and manipulate fury. In a twist, they have a 8" POW 12 spray. There are also two <a href="https://warmachineuniversity.com/mw/index.php/Blackclad_Wayfarer" target="_blank">Wayfarers</a>, who are there to put Hunters Mark (+2" movement when charging and charging for free) on what ever a Wold would like to charge. The combination of these two solos makes the Wolds rather dangerous. All in all, Baldur's heavies can now reach out and touch something 11" away and hurting it at between P+S 18 and 20; and ready to spend all fury on attacking. This brings the heavies into one rounding Khador heavies territory. Finally, <a href="https://warmachineuniversity.com/mw/index.php/Chuck_Dogwood" target="_blank">Chuck</a> gives all constructs +1 to hit; which is not too important, given the impressive Khador DEF. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">As units, Baldur is brining two units of <a href="https://warmachineuniversity.com/mw/index.php/Shifting_Stones" target="_blank">Shifting Stones</a> and one unit of <a href="https://warmachineuniversity.com/mw/index.php/Stoneward_%26_Woldstalkers" target="_blank">Stoneward & shrimps</a> (not to be confused with the Woldwyrd prawns). The former can do what they do. They can heal, leach and teleport Warbeasts. The shrimps are quite mobile due to Zephyr and can shoot 10".</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In general, I think Sorscha should be OK. Baldur is going to struggle with the heavy armour part of her list; as long as she can control the heavy Wolds. Her Kossites should ambush and try to get rid of the support solos. Something that will really diminish the threats from the heavies. </div><div style="text-align: justify;"><br /></div>
<h2>Deployment</h2><div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">Steamroller 2021</a> scenario Recon II. Sorscha picked the Cargo Nets objective (one model becomes Steady and stands up if knocked down). Baldur chose the Observatory objective (one model gets True Sight). Sorscha won the roll-off and decides to go first. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha deploys almost in accordance with the Empress' standard deployment 11 (see <a href="https://greylordarchives.blogspot.com/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for details and tactical discussion). The BYOF (Bring Your Own Forest from Sorscha's theme) is placed on the left flank next to the zone, for Yuri to hide in. The two Manhunters deploy behind the forest on the right. The Kossites stay at the camp fire for now. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhKejT6HXaoSu3etUUgLgbRui4vKsMH5W9tBaAm2QEunboQHW1G_4VaAAcCRFVEnIB8W4KR5qO0HA3EHl6u_oWMU8G0PdYIABY_aN8kXrI2LKfrqtBnH8JDQqFL5D3QRRFTXCV4KIySRZkEVSnvbR-2mJeZxU3TFIIO_Ol4duaXQRBR4z6l0hM_2EBaFQ=s3795" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3168" data-original-width="3795" src="https://blogger.googleusercontent.com/img/a/AVvXsEhKejT6HXaoSu3etUUgLgbRui4vKsMH5W9tBaAm2QEunboQHW1G_4VaAAcCRFVEnIB8W4KR5qO0HA3EHl6u_oWMU8G0PdYIABY_aN8kXrI2LKfrqtBnH8JDQqFL5D3QRRFTXCV4KIySRZkEVSnvbR-2mJeZxU3TFIIO_Ol4duaXQRBR4z6l0hM_2EBaFQ=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr></tbody></table><br />
<div style="text-align: justify;">Baldur deploys the Fulcrum, a Woldwarden, a Woldwyrd and Chuck on the left. Everything else goes in a big pile on the right. The stones Advance Deploys in front. The picture above depicts the situation after deployment. <br /></div><div style="text-align: justify;"><br /></div>
<h2>Round 1</h2>
<div style="text-align: justify;">First round. As always this is just going to be the boring move forward fast round. Two, rather slow armies just need to get closer. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj-aXcEWDNZD4_ERoWC4MLORwTsx9oY4FnMa5DOlPgAAsNwlJagQpOpnKB4MZ8iSDIDmBA2rtLfcVz907cEMqoV7pvXseNPTd4EbJFDJFdxOD62nHQLYX262DKwOf7RbQsgas8efAsW2C4es6snetJOEj2jQ86gaO3QM0OL9vM3sqf1SUf9DcJRQCGb7Q=s3704" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2752" data-original-width="3704" src="https://blogger.googleusercontent.com/img/a/AVvXsEj-aXcEWDNZD4_ERoWC4MLORwTsx9oY4FnMa5DOlPgAAsNwlJagQpOpnKB4MZ8iSDIDmBA2rtLfcVz907cEMqoV7pvXseNPTd4EbJFDJFdxOD62nHQLYX262DKwOf7RbQsgas8efAsW2C4es6snetJOEj2jQ86gaO3QM0OL9vM3sqf1SUf9DcJRQCGb7Q=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">The Eliminators move forward at almost full speed. The leftmost unit position behind the linear obstacle for an extra good defence, if something unexpected should happen. The rightmost unit just runs around the forest to be ready to put pressure on that flank. The Assassins do their thing runs.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All the Man-o-Wars move forward: the Shocktroopers in Shield Wall (under Desperate Pace from the Kovnik) and the Demolishers running. Sorscha moves forward, drops Iron Flesh on the Assassins and Stoke the Fires on each of the 'jacks. The two Devastators then run forward. Everybody else follows suit. The Mechanik Officer practice his Girded ability by being base to base with Sorscha. Finally, Yuri and the Manhunters move into their forests. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above shows the result of Sorscha's first turn.</div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhwLS3dBlabolPZjOkLVwDiIpbpHDVKTSAnGCzSf_lG1iZCwA3UPWPl0GS1W5T2n7cmg-Wtwx9iI-Kt1Wcg1OA41A31zCkD3I8zsjv-8-Qf4NItzZxs5bqz71C-bMYceJ9g0psD78nn6T_jE9SyIdzxveKEEJyKODySWcBmM8oQaNksHNbHXZ85MoqCJA=s3863" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2528" data-original-width="3863" src="https://blogger.googleusercontent.com/img/a/AVvXsEhwLS3dBlabolPZjOkLVwDiIpbpHDVKTSAnGCzSf_lG1iZCwA3UPWPl0GS1W5T2n7cmg-Wtwx9iI-Kt1Wcg1OA41A31zCkD3I8zsjv-8-Qf4NItzZxs5bqz71C-bMYceJ9g0psD78nn6T_jE9SyIdzxveKEEJyKODySWcBmM8oQaNksHNbHXZ85MoqCJA=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Baldur's army starts with the upkeeps in place. Solid Ground on himself, Rapid Growth in the middle between the impassable terrain and the field. Finally, Stone Skin on the Wold Guardian. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Not a lot of interesting things happens. Everybody basically moves forward. Megalith hides behind the impassable terrain. In accordance with Sorscha's plan, Baldur's army clump up in the middle. However, the Fulcrum faces the left edge and a Wayfarer moves a bit out on the right flank; both ready to receive the Kossites.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above depicts the end of the first round. <br /></div><div style="text-align: justify;"><br /></div>
<h2>Round 2</h2>
<div style="text-align: justify;">The round where stuff can actually happen. Sorscha has the initiative. I think it might be the feat turn. <br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiJeTvlRXK7-6je1u-lXM-wSL2jQ-I8pi6Glwzu9hrt85Bh0D4Z3hMrHH-Ia9mKF3KZbDqivwcWUTER2TK2lt6dt4G1Su5eaW5DJpSv3y4IgiJmb_68rbVweMqQzAfQlurn_Dhx2s5spdfetiOI_0bvNhUAv4ImGglbhVttRCKIqrJYZYB2BXaRTUZMQg=s3663" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2344" data-original-width="3663" src="https://blogger.googleusercontent.com/img/a/AVvXsEiJeTvlRXK7-6je1u-lXM-wSL2jQ-I8pi6Glwzu9hrt85Bh0D4Z3hMrHH-Ia9mKF3KZbDqivwcWUTER2TK2lt6dt4G1Su5eaW5DJpSv3y4IgiJmb_68rbVweMqQzAfQlurn_Dhx2s5spdfetiOI_0bvNhUAv4ImGglbhVttRCKIqrJYZYB2BXaRTUZMQg=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Since Baldur has a feat the seriously will slow down Sorscha's advance it is important to go forward and apply scenario pressure. So, first step is to jam with the Assassins. They run forward and try to tie up as much as possible. However, the big impassable terrain in the middle is difficult to navigate around.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Following up behind the Assassins, the Man-o-Wars lumber along. Again, the Shocktroopers under Shield Wall and the Demolishers running. Sorscha moves up and feats. She rolls six clouds and produces a cloud wall in the middle. She also drops Stoke the Fires on the Devastators. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Assassins have arrived on the left flank (in hindsight, this might have been to early). They take out one of the Wayfarers and attempts to hurt a Shifting Stone. But stones are hard. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Eliminators run up both flanks to apply more flanking pressure. Finally, the Adjunct moves to the flag to be ready to score and casts a cloud on the rightmost Devastator; just because he can. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above shows the result of Sorscha's feat turn. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjAEFU816KWw9Bd-SvH0DAduHN8teU5nNILnzGwr5leeRu8UBOGIWwx_rsv6aq1MwReYtZBB2vfLvUDzr_a7T95vbGPk984TZLR3Q5uEge7nEypx6OZGyTbgGTIfB92-yd_nI_XRaaAtXBo0qNPxSKZWtvH2k66ZNiOj-od9WqvN-sgVDxuoxSHplK_5g=s3674" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2337" data-original-width="3674" src="https://blogger.googleusercontent.com/img/a/AVvXsEjAEFU816KWw9Bd-SvH0DAduHN8teU5nNILnzGwr5leeRu8UBOGIWwx_rsv6aq1MwReYtZBB2vfLvUDzr_a7T95vbGPk984TZLR3Q5uEge7nEypx6OZGyTbgGTIfB92-yd_nI_XRaaAtXBo0qNPxSKZWtvH2k66ZNiOj-od9WqvN-sgVDxuoxSHplK_5g=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr></tbody></table><br />
<div style="text-align: justify;">On the left flank, the Fulcrum takes advantage of a potential too early arrival of the Kossites and a reckless move by the Eliminators. It shoots with everything. When the smoke and lightning dissipates the Eliminators are gone and only two Kossites remain.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Then the shrimps and prawns take over. They shoot a lot at the poor Assassins everybody on the left side. Iron Flesh was definitively not beneficial. Perhaps it should have been cycled to the Shocktroopers? </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Shifting Stones move around. Most importantly, one teleports to the middle of the board, blocking potentially charges against the Wold Guardian. Chuck also moves forward to score the Circle flag. On the right flank, the Wayfarer moves out and attempts to spray the Eliminators. Luckily to no avail. Finally, Baldur moves in and hides behind the objective.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This round ends with a scenario score of 1-1. The picture above depicts the end of the second round. <br /><br /></div>
<h2>Round 3</h2>
<div style="text-align: justify;">I guess this is the crunch round. The two armies are now getting sufficiently close to start beating each other. Unfortunately, for Sorscha, Baldur has feated. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhg0oibxuBxwwZT8hD83kP6Wv4IqaPL84VKyYUztyZhfKdtICPjsGr8A_IWD0HXgZqgo_SM3Dz_5h2aTXpxrhWpz-lvf9iMDA0pijZP0UpUxonda040WJ1ZYfMrQW4UbFqL4AM8r9idanXVN7g8FqYgbeXJEpx5XYF33DkEix8AlatVgAXP3bWpCEz0yQ=s3572" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2260" data-original-width="3572" src="https://blogger.googleusercontent.com/img/a/AVvXsEhg0oibxuBxwwZT8hD83kP6Wv4IqaPL84VKyYUztyZhfKdtICPjsGr8A_IWD0HXgZqgo_SM3Dz_5h2aTXpxrhWpz-lvf9iMDA0pijZP0UpUxonda040WJ1ZYfMrQW4UbFqL4AM8r9idanXVN7g8FqYgbeXJEpx5XYF33DkEix8AlatVgAXP3bWpCEz0yQ=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn1</td></tr></tbody></table><br />
<div style="text-align: justify;">For all practical reasons, Sorscha's army stationary. Under Baldur's feat, the Pathfinder from Jaws of the Wolf doesn't even help. So, speed is around 2". Hurrah! </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">First of all, the Assassins do their Shadow Dance and mini-feats. It takes out the Shifting Stone in the middle and brings two Assassins into Baldur's vicinity. The Shocktroopers do what they can. Under Desperate Pace and Shield Wall they storm forward the best they can under Bladur's feat. This brings them almost to the enemy. Two of them engage the Wold Guardian.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha moves up and casts Stoke the Fire on the first Devastator, she then Wind Rush to the Objective and casts Stoke the Fire on the second Devastator. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Eliminators are outside Baldur's feat, so they are free to charge and kill the last Wayfarer. One of the Manhunters runs forward to keep the pressure on the right flank. The right Devastator shuffles a bit backwards. There was probably some sort of reason. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the right flank, the Devastator moves up as far as possible. A lot of measuring did take place to stay out of the Woldwarden's charge range; and then all that was ignored. For some reason Yuri decides to run in behind the Shocktroopers (and magically turns into a proxy base. That big cape of his really messes with his balance). The Mechaniks then moves up as well. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Shocktroopers manage to get within 4" of Baldur's flag. So, the scenario score is now 2-1 in Sorscha's favour. The picture above shows the end of the slow turn. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiCWgleXAQFZzwozD1j4FnUevKEHL8dQpJd3qtQJChTsP1XnomPjqTHxshRN9DreW1mdogee40_KglvHM-5vYL1fgxt_jg6QFQ8MwD1iaCbMZ-Wq49Jgg31QVnJoHB9fBhwdG1aHCwhbQgL7mfbNO_6okK8bIKwIuIdQOkXT8-72JLFneX9sdcBJQ6PMA=s3546" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2286" data-original-width="3546" src="https://blogger.googleusercontent.com/img/a/AVvXsEiCWgleXAQFZzwozD1j4FnUevKEHL8dQpJd3qtQJChTsP1XnomPjqTHxshRN9DreW1mdogee40_KglvHM-5vYL1fgxt_jg6QFQ8MwD1iaCbMZ-Wq49Jgg31QVnJoHB9fBhwdG1aHCwhbQgL7mfbNO_6okK8bIKwIuIdQOkXT8-72JLFneX9sdcBJQ6PMA=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 3</td></tr></tbody></table><br />
<div style="text-align: justify;">This is Baldur's murder round. The right flank is easy - nothing happens. It is another story on the left flank. Here the Fulcrum, and shrimps and prawns move about a do a lot of shooting. Again, perhaps Iron Flesh was not such a bright idea. They hurt the Shocktropers quite a lot. The Wold Guardian moves up and cleans up. Four Shocktroopers, an Assassin and a Mechanik is killed. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Now the result of ignoring all the measuring in the previous turn really comes back to hurt Sorscha. The leftmost Woldwarden can now charge the Devastator. It manages to hit twice and trigger the Chain Attack. The poor Devastator is slammed far sway. Luckily, it is Steady; but now out of the fray. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Somebody kills the two Assassins near Baldur. That is fine, as they have served their purpose. Finally, the Shifting Stones do their teleportations, and once again they try to block charge lanes.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Scenario score is now 3-2 in Sorscha's favour. The picture above shows the situation at the end of round 3.<br /><br /></div>
<h2>Round 4</h2>
<div style="text-align: justify;">OK, things are heating up. I guess it is time for Sorscha and her troops to get back and the sticks and stones (and shrimps and prawns). </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg3Jl29F2WGvYL_-tUtGATDJeWkOxafHo_wxPfAPV88_zj9ujj3q6eF-wvXlih-0kcS9bUvFUn7dJdhF3PDfB_SxwN377ZykFWGi8x133hHD1rDN2MloJ6uQedzawxko17_x32nVaMJ5fMdsa6wnHY2qlLnD3NalpiUDyx3moD776RmlWvzVQnt0G35jQ=s3404" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2143" data-original-width="3404" src="https://blogger.googleusercontent.com/img/a/AVvXsEg3Jl29F2WGvYL_-tUtGATDJeWkOxafHo_wxPfAPV88_zj9ujj3q6eF-wvXlih-0kcS9bUvFUn7dJdhF3PDfB_SxwN377ZykFWGi8x133hHD1rDN2MloJ6uQedzawxko17_x32nVaMJ5fMdsa6wnHY2qlLnD3NalpiUDyx3moD776RmlWvzVQnt0G35jQ=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">On the right flank, the Devastator moves sideways to get into a slightly better position for later. The front Manhunter charges Megalith and does a not insignificant amount of damage. The two ladies run across the table to threaten models from the back. The last Manhunter moves up behind the big rock. The Adjunct is happy where he is. Scoring flags is nice.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the left flank, the damaged Devastator moves out of the BYOF to get near a Mechanik. Sorscha moves a bit forward so she can see one of the Wolds and drops Winter's Wrath on it. She manages to make the Wold Guardian, the Woldwarden and one of the prawns stationary. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Demolition Corps charge the Wold Guardian and almost take it out. It is surprisingly robust. Bulkhead finally leaves bodyguard duty and charges the Woldearden, slams it into the objective and sprays twice. The Woldwarden, the objective and Baldur is caught in the sprays. A bit of damage is dealt. But nothing too impressive.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Mechaniks move forward. One repairs the damaged Devastor. The offices flamboyantly moves infront of Sorscha to protect her. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That is it. An OK turn, but not too impressive. This time a Demolition Corps grunt manage to contest Baldur's flag. So, the scenario score is now 4-2 in Sorscha's favour. The picture above depicts the end of Sorscha's turn.</div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgpxfPgnDAkDe_5PXZKYk2g78Ybjza7cPgyBEKambMqIFXCLY-sOCVJM9ZEwhxLlrftmFx6KpEUkBiik07pO34VCMiXEfJb5GmldW0souSCU4G3Xmj_k1W9nAepmpEidUN43TrME0VENMjPRCdR4ESkj4LrF24l-218sbKGF3Dagn2PnVvx_Eifa2fdEw=s3312" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2008" data-original-width="3312" src="https://blogger.googleusercontent.com/img/a/AVvXsEgpxfPgnDAkDe_5PXZKYk2g78Ybjza7cPgyBEKambMqIFXCLY-sOCVJM9ZEwhxLlrftmFx6KpEUkBiik07pO34VCMiXEfJb5GmldW0souSCU4G3Xmj_k1W9nAepmpEidUN43TrME0VENMjPRCdR4ESkj4LrF24l-218sbKGF3Dagn2PnVvx_Eifa2fdEw=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 4</td></tr></tbody></table><br />
<div style="text-align: justify;">Baldur strikes back. As I didn't manage to actually kill the two heavies they are quickly brought back to full power. This is the true power of Hordes. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Fulcrum moves forward and does it shooting, which deals a lot of damage to the front line. The Wold Guardian and Woldwarden them mow up the sorry remains of the front line Man-o-wars. Even Yuri is killed in the mayhem. A prawn the moves forward on the left and shoots something. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In the back, the shrimps kill the two nice Kayazy ladies. Luckily, Baldur is running out of time and has to end the turn quickly. He flips the clock with 3 secondes left. The scenario score is now 5-3 in Sorscha's favour.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above shows the end of round four; and for all practical purposes the end of the game. Sorscha activates one more time. She has two minutes on the clock, So she simply runs the last Kossite to contest Baldur's flag, flips the clock and wins the game. The final scenario score is then 6-3 in her favour. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Glory to the Motherland!<br /></div><div style="text-align: justify;"><br /></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">I haven't completely mastered this list yet. On the good side Sorscha remembered to feat, and even on the right round. I also managed to bring in the Kossites (last time I completely forgot them). However, I suspect that I should have waited a round. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the bad side, I should be more precise with my measurements. I almost lost a Devastator due to poor play. I also over extended the Eliminators. I think the Assassins did their job. The Man-o-Wars were subpar. Iron Flesh is probably a trap against things with Purgation or similar. '</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">At then end of the day I won the grind. However, I'm still not completely convinced that the list is as it should be; or I just need more training. <br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
Until next time.
For the Motherland!</div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-51463932169937230942022-01-25T16:28:00.004+01:002022-01-25T18:27:07.088+01:00Kommandant Sorscha Kratikoff (Sorscha3) vs. Aurora, The Numen of Aerogenesis (Aurora1)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiJAp3y5LAqHWU4kaxw5Dp7_B0nk8Kch6V3TjjFNuxN1SDTLMTI62pCQELY5vTDavpVw1-wUYefrqF2WdHYCz3FlD4sv_0lnklD2Rlastkh2QvGzu6mXXNzfPhxFSvmLEpWG8hxvZ36qLGmMMdzc2Je8IcXkQQl0DuOhHVpzLFSmySeHAih1E6PMqn-uw=s130" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/a/AVvXsEiJAp3y5LAqHWU4kaxw5Dp7_B0nk8Kch6V3TjjFNuxN1SDTLMTI62pCQELY5vTDavpVw1-wUYefrqF2WdHYCz3FlD4sv_0lnklD2Rlastkh2QvGzu6mXXNzfPhxFSvmLEpWG8hxvZ36qLGmMMdzc2Je8IcXkQQl0DuOhHVpzLFSmySeHAih1E6PMqn-uw" /></a></div></div>
<div style="text-align: justify;"><i>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. </i><br /><br /></div>
<a name='more'></a><div style="text-align: justify;">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 <a href="https://greylordarchives.blogspot.com/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> 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: <br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">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]</td>
<td style="white-space: pre-wrap;" valign="top">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] </td>
</tr>
</tbody>
</table><br />
</div>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">The theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Strange_Bedfellows" target="_blank">Strange Bedfellows</a> 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 <a href="https://warmachineuniversity.com/mw/index.php/Category:Servitor" target="_blank">Servitors</a> 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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Aurora,_the_Numen_of_Aerogenesis" target="_blank">Aurora</a> 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 <a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_Great_Prince_of_Umbrey" target="_blank">Vlad3</a>. 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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Aurora brings five 'jacks: four Negators and one attachment, a <a href="https://warmachineuniversity.com/mw/index.php/Corollary" target="_blank">Corollary</a>. 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".</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The five <a href="https://warmachineuniversity.com/mw/index.php/Negator" target="_blank">Negators</a> 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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Algorithmic_Dispersion_Optifex" target="_blank">Algorithmic Dispersion Optifex</a> 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 <a href="https://warmachineuniversity.com/mw/index.php/Enigma_Foundry" target="_blank">Enigma Foundries</a> 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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Destructotron_3000" target="_blank">Destructotron 3000</a> 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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Along the Riot Quest solo line is also <a href="https://warmachineuniversity.com/mw/index.php/Widget,_Mathlete_Archeologist" target="_blank">Widget, Mathlete Archeologist</a> 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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Obviously, the <a href="https://warmachineuniversity.com/mw/index.php/Hermit_of_Henge_Hold" target="_blank">Hermit</a> is here. <i>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.</i> 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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">To support all the angels (see below) a <a href="https://warmachineuniversity.com/mw/index.php/Prefect_Hypatia" target="_blank">Perfect Hypatia</a> 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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, the (black) rabbit in the hat: <a href="https://warmachineuniversity.com/mw/index.php/Asphyxious_the_Sanctified_%26_Annihilation_Servitors" target="_blank">Asphyxious4</a>. 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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Stalker" target="_blank">Stalker</a> 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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Clockwork_Angels" target="_blank">Clockwork Angels</a> 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 <a href="https://warmachineuniversity.com/mw/index.php/Negation_Angels" target="_blank">Negation Angels</a> are somewhat similar, except they have Gang and Prowl; and they can paralyse living things with their weapons. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">At the very end are two units of <a href="https://warmachineuniversity.com/mw/index.php/Stormsmith_Storm_Tower" target="_blank">Stormsmith Storm Towers</a>. 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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div>
<h2>Deployment</h2><div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">Steamroller 2021</a> 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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorscha deploys according to the Empress' standard deployment 11 (see <a href="https://greylordarchives.blogspot.com/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> 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?<br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiJeYnACcKQuwrbgo2YkreWhh6sSlN4nohpA42GUialnMIjyUXgYwoK1BKFCjChblkxHPxR_bBK1Kef20GVKlzQflFOitZM2laqLtRurxACHVJrBOlOI0cENG1Ie8bRA2_t_QMMLmTe2X3L_Ou16ACzbM4vOam37EPD88zNinRhvw66ADg3nARkhOoMBA=s3473" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3051" data-original-width="3473" src="https://blogger.googleusercontent.com/img/a/AVvXsEiJeYnACcKQuwrbgo2YkreWhh6sSlN4nohpA42GUialnMIjyUXgYwoK1BKFCjChblkxHPxR_bBK1Kef20GVKlzQflFOitZM2laqLtRurxACHVJrBOlOI0cENG1Ie8bRA2_t_QMMLmTe2X3L_Ou16ACzbM4vOam37EPD88zNinRhvw66ADg3nARkhOoMBA=w400-h351" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr></tbody></table><br />
<div style="text-align: justify;">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. <br /></div><div style="text-align: justify;"><br /></div>
<h2>Round 1</h2>
<div style="text-align: justify;">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. </div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh_mE-vvE6j3aSlgl9qgrl9dmKi1GcZ3Iv9cskXuvzBPclUPsm4oD73kxMJ8vXCe790FDlyJOZefRiiP2HXT-KKpbY7xNzv-PKSdgNrEqB092xGSGP9bbqsZ50pebTg1j73YSwV39wF9WlwpWJTEq0oNGGDtS8tTLeSPrisb4j99rF5ipfmuulLT19axw=s3573" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2383" data-original-width="3573" src="https://blogger.googleusercontent.com/img/a/AVvXsEh_mE-vvE6j3aSlgl9qgrl9dmKi1GcZ3Iv9cskXuvzBPclUPsm4oD73kxMJ8vXCe790FDlyJOZefRiiP2HXT-KKpbY7xNzv-PKSdgNrEqB092xGSGP9bbqsZ50pebTg1j73YSwV39wF9WlwpWJTEq0oNGGDtS8tTLeSPrisb4j99rF5ipfmuulLT19axw=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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. <br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiSAb5AF0xO7As5qqRLOU72Y0OIis9o2BG_mNw-3jmduUYgisQTSFHwoGDKqB8xyuJjagK9iAkW53MB-T_RV_yK22BNYoKnOyvoe0JW7Od_3jHAjo2-i687RlCRXyrcwcxLYEpLimmTgXR90zwXL4hBi0RUls6VBpRcTvf7P08Di0zQA7ebVkYKL7LRIA=s3820" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2451" data-original-width="3820" src="https://blogger.googleusercontent.com/img/a/AVvXsEiSAb5AF0xO7As5qqRLOU72Y0OIis9o2BG_mNw-3jmduUYgisQTSFHwoGDKqB8xyuJjagK9iAkW53MB-T_RV_yK22BNYoKnOyvoe0JW7Od_3jHAjo2-i687RlCRXyrcwcxLYEpLimmTgXR90zwXL4hBi0RUls6VBpRcTvf7P08Di0zQA7ebVkYKL7LRIA=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr></tbody></table><br />
<div style="text-align: justify;">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.<br /><br /></div>
<h2>Round 2</h2>
<div style="text-align: justify;">OK. so far so good. Nothing interesting so far. Aurora is moving cautiously up the board. So it seems that Sorscha has the initiative.<br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiqgL-rfXJ4P5zh_qS8e4XVWRpaAE7R0W7AKI-Fr0Ohy0f2_G4TK3bbpYUu_twhtt7j_tr1P00MR4ltN7yY2m02kOQiRDf51W8b9o1TA11PWvcquYzcmJJruQK8Wx9M_W3CUt4aB3E5BK2dd055XpfbPhWquOek4txVlw9euDed4Cl_fMAG-0RBlfTaTQ=s3259" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2108" data-original-width="3259" src="https://blogger.googleusercontent.com/img/a/AVvXsEiqgL-rfXJ4P5zh_qS8e4XVWRpaAE7R0W7AKI-Fr0Ohy0f2_G4TK3bbpYUu_twhtt7j_tr1P00MR4ltN7yY2m02kOQiRDf51W8b9o1TA11PWvcquYzcmJJruQK8Wx9M_W3CUt4aB3E5BK2dd055XpfbPhWquOek4txVlw9euDed4Cl_fMAG-0RBlfTaTQ=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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. <br /></div>
<div style="text-align: justify;">
<br />
</div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg_S0Gp3G_dloXHLIzCKNG8_RMLtfl4BwZNEekjoqvOOAOyCUb2bCbbBWwuHOLe6-_25x1_GrBkrBG87WQnQPHk1QSpSIKKaxFpYqXavxXLd4sP3aXYzvYLhLdLk972irK-P4Dwe1imN0q53y52CRcAZnT0F9LM7tDM-wye09lUjUNrWGNvNUqqqiQCWg=s3626" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2491" data-original-width="3626" src="https://blogger.googleusercontent.com/img/a/AVvXsEg_S0Gp3G_dloXHLIzCKNG8_RMLtfl4BwZNEekjoqvOOAOyCUb2bCbbBWwuHOLe6-_25x1_GrBkrBG87WQnQPHk1QSpSIKKaxFpYqXavxXLd4sP3aXYzvYLhLdLk972irK-P4Dwe1imN0q53y52CRcAZnT0F9LM7tDM-wye09lUjUNrWGNvNUqqqiQCWg=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr></tbody></table><br />
<div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That is more or less it. Scenario score is now 1-1. The picture above depicts the end of Round 2. </div><div style="text-align: justify;"><br /></div>
<h2>Round 3</h2>
<div style="text-align: justify;">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. <br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgLp4mzf6MiQa7lnq28HHd0hTL2GaG72_tby4aL0DFfmyPNWDtUqeML3fiaY2TT8L-jTcPYZ1iI2OW3PNW2jsAY7xnLLFmYjoJFJE4EReLHsdk8FUAOW1Dapu80YZ16_xXJ2XQH0kp_7vrSeDnMBnXRPHY-DruZu5MUAmbszrDDZRMTq4V8WtjI8phdhg=s3354" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2117" data-original-width="3354" src="https://blogger.googleusercontent.com/img/a/AVvXsEgLp4mzf6MiQa7lnq28HHd0hTL2GaG72_tby4aL0DFfmyPNWDtUqeML3fiaY2TT8L-jTcPYZ1iI2OW3PNW2jsAY7xnLLFmYjoJFJE4EReLHsdk8FUAOW1Dapu80YZ16_xXJ2XQH0kp_7vrSeDnMBnXRPHY-DruZu5MUAmbszrDDZRMTq4V8WtjI8phdhg=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That is about it. Scenario score is now 2-2. The picture above shows the result of the first turn. </div>
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<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjt-00bvTcULGh_tsh_JQfns5XE7RMbwiDKX3Gpu3KeRWsCBW5mvwR_OxawTdWPQvGR57ISx5gjQdx9hYB93UVPBoZwEG7HGyu4EqGXy8avUwPdI9nIsL4Jl2OmhEDrxpZOkcxPHnY_3HOhlVTu7YvxC5cxeg1P3tZ7znMgsz32ynA9wj9FiP_FRANZnA=s3456" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2273" data-original-width="3456" src="https://blogger.googleusercontent.com/img/a/AVvXsEjt-00bvTcULGh_tsh_JQfns5XE7RMbwiDKX3Gpu3KeRWsCBW5mvwR_OxawTdWPQvGR57ISx5gjQdx9hYB93UVPBoZwEG7HGyu4EqGXy8avUwPdI9nIsL4Jl2OmhEDrxpZOkcxPHnY_3HOhlVTu7YvxC5cxeg1P3tZ7znMgsz32ynA9wj9FiP_FRANZnA=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 3, end of game</td></tr></tbody></table><br />
<div style="text-align: justify;">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!"</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above depicts the result of Nemesis. The scenario score ends at 3-2 in Aurora's favour. <br /></div><div style="text-align: justify;"><br /></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">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. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">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.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It is possible to snatch defeat from the jaws of victory.</div><div style="text-align: justify;"><br /></div>
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Until next time.
For the Motherland!</div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-8898501669674870102022-01-15T15:30:00.006+01:002022-01-25T18:28:31.314+01:00Jaws of the Wolf under Kommandant Sorscha Kratikoff (Sorscha3)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgUfKqycYI_ZacBLnL4hKAcBnwsMJktxW8MsC-3WC82eXd0b7cwLvPzhBQmA5i5G0CPXLwfOrV-w5yLw-5qL0PX1IFbc9Qi-XJfAVG5Gm1fGNY_x68YvJOZx4D7yW_nqqg9LU0SGvNmwH8FOBdoRkqJHa_B4KFCGFFLPK4HDUsooA54yDCpoBMMexLBxQ=s2306" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1596" data-original-width="1440" height="100" src="https://blogger.googleusercontent.com/img/a/AVvXsEgUfKqycYI_ZacBLnL4hKAcBnwsMJktxW8MsC-3WC82eXd0b7cwLvPzhBQmA5i5G0CPXLwfOrV-w5yLw-5qL0PX1IFbc9Qi-XJfAVG5Gm1fGNY_x68YvJOZx4D7yW_nqqg9LU0SGvNmwH8FOBdoRkqJHa_B4KFCGFFLPK4HDUsooA54yDCpoBMMexLBxQ=s320" /></a>
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<i>The Empress has decreed that the Infernal pestilence has been removed from the Motherland. Thus, armies are moving again and battles are fought. Sorscha Kratikoff has for a long time lead her fellow Man-o-Wars as the Armored Korps. Thereby attracted a lot of Man-o-wars as irregulars; whom she is now leading in Jaws of the Wolf. The combination of heavy durable infantry and nimble light infantry; combined with the best armoured 'jacks available will spell trouble for the enemies of the Motherland!</i><br /><br /></div>
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<div style="text-align: justify;">With the <a href="https://home.privateerpress.com/2021/10/21/warmachine-hordes-quality-of-life-dynamic-update/" target="_blank">quality of life update</a> to many things in Immoren, quality of life has indeed improved in many ways. Among the changes are some interesting twists to Sorscha3. Sorscha in her beautiful Man-o-War armour should to be able to support her Man-o-War fellows. However, I have never really managed to get her to work (for a walk through of the old Armored Korps list, see <a href="https://greylordarchives.blogspot.com/2019/08/armored-corps-under-kommandant-sorscha.html" target="_blank">here</a>). However, things have changed.<br /><br />
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By royal decree from the Empress herself, Sorscha can now bring her Man-o-Wars into areas earlier banned as irregulars. She can now combined heavy armour with the numerous core Khador infantry in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Winter_Guard_Kommand" target="_blank">Winter Guard Kommand</a>, support the combination of homicidal maniacs and Greylords in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter</a>, add Iron Fangs to Man-o-Wars in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Legions_of_Steel" target="_blank">Legion of Steel</a>, but perhaps most importantly, she can now bring Man-o-Wars into <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Jaws_of_the_Wolf" target="_blank">Jaws of the Wolf</a>.<br /><br /></div>
<div style="text-align: justify;">In the text below I'll go through a version of Jaws of the Wolf that I enjoy immensely, the models involved and some rationale behind the composition.<br /><br /></div>
<h2 style="text-align: justify;">Theme — Jaws of the Wolf</h2>
<div style="text-align: justify;">Jaws of the Wolf — the classic theme for Khador. Heavy Warjacks combined with light infantry; and now also heavy infantry. The bonuses at a glance does not appear to be fantastic. However, it mitigates one of our Warjacks' biggest weaknesses: the extremely rare native Pathfinder. Jaws of the Wolf now gives all 'jacks this. This is huge. The second bonus can go both ways. Having the possibility to deploy a 5" AOE forest 18" completely within the rear end of the table is either stupid (if Circle of Orboros is facing the Motherland) or fantastic (if Yuri and Manhunters and present).<br /><br /></div>
<h2 style="text-align: justify;">Sorscha3</h2>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgUfKqycYI_ZacBLnL4hKAcBnwsMJktxW8MsC-3WC82eXd0b7cwLvPzhBQmA5i5G0CPXLwfOrV-w5yLw-5qL0PX1IFbc9Qi-XJfAVG5Gm1fGNY_x68YvJOZx4D7yW_nqqg9LU0SGvNmwH8FOBdoRkqJHa_B4KFCGFFLPK4HDUsooA54yDCpoBMMexLBxQ=s2306" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2306" data-original-width="1806" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgUfKqycYI_ZacBLnL4hKAcBnwsMJktxW8MsC-3WC82eXd0b7cwLvPzhBQmA5i5G0CPXLwfOrV-w5yLw-5qL0PX1IFbc9Qi-XJfAVG5Gm1fGNY_x68YvJOZx4D7yW_nqqg9LU0SGvNmwH8FOBdoRkqJHa_B4KFCGFFLPK4HDUsooA54yDCpoBMMexLBxQ=s320" width="251" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Sorscha in her Man-o-war armour</td></tr></tbody></table>First of all, <a href="https://warmachineuniversity.com/mw/index.php/Kommandant_Sorscha_Kratikoff" target="_blank">Sorscha3</a> is just a cool caster (no pun intended). A Warcaster in Man-o-War armour — I mean, what's not to like? Man-o-Wars was what originally attracted me to the Motherland.<br /><br />
She has two build-in and always on abilities that makes a combination of Warjacks and Man-o-Wars interesting. In addition, she projects a 9" sphere of concealment, which is always nice.<br /><br />
First of all, her Field Marshal ability of Flank [Man-o-Wars] basically turns our already dangerous 'jacks into Weapon Masters if a Man-o-War already has the opponent in melee range. This gives our standard <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernaut</a> an average damage output of 33 points on a charge attack, and the ability to hit DEF 16 on average. Not too shabby.<br /><br />
Secondly, she now has Irregulars [Medium-based Man-o-Wars], which is the whole reason for having her lead Jaws of the Wolf. She can now bring all <a href="https://warmachineuniversity.com/mw/index.php/Category:Man-o-War" target="_blank">Man-o-Wars</a>, save for the Tankers and Chariots. Finally, being a Man-o-War herself, she is now repairable; and she also gives Flank, which I tend to forget.<br /><br />
She is equipped with two weapons: her old friend Frostfang, which has been with her since she graduated from Kovnik, and a cannon (not a hand cannon, an actual cannon in her hand).<br /><br />
Frostfang (2" range and P+S 16) har improved quite a lot. It is no longer Critical Freeze, it is now just freeze. That is Stationary on a stick, which is just fantastic. Hit something a it is stationary (unless it is immune to cold, obviously). The Man-o-War Demolition Corps is already slightly impressed. Secondly, Frostfang has now acquired Critical Smite (slam d6"). Critical hits are not something to build a plan on. Yet, a Warjack being both Stationary and Knocked down is a very sad 'jack; if it should miraculous survive into the next turn.<br /><br />
The cannon is not to be frown upon. It is a range 12", AOE 3, POW 13 shot, with Arching Fire. Despite there actually being a cannon in her hand, I tend to forget it. If she can, why not take a potshot at something. It is RAT 6, so don't get your hopes up. But, a drifting AOE can be nice.<br /><br />
She is, however surprisingly brittle! With a DEF of only 12, an ARM of 18 and only 17 boxes, she is not really a frontline caster. Any somewhat concentrated effort from an opponent will bring her down. She can be repaired though. So, Mechaniks might be a good idea.<br /></div><br />
<h3 style="text-align: justify;">Feat — Dead of winter</h3>
<div style="text-align: justify;">Her feat is a bit odd. At first glance it is not particularly powerful. This is not completely true. It is rather situational. She can place between 4 and 6 3" AOEs completely within 12" of her. They remain in play for 1 round and cause 1 point of damage if entered or one's activation ends within them. Unless one is immune to cold.<br /><br />
The primary use of the feat is to shield the Man-o-Wars. They are clouds. So unless the opponent has some way of seeing through clouds, the Man-o-Wars are safe from shooting whilst they advance up the table. If your opponent can see through clouds; well, they really doesn't do anything. <br /><br />
The secondary use is against cheap, one box <a href="https://warmachineuniversity.com/mw/index.php/Category:Weapon_Master" target="_blank">Weapon Master</a> infantry. Man-o-Wars really do not like cheap weapon masters, and there is so much of it around. Most weapon master infantry is around P+S 11, which means a nice 21 points of damage on the average charge. The opponent do not have to swing ARM, STR or just straight out damage a lot before Man-o-Wars disappear. These weapon master units also tends to be really cheap. However, they don't like one point of damage. Forcing them to go through clouds tends to keep them sober and give the Man-o-Wars a possibility to charge rather than being charged.<br /><br />
The feat is often used on the first or second round, or not at all. However, there is a corner case, if it has not been used at the front. It can sometimes be used to keep enemy ambushers away from one particular edge for one round.<br /><br /></div>
<h3 style="text-align: justify;">Iron Flesh</h3>
<div style="text-align: justify;">Iron Flesh, almost the Khador signature upkeep spell. This is what polish Man-o-Wars and makes lesser warriors less likely to be blasted of the table. It add +2 ARM (which brings Shocktroopers to ARM 19) and give a +4 ARM against blast damage (bringing e.g. Kayazy Assassins to ARM 18 against blast).<br /><br />
Cast it on the Assassins turn one, upkeep it (its free to upkeep, thanks to the Adjunct) until the Shocktroopers are joining the fray and smile at your opponent cursing. Then move it to the Shocktroopers before they hit the frontline, giving them ARM 23.<br /><br /></div>
<h3 style="text-align: justify;">Stoke the Fires</h3>
<div style="text-align: justify;">A marvellous new spell in the Greylords' arsenal. It speeds up our rather lumbering 'jacks by giving them +2 SPD. They can now run a whooping 12" or charge 9". It also give Countercharge, which often is more of a threat than something actually being used. The idea that a Khador heavy can interrupt an otherwise carefully planned charge will often make the opponent think twice.<br /><br />
It is always a good idea to have one ready for each 'jack. It is cheap and not an upkeep. Cast them before the 'jacks activate.<br /><br /></div>
<h3 style="text-align: justify;">Wind Rush</h3>
<div style="text-align: justify;">Wind Rush is back. It allows Sorscha to make a full advance and gain +2 DEF. The latter, combined with her build-in concealment brings her to a respectable DEF 16 agains shooting. DEF 14 against melee is still shabby, though. If she has no better to do with 2 focus, just cast it. She does not have to move.<br /><br />
There is a nice combination between her charging something, making it stationary with Frostfang and then using Wind Rush to get out of the way for the Demolition Corps to move in. Also, her stationary spell Winter's Wrath (see below) suddenly becomes range 14" (if the Greylord Adjunct is around), whilst Sorscha getting out of trouble again. It can even be 18" in a pinch.<br /><br /></div>
<h3 style="text-align: justify;">Winter's Wrath</h3>
<div style="text-align: justify;">Winter's Wrath is fantastic; in particular in combination with the Demolition Corps. Sorscha can make anything under the AOE 4 stationary (and it is POW 14 in addition). The cool combination of Sorscha walking forward, casting Winter's Wrath and the Wind Rush, allows her to hit some thing 14" away. Unfortunately, she will then be naked (in a Man-o-War suit of armour, though) as she often likes to boost to hit as well. However, if it works, the Demolition Corps will have a field day. </div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">The Battlegroup </h2>
<div style="text-align: justify;">Sorscha's battlegroup consists of two Devastators. Despite a 'caster attachment not formally being part of the battlegroup, the Greylord Adjunct is also included in this part.<br /><br /></div>
<h3 style="text-align: justify;">Greylord Adjunct</h3>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhtLrE_A3iKZ8rLCVz8GxH2HuyAVmyp-Fzm7DmfTEfrWOti5xRf01-f9lNOiuE918D0xlRoGuZWb89Qg470z-4aRW5Fy-Qqd0U_qk7gR5XvxNkwPk0z8tDpmJk707VpNgbPk1yga7MKbDqOubXdZwI9Cc252JX8wlGQrkU59RRSzHYyDoToHeqIokijcg=s1948" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1948" data-original-width="1375" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEhtLrE_A3iKZ8rLCVz8GxH2HuyAVmyp-Fzm7DmfTEfrWOti5xRf01-f9lNOiuE918D0xlRoGuZWb89Qg470z-4aRW5Fy-Qqd0U_qk7gR5XvxNkwPk0z8tDpmJk707VpNgbPk1yga7MKbDqOubXdZwI9Cc252JX8wlGQrkU59RRSzHYyDoToHeqIokijcg=s320" width="226" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Sorscha's best friend</td></tr></tbody></table>
The <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a> has become almost an auto-include since the Greylords allowed them to join the standing army (poor <a href="https://warmachineuniversity.com/mw/index.php/War_Dog" target="_blank">War Dog</a>). He solves a lot of problems for many Khador 'casters and really helps Sorscha; making him her new best friend. He brings to build-in abilities that work by him simply being within 7" of Sorscha.<br /><br />
First of all he offers Arcane Assist, which helps, typically focus-strapped 'casters as it allows a free upkeep. Here, he allows Sorscha to upkeep Iron Flesh for free. This is pretty good since Assassins or Shocktroopers really want that spell on them. Sorscha is now back to being a 6 focus caster.<br /><br />
Secondly, he is also a Spiritual Conduit, which is really good as it allows a +2 range on spells; here in particular Winter's Wrath. Sorscha can now freeze model 10", or even 14" away (see above).<br /><br />
He also brings three spells to the table: Blizzard, Frostbite and Guidance. Blizzard is a cloud, which is always handy; Frostbite is a POW 12, range 8" spray. This is good. We all know that sprays win games, and if you haven't got sprays you are probably going to loose. A quick brush up: sprays ignore <i>concealment</i>, <i>cover</i>, <i>Stealth</i>, <i>intervening models</i>, and the<i> target in melee DEF bonus</i>.<br /><br />
Finally, Guidance is where the real money is. Casting this on Sorscha gives her Eyeless Sight so she ignores concealment and Stealth, and can't be made blind. This is so good when she needs to hit something with Winter's Wrath or take out some annoying stealthy solo with her little cannon. If the Adjunct has nothing better to do, just cast Guidance every turn. Then you get into the habit and do not forget it when it really matters.<br /><br />
By the way, he is immune to cold, so he can walk through Sorscha's clouds. I can't fathom why he would, but it is an option.<br /><br /></div>
<h3>Devastator</h3>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEie3JS4FPrdnvaHxXPK5HA5VoMVSlxWTo4pYVBIhgFUph1ULsaLzBNhfvgS4nk4_gvqKBronkfx1FO1g4B2d3_1yOQKy9hxPV17tuE9_L7jMSoPwenRXPzWJYXn9XnbVzXNEMmpTGb10s0nhUwqQkFZI7eV7Mf07swysxyctv4tGYdDlcirvilR-ebJXw=s2690" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2690" data-original-width="2194" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEie3JS4FPrdnvaHxXPK5HA5VoMVSlxWTo4pYVBIhgFUph1ULsaLzBNhfvgS4nk4_gvqKBronkfx1FO1g4B2d3_1yOQKy9hxPV17tuE9_L7jMSoPwenRXPzWJYXn9XnbVzXNEMmpTGb10s0nhUwqQkFZI7eV7Mf07swysxyctv4tGYdDlcirvilR-ebJXw=s320" width="261" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The 'jack that goes Ka-boom!</td></tr></tbody></table>
The <a href="https://warmachineuniversity.com/mw/index.php/Devastator" target="_blank">Devastator</a> is now finally allowed to do Rain of Death without opening up its shell. That is really a quality of life update. It can now shuffle around at ARM 23 and blow stuff up, if required. The Ka-boom is POW 18 is the opponent is base to base, and POW 9 if the opponent is within 3". Remember it can be boosted; that is 28 points of damage against a model bases to base, and 19 points of damage in a 3" circle (on the average). All this whilst keeping ARM 23.<br /><br />
In addition to a functional Rain of Death, it can Bulldoze (push model base to base 2" directly away), whilst it is immune to push itself (Sturdy). It is also Steady (immune to knockdown).<br /><br />
Normally, the role of a Devastator is just to shuffle about, bulldoze stuff out of zones on into trouble, and once in a while go ka-boom (oh, it can also Trample and Slam without giving up ARM 23). Sometimes, it does have to open up and hit stuff with its fists (and then only be ARM 19).<br /><br />
It has two standard fist, each with P+S 16. Which is a bit pillow fisted. However, thanks to Sorscha's Field Marshal ability Flank [Man-o-War] it can attack with an effective MAT 8 and 3d6+16 (effectively a Weapon Master). This means that it can now hit DEF 15 on the average and deal 30 points of damage on the charge, and 26 points of damage on a normal attack. <br /><br />
For a Devastator to become Weapon Master the opponent also needs to be in melee with a Man-o-War. Luckily, this is achievable with the Shocktroopers and Demolition Corps, as they have reach 2" and can move quite far in this list (see below).<br /><br />
Oh, and there is a devastating bonus in this list: there are two Devastators!<br /><br /></div>
<h2 style="text-align: justify;">The Brick</h2>
<div style="text-align: justify;">Part of the major plan for running Sorscha3 in Jaws of the Wolf is to have a solid brick in the middle, where the opponent can break their inferior weapons on heavy Khador armour. It is also a place where Sorscha can hide (remember, the Man-o-War armour is misleading).<br /><br />
The Brick consists of a full unit of Shocktroopers and Unit Attachment, a full unit of Demolition Corp with Sergeant Dragos Dragadovich and a Man-o-War Kovnik to primarily speed the Shocktroopers up. The Shocktroopers are there to absorb attacks in their shield wall; whilst the Demolition Corps is there to kill heavy stuff once Sorscha has makes it stationary.<br /><br /></div>
<h3 style="text-align: justify;">Man-o-war Shocktroopers</h3>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Shocktroopers" target="_blank"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg5r38w6nNKnccmDYWpwG95fU547KvJl7kVrFv6ky-zM9rT--2az55_5D4FrfmRAEbLoPNKL9md7i04pukrlXZQ-QcL992oqpWJW5lSbW0wmx5A8pmNccezZK2gjG_zbiA4a2O-qoRl_UZoEyUdWydjMb2LCqZCmYOdiBtr6TaGjBLmBhcowWlen796_A=s3770" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1276" data-original-width="3770" src="https://blogger.googleusercontent.com/img/a/AVvXsEg5r38w6nNKnccmDYWpwG95fU547KvJl7kVrFv6ky-zM9rT--2az55_5D4FrfmRAEbLoPNKL9md7i04pukrlXZQ-QcL992oqpWJW5lSbW0wmx5A8pmNccezZK2gjG_zbiA4a2O-qoRl_UZoEyUdWydjMb2LCqZCmYOdiBtr6TaGjBLmBhcowWlen796_A=w400-h135" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Empress' brick</td></tr></tbody></table><br />
Shocktroopers</a> are the backbone of a good brick. They often play the role of anvil, typically holding the middle of the field; where they slowly but steadily advance in Shield Wall, whilst other troops "hide" behind them. Typically, they will be in Shield Wall as often as possible, and Sorscha will also upkeep Iron Flesh on them. This gives then an effective ARM of 23, which is pretty OK. When accompanied with the Officer, they are also immune to Knockdown and Push. All in all, pretty solid. I do, however recommend having a unit of Mechaniks nearby, as ARM-cracking is currently abundant.<br .="" /><br /></div>
<div style="text-align: justify;">The quality of life update has been good to Shocktroopers. Shield Wall now gives an extra +3" movement in addition to the +4 ARM. Combined with having a Kovnik (see below) nearby (within 9") makes for fast Shocktroopers.<br /><br /></div>
<div style="text-align: justify;">The Kovnik can give them Desperate Pace, for +2" movement. This combined with Shield Wall allows Shocktroopers to move an impressive 9" in Shield Wall. This is just one inch short of their max distance when running.<br /><br />
<h4>Shocktrooper Officer</h4>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhluj-K8RALCwjz0gYSQBpZ7TJNeL4A55JaHMUYNfkQ2T6JZFWU-3BzeFwjGSUxPEZnXmsBQxGTtJIWMdOxCS0fFxIBtMxt8fWSDI0YC4Dq0zQ3YyJDFK3aUgna6hP74BdfnM_hA6p2Ihg38ARdjOnpVTqBJZ9-fUxKPVYyRjJx_1sliM-EyPRx9L7fbQ=s2266" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2266" data-original-width="1958" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEhluj-K8RALCwjz0gYSQBpZ7TJNeL4A55JaHMUYNfkQ2T6JZFWU-3BzeFwjGSUxPEZnXmsBQxGTtJIWMdOxCS0fFxIBtMxt8fWSDI0YC4Dq0zQ3YyJDFK3aUgna6hP74BdfnM_hA6p2Ihg38ARdjOnpVTqBJZ9-fUxKPVYyRjJx_1sliM-EyPRx9L7fbQ=s320" width="277" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Shoctrooper Officer</td></tr></tbody></table>
The officer adds quite a lot of nice features. Some of them has already been detailed above. Not only does he give the troopers Steady and Sturdy, which remains even if he dies (Tactics); he also give them Assault, which the unit looses if he dies (Granted). He does have a slightly better axe, with an extra P+S and critical Stationary; and one better MAT and RAT. He is also an extra body in a small unit. I never leave home without him.<br /><br />
I have always wondered why Shocktroopers do not have shields? They have a <i>shield gun</i>, they can do <i>shield wall</i>; yet they don't have a shield. Giving them a shield would bring them to ARM 25 with all the trimmings. 25 is a good number, which would make them the brick they are suppose to be. 23 is still too little in the current state of Immoren, where swinging damage quite a lot and cheap weapon masters are common place.<br /><br /></div>
<h3 style="text-align: justify;">Man-o-war Demolition Corps</h3>
<div style="text-align: justify;"><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi9Awq2xsAwG15jYBhx9tXEjsa_n9HWYs7cZevEw189mx9fdQh0vELMcO4Gdcr_61rIH0zQJ3CwPkaye0KYiwsqXchsWb4B6TDDXjHPLySfk841QvEwDw4dkPEsOTmHrQk5MsjQJ-5aEkpXn3MXu3DpFW1n38st82vYsQwlnts5MWm49vFfLLFPs60S6g=s3665" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1292" data-original-width="3665" src="https://blogger.googleusercontent.com/img/a/AVvXsEi9Awq2xsAwG15jYBhx9tXEjsa_n9HWYs7cZevEw189mx9fdQh0vELMcO4Gdcr_61rIH0zQJ3CwPkaye0KYiwsqXchsWb4B6TDDXjHPLySfk841QvEwDw4dkPEsOTmHrQk5MsjQJ-5aEkpXn3MXu3DpFW1n38st82vYsQwlnts5MWm49vFfLLFPs60S6g=w400-h141" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Demolition Corps ready to wreck stationary stuff</td></tr></tbody></table><br />
The Demolition Corps is easily my favourite Man-O-War unit. They are Man-O-Wars, and equipped with huge hammers used for charging ahead and smashing enemies with. What's not to like? They are, however more brittle than one would expect from huge steam-driven heavy armour. This can be mitigated by casting Iron Flesh on them, making them (most likely) DEF 12 and ARM 18, which is kind slightly better than victim stats.<br /><br />
This unit is basically five guys with P+S 16, 2" reach hammers who really wants to charge stuff and get into the fray. They do have Critical Freeze, but perhaps more importantly they have Shatter. This gives an additional dice on damage if the target is Stationary. This is lovely in combination with Sorscha's Winters Wrath, which gives a 4" AOE of stationary. Charging something that Sorscha have tagged with Winter Wrath is an auto hit with 4d6+16 points of damage (an average of 30).<br /><br />
Remember that the Kovnik also can give Desperate Pace to these guys.<br /><br /></div>
<h4>Sergeant Dragos Dragadovich</h4>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Demolition_Corps" target="_blank"></a><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhrm5Gpm0iwS4eZYaL16zSfiwBYRE7riGynsjRyrT9lQVNH_TqnKb0feggba_K-GfbJma-9fL_Gbq_DI86zcXKIvE8NgkitjF5GLEYw7tNjCnCmovZKU_dMIIVPwVs2vK0yAAfGiGNwq3I5oRJVWmJdloMjKOzY7MHktNFYcGue9OSL70ekGo5v12OiPg=s2587" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2587" data-original-width="1958" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEhrm5Gpm0iwS4eZYaL16zSfiwBYRE7riGynsjRyrT9lQVNH_TqnKb0feggba_K-GfbJma-9fL_Gbq_DI86zcXKIvE8NgkitjF5GLEYw7tNjCnCmovZKU_dMIIVPwVs2vK0yAAfGiGNwq3I5oRJVWmJdloMjKOzY7MHktNFYcGue9OSL70ekGo5v12OiPg=s320" width="242" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Dragos leading the Demolition Corps</td></tr></tbody></table>
Dragos is the Command Attachment to a Demolition Corps. He is twice as cool as a normale Demolition dude — he has two hammers. They do appear smaller, but they are not. So, that is twice the chance of a Critical Freeze. He is native tough and has quite a few nice abilities that benefit the Demolition Corps he is attached to. For a bit of lore background, check out the short story "<a href="https://privateerpress.com/community/privateer-insider/the-better-part-of-valor" target="_blank">The better part of valor</a>"<br /><br />
He grants 3" Vengeance (works whilst he is in formation), and has Tactics Defensive line (unit gains this even if he dies), which gives the unit DEF 12 against melee attacks and immunity to knockdown, whilst base-to-base with another model in this unit. DEF 12 is still not remarkable, but every little bit helps. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Dragos' also has a mini feat, Band of Brotherhood that allows the unit to distributed damage amongst all members instead of just the one model getting hit (it's the same as Sanguine Bond, if you have ever faced <a href="https://warmachineuniversity.com/mw/index.php/Trollkin_Champions" target="_blank">Trollkin Champions</a> or <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Bastions" target="_blank">Exemplar Bastions</a>). This is super good for keeping a unit alive and weather the storm so as many as possible can hit back. Combined with Iron Flesh actually makes for a really robust unit. <br /><br /></div>
<h3 style="text-align: justify;">Man-o-war Kovnik</h3>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgFzjb-WwsucWbocNVeuU7JZuA6HUPnKJEF8hT4Xkycw84T5cjS7ZCaEYvSDlS8oXLD70StbRbsAHRA8OmBCJQpvGFwY1G4IKFuc5tD5EWXovMP-xKd5U_wTI_qg2dHhTxA7pSJe-AvsHWQn4wWDteW52_4qHX-z7l0P-8ZnDsR6_3kF8ww5U23oTJ_rQ=s2820" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2820" data-original-width="2158" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgFzjb-WwsucWbocNVeuU7JZuA6HUPnKJEF8hT4Xkycw84T5cjS7ZCaEYvSDlS8oXLD70StbRbsAHRA8OmBCJQpvGFwY1G4IKFuc5tD5EWXovMP-xKd5U_wTI_qg2dHhTxA7pSJe-AvsHWQn4wWDteW52_4qHX-z7l0P-8ZnDsR6_3kF8ww5U23oTJ_rQ=s320" width="245" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Mighty Kovnik</td></tr></tbody></table>
The <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Kovnik" target="_blank">Man-O-War Kovnik</a> is slightly meaner than the average Shocktrooper. He has one better MAT; a slightly shorter axe, but at P+S 15; a shield cannon that can shoot 2" longer, he can even hit people with this shield; build-in Assault; and finally, he clocks in at ARM 18 (including the shield).<br /><br />
A Kovnik does three things for a fellow Man-o-War. First and foremost, he brings Desperate Pace to the Man-O-Wars. These extra 2" of movement to a unit means a lot to slow Man-O-Wars; in particular to Shocktroopers. They can now move 9" in Shield Wall. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Secondly, he can actually Slam models! A good slam is not to be frown upon.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, he is not a helpless solo in melee, he actually brings three attacks to a charge: one assault shot (hitting DEF 14, bringing 21 points of damage of the average), one charge axe attack (hitting DEF 15, bringing 25 points of damage on the average), and one shield attack (hitting DEF 15, bringing 18 points of damage on the average).<br /><br /></div>
<h2 style="text-align: justify;">The Harassment</h2>
<div style="text-align: justify;">The harassment part of this army is there to, well harass the enemy whilst the Man-o-War lumber forward. The assassins are there to run up the middle of the board to tie down the enemy. The Eliminators and Kossites together take the role of threatening the flanks, thus forcing the enemy in clump up in the middle. Finally, Yuri and his Manhunters will be parked in a wood (potentially then one the theme brings along) to threaten a flag or just an extra bit of board control.<br /><br /></div>
<div style="text-align: justify;">All in all, the Assassins are speed bumps and the rest is there to force the enemy to clump together in the middle to be served to the Man-o-Wars.<br /><br /></div>
<h3 style="text-align: justify;">Kayazy Assassins</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgHGiKvWFzKcPUK919I6HIHzgi96DqX5zjpZItfljPyl3d8XyA1TTVNC4tXBZinDrpFdro932Ot56Ub7qgRRQDzTzg4QGzWk9pWD7_6wSKjVnQsxvOyE7zheFf5eoxfN2xa3w2bha9HWoQunbHjXn6z3D9NDRiIQ5IEWKiTcho9ct8NpLAW4gj_NtWt7A=s3698" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1102" data-original-width="3698" src="https://blogger.googleusercontent.com/img/a/AVvXsEgHGiKvWFzKcPUK919I6HIHzgi96DqX5zjpZItfljPyl3d8XyA1TTVNC4tXBZinDrpFdro932Ot56Ub7qgRRQDzTzg4QGzWk9pWD7_6wSKjVnQsxvOyE7zheFf5eoxfN2xa3w2bha9HWoQunbHjXn6z3D9NDRiIQ5IEWKiTcho9ct8NpLAW4gj_NtWt7A=w400-h119" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Assassins doing the Empress' bidding (and getting handsomely paid)</td></tr></tbody></table>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Assassins" target="_blank">Kayazy Assassins</a> are among the winners in the quality of life update. They got a bit cheaper, gained dualist and a new and very cool Tactics [Shadow Dance]. I think they went from OK to really cool.<br /><br />
Assassins come with a load of build-in abilities. They have Stealth, Parry (cannot be target by free strike), Dualist (+2 DEF against melee attacks), Gang (+2 to melee attack and damage rolls if the enemy is within melee range of another model in the unit), Anatomical Precision (automatically one point of damage if damage roll doesn't exceed ARM, and no tough rolls), and if the Underboss is around (don't leave home without him) Shadow Dance (more on that later) and a mini-feat Kill Stroke, which gives them Backstab (an additional die on attack and damage rolls). They have almost as many rules as a Crucible Guard unit.<br /><br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj6G5eE--LsqEO7Pbwq8Uul_0V51-5_5lkv4FE5Rynr9YMzbnNN9l_pwWQIn2W2HnPQv00qRs5u1yoJKU4MDiMM-8M4LLqgOtf_V9Xonczk3MIEylju5O9ryPcm2frnsF7Vj__J7XeEt8X0XFxfaGOBXeyAckaH760-Oo1G2ZFnDIx5JAUUMiZL5swzGg=s1488" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1488" data-original-width="1095" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEj6G5eE--LsqEO7Pbwq8Uul_0V51-5_5lkv4FE5Rynr9YMzbnNN9l_pwWQIn2W2HnPQv00qRs5u1yoJKU4MDiMM-8M4LLqgOtf_V9Xonczk3MIEylju5O9ryPcm2frnsF7Vj__J7XeEt8X0XFxfaGOBXeyAckaH760-Oo1G2ZFnDIx5JAUUMiZL5swzGg=s320" width="235" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Underboss makes Assassins shine</td></tr></tbody></table>
So, what do they do? They can get up the board without being shot off the table, thanks to Stealth. Just remember to keep them apart so a drifting AOE doesn't kill a lot of them. They only have ARM 12. So, most, if not all AOEs will kill them. Also, they really really hate sprays. It is worth getting Sorscha to put Iron Flesh on them, until they have done their thing and the Shocktroopers take over.<br /><br />
Once they get into melee, they can be difficult to get rid of. Native DEF 13 plus dualist gives them DEF 15, which means that MAT 8 is required to hit them on an average roll.<br /><br />
If they get to do a charge, they can do fun stuff. They can poke stuff with their daggers 9.5" away (which is not very impressive). When possible make sure that two Assassins gang up one each opponent. They will then arrive with an effective MAT 8 (hitting DEF 15 on the average) and P+S 12 + 3d6 (average 22 points of damage). But, wait there is more.<br /><br /></div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj0MuOH2c1F2fdRRZxqTs2_9Waro2UhVBUXDm1k5ybeoiil2ZH4_fRA7zoQbTQhSUT_MaQmKALk1bxuObajza9sDOk1pMU1F3mw5SKDT5d1S55VNljBSli6nbf-MufxFyoUZnDAZP3eZRRjS4bYe_7Y18ddcUYiiDTRQEBXrQ5Z9b1X5cHURyKbCoY8hw=s508" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="457" data-original-width="508" height="288" src="https://blogger.googleusercontent.com/img/a/AVvXsEj0MuOH2c1F2fdRRZxqTs2_9Waro2UhVBUXDm1k5ybeoiil2ZH4_fRA7zoQbTQhSUT_MaQmKALk1bxuObajza9sDOk1pMU1F3mw5SKDT5d1S55VNljBSli6nbf-MufxFyoUZnDAZP3eZRRjS4bYe_7Y18ddcUYiiDTRQEBXrQ5Z9b1X5cHURyKbCoY8hw=s320" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Getting into the back arc</td></tr></tbody></table>
<h4 style="text-align: justify;">The Assassin Underboss</h4>
<div style="text-align: justify;">Shadow Dance and Kill Stroke is a beautiful thing.<br /><br />
When the first model hits something, the magic can begin. After a model hits something, another model can be placed within 3" the attacking model.<br /><br />
Assuming the model to be placed have successfully charged something, the Assassin can now potentially be place in the back-arc of the model it charged (see illustration to the left where two Assassins are charging a large base). There is some wriggling room when charging a large base. But careful measuring is advisable. Of course, the further into the back arc the model can charge, the mode room there is to be placed correctly. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Getting the Assassin to "charge" into the back arc, means that the Assassin will now on the average hit DEF 20 (MAT 6 + 2 from gang, and +2 and 3d6 from backstab)! It will also do an average of 26 points of damage (P+S 12 + 4d6)! Two of these little guys will take out a Shocktrooper under Iron Flesh (remember Shield Wall does nothing when attacking in the back arc).<br /><br />
</div>
<h3 style="text-align: justify;">Kossite Woodsmen</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhxzGab2Iu8fE7KgD09rA5gnNApjI1vYv1xRhggu77vMWUB8pbhkwydxkz7zyPSYbdNFQNl97E6nvgjxsw1S4yHEsmf3pfVfyf0VgkACTN-7A4AXtFRLvnT_iUAL4fTM1d5gFEfrmFuH9wZWqf1UYi2Hk7NA74yeQUlkw-sEQzqAI5fYDBAtYFOrQKP3A=s3810" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1592" data-original-width="3810" src="https://blogger.googleusercontent.com/img/a/AVvXsEhxzGab2Iu8fE7KgD09rA5gnNApjI1vYv1xRhggu77vMWUB8pbhkwydxkz7zyPSYbdNFQNl97E6nvgjxsw1S4yHEsmf3pfVfyf0VgkACTN-7A4AXtFRLvnT_iUAL4fTM1d5gFEfrmFuH9wZWqf1UYi2Hk7NA74yeQUlkw-sEQzqAI5fYDBAtYFOrQKP3A=w400-h168" width="570" /></a>
</td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">The hardy north Khadorian woodsmen</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Kossite_Woodsmen" target="_blank">Kossite Woodsmen</a> is another unit that has gotten a lot of help from the quality of life update. Despite actually going up in cost, they can finally in the whole history of Warmachine be useful. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They are at the very core a unit with range weapons; unfortunately with poor eyesight. They only have a range of 10" and their inferior bows, crossbows and rifles are only POW 10. So, what's the big thing?</div>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">They have Ambush and Backstab. Ambush in itself is a very nice thing; in particular before it is used. The threat of having a bunch of shooters appear on any table edge (except the back of the opponent's deployment zone) easily forces the opponent to pack their army in the middle (which is what the Man-o-Wars want). Sometimes the threat of ambushing is actually more important than ambushing. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">When the Kossites are deployed they excel in hunting solos and other support. They can hit something 19" way from the table edge (3" deployment + 6" walk + 10" range). Unfortunately, RAT 4 is not good. This is where Backstab comes in. It allows them to hit DEF 16 on the average (RAT 4 + 2 back strike + 3d6). They will also do 20 points of damage on the average (POW 10 + 3d6). This will trivially kill most support and even dent frontline infantry. If they can't find anything to kill, they are pretty good at contesting zones of flags.</div>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">On top of that they have Pathfinder, Prowl and when Yuri is in the army also Treewalker (allowing them to ignore forest for LOS and +2 DEF against melee when completely within a forest). Just remember they have victim stats. DEF 13 (15 in a forest) and ARM 11 means that they die to even a light sneeze.</div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">Kayazy Eliminators</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiOiDZGEm8fqHwITFeW6_pm17loGE42FzmUvFKlwi5izRuhGBNMtvsmTO5X_DOrIXFIdSEioTqveHQ2tim-F7l6UqjvJ8fgUuZss3Fjo6veZYsDvpuu8ZoK5_H2LdvNArXKjaO6DlG0SnZNGllisMOYX4l9DVbNa4MQDHYv3E_sYEbbZ13NmczLNpbCow=s2159" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2159" data-original-width="2058" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEiOiDZGEm8fqHwITFeW6_pm17loGE42FzmUvFKlwi5izRuhGBNMtvsmTO5X_DOrIXFIdSEioTqveHQ2tim-F7l6UqjvJ8fgUuZss3Fjo6veZYsDvpuu8ZoK5_H2LdvNArXKjaO6DlG0SnZNGllisMOYX4l9DVbNa4MQDHYv3E_sYEbbZ13NmczLNpbCow=s320" width="305" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The ladies of death</td></tr></tbody></table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Eliminators" target="_blank">Kayazy Eliminators</a> are a small unit of two city chicks who excel in knife dancing. Like the Assassin brothers they also come with Parry, Stealth, Anatomical Precision, Gang and Dualist.<br /><br />
In addition, the do Acrobatics (advance through models and ignore intervening models when declaring a charge) and Side Step (when hitting a model, they can advance 2" after the attack is resolved).<br /><br />
They work marvels on the flank. They are fast (SPD 7") and with Stealth and a native DEF of 15 (17 in melee, thanks to Dualist) they can get most places fast. Thanks to Acrobatics they can also charge most things trying to hide behind other modes.<br /><br />
The two ladies will arrive with an effective MAT 7 or 9 (gang) and do 21 + 18 points of damage; or one time 25 points, using their Combo Strike. Remember the deny tough due to Anatomical Precision.<br /><br />
They are a threat that most enemies cannot afford to ignore. Having a unit on each flank will to a degree also force the enemy to pack their models into the middle of the board. In addition, the ladies are also really good in scenario play, as they can contest zones far away and score circle zones<br /><br /></div>
<h3 style="text-align: justify;">Yuri the Axe</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgdF4gle-Rqrme77FwEebSuADKwFrEpj2NTpxeJLlaOGVg-Ehfb0T98g3qA4Dnqk_bnJ4f7ip1x_xpTjjiOwZyCMydOeCKzu6W-2A5mcN0f-VdkP00BYxDt3-xRO83U-JaSsT6r0EOKnxNtr7QtiIzaS3IvlhPvpju734z88q0OPY5gg-TwVOf2Tx0vpQ=s2090" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2090" data-original-width="1412" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgdF4gle-Rqrme77FwEebSuADKwFrEpj2NTpxeJLlaOGVg-Ehfb0T98g3qA4Dnqk_bnJ4f7ip1x_xpTjjiOwZyCMydOeCKzu6W-2A5mcN0f-VdkP00BYxDt3-xRO83U-JaSsT6r0EOKnxNtr7QtiIzaS3IvlhPvpju734z88q0OPY5gg-TwVOf2Tx0vpQ=s320" width="216" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A man — an axe!</td></tr></tbody></table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Yuri_the_Axe" target="_blank">Yuri</a>, the man, the myth. He is a Manhunter on steroids (in the literal sense, I think). He comes with a nice package of build-in abilities. Pathfinder is given; Stealth, obviously; Advance Deployment (6" extra), naturalement; He is clearly Tough, just look at him; and finally Treewalker, allowing him to ignore forest for LOS (basically being able to see though them) and give him +2 DEF agains melee attacks when in a forest (effective DEF 16, needing MAT 9 to hit on average).<br /><br />
After the price adjustment in the quality of life update, he is interesting. He moves from interesting to cool when a list includes Kossites and Manhunters. He gives Treewalker to them as Elite Cadre (so it stays after he dies).<br /><br />
He is equipped with a pretty large axe, which is reach 2" and P+S 13. He is obviously Weapon Master. As a bonus he can do Thresher. That means he can reach out and touch something 11" away, hitting with MAT 8 (DEF 15 on average) doing 4d6+13 (average of 26 points of damage) on the charge attack. Remember only the charge target is boosted. One basically just parks him in a forest, preferably close a flag. The opponent simply can't ignore such a missile.<br /><br /></div>
<h3 style="text-align: justify;">Manhunter</h3><div style="text-align: justify;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhqPBx-wTNbvYx_uCVGt_Vz0fOlsQEhjc31gtajjfDK3jeXHByW3bqu-MwkEX_zvZAcW2LkjEfEH20AeADqVnhHGElKogQyKVRfw0T0Hpzurs5jUy20r6Gx1nZ09_WTLulhVUMGTWlGAT0kMOas7tewwfSrwRMJFx6I3H7oDHDj_VJ442BwP10sFmPaGg=s2562" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1880" data-original-width="2562" height="235" src="https://blogger.googleusercontent.com/img/a/AVvXsEhqPBx-wTNbvYx_uCVGt_Vz0fOlsQEhjc31gtajjfDK3jeXHByW3bqu-MwkEX_zvZAcW2LkjEfEH20AeADqVnhHGElKogQyKVRfw0T0Hpzurs5jUy20r6Gx1nZ09_WTLulhVUMGTWlGAT0kMOas7tewwfSrwRMJFx6I3H7oDHDj_VJ442BwP10sFmPaGg=s320" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Yuri's two friends</td></tr></tbody></table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Manhunter" target="_blank">Manhunters</a> are Yuri's outdoor loving friends. They also have Pathfinder, Stealth, can Advance Deploy and are obviously Tough.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They also get Tree Walker from Yuri. Helping their DEF 14, ARM 14, 5 boxes a bit.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Each Manhunter is equipped with two P+S 11 axes, olny range 0.5" though. Luckily, they are Weapon Masters. So, they can touch something 9.5" away. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They will arrive with MAT 8 (hitting DEF 15 on the average). First axe will do an average of 25 points of damage, and the second one 22. This will hurt most solos and light infantry.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They take much the same role as Yuri. Plant them in a wood somewhere close to a flag. With a bit of luck they can contest and are not somebody a flag scoring solo can afford to ignore.<br /><br /></div>
<h2 style="text-align: justify;">The Support</h2>
<div style="text-align: justify;">The harassment part of the army is there to force the opponent to clump up in the middle. This is where the brick will hit them hard. The harassment units are probably going to die. It is, however important to keep the brick, Sorscha and Devastators alive. Enter the support. Mechaniks to fix damage and Bulkhead to remove jammers, and protect Sorscha. <br /></div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">Battle Mechaniks</h3>
<div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhlFave51M0Ryie29Pk4hceP2tMR3wf2iLN015xECCbb6OfrtAoWR6458jiArnsI8aEQn2nmIfgoh2LvsnKyOakJq_YHoiB2PBoTPUDVYOfGflkAMqc2sn4HwfEOTrHB5zSb00Hg3uHHaDiaZcqiCml_UfC-pYfSfYateXbAlyDZzCnY385oqn73ZyQcQ=s3729" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1430" data-original-width="3729" src="https://blogger.googleusercontent.com/img/a/AVvXsEhlFave51M0Ryie29Pk4hceP2tMR3wf2iLN015xECCbb6OfrtAoWR6458jiArnsI8aEQn2nmIfgoh2LvsnKyOakJq_YHoiB2PBoTPUDVYOfGflkAMqc2sn4HwfEOTrHB5zSb00Hg3uHHaDiaZcqiCml_UfC-pYfSfYateXbAlyDZzCnY385oqn73ZyQcQ=w400-h154" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">For when stuff is broken</td></tr></tbody></table><br /></div><div style="text-align: justify;">
<a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks</a> have also been blessed by the quality of life update. They have gotten cheaper, and the officer has become much cheaper. The latter has finally become relevant.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The four Mechaniks can each repair for d3. The officer is somewhat more adept and can repair for d3+3. A unit of Mechaniks only is ok. But it is the officer that really makes them shine.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">A Mechaniks officer has a command of 8, so that is a pretty large area that can be covered. He is also Girded (does not suffer blast damage) and anybody B2B with him is also Girded. This might be handy. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He will probably live in the middle behind the brick which can screen him; whilst the other Mechaniks are more free to roam on the flanks. <br /></div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">Bulkhead</h3>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjmLSUFU81IVNvcqRa-YMtLA9qDHJCtLqzhDdLCGHZE92asAiOdZEKI33FDXe1v-HpeXA3c9qV0BfGVl09oBmzcr014NeXHi-UZKqod9bz78o-InayKJfVjZMAiKQEijD2HnhGzAhvFHZdGpuJw5eOK5yc0j7JmW3NtfSKq7KEq2Pcfru0eez3H7MPOBg=s2680" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2680" data-original-width="1702" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjmLSUFU81IVNvcqRa-YMtLA9qDHJCtLqzhDdLCGHZE92asAiOdZEKI33FDXe1v-HpeXA3c9qV0BfGVl09oBmzcr014NeXHi-UZKqod9bz78o-InayKJfVjZMAiKQEijD2HnhGzAhvFHZdGpuJw5eOK5yc0j7JmW3NtfSKq7KEq2Pcfru0eez3H7MPOBg=s320" width="203" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The perfect bodyguard</td></tr></tbody></table>This guy is the latest addition to the Man-o-War family. <a href="https://warmachineuniversity.com/mw/index.php/Bulkhead" target="_blank">Bulkhead</a> is an pretty hefty solo, and he is a Requisition Card, so he is free.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Bulkhead has a bunch of rules. He has standard Man-o-War DEF (10), ARM 19 (base 17 + shield), and 8 boxes. He can be repaired. He has two weapons: not a shotgun, but a shotcannon, and a shield. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Shotcannon is a fantastic piece of artillery. It is ROF 2, spray 6", POW 16. He can do Both Barrels for one POW 20 shot. His shield is less impressive being P+S 12 and range 0.5. He can use both in an activation as he has Dual Attack.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He is also surprisingly mobile. He has bulldoze (push enemy model 2" is making B2B contact during normal movement), He can slam and has follow up. This combined with his different types of attacks and Dual Attack makes for some weird combinations. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He can start by slamming something. That is 7.5" away he can touch something (7" + 0.5 melee range). He can now slam something d6" away for 2d6+9 points of damage (3d6 if slammed into an obstacle or equal- or larger-base size). He can now do follow up for up to 6". This brings him up to 13" away. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Dual Attack can now trigger and Bulkhead can fire his shotcannon twice up to 6" away. So, under optimal conditions, he can spray something 19" away. Don't build a plan around it, though. He can, however spray whatever he slammed. It is now knocked down and quite easy to hit.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Bonus abilities are: Immoveable Object (no knockdown, can't be placed, nor pushed, slammed or thrown), he can be repaired, and he is a Shield Guard.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He is a pretty good bodyguard for Sorscha. Make sure that he stays within 3" of Sorscha to work as a shield guard. He can also slam, charge, bulloze, or spray stuff that might be threatening her. </div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">The final Jaws of the Wolf list</h2>
<div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiwLcfthuSjY1o4LPS_SFyFYwoux-sSik9Hy2jbakuCD4su05E2XHbAjwKC2MHdJK4sLt6eOG0PzF4B1L3K2x7Vu7jCYxPNd-Rs5H0J_H97T3xU8tImFZHuvFIbGbG3biZF3M76H8br5gZR1-vkY2pcj1-O0Xu_BT-bYGqAp6oa7lhF2wLgrTzTetdotA=s3720" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1427" data-original-width="3720" src="https://blogger.googleusercontent.com/img/a/AVvXsEiwLcfthuSjY1o4LPS_SFyFYwoux-sSik9Hy2jbakuCD4su05E2XHbAjwKC2MHdJK4sLt6eOG0PzF4B1L3K2x7Vu7jCYxPNd-Rs5H0J_H97T3xU8tImFZHuvFIbGbG3biZF3M76H8br5gZR1-vkY2pcj1-O0Xu_BT-bYGqAp6oa7lhF2wLgrTzTetdotA=w400-h154" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Sorscha and her army. Ready to take on the enemies of the Motherland</td></tr></tbody></table><br /></div><div style="text-align: justify;">
That's it. The whole list. Sorscha3 leading Jaws of the Wolf, which consists of three main parts: The battlegroup, the anvil and the harassement. The final list is as follows: <br /><br /></div>
<div style="text-align: justify;">
<div>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]</div>
<div> - Devastator [14] </div>
<div> - Devastator [14] </div>
<div> - Greylord Adjunct [3]</div>
<div> Man-O-War Kovnik [3]</div>
<div> Man-O-War Demolition Corps (max) [12]</div>
<div> - Sergeant Dragos Dragadovich [4]</div>
<div> Man-O-War (max) [15]</div>
<div> - Man-O-War Shocktrooper Officer [3]</div>
<div> Kayazy Assassins (max) [13]</div>
<div> - Kayazy Assassin Underboss [4]</div>
<div> Kayazy Eliminators [0(4)]</div>
<div> Kayazy Eliminators [0(4)]</div>
<div> Kossite Woodsmen (min) [7]</div>
<div> Manhunter [2]</div>
<div> Manhunter [2]</div>
<div> Yuri the Axe [4]</div>
<div> Bulkhead [0(5)]</div>
<div> Battle Mechaniks (min) [2]</div>
<div> - Battle Mechanik Officer [1]</div>
</div><div style="text-align: justify;"><br /></div>
<h2>Tactics</h2>
<div style="text-align: justify;">The whole idea behind this list is to force the opponent to clump up in the middle. The Harassment part of the army threatens both flanks from the Eliminators and the risk of Kossites appearing on either flank.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Assassins will run as fast as possible in the front to tie up the advancing enemy. They will be under Iron Flesh to begin with, have Stealth and a reasonable DEF. This should keep the opponent occupied until the Brick can arrive. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Manhunters and Yuri will advance deploy, potentially in the forest the theme brings. They will attempt to do a bit of board control by asking the question: "are you sure you would like to be charged by a missile?"</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, everything else will go into the Brick in the middle. Shocktroopers in front to soak up shooting and or charges. Demolition Corps behind to be protected and ready to charge things that Sorscha can freeze. Bulkhead to work as Sorscha's personal bodyguard. The Brick is finished off by a Devastator on either side. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgTMb1i2BEQqNj2G3t34SkceweaZGaQt1GEtkt3P3t7H2YOqivhwfa2UDnyCqMVqUsz-yWndahw2E9nCXwKFtVNg0W6HxmvXilAhNzdaXSK5wpeV4wpNgADroAI541KL9EwhFOEGN84zB2sr6jnH8D5nFeZqCjY-wmA_QTVEic2XyvzxdAnVy3YUx1m_A=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1039" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEgTMb1i2BEQqNj2G3t34SkceweaZGaQt1GEtkt3P3t7H2YOqivhwfa2UDnyCqMVqUsz-yWndahw2E9nCXwKFtVNg0W6HxmvXilAhNzdaXSK5wpeV4wpNgADroAI541KL9EwhFOEGN84zB2sr6jnH8D5nFeZqCjY-wmA_QTVEic2XyvzxdAnVy3YUx1m_A=w400-h203" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Army position after first turn (going first)</td></tr></tbody></table></div><div><br /></div>The picture above depicts the Empress' standard deployment 11 after the first turn. It should implement the tactics described above. </div><div style="text-align: justify;"><br /></div><div>
<div style="text-align: justify;">Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.<br /></div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">For the Motherland!</div></div></div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-51435929244588396892022-01-09T21:00:00.004+01:002022-01-09T21:00:47.732+01:00Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Kaelyssa, Night's Whisper (Kaelyssa1)<div style="text-align: justify;">
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<a href="https://blogger.googleusercontent.com/img/a/AVvXsEjv7bE8O2gVx-sDY-1FaLjj6tLJ-_VdAMwk33lo8VeUdtQW6pObTfAXrzSRtZBwneiL1TCBJHBiSKM5a_YVf2pwsF6xU0zSRDymB-GwKma8ENuukl2OXw9SrvvVSS3FdHq8kzWrJTlmVbzCmv-S4-rVvu2tMrJ3aNlkMfZT6Yk2GwXiu_OCq608xJWKLQ=s130" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/a/AVvXsEjv7bE8O2gVx-sDY-1FaLjj6tLJ-_VdAMwk33lo8VeUdtQW6pObTfAXrzSRtZBwneiL1TCBJHBiSKM5a_YVf2pwsF6xU0zSRDymB-GwKma8ENuukl2OXw9SrvvVSS3FdHq8kzWrJTlmVbzCmv-S4-rVvu2tMrJ3aNlkMfZT6Yk2GwXiu_OCq608xJWKLQ" /></a>
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<div style="text-align: justify;"><i>The pointy eared xenophobes are on the move again. Since the Infernals have been kicked out of Khador, the Retribution are attempting to get rid of the few remaining humans with magic. Luckily, Vlad1 is back with his relentless Winter Guards. They have been affected by the quality of life update and are now ready to once again defend the Motherland's borders. The battle is fierce, However, Vlad is a bit rusty and has to face defeat against Kaelyssa and her Defenders of Ios. </i><br /><br /></div>
<a name='more'></a><div style="text-align: justify;">It has been a very long time since I have played the double Gun Carriage Winter Guard Kommand list under Vlad 1. I actually thought that I had retired it (see <a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html" target="_blank">here</a> for Vlad's last stand). However, with the recent <a href="https://home.privateerpress.com/2021/10/21/warmachine-hordes-quality-of-life-dynamic-update/">quality of life</a> update, Vlad is back. The list has been brushed up and update (see <a href="https://greylordarchives.blogspot.com/2022/01/winter-guard-kommand-under-vlad1-post.html" target="_blank">here</a> for a summary). So who better to try the new version of the list on that the first opponent I encounter. Kaelyssa and the pointy ears. The two lists are as follows: <br /><br /></div>
<div style="text-align: justify;"><table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">Khador
[Theme] Winter Guard Kommand
[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]
- Marauder [11]
- Marauder [11]
- Marauder [11]
- War Dog [2]
Kovnik Jozef Grigorovich [0(3)]
Winter Guard Artillery Kapitan [0(3)]
Winter Guard Artillery Kapitan [0(3)]
Battle Mechaniks (min) [2]
Winter Guard Field Gun Crew [0(3)]
Winter Guard Field Gun Crew [3]
Winter Guard Mortar Crew [3]
Winter Guard Rifle Corps (min) [7]
- Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (min) [7]
- Winter Guard Rocketeer (3) [6]
Winter Guard Gun Carriage [17]
Winter Guard Gun Carriage [17]
</td>
<td style="white-space: pre-wrap;" valign="top">Retribution
[Theme] Defenders of Ios
[Kaelyssa 1] Kaelyssa, the Night's Whisper [+29]
- Aeternae [16]
- Aeternae [16]
Aelyth Vyr, Blade of Nyssor [0(5)]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Eiryss, Mage Hunter of Ios [6]
Ghost Sniper [0(3)]
Ghost Sniper [0(3)]
Lanyssa Ryssyl, Nyss Sorceress [3]
Lys Healer [2]
Priest of Nyssor [0(4)]
House Vyre Electromancers [5]
House Vyre Electromancers [5]
Ryssovass Defenders (max) [15]
Ryssovass Defenders (max) [15]
Arcantrik Force Generator [17]
</td>
</tr>
</tbody>
</table><br />
</div>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">I'm assuming that the update also has been good to Retribution. However, there is no way I can be bothered to know all the details; and it doesn't really matter. What matters is what they can do now. It is Kaelyssa who is facing Vlad and she is doing it in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Defenders_of_Ios" target="_blank">Defenders of Ion</a>.<br /><br /></div>
<div style="text-align: justify;">The theme gives House Vyre Electomancers and solos Reposition [3"] (also Stormfall Archers, which is not relevant her), and Kaelyssa can place a wall template anywhere within 20" of her rear table end. I guess that is ok. Even though reposition on shooting models always is a pain.<br /><br /></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kaelyssa,_The_Night%27s_Whisper" target="_blank">Kaelyssa</a> is a support caster who can shoot and packs a dangerous assassin potential. For this matchup, in particular she has a quite annoying feat. It gives Stealth to all friendly Faction models within 14" of her. Also, models within 14" of her can't be charged or slam power attacked (luckily, a Marauder can still slam stuff around). She is a Focus 7 'caster but have ways of getting more (see below).<br /><br /></div>
<div style="text-align: justify;">She likes to shoot a lot with her nice magical ROF 3 gun. She has True Sight, can steal a focus when hitting and get a power token if she destroys a model. As a bonus she can choose +4 range, dispel or make warjacks stationary. To add insult to injury, she can also cast Phantom Hunter to ignore cover, concealment and stealth (again). All in all, getting within 14" or even worse 10" of her results in all sorts of annoying difficulties.<br /><br /></div>
<div style="text-align: justify;">In addition to phantom hunter, she brings four other spells to the table: Backlash, which she can cast on a Warjack. When the 'jack is damaged, Vlad suffers one point of damage; Banishing Ward for removing upkeeps from her own models (this does noting in this matchup); Blur, which adds 3 to DEF of a unit or model. This is handy against Vlad's shooters; and Refuge, which allows a friendly model to make a full advance at the end of its activation, if it has hit something.<br /><br /></div>
<div style="text-align: justify;">All in all, Kaelyssa has a pretty good assassin potential against Vlad. His Wind Wall does nothing against her, Backlash it actually more efficient when 'jacks have a high armour, and she can shoot a lot. So Vlad has to be on his toes.<br /><br /></div>
<div style="text-align: justify;">Kaelyssa brings two identical 'jacks. They are new and I have never seen them before. The <a href="https://warmachineuniversity.com/mw/index.php/Aeternae" target="_blank">Aeternaes</a> are heavies with DEF 12, ARM 19 and 30 boxes. Being Vyre 'jacks, they don't have forcefields. They do, however have a pretty hefty gun. Range 14", magical POW 8 — but Armor Piercing. That kind of shooting combined with Kaelyssa's Refuge could be really annoying. They also pack two swords: a P+S 17, reach 2"; and a P+S 15, also reach 2" with beat back. Two Aeternaes will, on the average trivially remove a Marauder. One can also do it, if it has been doing some shooting first.<br /><br /></div>
<div style="text-align: justify;">The 'jacks are obviously escorted by two <a href="https://warmachineuniversity.com/mw/index.php/Arcanist_Mechanik" target="_blank">Arcanist Mechaniks</a> — the best mechanics in the game. They do the three things we all wish all mechanics did: Repair [d6], Empower (remove disruption and give one focus), and Concentrate Power that add two to the melee power of a 'jack. This brings the Aeternaes to P+S 19 and 17, and into Khador 'jack killing territory. Arcanist Mechaniks should be on the receiving end of some shooting as fast as possible.<br /><br /></div>
<div style="text-align: justify;">Another big thing on the battle field is the Battle Engine (or as they are known in Vlad's army: Marauder Munch — or M&Ms, if you prefer), <a href="https://warmachineuniversity.com/mw/index.php/Arcantrik_Force_Generator" target="_blank">Arcantrik Force Generator</a>. First of all, it can't be charged due to Polarity Field, which is worth remembering when doing M&M. Secondly, it is difficult to shoot of the table due to Carapace, which brings it to ARM 22 against shooting. Finally, if an Aeternae is within 2" it gets +2 range and +2 on attack roll; bringing an Aeternae to RAT 8 at range 16". This is of course not all, the M&M can also shoot on its own. It has a ROF 2, range 14", POW 14 cannon that can either be an AOE 4, leaving rough terrain like our Gun Carriages; or automatically boost the damage roll; or finally, slam small and medium bases d3".<br /><br /></div>
<div style="text-align: justify;">On the unit side, there are two different types: two units of <a href="https://warmachineuniversity.com/mw/index.php/Ryssovass_Defenders" target="_blank">Ryssovass Defenders</a> and two units of <a href="https://warmachineuniversity.com/mw/index.php/House_Vyre_Electromancers" target="_blank">House Vyre Electromancers</a>. The former are basically reach 2" P+S 10 weapon masters. It is in itself not terrible impressive. However, they do have Precision Strike, allowing them to dictated which column to damage on a 'jack. They also do Defensive Line giving them DEF 14 in melee and making them immune to knockdown. They are also girded, which makes them selves and anybody B2B immune to blast. Finally, thanks to Alyth Vyr (see below) they get Dying Breath, which allows them one attack as they are destroyed.<br /><br /></div>
<div style="text-align: justify;">The two last abilities makes them fantastic jammers agains Vlad. There is no blasting them with the Mortar, the Rocketeers or the Gun Carriages. Also, they can't be knocked down by the Field Guns, Marauders or Gun Carriages. They are kind of annoying.<br /><br /></div>
<div style="text-align: justify;">The Electromancers are really annoying. They can shoot 10" (threatening 16") and thanks to Reposition [3"] from the Theme, they can also get out of trouble again. They damage both infantry, thanks to Lightning Generator (basically Electroleap to d3 models) and 'jacks thanks to Energy Leak that lowers the focus limit by 1 — cumulative. All of this is just shooting. They can hit with a melee weapon as well giving one point of cortex damage.<br /><br /></div>
<div style="text-align: justify;">The remaining seven models are solo galore. Eyriss1 is there, Lanyssa as well, not to mention two Ghost Snipers, a Lys Healer, a Priest of Nyssor, and finally Alyth Vyr.<br /><br /></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Eiryss,_Mage_Hunter_of_Ios" target="_blank">Eyriss1</a> is an oldie but goodie. She can threaten 19" with her super crossbow that either gives Disruption and the loss of all focus, Deadly Shot giving 3 points of damage and remove tough, or Phantom Seeker (see Kaelyssa). She will typically move forward, disrupt a Warjack and then Reposition [3"] (thanks to the Theme) out of harms way and hide in her stealth. She really needs to go.<br /><br /></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Lanyssa_Ryssyl,_Nyss_Sorceress" target="_blank">Lanyssa</a>, is typically there to throw Hunter's Mark on something. This will allow Kaelyssa's models to move an additional 2" when charging something hit by it. I think she might be using Winter Storm as well here, which removes Pathfinder within 9" of her. She has Prowl and also Reposition [3"].<br /><br /></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Aelyth_Vyr,_Blade_of_Nyssor" target="_blank">Alyth Vyr</a> is new to me. He is a Ryssovass solo, which is probably why he gives the Defenders Dying Breath and are Veteran Leader for them (+1 to attack rolls within 9" of him) — the latter also to Lanyssa and the Priest, as they are also Nyss. I think these two things are his primary roles. Beside these things he is just a slightly better Defender.<br /><br /></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Ghost_Sniper" target="_blank">Ghost Snipers</a> are what it says on the package. They can shoot 14" has Marksman (choose column), Deadly Shot (3 points of damage), and Swift Hunter (Reposition 2" when destroying a model, which is actually 3" due to the theme).<br /><br /></div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Lys_Healer" target="_blank">Lys Healer</a> is there to heal stuff (d3+1) and hinder knockdown within 5".<br /><br /></div>
<div style="text-align: justify;">Finally, the <a href="https://warmachineuniversity.com/mw/index.php/Priest_of_Nyssor" target="_blank">Priest of Nyssor</a> is probably there to hand out Blessing of the Winter Father, which gives all Nyss +1 to attack rolls within 9". He can also remove Pathfinder like Lanyssa and obviously has Stealth (due to Prowl and Snow-Weathered).<br /><br /></div>
<div style="text-align: justify;">This is going to be interesting. On paper, it should be no trouble killing most of this. However, hitting it is difficult due to Stealth and highish DEF. Also, Kaelyssa has also sorts of ways to make the Marauders into somewhat ineffective lumps of metal through Disruption and taking our specific columns at range. Luckily, she hasn't got any fancy way of dealing with the Gun Carriages, except good old fashion shooting and hacking. I think this calls for aggressive Gun Carriage playing and getting the Marauders into a position to assassinate Kaelyssa under Vlad's feat.<br /><br /></div>
<h2>Deployment</h2>
<div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">2021 Steamroller</a> Scenario Bunkers. We roll off and Kaelyssa wins. She wants to go first. Vlad picks a side of the board thinking he would like to hide behind the forest on the left flank and the house on the right flank (see picture below). In hindsight, this was probably a bad choice (more on this later). We both go for the Pathfinder objective, which we later discover seem to have disappeared as an option. Never mind, we both made the same error.<br /><br /></div>
<div style="text-align: justify;">It is worth mentioning that Kaelyssa had trouble finding the right models. So, basically not many of the Retribution models are what they appear. Here is a list:<br /><br /></div>
<div style="text-align: justify;">
<table align="center" border="1" style="width: 570px;">
<thead>
<tr>
<td><b>Army model</b></td><td><b>Phycial model</b></td>
</tr>
</thead>
<tbody>
<tr><td>Kaelyssa1</td><td>Kaelyssa1</td></tr>
<tr><td>Aeternae</td><td><i>Some other Retribution 'jacks</i></td></tr>
<tr><td>Alyth</td><td><i>First Mate Hawk</i></td></tr>
<tr><td>Archanist Mechanik</td><td><i>Tactical Archanist Corps</i></td></tr>
<tr><td>Eiryss1</td><td>Eyriss1</td></tr>
<tr><td>Ghost Sniper</td><td>Ghost Sniper</td></tr>
<tr><td>Lanyssa</td><td><i>Lady Aiyana</i></td></tr>
<tr><td>Lys Healer</td><td>Lys Healer</td></tr>
<tr><td>Priest</td><td><i>Protectorate choir boy</i></td></tr>
<tr><td>Electromancers</td><td>Electromancers</td></tr>
<tr><td>Defenders</td><td><i>Dawnguard Sentinels</i></td></tr>
<tr><td>Arcantick Force Generator</td><td><i>Dawnguard Trident</i></td></tr>
</tbody>
</table>
<br />
</div>
<div style="text-align: justify;">Anyway, Kaelyssa deploys in the middle along with Eiryss1, Alyth, Lanyssa and the Priest. All base to base with Alyth to avoid blast damage. A unit of Defenders go on each flank with a Ghost Sniper. The left flank also has the Lys Healer and the M&M. Electormancers deploy behind both Defender units. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhNGsMGfEGnttngGGiyLn1gr7kq4AACyJyaY2b2OgaKot7Xtbs2cS_UQVAY8MJoUqXFErvzy5k3Wja0BFcQAPfgBunwgONa3gQhtwH-y8MW2VUpnp9_lG8iltKQHcSbkyBVBGkNguGXQ8jJleBqpDZrIZCoNRhMiaCWye3YoUfHfqCdVKHL6ZrO8Ss3dg=s3037" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2580" data-original-width="3037" src="https://blogger.googleusercontent.com/img/a/AVvXsEhNGsMGfEGnttngGGiyLn1gr7kq4AACyJyaY2b2OgaKot7Xtbs2cS_UQVAY8MJoUqXFErvzy5k3Wja0BFcQAPfgBunwgONa3gQhtwH-y8MW2VUpnp9_lG8iltKQHcSbkyBVBGkNguGXQ8jJleBqpDZrIZCoNRhMiaCWye3YoUfHfqCdVKHL6ZrO8Ss3dg=w400-h340" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of Deployment</td></tr></tbody></table><br /></div>
<div style="text-align: justify;">Vlad deploys more or less in the standard setup. A Gun Carriage, a Field Gun, a Kapitan and a unit of Rifle Corps on each flank. Everything else in the middle. The picture above depicts the end of the Deployment <br /><br /></div>
<h2>Round 1</h2>
<div style="text-align: justify;">Round 1. The exiting round of moving forward. Having possibilities of drifting AOEs, something might actually happen. <br /><br /></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgkk3ELq1Yh9YbgNhw6527KQAgzwEx7SbkH9_tBiNZ_flghzU-z_b64kPSE0kGZmbTd_iwndpkO0q3IYnXRrNdGpZa6Lh6fKC6Vj8byerzsnbgJVkAAxTf1NYhlDF8wPHmxWOD9jiSHJ6lDmqUKQ6nmj4mpIgl1NEnrW-oe8CiMRJClGuTkKwiqgQMovw=s3399" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2779" data-original-width="3399" src="https://blogger.googleusercontent.com/img/a/AVvXsEgkk3ELq1Yh9YbgNhw6527KQAgzwEx7SbkH9_tBiNZ_flghzU-z_b64kPSE0kGZmbTd_iwndpkO0q3IYnXRrNdGpZa6Lh6fKC6Vj8byerzsnbgJVkAAxTf1NYhlDF8wPHmxWOD9jiSHJ6lDmqUKQ6nmj4mpIgl1NEnrW-oe8CiMRJClGuTkKwiqgQMovw=w400-h328" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br /></div>
<div style="text-align: justify;">Kaelyssa basically just moves everything forward. She is cautious as she fears Khador shooting. She casts Blur on the Defenders to the right, bringing them to ridiculous DEF. She also casts Refuge on one of the 'jacks. I think that pretty much sums up the turn. The picture above shows the end of the first turn. <br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgJfqdXO1UEjDi2hd0ihA_psFs3S8UW4L7cFsux7cxm-h3lnovBHET-H65yFfv28G3ihMdMb64gKb1bv1y8bn8dP0LqaPjq4qShZSVYAr7ORLL5W8mZIhduCTN0bWgJ6JwykuULvjfyHe8atdGzuXX7kWcSt9QdQ8vQ-vSDLPNvQ0LcgARKXTJx8BS6aQ=s3329" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2322" data-original-width="3329" src="https://blogger.googleusercontent.com/img/a/AVvXsEgJfqdXO1UEjDi2hd0ihA_psFs3S8UW4L7cFsux7cxm-h3lnovBHET-H65yFfv28G3ihMdMb64gKb1bv1y8bn8dP0LqaPjq4qShZSVYAr7ORLL5W8mZIhduCTN0bWgJ6JwykuULvjfyHe8atdGzuXX7kWcSt9QdQ8vQ-vSDLPNvQ0LcgARKXTJx8BS6aQ=w400-h279" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Vlad is a bit worried about being shot to death. So his primary goal is to bring a much cannon fodder —I mean Winter Guards— into range of Sacrificial Pawn. Also, both armies' guns have approximately the same range. The Mortar has the longest. However, one of the enemy 'jacks can get to range 16". So, it is basically just a matter of getting forward and into range.<br /><br /></div>
<div style="text-align: justify;">The two Gun Carriages move forward and shoots at something out of range. This is fine, as it is only to put down rough terrain. The elves haven't got any Pathfinder to speak of. So this will slow them down. Everybody else moves forward. Vlad cast Might of Kings on himself since Wind Wall won't help. Joe says tough to the Field Gun on the left as it can be shot by the Force Generator.<br /><br /></div>
<div style="text-align: justify;">That is basically it. The picture above depicts the end of round 1.<br /><br /></div>
<h2>Round 2</h2>
<div style="text-align: justify;">The second round is where something is going to hit somebody's fan. One thing is for sure, guns will roar (or crackle in the case of Retribution). </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj9ur8MTBgv4rvS5udFJelgvZrNqZ-7JkcdUlJqjY_Y9IM5Iyq18y0o1eUTR4vGqY-xh9umrYPZF8rPxzupgzqZqGyqNSmWfdCvIaiCIHssWUt0Vsx5FYnVdlAKkcGhYB7K1sqppG4LDcxZLouTk3yooqNja88TJD7Gu7PkNb39nxbk7Y-28C6yjwWlPg=s3414" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2491" data-original-width="3414" src="https://blogger.googleusercontent.com/img/a/AVvXsEj9ur8MTBgv4rvS5udFJelgvZrNqZ-7JkcdUlJqjY_Y9IM5Iyq18y0o1eUTR4vGqY-xh9umrYPZF8rPxzupgzqZqGyqNSmWfdCvIaiCIHssWUt0Vsx5FYnVdlAKkcGhYB7K1sqppG4LDcxZLouTk3yooqNja88TJD7Gu7PkNb39nxbk7Y-28C6yjwWlPg=w400-h291" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Kaelyssa upkeeps her spells. On the left flank, the Defenders and Electromancers spread out, and stay back fearing the Motherland's guns. The Force Generator shoots at the Field Gun as predicted. Unfortunately, the three guys fail all tough rolls and are removed<br /><br /></div>
<div style="text-align: justify;">On the right flank, one of the Aeternaes in cooperation with a Mechanik take out the other Field Gun. Some combination of Eiryss and Kaelyssa manage to disrupt the rightmost Marauder. The Defenders play the game of how many models can we fit into rouble — all of them.<br /><br /></div>
<div style="text-align: justify;">All in all, no so bad. Even though loosing both Field Guns so early is bad. The picture above depicts the end of Kaelyssa's turn.<br /><br /></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhA556Aw4DldpCUs_IgxGt25PyOXBOE5IWlsg1F8hFrAZAyn0qP6yPDig4K1gIxYoS_-RaJqb-be_-YAFdx2IQnCEX8xAFfBrTst_JNvN3LV55sofnVwJjIc4_ag_oUlSm6smxYeb9Ww1PX-pki_Wj2C_glEmSFLugw9CAS2sDt0TSJhvQdD4nOelG1vg=s3163" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2242" data-original-width="3163" src="https://blogger.googleusercontent.com/img/a/AVvXsEhA556Aw4DldpCUs_IgxGt25PyOXBOE5IWlsg1F8hFrAZAyn0qP6yPDig4K1gIxYoS_-RaJqb-be_-YAFdx2IQnCEX8xAFfBrTst_JNvN3LV55sofnVwJjIc4_ag_oUlSm6smxYeb9Ww1PX-pki_Wj2C_glEmSFLugw9CAS2sDt0TSJhvQdD4nOelG1vg=w400-h284" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr></tbody></table><br /></div>
<div style="text-align: justify;">So, we can either go for slow grinding or rely on Khador fast 'jacks. The rightmost Marauder has been disrupted, which is really annoying. If it hadn't, Kaelyssa would be dead by now. There is less than 14" between that Marauder and her. Nevertheless, there is a chance of Combo Smithing her into the objective, which has a reasonable chance of killing her.<br /><br /></div>
<div style="text-align: justify;">Vlad allocates to the left most Marauder. He the moves the middle Marauder in front of the house on the right flank to make room for him and to be ready for a potential second wave. The Marauder doing the assassin run would benefit from being under Signs & Portents. Vlad moves in front of the Objective, casts Boundless Charge on the disrupted Marauder, Sings and Portents and feat. He is now naked.<br /><br /></div>
<div style="text-align: justify;">The disrupted Marauder can now charge for free and move 13". It does and arrives next to Kaelyssa. She has DEF 16. The Maruader has MAT 7 under Signs & Portents. It should have a 64.4 % chance of hitting. She has ARM 14 and camping five I think. So she is basically ARM 19 and 16 boxes. A Marauder doing Combo Smite and slamming her into an objective should do 5d6+20 points (drop the lowest) of damage against her, for an average of 36 points of damage. One more than what she has all in all. The odd are in Vlad's favour (actually not, it just appears so).<br /><br /></div>
<div style="text-align: justify;">The Marauder swings its two pistons to hit, having a 64.4 % chance of hitting. The dice are: 1, 2, 4. So 6. Hitting DEF 13. If I only could have boosted. What I wouldn't give for a <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Forge_Seer" target="_blank">Greylord Forge Seer</a>. This Marauder will be reassigned to mining duties at the first possible opportunity.<br /><br /></div>
<div style="text-align: justify;">OK, change of plans. The only way is forward. The Gun Carriage on the right moves forward and shoots at one of the Defenders. It is clear that the odds of hitting is very low. But, the main purpose is to slow them down with rough terrain. The Winter Guard on the Gun Carriage almost takes out the Ghost Sniper.<br /><br /></div>
<div style="text-align: justify;">The Gun Carriage on the left does more or less the same. It moves up and tries to drift an AOE onto the Priest and almost kills him. The other AOE drifts way off. The Rifle Corps shoot at the Defenders and kill a few. Finally, the remaining Marauder tramples through to woods and into a very surprised Aeternae. It puts some damage onto it. But not enough to make it impossible to repair in the following round.<br /><br /></div>
<div style="text-align: justify;">That is more or less it. A failed assassin run. To be fair, it only had a 35% chance of killing her. But the stories that could have be told around the camp fire if the Marauder had succeeded. Vlad is probably going to loose the two Marauders in the front and perhaps a Gun Carriage in the next round. But all in all, Vlad is still in the game. The scenario score is 1-0 in Vlad's favour.<br /><br /></div>
<h2>Round 3</h2>
<div style="text-align: justify;">Kaelyssa is spooked, but more importantly angry. So, she'll probably take it out on the citizens of Khador who are just innocent bystanders. <br /></div>
<div style="text-align: justify;">
<br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjJOuinVNy0OISxu6w-7A3waIwpMWXMQjFoiBu5gHsh7_H5tNbfJ7tsNjsGN3J2geXPaG-jLHn-DUOYcxcqhlhg4d2HfVRJIpgcKWEsCNylYsz3YhNajOY2HgbWfskwBmJ57N0VBsBi-D3Hw8eYBugqmXw6xORFM-PM-xoHp-5ASuCaVyJ2kiCHDKPJWw=s2898" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2182" data-original-width="2898" src="https://blogger.googleusercontent.com/img/a/AVvXsEjJOuinVNy0OISxu6w-7A3waIwpMWXMQjFoiBu5gHsh7_H5tNbfJ7tsNjsGN3J2geXPaG-jLHn-DUOYcxcqhlhg4d2HfVRJIpgcKWEsCNylYsz3YhNajOY2HgbWfskwBmJ57N0VBsBi-D3Hw8eYBugqmXw6xORFM-PM-xoHp-5ASuCaVyJ2kiCHDKPJWw=w400-h301" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><br />
<div style="text-align: justify;">Kaelyssa upkeeps her two spells and allocates a few to the two 'jacks. On the left flank the Force Generator shots at the Gun Carriage and does some damage. Getting rid of the Gun Carriage requires the Defenders to engage. Luckily they are hindered by a lake and a lack of Pathfinder. Nevertheless, enough Defenders manage to get to the Gun Carriage and they take it out. The last Defender takes out the last box in his last attack. So, it was a close run.<br /><br /></div>
<div style="text-align: justify;">On the right flank, the second unit of Defenders tries to do the same. Rough terrain is our friend. Not enough make it to the Gun Carriage and it survives. The last Marauder takes a few hit. But nothing serious. The Electromancer on both flanks kills quite a few Winter Guards and the Mortar Crew. The rightmost 'jack moves up and kills the assassin Marauder. Finally, the last 'jack takes a bit out the leftmost Marauder. But still nothing serious.<br /><br /></div>
<div style="text-align: justify;">All the shooting ladies make sure that the front Marauder is disrupted. Kaelyssa moves backwards and hides in a cloud. Finally, the Lys Healer on the extreme left flank runs to the flag to score. The picture above shows the end of Kaelyssa's revenge. Also know as turn 1, round 3. Scenario score is now 2-2.<br /><br /></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiI6UDYOwOWftetoP1uOD_qUgJJExHw1nS4z4hZat0D5BQ4CLABwE7PIsBHmZAaW4fvAUsg-6ACDvk8XlnUXJZn-KYGlbwwhfgirpOpu-Y0bLYrPUppPYvk6fk7lxrOtZCdU1_e3KPH15ZeWf1TfacUfVDVq5iDUSEkB4Ill9OrD3VSpo597sn6nzh7dg=s3209" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2401" data-original-width="3209" src="https://blogger.googleusercontent.com/img/a/AVvXsEiI6UDYOwOWftetoP1uOD_qUgJJExHw1nS4z4hZat0D5BQ4CLABwE7PIsBHmZAaW4fvAUsg-6ACDvk8XlnUXJZn-KYGlbwwhfgirpOpu-Y0bLYrPUppPYvk6fk7lxrOtZCdU1_e3KPH15ZeWf1TfacUfVDVq5iDUSEkB4Ill9OrD3VSpo597sn6nzh7dg=s320" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 3</td></tr></tbody></table><br /></div>
<div style="text-align: justify;">There is still hope. The front Marauder is disrupted but might be able to sneak around the opposing 'jack and slam it over Kaelyssa. This requires that the rightmost Marauder can take out the rightmost 'jack. Hey ho, here we go.<br /><br /></div>
<div style="text-align: justify;">Vlad fills up the rightmost Marauder, moves a bit to the right to get away from the Defenders on the letf flank. He then casts Signs & Portents.<br /><br /></div>
<div style="text-align: justify;">The Gun Carriage would like to soften up the Aeternae and impacts all the Defenders surrounding it before wanting to shoot the 'jack. It takes out most of them. Unfortunately, Dying Breath results in the Defendes killing it whilst dying. Annoying and unnecessary, if you ask me.<br /><br /></div>
<div style="text-align: justify;">The rightmost Marauder tramples over the Defenders in front of it and starts hammering the Aeternae in front of it. It rolls almost as bad as the assassin Marauder. So, not a lot of fun here. The last Marauder still goes for a slide to the left to slam the Aeternae. Yet, a pattern is emerging. MAT 7 under Signs & Portents can apparently not hit DEF 12. The Mechaniks moves in behind the two Marauders; just in case. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the left flank, Joe starts by telling the story of what can be done For the Motherland to the Rifle Corps. It is very important that they can kill the Lys Healer hugging the flag. They start shooting and easily kills the Lys Healer, a Defender and one of the Electromancers. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That is it. Not impressive and I think Vlad is in trouble. The picture above depicts the end of round 3. Scenario score is now 3-3.</div><div style="text-align: justify;"><br /></div>
<h2>Round 4</h2>
<div style="text-align: justify;">This is probably where it ends. Kaelyssa is clearly in the lead. She has so much more of her army left than Vlad. Let's see where it ends. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEin-w75BgxxSV1F48HG9ZX3Ho2amPFvjJ3nG4ZI2g2du7l68pD8p7Rd7Q4vNE2vc0q7XWl_GTlZv-cfGtpkbSQevCG_9LtJpJbnSEO3n0BMjrCEWblQ1ZRUVte3OS2DGJSeG8B1KUv3jXNeO-UQYVwQQFrk8CVsHF5lJGSZNOmWt9icefm77KbuzGntrA=s2921" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2062" data-original-width="2921" src="https://blogger.googleusercontent.com/img/a/AVvXsEin-w75BgxxSV1F48HG9ZX3Ho2amPFvjJ3nG4ZI2g2du7l68pD8p7Rd7Q4vNE2vc0q7XWl_GTlZv-cfGtpkbSQevCG_9LtJpJbnSEO3n0BMjrCEWblQ1ZRUVte3OS2DGJSeG8B1KUv3jXNeO-UQYVwQQFrk8CVsHF5lJGSZNOmWt9icefm77KbuzGntrA=w400-h283" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1, round 4. End of game</td></tr></tbody></table><br />
<div style="text-align: justify;">On the left flank, the Force Generator shoots at the remaining Winter Guards and kills at least one. The Defenders charge and take out the remaining. One also runs to contest Vlad's zone. The Priest runs to the flag to score. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the right flank, the remaining Defenders charge a Marauder and some Mechaniks. Together with the two Aeternaes both Marauders are killed. The Electromancers move forward and kill more Mechaniks and some Winter Guards. The Ghost Sniper runs to the flag to score. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That is basically it. Vlad is done for. He is left with very few models and can't reach Kaelyssa. So, he concedes. The battle ends with a scenario score of 6-3 in Kaelyssa's favour. The picture above shows the end of the battle. </div><div style="text-align: justify;"><br /></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">It was actually a good battle. Vlad and his Winter Guards still have game. I think I did a tactical error when I chose the side. I should not have feared the Retribution shooting. The house did really hinder the Gun Carriage on the right flank.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Perhaps I should have resisted the assassin run in round 2. Then again, It would have been so cool. A 35% chance for a kill is probably too low to be pursued. Nevertheless, there was quite a few bad rolls from the Marauders. But, one should plan for bad dice rolls.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, I'm not sure what the Mechaniks are doing. Perhaps I should exchange them for something else. That would require a more through exchange as they are only two points. So, I'll need to think about it.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">At the end of day, it was fun. I'm pretty sure that Vlad is back. <br /></div><div style="text-align: justify;"><br /></div>
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Until next time.
For the Motherland!</div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-53027197276837755432022-01-01T23:07:00.000+01:002022-01-01T23:07:02.268+01:00Winter Guard Kommand under Vlad1 - post quality of life update<div style="text-align: justify;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbQdp4BB_aUJxQaGkEDMPHThqQZEWldoz9YCCMDkqz1vJbSQMW17WXce0krF4jJwOfnuwKybYmszAncbj3KZ-Io4ad9JMS5wel4_Ry1EKPjm9Zf3941NAB7rAkLCjG8g1n4ib2TINZsXuj/s1600/IMGP0491.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1423" height="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbQdp4BB_aUJxQaGkEDMPHThqQZEWldoz9YCCMDkqz1vJbSQMW17WXce0krF4jJwOfnuwKybYmszAncbj3KZ-Io4ad9JMS5wel4_Ry1EKPjm9Zf3941NAB7rAkLCjG8g1n4ib2TINZsXuj/s200/IMGP0491.jpg" /></a></div>
<i style="text-align: justify;">Vlad is back. He have had a long and proud tradition of leading the double Gun Carriage Winter Guard Kommand list. He managed to have a 50% win rate over a year of playing (which on this blog is considered very impressive). The recent Quality of Life Update has affected the Winter Guard Kommand and the corresponding troops. The changes are not huge. Nevertheless, this post will sum up the changes and how Vlad's new and improved Winter Guard Kommand list looks. </i></div>
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<a name='more'></a><div style="text-align: justify;">
I have historically been playing Vlad1 and his famous Winter Guards a lot. I played the double Gun Carriage list almost exclusively for a bit over a year (see <a href="https://greylordarchives.blogspot.com/2020/05/a-year-of-playing-winter-guard-kommand.html" target="_blank">here</a> for a summary of a year of Winter Guard Kommand playing). The original list was pre-Oblivion (see discussion of list <a href="https://greylordarchives.blogspot.com/2019/07/winter-guard-kommand-under-vladimir.html" target="_blank">here</a>), which was updated post-Oblivion (see discussion of list <a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html" target="_blank">here</a> and of Vlad's famous last stand). It was a lot of fun. I still believe that this list has merit. </div><div style="text-align: justify;"><br />
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<div style="text-align: justify;">Now, the <a href="https://home.privateerpress.com/2021/10/21/warmachine-hordes-quality-of-life-dynamic-update/" target="_blank">Quality of Life Update</a> has change some of the models and their cost. So, perhaps we should brush the dust of this list and have fun again. The point cost change only releases 4 points from the original list. The low number of free points is primarily due to the fact that many of the models were, and still are Requisition Options. Thus, point changes doesn't change a lot. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Nevertheless, some changes are made. In the text below, I'll go through the new version of the list, the important changes, and what we can get extra for four points. The leftmost list below is the original (post-Oblivion) version, whereas the rightmost is the new one.<br /><br /></div>
<div style="text-align: justify;">
<table border="0" margin="10" style="with: 570px;">
<tbody>
<tr><td align="left" valign="top" width="300px">
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1] Vladimir Tzepesci [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Greylord Adjunct [0(4)]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]<br /></td>
<td align="left" valign="top" width="300px">
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1] Vladimir Tzepesci [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- War Dog [2]<br />
Kovnik Jozef Grigorovich [3]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [0(3)]<br />
Winter Guard Field Gun Crew [0(3)]<br />
Winter Guard Rifle Corps (min) [7]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [7]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Mortar Crew [3]<br />
Battle Mechaniks (min) [2]</td></tr>
</tbody></table>
<br />
</div>
<h2 style="text-align: justify;">Winter Guard Kommand</h2>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Winter_Guard_Kommand" target="_blank">Winter Guard Kommand</a> theme has had a few minor changes. Primarily, there has been a change to the Sacrificial Pawn rule that the 'caster benefits form. Before the Quality of Life Update (QLU) we could chain a Sacrificial Pawn via e.g. Joe. This is not possible anymore as the rule now explicitly states that: "<i>the Sacrificial Pawn special rile can only trigger once per attack roll</i>". This is OK. The old version was a bit strange. Also, I think I have only used chaining a very limited number of times. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">The second change is in the models that can be chosen as Requisition Options. It is the same as the old one, except for one other small- or medium-based Khador solo with a cost of five or less. In principle, this changes a bit since some models have had a price change. However, for this version of Winter Guard Kommand (WGK) there really isn't any change.</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">Battlegroup</h2>
<div style="text-align: justify;">The battle group comprises <a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_the_Dark_Prince" target="_blank">Vlad1</a> and the marvellous three <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauders</a>. Neither, Vlad nor the Marauders have had any changes to them. So, that's the same.<br /><br /></div>
<div style="text-align: justify;">There are three solos in this list that has carried over from the older version: Joe and two Artillery Kapitans. In addition, the Greylord Adjunct is being exchanged for the trusted War Dog (more on this later).<br /><br /></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Jozef_Grigorovich" target="_blank">Kovnik Jozef Grigorovich</a> has had two minor adjustments made: <i>i</i>) the universal change to Sacrificial Pawn and <i>ii</i>) a one point reduction in cost. The latter is really nice, as he is an auto-include in a WGK list.<br /><br /></div>
<div style="text-align: justify;">The two <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Artillery_Kapitan" target="_blank">Winter Guard Artillery Kapitans</a> are still a single Requisition Option. They have lost Close Fire, which is fine, and gained Veteran Leader [Winter Guard] and a change to Fire & Displace. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Veteran Leader is huge, if you ask me. They now automatically give a +1 to attack rolls to all Winter Guards within 8". This means that the Field Gun, Rifle Corps (and Rocketeers), and Gun Carriage are now RAT 6 if sufficient close; and if they aim (perhaps not particularly relevant for the Gun Carriage) they can now hit DEF 15 on an average roll (almost DEF 16 if Vlad goes first and does Signs & Portents). This is really good. They also works magic on the Mortar Crew. They are now an effective RAT 6 when aiming and under Artillerist; also bringing them close to hitting DEF 15 when aiming and under Signs & Portents - even without Joe. I'm almost tempted to bring four.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, Fire & Displace has gained and extra inch for Reposition. It is now Reposition [3"], which is obviously nice.<br /><br /></div>
<div style="text-align: justify;">The old version had a <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a> attached to Vlad1. His primary jobs was to allow Vlad to cast Boundless Charge 8" instead of 6". However, points are tight so I have opted to exchange him for a <a href="https://warmachineuniversity.com/mw/index.php/War_Dog" target="_blank">War Dog</a>. Vlad have had a bad habit of getting into more trouble that he could handle. He would quite often leave a safe hiding spot and join the battle. He is surprisingly brittle. The additional +2 DEF agains melee attacks (bringing Vlad to DEF 17), immunity to back strike bonus, and gaining Parry are what I think Vlad needs to get out of trouble. By the way, the War Dog became one point cheaper.<br /><br /></div>
<h2 style="text-align: justify;">Units</h2>
<div style="text-align: justify;">The core of this list is still two Gun Carriages, two Field Guns and two min units of Rifle Corps with Rocketeers. The new version also includes a Mortar Crew and a min unit of Battle Mechaniks.<br /><br /></div>
<div style="text-align: justify;">There hasen't been any significant changes to any of these units. The <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Field_Gun_Crew" target="_blank">Field Guns</a>, <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Rifle_Corps" target="_blank">Rifle Corps</a> and Battle Mechaniks have all drooped one point; whilst the <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Mortar_Crew" target="_blank">Mortar Crew</a> has dropped two points. Nothing has happend to the <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Gun_Carriage" target="_blank">Gun Carriage</a>.<br /><br /></div>
<div style="text-align: justify;">The main benefit here is actually the improvement to the Artillery Kapitans. As aforementioned, the +1 to attack rolls for Winter Guards is huge. The table below describes the DEF that can be hit on an average roll. Rat 5 is for all Winter Guards, save Mortar Crew (Rat 1), Joe (Rat 6), Artillery Kapitans (Rat 6)<br /><br /></div>
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<thead>
<tr>
<td>Rat</td><td>Base</td><td>AK</td><td>Aim</td><td>FTM</td><td>S&P</td><td>AK+Aim</td><td>AK+Aim+S&P</td><td>AK+Aim+S&P+FTM</td>
</tr>
</thead>
<tbody>
<tr><td align="right">1</td><td align="right">8</td><td align="right">9</td><td align="right">10</td><td align="right">10</td><td align="right">9</td><td align="right">11</td><td align="right">12</td><td align="right">14</td></tr>
<tr>
<td align="right">5</td><td align="right">12</td><td align="right">13</td><td align="right">14</td><td align="right">14</td><td align="right">13</td><td align="right">15</td><td align="right">16</td><td align="right">18</td>
</tr>
<tr><td align="right">6</td><td align="right">13</td><td align="right">14</td><td align="right">15</td><td align="right">15</td><td align="right">14</td><td align="right">16</td><td align="right">17</td><td align="right">19</td></tr>
</tbody>
</table>
<br />
</div>
<div style="text-align: justify;"><i>Where AK is Veteran Leader from the Artillery Kapitan (+1), Aim is the aiming bouns (+2), FTM is For the Motherland from Joe (+2), and S&P is Signs & Portens from Vlad (+1.5).</i><br /><br />
</div>
<div style="text-align: justify;">All of the minor point cost adjustments have left two point up for grabs. I'm opting for a min unit of <a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks</a>. The list heavily relies on the two Gun Carriages creating pressure on the flanks for as long as possible, and the Marauders surviving until they can make their fabulous 14" piston to face manoeuvre. Thus, having a few Mechaniks around to fix minor issues seems like a good idea.<br /><br /></div>
<h2 style="text-align: justify;">My (new) Winter Guard Kommand List</h2>
<div style="text-align: justify;">All of the above sums up to my current WGK list. Despite only minor changes coming out of the QLU, I think the WGK is a winner. The Veteran Leader from the Artillery Kapitans alone is golden. It might actually warrant four of these solos. Time will tell.<br /><br /></div>
<div style="text-align: justify;">I'm pretty sure that I'll field this list again soon. I like the uncomplicated nature os an almost quintessential Khador list. It will be interesting to see it in action. I wonder if the War Dog is the right choice.<br /><br /></div>
<div style="text-align: justify;">For the Motherland!</div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com2tag:blogger.com,1999:blog-4988829232919285725.post-16140934034245341782021-11-28T13:21:00.001+01:002021-11-28T13:21:33.899+01:00Kommandant Sorscha Kratikoff (Sorscha3) vs. Xerxis, Fury of Halaak (Xerxis2)<div style="text-align: justify;">
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<i>It is not only Khardor who have gotten a quality of life update. It is clear that Skorne has as well. Xerxis, Fury of Halaak has mounted his favourite Rhino, gathered some elephants and a litter of kittens. For unknown reasons he has decided to bring the whole menageri across the desert and into Khador territory. Sorcha is dispatched along with her Man-o-Wars to send Xerxis back. It turns out that Khador steel is steadfast against claws and bites from Xerxis' pet shop. </i></div><div style="text-align: justify;"><i><br /></i></div>
<a name='more'></a><div style="text-align: justify;">It has been ages since I have seen Skorne across the table; also before the pestilence. I have never seen the guy on a Rhino before, so this will be fun. I am so regretting not bringing Marauders. Yet, with the appearance of <a href="https://warmachineuniversity.com/mw/index.php/Death_Archon" target="_blank">Death Archons</a> in the Empress' service, it is time to review Sorscha3 and her trusted Man-o-Wars (some thoughts on an earlier version of Armored Korps under Sorcha3 can be found <a href="https://greylordarchives.blogspot.com/2019/08/armored-corps-under-kommandant-sorscha.html">here</a>). Sorscha has a new Armored Korps list that I haven't played before. The Skorne list is from memory and I'm not completely sure that it is correct. Nevertheless, here they are:</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table align="left" border="0" cellpadding="5" cellspacing="0" style="width: 570px;">
<tbody>
<tr>
<td valign="top">Skorne [Theme] Masters of War<br />
Xerxis, Fury of Halaak [+28]<br />
- Bronzeback Titan [16]<br />
- Tiberion [16]<br />
- Aptimus Marketh [0(4)]<br />
Makeda of House Balaash [4]<br />
- Basilisk Krea [7]<br />
Tyrant Rhadeim [8]<br />
Cataphract Arcuarii (max) [13]<br />
Paingiver Beast Handlers (max) [7]<br />
Praetorian Ferox (max) [17]<br />
Praetorian Ferox (max) [17]<br />
Tyrant Commander & Standard Bearer [0(5)]<br />
Tyrant Commander & Standard Bearer [0(5)]</td>
<td valign="top">Khador [Theme] Armored Korps<br />
Kommandant Sorscha Kratikoff [+28]<br />
- Devastator [14]<br />
- Devastator [14]<br />
- Greylord Adjunct [3]<br />
Bulkhead [0(5)]<br />
Death Archon [9]<br />
Greylord Forge Seer [4]<br />
Greylord Forge Seer [4]<br />
Man-O-War Kovnik [3]<br />
Man-O-War Kovnik [3]<br />
Man-O-War Strike Tanker [5]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Man-O-War Suppression Tanker [0(6)]<br />
Battle Mechaniks (max) [4]<br />
- Battle Mechanik Officer [1]<br />
Kommandant Atanas Arconovich & Standard [5]<br />
Man-O-War Demolition Corps (max) [12]<br />
- Sergeant Dragos Dragadovich [4]<br />
Man-O-War Shocktroopers (max) [15]<br />
- Man-O-War Shocktrooper Officer [3]</td>
</tr>
</tbody>
</table>
</div>
<div style="text-align: justify;">
<h2><br /></h2><h2><br /></h2><h2><br /></h2><h2><br /></h2><h2><br /></h2><h2><br /></h2><h2><br /></h2><h2><br /></h2><h2><br /></h2><h2>Initial Thoughts</h2>I have never faced <span style="text-align: left;"><a href="https://warmachineuniversity.com/mw/index.php/Xerxis,_Fury_of_Halaak" target="_blank">Xerxis, Fury of Halaak</a></span> before. He looks rather imposing on top of his pet Rhino. He is leading the Skorne troops in the <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Masters_of_War" target="_blank">Masters of War</a> theme, which gives warrior models take down. So no tough for Khador. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Xerxis himself is a battle engine, which already makes him immune to the primary trick in Sorscha's list: stationary by cold. He has the "standard" defensive stats of a battle engine (DEF 13, ARM 19 and 19 boxes). Thus, he is killable (even without Marauders). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He brings a pretty hefty feat, <i>Hand of the Ancients</i>, which basically covers the entire board, and gives his models an extra die on attack and damage rolls. Contrary to our version, <i>Signs and Portents</i>, the model can choose any die to discard, not just the lowest. This is nice when fishing for critical effects. I am assuming that Xerxis will position his army for an alpha strike, feat, and then hit everything with everything. I just hope that Khador armour will hold against this. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Xerxis also brings three spells to the table: Ignite, Rapport and Stranglehold. The fist one gives a unit +2 on melee damage and critical continuous fire. Rapport allows the targeted warbeast to use Xerxis' MAT (8) and RAT (4) -I'm assuming the latter is irrelevant- and makes the warbeast controllable within 20". Finally, Stranglehold forces the damaged model to give up either movement or combat action. It is not a terrible set of spells. One of the elephants will have MAT 8, which really doesn't do a lot since Man-o-Wars are pretty easy to hit. The +2 damage to one of the units is of course annoying as Sorscha's list tries to survive on armour.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I have to admit I'm not completely sure that I remember the list correctly. So the rest of this is my best guess. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The battlegroup consists of two elephants, a Bronzeback Titan (it might actually have been a <a href="https://warmachineuniversity.com/mw/index.php/Titan_Gladiator" target="_blank">Titan Gladiator</a>) and Tiberion. The <a href="https://warmachineuniversity.com/mw/index.php/Bronzeback_Titan" target="_blank">Bronzeback</a> is a beat stick. It is ARM 19 (21, using its Animus Unyielding) and 34 boxes, two P+S 17 fists and a P+S 16 Tusks. They will most likely be P+S 19 and P+S 18 due to <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Beast_Handlers" target="_blank">Paingivers</a>, and if Xerxis is really cheeky he will also cast Ignite, making it effective P+S 21/20. In addition, it has Countercharge, Hyper-aggressive and can remove 1 fury from other Titans within 7" (in this case Tiberion).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Tiberion" target="_blank">Tiberion</a> is another beat stick and it is bonded to Xerxis, giving it Overtake. ARM 21 (due to shield) and 32 boxes. Three attacks: Tusks P+S 15, Tetsubo P+S 18 and Shield P+S 14. Again, most likely P+S 17/20/16 due to Paingivers. Its Animus gives it Bulldoze. </div><div style="text-align: justify;"> </div><div style="text-align: justify;"><span style="text-align: start;"><a href="https://warmachineuniversity.com/mw/index.php/Makeda_of_House_Balaash" target="_blank">Makeda of House Balaash</a>, who is a newcomer, is bringing a <a href="https://warmachineuniversity.com/mw/index.php/Basilisk_Krea" target="_blank">Basilisk Krea</a>. She is, in classic Makeda style capable of doing quite a lot of damage on her own; in particular against infantry. She is a P+S 11 Weapon Master with Flashing Blades. However, Man-o-Wars are too heavily armoured to be concerned. She is brining a Krea, which I guess is there primarily to protect her against ranged attacks (+2 DEF and +2 ARM against ranged attacks within 3").</span></div><div style="text-align: justify;"><span style="text-align: start;"><br /></span></div><div style="text-align: justify;"><span style="text-align: start;">There are six units: two units of kittens (</span><span style="text-align: left;">Praetorian Ferox), two units of </span><span style="text-align: left;">Tyrant Commander & Standard Bearer, a unit of </span><span style="text-align: left;">Cataphract Arcuarii and a unit of </span><span style="text-align: left;">Paingiver Beast Handlers. The latter has already been described under the elephants above.</span></div><div style="text-align: justify;"><span style="text-align: left;"> </span></div>
<div style="text-align: justify;">The two units of <a href="https://warmachineuniversity.com/mw/index.php/Praetorian_Ferox" target="_blank">kittens</a> are potentially quite annoying. They are only two times P+S 12 (one unit probably P+S 14 from Ignite). However, they are quick (SPD 8), can jump 5" and at the end Reposition 3". They might even get an extra 2" if the Tyrant Commander & Standard Bearer is nearby. If they jump or charge, they get an additional +2 to attack and damage roll. Also, they have Take Down from the theme. The kittens are lead by head-kitten-master <a href="https://warmachineuniversity.com/mw/index.php/Tyrant_Rhadeim" style="text-align: left;" target="_blank">Tyrant Rhadeim</a>, who is a Dragoon on another kitten. Most interestingly for units, he gives them Dodge within 10". All of these kittens are going to run, dodge and jump around like crazy. The best defence against this is probably to make an impregnable brick where they can only scratch their claws on the outside. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The shooting unit on the table is a unit of <a href="https://warmachineuniversity.com/mw/index.php/Cataphract_Arcuarii" target="_blank">Cataphract Arcuarii</a>. Their primary purpose is to drag units out of shield walls or out of safety. Luckily, the Shocktroopers are immune to push, thanks to their Unit Attachment. Yet another good argument for keeping a brick. Also their range is just 8". Whereas the Death Archon's Mortal Fear aura is 10". So the Shocktroopers are probably going to be ARM 25 against them.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Finally, there are two units of <a href="https://warmachineuniversity.com/mw/index.php/Tyrant_Commander_%26_Standard_Bearer" target="_blank">Tyrant Commander & Standard Bearer</a>. They are there to fix minor issues with warrior models. They have three Battle Plans that can give Pathfinder, +2 SPD og get knocked down models to stand up. It is probably the +2 SPD we will see most.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This is so not going to be a walk in the park (or in this case zoo?) for Sorcha. I do, however, think that with a solid brick, the Man-o-Wars are presenting too much ARM to break. The Shocktroopers are ARM 25 in Shield Wall, under Iron Flesh and if the attacker is within 10" on the Death Archon. Basically, it is only the elephants that can trivially remove Shocktroopers. So, the plan is simple: 1) move brick forward; 2) kill anything getting too close; 3) win. I like simple plans.
</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<h2>Deployment</h2>
We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">2021 Steamroller</a> scenario Invasion. I don't think this battle is going to be decided on scenario, so this is probably fine. We rolled off and Khador won. Sorscha is going first (Man-o-Wars should always go first). She picked the Fuel Cache objective, which gives a model Pathfinder. I forgot what Xerxis picked. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorcha deployes in a massive brick. Shocktroopers in front, followed by the Demolition Corps and Kommandant Atanas Arconovich & Standard. The brick is flanked on either side by a Devastator and a Suppression Tanker. Everything else just tries to fit into the 7" deployment area. The picture below depicts the deployment after the Advanced Move.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhvstKxRiuV6podbajU0g2FHJv9UoqwDaYN2n8RNGS4qTGmjsTPS6VCWA2iQHXR6tbMr3RJC62LHpXHZv1Qgnayff5E82sWayXuSRRZVELXaZSLSODL0nQZqTqbGgE8Fbc2oqgUCxsDNsOLFlrjY0BMa9vYtFqZpUYgoP_iBLSCbH_qAlnquVr6KqFw4w=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1710" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEhvstKxRiuV6podbajU0g2FHJv9UoqwDaYN2n8RNGS4qTGmjsTPS6VCWA2iQHXR6tbMr3RJC62LHpXHZv1Qgnayff5E82sWayXuSRRZVELXaZSLSODL0nQZqTqbGgE8Fbc2oqgUCxsDNsOLFlrjY0BMa9vYtFqZpUYgoP_iBLSCbH_qAlnquVr6KqFw4w=w400-h334" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of Deployment</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Xerxis deploys more or less symmetrically around himself in the middle. The outer flanks are occupied by the kittens. The two elephants are next to Xerxis on the right, and the Arcuarii on the left. Everything else fill up behind the front line.
</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<h2>Round 1</h2>Round 1 - the exciting move everything forward round. </div>
<div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgvP_lvSjQKEedl5qYNGFnTcuccMyafQ1bDOUsu7TnhEb69fbwdl8bK0m3l0E0M7h7A9LQWaHfJP5EMs7jUXnX1596xNU9Xso3Z0Hr4Ap0RAgoSrgxLmsBNtO3b1COCilB1bL0cEy5g4dwjq2bLRL_uLEa99NpnWGzpn3NgHF67VSMvDGKMGD6I9AdOHw=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1540" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEgvP_lvSjQKEedl5qYNGFnTcuccMyafQ1bDOUsu7TnhEb69fbwdl8bK0m3l0E0M7h7A9LQWaHfJP5EMs7jUXnX1596xNU9Xso3Z0Hr4Ap0RAgoSrgxLmsBNtO3b1COCilB1bL0cEy5g4dwjq2bLRL_uLEa99NpnWGzpn3NgHF67VSMvDGKMGD6I9AdOHw=w400-h301" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">Sorcha simply sticks to the plan. The brick moves forward by having the Kovniks shout Desperate pace to the Shocktroopers as well as the Demolition Corps. Sorcha drops Iron Flesh on the Shocktroopers and Stoke the Fires on at least the Devastator to the right. She then cast Wind Rush on herself and gets behind the brick. The Shocktroopers can move forward a whooping 9" in Shield Wall! The Death Archon just get into the middle and does nothing more. Everybody else move forward to protect the brick's flanks. The picture above shows the battlefield after the first turn.</div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEidNWrW6_JPSR89UT48AN-IFzh9RBpAaZduM0IGbsSFVBSwHNPXNQ4amlC1kALEaoHXSQowxGsgZa_17m0z-G5TevBe7X2TWJX5lcEhxFP1S4XzTXzkSURMBJ1V_vUG9TYPOJ6LxV4NbdnolxW0C0ZKmll9Oeeg0OtciNSN6p1DWZwDRzUWdM9YeAYZGg=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1702" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEidNWrW6_JPSR89UT48AN-IFzh9RBpAaZduM0IGbsSFVBSwHNPXNQ4amlC1kALEaoHXSQowxGsgZa_17m0z-G5TevBe7X2TWJX5lcEhxFP1S4XzTXzkSURMBJ1V_vUG9TYPOJ6LxV4NbdnolxW0C0ZKmll9Oeeg0OtciNSN6p1DWZwDRzUWdM9YeAYZGg=w400-h333" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr></tbody></table></div>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">Not surprisingly, Xerxis moves his troops in a classic pincer movement. The kittens spread out on each flank, whilst the main force move forward in the middle. The picture above depicts the end of the first round. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<h2>Round 2</h2>There is a fair chance that something might happen in this round. Probably not initiated by Sorscha. But action is action. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiCffHz-wu0dg2SUNsoGoIpLq0-vN1MU-oZq1-3VHeG8C01g2Bza-Dm-IzJhgBrlBq8GzivZfv5eG7ZOFjlWK-FtDz3y64owZfQJQ4GJ_hv6Ns1EVHsg11e_o4C6XtMI0OsxCW_-eFQTBj-FZyroaXSmd8RH6HNf--6LLdhLAKoZNT44KfhHDFEFrFblQ=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1439" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEiCffHz-wu0dg2SUNsoGoIpLq0-vN1MU-oZq1-3VHeG8C01g2Bza-Dm-IzJhgBrlBq8GzivZfv5eG7ZOFjlWK-FtDz3y64owZfQJQ4GJ_hv6Ns1EVHsg11e_o4C6XtMI0OsxCW_-eFQTBj-FZyroaXSmd8RH6HNf--6LLdhLAKoZNT44KfhHDFEFrFblQ=w400-h281" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Sorcha moves her brick forward. The Shocktroopers stay in Shield Wall with the Demolition Corps right behind them. The Death Archon tags along and uses the only corps token on Mortal Fear. This brings the Shocktroopers to an effective ARM 25 against most of the stuff that can attack them. Atanas give the Shoockies Unstoppable Fury (Retaliation Strike), since Tough doesn't really matter here.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Everybody else move forward. The Devastator on the right decides to go crazy and runs into the right most zone. In hindsight, this is probably not a good idea. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">That's it. Khador steel is ready to receive the Skorne pet shop. Sorscha is confident. Yet, you never know. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh8LxXal_Ca1h4_OTtB5U5nBMI93DfEJ6qOivQN8Ase9J30uC3lxTdZ0V_m8k7tKu2peYjyhAl7_0Yc9CwgYoZaFb0NNv3b1STs_EQFzh_jNH6pn1xAO_QWXcAYzFT5td_48X7Ealouy-solbbn0ls0ua3btQtCKUm5DIpoDXbyIFJRSTnP97Gya6bIbg=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1488" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEh8LxXal_Ca1h4_OTtB5U5nBMI93DfEJ6qOivQN8Ase9J30uC3lxTdZ0V_m8k7tKu2peYjyhAl7_0Yc9CwgYoZaFb0NNv3b1STs_EQFzh_jNH6pn1xAO_QWXcAYzFT5td_48X7Ealouy-solbbn0ls0ua3btQtCKUm5DIpoDXbyIFJRSTnP97Gya6bIbg=w400-h291" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Initially, the Arcuarii moves forward, trying to stay out of the 10" Death Archon bubble. They do get a few shots off, without a huge effect. It is quite a difference story with the Bronzeback. It charges into the Shocktrooper line (for PP-overhang reasons its back is turned to the frontline in the above picture). He manages to kill two Shockies! I love ARM 25. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In my honest and as unbiased as possible opinion. ARM 25 is where Shocktroopers should be without paying the Death Archon tax (9 points). It feels right without feeling too over the top. It is easily fixable. They have a shield (they can do shield wall and have a shield cannon). Give them the shield rule so they would be ARM 19 before bells and whistles. Anyway, I digress. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Having removed two of the Shocktroopers makes room for the kitten. They get the +2 SPD Battle Plan from the Tyrant. Then they move and jump and what not. On the right flank that costs Sorcha the first Forge Seer. In the middle they take out a single Demolition Corps (giving them Vengeance). The left flank also suffers, as the second Forge Seer is removed along with Bulkhead. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, as predicted, the Devastator should not have strayed. Tiberion is quite capable of removing an ARM 23 'jack. Well, lesson learned. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All in all, both Xerxis and Sorscha agreed that this turn was not as bloody as they both expected. I have to admit I forgot if Xerxis did feat this turn. Nevertheless, heavy armour was too heavy it seems. The picture above shows the end of the second round. </div><div style="text-align: justify;"><br /></div>
<h2>Round 3</h2>
<div style="text-align: justify;">This is where it get's interesting. The Man-o-Wars, finally after all these years survived an alpha strike and can now strike back. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEghYh7pUsiwFZ7Vxiblp94YbsdDySiM2EG0geWgRhbznunbeiut17BYZFDg_Pfv5KBNnQzszS2pSGs0VbZRVHCWMZsIfcLpKjNyoG46JKs60_27Z4z6tFQNT4BESf58xELnajpJoDWI8HvybrTfibOly8T7LPxI9f3TcClo-bBmsEL9ijbPDszBq8pkCw=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1273" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEghYh7pUsiwFZ7Vxiblp94YbsdDySiM2EG0geWgRhbznunbeiut17BYZFDg_Pfv5KBNnQzszS2pSGs0VbZRVHCWMZsIfcLpKjNyoG46JKs60_27Z4z6tFQNT4BESf58xELnajpJoDWI8HvybrTfibOly8T7LPxI9f3TcClo-bBmsEL9ijbPDszBq8pkCw=w400-h249" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">There is a lot of cleaning to be done after all the kittens have spread out behind the lines. Sorscha starts the cleaning from the bottom. Atanas and his standard does a press forward in opposite directions. The Standard takes out the kitten in the bottom left corner; whilst Atanas takes out the one in the bottom right corner. On his way to that kitten he also gives the Kovnik behind the wall Relentless Tide.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Having Relentless Charge enables the Kovnik to assist the Strike Tanker in removing one of the two remaining kittens. The plan was to take out both. But they have Tough that works. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the left flank, Vengeance helps cutting down on the feline pest (the move was of course taken to begin with). This, in combination with the Suppression Tanker and Kovnik cleaning up made room for charging possibilities. Before that, however, the Devastator bulldoze Rhadeim to the left and explodes on him. Unfortunately he survives. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Now it is party time. Sorscha begins by freezing the Bronzeback using Winter's Wrath. Now the Demolition Corps can charge it (despite som difficulties as Atanas is quite far out to the right). Demolition Corps against stationary is fun (P+S 16, 4d6. That is 30 points of damage on the average). Thus, the elephant goes down. The remaining troops take out as many kittens as possible and try to position so that they block line of sight to Sorscha. The Death Archon uses one of its newly acquired corps tokes to put up Mortal Fear. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture above depicts the result of the Man-o-War revenge. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhGBkcoASmEJoM6TYWMXVi7grDsi7iXkK-UyMSkyHrofq3Itbnn9Nmat1HZKaH_wJFbsElQJNYjXeGOtjEa1VZWDCjOl5ksj5JMh891kvrBcaw0UKf1GNETapF6F5P549d37DI69IBc39yXEzVjIOxcS62RnnkBc83knQKVGUXl0iUcTWFPAJwhUdcA1w=s2048" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1273" data-original-width="2048" src="https://blogger.googleusercontent.com/img/a/AVvXsEhGBkcoASmEJoM6TYWMXVi7grDsi7iXkK-UyMSkyHrofq3Itbnn9Nmat1HZKaH_wJFbsElQJNYjXeGOtjEa1VZWDCjOl5ksj5JMh891kvrBcaw0UKf1GNETapF6F5P549d37DI69IBc39yXEzVjIOxcS62RnnkBc83knQKVGUXl0iUcTWFPAJwhUdcA1w=w400-h249" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Almost end of round 3 and the game </td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">This is where the photographer forgot to take picture. He was simply too excited. So the picture above must also stand in for the remaining battle. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Xerxis can easily see that this is not going in his direction. He needs a clever plan. Unfortunately, he does come up with one. By clever manoeuvring what is left on the right flank, he should be able to get Tiberion all they way to Sorscha. Despite her have two focus, there is no way she can survive elephant to face. I'm getting worried.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So, without further ado the arrow in the picture above shows the direction on Tiberion. Xerxis moves forward slightly to the right. This might be when he feats. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The remaining cat removes some of the troops in the way; whilst Tiberion can bulldoze what is left; kill something (in this case the <a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks Officer</a>) and Overtake. What stands between Tiberion and Sorcha is two free strikes. One by a Demolition Corps and one by the Shocktrooper Officer. Both have Critical Freeze.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Officer gets to take the first attack. He hits and does an insignificant amount of damage. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Next up is the Demolition Corps grunt. He attacks and hits on double 4's. Tiberion is frozen in his path. No assassination of Sorscha. There will be medals when we return to camp.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">After this, there really isn't any reason to play on. Tiberion is now, for all practical reasons, dead. There is nothing really left on the table to threaten Man-o-Wars. End of game. </div><div style="text-align: justify;"><br /></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">ARM 25 rocks. This is exactly where Shocktroopers are suppose to be. They can now actually survive an attack. It is probably one of the few times in the last decade or so that Man-o-Wars actually get to strike back. I will still argue that this should happen without the 9 points payed for the Death Archon. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In this game the Death Archon really didn't do anything else than radiating Mortal Fear. Perhaps a bit of normal threat. It is able to do a lot of harm on its own. Yet, Mortal Fear is the winner. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Devastator can finally go kaboom without opening up. This is a nice change in quality of life. Not too much and not too little. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I think the brick was the sensible solution. Luckily, the opponent did not have any AOE weapons. That would really have ruined the brick. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I got over excited with one of the Devastators. I was so keen on using the new version of Rain of Death that I basically gave it away on a silver plate. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, Sorcha must be better protected. She almost got killed by assassination. Although, I'm not quite sure how to pack her better. Perhaps she should just have move to the left earlier to get away from the elephants?</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Besides that, there is not a lot to complain about. Victory to the Empress. </div><div style="text-align: justify;"><br /></div>
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Until next time.
For the Motherland!</div>
</div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com4tag:blogger.com,1999:blog-4988829232919285725.post-46306813995102506362021-02-20T13:15:00.007+01:002021-02-20T15:24:51.830+01:00Warriors of the Old Faith under Vladimir Tzepesci, Great Prince of Umbrey's orders (Vlad3)<div style="text-align: justify;">
<i><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9MhjchRy4EG-fb5r0JPmfTYcKZq6wlh2kwbpEOCeofhFcNQuDdVDl3Os4KensTeYKNT_uFooTyIwdnVG3u2OXgJbpP_PZLpZMSJIpvNMdHeuHAYK2TssZobu6myyF7-TI0PgDUBtksQnb/s1596/P7300009.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1596" data-original-width="1440" height="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9MhjchRy4EG-fb5r0JPmfTYcKZq6wlh2kwbpEOCeofhFcNQuDdVDl3Os4KensTeYKNT_uFooTyIwdnVG3u2OXgJbpP_PZLpZMSJIpvNMdHeuHAYK2TssZobu6myyF7-TI0PgDUBtksQnb/w148-h164/P7300009.jpeg" /></a></div>Some of the heroes of Umbrey are finally realised the errors in going south and joining the emerging cult. They have returned under the banners of the Tzepesci family to fight off the infernal threat. The Great Prince of Umbrey is the natural choice to lead the cavalry of the old faith. Warriors of the Old Faith demonstrates that Khador lists are not slow and lumbering. Charge of the horse lords for country, empress and the old faith!</i></div>
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<div style="text-align: justify;">Warriors of the Old Faith is one of the Oblivion cross-faction themes. There is only one proper Khador 'caster. The other ones are all Protectorate 'casters. So, clearly running this theme points directly at the third incarnation of Vlad: <a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_Great_Prince_of_Umbrey" target="_blank">Vladimir Tzepesci the Great Prince of Umbrey</a>. This is probably the fastes Khador list one can make with plenty of cavalry. </div><div style="text-align: justify;"><br /></div><h2 style="text-align: justify;">Theme —Warriors of the Old Faith</h2><div style="text-align: justify;">Warriors of the Old Faith is an almost pure cavalry theme. The natural home of Vlad3; perhaps the only home. It allows Vlad to run all sorts of Protectorate models, who are both Khador and Protectorate models in this theme. It also gives cavalry models Line Breaker, which gives an additional die on Impact Attacks (so three die on both impact and charge attacks for cavalry models). Finally, a reroll is allowed for the starting roll. This is good, as Vlad almost always wants to go first. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">My version of this theme is as follow:</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><div><div><div>[Theme] Warriors of the Old Faith</div><div><br /></div><div>[Vladimir 3] Vladimir Tzepesci, Great Prince of Umbrey [+27]</div><div> - Judicator [35]</div><div>High Paladin Dartan Vilmon [0(6)]</div><div>Menite Archon [8]</div><div>Menite Archon [8]</div><div>Uhlan Kovnik Markov [7]</div><div>Vassal Mechanik [0(1)]</div><div>Vassal Mechanik [0(1)]</div><div>Vassal of Menoth [0(3)]</div><div>Vassal of Menoth [0(3)]</div><div>Choir of Menoth (min) [4]</div><div>Exemplar Vengers (max) [20]</div><div>Iron Fang Uhlans (max) [20]</div></div><div><br /></div></div><div>Also at <a href="https://conflictchamber.com/?c3201b_-1GbWlV3EoLoL8x3t3t3z3z2_2v7K">conflict chamber</a>. </div><div><br /></div><div>In the text below, I'll go through the different models making up my Warriors of the Old Faith list, as well as some rationale to the composition of the list. </div></div>
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<h2 style="text-align: justify;">
Vlad3</h2>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8Q3hvyPtHi9aPKpUxfULYWI_xms2hB9zubwMbsH2iDpKaVI_qyacPs7Jm65L9MDEzrtB9jYEZjXKxBjjFvAFnHJy3IY9mhwkD4fLjZKZGGxVI1GGtUNSIsXF_gpfkbH2m7pISn5DhPUQC/s1596/P7300009.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1596" data-original-width="1440" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8Q3hvyPtHi9aPKpUxfULYWI_xms2hB9zubwMbsH2iDpKaVI_qyacPs7Jm65L9MDEzrtB9jYEZjXKxBjjFvAFnHJy3IY9mhwkD4fLjZKZGGxVI1GGtUNSIsXF_gpfkbH2m7pISn5DhPUQC/w231-h256/P7300009.jpeg" width="231" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Vlad, the man himself<br /></td></tr></tbody></table>The third incarnation of <a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_Great_Prince_of_Umbrey" target="_blank">Vladimir Tzepesci</a> finally sees him on his trusted steed <i>Vasada</i>. He is the natural choice for leading a Warriors of the Old Faith list. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Vlad3 is in many ways a well rounded 'caster, without being super fantastic to one of the things he do. He is fast and has a 3" Reposition (he is on a horse). He can also gain Pathfinder when charging. When he gets into it and have to beat stuff up on his own, Blood-Quenched give him an extra STR and ARM for enemy destroyed (which have an interesting, yet situational interaction with his spell Flashing Blade). He also gets Pathfinder on the charge thanks to Relentless Charge. This is handy, as this list doesn't really have a way of handing out Pathfinder.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Despite appearing as if he wants to get into the middle of the melee, he is, however deceptively brittle. At DEF 15, ARM 17 and 18 boxes, he will die to somebody making an effort. Something like an enemy 'jack, 'caster, stuff shooting at him or Weapon Master infantry (if they can catch him). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">His feat, Charge of the Horse Lords, is the epitome of his hit and run approach to battle. It allows Warjacks and Cavalry to move 2" if their initial attack hits (side step), and make a full advance and the end of activation, if they manage to kill something. Side step is clearly super with models with more than one attack. Yet, it is also interesting with the two possible (heavy) cavalry units he can bring to the table (Iron Fang Uhlans and Exemplar Vengers). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Vlad brings six spells to the table: Dash for extra movement, Flashing Blades for more attacks, Hand of Fate the discount version of the signature spell Signs & Portens. Infernal Machine for faster 'jacks, Razor Wind his single damage spell, and Wind Wall to keep him safe from shooting. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Even with 7 focus, Vlad tends to be a bit strapped for focus. In a perfect world, he would like to upkeep both Infernal. Machine and Hand of Fate, and he will probably be casting Dash every round. This is already four focus, leaving him with only enough to either cast Wind Wall or fuel a 'jack. This leaves him naked and not really good for either attacking or defending himself. Also, Vlad often likes to go first (at least before the cavalry) for using Dash. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">When not casting or upkeeping too many spells, he actually do have an assassination potential. Under normal circumstances he can charge 12". To gain both impact attacks and both hand-weapons, this is a far as he can go. There are of course options under his feat (an extra 2" via side step) and Dash for an extra inch. All in all, this allows Vlad to poke stuff with his spear 16" away (with Pathfinder). He can arrive at 16" with five focus, which is not too shabby. Unfortunately, his spear is only a POW 12 weapon, so any options for using Blood-Quenched on the way will be highly appreciated (see Flashing Blades below). </div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">
Dash</h3>
<div style="text-align: justify;">Dash is the spell that makes the army even faster. It adds +1 SPD to friendly faction warriors models within 14". In this army the most important models affected are obviously Vlad himself, giving him SPD 9; all the cavalry, giving them SPD 9; and also the Archons, giving them SPD 7. This means that all cavalry can tie up stuff 18.5 to 20 inches away, and can charge stuff 14" away. Also, the Archons becomes highly mobile with flight. Dash will probably go up every round. Dash also have a very nice interaction with Vlad's feat. More on this later. Finally, it also gives Parry!</div>
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<h3 style="text-align: justify;">
Flashing Blades</h3>
<div style="text-align: justify;">Flashing Blades is also known from <a href="https://warmachineuniversity.com/mw/index.php/Kommander_Zoktavir,_the_Butcher_Unleashed" target="_blank">Butcher3</a>. When casting, Vlad makes one basic attack against each <i>enemy model</i> in range. This is always handy. Yet, the spell has a very nice interaction with the ability Blood Quenched; in particular when Vlad is on an assassination run. When Vlad charges, let's say a 'caster, he can pump up the charge attack by casting Flashing Blade between ending his charge move and carrying out his charge attack. He will receive a +1 to STR and ARM for each enemy model destroyed. Unfortunately, his two weapons are not the most potent ones. You can pick either a range 2" P+S 12, or a range 1" P+S 13 (Chain Weapon). Nevertheless, pumping up before using his spear for a charge attack will make it P+S 14, plus any number of models killed on the way in. </div>
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<h3 style="text-align: justify;">
Hand of Fate</h3>
<div style="text-align: justify;">This is Vlad's signature spell. Poor mans version of Signs & Portents. It gives a friendly model or unit an extra die on attack and damage rolls. Then discard the lowest. Everybody clearly loves an extra 1.5 on the average two die roll. However, the Judicator really loves it. It already has Reliquary, which is basically them same, yet it stacks. So, using both Hand of Fate and Reliquary add a nice 2.5 on the average two die roll. This is brilliant, in particular for the shooting of the Inaccurate Rocket Pods that only has an effective RAT of 2. This allows a Judicator to actually hit DEF 11 and DEF 15 (if boosting) on average roll.</div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">
Infernal Machine</h3>
<div style="text-align: justify;">This spell adds love to Vlad's 'jacks, or in this case 'jack. It adds +2 SPD and murderous. The latter adds an additional die to attack rolls against warrior models. I'm not envisioning the Judicator attacking too much warrior models, so it is primarily there for the speed buff; which the Judicator needs to keep up with the fast list. </div>
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<h3 style="text-align: justify;">
Razor Wind</h3>
<div style="text-align: justify;">Razor Wind is in the standard arsenal for many Khador 'casters. It's just a POW 12 range 10" spell. </div>
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<h3 style="text-align: justify;">
Wind Wall</h3>
<div style="text-align: justify;">This is Vlad's protection spell against non-magical ranged attacks. It also protects models completely within 3". As a side note it also hinders models from making ranged attacks. In this list this doesn't really matter. </div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">
Charge of the Horse Lords — Feat</h3>
<div style="text-align: justify;">Vlad's feat is a hit and run feat. Friendly 'jacks and Cavalry models (remember this also applies to Vlad himself) gain Side Step and Sprint. The former allows a model to advance up to 2" if it hits an enemy model with its initials. The latter allows a model to make a full advance at the end of its turn; if it killed a model. As a small note, the Judicator can't Side Step nor Sprint as it is a Colossal.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Combined with Dash, the Feat caters to a beautiful alpha strike. Vengers and Uhlans can charge and hit something 14" away and then, if the target is killed move 11" (SPD 8" + Dash for 1" + Side Step for 2") away; and be ready for the next charge. Away can also go into the enemy's lines, for some weird flipping sides action. Also, remember that Dash gives Parry.</div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">
Warriors</h2>
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Exemplar Vengers</h3><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDf0wa2o6EgEkpJRWJPmlbjZosRfwkDRszLKWo7DloxEwRm1YSdOAcKvTB-Mk-UhnJDkyj_Po56BOnKf7TW123rcKFBCdPgBpt2FMRozq2JE4OIG-kW4Qd4nlw76LjghRICmBIRYxZQiHs/s4009/P7310001.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1924" data-original-width="4009" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDf0wa2o6EgEkpJRWJPmlbjZosRfwkDRszLKWo7DloxEwRm1YSdOAcKvTB-Mk-UhnJDkyj_Po56BOnKf7TW123rcKFBCdPgBpt2FMRozq2JE4OIG-kW4Qd4nlw76LjghRICmBIRYxZQiHs/s640/P7310001.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Returning Umbrey Vengers<br /></td></tr></tbody></table><div><br /></div>
<div style="text-align: justify;">These are the proud horse lords who followed Menoth, but has finally re-rallied under Tzepesci's banners. <a href="https://warmachineuniversity.com/mw/index.php/Exemplar_Vengers" target="_blank">Exemplar Vengers</a> are a pretty good heavy cavalry unit. It can be argued that they are flat out better than their Khador counter part, the Uhlans. They come with the classic Reposition 3", which all cavalry has. In addition the also come with Battle Drive, which gives +2 to ARM and STR, as well as Pathfinder for one round, if the unit is damaged by an enemy attack. This bringes them to ARM 20 and P+S 17 on the charge (remember that the Cavalry rule gives them 3 die on charge attack rolls). This is pretty good. Often it is a good idea to bait the opponent to damage one of the models to overcharge to unit. It is an even better idea if the attack does less than 23 points of damage, so the model survives.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This unit also has the strange Lance rule. They are equipped with a Blessed Lance (thus also Magical), which can only be used on the charge. Blessed ignore spells or animi that adds to DEF and/or ARM. So, Vengers really wants to charge and not being tied down in melee. This is why Vlad's combo og Feat and Dash is so cool. Obviously they can also do a POW 12 impact attacks from their mount. Remember that the theme gives them Line Breaker, which is an addition die on attack rolls for impact attacks. This will then hit a DEF 17 on the average.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">If they are tied down in melee, they only have a sword. However, compared to the Uhlans' pommel spike, this is a pretty good melee weapon. Vengers are Weapon Masters with this weapon. So, assuming Battle Driven, they are going to hit at P+S 12 on three die (average of 22 point of damage). </div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">Iron Fangs Uhlans</h3><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieOveXfwn6LvhOh2CGCCUTKFapPbHcyQSr6pjLRTVpLdxwMRCuerk9036_Cnej9VrR86djVDDTDiFo_CQRpdqPO2JFdd5wD1GQO3rQHtGRliBHl9wOCTIxKqQhrQ4lhdLKVMjQDZQi7Ikz/s4071/P7300011.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1219" data-original-width="4071" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieOveXfwn6LvhOh2CGCCUTKFapPbHcyQSr6pjLRTVpLdxwMRCuerk9036_Cnej9VrR86djVDDTDiFo_CQRpdqPO2JFdd5wD1GQO3rQHtGRliBHl9wOCTIxKqQhrQ4lhdLKVMjQDZQi7Ikz/w500-h150/P7300011.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Charge of the mighty Uhlans</td></tr></tbody></table></div>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;">These are the heavy cavalry of Vlad's homelands. Compared to the Vengers they have stayed true to Motherland and tradition. <a href="https://warmachineuniversity.com/mw/index.php/Iron_Fang_Uhlans" target="_blank">Uhlans</a> are to a large degree similar to the Vengers. Arguably they are worse for the same point cost. However, I'm not completely on that band wagon. I think that each unit fills a slightly different role, and I would not bring neither two units of Vengers, nor two units of Uhlans.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Uhlans also come with the classic Reposition 3". They also have build in Pathfinder on the charge, thanks to Relentless Charge. Having proper horses, and not ponies like the Vengers, they are also Steady. Finally, if base to base with one of their comrades they gain +2 ARM (bringing them up to 19). In today's meta, ARM 19 is still on the low side, despite having 5 boxes. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This unit also has the strange Lance rule. On the charge, they hit at P+S 16 (average 26 points on damage). Remember that both their impact attack rolls and charge attack rolls are on 3 die (thanks to Line Breaker and Cavalry, respectively). In addition to obviously hitting better on 3 die, there is also an extra bonus, since both impact and the lance have Critical Knockdown. On 3 die, the chance of a critical is around 44%, which is pretty good (ignoring rolls that will not hit the target).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">As with the Vengers, Uhlans really don't like being caught in melee. They only have their Pommel Spike, which is just a pathetic P+S 10. You are actually better off using the mount as a melee weapon. That is POW 12 and the critical knockdown. However, it is only range 0.5" compared to 1".</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, it is worth remembering that this list also includes <a href="https://warmachineuniversity.com/mw/index.php/Uhlan_Kovnik_Markov" target="_blank">Uhlan Kovnik Markov</a>. He grants Tactician to Uhlans when within 10" of him. Being able to ignore fellow Uhlans for LOS and move through them makes life so much easier. Make sure to plan accordingly.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I think that Vengers and Uhlans fill two slightly different roles. They are equally adapt at removing models that they can kill in a charge attack. Yet, when charging more robust models, Uhlans are to be preferred as they have a reasonable chance of knocking them down. </div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">
Choir of Menoth</h3>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqISbXaJ1K1f6BUfDuQ2muB9XkJThISfReM_T6ujar638LAQXMNiCv_ZGvCmVIeLZaUAS7I7KkGcQGRfqWAwvcFRiUZPjGEyROLep7v04DacccV_qEQFtvYwHoODeYx5FLVII4LZ65Bkiw/s3418/P7300005.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1473" data-original-width="3418" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqISbXaJ1K1f6BUfDuQ2muB9XkJThISfReM_T6ujar638LAQXMNiCv_ZGvCmVIeLZaUAS7I7KkGcQGRfqWAwvcFRiUZPjGEyROLep7v04DacccV_qEQFtvYwHoODeYx5FLVII4LZ65Bkiw/w400-h173/P7300005.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Choir singing their praise to the Empress<br /></td></tr></tbody></table>The famous choir finally available to Khador. They are now praising the Empress with their songs. As there is only on 'jack in this list, albeit a rather big one, this is a good investment. <a href="https://warmachineuniversity.com/mw/index.php/Choir_of_Menoth" target="_blank">The Choir of Khador </a>offer three hymns: <i>i</i>) Hymn of Battle, which gives the Judicator +2 on damage rolls. This makes the fists P+S 23. Yet, perhaps even more interesting it makes the rocket pods POW 14 with a blast of POW 9, and the flame thrower POW 14; <i>ii</i>) Hymn of Passage, which stops the Judicator from being targeted by non-magical ranged attacks; finally, <i>iii</i>) Hymn of Shielding, which stops the Judicator from being targeted by enemy spells. Normally either Passage or Shielding will go up in the beginning, whereas Battle goes up when the Judicator starts bringing pain to the enemy.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">As a side note, they are also pretty good at scoring zones since there are only four of them and the other two units are often preoccupied with charging something.</div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">
Vassal of Menoth</h3>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjjs8GcIKIg6vSz2b_jFJepqptNWVJVes7mT_9G97Slqi2nSLJxjQpFy-hhDYKs4zo0t-62Y-Z8oFjbN3-iblVdkRqGsqpJ_31p9ICNkPyJoVwtY5WyBPQ8XAIMAPH37Xp-R9Hswr3mz30/s1944/P7300006.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1382" data-original-width="1944" height="182" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjjs8GcIKIg6vSz2b_jFJepqptNWVJVes7mT_9G97Slqi2nSLJxjQpFy-hhDYKs4zo0t-62Y-Z8oFjbN3-iblVdkRqGsqpJ_31p9ICNkPyJoVwtY5WyBPQ8XAIMAPH37Xp-R9Hswr3mz30/w256-h182/P7300006.jpeg" width="256" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Mini Doom Reavers?<br /></td></tr></tbody></table></div><div style="text-align: justify;">Vlad is often strapped for focus. Luckily, there is a solution to this. The Protectorate of Menoth has learned from our simple and elegant solution to traitors to the Motherland. In this case, it is people showing sorcerous abilities who are chained and masked, thereby resembling our Doom Reavers.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Contrary to the Doom Reavers who are homicidal maniacs, <a href="https://warmachineuniversity.com/mw/index.php/Vassal_of_Menoth" target="_blank">the Vassals</a> are sorcerous maniacs. They offer Empower which gives a focus to the Judicator. On the rare occasion that they are not empowering, they can also do an Arcane Bolt for a POW 11 blast 12" away. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Having two in this list is the optimal. Combined with Power Up the Judicator can be fully loaded without Vlad spending a single focus. As a bonus they are free in this theme. However, they are also a favourite target for long range shooters, ambushers or similar, as loosing them quickly puts strains on Vlad. So protect them. Being base to base with the Judicator does a little towards this as their DEF and ARM goes to 14. Not impressive, but every little thing helps. </div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">
Vassal Mechanik</h3>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFPOlXs0aGcmLI-q1hPaZFYPeVLoHTvuoexnI8PNiGc3w7bEYig7wCh3caJAmwJSl2q6385Kl8Ca53er7dKXibIsDKPqCVmO2ikRfeVJLgbpTHpvsbcXwT9ItBh-E0yIOkGHheVodSMayM/s1944/P7300007.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1328" data-original-width="1944" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFPOlXs0aGcmLI-q1hPaZFYPeVLoHTvuoexnI8PNiGc3w7bEYig7wCh3caJAmwJSl2q6385Kl8Ca53er7dKXibIsDKPqCVmO2ikRfeVJLgbpTHpvsbcXwT9ItBh-E0yIOkGHheVodSMayM/w256-h175/P7300007.jpeg" width="256" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Mechanics <br /></td></tr></tbody></table>Having only one 'jack in the list is a hefty investment. So, ensuring that it runs smoothly is paramount. Enter the <a href="https://warmachineuniversity.com/mw/index.php/Vassal_Mechanik" target="_blank">Vassal Mechaniks</a> who are quite adept at maintaining 'jacks. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They are solos and at 1 point a head they are a bargain (they are actually for free here). They are slightly more expensive than our own <a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks</a>. However, they are also slightly better at repairing stuff, d3+1 compared to d3; and you can have them in any number between 1 and 3. I never leave home without two. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They are also a favourite target for shooting and ambushing so try to keep them safe. They are also good for scoring or contesting. Just run them and annoy your opponent.</div><div style="text-align: justify;"><br /></div>
<h3 style="text-align: justify;">
Menite Archon</h3>
<div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrXn-_5HKBjr8xul1ieCLCa8hNQSbXuuYHEYk64dey4Ed1mzKkFLx3BFQpofcai_GHLGOCDiGenQIcm4ITB0mq3CqjlgExQlAvKUEgJlnymB_IEbzowQt7q5tokFR3_sPfhGaSqeg-DVL_/s2626/P7300003.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2626" data-original-width="1975" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrXn-_5HKBjr8xul1ieCLCa8hNQSbXuuYHEYk64dey4Ed1mzKkFLx3BFQpofcai_GHLGOCDiGenQIcm4ITB0mq3CqjlgExQlAvKUEgJlnymB_IEbzowQt7q5tokFR3_sPfhGaSqeg-DVL_/s320/P7300003.jpeg" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">One of the burning Archons<br /></td></tr></tbody></table>The Menite Archon is one of the many new models in Wingsmachine. As with all the archons this model has a whole lot of rules on its card. It has a few build in (passive) abilities that are always on. It has Flight, which is handy. It is immune to fire, which is handy being on fire. It cannot be knocked down, cannot suffer Blind, nor can enemies take control of it. It also hinders enemy models in gaining souls from friendly models within 10". Finally, Ashen Veil gives this model Concealment (up to DEF 15 against shooting) and living enemy models who are not immune to fire suffers -2 to attack rolls while within 2".</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the active side of build in abilities it has build in Hand of Fate (Divine Inspiration), allowing it to hit DEF 16 on the average. Archons are on the average also quite annoyed with the world, so Righteous Fury gives it +2 STR and ARM (11 and 21, respectively) if a friendly warrior model is killed within 10". So, keep it within 10" from the charging cavalry. There might even be argument of keeping it within 5", as it also has Swift Vengeance, which gives it the 3" move and basic attack during the Maintenance phase. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, Menite Archons can also fuel flames. If a model (friend or foe!) suffers fire damage within 5", add 2 to the die roll. This interacts very nicely with the Judicator's flame thrower, bringing up to POW 14 is the archon is close. Strangely, despite doing Continuous Fire, neither of the archon's weapons actually has damage type: fire. So, no +2 for itself. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">However, the two weapons carried by the archon can still do some work. It has a 2" sword, which in addition to being P+S 15 also dispels spells and animi. This is on hit, so any ARM buffs will have expired when damage is rolled. The second weapon is a huge flail. It is a 2" Chain Weapon (ignoring shields and Shield Wall) at P+S 13". Even more likeable it denies Tough and can do Thresher. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The archon is highly mobile, in particular under Dash, making it SPD 7 and Parry; enabling it to go most places. This could for an example be near something the Judicator wish to spray. Also, being imune to fire it doesn't matter if it gets caught in the spray. </div><div style="text-align: justify;"><br /></div><h3 style="text-align: justify;">Uhlan Kovnik Markov</h3><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRHqklxkSMNF5eJy4c10nMjowAAQ97YtywYBCQK6iGJUnwj-X5yDYZ-1hPAxD8GhqpBKr00RoncVrQvjOSGiWOLEqxneCHj3ZpXsOUcK1su4Z8P0rzL7pjxJO7kEoJhF5erbqCbS3-jyK5/s2602/P7300008.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2602" data-original-width="1407" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRHqklxkSMNF5eJy4c10nMjowAAQ97YtywYBCQK6iGJUnwj-X5yDYZ-1hPAxD8GhqpBKr00RoncVrQvjOSGiWOLEqxneCHj3ZpXsOUcK1su4Z8P0rzL7pjxJO7kEoJhF5erbqCbS3-jyK5/w173-h320/P7300008.jpeg" width="173" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Dorek "Stalin" Markov<br /></td></tr></tbody></table><a href="https://warmachineuniversity.com/mw/index.php/Uhlan_Kovnik_Markov" target="_blank">Kovnik Markov</a> is a more expensive and better Uhlan. He has the same basic abilities: Reposition 3", Relentless Charge, and Steady as the other Uhlans, except Shield Wall. I guess it is because he has his shield hanging from his sadle, rather than on his arm. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">One of the main reasons to pick him is Tactician. It allows Iron Fangs to ignore each other for LOS and move through each other. This does obviously also include himself. Having this ability makes managing 6 modes on large bases so much easier. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He has the same Pommel Spike for melee attacks, and the same type of horse. So, as with his brethren it is often better to use the horse, having d3 to hit and an OK potential for knockdown. He also has a lance, which is a slightly better lance. In stead of the normal small powder charge, his actually has a warhead. This allows him to put down a 4" AOE when hitting, which causes a POW 10 blast to everybody in the area except himself. It also causes knockdown on a critical hit. Again, on the charge, a guy on a horse has 3 die on the charge attack roll. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He is a bit expensive at 7 points, and his primary ability is actually giving tactician. So, he should be kept alive for as long as necessary, or at least until he can get a devastating charge off. </div><div style="text-align: justify;"><br /></div><h3 style="text-align: justify;">High Paladin Dartan Vilmon</h3><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVjIa8ne-bXIm18Kqtw8QTaYtIMs4_s9ECm2wO2BgJYb16bioM5eWS-62Gbxkm8xTHWLXNFJ6z7wKGg-wChqQqOE7MIupzMWft46mB_Gkkxf887F-ZsqftMN6AyrW5bBiENoBqS5-3hc9d/s1406/P7300012.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1406" data-original-width="871" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVjIa8ne-bXIm18Kqtw8QTaYtIMs4_s9ECm2wO2BgJYb16bioM5eWS-62Gbxkm8xTHWLXNFJ6z7wKGg-wChqQqOE7MIupzMWft46mB_Gkkxf887F-ZsqftMN6AyrW5bBiENoBqS5-3hc9d/w158-h256/P7300012.jpeg" width="158" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The High Paladin<br /></td></tr></tbody></table>To a certain degree, <a href="https://warmachineuniversity.com/mw/index.php/High_Paladin_Dartan_Vilmon" target="_blank">Dartan Vilmon</a> fills a substitute roll as he is the only thing left on the Requisition list worth taking. At 6 points, he is probably too expensive if the theme didn't give him away for free.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Despite that he has a role to fill. He is a pretty good Shield Guard, and who doesn't like a shield guard? Keeping him with 3" of Vlad (or something else that for some reason shouldn't be hit by a shot) and making sure that he has the option to go into his Stone-and-Mortar Stance (giving up either movement or combat action) allows him to take a shot at ARM 21. At 8 boxes this makes him pretty survivable. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Having no horse, he can have trouble keeping up. The traditional approach is to have him running in the first turn, and then making his stance for the rest of the game. If he isn't on Shield Guard duty, he also makes a very good flag-camper. He is quite difficult to remove when doing his dance, I mean stance. </div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">
Warjack</h2>
<h3 style="text-align: justify;">
Judicator</h3><div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBRVIgSj-YkccOZQLQCcGE5PmnZy0ciAgtOKPm-pxh35FKtGmMtPK4hndwQTja5ovZZd-cxJw0FtYTbyDtc5eM8rUMz0rAnTwEpCSiByhv3vDN5z3paKyLHVS3tbPV_kwXJzFioaPlyw80/s2448/P7300002.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2448" data-original-width="2000" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBRVIgSj-YkccOZQLQCcGE5PmnZy0ciAgtOKPm-pxh35FKtGmMtPK4hndwQTja5ovZZd-cxJw0FtYTbyDtc5eM8rUMz0rAnTwEpCSiByhv3vDN5z3paKyLHVS3tbPV_kwXJzFioaPlyw80/w261-h320/P7300002.jpeg" width="261" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Judicator in proper colours<br /></td></tr></tbody></table>Vlad only has one 'jack in his list. But what a 'jack. The Judicator is finally available to a proper faction (and in the case of this list, finally in a colour approved by the Empress).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Judicator" target="_blank">Judicator</a> is slightly less robust that our own Conquest and Victor. Also, slightly less brutal in melee. It has two fists at P+S 21, normally at 23 when the choir is near and sining Battle (which they should do if it is in melee). However, its main selling point, weapon wise is actually the Flame Throwers. Sprays rule in Warmahordes. The two Flamer Throwers are rand 12" and POW 12. Remember, this is POW 14 is the choir is sining, and POW 16 if an archon is near the targets. That is clearly not too shabby.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It also has two Rocket Pods. at range 14" and POW 14 (16 with the choir) they can do some damage. In addition to the AOE 3" where it hits, a deviation roll is also made for one more AOE 3" at POW 7 (or 9 when listening to the choir). Unfortunately, the Rocket Pods are Inaccurate, which means that it has an effective RAT of only 1. Exactly the same as our own Mortar Crew. However, this is where the trump card comes in: Reliquary is the same effect as Hand of Faith, just with another name. This also means that they stack. So, 4 die rolled, remove the two smallest. The combination of Reliquary and Hand of Faith basically shifts the distribution of die rolls to the right (higher number). The table below describes the average DEF and max DEF the Judicator can hit under the different combinations of the base roll, aiming, boosting and Hand of Faith. </div><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;"><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left; width: 570px;"><tbody><tr><td>
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;">
<thead>
<tr>
<td align="center"><br /></td>
<td align="center"><br /></td>
<td align="center">B</td>
<td align="center">B+A</td>
<td align="center">B+A+Bo</td>
<td align="center">B+A+HoF</td>
<td align="center">B+A+Bo+HoF</td>
<td align="center">B+Bo</td>
<td align="center">B+Bo+HoF</td>
<td align="center">B+HoF</td>
</tr>
</thead>
<tbody>
<tr>
<td align="left">Rockets</td>
<td align="left">Avg.</td>
<td align="right">9</td>
<td align="right">11</td>
<td align="right">15</td>
<td align="right">12</td>
<td align="right">16</td>
<td align="right">13</td>
<td align="right">14</td>
<td align="right">10</td>
</tr>
<tr>
<td align="left"><br /></td>
<td align="left">Max</td>
<td align="right">13</td>
<td align="right">15</td>
<td align="right">21</td>
<td align="right">15</td>
<td align="right">21</td>
<td align="right">19</td>
<td align="right">19</td>
<td align="right">13</td>
</tr>
<tr>
<td align="left">Flamer</td>
<td align="left">Avg.</td>
<td align="right">13</td>
<td align="right">15</td>
<td align="right">19</td>
<td align="right">16</td>
<td align="right">20</td>
<td align="right">17</td>
<td align="right">18</td>
<td align="right">14</td>
</tr>
<tr>
<td align="left"><br /></td>
<td align="left">Max</td>
<td align="right">17</td>
<td align="right">19</td>
<td align="right">25</td>
<td align="right">19</td>
<td align="right">25</td>
<td align="right">23</td>
<td align="right">23</td>
<td align="right">17</td>
</tr>
<tr>
<td align="left">Fists</td>
<td align="left">Avg.</td>
<td align="right">14</td>
<td align="center"><i>N/A</i></td>
<td align="center"><i>N/A</i></td>
<td align="center"><i>N/A</i></td>
<td align="center"><i>N/A</i></td>
<td align="right"><i>18</i></td>
<td align="right">19</td>
<td align="right"><i>15</i></td>
</tr>
<tr>
<td align="left"><br /></td>
<td align="left">Max</td>
<td align="right">18</td>
<td align="center"><i>N/A</i></td>
<td align="center"><i>N/A</i></td>
<td align="center"><i>N/A</i></td>
<td align="center"><i>N/A</i></td>
<td align="right">24</td>
<td align="right">24</td>
<td align="right">18</td>
</tr>
</tbody>
</table>
</td></tr>
<tr><td class="tr-caption" style="text-align: center;">Average DEF the Judicator can hit (<i>B = base; A = aim; Bo = boost; HoF = Hand of Fate</i>)<br /></td></tr></tbody></table>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It should be clear that the Judicator really likes Hand of Faith. Yet, it also likes Infernal Machine. In particular the first round, when it really likes the +2 SPD when moving up the board, and perhaps when, and if it needs to charge into melee. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Judicator is an expensive package. It is 25 points on its own. Yet, it really works marvels when it is combined with the choir, two Vassals, and at least one Mechanik. If paying for everything this package would be a whooping 46 points! Luckily, 7 of these are free in this theme. So, the package only cost 39 points. Make sure they count!</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There are two important things to keep an eye out for (well actually three, the last one is getting the Judicator killed. But let's assume we are always looking out for that): the enemy jamming with inexpensive models when the Judicator needs to get into melee; and loosing the support. Should the former happen, it can sometimes be mitigated by the cavalry, as they can charge in and the Reposition sway again, also the Thresher attack from the archon can clean stuff away. Finally, Trampling is always an option, unless the opponent is clever. The latter should be avoided. Always make sure that at least one of the choir boys is kept alive. It is possible to loose one Mechanik before trouble arrives. Loosing the Vassals puts a strain on Vlad's focus.<br /></div><div style="text-align: justify;"><br /></div>
<h2 style="text-align: justify;">
My Warriors of the Old Faith list</h2>
<div style="text-align: justify;">So, that's it. My approach to the Warriors of the Old Faith. It is a pretty strait forward list to play. The tremendous speed should be used for all it is worth. Making good use of the reroll to start, to make sure that Vlad starts is good. The speed of this army can really put a heavy scenario pressure on the opponent. To recap the army is as follows:</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><div><div><div>[Theme] Warriors of the Old Faith</div><div><br /></div><div>[Vladimir 3] Vladimir Tzepesci, Great Prince of Umbrey [+27]</div><div> - Judicator [35]</div><div>High Paladin Dartan Vilmon [0(6)]</div><div>Menite Archon [8]</div><div>Menite Archon [8]</div><div>Uhlan Kovnik Markov [7]</div><div>Vassal Mechanik [0(1)]</div><div>Vassal Mechanik [0(1)]</div><div>Vassal of Menoth [0(3)]</div><div>Vassal of Menoth [0(3)]</div><div>Choir of Menoth (min) [4]</div><div>Exemplar Vengers (max) [20]</div><div>Iron Fang Uhlans (max) [20]</div></div><div><br /></div></div><div>Also at <a href="https://conflictchamber.com/?c3201b_-1GbWlV3EoLoL8x3t3t3z3z2_2v7K">conflict chamber</a>. </div></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Also, good use of the Feat is important. None of the models really likes being tied down in melee. So, if it is possible to charge under Feat and then sprint away to charge again, you get full value of the army. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The picture below depicts the Empress standard formation 7, which uses the maximum number of auras in the army. This is probably a formation that is only possible in theory, but it is worth keeping the many auras in mind when moving the army around. </div><div style="text-align: justify;"><br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOLI6DSVIBK1vGAmTbVpwoR_ZzC2MEY1hgD7uYn62-vVwPHY151WrTxLhSHMGIfEkkYfMqhHON7igrlLe0-f8ayK6aegM7Td3m1wg4EW3McAeE54CWzgIZK7Chyphenhyphenf_GFsU6Uifl3EKZUKpj/s2048/Vlad3_cut.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1595" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOLI6DSVIBK1vGAmTbVpwoR_ZzC2MEY1hgD7uYn62-vVwPHY151WrTxLhSHMGIfEkkYfMqhHON7igrlLe0-f8ayK6aegM7Td3m1wg4EW3McAeE54CWzgIZK7Chyphenhyphenf_GFsU6Uifl3EKZUKpj/s320/Vlad3_cut.jpg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Suggested unpacking to take advantage of all auras</td></tr></tbody></table>
<div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">
Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
For the Motherland!</div></div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-21823857505176844132021-02-02T19:54:00.002+01:002021-03-07T13:23:15.418+01:00Vladimir Tzepesci, the Dark Champion's (Vlad2) vs. Aurum Lucanum Athanor Locke (Locke1)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKQ0H7Q2taavHz0x0UWxkJFeBiRmEv8hy19KlXQOxl3fB1gyuKLZF-AsJrKOonm0wyJJmNq5-ENXCUWbzrL6sedIakma8jS0GNp0_R36L_wsdePDm1_RSroJcDX3EB_zi8jn2e082Vvjn4/s130/Khador-beats-Convergence.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKQ0H7Q2taavHz0x0UWxkJFeBiRmEv8hy19KlXQOxl3fB1gyuKLZF-AsJrKOonm0wyJJmNq5-ENXCUWbzrL6sedIakma8jS0GNp0_R36L_wsdePDm1_RSroJcDX3EB_zi8jn2e082Vvjn4/s200/Khador-beats-Convergence.png" /></a></div>
<div style="text-align: justify;"><i>Convergence is not an opponent I see too often. I have actually only faced them once before. I am told that they have received a CID upgrade, and are now a force to be reckoned with. They are a bit odd compared to both Warmachine and Hordes factions, as they do Focus in a strange way, where they can spend one and then pass it on. The army in front of me has a tremendous number of floating 'jacks with sharp elbows. Let's see how Vlad2 and his Wolves of Winter fare.</i><br /></div><div style="text-align: justify;"><i><br /></i></div>
<a name='more'></a><div style="text-align: justify;">I do not see a lot of Convergence. I have only faced them once before, where Vlad1 nicely demonstrated how to contain the threat (see battle report <a href="https://greylordarchives.blogspot.com/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>). This list is fresh out of CID, which should have improved them a lot. They are led by Locke, who I thought was a Crucible Guard caster. Anyway, I'm opting for Wolves of Winter under Vlad2 (list is described <a href="https://greylordarchives.blogspot.com/2020/05/wolves-of-winter-under-kommander-andrei.html" target="_blank">here</a>).<br /></div><div style="text-align: justify;"><br /></div>
<table border="0"><tbody>
<tr> <td style="white-space: pre-wrap;" valign="top">Khador
[Theme] Wolves of Winter
[Vladimir 2] Vladimir Tzepesci, the Dark Champion [+27]
- Marauder [11]
- Ruin [17]
Koldun Lord [4]
Koldun Lord [4]
Void Archon [8]
Void Archon [8]
Doom Reaver Swordsmen [10]
- Greylord Escort [3]
Doom Reaver Swordsmen [10]
- Greylord Escort [3]
Doom Reaver Swordsmen [10]
- Greylord Escort [3]
Doom Reaver Swordsmen [10]
Greylord Ternion [0(7)]
Greylord Ternion [0(7)]
Greylord Ternion [0(7)]
<br /></td>
<td style="white-space: pre-wrap;" valign="top">Convergence
[Theme] Clockwork Legions
[Locke 1] Aurum Lucanum Athanor Locke [+29]
- Corollary [0(6)]
- Negator [0(6)]
- Negator [0(6)]
- Negator [6]
- Negator [6]
- Prime Conflux [33]
Algorithmic Dispersion Optifex [2]
Algorithmic Dispersion Optifex [2]
Algorithmic Dispersion Optifex [2]
Hermit of Henge Hold [5]
Void Archon [8]
Void Archon [8]
Asphyxious the Sanctified [14]
- Negator [6]
- Negator [6]
- Negator [6]
</td></tr>
</tbody></table>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">
<a href="https://warmachineuniversity.com/mw/index.php/Aurum_Lucanum_Athanor_Locke" target="_blank">Aurum Lucanum Athanor Locke</a> is new to me, at least in Convergence. I think I might have seen her once or twice in Crucible Guard lists. I have faced the theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Clockwork_Legions" target="_blank">Clockwork Legions</a> before (see <a href="https://greylordarchives.blogspot.com/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a> for battle report), yet in another configuration. This time there is an abundance of completely new light 'jacks (or Vectors): Negators.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The theme is a bit of an odd choice. None of the theme bonuses are used. However, I think it has been chosen to be able to include the 'caster, Asphyxious4, and Void Archons; and perhaps to be able to include the unhealthy amount of light 'jacks.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The 'caster, Locke1 confers only a MAT 5 to her 'jacks, which on the surface makes her a bit of an odd choice in a melee heavy list. However, her spell Engine of Destruction, which increases her MAT to 9 is why. In addition, she gives them all Precision Strike, which luckily is not that important against Vlad's list. She is Resourceful, though. So, she can upkeep all spells on her battlegroup for free. Speaking of battlegroup. The whole list has 7 Negators. I have to admit that I can't remember exactly how many were on Locke herself, and how many were assigned to <span style="text-align: start; white-space: pre-wrap;">Asphyxious</span>. I have made a guess. Under this assumption, Lock brings: a Corollary, four Negators, and a Prime Conflux.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Locke is a 7 focus 'caster, and brings six spells to the table: Engine of Destruction, Jackhammer, Redline, Road to War, Sentry, Bombshell. She actually have a very 'jack heavy spell list. First and foremost, Engine of Destruction is brilliant for a Convergence list. MAT 9 on all her Vectors is not to be frown upon. Jackhammer basically allows a 'jack to make a melee attack out of its activation; always handy. Redline is well know from out own junior 'caster. It gives a 'jack a turbo charge. Road to War is potentially quite dangerous in this matchup. It allows a 'jack to move 3" when, in this case a Khador model is killed. Give the expected death toll on Doom Reavers, the Convergence 'jacks are going to be really fast. Sentry allows a 'jack to shoot once in the Maintenance Phase. It will probably go on the Prime Conflux. Finally, Bombshell is a 10", POW 13, AOE 3" damage spell, which also has Critical throw. I'm just assuming that all upkeeps will go up in the first turn: Sentry on the Prime Conflux and Redline on one of the Negators. They are upkept for free.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Corollary" target="_blank">Corollary</a> is the attachment to Locke, which works as a focus battery. I can potentially improve the focus efficiency of the Vectors. As a bonus, it also extends Locke's Control range by 2". Seems to be an auto include for a Convergence army (at least a Vector heavy one). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Negator" target="_blank">Negators</a> are the new black for Convergence. They can fly and have Reposition, and at speed 7 they are quite mobile (add Road to War to make them extremely mobile). They have a pretty bad P+S at only 10 (with Critical Amputation, though). This is not impressive. However, it is really cheap at only 6 points, or even free as a Requisition Choice. Those under Asphyxious is slightly better though. They are affected by Dark Shroud, making the effective P+S 12. This is more than enough the kill a doom reaver. So, they are fast and trivially kills Doom Reavers. They spell trouble.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Prime_Conflux_%26_Ionization_Servitors" target="_blank">Prime Conflux</a> is one of Convergence's two colossal. It is a big stumpy brute. In particular against the Wolves. Against 'jacks it is capable to deliver two P+S 21 fists, plus a d3 POW 10 damage per hit. If Locke uses Redline on it, it becomes P+S 23, and it is going to hit every time due to MAT from Locke using Engine of Destruction. She can also add more attacks by casting Jackhammer. So, any 'jack coming within 10-12" of the Conflux is very very dead. I'll just have to put my faith the the trusted Marauder and enough Doom Reavers.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Speaking of Doom Reavers, the Conflux is unfortunately also pretty good against infantry. It big gun can potentially kill a whole lot of Reavers, not only by hitting one, but also by damaging all troopers between the model hit and the Conflux in a straight line. It also has two smaller guns. As a bonus if a Reaver hits the Conflux the Reaver will suffer a POW 10 damage roll, which will normally kill a Reaver. A Conflux is really bad news for the Wolves.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Locke is flanked by Junior 'caster <span style="text-align: left; white-space: pre-wrap;"><a href="https://warmachineuniversity.com/mw/index.php/Asphyxious_the_Sanctified_%26_Annihilation_Servitors" target="_blank">Asphyxious4</a>, probably leading three Negators. The lich gives his Vectors Bloodlust for an extra 2" movement when charging, and Dark Shroud, which lowers the ARM by two for enemies base to base. Finally, the Negators can also use focus on </span><span style="text-align: left; white-space: pre-wrap;">Asphyxious.<span> </span></span></div><div style="text-align: justify;"><span style="text-align: left; white-space: pre-wrap;"><span><br /></span></span></div><div style="text-align: justify;"><span style="text-align: left; white-space: pre-wrap;"><span><span style="text-align: justify; white-space: normal;">There are two </span><a href="https://warmachineuniversity.com/mw/index.php/Void_Archon" style="text-align: justify; white-space: normal;" target="_blank">Void Archons</a>, apparently they only come in pairs. <span style="text-align: justify; white-space: normal;">They have a host of build in abilities, like the all archons. They cannot be knocked down or made blind, within 5" enemy models loose tough (poor Doom Reavers), it can be placed within 8" if it kills something, dual attack, Dark Shroud (-2 ARM within 1"), and it can gain and use Soul Tokens to become incorporeal or boost. That is a lot of build in abilities. In addition, it has a 10" POW 14 spray and two P+S 13 (actually 15 due to Dark Shroud) attacks. It seems to be able to do a lot of shenanigans with charging and jumping around.</span></span></span></div><div style="text-align: justify;"><span style="text-align: left; white-space: pre-wrap;"><span><br /></span></span></div><div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;">There is also three </span><a href="https://warmachineuniversity.com/mw/index.php/Algorithmic_Disperasion_Optifex" style="white-space: pre-wrap;" target="_blank">Algorithmic Dispersion Optifex</a><span style="white-space: pre-wrap;">, which are basically just Arc Nodes and can work as relays for the whole </span><i style="white-space: pre-wrap;">Convergence focus flying around thing</i><span style="white-space: pre-wrap;">. Incidentally, besides Locke these are the only three souls available for my Void Archons. Bad day to be a Khador Void Archon on.</span></span></div><div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;"><br /></span></div><div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;">Finally, the ubiquitous</span> <a href="https://warmachineuniversity.com/mw/index.php/Hermit_of_Henge_Hold" style="white-space: pre-wrap;" target="_blank">Hermit of Henge Hold</a><span style="white-space: pre-wrap;"> is also present. As a side note, I have gone into <i>dissident mode</i>. I flatly refuse to recruit the Hermit. There has to be a single list in the entire world that does not include him. Anyway, the Hermit does a lot of things: he has the Mad Visions, which can negate damage to a model within 8" once per game; he can cast Grip of Shadow, which gives +2 to magic attack rolls against models within 8"; and Whisper at the Gate lowers the ARM by 2 on all models within 5". On paper he does a lot of things. However, I have ever only encountered him used as a flag hugger. He is really difficult to remove, as he has 5 boxes and only takes one point of damage per attack.</span></span></div><div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;"><br /></span></span></div><div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;">This appears to be a difficult matchup. In theory, the Doom Reavers should be well equipped to deal with the Negators. It takes four charging maniacs to kill one Negater. Of course, the requires that they can actually get there. The Conflux should be manageable between Ruin, the Marauder and a few suicidal Doom Reavers. However, my Void Archons are not going to do much more that denying the opponent souls. Hard times ahead.</span></span></div><div style="text-align: justify;"><span style="text-align: start;"><span style="white-space: pre-wrap;"><br /></span></span></div>
<h2>Deployment</h2>
<div style="text-align: justify;">We are playing the 2019 Steamroller King of the Hill. This is clearly in Locke's favour, as she has sufficient 'jacks to score the two outer zones. We are both picking the Stockpile objective (remove d3 point of damage within 4"), Lock wins the roll-off and decides to go first. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Locke deploys, with machine precision everything in a nice line. The two Archons go on each flank; Negators are more or less evenly distributed; Locke hides behind the Conflux; and Asphyxious deploys slightly to the right. Most other things clump around near the middle. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTsahsjlSy_jTQq8vDnbKo3thg2m59CnIX4SXKDjnoI61SSUR9wVh3vGfsnVw0FyiGpApwPa_1lcYoOgFo24RRZbbF4hjprMJuC4WTxYNOyBy3T0-DrPBpdc2_3qi7337oq3bzEq2Gqf3R/s2048/00+-+Deployment.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1628" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTsahsjlSy_jTQq8vDnbKo3thg2m59CnIX4SXKDjnoI61SSUR9wVh3vGfsnVw0FyiGpApwPa_1lcYoOgFo24RRZbbF4hjprMJuC4WTxYNOyBy3T0-DrPBpdc2_3qi7337oq3bzEq2Gqf3R/w400-h318/00+-+Deployment.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Vlad deploys in, more or less the standard formation. The Void Archons mirror their opponents and deploy on the flanks. The two 'jacks deploy around Vlad near the middle. The Ternions are spread out behind the Advanced Deployed Doom Reavers in front. Two units deploy in the middle in two layers: the one without the Escort in front. The picture above shows the situation after deployment. </div><br />
<h2>Round 1</h2>
<div style="text-align: justify;">Round one is as always the uneventful round, where we go through the motions. We might or might not adjust to counter our opponent. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcnTzRXSzqMxqWI5HNTXVJG4ifXedvPq6TykynavK2GO31NJmwFbXRdS3clMxDPKFMqyUajOqgrRrkzyCmEtOHnBsPqIsMk95PiemRIXGmVTSvT3eBPzS-w3qiQpBuVG64YMztKOHmnKQ-/s2048/01+-+01.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1622" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcnTzRXSzqMxqWI5HNTXVJG4ifXedvPq6TykynavK2GO31NJmwFbXRdS3clMxDPKFMqyUajOqgrRrkzyCmEtOHnBsPqIsMk95PiemRIXGmVTSvT3eBPzS-w3qiQpBuVG64YMztKOHmnKQ-/w400-h316/01+-+01.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Locke does a somewhat cautious advance. She really wants to keep her models outside Doom Reavers' jamming range, which is completely understandable. She drops Redline on the Conflux (my assumption was wrong) and Road to War on herself. That is about it. A classic uneventful turn. The picture above depicts the end of Convergences' first turn.</div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2qf_Hi9DH5wp7QUk0nQnnXAfIdmU_1TV23jKXpnoVCBxqdb8zqxRDbS1f3MuhpswHiyYlHpDDV6R1YM6Q1tRQnnZVuZWSioE5F5NJHtRbEzv-0W52UkX1LlOlbQgS4rizm1zKvu0N42EY/s2048/01+-+02.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1379" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2qf_Hi9DH5wp7QUk0nQnnXAfIdmU_1TV23jKXpnoVCBxqdb8zqxRDbS1f3MuhpswHiyYlHpDDV6R1YM6Q1tRQnnZVuZWSioE5F5NJHtRbEzv-0W52UkX1LlOlbQgS4rizm1zKvu0N42EY/w400-h269/01+-+02.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Doom Reavers – hey ho, here we go. I am contemplating using Apparition and then run the middle unit into the enemy as a speed bump. Locke made sure that almost all of her models are outside the 16" engagement range of the Doom Reavers (running for 12" + 2" Apparition + 2" reach). After a bit back and forth, I decide to go for the wall of clouds instead. So the Ternions move up and put clouds on Doom Reavers. They then proceed to move forward and construct a wall of clouds. All other Doom Reavers spread out behind them. I know there is going to be carnage as the Negators will chew through Doom Reavers and trigger Road to War repeatedly. Yet, this is what Doom Reavers do: they die, and then what remains kill stuff. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Vlad also places the Archons so that they can collect and deny souls. Ruin, unfortunately got in a slightly bad position on the right flank. He would have liked to be in the middle to have a comprehensive soul cover, together with the two archons. Vlad moves behind the wall – he really likes walls. He drops Assail onto Ruin and Arcane Might on himself. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">This turn is a bit of a gamble. I have no idea how efficient Locke's models will be at chewing through Doom Reavers. We will find out soon enough. The picture above shows the end of the first Round.</div><div style="text-align: justify;"><br /></div>
<h2>Round 2</h2>
<div style="text-align: justify;">Second round. This is where we will find out just how many Doom Reavers can be killed in one round. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAllsL5oD0uWKbuhtTKPGpCVmLK2rJt5u-PuH-fmb4ePwa7ntEWvBRCaRh3CibaHxaTQLcLYzmsEAKw68DpysjXSCUVVGAb6Br5MCKkDlCp2tQSDu4OvbPzB8iUMWXD7v0aodjqH8KWIvE/s2048/02+-+01.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1236" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAllsL5oD0uWKbuhtTKPGpCVmLK2rJt5u-PuH-fmb4ePwa7ntEWvBRCaRh3CibaHxaTQLcLYzmsEAKw68DpysjXSCUVVGAb6Br5MCKkDlCp2tQSDu4OvbPzB8iUMWXD7v0aodjqH8KWIvE/w400-h241/02+-+01.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Locke starts by making sure that Engine of Destruction is up; and thats it for her.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the left flank the Void Archon flies forward and sprays through a whole lot of Doom Reavers; who were nicely lined up for that exact purpose (<i>bummer 1</i>). This is followed up by two Negators really going to town on the last few Doom Reavers. Finally, the Conflux shoots a bit to get rid of even more. This almost wipes out two units. Only the Escort is left in one of them, and the unit leader in the second one.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the right flank, the second Void Archon pulls another neat trick. It charges a Doom Reaver, which it easily kills, then it Void Walks to the right most unit of Ternions and sprays them (<i>bummer 2</i>). Kudos to the Locke player for a very well carried out attack. Besides that, the story on this flank is more or less the same. Negators chew through Doom Reavers like nothing. What is left alive is taken care of by Servitators. <span style="text-align: start; white-space: pre-wrap;">Asphyxious moves in behind the house and an Conf moves to score the flag on the right flank.</span></div><div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;"><br /></span></div><div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;">The only small, actually rather minute positive thing is that Locke spend a lot of time on the clock. The picture above shows the battle field sans Doom Reavers and the end of turn 1.</span></div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF_UYgjuCQKiBgD4nNS9OuSPtzUSyPOGIl2Eyv4CjUslII-uBMXZ2bgI7QOpVOrv4VDQ7L9wkhDVluTfWpMlZujWi4p4Mjwc_cTi5lgUGcSu0dpf5mbPWdgVMeuoU7sER7EL6clPhT5Mmt/s2048/02+-+02.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1128" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF_UYgjuCQKiBgD4nNS9OuSPtzUSyPOGIl2Eyv4CjUslII-uBMXZ2bgI7QOpVOrv4VDQ7L9wkhDVluTfWpMlZujWi4p4Mjwc_cTi5lgUGcSu0dpf5mbPWdgVMeuoU7sER7EL6clPhT5Mmt/w400-h220/02+-+02.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Holy crap. That was really bad positioning from Vlad's side, and to be fair good playing from Locke's side. I am basically left without Doom Reavers, and the Ternions Bond of Woe is not going to help a lot, as there are hardly any living models on the other side. Vlad is now in survival mode. Assassination is unlikely, as Locke is quite happy where she is, Scenario is also unlikely. So the only way is to use that fact that Locke spends a lot of clock and go for that "victory". However, I need to be mindful of not loosing on Scenario before Locke clocks herself. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">So let the clean up begin. Vlad starts by moving Assail to the Marauder and feats. He climbs over the wall to protect himself from the Void Archon now in his back yard. He also drops a Wind Blast on the Conflux to hopefully hinder its shooting. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On the left flank, the first unit of Ternions move up to engage the Negator and one of them blasts one of the few living models with Bonds of Woe. There by removing the scoring solo from the flag and resurrecting one Doom Reaver. The rest do a bit of damage on the Negator. The second Negator is removed by what remains of the Doom Reavers, with a bit of help from a Koldun Lord. The last Doom Reaver in the middle stands up a kills a Servitator. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The remaining Doom Reavers and Ruin kills the two Negators on the right side, along with the Servitators. This now allows the Void Archon to fly up and threaten <span style="text-align: start; white-space: pre-wrap;">Asphyxious. It sprays the Optifex in the right zone and then chews into </span><span style="text-align: start; white-space: pre-wrap;">Asphyxious. I'm not sure that I expected to do serious damage, so perhaps I'm not too surprised that </span><span style="text-align: start; white-space: pre-wrap;">Asphyxious survives. Finally, an Escort kills the Servitator on the right. </span></div><div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;"><br /></span></div><div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;">All of this moving around also makes room for the Marauder to charge a Negator in the middle of the field. Unfortunately, it survives. The Marauder only had its initials. </span></div><div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;"><br /></span></div><div style="text-align: justify;"><span style="text-align: start; white-space: pre-wrap;">Given the starting point, I think this was not too bad. Vlad managed to hinder Locke easily scoring and a lot of the stuff on Vlad's side of the table was cleaned out. He is still in trouble, which can easily be seen in the picture above.<br /></span></div><br />
<h2>Round 3</h2>
<div style="text-align: justify;">Round 3. I wonder how long Vlad will survive. I'm hoping longer than what is left on Locke's clock. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUFITVo8CP9OlujwKtuyKaFTKFA_r3RBksdc-kdRZxdkytyw2QCdpnt1ZKk8YYW8H6uEb8Kcz5_a4s8lhdP4zcDNBGNAHkvPq4pP2vUo3DGMKcsiB-TbHYU5SOg9j25_1v0uVCjksX9y4S/s2048/03+-+01.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1506" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUFITVo8CP9OlujwKtuyKaFTKFA_r3RBksdc-kdRZxdkytyw2QCdpnt1ZKk8YYW8H6uEb8Kcz5_a4s8lhdP4zcDNBGNAHkvPq4pP2vUo3DGMKcsiB-TbHYU5SOg9j25_1v0uVCjksX9y4S/w400-h294/03+-+01.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Locke continues her unreasonable killing the Empress' subjects. On the left flank, the Archon moves in and kills all the Ternions, except one. This releases the damaged Negator, which can then move into the zone to score. On the right flank, three Negators and the Archon move into the vicinity of Vlad. They remove Ruin and a few remaining Doom Reavers; they also put some damage on Vlad. The Conflux moves in and takes out the Marauder; and the remaining Negators clear out more troops. This turn was really bloody. Locke manages to score two scenario points for the left zone and the flag. The picture above shows the sorry remains of Vlad's forces. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXTCj6a-YKD-OTfLWyJnIMDMc4s56AzeqqTyiWjwqag6-ZFDjTFZI-BOggiWmZZogROpteAo73X3UZeJN9auyjlvItIdW-gdRAeuRpd7yhTdHoaYoO1b1EPT2VnxyQopD1zUk3NhlaLcoX/s2048/03+-+02.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1381" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXTCj6a-YKD-OTfLWyJnIMDMc4s56AzeqqTyiWjwqag6-ZFDjTFZI-BOggiWmZZogROpteAo73X3UZeJN9auyjlvItIdW-gdRAeuRpd7yhTdHoaYoO1b1EPT2VnxyQopD1zUk3NhlaLcoX/w400-h270/03+-+02.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 3</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">Vlad is in so much trouble. There is only a slim to no chance of surviving long enough for Locke to clock herself. To do this, he also needs to make sure that he does not loose on scenario. On the left flank, a lone Doom Reaver charges and kills the Negator in the leftmost zone. One Doom Reaver moves forward in the middle zone and hits the Negator there. The main purpose of this is to contest the flag. Vlad and two Doom Reavers do their best to clean out what is in Vlad's back yard. Two Negators and the Archon goes down. Unfortunately, this leaves Vlad with his back to most of the Convergence army. He does, however camp four, hoping this will be enough to keep him alive. At least, this hinders scenario scoring. Thus, the score is still 2-0 in Locke's favour. The picture above depicts Vlad's last stand. </div><br />
<h2>Round 4</h2>
<div style="text-align: justify;">This is it. Vlad is so much going to die. The only hope is Locke's clock, which is quickly moving towards zero. </div><div style="text-align: justify;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4v9-ga27-jVkqC7FBIyvqZvaCJNQR0KAmzP5QS-9RFt_bUCvMo0szewEk14vpba8jiElB1XZZyr7qgEx6XvBX57STEnzcT0GLDjeYbnfjWT7InBnwpev3uNsiMQl0XNCe-XHxNrY6-sun/s2732/04+-+01.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1132" data-original-width="2732" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4v9-ga27-jVkqC7FBIyvqZvaCJNQR0KAmzP5QS-9RFt_bUCvMo0szewEk14vpba8jiElB1XZZyr7qgEx6XvBX57STEnzcT0GLDjeYbnfjWT7InBnwpev3uNsiMQl0XNCe-XHxNrY6-sun/w400-h166/04+-+01.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">End of round 4, end of game</td></tr></tbody></table><div style="text-align: justify;"><br /></div>
<div style="text-align: justify;">The Conflux moves into the leftmost zone to score. I think it also took at least one shot at Vlad. The Archon moves in and sprays Vlad for some damage. Finally, the rightmost Negator also starts hitting Vlad in the back. Luckily, this is where Locke's clock goes bing! Vlad is victorious (here in its widest possible definition). Scenario ends at 3-0 in Locke's favour. The picture above shows Vlad's marvellous victory...</div><div style="text-align: justify;"><br /></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">OK, 7 Negators and spice is quite difficult. Luckily, my opponent was not super confident with his list. If he hadn't clocked himself, I would have died horribly. I am not sure that this was actually doable for Vlad. If Vlad should have had a chance a few things should have been done differently. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">First of all, I think both Ruin and the Marauder should have been positioned to go after the Conflux and ignored the Negators, which Doom Reavers should be able to handle. Secondly, I think I should have run at least one (the one that also did Apparition), possible two units of Doom Reavers to begin with. They should only serve the purpose of tying up Locke's army to get the remaining Doom Reavers into charge range. I have to learn that Doom Reavers are there to die. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It is also clear that I underestimated Mat 9 Negators. They can really remove Doom Reavers. However, the Conflux did not do a lot. Perhaps it didn't have to?</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Anyway, Vlad did win!</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">
Until next time.<br /><br /></div><div style="text-align: justify;">
For the Motherland!</div>
</div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-90928990613780791452020-12-31T15:22:00.000+01:002020-12-31T15:22:07.740+01:00Wolves of Winter under Vladimir Tzepesci, the Dark Champion's orders (Vlad2)<div style="text-align: justify;"><div class="separator" style="clear: both; text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKLT0mWlvzijdf2RAcerqTvdnpyhmlORNYAkr1QVhfeQtLVZeeDJ8JNNRn8p24SAUsDnJ5r6IMCQKxB8SFjLTAvxrLNGUdy4bISiYN7jz4YiaMgwcC9NMYJYuUED0SPPbL8luenezHQG9d/s2048/PC300001.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1280" data-original-width="1067" height="80" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKLT0mWlvzijdf2RAcerqTvdnpyhmlORNYAkr1QVhfeQtLVZeeDJ8JNNRn8p24SAUsDnJ5r6IMCQKxB8SFjLTAvxrLNGUdy4bISiYN7jz4YiaMgwcC9NMYJYuUED0SPPbL8luenezHQG9d/s320/PC300001.jpeg" /></a><i><div style="text-align: justify;"><i>The wisdom of the internet argues that Vlad2 is the perfect Warcaster to lead a Wolves of Winter list. Here is my take on how a horde of crazy semi-naked manics, support by wizards in funny hats can defend the honour of the Motherland. 24 Doom Reavers, 14 Greylords, two Archons, and two 'jacks are under Vladimir Tzepesci's orders. Any short comings in Vlad's performance are solely the fault of the man behind the lines.</i></div></i></div><a name='more'></a><br />
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of winter</a> is the perfect past time in a crazy period. It consists, primarily of crazed half-naked people hurling them selves at the enemy without any regard for their own safety. I am told that Vlad2 is the perfect leader of the crazy bunch. I have to admit, I have never really gotten Vlad2. He seems to be carrying an interesting toolbox, yet not really being really good at anything. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I have been playing quite a lot of <a href="https://greylordarchives.blogspot.com/2019/07/winter-guard-kommand-under-vladimir.html" target="_blank">Vlad1 in Winter Guard Kommand</a>, so lots of squishy infantry is nothing new. However, where Winter Guards are disciplined and equipped with ranged weapons, Doom Reavers are quite the opposite. Let's give it a try.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In the text below, I'll go through the different models and some rationale behind the composition of the army.<br /></div><br />
<h2 style="text-align: justify;">Vlad 2</h2><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKLT0mWlvzijdf2RAcerqTvdnpyhmlORNYAkr1QVhfeQtLVZeeDJ8JNNRn8p24SAUsDnJ5r6IMCQKxB8SFjLTAvxrLNGUdy4bISiYN7jz4YiaMgwcC9NMYJYuUED0SPPbL8luenezHQG9d/s2048/PC300001.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1348" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKLT0mWlvzijdf2RAcerqTvdnpyhmlORNYAkr1QVhfeQtLVZeeDJ8JNNRn8p24SAUsDnJ5r6IMCQKxB8SFjLTAvxrLNGUdy4bISiYN7jz4YiaMgwcC9NMYJYuUED0SPPbL8luenezHQG9d/s320/PC300001.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Vlad 2</td></tr></tbody></table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_the_Dark_Champion" target="_blank">Vlad2</a> is the second incarnation of Vladimir Tzepesci. He it to a certain degree still a purely support caster with a hail Mary potential to finish a game by assassination. On paper, he looks like a front line fighter. As with Vlad1, this is a trap. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">He has three passive abilities: Great Power, which allows him to upkeep a single spell for free (of which he has four); Might of Kings, which gives him +2 STR (making his blade P+S 16) and +2 ARM (making him ARM 18), if he is damaged; and Righteous Vengeance, which gives him Vengeance if a friendly model is killed within 5" of him – there should be amble opportunity here with all of the easily killable Doom Reavers around. Finally, his sword is a 2" reach weapon with P+S 14 and Thresher.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Vlad brings six spells to the table: Arcane Might, which allows friendly Faction models to boost using Vlad's focus; Assail for improving 'jacks; his trademark spell Hand of Faith, which is a discount version of Signs & Portens from his earlier incarnation; Martial Paragon for improving himself; the standard damage spell Razor Winds; and his area control spell Wind Blast. He probably wants to upkeep Hand of Faith (for free thanks to Great Power). Assail will most likely also be an upkeep (on the Marauder, I would think). On the approach, he probably wants to cast as many Wind Blast as possible, which is three if he is happy being naked. Once the lines meet he probably wants to switch Assail with Arcane Might. This should give his army 5-7 boosts depending on whether or not he wants to be naked and/or cycle Hand of Faith. All in all, he can quickly be starved of focus.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">His assassination potential is good if the moon and stars are all aligned. Assuming that he has managed to get Martial Paragon up in the previous round, and has been damaged, he will be MAT 7 on three die (hitting DEF 17 on the average), having one Thresher attack on the charge with the possibility to buy an additional 7 at P+S 16. I do, however think that this might be a trap. If he is not damaged, he will only be P+S 14 (which is actually rather weak, with an average damage output of just 21); Casting Martial Paragon on a assassination round will cost him two attacks and "just" allowing him to hit DEF 17 instead of DEF 14 (on the average); and if he fails, he dies! In the current meta, having ARM 18 (and this assumes that he has already been damaged), a just slightly above average DEF of 15, and just a maximum of 18 boxes are old man stats.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All in all, I think that where Vlad1 is a good, simple and powerful support caster, Vlad2 requires much more finesse to unleash his full potential. </div><div style="text-align: justify;"><br /></div>
<h3>Arcane Might</h3>
<div style="text-align: justify;">Arcane Might is an interesting spell. It basically allows a warrior model (friendly faction) to use Vlad's focus for boosting. This is particularly interesting in an army where most of the infantry cannot be targeted by spells. This is a way to increase a Doom Reaver's efficiency, whilst getting around the issue of not being able to cast spells on them. However, as with many things about Vlad2 it can easily become a trap. He will quickly run out of focus if warriors start using it. So, use with care.</div><br />
<h3>Assail</h3>
<div style="text-align: justify;">Where Vlad1 had Boundless Charge, Vlad2 has this spell. It allows a Warjack to charge, slam and trample for free, whilst getting +2" Movement, and increase the distance something is slammed by 2". On the downside it does not give Pathfinder. However, it is an upkeep (potentially for free) and applies not only to charges. This should go on a 'jack as early as possible, and could even be cycled on the right turn. My choice would be a Marauder to begin with, and then cycled to Ruin if required. </div><br />
<h3>Hand of Faith</h3>
<div style="text-align: justify;">This is his signature spell. It is a reduced version of his previous incarnation's signature spell Signs & Portents. This version is half the price to cast and an upkeep; unfortunately it is also only unit/model. Here this only means either the 'jacks, himself or some of the Greylords. I actually think that in this list, it will be less important than other spells. It does, however work as a deterrent, as I think it is perceived much more dangerous than it actually is (in this list).</div><br />
<h3>Martial Paragon</h3>
<div style="text-align: justify;">A spell for making Vlad better at hitting and getting places. It gives him an additional die on attack rolls and Parry (immune to free strikes). Either up-keeping this or casting it could allow for an assassin run. </div><br />
<h3>Razor Wind</h3>
<div style="text-align: justify;">The standard damage spell (POW 12, range 10) currently in the arsenal of eight of our casters. I can't remember ever casting it for any of our caster. It has a range of at least 1" shorter than Vlad's charge range.</div><br />
<h3 style="text-align: left;">Wind Blast</h3>
<div style="text-align: justify;">Wind Blast is Vlad's best utility spell and the one that should be able to keep the Doom Reavers alive when they approach the line. It is a 5" AOE that can be placed completely within 14". It removes cloud effects, which is handy if the Doom Reavers are ready to charge something. It also hinders models in making ranged attacks when they are in the AOE. This should offer some protection from being shot off the table. However, I suspect that placing these AOEs (up to three) requires some finesse. Vlad will probably be casting a lot of these at the beginning of a battle. </div><br />
<h3>Blood Legacy — Feat</h3>
<div style="text-align: justify;">Vlad's feat is where it really gets interesting. It allows d3+3 friendly faction warrior models to gain +3 SPD, STR. MAT, RAT, DEF, and ARM; and you get to <u>choose</u> the models. Thus, it bypasses the Spell Ward on the Doom Reavers. It can supercharge a Doom Reaver to SPD 9, MAT 10, DEF 16, ARM 17, and hitting at 4d6+15 on the charge. This allows a Doom Reaver to reach out at touch something 13" away, hitting DEF 17 on the average for an average damage of 29. Four can now kill a standard Khador 'jack. Even a Ternion is now dangerous at MAT 8, P+S 13; or a Koldun Lord now has a more probable way of using his Battle Wizard at MAT 9, P+S 13. Unfortunately, it can't go on Vlad himself, nor the 'jacks or Archons. </div><br />
<h2>Wolves</h2><div>The theme. <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter</a> offers two main benefits: it gives access to Void Archons, which are clever pieces giving a way of improving the damage by Doom Reavers and somewhere to store all souls that will be released, whilst denying the enemy souls; and giving one unit of Greylord or Doom Reaver unit Apparition in the Control Phase. The latter is marvellous for getting Doom Reavers into places the enemy will hate. </div><div><br /></div><div>In general, Wolves of Winter revolves around having enough Doom Reavers. They are going to die in droves, so bring plenty. They are supported by primarily Greylord Ternions, and some things to use souls and/or corpses. The list presented here, revolves around four units of Doom Reavers, which I suspect is the minimum; two Void Archons and Ruin for using souls; and a Marauder, and two Koldun Lords for good measure. </div><div><br /></div>
<h3>Doom Reaver Swordsmen</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdCZCbP2vdVrwb0RCzeJJ-_EyKXazZyQCpCq3MyFYptPY3edDbnITIDhLDxjjMSqehwel3TB9rtLxtzE6ZsGZfsPaMmDeHIEBY9_E4g0xpIOQsp4HmixBs_HPjSs2dzF8KUxvTh4MLGspr/s2809/PC300008.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1120" data-original-width="2809" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdCZCbP2vdVrwb0RCzeJJ-_EyKXazZyQCpCq3MyFYptPY3edDbnITIDhLDxjjMSqehwel3TB9rtLxtzE6ZsGZfsPaMmDeHIEBY9_E4g0xpIOQsp4HmixBs_HPjSs2dzF8KUxvTh4MLGspr/w640-h256/PC300008.jpeg" width="570" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td class="tr-caption" style="text-align: center;">A unit of crazed Doom Reavers with attachment<br /></td></tr></tbody></table></td></tr></tbody></table>
<div style="text-align: justify;"><br /></div><div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Doom_Reaver_Swordsmen" target="_blank">Doom Reavers</a> are enemies of the Motherland, who has been sentenced to a glorious death by being chained to ancient Orgoth swords (that are Magical). This basically makes them into homicidal maniacs, who will hurl themselves at friends and foes alike. A unit consists of 6 maniacs who are Tough, has Spell Ward (can't be targeted by spells), and Advance Deployment. The latter allows them to be 13" up the board if you go first, which is always advisable! One unit can be 27" up the board in the first turn (30" if going second). This is fast! </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Their Orgoth blades allows them to reach out and touch something 11" away, at MAT 7 and P+S 12. However, remember they are Weapon Masters. This means an average damage output of 26 on the charge. They also have Berserk. Combined with the 2" reach they can really chew through a lot of models once they get started. A word of warning, though: Berserk does not distinguish between friend and foe. So, unfortunate placing can also make them wipe out their own entire unit.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Doom reavers can be a messy crowd to keep alive and under control. This is why Greylord Escorts exist. </div><div style="text-align: justify;"><br /></div>
<h4 style="text-align: justify;">Greylord Escort</h4>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPVhkSdO-qUGsdBvMxjbNKpeZ1SzRjdkSFqopaS1vKyg3t8osi98dr6wyoVIJ8W3MpTJDIXyMbwm4OFIxuF-A8ty9E98f55rOH5uByfsvt5VENQaAjUnoxZnDr_CdS-cpgbxru7DEfbYyF/s1162/PC300009.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1162" data-original-width="815" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPVhkSdO-qUGsdBvMxjbNKpeZ1SzRjdkSFqopaS1vKyg3t8osi98dr6wyoVIJ8W3MpTJDIXyMbwm4OFIxuF-A8ty9E98f55rOH5uByfsvt5VENQaAjUnoxZnDr_CdS-cpgbxru7DEfbYyF/s320/PC300009.jpeg" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">An Escort</td></tr></tbody></table>
<div style="text-align: justify;">The Greylord Escorts are wizards that keep Doom Reavers in line. They are equipped with a very scary big green stick, which is feared by Doom Reavers. Besides begin a 2" reach P+S 10 stick, it also grants Silence. This is quite important as Doom Reavers do not have to take a Berserk attack, which improves their reliability a lot. The stick also give the Escorts Sacrificial Pawn (within 3"), as Doom Reavers are quite happy to take a shot instead of their Escort overlords. Of course, they have the same Spell Ward as the Reavers they are escorting. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Greylords can of course cast spells in the traditional way. They can cast: Death Strider, Fell Curse, and Frostbite. Yet, their most important ability is perhaps their ability to cast a spell at the beginning of a Press Forward order (Combat Caster). This is where the money is. An Escort can cast a spell and then run or charge. This is important in particular for the first two spell.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Death Strider gives the unit Relentless Charge (giving Pathfinder), which is brilliant for solving terrain problems. Fell Curse makes sure that enemy models within 5" loose Tough. So, the Doom Reavers are still safe. This is brilliant for dealing with the many Tough no-knockdown combinations that are currently out there. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There is a cool interaction with the Koldun Lords. They give Escorts Battle Wizard, which enables an Escort to cast two spells per turn: one as Combat Caster, and then one after charging and killing something. The latter is where Frostbite often comes in handy. It is a POW 12, 8" spray; and as we all know: sprays wins Warmahordes battles.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In the perfect world, all units would include an Escort. However, at three points each they eat through point allowance pretty fast. I am opting for three units with Escorts and one throw away unit without.</div><div style="text-align: justify;"><br /></div>
<h3>Greylord Ternion</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkj-EAKH0hPOKi91bsC7LjaGNLUl-IRl_USG0yWCEiuDseiPX5ExCeNwL3RpPxMCKLDLSpNAY63JrAHe5zg3PnChWt_ehYNL7TrNXBX3q7hYtZTsG5bKV5bv9Hg-8Xqd1Oex2VB5bPLChE/s2048/PC300007.jpeg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1067" data-original-width="2048" height="167" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkj-EAKH0hPOKi91bsC7LjaGNLUl-IRl_USG0yWCEiuDseiPX5ExCeNwL3RpPxMCKLDLSpNAY63JrAHe5zg3PnChWt_ehYNL7TrNXBX3q7hYtZTsG5bKV5bv9Hg-8Xqd1Oex2VB5bPLChE/w320-h167/PC300007.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A unit of Ternions</td></tr></tbody></table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Greylord_Ternion" target="_blank">Greylord Ternions</a> are what make Doom Reavers really shine. In particular as they can be taken for free as Requisition Points in this theme. Taking three units is a whooping 21 points for free. They rival the Protectorates <a href="https://warmachineuniversity.com/mw/index.php/Protectorate_of_Menoth" target="_blank">Initiates of the Wall</a> in cost. However, I'm not convinced that they would be worth their points if we had to pay for them. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They do two major things for the Doom Reavers, and one for everybody. First of all, they can make an 3" AOE, which is a cloud effect. Contrary to most other spells, this does not need a target, you simply <u>choose</u> a model. Thus, you can get around the Spell Ward and place a cloud on a Doom Reaver. Secondly, Bonds of Woe, which is a POW 12, range 10" spell. If it kills a warrior model, you can bring back a Doom Reaver within 3". Finally, they are also equipped with Ice Cage, which will lower the DEF of the target hit by 2 (cumulative), and potentially make it stationary if it is hit by three.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">As with the Escort, Ternions also benefit som having a Koldun Lord around. They also gain Battle Wizard. This opens the possibility of charging something, killing it, and the casting a spell. This is probably not something to build a plan around, as MAT 5 only hits DEF 12 on the average, and P+S 10 only kills ARM 19 or less on the average. So, targets should be chosen carefully. But having a Void Archon around improves the odds (more on this later).</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All in all, Greylord Ternions are pretty good utility units for keeping Doom Reavers going. They can even kill stuff on a good day, and are nice for scoring and contesting. They do, however often have a problem with keeping up with the fast Doom Reavers. So, as with most other things in this list, finesse is probably required. I'm opting for three units. Perhaps two would be sufficient?</div><div style="text-align: justify;"><br /></div>
<h3>Koldun Lord</h3><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em;"><tbody><tr><td style="margin-right: 1em; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDRIvGmHGOlt59D5IWqYZCnp0g8jRnaF6CwhWAF_f-D4leHLIqL5vJGQqPdHRAQxJOJhICzHBIswTN5ZzYmjAMp0bs7GNoL3P8tj81JB6XQUydYrr5cPMhqPxGtcBHUKWqy3doPEHjeNGj/s2563/PC300006.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1122" data-original-width="2563" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDRIvGmHGOlt59D5IWqYZCnp0g8jRnaF6CwhWAF_f-D4leHLIqL5vJGQqPdHRAQxJOJhICzHBIswTN5ZzYmjAMp0bs7GNoL3P8tj81JB6XQUydYrr5cPMhqPxGtcBHUKWqy3doPEHjeNGj/s320/PC300006.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The two Bad Santas</td></tr></tbody></table>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Koldun_Lord" target="_blank">Koldun Lords</a> are the epitome of Greylords. Old and venerable with many interesting abilities. Their close combat abilities are not fantastic. They are equipped with a Magical axe with P+S 10 and have a MAT 6. It does, however have a critical display; and they are Battle Wizards.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It is their passive abilities and spells where the money is. First of all, they give Battle Wizard to other Greylords within 9", which is worth a measurement (see Escorts and Ternions, above). Secondly, they also have Lore Master. Having Lore Master allows Koldun Lords to cast spells from any Greylord model within 9". In this list, the Bad Santas will be able to cast the following spells (number 7 doesn't make sense as it targets the caster's unit):</div><div style="text-align: justify;"><ol><li>Brittle Frost (Koldun Lord)</li><li>Puppet Master (Koldun Lord)</li><li>Wind Ravager (Koldun Lord)</li><li>Blizzard (Ternion)</li><li>Bonds of Woe (Ternion)</li><li>Ice Cage (Ternion)</li><li><strike>Death Strider (Escort)</strike></li><li>Fell Curse (Escort)</li><li>Frostbite (Escort)</li></ol>In addition to the spells they can borrow (for a description see the relevant parts above), they have their own; all cast at a Magic Ability of 8: Brittle Frost, Puppet Master, and Wind Ravager. Brittle Frost is a range 10 POW 10 spell, which also reduces the ARM by 2 of the target hit. Sometimes the latter is the only reason to cast it, as POW 10 is not terrible powerful (in particular when supporting a Marauder in killing huge-bases. More on this later) . Puppet Master is alway good, when you really need something to go well. It allows for a reroll of one attack or damage roll; either on a friendly model or enemy. Wind Ravager is a very useful spell. Albeit, as with must other in this theme it requires finesse. While within 9" of the casting Koldun Lord, enemy models cannot make ranged attacks. This is actually more useful than what it sounds like. In particular against models with Assault. However, being just within 9" it often brings the Bad Santa a bit too close to the frontline to be safe.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Perhaps more interesting is the ability to borrow spells. Again, it is within 9" so careful positioning is important. The first spells that spring to mind are the ones borrowed from the Ternions: Bonds of Woe is always nice to have to have yet another possibility to bring back Doom Reavers. Blizzard is also nice, in particular on the advance where another cloud always helps. an extra Ice Cage is also handy, if something needs to become Stationary. From the Escorts only two spells make sense: Fell Curse and Frostbite. The former removes tough, whilst having another spray via Frostbite is always good.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There is an argument to be made for including the Greylord Adjunct and perhaps even a Greylord Forge Seer. This would give the Lords access to more spells. Perhaps most importantly Guidance and Empower. However, points are tight. Only two Koldun Lords are allowed, so I'm taking two. I think even more would have been nice.</div><div style="text-align: justify;"><br /></div>
<h3>Void Archon</h3><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody><tr><td style="margin-right: 1em; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvaocDhMiX0uH-TQqzdte_9d9t91j1QM4JZY6T7h_W5UsFN2RHJLBE1MgVmca8HFIW096XwB3Q2BIT9iioJbE4G7tuMwgbbPvpvbeNFMKfpk21Rjr8wrSkNn6zsMDoiPJHZv1Jkflzujl0/s2048/PC300004+%25281%2529.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1670" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvaocDhMiX0uH-TQqzdte_9d9t91j1QM4JZY6T7h_W5UsFN2RHJLBE1MgVmca8HFIW096XwB3Q2BIT9iioJbE4G7tuMwgbbPvpvbeNFMKfpk21Rjr8wrSkNn6zsMDoiPJHZv1Jkflzujl0/s320/PC300004+%25281%2529.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Void and Nil as the Archons are called</td></tr></tbody></table>
<div style="text-align: justify;">This theme is the only one that allows Khador to take <a href="https://warmachineuniversity.com/mw/index.php/Void_Archon" target="_blank">Void Archons</a>. So, why not take two. They are flying weird things with so many rules on the card that I suspect that they are actually Crucible Guard models. In general, they are really a catalyst for the theme. Running Wolves of Winter as a Doom Reave heavy list really benefits from having two of these guys around. Their main problem is to stay alive. They have large bases and are rather squishy at only DEF 14, ARM 17 and 12 boxes. Also note that Soul Phase makes them Incorporeal, but only in the turn they use it! So, they can get hit in the opponents turn (many a Void Archon has died from me overlooking this). The main use of Incorporeal is to ignore free strikes whilst flying (hoping for non-magical weapons), or to allow your own troops to move through it, if it have placed itself somewhere silly. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Among the many passive abilities they have, the one that covers most area is the ability to protect the souls of our own models within 10" (Soul Ward). This is good, as there are plenty of armies and models out there that wish to consume our souls, and we can use them. Having protected the souls, the Archons can use them, both friendly and enemy alike. Each can carry three. They can be used to boost attacks of damage, and to make them Incorporeal (remember another trap). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">They also do Dark Shroud lowering the ARM of enemies within their 1" melee range by two. Finally, they do Entropic Force, which removes tough from enemy models within 5". </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It is when attacking that their true potential shows. First of all they fly. They also have Dual Attack allowing them to do both their two initial melee attacks, which are range 1", P+S 13 (effectively P+S 15 due to Dark Shroud), Magical; and their spray, which is 10", POW 14. Both allows the Archon to collect souls, which then can be used to boost. So a fully loaded Archon could charge, boost the first melee, collect a soul, boost the second, collect a soul, spray something, boost, and collect souls. Sprinkle a Void Walk, allowing the Archon to be placed anywhere within 8". Beware if the opponent has an Archon nearby, as it will prevent your Archon from getting souls.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">A typical activation would look something like this: Charge something and kill it. Then Void Walk to somewhere near a model or unit that some Doom Reavers are going to charge. Spray whatever should be sprayed. The models to be charged by the Doom Reavers are now denied touch (saving the Escort's Fell Curse) and with a bit of clever positioning will also have ARM -2.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There is of course always the option of doing a <i>Cygnar Advance</i> instead, where the Archon charge in, kills stuff and then retreats by teleporting. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All in all. Void Archons are brilliant here. So, I'm taking two. The main issue is keeping them alive until then can get som work done.</div><div style="text-align: justify;"><br /></div>
<h2>Warjacks</h2>
<div style="text-align: justify;">Any Warcaster worth anything will bring a sensible assortment of Warjacks. Vlad2 has 27 Warjack points to play around with. It is actually not a lot, as almost all other points are already used by non-Warjack models. Also, Vlad2, as most of our casters are strapped for focus. So, he really don't want to fuel too many 'jacks. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">On paper, our marvellous Khador 'jacks are fantastic constructions, build to last. Unfortunately, the standard ARM of 20 really do not cut it these days. Our greatest strength, which we pay for in points, doesn't really help. There are plenty of low cost units out there that can trivially one-round a Khador 'jack. So chose carefully, and protect them.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Being Strapped for focus, Vlad really want's something self contained. Our prime example here is Ruin. Also, there are many huge-bases out there. Thus, my favourite 'jack, the Marauder is here. Never leave home without it.</div><div style="text-align: justify;"><br /></div>
<h3>Marauder</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7IVxChZcfXcA0GpXo1G3Z9q84G-zWyM1J8DAv5YfZpnb5T9u7LiWVc5HcrCyl08fueWRRcqxXYGXZ20eNRjeBmSCTDt04jzqVKRFN4srORluuqioVY6s2I9Z-BVVVSpI9EbSYCG6LRxtn/s2048/PC300002+%25281%2529.jpeg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2031" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7IVxChZcfXcA0GpXo1G3Z9q84G-zWyM1J8DAv5YfZpnb5T9u7LiWVc5HcrCyl08fueWRRcqxXYGXZ20eNRjeBmSCTDt04jzqVKRFN4srORluuqioVY6s2I9Z-BVVVSpI9EbSYCG6LRxtn/s320/PC300002+%25281%2529.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">One of the wonderful Marauders</td></tr></tbody></table>
<div style="text-align: justify;">My favourite 'jack. It is a standard, no nonsense Khador 'jack. It works marvels against huge-bases, and is OK for smaller targets. I never leave home without at least one (actually I prefer three). As Khador 'jacks go it is really inexpensive. Just 11 points for this bundle of joy. A bargain, if you ask me.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The draw back is the same as with all Khador 'jacks. They are so slow and do not survive any serious attacks. ARM 20 and 34 boxes is not enough in today's meta. Vlad doesn't really offer any ways of protecting 'jacks. He can speed one up by casting Assail on it. A Marauder can now charge 11", and touch something 12" away. It is a bit on the short side, but is ok.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Warjacks in this list are really second wave models. Let the Doom Ravers engage and soften the opponent up, before engaging with the 'jacks. Just keep them alive until they are needed. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauder</a> really excels at killing huge-bases, thanks to Siege Weapon, which gives an addition damage die against huge-bases. This is why you should always bring one. Marauders tend to keep huge-bases honest. In this list, the Marauder synergises really well with a Void Archon's Dark Shroud; or even a Koldun Lord casting Brittle Frost. The table below describes the amount of damage a Marauder can do against a huge-base.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">
<table align="center" border="1" cellpadding="5" cellspacing="0" style="width: 570px;"><tbody>
<tr> <th>Attack type</th> <th>Damage, sum</th> <th>ARM 16</th> <th>ARM 18</th> <th>ARM 19</th> <th>ARM 20</th> </tr>
<tr> <td>Charge, combo</td><td align="right">112</td><td align="right">48</td><td align="right">40</td><td align="right">36</td><td align="right">32</td> </tr>
<tr> <td>Charge, no combo</td><td align="right">138</td><td align="right">54</td><td align="right">44</td><td align="right">39</td><td align="right">34</td> </tr>
<tr> <td>Charge, Dark Shroud, no combo</td><td align="right">148</td><td align="right">68</td><td align="right">58</td><td align="right">53</td><td align="right">48</td> </tr>
</tbody></table><br />
<div style="text-align: justify;">The first row details a Marauder charging something and using its Combo Smite as the initial attack. The second row is just strait attacks. The last one is if the target has already been touched by Dark Shroud or even Brittle Frost. All rows assume that Vlad has managed to get Assail on the Marauder (i.e. free charge). Each of the ARM columns are the amount of damage done by a Marauder for huge-based models.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The conclusion is that a single Marauder is tremendously dangerous when charging near a Void Archon and under Assail. Out of the 53 huge based models in the game (I'm sure I missed some) a single Marauder, on average rolls, can one-round 62% of them! </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Please note that this calculation is based on just the huge-base without any buffs. Also, that the Marauder can actually hit them. A Marauder will hit a DEF 14 on average. There are only two huge-bases that I can think of that has a higher DEF (Lylyth3 and Deneghra3). Luckily, Greylords can assist here. A few Ice Cages will do wonders.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Have I mentioned that I love Marauders?</div><div style="text-align: justify;"><div style="text-align: justify;"><br /></div>
<h3>Ruin</h3>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDMYiCze6hNDt4xJ9MZGKSlKuYvPlbX7U_ME9lKqoWZvcosFf1-7aUs7pSEemAjVpafgYwPJmsihzyWSSuXzxKF1RyFu5kVFktG-qBboafnhICz7dLpLOLalLHqgdvCY0UF8Bfd8JnMZBp/s2048/PC300003+%25281%2529.jpeg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1987" data-original-width="2048" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDMYiCze6hNDt4xJ9MZGKSlKuYvPlbX7U_ME9lKqoWZvcosFf1-7aUs7pSEemAjVpafgYwPJmsihzyWSSuXzxKF1RyFu5kVFktG-qBboafnhICz7dLpLOLalLHqgdvCY0UF8Bfd8JnMZBp/w320-h310/PC300003+%25281%2529.jpeg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Ruin</td></tr></tbody></table>
<div style="text-align: justify;">The Marauder is already consuming more of Vlad's focus than he is completely comfortable with. So, the second 'jack needs to be much more self contained. Enter Ruin, our most autonomous 'jack. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Ruin is equipped with a 2" reach Mace at P+S 18. It is Magical and also dispels upkeeps on targets hit. It also has a fist with a 1" reach and at P+S 16. The fist has a Orgoth shield, which surprisingly is not formally a shield. It does, however give Ruin Sacred Ward (note that Sacred Ward is not the same as Spell Ward on the Doom Reavers. Ruin can be targeted by friendly spells). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Ruin can collect and use souls when living enemy models are killed within 5". This is what makes him autonomous. It can have up to five souls onboard. Ruin can use these for different things. He can do Arcane Vortex that will negate any spell targeting a model within 3". Thus, it is good to keep Vlad within 3". Besides that, he can convert souls to focus. He does this at the beginning of his activation, and not in the control phase, which is the usual way. This is a bonus, as it makes it easier to fill him up by activating something else first and kill som enemies. The two Void Archons and Ruin can cover a large area for soul collection. With a bit of clever play, Ruin can have three focus from power-up and souls, without Vlad needing to fuel it.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The caveat is of course that he suffers from the normal Khador 'jack problems. He is still just a Khador heavy, meaning that he is easily killed; and he really needs to be close to the front line to collect souls. So, keep him safe until he is needed.</div><div style="text-align: justify;"><br /></div>
<h2>My Wolves of Winter list</h2>
<div style="text-align: justify;">So, this is my Wolves of Winter list. Four units of Doom Reavers, three with escorts. Full Ternion load out, two Koldun Lords and Void Archons. One 'jack for killing huge-bases, and one for taking care of other problems. <br />
<br /><div><div>[Theme] Wolves of Winter</div><div><br /></div><div>[Vladimir 2] Vladimir Tzepesci, the Dark Champion [+27]</div><div> - Marauder [11]</div><div> - Ruin [17]</div><div>Koldun Lord [4]</div><div>Koldun Lord [4]</div><div>Void Archon [8]</div><div>Void Archon [8]</div><div>Doom Reaver Swordsmen [10]</div><div> - Greylord Escort [3]</div><div>Doom Reaver Swordsmen [10]</div><div> - Greylord Escort [3]</div><div>Doom Reaver Swordsmen [10]</div><div> - Greylord Escort [3]</div><div>Doom Reaver Swordsmen [10]</div><div>Greylord Ternion [0(7)]</div><div>Greylord Ternion [0(7)]</div><div>Greylord Ternion [0(7)]</div></div>
<br />
Also at <a href="https://conflictchamber.com/?c3201b_-1S77kTnm8h8hpipinf89nf89nf89nfnnnnnn" target="_blank">conflict chamber</a>.<br /><br />All in all, I'm quite happy. If I were to change anything, it would be to exchange one of the Escorts for a Greylord Adjunct. We'll see. <br />
<br />
Assuming you, me dear reader has arrived all they way down here, I hope you have enjoyed these wild speculations. With a bit of luck, battle reports will appear in the foreseeable future.<br />
<br />
For the Motherland!</div></div></div></div>Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com2tag:blogger.com,1999:blog-4988829232919285725.post-6081049764317458452020-06-01T21:02:00.001+02:002020-06-01T21:02:38.245+02:00A year of playing Winter Guard Kommand<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_vKDOtPzgZBuQ5aHnTBUMOt6iLQNvpGGnK-aT4GofvFB-YXwDsqP1dJVG0k2QpvIAi31aSICH9vNjlCPgNwYrSu0kH4ezUZlIgmoKGzuip8m1ZbLHyadxWSJ5QtU8GzF6K2nVmEZqVp-L/s1600/P5110002.jpeg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="775" height="85" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_vKDOtPzgZBuQ5aHnTBUMOt6iLQNvpGGnK-aT4GofvFB-YXwDsqP1dJVG0k2QpvIAi31aSICH9vNjlCPgNwYrSu0kH4ezUZlIgmoKGzuip8m1ZbLHyadxWSJ5QtU8GzF6K2nVmEZqVp-L/s320/P5110002.jpeg" /></a></div>
<div style="text-align: justify;">
<i>It has been around a year since I decided to focus on Winter Guard Kommand and try to actually figure our how it works. I have played basically two different lists. One Stalingrad-style list under Irusk2 and one Gun Carriage based list under Vlad1 (in addition to a few variations of the themes). I think it is about time to evaluated how Winter Guard Kommand has worked, what is good and bad, and what I have learned.<br />
</i></div>
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<a name='more'></a><div style="text-align: justify;">
There is nothing more Khador defining than disciplined Winter Guards pushing forward towards the enemy. It is pure human resolve (OK, supported by a few of Khador's finest Warjacks) against all the strange horrors of this world; and lately not of this world.<br />
<br />
While it was the lure of the wonderful Khador 'jacks (and Man-O-Wars) that originally drew me into the Khador ranks; it is fair to say that, to a large degree, it is the ranks of lowly Winter Guards that have kept me here. There is something strangely satisfying about placing a bunch of painted Winter Guards on the table. Despite the fantastic Warjacks at our disposal, masses of Winter Guards just looks better than a large number of 'jacks.<br />
<br />
I have been playing almost exclusively Winter Guard Kommand for the last year and a half. My second list have been Armored Korps under Sorscha3 (see <a href="https://greylordarchives.blogspot.com/2019/08/armored-corps-under-kommandant-sorscha.html">here</a> for a description of that list). Even though, my daily schedule doesn't allow a lost of games, I have managed somewhere in the vicinity of 50 games with my Winter Guards. I haven't managed to write up all of them. However, most of them has been detailed here at <a href="https://greylordarchives.blogspot.com/">The Greylord Archives</a>.<br />
<br />
I originally started with a Stalingrad style list under the command of the Winter Guards best friend: Supreme Kommandant Irusk's (Irusk2) orders. The Winter Guards were led be him through two different iterations of the lists. Later, Irusk was send to care for other duties, and Vladimir Tzepesci, the Dark Prince's (Vlad1) was put in charge of a very different version of the Winter Guard Kommand. He went through two iterations.<br />
<br />
Here follows an attempt to write up my experiences with the Winter Guard Kommand under two different commanders, and two very different lists.</div><div style="text-align: justify;"><br /></div>
<h2>Winter Guards under Irusk2</h2>
<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA1eoytFPgFFEfrj_7GUosyEVYzLluuPJppErIL6meYQjHM_qbQySDQQLlTH1pJtDp4HeDyLfxtLls7ypSbLEQXJKMBVVW6IsPMM1FNu9i4NwjZvPZj6JVJlonhSosER5QBf4OzmVhs4QV/s1600/Irusk2.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="897" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA1eoytFPgFFEfrj_7GUosyEVYzLluuPJppErIL6meYQjHM_qbQySDQQLlTH1pJtDp4HeDyLfxtLls7ypSbLEQXJKMBVVW6IsPMM1FNu9i4NwjZvPZj6JVJlonhSosER5QBf4OzmVhs4QV/s200/Irusk2.jpg" width="111" /></a></div>
There is hardly anything more cinematic than waves of Winter Guards surging forward led by the grand old man himself, Supreme Kommandant Irusk. Irusk2 is in many ways a Winter Guards best friend. He inspires so much confidence that the Winter Guards that they are masters in operations from his Tactician ability. They are also Total Obedient, granting them Tough and Immune to Blast. On top of that, Irusk can cast his Solid Ground spell, which also makes them immune to knockdown. All in all, a rather robust package. As a bonus, he can also cast Artifice of Deviation, making a Winter Guard DEF 16 against shooting.<br />
<br />
Irusk not only helps Winter Guards staying alive, he also has a few tricks up his flag to make them more dangerous. Fire for Effect really helps artillery, and Battle Lust combined with Kovnik Joe's Bear Strength turns a Winter Guard into a P+S 12 Weapon Master. This is equivalent to our <a href="https://warmachineuniversity.com/mw/index.php/Doom_Reaver_Swordsmen">Doom Reavers</a>! There is nothing more satisfying than having a unit of Winter Guards charge through a forest (thanks to Irusk's feat) and kill a colossal or gargantuan (see an Archangel go down <a href="https://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs.html">here</a>).<br />
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Finally, he has a really big flag. Who doesn't want to follow a really big flag?<br />
<br /></div>
<h3>
Army composition</h3>
<div style="text-align: justify;">
Irusk has been in command of two different armies. The first one was a proper Stalingrad list, where he used as many Winter Guards as he could find (for a thorough discussion of the list, see <a href="https://greylordarchives.blogspot.com/2019/01/winter-guard-kommand-under-supreme.html">here</a>). The main idea was to have enough Winter Guards to outlive the opponent; a Marauder for dealing with huge bases; possibly in cooperation with Battle Lust'ed Winter Guards; and a Spriggan for long range charges and dealing with clouds. The Lady and his boyfriend were there to hand out magical attacks. The complete list can be seen to the left below.</div>
<br />
<table border="0"><tbody>
<tr><td valign="top">Khador Army - 74 / 75 points<br />
[Theme] Winter Guard Kommand<br />
<br />
[Irusk 2] Supreme Kommandant Irusk [+27]<br />
- Marauder [11]<br />
- Spriggan [17]<br />
<br />
Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]<br />
<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]<br />
<br />
Winter Guard Infantry (max) [10]<br />
- Winter Guard Infantry Officer & Standard [4]. <br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
- Winter Guard Rocketeer (3) [6]<br />
<br />
Lady Aiyana & Master Holt [8]<br />
<br />
Also at <a href="https://conflictchamber.com/#c3201b_-0f79kTkU8tgc8M7Z7Z7S7T7W7-7Y7W7Y7W" target="_blank">conflict chamber</a>.<br />
<br /></td><td valign="top">Khador Army - 75 / 75 points<br />
[Theme] Winter Guard Kommand<br />
<br />
[Irusk 2] Supreme Kommandant Irusk [+27]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Greylord Adjunct [4]<br />
Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Infantry (max) [10]<br />
- Winter Guard Infantry Officer & Standard [4]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
- Winter Guard Rocketeer (3) [6]<br />
<br />
Also a <a href="https://conflictchamber.com/#c3201b_-0f79kTkTkTnj8tgc7Z7Z7S7T7W7-7Y7W7Y7W">conflict chamber</a>.</td></tr>
</tbody></table>
<div style="text-align: justify;">
The second attempt at the list did some changes (for a more detailed discussion, see <a href="https://greylordarchives.blogspot.com/2019/03/revisited-winter-guard-kommand-under.html">here</a>). First of all, <a href="https://warmachineuniversity.com/mw/index.php/Lady_Aiyana_%26_Master_Holt">Lady Aiyana and friend </a>simply did not do anything. At 8 points, they are far too expensive compared to what they do. Also, in the mean time the fantastic <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct">Greylord Adjunct</a> had appeared. He solves a lot of Irusk problems. Most importantly, he upkeeps a spell for free and can also handle clouds far better than the Spriggan. Speaking of the Spriggan, this is another example of something too expensive; at least in this list. So it also went away, and in came the fabulous Triple Marauder Goodness. Marauders are a dream when it comes to huge bases, of which there are so many; and combined with the Field Guns there are now so many knockdown possibilities; something which the Winter Guards and Mortar love. The full list is detailed to the right above. The picture below depicts the complete army in its second edition.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7rPz782b3AoMaR_lrNDvr_BnXKG-lF2s72K3nN_XYkUxF_2YNAH48tzMN6ddolZlVQ_2AAoEeqZAsKFssFo21RlzB2siZe82-LMjbnkSLo-PAbtbxULOLvV3iWS-W6rtEnKAmObMz-dRI/s1600/P3050003.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="568" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7rPz782b3AoMaR_lrNDvr_BnXKG-lF2s72K3nN_XYkUxF_2YNAH48tzMN6ddolZlVQ_2AAoEeqZAsKFssFo21RlzB2siZe82-LMjbnkSLo-PAbtbxULOLvV3iWS-W6rtEnKAmObMz-dRI/s400/P3050003.jpg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Irusk and his stoic Winter Guards (2<sup>nd</sup> edition)</td></tr>
</tbody></table>
<br />
<h3>
Battles</h3>
<div style="text-align: justify;">
The main plan behind Irusk's battles were to throw him at everything an anything to figure our what works. The table below summarises the battles and their results (some of them also has links to their battle reports). It is quite clear that Irusk did not have a lot of success. Out of 15 battles, he only managed to win four of them.<br />
<br />
Let's look at the ones he won. He beat <a href="https://warmachineuniversity.com/mw/index.php/Captain_Eira_Mackay">Mackay1</a> and her Crucible Guards; <a href="https://warmachineuniversity.com/mw/index.php/Absylonia,_Terror_of_Everblight">Absylonia</a> and he Legion of Everblight; <a href="https://warmachineuniversity.com/mw/index.php/Makeda_%26_the_Exalted_Court">Makeda</a> and her Skorne; and <a href="https://warmachineuniversity.com/mw/index.php/Lord_Assassin_Morghoul">Morghoul</a> and his Skorne (the latter actually doesn't count, as Irusk won on a technical error by Morghoul's handler, who forgot that Morghoul is a Weapon Master). So besides Irusk apparently being able to only beat women, why did he win?<br />
<br />
Mackay1 is, herself a huge-base and here she also brought another huge-base, the Railless Interceptor (battle report <a href="https://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs_17.html">here</a>). The main reason that Irusk was victorious here was the fact that Mackay is a huge-base. She got scared of the Marauders (and rightly so), attempted to avoid them, but finally succumbed to them. In only three rounds, she was killed by the biggest strength in Irusk's list. The rest of his army was more or less decimated.<br />
<br />
More or less, the same story can be told for the match agains Absylonia (battle report <a href="https://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs.html">here</a>). She brought an impressive three huge-bases. The game was, more or less about keeping them occupied by feeding Winter Guards to them, and then hitting them with Marauders and overcharged Winter Guards (Irusk's Battle Lust and Joe's Bear Strength). That did the trick.<br />
<br />
Finally, the battle against Makeda is probably the odd one out (for battle report, see <a href="https://greylordarchives.blogspot.com/2019/04/supreme-kommandant-irusk-irusk2-vs.html">here</a>). She did bring a single huge-base, which also spend most of the time being scared and not joining the battle. Irusk won on the clock after an assassination attempt on him failed. I think this was kind of deliberate (not surviving the assassination) as at this point Irusk could play his Winter Guards pretty fast, and the opponent had a lot of Immortals to move around. Nevertheless, lady luck smiled at Irusk.<br />
<br />
In general, the three wins were won on the ability to kill huge-bases and keeping them sufficiently safe to actually make it into battle. This typically involves a lot of dead Winter Guards. This is a valid strategy, leaning of survivable Winter Guards to get the Marauders to finish the show. <br />
<br />
Let's look at the many losses. We can divide them into two different groups: The winnable (Mackay, Siege and Harbringer), and the un-winnable (Iona, Ossrum, Goreshade, Syvestro and Reclaimer.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The winnable should obviously have been won. However, the gods do not always favour the bold. The match against Mackay1was actually progression quite ok (battle report <a href="http://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs_12.html" target="_blank">here</a>). However, I played too slow and managed to clock myself. The next two games were using the old list with only one Marauder and a Spriggan. The first was against Siege2 and his Gravediggers (battle report <a href="http://greylordarchives.blogspot.com/2019/02/supreme-kommandant-irusk-irusk2-vs.html" target="_blank">here</a>). This one was touch and go; at least until a used some Rifle Corps as charges instead of shooters. I think I lost this because of poor planning. Finally, Harbinger, which is a match up that should be manageable (battle report <a href="http://greylordarchives.blogspot.com/2019/05/supreme-kommandant-irusk-irusk2-vs.html" target="_blank">here</a>). This was another example where I was too slow. Irusk was, more or less in control, but I spend far too much time and ended loosing on the clock. So, to sum up two of them were lost on being too slow, and the last one on basically just not playing good enough.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Most of the un-winnable were known before the games began. However, on purpose Irusk was pitched against anything and everything. It is a good way of learning a list's weaknesses and its possibilities. To begin with was Ioan and her Tharn (battle report <a href="http://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs-iona.html" target="_blank">here</a>). Irusk simply haven't got the tools to deal with tough, healing, no knockdown, unit surfing Tharn Ravagers. Next up were Ossrum and his bunch of bunnies (battle report <a href="http://greylordarchives.blogspot.com/2019/04/supreme-kommandant-irusk-irusk2-vs_13.html" target="_blank">here</a>). This is one of those match-ups where I haven't got a clue. I have also tried Armored Corps under Sorscha3 against such a list. Yet, I always come up short. Those bunnies are either spraying the pants of my troops or shooting them to smithereens. The are really fast as well. I'm clueless. Goreshade4 is one of those that potentially could have gone both ways (battle report <a href="http://greylordarchives.blogspot.com/2019/02/supreme-kommandant-irusk-irusk2-vs-lord.html" target="_blank">here</a>). I basically just lost to a better player. More speed would have been nice here. Syvenstro is actually Winter Guard unfriendly, in particular when they are supported by Irusk. Crucible Guards have all sorts of sprays and clouds that removes the thing that keeps Winter Guards alive. This was also under the old list, where there are not enough Marauders to be a threat. Finally, the Reclaimer with his handfull of faith on the Judicator (battle report <a href="http://greylordarchives.blogspot.com/2019/01/supreme-kommandant-irusk-irusk2-vs-high.html" target="_blank">here</a>). Nothing here to see, move along.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">All in all, most of the un-winnable are just that with the Irusk list. In particular with the first list, where the Spriggan simply did not pay off; and there weren't enough Marauders. With the amount og huge-base around, a single Marauder is too easy to neutralise. Also, despite Irusk keeping his troops alive. Their threat ranges (for charging) are too short to keep the enemy honest. <br /></div>
<br />
<table align="center" border="2" cellpadding="1" cellspacing="0" style="width: 570px;"><thead>
<tr> <th align="left">Faction</th> <th align="left">Warcaster/Warlock</th> <th align="left">Theme</th><th>Result</th><th align="left">Battle report</th> </tr>
</thead> <tbody>
<tr> <td rowspan="1" valign="top">Circle</td><td>Iona1</td><td>The Devourer's Host</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs-iona.html">Report</a></td> </tr>
<tr> <td rowspan="3" valign="top">Crucible Guards</td><td>Syvestro1</td> <td>Magnum Opus</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2019/02/supreme-kommandant-irusk-irusk2-vs_13.html">Report</a></td> </tr>
<tr> <td>Mackay1</td> <td>Prima Materia</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs_17.html">Report</a></td> </tr>
<tr> <td>Mackay1</td> <td>Prima Materia</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs_12.html">Report</a></td> </tr>
<tr> <td rowspan="1" valign="top">Cygnar</td> <td>Siege2</td> <td>Gravediggers</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2019/02/supreme-kommandant-irusk-irusk2-vs.html">Report</a></td> </tr>
<tr> <td valign="top">Legion</td><td valign="top">Absylonia1</td><td valign="top">Oracles of Annihilation</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/03/supreme-kommandant-irusk-irusk2-vs.html">Report</a></td> </tr>
<tr> <td rowspan="1" valign="top">Mercenaries</td><td>Ossrum1</td><td>The Irregulars</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2019/04/supreme-kommandant-irusk-irusk2-vs_13.html">Report</a></td> </tr>
<tr> <td valign="top">Minions</td><td>Maelok1</td><td>Blindwater Congregation</td><td>Lost</td><td> - - - - </td> </tr>
<tr> <td rowspan="3" valign="top">Protectorate</td><td>Reclaimer1</td><td>Exemplar Interdiction</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2019/01/supreme-kommandant-irusk-irusk2-vs-high.html">Report</a></td> </tr>
<tr> <td>Reclaimer1</td><td>Exemplar Interdiction</td><td>Lost</td><td> - - - - </td> </tr>
<tr> <td>Harbinger1</td><td>Faithful Masses</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2019/05/supreme-kommandant-irusk-irusk2-vs.html">Report</a></td> </tr>
<tr> </tr>
<tr> <td rowspan="1" valign="top">Retribution</td><td>Goreshade4</td><td>Legions of Dawn</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2019/02/supreme-kommandant-irusk-irusk2-vs-lord.html">Report</a></td> </tr>
<tr> <td rowspan="3" valign="top">Skorne</td><td>Makeda3</td><td>The Exalted</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/04/supreme-kommandant-irusk-irusk2-vs.html">Report</a></td> </tr>
<tr> <td>Morghoul2</td><td>The Exalted</td><td>Won</td><td> - - - - </td> </tr>
<tr> <td>Xekaar1</td><td>Winds of Death</td><td>Lost</td><td> - - - - </td> </tr>
<tr> <td>Won-lost</td><td></td><td></td><td>4-11</td><td></td> </tr>
</tbody> </table>
<br />
<h3>
Conclusion</h3>
<div style="text-align: justify;">
Irusk clearly has a few thing going for him. First of all, he excels in keeping Winter Guards alive. Thus, begin able to deliver the 'jacks to the enemy. There is also the surprise move of Winter Guards killing colossal when under Battle Lust and Joe's Bear Strength. However, there are far too many things out there that can kill Winter Guards, and Khador 'jacks without a speed buff simply doesn't cut it. Speaking of 'jacks. It is clear, that with all the huge bases out there, triple Marauder is a thing. The original combination of a single Marauder and a Spriggan doesn't work. Backup is important. From now on I will only run 'jacks in, at least pairs (not character 'jacks obviously). There is also an issue with low MAT/RAT and general damage output.<br />
<br />
All of these issues led mw to the second version of the Winter Guard Kommand list with: Vlad1, triple Marauders, double Gun Carriage and Winter Guards.</div>
<br />
<h2>
Winter Guards under Vlad1</h2>
<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbQdp4BB_aUJxQaGkEDMPHThqQZEWldoz9YCCMDkqz1vJbSQMW17WXce0krF4jJwOfnuwKybYmszAncbj3KZ-Io4ad9JMS5wel4_Ry1EKPjm9Zf3941NAB7rAkLCjG8g1n4ib2TINZsXuj/s1600/IMGP0491.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1423" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbQdp4BB_aUJxQaGkEDMPHThqQZEWldoz9YCCMDkqz1vJbSQMW17WXce0krF4jJwOfnuwKybYmszAncbj3KZ-Io4ad9JMS5wel4_Ry1EKPjm9Zf3941NAB7rAkLCjG8g1n4ib2TINZsXuj/w177-h200/IMGP0491.jpg" width="177" /></a></div>Vlad is probably a Winter Guard's second best friend. Where Irusk keeps them alive, Vlad makes sure that they can actually hit and damage stuff from his signature spell Signs & Portents. This spell adds roughly 1.5 to a 2d6 roll. This brings Rifle Corps just over the bar begin able to hit stuff, and fixes any other low MAT/RAT issues. The Winter Guards love him and his little spell.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">In addition to the MAT/RAT fixer, Vlad brings two other important things that Irusk could not help with. Namely, Boundless Charge and most importantly his feat, which doubles the base speed of his Warjacks. This is huge for a Khador 'jack. A Marauder can now threaten things a mighty 14" away under both feat and Boundless Charge. Normally, only 12" as Vlad tends to be focus strapped. Yet, 12" threat range really keeps opponents, and in particular huge-bases honest. </div><div style="text-align: justify;"><br />
<h3>
Army composition</h3>
<div style="text-align: justify;">Vlad took up the torch where Irusk left it, and was also in charge of two different versions of the Winter Guard Kommand. The first one was pre-Oblivion and before the proper introduction of the Greylord Adjunct. The main idea was to deal with some of the limitations found when playing Irusk. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It, obviously contained the famous and feared "Triple Marauder". Nothing beats the backup to the backup. They are primarily there to keep huge-bases under control. I don't think I can praise this setup enough. It simply works. Two Marauders can take out any huge-base in the game; and with a bit of finesse they can do so from 14" away. When not killing huge-bases they are good at knocking stuff down for the Rocketeers to rain rockets on. Speaking of knocking down, the two Field Guns and the two Gun Carriages are also pretty good at this. There is no end to the number of knockdowns this list can produce. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The first list also contained a single Artillery Kapitan and a Mortar. They are best friends forever, since the Mortar couldn't hit itself if it tried. Aimning, a Kapitan and in a pinch Joe actually enables it to hit. Of course everything under Signs & Portens makes for a happy group of Winter Guards. The full list can be seen to the left below.</div>
<br />
<table border="0"><tbody>
<tr><td valign="top">Khador Army - 74 / 75 points<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1] Vladimir Tzepesci,<br />
the Dark Prince [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]<br />
Winter Guard Field Gun Crew [0(4)] <br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]<br />
<br />
Also at <a href="https://conflictchamber.com/?c3201b_-0f76kTkTkT8tgc7Z7Z7-7X7W7X7Wi6i6" target="_blank">conflict chamber</a>.<br />
<br /></td><td valign="top">Khador Army - 75 / 75 points<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1] Vladimir Tzepesci,<br />
the Dark Prince [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Greylord Adjunct [0(4)]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]<br />
<br />
Also a <a href="https://conflictchamber.com/?c3201b_-1R76kTkTkTnj8tgcgc7Z7Z7X7W7X7Wi6i6">conflict chamber</a>. </td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">With the arrival of Oblivion and changes to the Themes a few minor adjustments were made to the list. I my opinion, the Mortar simply did not perform. The theme allows for two Kapitans to be taken as a requisition choice. So, two are now in the list. I personally think that they are among the most underrated models. They offer Fire and Displace to the Field Guns, allowing them to aim and move; they offer +2 RAT to the first cannon on a Gun Carriage (and re-roll scatter); and they are very cheap scoring or contesting pieces. At two for the price of none, they are the best choice a requisition. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Removing the Mortar and adding a Kapitan also made room for the Adjunct. Another brilliant piece, which really does a lot to the list. He gives +2 range to Vlad's spells, which is actually huge for Boundless Charge; He offers Guidance for Eyeless sight and Magical damage, which is really good typically on a Field Gun; Also an extra cloud is always nice; Finally, his spray often comes in handy in the late game. The full list is detailed above to the right. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl0ZQ7TuP-cXUPLDPEuOyenWes1HRpo4O05j5cEdflPesIr8kzI-TfuyJbZbthSCK5Ln24uzt-rSwzA1Fbreig1hMZSxG6PGo48n-5YG1kL0_fAlPiTuMD5vFA4AAWiA4EXwfVMzNJn3wB/s1600/IMGP0584.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="435" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl0ZQ7TuP-cXUPLDPEuOyenWes1HRpo4O05j5cEdflPesIr8kzI-TfuyJbZbthSCK5Ln24uzt-rSwzA1Fbreig1hMZSxG6PGo48n-5YG1kL0_fAlPiTuMD5vFA4AAWiA4EXwfVMzNJn3wB/s400/IMGP0584.jpg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Vlad and his valiant Winter Guards (1<sup>st</sup> edition)</td></tr>
</tbody></table>
</div>
<div style="text-align: justify;"><br /></div>
<h3>
Battles</h3>
<div style="text-align: justify;">The plan for Vlad was to a large degree the same as the one for Irusk: throw him at everything and anything. This is simply the best way to learn the strengths and weaknesses. The long term goal was to figure out what the list is good against, and what it is bad against. This can then form the basis for a good paring. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">It is clear that Vlad was much more successful than Irusk. Of the 22 battles I have been keeping track of, he won half! He should have won more, but was sometimes let down by the man behind the line (that's me, in case you were wondering). </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Let's look at the impressive list of the games he won: He easily beat <a href="https://warmachineuniversity.com/mw/index.php/Eminent_Configurator_Orion" target="_blank">Orion1</a> and its Convergence of Cyriss; he beat <a href="https://warmachineuniversity.com/mw/index.php/Eminent_Configurator_Orion" target="_blank">Gearhart1</a> and his Crucible Guards twice (he should also have won the last match); He beat both <a href="https://warmachineuniversity.com/mw/index.php/Major_Markus_‘Siege’_Brisbane" target="_blank">Siege1</a> and <a href="https://warmachineuniversity.com/mw/index.php/Captain_Kara_Sloan" target="_blank">Sloan1</a> running Cygnar; he beat <a href="https://warmachineuniversity.com/mw/index.php/Kommander_Zoktavir,_the_Butcher_Unleashed" target="_blank">Butcher3</a> twice and <a href="https://warmachineuniversity.com/mw/index.php/Supreme_Kommandant_Irusk" target="_blank">Irusk2</a> once (just demonstrating that he is better); He beat <a href="https://warmachineuniversity.com/mw/index.php/The_Harbinger_of_Menoth" target="_blank">Harbinger1</a> and her Protectorate twice (and lost once); and finally, <a href="https://warmachineuniversity.com/mw/index.php/Lord_Ghyrrshyld,_the_Forgiven" target="_blank">Gorshade4</a> and the crazy elves once (and lost twice).</div><div style="text-align: justify;"> </div><div style="text-align: justify;">Convergence is a bit peculiar with their weird focus manipulation. It turned out to be a surprisingly easy match (battle report <a href="http://greylordarchives.blogspot.com/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>). There wasn't a lot to be learned from this match, except for Joe demonstrating how to kill a huge-base, and perhaps the joy of Blood Boon. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I still don't like Crucible Guards, despite now getting the hang of them. Gearhart1 is, more or less the standard 'caster I see across the table. Vlad manage to fight him thrice and emerge victorious twice. The first game saw the joy of the Triple Marauder living up to the idea of a backup to the backup (battle report <a href="http://greylordarchives.blogspot.com/2019/08/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>). Also, the two Gun Carriages really did solve a lot of infantry-related issues. The second game, which unfortunately haven't got a battle report, did go more or less the same. The Gun Carriages doing crowd control, and the Winter Guards being killed to bring the Marauders to their targets. Finally, the third game was one of those that should have been won (battle report <a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html" target="_blank">here</a>). Vlad was in control for most of the game. However, he was let down by me when I got overly greedy trying to kill stuff instead of thinking. This was one of those examples where a toe in a zone is better than a dead enemy trooper.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Cygnar is Cygnar. A lot of blue guys running around claiming running away from the fray is a "tactical retreat". Vlad managed to beat Siege1 and his Heavy Metal (battle report <a href="http://greylordarchives.blogspot.com/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs_8.html" target="_blank">here</a>). Siege brought two huge-bases, so party time for the Marauders. Siege did try to shoot Vlad to death (a lot). But, cleaver positioning of the Winter Guards ready to scarify themselves brought victory to Vlad. The second win was against Sloan1 and trenchers, actually more 'jacks than trenchers (battle report <a href="http://greylordarchives.blogspot.com/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs_22.html" target="_blank">here</a>). Six Hunters and two Grenadiers are a lot of shooting under Sloan1. However, it doesn't matter how hard you shoot, you are going to kill only one Winter Guard per shot. Finally, Vlad lost to Nemo3 and more lightning that one cares to remember. Winter Guards are clearly not a good match against lightning jumping around.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">What can be said about Infernals. They are clearly not something Vlad and his Winter Guards should be thrown at. Nevertheless, they were (battle report <a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html" target="_blank">here</a>). There really isn't anything to say besides that.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Civil war is never pleasant. Yet, Vlad has been sent to the front to deal with imposters and frauds. He managed to beat Butcher3 in Jaw of the Wolf twice (battle report <a href="http://greylordarchives.blogspot.com/2019/11/vladimir-tzepesci-dark-prince-vlad1-vs_18.html" target="_blank">here</a>, none for the second). In both cases it was the same story: Vlad ensured that assassination runs by Butcher were unsuccessful and retaliated by killing him. One highlight was assassination by Gun Carriage (in the battle report). A knocked down Butcher is a sad Butcher. Vlad also beat his predecessor, who apparently have been assigned a lot of crazy half-naked men (battle report <a href="http://greylordarchives.blogspot.com/2020/01/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>). I honestly feel that Wolves of Winter under Irusk2 is not really a match for Vlad1 and his Winter Guards. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Unfortunately, Vlad did also manage to loose to other Khador players. He lost once to fake-Vlad playing Jaw of the Wolf (battle report <a href="http://greylordarchives.blogspot.com/2020/02/vladimir-tzepesci-dark-prince-vlad1-vs_28.html" target="_blank">here</a>). This was an example of the man behind the line laying Vlad down. I made too many mistakes. Most importantly moving Vlad out of cover and into the range of an overcharged Behemoth. Don't do that. Speaking of mistreating Vlad, this is exactly the same situation for the last loss. This time to Strakhov1 running also Jaw of the Wolf (battle report <a href="http://greylordarchives.blogspot.com/2020/01/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>). Again, Vlad was doing pretty well until the man behind the line thought it would be a brilliant idea moving Vlad without thinking too much about it. This time it wasn't Behemoth that Vlad came within range of, it was Beast 09. The result was the same. I should learn to stop and think sometimes! </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Ossum is still trouble. It simply can't seem to get the hang of it (battle report <a href="http://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html" target="_blank">here</a>). Yet, this time it was really really close. Ossrum got saved by a hail Mary, where he pulled some fancy foot work out of a Driller and killed Vlad; seconds before a Marauder would have killed him. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Harbinger and her Faitfull Masses has been so ubiquitous that it is almost boring. Vlad managed to win twice (battle report <a href="http://greylordarchives.blogspot.com/2019/11/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a> and <a href="http://greylordarchives.blogspot.com/2020/02/vladimir-tzepesci-dark-prince-vlad1-vs_15.html" target="_blank">here</a>). Both were by assassination by Marauder. For Harbinger to be efficient she has to play within threat range of a supercharged Marauder. She really doesn't like that. The strategy is to weather the storm until an opening for a Marauder appears. Then feat and win. The lost game against Harbinger was proceeding according to plan. But, Vlad having played Harbinger a lot assumed it was a walk in the park. I got sloppy - and lost. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The Crazy elves are difficult. Vlad lost three matches, twice against Goreshade4 and Legion of Dawn (battle report <a href="http://greylordarchives.blogspot.com/2020/02/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>, none for the second match). This matchup should actually be ok. He did manage to win once (battle report <a href="http://greylordarchives.blogspot.com/2019/07/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>). Yet, matches against the elves are always pretty close. I think I just got beaten by better players. Vlad also lost against Garryth2 and his Defenders of Ios. That was a matchup lost before the first dice was rolled. It contained double <a href="https://warmachineuniversity.com/mw/index.php/Dawnguard_Trident" target="_blank">Trident </a>and an <a href="https://warmachineuniversity.com/mw/index.php/Arcantrik_Force_Generator" target="_blank">Arcantrik Force Generator</a>. There really isn't anything this list can do about that.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, Skorne is one of those factions that I, surprisingly haven't see a lot across the table. This game saw Vlad beating the fat guy and his two turtles, or so it should have been (battle report <a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html" target="_blank">here</a>). Once again Vlad was let down by the man behind the line. I got preoccupied with killing stuff and not actually winning the game. </div>
<br />
<table align="center" border="2" cellpadding="1" cellspacing="0" style="width: 570px;"><thead>
<tr> <th align="left">Faction</th> <th align="left">Warcaster/Warlock</th> <th align="left">Theme</th> <th align="left">Result</th> <th align="left">Battle report</th> </tr>
</thead> <tbody>
<tr> <td>Convergence</td><td>Orion1</td><td>Clockwork Legions</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs.html">Report</a></td> </tr>
<tr> <td rowspan="3" valign="top">Crucible Guards</td> <td>Gearhart1</td> <td>Magnum Opus</td><td>Won</td> <td><a href="https://greylordarchives.blogspot.com/2019/08/vladimir-tzepesci-dark-prince-vlad1-vs.html">Report</a></td> </tr>
<tr> <td>Gearhart1</td> <td>Magnum Opus</td> <td>Won</td> <td> - - - - </td> </tr>
<tr> <td>Gearhart1</td> <td>Magnum Opus</td><td>Lost</td> <td><a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html">Report</a></td> </tr>
<tr> <td rowspan="3" valign="top">Cygnar</td> <td>Nemo3</td><td>Storm Division</td><td>Lost</td><td> - - - - </td> </tr>
<tr> <td>Siege1</td><td>Heavy Metal</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs_8.html" target="_blank">Report</a></td> </tr>
<tr> <td>Sloan1</td><td>Gravediggers</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/12/vladimir-tzepesci-dark-prince-vlad1-vs_22.html" target="_blank">Report</a></td> </tr>
<tr> <td rowspan="1" valign="top">Infernals</td><td>Zaateroth1</td><td>Dark Legacy</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html">Report</a></td> </tr>
<tr> <td rowspan="5" valign="top">Khador</td> <td>Butcher3</td> <td>Jaw of the Wolf</td> <td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/11/vladimir-tzepesci-dark-prince-vlad1-vs_18.html">Report</a></td> </tr>
<tr> <td>Vlad1</td> <td>Jaw of the Wolf</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2020/02/vladimir-tzepesci-dark-prince-vlad1-vs_28.html">Report</a></td> </tr>
<tr> <td>Strakhov1</td><td>Jaw of the Wolf</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2020/01/vladimir-tzepesci-dark-prince-vlad1-vs_26.html">Report</a></td> </tr>
<tr> <td>Butcher3</td><td>Winter Guard Kommand</td><td>Won</td><td> - - - - </td> </tr>
<tr> <td>Irusk2</td><td>Wolves of Winter</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2020/01/vladimir-tzepesci-dark-prince-vlad1-vs_30.html" target="_blank">Report</a></td> </tr>
<tr> <td rowspan="1" valign="top">Mercenaries</td><td>Ossrum1</td> <td>Hammer Strike</td><td>Lost</td> <td><a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html">Report</a></td> </tr>
<tr> <td rowspan="3" valign="top">Protectorate</td><td>Harbinger1</td><td>Faithful Masses</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/11/vladimir-tzepesci-dark-prince-vlad1-vs.html">Report</a></td> </tr>
<tr> <td>Harbinger1</td><td>Faithful Masses</td><td>Lost</td><td> - - - - </td> </tr>
<tr> <td>Harbinger1</td><td>Faithful Masses</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2020/02/vladimir-tzepesci-dark-prince-vlad1-vs_15.html" target="_blank">Report</a></td> </tr>
<tr> <td rowspan="4" valign="top">Retribution</td><td>Goreshade4</td><td>Legions of Dawn</td><td>Lost</td><td><a href="https://greylordarchives.blogspot.com/2020/02/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">Report</a></td> </tr>
<tr><td>Goreshade4</td><td>Legions of Dawn</td><td>Won</td><td><a href="https://greylordarchives.blogspot.com/2019/07/vladimir-tzepesci-dark-prince-vlad1-vs.html">Report</a></td> </tr>
<tr><td>Goreshade4</td><td>Legions of Dawn</td><td>Lost</td><td> - - - - </td></tr>
<tr><td>Garryth2</td><td>Defenders of Ios</td><td>Lost</td><td> - - - - </td></tr>
<tr> <td rowspan="1" valign="top">Skorne</td><td>Rasheth1</td> <td>Disciples of Agony</td><td>Lost</td> <td><a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html">Report</a></td> </tr>
<tr> <td>Won-lost</td><td></td><td></td><td>11-11</td><td><br /></td> </tr>
</tbody></table>
<div style="text-align: justify;"><br /></div>
<h3>
Conclusion</h3>
<div style="text-align: justify;">I think the second iteration of the Winter Guard Kommand list under Vlad1 is done. I can't see what I would like to change. It has everything that makes sense in this context. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">As I have played the last list I have really learned what separates a good player from a mediocre (I'm clearly the latter). Many of the losses I have incurred were basically down to me making sloppy and annoying mistakes, like not toeing a zone or being preoccupied with killing stuff rather then actually winning the game. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Some of the games were lost basically before the first dice was rolled, just because it was a matchup that Vlad couldn't deal with. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Finally, some were also lost simply because the opponent were a better player. This is fair and there is only one way to deal with this. Be better yourself. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There are clearly some matchups it is really bad against. It struggles against multi-wound heavy infantry, as well as tough and healing units. Also, soul or corpse manipulating armies are bad news. It is so so against armies that do not enjoy the long game. Some it can deal with, some not (read Infernals). To deal with this it needs to be paired with something that can deal with one or more of these issues. This might be a well played <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Armored_Korps" target="_blank">Armored Corps</a> list (I have never managed to play one well) or perhaps <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Jaws_of_the_Wolf" target="_blank">Jaws of the Wolf</a> (under <a href="https://warmachineuniversity.com/mw/index.php/Zevanna_Agha,_the_Fate_Keeper_(Khador)" target="_blank">Old Witch2</a>?). Since this list is not a classic Stalingrad-style list, it might actually be paired with a <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter </a>list under Vlad2?</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Nevertheless, this Winter Guards and Vlad1 list is now solid, and I will happily return to going forward. </div>
<br />
<h2>
Winter Guard Kommand Going Forward</h2>
<div style="text-align: justify;">What can I say? I love Winter Guards. There is something about the stoic men and women of Khador valiantly battling all sorts of magical beasts and horrors. They do so without any fancy tricks of souls, corpses or magic mumbo jumbo. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The current list is, in my view as good as it gets and I don't think I will modify it any more. It will now just be a steady tool in the wonderful toolbox of Khador. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">There are, however many other ways to take a Winter Guard Kommand list. I have always wanted to try a 'jack heavy list where the Winter Guards are kept to a bare minimum. Perhaps <a href="https://warmachineuniversity.com/mw/index.php/Kommander_Zoktavir,_the_Butcher_Unleashed" target="_blank">Butcher3</a> with a lot of (clam) 'jacks and just enough Winter Guards to offer Sacrificial Pawn. That could deliver him for the assassination run he so craves. I have also been playing with the (crazy) idea of running <a href="https://greylordarchives.blogspot.com/2020/04/last-stand-of-vlad-and-his-valiant.html" target="_blank">Strakhov1</a> and, wait for it, two min units of <a href="https://warmachineuniversity.com/mw/index.php/Assault_Kommandos" target="_blank">Assault Kommandos</a> with all the trimmings. Strakhov offers a similar feat, and the Assault Kommands can deal with tough and healing units. Finally, Sorscha might be in play again. Her main problem is lack of 'jack speed. </div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Dear reader, if you have made it here, I'm impressed. All in all, Winter Guard Kommand is a fantastic theme and I think Vlad1 has found his home in it. If you haven't tried it, give it a spin. It is effective and a lot of fun to play.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">Until next time.</div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-4009668685408204472020-04-21T22:28:00.001+02:002020-04-21T22:49:23.920+02:00Last stand of Vlad and his valiant Winter Guards<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbQdp4BB_aUJxQaGkEDMPHThqQZEWldoz9YCCMDkqz1vJbSQMW17WXce0krF4jJwOfnuwKybYmszAncbj3KZ-Io4ad9JMS5wel4_Ry1EKPjm9Zf3941NAB7rAkLCjG8g1n4ib2TINZsXuj/s1600/IMGP0491.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1423" height="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbQdp4BB_aUJxQaGkEDMPHThqQZEWldoz9YCCMDkqz1vJbSQMW17WXce0krF4jJwOfnuwKybYmszAncbj3KZ-Io4ad9JMS5wel4_Ry1EKPjm9Zf3941NAB7rAkLCjG8g1n4ib2TINZsXuj/s200/IMGP0491.jpg" /></a></div>
<i style="text-align: justify;">Vlad is at his last stand. After leading the infamous Winter Guards for over a year, it is about time to allow him to rest. Going out with a bang is important. So, Vlad went to a five game tournament where he got to face Crucible Guards, Dwarfs, Skorne and Infernals. At the end of a busy day, it is not completely clear that he actually went out with a bang. He did, however commit 100% in every single battle and tried out all tricks that he could think of. Here are the adventures of Vlad's five game last stand.</i></div>
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<a name='more'></a><div style="text-align: justify;">
I have been playing Vlad1 and his infamous Winter Guards almost exclusively for a bit over a year. It has been fun. Yet, all good things come to an end. The crazy hermit have had weird visions (that are obvious not correct when it comes to Vlad) where Vlad does his last stand (see <a href="https://home.privateerpress.com/2020/03/06/henge-hold-scroll-summation-5/">here</a> for details). It only seems fitting that I also end my Winter Guard Command list with a bang. I took the list to a tournament, where Vlad was allowed to play against anything and everything.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD2CPulSo_8pX9Ei1ThufR45XA6YnWdvD7eZZOMXM_8oCuexyr-eOBdhJ3tceMOq61OD3jlrrbMSafMO0zhqPfkbloxxgWMbToFKl5jGZyTzq_QO_gfMFcvGDc1PEGHIcA6xHAOolAD8Cz/s1600/P4180003.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="633" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD2CPulSo_8pX9Ei1ThufR45XA6YnWdvD7eZZOMXM_8oCuexyr-eOBdhJ3tceMOq61OD3jlrrbMSafMO0zhqPfkbloxxgWMbToFKl5jGZyTzq_QO_gfMFcvGDc1PEGHIcA6xHAOolAD8Cz/s400/P4180003.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Vlad and his proud Winter Guards</td></tr>
</tbody></table>
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Vlad is again leading the normal list, which has been steady for the last year. For some of the original reasoning behind the list, see <a href="https://greylordarchives.blogspot.com/2019/07/winter-guard-kommand-under-vladimir.html">here</a>. Compared to the original list, the Mortar Crew has been exchanged for a Greylord Adjunct. The list is as follows:<br />
<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Greylord Adjunct [0(4)]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]<br />
<br />
The tournament is over five games. It was a team tournament where Vlad's two other team members played Cygnar and Minions. We ended up as number 10 out of 19 teams, so not too shabby. Vlad managed to face Crucible Guards twice, Dwarfs (Mercenaries), Infernals, and Skorne. I am not going to do detailed battle reports for each game; rather, a summary of each.</div>
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<h2>
Crucible Guards under Gearhart1 in Magnus Opus</h2>
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Crucible Guards is a returning issue. Vlad has faced them once before (see <a href="https://greylordarchives.blogspot.com/2019/08/vladimir-tzepesci-dark-prince-vlad1-vs.html">here</a> for battle report), which was also led by Gearhart. They two main obstacles tends to be the <a href="https://warmachineuniversity.com/mw/index.php/Crucible_Guard_Rocketmen">Rocketmen</a> and spray trains. Luckily, there are no spray trains here, only a <a href="https://warmachineuniversity.com/mw/index.php/Vulcan">Vulcan</a>. However, a Vulcan is considered lunch for the triple Marauder goodness. The Rocketmen are still an issue, they tend to be really annoying and quite difficult to hit. There are also Trancers here. They are ubiquitous in Crucible Guards lists nowadays. I think I tend to overestimate them. Finally, the <a href="https://warmachineuniversity.com/mw/index.php/Crucible_Guard_Infantry">Infantry</a> can be really Winter Guard hostile with their shooting. Yet, I'm not too worried. The list is as follows:<br />
<br />
[Theme] Magnum Opus<br />
<br />
[Gearhart 1] Marshal General Baldwin Gearhart [+27]<br />
- Retaliator [9]<br />
- Vulcan [35]<br />
- Aurum Ominus Alyce Marc [5]<br />
Crucible Guard Mechanik [0(2)]<br />
Crucible Guard Mechanik [0(2)]<br />
Crucible Guard Mechanik [0(2)]<br />
Thamarite Archon [8]<br />
Trancer [0(3)]<br />
Trancer [0(3)]<br />
Trancer [0(3)]<br />
Trancer [0(3)]<br />
Crucible Guard Infantry (max) [15]<br />
- Crucible Guard Infantry Officer & Standard [4]<br />
Crucible Guard Rocketmen (max) [15]<br />
- Crucible Guard Rocketman Captain [4]<br />
- Rocketman Gunner (1) [2]<br />
Dragon's Breath Rocket [5]</div>
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<div style="text-align: justify;">
We are playing the 2019 Steamroller King of the Hill scenario. Gearhart won the roll-off and decided to go first. Vlad pick the side with a linear obstacle. He really likes to stay behind those.<br />
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Gearhart deployed with all the shooting on the left flank (Archon, Dragon Breath and Infantty), the Rocketmen go the the right flank, and all the rest in the middle, with the Vulcan slightly to the right. Vlad deploys in the standard formation. The picture below shows the end of the deployment.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKMe5gtGjV0z-ro9nmqXhURW8ShoqcPhZn8gqzvvirXto4BgcYxEI8HrUOcfo4fiCxJL-RQ3ODghVw07GH3mf97PaZcQbRSsFnETn5ZOjhlXa2-pXDbOjTmaDdxeItE2oGdDbg89FY6i4A/s1600/IMG_0529.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1286" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKMe5gtGjV0z-ro9nmqXhURW8ShoqcPhZn8gqzvvirXto4BgcYxEI8HrUOcfo4fiCxJL-RQ3ODghVw07GH3mf97PaZcQbRSsFnETn5ZOjhlXa2-pXDbOjTmaDdxeItE2oGdDbg89FY6i4A/s640/IMG_0529.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Deployment</td></tr>
</tbody></table>
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The first round is like most other first rounds: everybody moves forward. Gearhart moves everything forward and spreads the infantry out a lot. Vlad does more or less the same thing, with the addition of the two carriages taking pot shots and the Archon, with no effect, and the Rocketmen, where it actually manages to take out two.<br />
<br />
The second round starts off with the guards doing some of their dirty tricks. The Retaliator sprays Black Humor on one of the Marauders, whilst the Vulcan puts rust on another Marauder. The Rocketmen pushes forward on the right flank and engage a Field Gun and a carriage. All in all, the guards are now in all zones and in a situation to score at all objects and the flag. Vlad needs to be creative to not start loosing on scenario. Creativity equals feat time! This early feat brings one Marauder into the face of the Vulcan and one far into the centre zone to contest both zone and flag. The last one is held back as a backup. The two carriages do what they do best. They move into the rectangular zones, clear out an Archon, an objective, and a few Rocketmen. Suddenly, Vlad is ahead on scenario.<br />
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Round three is a cleaning up round for Gearhart. He removes the two Marauders who went upfield - and the reserve! Vlad retaliates by keeping on killing Rocketmen and lopping grenades on the Vulcan. He also keeps on scoring and contesting.<br />
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The fourth round starts with the Vulcan removing the remains of one of the Gun Carriages, and thinning out in the Winter Guards. He also sacrifices troops to keep on contesting. But, he is slowly but steadily running out of steam (and clock). As a last attempt, a few Rocketmen attempts to assassinate Vlad. Clearly without success. Vlad takes advantages of these weaknesses and (finally) gets the Gun Carriage to remove the Vulcan, whilst the remaining contesting troops are killed. Vlad returns the clock to Gearhart, who then proceeds to clock himself. The picture below shows the end of the fourth round and the game.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaccMm_5eD7xNRBAbkOxe_Z-zvV4I07F5LEz31w82ywbSk6uKoDR1dQR-ZrNKjK4bLu00Qx1gTp7CVT0bGHOAGH076IamN5DzBZoGkqMuJ5b_Lz3RZ5aoxtz7rlYdO3faF4WCbNQEakjc0/s1600/IMG_0538.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="665" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaccMm_5eD7xNRBAbkOxe_Z-zvV4I07F5LEz31w82ywbSk6uKoDR1dQR-ZrNKjK4bLu00Qx1gTp7CVT0bGHOAGH076IamN5DzBZoGkqMuJ5b_Lz3RZ5aoxtz7rlYdO3faF4WCbNQEakjc0/s640/IMG_0538.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of game</td></tr>
</tbody></table>
<br />
Victory to the Motherland! We ended with 4 scenario points to Vlad and none to Gearhart. Vlad killed the equivalent of 87 points, whilst he had to hand over 54 points to Gearhart. All in all, a good result. There really isn't any big comments to be made. It is the perfect scenario for this list. Vlad behaved and no great mistakes were made.</div>
<br />
<h2>
Skorne under Rasheth1 in Disciples of Agony</h2>
<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9s2AHqRaCEMwrMJa15En99-VU51ib18k2v65ObIBDXOPtZX48zRLmt1h7Gh07WEYrHN09lbrFLGgGCJkgvN58-UkevD5ALu0qF8Kd9eFNKEm71XNUs30KJAcCK_Fxx9Gl9NAf7QM8SiwR/s1600/SmallLogo_SkorneWO.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9s2AHqRaCEMwrMJa15En99-VU51ib18k2v65ObIBDXOPtZX48zRLmt1h7Gh07WEYrHN09lbrFLGgGCJkgvN58-UkevD5ALu0qF8Kd9eFNKEm71XNUs30KJAcCK_Fxx9Gl9NAf7QM8SiwR/s200/SmallLogo_SkorneWO.png" width="100" /></a></div>
Surprisingly, Vlad is not too familiar with Skorne. I'm aware of the rumour of them being quite difficult. There are two of these <a href="https://warmachineuniversity.com/mw/index.php/Siege_Animantarax">Animantarax</a>; they are definitely "good value" for the points. Yet, they are huge bases, so the Marauders will be a natural threat to them. I have never faced <a href="https://warmachineuniversity.com/mw/index.php/Dominar_Rasheth">Rasheth</a> before. Besides having a natural affinity with well build men, I have no idea what he does (I did, however receive a good description by my very nice opponent). It seems to be a shooting and scenario list. With the two battle engines and the cyclops, along with the many solos, it could be an interesting battle. It also turns out that the opponent is pretty adept (this teams actually comes second in the whole tournament). Nevertheless, Vlad is ready to face the following list:<br />
<br />
[Theme] Disciples of Agony<br />
<br />
[Rasheth 1] Dominar Rasheth [+28]<br />
- Agonizer [0(6)]<br />
- Basilisk Krea [0(7)]<br />
- Cyclops Raider [9]<br />
- Cyclops Shaman [8]<br />
- Cyclops Shaman [8]<br />
Bog Trog Mist Speaker [4]<br />
Hermit of Henge Hold [5]<br />
Orin Midwinter, Rogue Inquisitor [5]<br />
Paingiver Bloodrunner Master Tormentor [0(4)]<br />
Paingiver Bloodrunner Master Tormentor [4]<br />
Paingiver Task Master [3]<br />
Void Archon [8]<br />
Farrow Valkyries [8]<br />
Paingiver Beast Handlers (min) [5]<br />
Siege Animantarax [17]<br />
Siege Animantarax [17]<br />
<br />
We are playing the 2019 Steamroller Spread the Net scenario. Vlad wins the rolloff and decides to go first. He deploys in the standard pattern, with two Marauders on the left flank. Rasheth deploys himself on the right flank with all the cyclops. The two battle engines go in the middle, and the rest on the left flank. The picture below depicts the end of the deployment phase.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0ythZStH_MRjjKRxPat6mj-h24VptxX8Cw_dUy-GeJ8DARRmN36VAnhCSOnretePE_0ztX7ejvBGbRwHn3Zf7PTDWiUM8YhmbpjGaJpH9g6Nth0Re1q-HgTucraoAi6SNqsjuxZ_NwY9-/s1600/IMG_0539.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1539" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0ythZStH_MRjjKRxPat6mj-h24VptxX8Cw_dUy-GeJ8DARRmN36VAnhCSOnretePE_0ztX7ejvBGbRwHn3Zf7PTDWiUM8YhmbpjGaJpH9g6Nth0Re1q-HgTucraoAi6SNqsjuxZ_NwY9-/s640/IMG_0539.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Deployment</td></tr>
</tbody></table>
<br />
The first round takes off with Vlad pushing forward, more or less as far as possible. That is pretty important in this scenario. This brings the left carriage up to the flag, and the other one into the zone. So far, so good. Rasheth shuffles his tropps around and manages to take down the Gun Carriage on the right flank.<br />
<br />
Second round means even more pushing forward. Rasheth and his army doesn't appear to want to fight. So, Vlad has to bring the fight to him. One Marauder is parked in the zone to the right to start scoring. The last Gun Carriage has to push forward into the Skorne zone on the right. Everybody else go forward, and an Artillery Kapitan on the left flag. Rasheth continues his "I haven't got a pair" approach with the two battle engines shuffling forward, shooting and then do a "Cygnar-advance". Unfortunately, this approach is efficient and cost Vlad his second carriage. The Void Archon moves forward to contest the rightmost zone and tie up the Marauder.<br />
<br />
The third round starts off with a scenario score of 1-1, Vlad needs to score, as it is unlikely that he will get rid of the two battle engines. The Void Archon is taken care of, and the Marauder moves forward to still score but also contest the flank on the right flank. The left most Marauder moves into the cloud and kills the solo standing there and puts a foot in the left zone. Finally, Vlad moves up behind the last Marauder to score the middle zone. This actually put Vlad at 4-1 in scenario score! Rasheth is feeling the scenario pressure. The two battle engines are finally moving forward. This kills the leftmost Marauder and the Kapitan at the flag. There is now a battle engine in the leftmost zone and two cyclops in the middle zone. All of the Winter Guards have also disappeared. Scenario is now at 5-3 in Vlad's favour.<br />
<br />
Fourth round is finally feat round. Not feating has actually kept everybody from getting too far forward. Defensive (not) use of Vlad's feat is not to be frown upon. Making three scenario points will win the battle for Vlad. This is doable, as the rightmost Marauder will score automatically, Joe can move to the flag of the left and score. So, cleaning up the middle zone will win the game. Vlad and a Marauder goes into action and kills everything but a Valkyrie, She is taken care of by the rightmost Field gun and Joe. The game should be secure. Herein lies the mistake. The leftmost Field Gun also wants to shoot at stuff and kills the last Valkyrie in the unit. The game is now lost. I completely forgot that a battle engine has a foot in the leftmost zone. So, instead of a scenario score of 8-3, it is 8-4!<br />
<br />
Fifth round kills Vlad. The picture below shows the end of the game. The red arrow depicts what the field gun did: it shot a Valkyrie. The green arrow depicts what it should have done: moved into the leftmost zone to contest.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNKexdr9uNX8h-jUA2vXL6ch8Bv0NhzTnk_k1VVSpIN8mNphhkArMuF09cvi5dhj5mNbBpAAcjPtsvDDMKWL4OHWMekCwP8z4qtdjlCiBuOLDOUjVrfGNM5tpfdyitJcsiCusvRSHA4va8/s1600/IMG_0546.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1111" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNKexdr9uNX8h-jUA2vXL6ch8Bv0NhzTnk_k1VVSpIN8mNphhkArMuF09cvi5dhj5mNbBpAAcjPtsvDDMKWL4OHWMekCwP8z4qtdjlCiBuOLDOUjVrfGNM5tpfdyitJcsiCusvRSHA4va8/s320/IMG_0546.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of game, due to greed!</td></tr>
</tbody></table>
<br />
This was going surprisingly well. Vlad was actually pretty much in control. Pushing hard forward and saving the feat gave him a really strong scenario pressure. He had actually won the game. But, the man behind the line got carried away and went into a killing spree instead of thinking. There is no excuse for this behaviour, and Vlad had words with him after the game. This was really annoying!<br />
<br />
Anyway, Rasheth should be happy that Privateer Press removed the guideline: "play like you got a pair". This game was much more a: "I can shuffle forward and shoot, and then run away and hide again". Apparently, not having a pair is a winning strategy, at least when it comes to killing the enemy. Vlad could probably have been even more aggressive to get Marauders to the battle engines. However, Vlad was in control until he was led down by the man behind the line.</div>
<br />
<h2>
Mercenaries under Ossrum1 in Hammer Strike</h2>
<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXJVZCYWcqJV8WQE3VHOZEyS5cIdEQ5QHDSms1Uv3o9MXD-AuX8UhKc4NiPMcO5XSQBE4KdHnzGuqHlfzmSWhXJ2Rcmd8DYFE25kHtMKIuyZHNmWJqJrkhB-a3KMfsKw1skRjzvDS4JuDf/s1600/SmallLogo_MercenariesWO.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXJVZCYWcqJV8WQE3VHOZEyS5cIdEQ5QHDSms1Uv3o9MXD-AuX8UhKc4NiPMcO5XSQBE4KdHnzGuqHlfzmSWhXJ2Rcmd8DYFE25kHtMKIuyZHNmWJqJrkhB-a3KMfsKw1skRjzvDS4JuDf/s200/SmallLogo_MercenariesWO.png" width="100" /></a></div>
Ossrum and all of his bunnies are often difficult. Vlad has not faced them before, but Irusk with his Winter Guards have (for battle report see <a href="https://greylordarchives.blogspot.com/2019/04/supreme-kommandant-irusk-irusk2-vs_13.html">here</a>). The spray bunnies are really Winter Guard hostile. The two <a href="https://warmachineuniversity.com/mw/index.php/Ghordson_Driller">Drillers</a> are surprisingly dangerous, given their low cost. The combination of <a href="https://warmachineuniversity.com/mw/index.php/General_Ossrum">Ossrum</a> and the <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Hammer_Strike">Hammer Strike</a> theme is deceptively mobile. The combination of Energizer, Bulldoze from the theme and the feat is dangerous. The benefit is that when they move as fast as they can, they are quickly within reach of Vlad's feat. The extra new feature, which I haven't seen before is the <a href="http://siege%20crawler/">Siege Crawler</a>. It seems to be pretty good. It is clearly food for Marauders. Vlad is ready and pretty confident facing Ossrum's list:</div>
<br />
<div style="text-align: justify;">
[Theme] Hammer Strike<br />
<br />
[Ossrum 1] General Ossrum [+28]<br />
- Ghordson Driller [10]<br />
- Ghordson Driller [10]<br />
- Grundback Blaster [6]<br />
- Grundback Blaster [6]<br />
- Grundback Blaster [6]<br />
- Grundback Gunner [6]<br />
- Grundback Gunner [6]<br />
Harlowe Holdemhigh [0(5)]<br />
Thor Steinhammer [4]<br />
- Ghordson Avalancher [15]<br />
Horgenhold Artillery Corps [0(6)]<br />
Horgenhold Artillery Corps [0(6)]<br />
Horgenhold Forge Guard (max) [16]<br />
Hammerfall Siege Crawler [18]<br />
<br />
We are playing the 2019 Steamroller Invasion scenario. Ossrum wins the rolloff and opts to go first. Vlad chooses the side with a trench to stand in. Ossrum deploys many 'jacks on the left flank, along with Thor and his Avalancher. The Siege Crawler goes on the right flank along with the infantry. Everything else goes in the middle. Vlad deploys in standard formation, with two Marauders on the right to counter the Siege Crawler. The picture below shows the end of deployment.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglJV9J4yrX_XEO5HB91AOD6bay_4Fg-GSqlGrda4s9VO_KjoD25Zgt0Kp_3EbjDLx40kN1OexgbH25Zvcv5PXP8WXJbdkYDcu8JbbsZNKgFFp7Bjk8fsM_KrVibPe7sxP-aoEc6MwBiGZa/s1600/IMG_0548.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1460" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglJV9J4yrX_XEO5HB91AOD6bay_4Fg-GSqlGrda4s9VO_KjoD25Zgt0Kp_3EbjDLx40kN1OexgbH25Zvcv5PXP8WXJbdkYDcu8JbbsZNKgFFp7Bjk8fsM_KrVibPe7sxP-aoEc6MwBiGZa/s640/IMG_0548.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Deployment</td></tr>
</tbody></table>
<br />
The first round is like most first rounds. Ossrum and his motley crew rush forward, keeping the artillery a bit behind. Vlad does more or less the same. However, the two carriages pull out on the flanks to avoid the extreme charge range of Ossrum's 'jacks. The Rifle Corps on the left stay behind, whilst the rightmost spread out to avoid blast. Vlad goes into his trench.<br />
<br />
Ossrum feats at the beginning of the second round and hurl his army forward. A Field Gun and half of the rightmost Rifle Corps disappear to a combination of bunnies and Siege Crawler. Personally, I thought it might have been a bit early to feat. But, on the other hand it puts pressure on Vlad. Vlad counter feats. On the left side, there is a knockdown galore. The combination of the last Field Gun, the Gun Carriage and Marauders remove some of the 'jacks and knockdown a lot, leaving easy targets for the Winter Guards. The right flank is more difficult. Forge Guards under feat is really really difficult to get rid off. So, the Rifle Corps and the Gun Carriage can only try to contain the flank.<br />
<br />
The third round begins with Ossrum cleaning up the right flank. The combination of a Siege Crawler and a unit of Forge guards is surprisingly dangerous. On the left flank, nothing happens as Ossrum's 'jacks hit the Khador wall of steel. One of the Drillers breaks through and kills the objective. This is an interesting battle. The battle field has kind of flipped 90 degrees. Vlad moves his army around the left flank. The Gun Carriage moves forward and shoots at Ossrum, who is in the middle of the centre zone, behind the forest. Two of the Marauders clear 'jacks away. The Rifle Corps move into the zone to score. Vlad moves towards the zone, there is a Driller nearby. The last Marauder makes it through the forest and starts hitting Ossum. Unfortunately, it runs out of focus before Ossrum runs out of boxes (he has two left).<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBqYS2_di4ChHqDbvJ9YS-pgsQE-VQ5xEC9GHSj_iY5YJId9QEIw386c0ahtCYRHBgg9azR2Ab2UU1s-7GMVXqKmsNYDZ4YqYTPFc5RFdLb_fBX6O9YDjTb7-UyPtDWDkOUaIddGjgOclF/s1600/IMG_0556.jpeg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1049" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBqYS2_di4ChHqDbvJ9YS-pgsQE-VQ5xEC9GHSj_iY5YJId9QEIw386c0ahtCYRHBgg9azR2Ab2UU1s-7GMVXqKmsNYDZ4YqYTPFc5RFdLb_fBX6O9YDjTb7-UyPtDWDkOUaIddGjgOclF/s200/IMG_0556.jpeg" width="125" /></a></div>
Ossum is for all practical reasons dead. There is a completely factory new Marauder in his face. The circle in the picture below shows Ossrum's nightmare. He needs a Hail Mary in the fourth round. After much deliberation, Ossrum has a plan. He allocates focus to the Driller on Vlad's part of the battle field. He casts Energizer (see arrow on the picture below). The Driller moves forward close to Vlad. It is touch and go if the Driller can get away with it here. He rolls to hit with the Drill - and rolls double six (see picture to the right). Game over. The Drill has Sustained Attack. Much jubilation and taunting is now going on behind Ossrum's lines.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaOtb2x0_1xV6t7v2vvRPqOo9-2kJJJithHSDitY3KHKoWF9mAUmywwo2z0CyIX1dOd3Q9MkvGgVbc12YwHbXebaRSxnAThq7eB2aNzGDWoZxpcifEyZ5PDtfMWcMJWlmbleJT9056Aurw/s1600/IMG_0555.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaOtb2x0_1xV6t7v2vvRPqOo9-2kJJJithHSDitY3KHKoWF9mAUmywwo2z0CyIX1dOd3Q9MkvGgVbc12YwHbXebaRSxnAThq7eB2aNzGDWoZxpcifEyZ5PDtfMWcMJWlmbleJT9056Aurw/s400/IMG_0555.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hail Mary saves the day!</td></tr>
</tbody></table>
<br />
I many ways, this was touch and go. If Ossrum hadn't pull out a bunny (actually a Driller) of his hat, he would have been dead the following round. Vlad could probably have protected himself better by filling up with troops between himself and the Driller. </div>
<br />
<h2>
Infernals under Zaateroth1 in Dark Legacy</h2>
<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpkAaZfCguYVgskiR-lfD5-ctp0IdCQ3R-ZXr9TlIeny1Wx519vg6QKGlvUWksZ2SRTlyxSOFywdbZNxOpmIg3JhNU8CcgP7rdGIUwVWW8C8Q_sX3qydEcK26lyPt9DuKxY3UKYL3K1xZP/s1600/SmallLogo_Infernals.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpkAaZfCguYVgskiR-lfD5-ctp0IdCQ3R-ZXr9TlIeny1Wx519vg6QKGlvUWksZ2SRTlyxSOFywdbZNxOpmIg3JhNU8CcgP7rdGIUwVWW8C8Q_sX3qydEcK26lyPt9DuKxY3UKYL3K1xZP/s200/SmallLogo_Infernals.png" /></a></div>
I don't really enjoy Infernals. I have played them a couple of times, and they are just too much a "got you" faction. Their weird mechanics and the option to keep on bringing Horrors onto the table doesn't really work well for the game, and give a negative play experience. I would assume that this would also hold for the one playing Infernals, but the faction seems to attract a certain type of players. I could be tempted to just fold and ignore them, as I find Infernal games really boring. However, it is Vlad's last stand. So, he charges onto the table hell bent on going down in flames. He is eagerly awaiting to face the following list (while the man behind the line rather would be in the bar):<br />
<br /></div>
<div style="text-align: justify;">
[Theme] Dark Legacy<br />
<br />
[Zaateroth 1] Zaateroth, The Weaver of Shadows [+26]<br />
- Foreboder [4]<br />
- Soul Stalker [13]<br />
- Tormentor [12]<br />
- Tormentor [12]<br />
- Lord Roget d'Vyaros [4]<br />
Eilish Garrity, the Occultist [5]<br />
Great Princess Regna Gravnoy [0(6)]<br />
Hermit of Henge Hold [5]<br />
The Wretch [4]<br />
The Wretch [4]<br />
Umbral Guardian [0(6)]<br />
Umbral Guardian [0(6)]<br />
Cultist Band (max) [7]<br />
- Master Preceptor Orin Midwinter [4]<br />
Cultist Band (max) [7]<br />
Griever Swarm (min) [8]<br />
Infernal Gate [12]</div>
<br />
<div style="text-align: justify;">
We are playing the 2019 Steamroller Anarchy scenario. Vlad wins the rolloff and thinks if there is to be a chance in hell, he has to go first. He deploys in the standard pattern. The Infernals put some stuff on the table. To be fair, it was a very lovely painted army. The picture below shoes the end of deployment.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZv473tvS7dqDd1X3nCIUjd49JsxmdAVKEOJRjZE10_HNhOXfbS5LOP45lKwfeKgFd6SLD-ikO1vpPv2uELDc6KAlOD0B2w_JTvnphNBRIi5krRLUS0LFzIdWWBoPigw_4w3BLEVOut1Tg/s1600/IMG_0557.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1261" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZv473tvS7dqDd1X3nCIUjd49JsxmdAVKEOJRjZE10_HNhOXfbS5LOP45lKwfeKgFd6SLD-ikO1vpPv2uELDc6KAlOD0B2w_JTvnphNBRIi5krRLUS0LFzIdWWBoPigw_4w3BLEVOut1Tg/s640/IMG_0557.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Deployment</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
First round: Vlad charges ahead. Infernals moves forward.<br />
<br />
Second round: The Gun Carriage on the left flank digs deep into the Infernals. Everybody else really wanted to shoot. But clearly there is some Infernal trick against that. The infernals do infernal stuff and kill most of Vlad's army. Anybody arguing that the heavy horrors are balanced because they are squishy can only be an infernal player.<br />
<br />
Third round: Vlad charges a Soul Stalker to go down in flames. He surprisingly misses and it moves away. So much for a heroic final stand. Infernals kill Vlad. See picture below.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNGlgmyZ-XGVN2GxnPIzSwtR-ISN-9eAxVSNsgVxGwHElaC4FLXsg4jKMbovagaKmaZfWKjbZDXjYNScNB8vE69udI3FUbAPirEn4Ldol9LCxJ0kSYSBAcoFHmjvkZEXKb-KAYCqFOq7Qu/s1600/IMG_0561.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1059" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNGlgmyZ-XGVN2GxnPIzSwtR-ISN-9eAxVSNsgVxGwHElaC4FLXsg4jKMbovagaKmaZfWKjbZDXjYNScNB8vE69udI3FUbAPirEn4Ldol9LCxJ0kSYSBAcoFHmjvkZEXKb-KAYCqFOq7Qu/s640/IMG_0561.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of game</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
What can I say? To be fair, it is clear that playing this Vlad WGK list into Infernals is obviously not a good idea by any measurement. But, Vlad is on a mission. Yet, I find Infernals really really boring. One could argue that the mechanics is new and fun. You can summon horrors at a cost, there is a gamble to be made. One would clearly be wrong. I'm getting a GW 40k feeling when thinking about them... </div>
<br />
<h2>
Crucible Guards under Gearhart1 in Magnus Opus</h2>
<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaeegKqf54fC6jSUA0ZckL_p5J3TKE-Q2N65uaKI7uurM8-v7RDxG_SDO7FUhFVgz4uAhIgxsT7Rx9Xr1EyF0dEFAEd2Dy2rpOvwhwWfHPKlBxhsOe7uPlo5TiY12vOnSNXA78UPHRyN31/s1600/SmallLogo_Crucible.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaeegKqf54fC6jSUA0ZckL_p5J3TKE-Q2N65uaKI7uurM8-v7RDxG_SDO7FUhFVgz4uAhIgxsT7Rx9Xr1EyF0dEFAEd2Dy2rpOvwhwWfHPKlBxhsOe7uPlo5TiY12vOnSNXA78UPHRyN31/s200/SmallLogo_Crucible.png" /></a></div>
Wait a minute, haven't I seen this army before? It is identical to the one I faced in the first game. This is the last game of the day. So, there is some beauty in the symmetry. It is, however a different player piloting the army this time. Vlad beat the guards in the first game. So, there should be a reasonable chance in this game. Unfortunately, I suspect that this player is better than the first one I faced. Vlad is ready to face (again) the following list:<br />
<br />
[Theme] Magnum Opus<br />
<br />
[Gearhart 1] Marshal General Baldwin Gearhart [+27]<br />
- Retaliator [9]<br />
- Vulcan [35]<br />
- Aurum Ominus Alyce Marc [5]<br />
Crucible Guard Mechanik [0(2)]<br />
Crucible Guard Mechanik [0(2)]<br />
Crucible Guard Mechanik [0(2)]<br />
Thamarite Archon [8]<br />
Trancer [0(3)]<br />
Trancer [0(3)]<br />
Trancer [0(3)]<br />
Trancer [0(3)]<br />
Crucible Guard Infantry (max) [15]<br />
- Crucible Guard Infantry Officer & Standard [4]<br />
Crucible Guard Rocketmen (max) [15]<br />
- Crucible Guard Rocketman Captain [4]<br />
- Rocketman Gunner (1) [2]<br />
Dragon's Breath Rocket [5]</div>
<br />
<div style="text-align: justify;">
We are playing the 2019 Steamroller Recon II scenario. Gearhart wins the rolloff and decides to go first. Vlad picks the side with the lovely wall to lean on. Gearhart deploys with the Vulcan in the middle, the Rocketmen on the right flank, and the infantry on the left. The Archon also goes on the left, whilst everything else go in the middle. Vlad just deploys in standard formation. The picture below shows the end of deployment.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwxhTDvHHcmPSScnZ6g62wcah-0uO03heP8VRPetCtGCdw0vb7Jp-J1azFjXqDPTA2ExF4bdooW1x1_8x4lqgiR6c6m2DK0ZzQ8pEUPen6tj_r8JbA7kM-0i37KwpOFs-JOjVywCtrPb1x/s1600/IMG_0565.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1491" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwxhTDvHHcmPSScnZ6g62wcah-0uO03heP8VRPetCtGCdw0vb7Jp-J1azFjXqDPTA2ExF4bdooW1x1_8x4lqgiR6c6m2DK0ZzQ8pEUPen6tj_r8JbA7kM-0i37KwpOFs-JOjVywCtrPb1x/s640/IMG_0565.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Deployment</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
The first round is very much like most other first rounds. Gearhart advances everything. Vlad counters by doing the same. The two Gun Carriages advance and toe each of their zones. They also take pot shots. With no effect, except a few difficult terrain.<br />
<br />
Round two starts off with the Vulcan, Infantry and Retaliator removing the Gun Carriage on the right flank. The Archon advances on the left flank and kills a few too many Rifle Corps. Gearhart also uses his Vitriloic Ingression Catapult on the Gun Carriage, so it can't advance (actually he keeps on doing this for the whole game). Vlad pays back by having the Gun Carriage and Rifle Corps on the left flank kill the Archon back. On the right flank a Marauder, in combination with the Rifle Corps and Field Gun take out the Retaliator. The other Marauders move forward to bring them within charge range (under feat) of the Vulcan. Each player score a flag.<br />
<br />
The third round sees the Infantry clear out most of the Rifle Corps on the right flank. The Vulcan moves forward and finish off a Marauder. On the right flank, the Rocketmen fly forward and remove the last of the Rifle Corps. Vlad is slightly annoyed by the progress, or rather lack of. He fills up the Marauders, but keeps his feat. The remaining shooting on the right flank and a Marauder kills the Vulcan. The last Marauder charges forward and puts itself with in easy charge range of Gearhart himself - and Vlad's feat is still unused. So, Gearhart is in serious trouble. The Adjunct sprays some infantry of the board, and Joe moves to score. On the left flank the carriage and a Kapitan kill half the Rocketmen. They are quite difficult to get rid of. Scenario score is now 4-2 in Gearhart favour.<br />
<br />
Fourth round. Gearhart needs to be creative or have a date with a fully loaded Marauder under feat. Unfortunately, he does. He moves the Rocketmen to contest Joe's flag. Some solo to score his flag whilst contesting the zone, and Gearhart moves into the right zone... and here we go, a scenario score of 7-2. The picture below shows the terrible situation.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirnWj5KCe3Zs-kSKRt-GdKIU2aIMznfayg59JI4juIqUveYY4qoeJ1SZFMOH1bXvBiwSC221vSoCB0QtTlMuUSZRwFb8r5ORsOz3P9DlCoeHgaOzRlZKUOcy0YiRjtPwOOJJqRMcAdxmfo/s1600/IMG_0572.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1175" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirnWj5KCe3Zs-kSKRt-GdKIU2aIMznfayg59JI4juIqUveYY4qoeJ1SZFMOH1bXvBiwSC221vSoCB0QtTlMuUSZRwFb8r5ORsOz3P9DlCoeHgaOzRlZKUOcy0YiRjtPwOOJJqRMcAdxmfo/s320/IMG_0572.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of game</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
This was going pretty well. I really managed to snatch defeat from the jaws of victory! It is the details that makes you loose. If I had been thinking I would have placed the Marauder a fraction of an inch to the right with a toe in the zone (see top circle in the picture above). But, I (once again) got greedy and wanted to kill two Mechaniks instead of just one. Also, why would Joe stand next to a flag, and not have a foot in the zone? That was just sloppy. So, if I haven't be greedy and watching positioning, and I would have won.</div>
<br />
<h2>
The End</h2>
<div style="text-align: justify;">
It was a fantastic tournament. I really like team-tournament. Nice opponents and team.<br />
<br />
I went 1-4 in this tournament. It should probably have been 3-2 or even 4-1. It turns out that I need to concentrate more. The first game was fine. Not any huge mistakes. In the second game, against Skorne I got carried away when I though I had won. The third game agains Mercenaries, was 50/50. I could probably have won if I had been more cleaver in my last turn. Infernals was lost before I began. Finally, the last game was again an example of greed.<br />
<br />
So, in sum: 1) Don't be greedy; 2) Think positioning; 3) Watch scenario.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiom92_J9L0Y0aPn9kmFU2Cl7l8FYLNpYy74T934sSKT0EGXDPf1pzoNk8edNzipGThB6Y9m-LSxOcWw0rfQbmzM6voI8NKmBToXYgA-l140HLM9IOpCgvzC0l6P_EYGvb0NmSxZ8eA6cyp/s1600/P4180002.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="439" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiom92_J9L0Y0aPn9kmFU2Cl7l8FYLNpYy74T934sSKT0EGXDPf1pzoNk8edNzipGThB6Y9m-LSxOcWw0rfQbmzM6voI8NKmBToXYgA-l140HLM9IOpCgvzC0l6P_EYGvb0NmSxZ8eA6cyp/s400/P4180002.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Wave goodbye Vlad</td></tr>
</tbody></table>
<br />
This was the end of Vlad and his fantastic Winter Guard Kommand. He almost went out with style. I really enjoy playing this list. It has almost everything it needs. It clearly needs a good second list for tournaments, but I can handle a surprisingly large array of opponents.<br />
<br />
I will write-up my experiences with Winter Guard Kommand over a year and a half shortly. Until then:<br />
<br />
For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-9619541725271057792020-02-28T22:03:00.003+01:002020-02-28T22:03:52.464+01:00Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Vladimir Tzepesci, the Dark Prince (Vlad1) <div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4I42G7mQ88uz13tfHEU4bO8DPkVhD9VfrnIO-RlkUNpsRplfDT8PykugMxUD1F9mPNR0d7u2LeKW-CaRcNC7kbG08s9BvhZzvDzc3RFt35NUBlhVHeb7Qrze0nICbniFv7nYglah32766/s1600/Khador-beats-Khador.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4I42G7mQ88uz13tfHEU4bO8DPkVhD9VfrnIO-RlkUNpsRplfDT8PykugMxUD1F9mPNR0d7u2LeKW-CaRcNC7kbG08s9BvhZzvDzc3RFt35NUBlhVHeb7Qrze0nICbniFv7nYglah32766/s1600/Khador-beats-Khador.png" /></a></div>
<i>This is strange Vlad is facing Vlad. The confusion is complete. The only thing I am sure of is that Vlad is going to win. So, Vlad the Imposter is challenging the True Vlad. imposer is bringing Jaws of the Wolfs against True Vlad's famous Winter Guards. The battle proceeds as expected. Vlad is more or less in control, until he does what he sometimes do when he is bored. He wanders too far forward. He ends up inside Behemoth's threat range... Imposter is victorious. </i></div>
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<a name='more'></a><div style="text-align: justify;">
Vlad is threatening Vlad. This should be a battle where there shouldn't be any unknowns. It is my first time in a proper mirror-match. Even though it is not a complete mirror-match. Imposter-Vlad is brining Jaws of the Wolf against the tried and true Winter Guards. The WGK-list is the usual one. This time with a Mortar instead of the Adjunct. Imposter-Vlad's and True-Vlad's lists are as follow:<br />
<br />
<table border="0"><tbody>
<tr><td valign="top">Khador<br />
[Theme] Jaws of the Wolf<br />
<br />
[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]<br />
- Behemoth [25]<br />
- Berserker [8]<br />
- Berserker [8]<br />
- Berserker [8]<br />
- Berserker [8]<br />
- Marauder [11]<br />
- Greylord Adjunct [0(4)]<br />
Eiryss, Mage Hunter of Ios [7]<br />
Greylord Forge Seer [4]<br />
Greylord Forge Seer [4]<br />
Kovnik Apprentice Kratikoff [4]<br />
- Berserker [8]<br />
Kayazy Eliminators [0(5)]<br />
Kayazy Eliminators [0(5)]<br />
Widowmaker Scouts [8]</td><td valign="top">Khador<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1]<br />
Vladimir Tzepesci, the Dark Prince [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</td></tr>
</tbody></table>
<div style="text-align: start;">
<br /></div>
</div>
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
There shouldn't be any reason to go through <a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_the_Dark_Prince" target="_blank">Vlad1</a> and his abilities. It is only worth noticing that he is über-cool and has pretty flamboyant shoulder pads. He runs <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Jaws_of_the_Wolf" target="_blank">Jaws of the Wolf</a>, which gives all 'jacks Pathfinder and allows him to put a 5" forest on the board. Vlad brings six 'jacks in his battlegroup: Behemoth, four Berserkers and one Marauder. The <a href="https://warmachineuniversity.com/mw/index.php/Berserker" target="_blank">Berserkers</a> are the cheapest choice in our arsenal at a mere eight points. This gives two P+S 16 attacks at a slightly worse frame than the standard Juggernaut frame. Only ARM 18 and 27 boxes. It also has Berserk (surprise), which forces it to make another attack if it kills something. Unfortunately, being very old 'jacks they run the risk of exploding. If it spends more than one point of focus it can explode (resulting in a AOE 3" POW 14 blast. The <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauder</a> is also well know. It slams stuff and is pretty dangerous to the Gun Carriages due to Siege Weapon (giving an extra die against huge-bases). The new kid on the block (at least for me) is Behemoth. Finally, the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Adjunct</a> is also there, which in this matchup doesn't really matter.<br />
<br />
<a href="https://warmachineuniversity.com/mw/index.php/Behemoth" target="_blank">Behemoth</a> is a monster. Despite being extremely expensive (25 points, almost colossal price) it is not more robust than a standard Khador 'jack, having the standard ARM 20 and 36 boxes. It has two cannons at Range 14", P+S 14 and 4" AOE. To augment these it has a sub-cortex, which for 1 focus can boost to hit and damage. Also blast, which is bad news for the Winter Guards. In addition, it has two fists of P+S 12. However, it has Armor Piercing. So, it does die +2 against a standard Khador 'jack. This is an average of 11 points of damage for each fist under Vlad's S&P. Thus, when charging it only needs to buy one attack to kill a Khador 'jack! All in all, it is wise to keep Winter Guards out of shooting range and other stuff out of charging range; which can be difficult with Vlad's feat and Boundless Charge.<br />
<br />
Imposter-Vlad has also brought his Imposter-girlfriend. She is there dragging another Beserker along. <a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Apprentice_Kratikoff" target="_blank">Sorscha0</a> is our very good Junior Warcaster, or as she is colloquial known "Boundless Charge on a stick". In this list, this is why she is here. The distance a 'jack can travel using combination of Vlad's feat and Boundless Charge should be a well known problem (or opportunity depending on which end you are seeing it from).<br />
<br />
The units are two units of Eliminators, who are free in this theme; and a unit of Widowmakers. The <a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Eliminators" target="_blank">Eliminators</a> are among the best mercenaries around. The are fast (SPD 7, Acrobatics, Parry and Side Step), hard to hit (DEF 15, Stealth and Duelist) and deadly to Winter Guards in melee (Two attacks, POW 9 (or 13 Combo Strike), Anatomical Precision and Gang. Kind of along the same line is the unit of <a href="https://warmachineuniversity.com/mw/index.php/Widowmaker_Scouts" target="_blank">Widowmakers</a>. They are our nimble, precise and Advance Deployment hunters. RAT 7, Marksman and Sniper is a very nice combination.<br />
<br />
There are also two <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Forge_Seer">Greylord Forge Seers</a>. They are probably mostly here to give focus, removing some of the focus strain from Vlad. They can also drop a cloud when required.<br />
<br />
Finally, <a href="https://warmachineuniversity.com/mw/index.php/Eiryss,_Mage_Hunter_of_Ios">Eiryss1</a> is also here. Personally, I think she is the most annoying version. Most importantly, she can Disrupt 'jacks from very far away (19" on a good day). If there is nothing to Disrupt she can easily kill infantry, either by doing 3 points of damage or ignoring LOS, Concealment and Cover.<br />
<br />
So, all in all this should be doable. Despite the many 'jacks and Imposter-Vlad's bag of trick. The real issue is the enormous threat range of Imposter-Vlad's 'jacks.<br />
<br />
<h2>
Deployment</h2>
</div>
<div style="text-align: justify;">
We are playing the 2019 Steamroller Spread the Net. True-Vlad wins the roll-off and decides to go first. Imposter-Vlad picks the side with the lovely wall in the middle.<br />
<br />
True-Vlad deploys in, more or less the standard manner. A Gun Carriage goes on each flank, ready to drive into the rectangular zones where they can score. True-Vlad goes in the middle with his trusted Winter Guards on both sides. As a new feature the 'jacks go in the back where they can be screened by the valiant Winter Guards.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6J9X-jyho5rMsySfUdgWCLdhyzwoHGCdhmsfMeDVgHBGS0CGWuVHc7msgCZVpg-MGqFmy34ZbDd9NvVcPPZ98ydZw27l4tuMnkx9i0uxMYifCjfkJP97xgl4FTf3fPLgQhM6pGopt0479/s1600/P9150022.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1100" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6J9X-jyho5rMsySfUdgWCLdhyzwoHGCdhmsfMeDVgHBGS0CGWuVHc7msgCZVpg-MGqFmy34ZbDd9NvVcPPZ98ydZw27l4tuMnkx9i0uxMYifCjfkJP97xgl4FTf3fPLgQhM6pGopt0479/s640/P9150022.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Imposter-Vlad deploys all of his 'jacks as an iron curtain around the middle. The Greylords go in the back. Himself and Imposter-girlfriend go in between the 'jacks. Everybody who can Advance Deploys do so, with the Widowmakers going into the forest Imposter-Vlad brought. The picture above shows the end of deployment.<br />
<br />
It is worth noticing that the Berserkers are in disguise. Two are dressed as Juggernauts, one pretends to be a Decimator (the one belonging to Imposter-girlfriend), another one appears as a Destroyer. The only one that actually looks a bit like a Berserker is only the top part of a Berserker.<br />
<br /></div>
<h2>
Round 1</h2>
<div style="text-align: justify;">
Red ones go faster. True-Vlad must forward in a hurry to put pressure on the scenario. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNQMjaberaq2mTbLsgv6mbFxLEiOh0MxuGTt0mEmNTcoXjeI-ouS6LmWop2ucRBjtn21a5gJKy7__X6SF9dfO7hd-pfsSYhcA6gUzP-9Rsd19Uv8hyRx7hdtDmL1UJ4hxTdZ5Utdy5z8DE/s1600/P9150023.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1105" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNQMjaberaq2mTbLsgv6mbFxLEiOh0MxuGTt0mEmNTcoXjeI-ouS6LmWop2ucRBjtn21a5gJKy7__X6SF9dfO7hd-pfsSYhcA6gUzP-9Rsd19Uv8hyRx7hdtDmL1UJ4hxTdZ5Utdy5z8DE/s640/P9150023.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
There is only one direction and that is forward. Despite Imposter-Vlad the opposing army is slow. Everybody runs. On the left flank, the Winter Guards spread out to avoid too much death by Behemoth. This is not as important on the right flank as the forest in the middle blocks Behemoth's line of sight. Vlad walks forward and puts up Wind Wall. The rest are details. The picture above depicts the battle field after the dust from True-Vlad's first turn has settled. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlYO6wH-UJFW-bWo5vF1WAct1STX395oN4cM7HZTXBZBilTlzDsDs9hKZl4WWe5uGp5Zukfj488gwyV7MpXnhr8_96-0E9Du_R_BvHHlXetr6sHUml1sjGv6KADTAitv8UJCJe2q-HZSt8/s1600/P9150024.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1117" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlYO6wH-UJFW-bWo5vF1WAct1STX395oN4cM7HZTXBZBilTlzDsDs9hKZl4WWe5uGp5Zukfj488gwyV7MpXnhr8_96-0E9Du_R_BvHHlXetr6sHUml1sjGv6KADTAitv8UJCJe2q-HZSt8/s640/P9150024.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Imposter-Vlad starts by not allocation, neither does Imposter-girlfriend. All the 'jacks move forward. On the interesting side, the Widowmakers move forward and take out four Winter Guards on the left flank. One of the Eliminators runs and engages the Gun Carriage, whilst the other one runs to the egde of the battle field. On the right flank, the Eliminators also run and one of them puts a toe into the zone. Eiryss runs to the rightmost flag. The picture above shows the end of Imposter-Vlad's first turn.</div>
<br />
<h2>
Round 2</h2>
<div style="text-align: justify;">
I think we are close enough for Imposter-Vlad to be hit by the first wave. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJhBjWhyphenhyphen5ILTOHQvadgUyqpJYPNMS-U03wwf-zYTyi92lCiYeJWWViFqGMR6L6F3rX9gc0pK-BMHxpZd-IqFeo5i0sHexeasHEAgo2Xm-XlUnwbnN-oC15b4N03_028U7ZYeN3oeiTfj9N/s1600/P9150025.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="918" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJhBjWhyphenhyphen5ILTOHQvadgUyqpJYPNMS-U03wwf-zYTyi92lCiYeJWWViFqGMR6L6F3rX9gc0pK-BMHxpZd-IqFeo5i0sHexeasHEAgo2Xm-XlUnwbnN-oC15b4N03_028U7ZYeN3oeiTfj9N/s640/P9150025.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<div style="text-align: justify;">
<br />
True-Vlad moves into the rubble in front of him, and casts S&P and Wind Wall. The Gun Carriage on the left flank takes a free strike form the Eliminator for charging the Widowmakers. This, obviously has no effect on it. Two Widowmakers are killed and the Gun Carriage repositions into contact with the 'jack on the left flank to avoid being charged.<br />
<br />
Joe moves forward a tells a tale of the Courage of the Forefathers to the middle Rifle Corps, who then courageously move forward and kill another Widowmaker. The leftmost Rifle Corps only move a bit forward and the throws rockets at more Widowmakers., one goes down.<br />
<br />
On the right flank the Gun Carriage moves forward and pounds the 'jack in front of it. The 'jack takes a bit of damage. Everybody else just moves forward. The picture above depicts the end of True-Vlad's turn.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEii_g0JTqYxgcwu0vmxJ_DWv7k5pvxhZ_ERnhdQc_qt00M-kq2AZ7IYzUmAExv2XeStTe-_ehyU5dJUAJ0ULHqDIrF2CVGIL4_ip69DsG45CRqZGjMSYMERhzHUo_4qb0aPo67cjjr6HdTk/s1600/P9150026.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="969" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEii_g0JTqYxgcwu0vmxJ_DWv7k5pvxhZ_ERnhdQc_qt00M-kq2AZ7IYzUmAExv2XeStTe-_ehyU5dJUAJ0ULHqDIrF2CVGIL4_ip69DsG45CRqZGjMSYMERhzHUo_4qb0aPo67cjjr6HdTk/s640/P9150026.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Imposter-Vlad does what Vlad normally does best. He stays behind the wall. S&P and Wind Wall goes up. Not surprisingly, the Marauder, with a bit of help from the Forge Seer easily removes the Gun Carriage in the right flank. Imposter-Vlad has less luck on the left flank, the Gun Carriage stays alive. Both Eliminator units receive a Press Forward. On the right they just run, on the left one of the charges and kills a grunt from the Field Gun. This actually results in Imposter-Vlad scoring two point: one for the rightmost zone and one for the rightmost flag. This leaves the scenario score at 2-0 in Imposter-Vlad's favour. The picture above shows the end of round two.</div>
<br />
<h2>
Round 3</h2>
<div style="text-align: justify;">
This is not going quite as well as I hoped for. The loss of the rightmost Gun Carriage was a miscalculation. I had hoped it would have survived. So Plan B. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPUZXNsbjWt2L9qgIVOKx1DdNUprgcBfEd0oaOVwXoY6DcUlXpfDj5k03J8wVeaIlTiMiB9qMrzDnO5vaZJTmoPyhfYIFYqh1ZGwCJBou25kJh3qZ1ex2SYMnHNI1IqgoG4p65r-K5wR4o/s1600/P9150027.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="895" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPUZXNsbjWt2L9qgIVOKx1DdNUprgcBfEd0oaOVwXoY6DcUlXpfDj5k03J8wVeaIlTiMiB9qMrzDnO5vaZJTmoPyhfYIFYqh1ZGwCJBou25kJh3qZ1ex2SYMnHNI1IqgoG4p65r-K5wR4o/s640/P9150027.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
True-Vlad moves forward to ensure that everybody will be inside the S&P aura. He then feast, casts S&P and Boundless Charge on the rightmost Marauder.<br />
<br />
On the left flank, the Gun Carriage slams the Berserker back into the Greylord behind it, but narrowly misses the Forge Seer. Nevertheless, the 'jack is knocked down and outside the zone. It the proceeds to miss the Widowmaker with all shooting, and decides reposition into base contact with her to stop her shooting. The Field Gun tries to kill the Eliminator, but unsurprisingly fails. The Marauder is more adept at killing street smart ladies, though. This opens up space for an Artillery Kapitan to move up and score at the flag.<br />
<br />
On the right flank, the Field Gun moves out of the way, and miraculous manage to kill the Eliminator. Unfortunately, the grunts are a bit slow, and one of the forgets to toe the zone. The Marauder charges the Berserker at the flank and deals a not insignificant amount of damage.<br />
<br />
In the middle, the Marauder moves through the forrest, and slams the Berserker into the wall in front of Imposter-Vlad. Joe moves forward and continues to instil Courage of the Forefathers into the Rifle Corps. They, then advance and shoots at something I forgot.<br />
<br />
So far this is OK. True-Vlad scores two points and Imposter-Vlad scores one. This leaves the scenario score at 3-2 in Imposter-Vlad's favour. The picture above shows the end of True-Vlad's turn. For the eagle eyed it also demonstrates that True-Vlad still does what he sometimes do. He moves forward. This is generally frowned upon; basically because it tends to kill him (most recently when he aimlessly wandered in front of Beast, as described <a href="https://greylordarchives.blogspot.com/2020/01/vladimir-tzepesci-dark-prince-vlad1-vs_26.html" target="_blank">here</a>). </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn4rBseGHDUp-4WXnlxvP5dNgp6A5YEyenZA6LRAfm_qZdSyVxCJmJ_d5Sg6ZJPIAAHJsybGmMGgjEtqh0qBH5jrpAoA3GRqdJmNDhgQhNWCE-hKNV9dHxKKlWibf7v6u7vT5OA4QQ_SvB/s1600/P9150028.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="861" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn4rBseGHDUp-4WXnlxvP5dNgp6A5YEyenZA6LRAfm_qZdSyVxCJmJ_d5Sg6ZJPIAAHJsybGmMGgjEtqh0qBH5jrpAoA3GRqdJmNDhgQhNWCE-hKNV9dHxKKlWibf7v6u7vT5OA4QQ_SvB/s640/P9150028.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 3, end of game</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Imposter-Vlad has a field day. True-Vlad is sometimes just slightly distracted and wanders of in search of -what do I know, flowers? He is now in range of Behemoth. You can guess the rest. The picture above illustrates why Vlad should really learn how to measure threat distances. In particular when he should know this particular distance by heart. </div>
<br />
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
It was going OK. The plan was to push hard to keep Imposter-Vlad out of scenario and figure out how to deal with the Eliminators. It kind of worked, a bit. However, as it sometimes happens when the man behind the lines, either become overly confident or distracted I made too many silly mistakes. The Gun Carriage was a gamble. It could have payed off. It did not. Not contesting when I can is just silly; moving Vlad out of hiding is downright idiotic. Even worse, this is the second time.</div>
<br />
<div style="text-align: justify;">
Until next time.<br />
<br />
For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-26381860644045521142020-02-15T18:00:00.000+01:002020-02-15T18:00:18.534+01:00Vladimir Tzepesci, the Dark Prince (Vlad1) vs. The Harbinger of Menoth (Harbinger1)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6T4u0AATEy8TdKnCB3Ie3nuXf0WDYijz-Y_B08q_c1z4OWNQHhhAWPjBSW1rU4RpJoy-K39HoyrPgHcPlRNOVgYYDTt-CRWxQmLZjNEo0KS83XPH6-seLMvpIOiLetIF5b1ZBhxZwzm-P/s1600/Khador-beats-Protectorate.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6T4u0AATEy8TdKnCB3Ie3nuXf0WDYijz-Y_B08q_c1z4OWNQHhhAWPjBSW1rU4RpJoy-K39HoyrPgHcPlRNOVgYYDTt-CRWxQmLZjNEo0KS83XPH6-seLMvpIOiLetIF5b1ZBhxZwzm-P/s1600/Khador-beats-Protectorate.png" /></a></div>
<i>The Harbinger is back. She has become a returning visitor to the rough land of Khador. Personally, I think she has gotten an unhealthy appetite for this whole chains and whip thing. At least she seems to enjoy having her rear smacked by Vlad. Once again, she discovers that Khador is among the fastest factions in the world. Between Gun Carriages and Marauders thriving on Vlad's feat, she is again a victim of piston to face (which she seems to enjoy). </i><br />
<i><br /></i></div>
<a name='more'></a><div style="text-align: justify;">
Harbinger is a recurrent opponent for Vlad. He has faced her twice before. Once beating her (for battle report see <a href="https://greylordarchives.blogspot.com/2019/11/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>) and once loosing to her (see <a href="https://greylordarchives.blogspot.com/2019/10/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a> for battle report). It is usually quite fun playing the flammable fanatics. So, she is back with her Faithful Masses. This time in yet another slightly different version. As always, Vlad is bringing his trusted Winter Guards — what better way to teach the lady some manners? </div>
<br class="Apple-interchange-newline" />
<table border="0"><tbody>
<tr><td valign="top">Protectorate<br />
[Theme] The Faithful Masses<br />
<br />
[Harbinger 1] The Harbinger of Menoth [+27] . <br />
- Judicator [35]<br />
Avatar of Menoth [18]<br />
Allegiant of the Order of the Fist [3]<br />
Allegiant of the Order of the Fist [3]<br />
Champion of the Order of the Wall [8]<br />
Champion of the Order of the Wall [8]<br />
Menite Archon [8]<br />
Menite Archon [8]<br />
The Covenant of Menoth [4]<br />
Vassal of Menoth [3]<br />
Choir of Menoth (min) [4]<br />
Initiates of the Wall [0(7)]<br />
Initiates of the Wall [0(7)]<br />
Initiates of the Wall [0(7)]</td><td valign="top">Khador<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1]<br />
Vladimir Tzepesci, the Dark Prince [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</td></tr>
</tbody></table>
<br />
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
<a href="https://warmachineuniversity.com/mw/index.php/The_Harbinger_of_Menoth" target="_blank">The Harbinger of Menoth</a> has a tremendous amount of focus, 10 to be precise! This also means that she has a huge Control Area, a massive 20". She packs the spell Purification, which normally is to be feared. However, Vlad does not have any upkeep spells, so he is not bothered. She can cast Crusader's call, which give +2" move to her models charging in her Control Area. She also has a Command range of 12". Again, a considerable area. Inside this area she automatically give a -2 to hit to enemy models through Awe (living that is, so 'jacks and Carriages are OK); she can also use Martyrdom, where she can remove 1 hp of damage from a disabled model. Though, she does suffer 1d3 damage. Finally, her feat deals a POW 14 damage roll and continuous fire to enemy models that end their movement within 12" of her. Oh, and she can't be blinded, knockdown or be affected by back strike. The theme <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_The_Faithful_Masses" target="_blank">The Faithful Masses</a>, makes 'jacks angry. If a friendly warrior is killed within 5" the 'jack gets +2 to melee attack and damage rolls.<br />
<br />
She brings the ubiquitous Judicator and as something new Avatar of Menoth. The <a href="https://warmachineuniversity.com/mw/index.php/Judicator">Judicator</a> brings, besides the standard colossal POW 21 fists, a lot of shooting. It has two 10" POW 12 sprays and two 14" POW 14 AOE 3" rockets, which are inaccurate. Both of these weapons are proper infantry killers. Since it is equipped with Reliquary (which is basically Hand of Fate: roll one extra dice, drop the lowest), it is rather accurate with the sprays. It can hit DEF 14 on the average, which gives it a 80% probability to hit a Winter Guard. It is less dangerous with the rockets, they only have a 20% probability to hit a Winter Guard. They do however kill them even under the AOE 3" blast. On the bright side, two Marauders can trivially kill it. Actually, one Marauder can kill it if something else can remove 11 points from it first.<br />
<br />
The <a href="https://warmachineuniversity.com/mw/index.php/Avatar_of_Menoth" target="_blank">Avatar of Menoth</a> is a completely different beast. It is a self contained 'jack that feed itself focus (d3+1 each of its Control Phase). It is not part of a battle group. It hit Juggernaut-style hard at P+S 19, reach 2" and P+S 14 at reach 1". In addition, it can do Menoth's Gaze, which forces models within 8" to only advance towards the Avatar. It is 18 points, which actually sounds kind of OK. Even though four free focus is pretty strong.<br />
<br />
Harbinger brings only four units, three of which are for free. She brings three units of <a href="https://warmachineuniversity.com/mw/index.php/Initiates_of_the_Wall">Initiates of the Wall</a> (for free!). They are all Shield Guards, they have Set Defence, have five boxes, and Unbreakable Wall. The lattes makes them immune to knockdown and all sorts of moves. All of this basically make them ARM 21 (effective ARM 23 against charge attacks), they can Shield Guard each other, and if everything else fails, Harbinger can martyr them. They can really mess up a Gun Carriage's day. On the bright side, their damage output is surprisingly low. Did I mention they are free?<br />
<br />
The ubiquitous <span style="text-align: start;"><a href="https://warmachineuniversity.com/mw/index.php/Choir_of_Menoth" target="_blank">Choir of Menoth</a> is obviously present. They are there to boost 'jacks, either by giving out +2 to damage rolls, immunity to targeting by non-magical ranged attacks, or immunity to be targeting by spells. This is bad news for a list full of shooty stuff.</span><br />
<span style="text-align: start;"><br /></span>
<span style="text-align: start;">On the solo-side she brings the standard two munks and two champions on horses. She also brings the book and a Vassal of Method. To round the list off, she bring two shiny new Menite Archons (so new that they haven't even been painted yet!).</span><br />
<span style="text-align: start;"><br /></span>
The two <a href="https://warmachineuniversity.com/mw/index.php/Champion_of_the_Order_of_the_Wall" target="_blank">Champion of the Order of the Wall</a> are some pretty hefty Dragoons comparable to our own Man-O-War Dragoons. They are Steady and Sturdy, so no Field Gun fun, and have Retaliatory Strike. Actually, they are quite dangerous, and somewhat difficult to remove. They can also charge stuff 15" away (assuming Crusader's call). They are really difficult when either claiming a flag or contesting a zone. Speaking of scenario solos, Harbinger also brings two really irritating fighting monk, or <a href="https://warmachineuniversity.com/mw/index.php/Allegiant_of_the_Order_of_the_Fist" target="_blank">Allegiant of the Order of the Fist</a>. These monks are annoying, flag capturing, tough, and hard to remove speed bumps. The will most likely be at DEF 18, and move about if an attack misses them.<br />
<br />
The <a href="https://warmachineuniversity.com/mw/index.php/The_Covenant_of_Menoth">Covenant of Menoth</a> is basically a huge book being dragged around. Despite only having five boxes, it actually takes five attacks to get rid off. It only suffers one point of damage irregardless of how much a roll exceeds its ARM. It can cast three spells: Flames of Wrath, which makes enemy models hit by an attack suffer continuous fire; Lawgiver's Creed, which hinders enemy models from casting spells within 10"; and Power of Faith, which stops friendly faction models from being knocked down or made stationary within 5". All of these three abilities are actually bad for Vlad and his troops; the latter probably going to be the most used.<br />
<span style="text-align: start;"><br /></span>
<span style="text-align: start;">The <a href="https://warmachineuniversity.com/mw/index.php/Vassal_of_Menoth" target="_blank">Vassal of Menoth</a> is new to me. </span>It is a 'jack booster as it can do Enliven ('jack can make an advance if it suffers damage), Empower (hey, another free focus), and Arcane Bolt, which we are probably not going to see a lot.<br />
<span style="text-align: start;"><br /></span>
<span style="text-align: start;">Finally, the two flying <a href="https://warmachineuniversity.com/mw/index.php/Menite_Archon" target="_blank">Menite Archons</a>. </span>The big flaming Menoth fliers. It, like all other Archons has a lot of build in rules: It gets an local Signs & Portens on its own attack and damages rolls (Divine Inspiration); It cannot be knocked down or made blind (Divine Manifestation); It gets angry if friendly warrior is killed within 10" (+2 STR and ARM for one round), and it gets Vengeance; and it has Ashen Veil. There are more rules, but none really relevant here. The two weapons are reach 2" P+S 15 and Dispel, and 2" reach P+S 13 Thresher and Grievous Wounds. All in all it is kind of dangerous.<br />
<span style="text-align: start;"><br /></span>
<span style="text-align: start;">This is a tweaked version of Harby and her Faithful Masses, which Vlad has faced quite a few times. He is not super worried, despite heavy odds. </span></div>
<br />
<h2>
Deployment</h2>
<div style="text-align: justify;">
We are playing the 2019 Steamroller Anarchy. Harbinger chose the Stockpile objective (remove d3 point of damage within 4"), Vlad remembered to pick Observatory (one friendly model gets Eyeless Sight within 4") to counter the singing boys. Harbinger won the dice-off and opted to go first. Vlad likes water.<br />
<br />
Harbinger deploys in the middle where the massive areas can cover most of the field. She stock up with two units of shield guards (Initiates). To the right goes the Judicator along with all the choir boys and the book. A Champion on each flank. The Avatar goes on the right along with a unit of shield guards, and both Archons go on the other flank. Not many surprises here; perhaps only that both Archons go on the same flank.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigaLS5RNi6cEVA4uLI92ulv2CWv9Xx0UvsOhuMAzAK_Rrj9gXzGbVAQkOpO0anAC9xPNQ5ENf1ra5asTi3GklvMCttksIzJskdMuOiJCFYsHema1BE73HDMPIGD1IoUHZ4OLiftVwQTGBY/s1600/PB020021.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1238" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigaLS5RNi6cEVA4uLI92ulv2CWv9Xx0UvsOhuMAzAK_Rrj9gXzGbVAQkOpO0anAC9xPNQ5ENf1ra5asTi3GklvMCttksIzJskdMuOiJCFYsHema1BE73HDMPIGD1IoUHZ4OLiftVwQTGBY/s640/PB020021.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
If Harbinger was unsurprising, Vlad is down right boring. He deploys in the standard formation with a Gun Carriage on each flank, followed by a unit of Rifle Corps. Everything else go in the middle. One of these days I will try another deployment with both Gun Carriages on the same flank. The picture above shows the end of deployment. </div>
<br />
<h2>
Round 1</h2>
<div style="text-align: justify;">
The round where nothing happens, or is it...</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfNGGfSYAR2toIMV6M-u1FOTcK7bm_S4FyF1MoM2wICznye7G0UqGAX6uke-eCTfnC0ahuy5cPo6ml0KTyFhWcef6BOqU1qt5LoC6UdKdGOiMfI2UlWvWu1nG91DRr-JWy-jJ2tHrZts4q/s1600/PB020022.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1138" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfNGGfSYAR2toIMV6M-u1FOTcK7bm_S4FyF1MoM2wICznye7G0UqGAX6uke-eCTfnC0ahuy5cPo6ml0KTyFhWcef6BOqU1qt5LoC6UdKdGOiMfI2UlWvWu1nG91DRr-JWy-jJ2tHrZts4q/s640/PB020022.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Harbinger is all about forcing the masses forward at full speed. This is unusual. She tends to be more cautious. Nevertheless, Everything moves a top speed. On the right flank, the three shield guards and the munk hides behind the wall. The Choir stays a little back and sings Passage to the 'jacks. Well that was it! She clearly has a need for speed. The picture above shows the result of the hasty advance. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgot81WkF3NBTCPsTEtSZOTtV0OCAO0TuZhs-xPX6JtEN1OndalcRm4wsIgBpJtTd-rhyphenhyphen3FpWcLUnfsJ42liBgDAyb8Nq_LSIVlJ5Jhfne5dNFVpl5VRp5av4uFgjX4EBmCt9Fsq5Euca6y/s1600/PB020023.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="973" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgot81WkF3NBTCPsTEtSZOTtV0OCAO0TuZhs-xPX6JtEN1OndalcRm4wsIgBpJtTd-rhyphenhyphen3FpWcLUnfsJ42liBgDAyb8Nq_LSIVlJ5Jhfne5dNFVpl5VRp5av4uFgjX4EBmCt9Fsq5Euca6y/s640/PB020023.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
This is fun. It is normally red ones that go faster. Vlad likes people (here used in its absolutely widest definition) coming to him and his Winter Guards. To be within firing range is lovely. Vlad starts by moving into his Shifting Stance, behind the objective. He then casts Signs & Portens and Wind Wall. He is now a happy camper (well, not really, as casting both spells leaves him nothing to camp).<br />
<br />
Off goes the two Gun Carriages. On the right flank, the carriage moves forward and shoots at they guys behind the wall. There really isn't a chance to hit. But it can lay down rough terrain, and the Protectorate is normally quite bad at Pathfinder. Two AOEs are put down and it repositions back. The twin on the left flank basically does the same. Except that it actually manages to hit the Champion. Joe tells a story about the Motherland, and combined with S&P, the rifle corps on the right manage to put three rockets into the shield guards and kill one of them. Everybody else moves forward, with the leftmost Rifle Corps moving to hinder flying stuff to get too close to the two Marauders. The picture above shows the end of the first round.<br />
<br /></div>
<h2>
Round 2</h2>
<div style="text-align: justify;">
This is usually where something hits the fan. Let's just hope it is religious fanatics. It turns out that Harby's fast and furious first round has been swapped for a much slower second round.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxq8k9zwiTTGtyQhtwX7U4GoZ99qK2_bHIHNsOdU7TF6cokujWdSbW3tN1Dw1_4ma45nxOZ4a1_IdYoJ9hSf6ga7wWJCEzjhrs3SbpiN-TrEHZoR9kM8iB-Zp_VpSYexJmR0kChJwMG3tC/s1600/PB020024.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="946" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxq8k9zwiTTGtyQhtwX7U4GoZ99qK2_bHIHNsOdU7TF6cokujWdSbW3tN1Dw1_4ma45nxOZ4a1_IdYoJ9hSf6ga7wWJCEzjhrs3SbpiN-TrEHZoR9kM8iB-Zp_VpSYexJmR0kChJwMG3tC/s640/PB020024.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Initially, the Avatar does it super-power-up and receives three focus. Harby doesn't do a lot. She does a Cygnar-advance and moves in behind the Judicator, where she fires off Crusader's Call and Guided Hand on the Judicator.<br />
<br />
On the left flank, the two fliers are a bit nervous and shuffles around, not wanting to get within range of the Gun Carriage. The Initiates also shuffles a bit to the left to cover for the Archons. The Muck moves forward and does his stance. Finally, the Champion moves in front of the Objective.<br />
<br />
The right flank is almost as exciting as the left one. The book moves in front of the flag to be ready to score. The Champion moves closer to the Judicator, and the Avatar mimics a tortoise and moves a bit forward (thinking Pathfinder would be handy). <br />
<br />
Finally, in the middle the Judicator does what it enjoys and shoots a lot. It actually manages to take out a single Rocketeer, and the whole Mortar Crew. Oh, and the Initiates moves to the flag to stop the book from being shot off the table. This concludes a rather uneventful turn. The picture above depicts the end of Harby's turn.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgW8tOZtktUQHGyX9CXlfiGRJzmLWU0gB-9DN6ctImlr-pkiA5kWCRuiAbyonr9GcECZGFjebCbRP8ONubAXoD53HpvmaVLNqiTmyoawIsfz-PtwF0YwUnzC9BmaMRkg-Zg5mAtqkXrwTT9/s1600/PB020025.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="991" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgW8tOZtktUQHGyX9CXlfiGRJzmLWU0gB-9DN6ctImlr-pkiA5kWCRuiAbyonr9GcECZGFjebCbRP8ONubAXoD53HpvmaVLNqiTmyoawIsfz-PtwF0YwUnzC9BmaMRkg-Zg5mAtqkXrwTT9/s640/PB020025.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Harby has just demonstrated how passivity looks. Now Vlad feels the urge to show how it should be done. He keeps all of his focus, activates and does what he do best. Stand behind an objective casting S&P, and Wind Wall. Happy as a litte child at Christmas.<br />
<br />
On the right flank, the Gun Carriage charges the Avatar, knocks it down and does some damage. It then proceeds to put Choir Boys out of their misery. The whole unit is now in a better place. Finally, it repositions backwards. The Rifle Corps follow up behind it and shoots rockets at the Avatar, which is fun. Finally, the rightmost Marauder charges the book and removes it.<br />
<br />
On the left flank, the Rifle Corps is for some reason in the way of the Gun Carriage. So, they have to move. They move forward and to the right, where the proceed to just shoot at what they can see. There is now room for the Gun Carriage, which moves forward and drops a shell on the Initiates and one on the Champion, and a shot at the Munk. The latter just made the Munk move. It then repositions into the Initiates to engage them and tease the two Archons. The leftmost Marauder follows up behind it, and the Kapitan runs to the flag.<br />
<br />
In the middle, the two Field Guns move forward, as does the last Marauder. That is basically it. Not so much killing. Even though taking out the Choir and Book is important. However, the Marauders are now within range of charging the Judicator. Vlad scores one scenario point, leaving the score at 1--0 in his favour. The picture above depicts the end of Vlad's second round. </div>
<br />
<h2>
Round 3</h2>
<div style="text-align: justify;">
Now even the slow and cautions Harby should be able to reach Vlad's lines. Let's see it Vlad has over extended.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1lwy1IEdF8qAWoqgaZIuFgAdLJ_h60oU-V9GBS0XW4rCSW8fiBfM4GAkQxXE9xkiKOPi78TcvlR-qoHpZ3YHAoqwPlh_fPod1iZ6diUdVfDoYXOpclW2_zz_bJ3_v3SUIvCk77gqFjjV9/s1600/PB020026.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="855" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1lwy1IEdF8qAWoqgaZIuFgAdLJ_h60oU-V9GBS0XW4rCSW8fiBfM4GAkQxXE9xkiKOPi78TcvlR-qoHpZ3YHAoqwPlh_fPod1iZ6diUdVfDoYXOpclW2_zz_bJ3_v3SUIvCk77gqFjjV9/s640/PB020026.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
So, apparently Harby doesn't really like Marauders and Gun Carriages. She assign a bit of focus to the Judicator. The central Champion now charges the middle Marauder. Presumedly to be annoying and in the way. It also does a bit of damage. The second Champion can now occupy the empty slot in front of the flag; which it does my charging the Marauder.<br />
<br />
The Judicator can noe proceed to move forward and smash away at the Marauder and the Gun Carriage. Something which removes the Marauder and leaves the Gun Carriage in a sorry state. This state is quickly changed into a non-state by the Avatar killing it. Finally, the two remaining Initiates moves in front of the Avatar to block paths to it.<br />
<br />
Now Harby can move a bit forward into the forrest and feat. The middle unit of Initiates move to her side to protect her agains shooting.<br />
<br />
On the right flank, the two Archons have finally found their guts and moves in to hammer away at the Gun Carriage. They manage to dent to pretty good. But it is still hanging around. Also after the Initiates have a go at it. This annoys Harby. But, I think (without having done the math) that the odds were on my side. Finally, the Munk moves forward to contest the flag.<br />
<br />
Harby scores one point, and Vlad scores nothing. This leaves the score at 1-1. The picture above shows the end of Harby's turn.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOUq3EshQczsE-6Z0MJhWF4JBabCdngC00pjcLIk4SaCClWLF6-ZFB_A8WXhRSKJR-0szSHL8BpP_Ula8-RlgMg-bPiInVlzkdyJCuD1oEf_4zlbXo9SFa7HtlYlqZ0MQDqfowDqNfUoHY/s1600/PB020027.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="747" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOUq3EshQczsE-6Z0MJhWF4JBabCdngC00pjcLIk4SaCClWLF6-ZFB_A8WXhRSKJR-0szSHL8BpP_Ula8-RlgMg-bPiInVlzkdyJCuD1oEf_4zlbXo9SFa7HtlYlqZ0MQDqfowDqNfUoHY/s640/PB020027.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 3, end of game</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Red ones go faster! The Marauder currently being engaged by the Champion can reach Harby under feat and Boundless Charge. So, Vlad fills it up, and drops a focus on the other Marauder. He then activates. He casts Boundless Charge on the rightmost Marauder, moves a bit to the left and casts Boundless Charge on the leftmost Marauder. This leaves him naked. But, hey! If Harby doesn't die...<br />
<br />
Joe starts by saying For the Motherland to the rightmost Rifle Corps, and finally moves out of the water. They start shooting away at the Champion at the flag, which for the most part damages the Initiates. The rightmost Rifle Corps moves a bit to the right and follow suit. They manage to remove the horse.<br />
<br />
The rightmost Field Gun moves out of the Champions range to get a shot at it. The free strike is move to one of the grunts. It fires at the Champion but misses. The other Field Gun also fires, and also misses. Sometimes I really miss S&P.<br />
<br />
Vlad could do with the points, so the right most Marauder charges, and kills the objective. It is now time for the assassin run. The Marauder must accept two free strikes from both Champions. It should be within the safety margins, but you never know. It charges, and correctly survives the two free strikes. It arrives at Harby fully loaded. Harby is sad.<br />
<br />
Vlad manages to score an extra point for the objective. Harby scores nothing. This leaves the scenario score at 2-1 in Vlad's favour as Harby is is being pistoned to death. The picture above shows the end of the third round, the game, and the latest in dead Protectorate motif. </div>
<br />
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
Harby really doesn't like Vlad and his marvellous Winter Guards. She tends to die to the surprisingly long charge range of the 'jacks. When she has the Judicator, she has to figure out how to stay of out range, and also keep the Judicator out of range of the Marauders.<br />
<br />
Despite having a bit of trouble on the right flank, and good attempts to hinder Vlad's Marauders by engaging them, I think that Vlad was in control for most of the match. If Harby hadn't move forward, The Marauders could probably taken out the Judicator instead. Albeit, requiring some fancy movement.<br />
<br />
All in all. the game went, more or less as expected. </div>
<br />
<div style="text-align: justify;">
Until next time.<br />
<br />
For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-68344853317083386522020-02-06T17:39:00.000+01:002020-02-06T17:39:02.609+01:00Vladimir Tzepesci, the Dark Prince (Vlad1) vs. vs. Lord Ghyrrshyld, the Forgiven (Goreshade4)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj14iewIkSMH74qSOBtkgrDKi_foSMrJcYPWoeEPNH7rF0x5WcCDn-wc7lo9q1gpHSkLfn5sQPU2QYiebfw2cLRPR_MtM8x_NaMFvy6DMytmQABwRwks5uq5ISBDjwXKlqIZDJ-D1x87aBf/s1600/Retribution-beats-Khador.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj14iewIkSMH74qSOBtkgrDKi_foSMrJcYPWoeEPNH7rF0x5WcCDn-wc7lo9q1gpHSkLfn5sQPU2QYiebfw2cLRPR_MtM8x_NaMFvy6DMytmQABwRwks5uq5ISBDjwXKlqIZDJ-D1x87aBf/s200/Retribution-beats-Khador.png" width="75" /></a></div>
<i>Goreshade is back with the elves. This should be a battle well suited for Vlad and his fantastic Winter Guards. However, Vlad (or rather the man behind the lines) has a really crappy day. The battle quickly boils down to an excellent demonstration of "what not to do", "how to use the clock most inefficient", and "consequences of no planning". This is not the proudest day in the Winter Guards annals. Vlad will have a discussion with the man behind the lines. </i></div>
<br />
<a name='more'></a><div style="text-align: justify;">
It's been a while since I have seen Goreshade on the table. I guess he went out of fashion. Vlad has faced him once before, and came out victorious (for battle report see <a href="https://greylordarchives.blogspot.com/2019/07/vladimir-tzepesci-dark-prince-vlad1-vs.html" target="_blank">here</a>). The opponent's list is more or less the same, with just a few changes. So, once again Vlad steps up to face the Legion of Dawn led by Goreshade. Vlad brings his standard Winter Guard Kommand list. In its current form it has an Adjunct instead of a Mortar, and two Kapitans. Besides that it is the same as described <a href="https://greylordarchives.blogspot.com/2019/07/winter-guard-kommand-under-vladimir.html" target="_blank">here</a>.<br />
<br /></div>
<table border="0"><tbody>
<tr><td valign="top">Retribution<br />
[Theme] Legions of Dawn<br />
<br />
[Goreshade 4] Lord Ghyrrshyld, the Forgiven [+28] . <br />
- Chimera [8]<br />
- Imperatus [20]<br />
Arcanist Mechanik [2]<br />
Dawnguard Destor Thane [7]<br />
Eiryss, Mage Hunter of Ios [0(7)]<br />
Ghost Sniper [0(3)]<br />
Ghost Sniper [0(3)]<br />
Lys Healer [0(3)]<br />
Lys Healer [0(3)]<br />
Dawnguard Destors (max) [20]<br />
Dawnguard Sentinels (max) [18]<br />
- Dawnguard Sentinel Officer & Standard [4]<br />
- Soulless Escort (1) [1]<br />
Dawnguard Sentinels (max) [18]<br />
- Dawnguard Sentinel Officer & Standard [4]<br />
- Soulless Escort (1) [1]</td><td valign="top">Khador<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1]<br />
Vladimir Tzepesci, the Dark Prince [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</td></tr>
</tbody></table>
<br />
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
I have played against a very similar list before, and I won. This time the biggest difference is the lack of Dawnguard Trident (hurrah), which has been exchanged for an extra unit of Sentinels. The theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Legions_of_Dawn" target="_blank">Legion of Dawn</a>, gives their 'jacks the ability to ignore friendly Dawnguard models for LOS and they can advance through them. 'Jacks being marshaled also gains flank, which is irrelevant here.<br />
<br />
<a href="https://warmachineuniversity.com/mw/index.php/Lord_Ghyrrshyld,_the_Forgiven" target="_blank">Lord Ghyrrshyld, the Forgiven</a> is very much a debuff caster. He can lower ARM by 2 through Hand of Ice, lower DEF by 2 through Light of Wrath, and cast Freezing Mist, which can make it even more difficult for the trusted Winter Guards to hit anything. -2 to attack rolls makes Winter Guards very sad. I guess this is also one of Goresade's trademarks: the unreasonable amount of clouds he can put out, given enough souls in his feat turn.<br />
<br />
However, this is actually not so bad for a WGK list. This list does not rely on high DEF or high ARM, rather partly on strength in number. Also, Arcane Vortes doesn't do a lot against the WGK list, as Vlad doesn't really have any spells to negate. Goreshade's feat can potentially be a problem for the Triple Marauders. However, the Gun Carriages are immune, and the Winter Guards just want to shoot stuff.<br />
<br />
The two main annoying bits are Dauntless Resolve, which offers +3 ARM and tough to a model or unit. This can make Sentinels a proper pain to deal with. Finally, Revive is always annoying - dead elves should stay dead!<br />
<br />
Goreshade has two 'jacks in his battle group: <a href="https://warmachineuniversity.com/mw/index.php/Imperatus" target="_blank">Imperatus</a> and a <a href="https://warmachineuniversity.com/mw/index.php/Chimera" target="_blank">Chimera</a>. The latter's two most annoying things are Apparition and being an Arc Node. This little fellow is probably there to be a mostly annoying Arc Node (mostly for Hand of Ice and Light of Wrath in particular), and for scoring zones. Imperatus, on the other hand, is a hand hitting monster.<br />
<br />
Imperatus is almost Colossal-robust as it has what amount to 51 boxes (including Phoenix Protocol), and this is assuming more than 12 points of damage per round against it (to remove the Force Field and thus the d6 healing). It has one POW 14 gun at range 10". But most importantly it has two P+S 17 range 2" weapons. To add insult to injury, it has Side Step and can ignore friendly <a href="https://warmachineuniversity.com/mw/index.php/Category:Dawnguard" target="_blank">Dawnguard</a> models for LOS and advancement (theme benefit). If he has an <a href="https://warmachineuniversity.com/mw/index.php/Arcanist_Mechanik" target="_blank">Arcanist Mechanik</a> nearby to give it Concentrated Power, it can on the average one-round a Khador Warjack. This is clearly a force to be reckoned with.<br />
<br />
<a href="https://warmachineuniversity.com/mw/index.php/Dawnguard_Sentinels" target="_blank">Dawnguard Sentinels</a> are really annoying. They are reach 2" P+S 12 weapon masters (which is surprisingly hard hitting, just think <a href="https://warmachineuniversity.com/mw/index.php/Doom_Reaver_Swordsmen" target="_blank">Doom Reavers</a>). They do Vengeance for a bit of movement and an extra attack in the maintenance phase (assuming a model has been damaged). They also have Relentless Charge from their Officer. What really makes them annoying is their really high ARM. They do a base ARM of 15, which goes to 17 if they are base to base. When they are running along Goreshade4, he can raise it with an additional 3 under Dauntless Resolve; and just to add to it, they do an Iron Zeal mini-feat, which adds another 3 to their ARM. All in all it can bring them to ARM 23! Oh, and there are two full units. Each of these units also has a <a href="https://warmachineuniversity.com/mw/index.php/Soulless_Escort" target="_blank">Soulless Escort</a> attached. Fighting Vlad, they don't really do anything expect being sacrificed to force triggering Vengeance.<br />
<a href="https://warmachineuniversity.com/mw/index.php/Dawnguard_Destors" target="_blank"><br class="Apple-interchange-newline" />Dawnguard Destors</a> are Retribution's heavy cavalry. Here they come in a standard package with the <a href="https://warmachineuniversity.com/mw/index.php/Dawnguard_Destor_Thane" target="_blank">Dawnguard Destor Thane</a>, who is basically a super charged version also giving all the cavalry Unyielding (landing them at ARM 19 in close combat). A charging Destor will do the following damage: Impact POW 12 (avg. 19); Charge P+S 14 (avg. 25); and Cannon POW 14 (avg. 21). A single Destor is not really scary for our 'jacks nor the carriage (even under Hand of Ice, which would be 11 points of damage to a 'jack). However, a full unit is a completely different story. Also with (sub)optimal placement of the Winter Guards a single Destor can easily take out three guards. Finally, if they can't be bothered to charge, they can shoot our poor Winter Guards, and reposition after.<br />
<br class="Apple-interchange-newline" />
There are also two <a href="https://warmachineuniversity.com/mw/index.php/Lys_Healer" target="_blank">Lys Healers</a>. They are less annoying here than against other lists. They do however offer no knockdown in a 5" bubble, which really makes both the Field Guns and Gun Carriage sad. They can also heal living models.<br />
<br />
There is a single <a href="https://warmachineuniversity.com/mw/index.php/Arcanist_Mechanik" target="_blank">Arcanist Mechanik</a> in the list. They are basically super mechanics, somewhere between our <a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Mechaniks</a> and the <a href="https://warmachineuniversity.com/mw/index.php/Choir_of_Menoth" target="_blank">Choir</a>. They can Empower, Repair, and do Concentrated Power (see the part on Imperatus).<br />
<br />
As a change, this list includes two <a href="https://warmachineuniversity.com/mw/index.php/Ghost_Sniper" target="_blank">Ghost Snipers</a>, which are basically the Retribution version of our own Widomaker Marksman. Finally, <a href="https://warmachineuniversity.com/mw/index.php/Eiryss,_Mage_Hunter_of_Ios" target="_blank">Eiryss1</a> has also joined her kin. She is always very annoying to see across the table, in particular when she is for free. She does Disruption on a stick, has stealth and can stay very far away due to her 3" Reposition.</div>
<br />
<h2>
Deployment</h2>
<div style="text-align: justify;">
We are playing the 2019 Steamroller Invasion scenario. Goreshade wins the rolloff and deceides to got first. Irusk eyes a linear obstacle, and he really likes obstacles. We both opt for the Stockpile objective (remove d3 point of damage within 4").<br />
<br />
Goreshade deploys the Destors on the left flank, along with the Thane. Next comes the Chimera, then a unit of Sentinels on each flank, along with a Lys Healer. Goreshade, Ghost Snipers and Eiryss go smack in the middle. Imperatus goes slightly on the right flank.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLIud5bSQBVt3igAty4y1xNNROQz2bCK_ElO0XzhclCsJevO4q6_Ov-zv39aKb_KGS8RRpHfYVargHFn56tL3RztQoR0YRsVy8pU-zK8SfBHsolQLedp4nw7ykHdckHcwpKlEBcKps12I9/s1600/PB230048.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1286" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLIud5bSQBVt3igAty4y1xNNROQz2bCK_ElO0XzhclCsJevO4q6_Ov-zv39aKb_KGS8RRpHfYVargHFn56tL3RztQoR0YRsVy8pU-zK8SfBHsolQLedp4nw7ykHdckHcwpKlEBcKps12I9/s640/PB230048.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Vlad deploys more or less in the standard patter. A Gun Carriage on each flank, which can move up and scree the rest of the army when being "base to base" with the two houses. One Rifle Corps on each flank, along with a Field Gun. Two of the Marauders goes slightly to the right, to be ready for Imperatus, and the last one slightly to the left. Vlad goes in the middle. The picture above depicts the deployment.<br />
<br /></div>
<h2>
Round 1</h2>
<div style="text-align: justify;">
The famous move into position round. Vlad primary worry is to minimise the damage from the Destors in the second round.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYHLyUL0lsLn287PKOLDAoW5y9PemzjYUGkJCwYP6TMxXR0YXUWhNM7OMeFxSR3crH0XxKP4LKgKhoFTSfs5eD_M9FbODH6AfAGK_QLxbfOrg7xfPtqKGMUze-v7DCDGVj-SxuZ5f0phyphenhyphen-/s1600/PB230049.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1065" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYHLyUL0lsLn287PKOLDAoW5y9PemzjYUGkJCwYP6TMxXR0YXUWhNM7OMeFxSR3crH0XxKP4LKgKhoFTSfs5eD_M9FbODH6AfAGK_QLxbfOrg7xfPtqKGMUze-v7DCDGVj-SxuZ5f0phyphenhyphen-/s640/PB230049.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
The short version is: everybody moves forward. Destors go somewhat deep on the left flank, followed by the unit of Sentinels. They stay behind the forest (the green blob on the picture above). On the right flank, the Sentinels advance. Goreshade advance and casts Dauntless Resolve on the right unit of Sentinels. That was more or less it. The picture above shows the end of Goreshade's first turn. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYA0TcMufiXf-F6LjPB-v7jM3Wx5T7IwW_na1a09Gy_BF8OUU8ZkYc2FvPqqY3mj_tiFMn3F6B82yYLudmR1ybdePmCk4kdq0-2tTRuA92-udC3snrDJng1TxnjJwvOq21wSqrppusijiF/s1600/PB230050.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="933" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYA0TcMufiXf-F6LjPB-v7jM3Wx5T7IwW_na1a09Gy_BF8OUU8ZkYc2FvPqqY3mj_tiFMn3F6B82yYLudmR1ybdePmCk4kdq0-2tTRuA92-udC3snrDJng1TxnjJwvOq21wSqrppusijiF/s640/PB230050.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Due to the cautious advance of the elves there is need for some careful positioning. On the left flank, the Gun Carriage moves up to screen the Winter Guards by being "base to base" with the house. It then fires its cannons left and right, well aware that it is not going to hit anything, but to place two rough terrain templates somewhere (elves don't like rough terrain). It is rather lucky and manages to place one on each side of the forest. The Gun Carriage on the right side follows suit, moves forward and places two rough terrain in front of the Sentinels. Since the sentinels can't shoot it leaves room for the Winter guards near the house.<br />
<br />
Everybody else just move forward. Vald moves to the Objective and casts Wind Wall. Joe shouts Courage of the Forefathers on the Rifle Corps on the left. The picture above shoes the end of round 1.<br />
<br /></div>
<h2>
Round 2</h2>
<div style="text-align: justify;">
So far, so good. Here comes the elves. Probably a bunch of Destors first. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKbeacfejP0Vbq-CzIP2af547aln_FbZssId5ubTZIlR7S5MwDNHqcjgglW-hS4CChxPhVpn-OceP10qt4fLZ7d5gQoCdB8GuTQRjOApvt1zeoXUSqDLmrWXlITW7Buo5KsQTVkgabubfm/s1600/PB230051.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="916" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKbeacfejP0Vbq-CzIP2af547aln_FbZssId5ubTZIlR7S5MwDNHqcjgglW-hS4CChxPhVpn-OceP10qt4fLZ7d5gQoCdB8GuTQRjOApvt1zeoXUSqDLmrWXlITW7Buo5KsQTVkgabubfm/s640/PB230051.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Incoming Destors! They move towards the Gun Carriage and shoots at it. Luckily, without too much damage done. It seems the screening manoeuvre did indeed work. The Winter Guards are safe. The Sentinels on both sides move forward. On the right flank, they also mini-feat. Both Lys Healers go Power of Faith to avoid knockdown within 5". Everything else moves forward. Goreshade feats. A really uneventful turn. The picture above depicts the end of turn 1. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiibSczKpTuhc6eyLmmqAxeIdoK90Ir9YbIBeS335STfT58tF941zAZweMxl5K0JxY00Qci_l8HNx3ATVtiSiUpC0WM7bLdGeEyDcD9MXntZcsTyE6z4k-rtkXxgfOjx4Bc24SUO2w9kCnk/s1600/PB230052.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="953" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiibSczKpTuhc6eyLmmqAxeIdoK90Ir9YbIBeS335STfT58tF941zAZweMxl5K0JxY00Qci_l8HNx3ATVtiSiUpC0WM7bLdGeEyDcD9MXntZcsTyE6z4k-rtkXxgfOjx4Bc24SUO2w9kCnk/s640/PB230052.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
So, Vlad is ready for the Alpha (more or less). Vlad allocates some focus to the leftmost Marauder, and the rightmost Marauder. He then moves in behind the objects, casts S&P, and feats. On the left flank, the Gun Carriage starts chewing through Destors, and is actually pretty good at it. It takes out two, ties the other two up, kills a Sentinel, and drops a cannon shot on two more. Finally, the guy in the hatch takes out the Lys Healer. Now enter the leftmost Marauder. The Marauder takes on two more Destors by trampling into to forest. It is surprisingly effective and is left with focus to spare. Clearly a bad allocation-calculation.<br />
<br />
On the right flank, the Gun Carriage charges into the Sentinels screening Imperatus. It only manages to kill one, and take a chip out of the objective. It then repositions into the middle of the rightmost zone. This was probably a bad move. Nevertheless, the idea was to make room for the Marauder.<br />
<br />
Joe shouts For the Motherland to the Rifle Corps on the right flank. All the Winter Guards move forward and starts shooting like crazy. This really wasn't a huge success. I can't really remember the target priorities, but it seems that I did not have one. I did manage to take the objective out and score one scenario point. Besides that, the only thing I did get out of this was spending far too much time on the clock. Finally, the Marauder charges Imperatus and clearly did not do enough damage. Yet another example of poor odds estimation. The round ends by me realising that I spend a whooping 31 minutes on the turn. How on earth is that possible? I did score one point, leaving the scenario score at 1-0 in Vlad's favour. The picture above shows the end of Vlad's slow motion turn.</div>
<br />
<h2>
Round 3</h2>
<div style="text-align: justify;">
Vlad is in so much trouble. Just shy of 19 minutes left on the clock; and Goreshade is in a pretty good position.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOKRcUGSvYkdlTRcADpidyQXPYTTKEWFF2HiADvHVYfX5PqoazVhpqVM9HVOkP9oeoJJsIago9X3l_qU1uErUcqGfNGw10sMfjGRNLebHaM_bJpR56ulwuaMjwIPjNd9N-sQYp0SwyhGbr/s1600/PB230053.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1025" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOKRcUGSvYkdlTRcADpidyQXPYTTKEWFF2HiADvHVYfX5PqoazVhpqVM9HVOkP9oeoJJsIago9X3l_qU1uErUcqGfNGw10sMfjGRNLebHaM_bJpR56ulwuaMjwIPjNd9N-sQYp0SwyhGbr/s640/PB230053.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
This should be an easy run for Goreshade. He drops Dauntless Resolve from the Sentinels on the right flank and cast it on the Sentinels on the left flank. They charge everything. As the Marauder on the left flank i stationary due to Goreshade's feat in the last round, they can easily navigate around it. They are surprisingly inefficient. They manage to take out the middle Marauder, but somehow the left one survives. As does the Gun Carriage. However, Vlad's objective "dies".<br />
<br />
On the right flank, Imperator trivially removes the Marauder, and the Sentinels there kills the Gun Carriages, as well as a few Winter Guards. All in all, the Winter Guards manage to contest both the middle zone and the right zone. The Gun Carriage and Marauder is solidly placed in the left zone. So, Goreshade manages to only score a single point for the objective. This leaves the scenario score at 1-1. The picture above shows the end of Goreshades turn.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizYxBcDsiStL-k5rIqJqoVYJKYC-0-7KgYofol0ZXjGOLXUjcbSWhSKjY9GRYN2I1iYDiGGoD3i1osr01yDoNRQpTxsaMahpwV5b53cDR2FbxlGcGhYzUi-nKtc5ztsbAbcezAGpLOilmE/s1600/PB230054.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="941" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizYxBcDsiStL-k5rIqJqoVYJKYC-0-7KgYofol0ZXjGOLXUjcbSWhSKjY9GRYN2I1iYDiGGoD3i1osr01yDoNRQpTxsaMahpwV5b53cDR2FbxlGcGhYzUi-nKtc5ztsbAbcezAGpLOilmE/s640/PB230054.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 3, end of game</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Actually, Vlad is not so bad off. He have lost two Marauders and a Gun Carriage. Yet, most of the Winter Guards are alive, as is the leftmost Gun Carriage and Marauder. If only he hadn't been fiddling around in the last round, there might be a theoretical chance. There is 18 minutes left on the clock.<br />
<br />
The first thing is for the Rifle Corps on the right flank to move out of the way. They move about a bit and shoot at the Sentinels, who no longer are under, neither mini-feat nor Dauntless Resolve. This makes a guardsman happy. All but four are taken out. Vlad can now activate. He casts S&P and charges a Sentinel tying up the Field Gun. The Sentinel dies. The only marginally sensible spell to cast from Blood Boon is Wind Wall.<br />
<br />
Now Joe can say Bear's Strength to the leftmost Rifle Corps. They charge the Sentinels in front of them. One should never under estimate charging Winter Guards. They proceed to kill four Sentinels! The Gun Carriage and Marauder attempts to clean up the zone, but are not too successful. The elvens managed to tie up the Gun Carriage pretty well, and the Marauder is not in the best shape.<br />
<br />
That is more or less it. Nobody scores, so scenario score is still 1-1. However, Vlad has only 1 minute and 7 seconds left on the clock. We decide that end of round 3 is also end of game. So the picture above depicts the end of the game.<br />
<br /></div>
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
This battle was a long string of bad decisions and inefficient playing. Vlad should have a pretty good chance against this line up. Despite Sentinels, potentially being tough, no knockdown and a ridiculous ARM, they should be easy food for the Gun Carriages. In particular if the mini-feat can be provoked by the Rifle Corps. However, I spend far too long in round 2, where I should just have played laid back and weathered the feat and mini-feats. I sacrificed one of the Marauders for no apparent reason. The same for one of the Gun Carriages.<br />
<br />
I had a pretty good first round. But from there on... This is what happens where there is no plan.</div>
<br />
<div style="text-align: justify;">
Until next time.<br />
<br />
For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-79792392208674284302020-01-30T15:05:00.001+01:002020-01-30T15:05:39.641+01:00Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Supreme Kommandant Irusk (Irusk2)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhntoiVig7UWaNIb5COqCt55d9VaLCSP6iCxg0_Nhi4rRIMLn2Vt6MJE_sFIP8O2BscekFuMnLZcGMe4HdHkUFEGR3NX0FAH4JyzpM4Obq8DJ4kt1K5aDxU6sOKk-JkxsnNjB80ruLO6eaN/s1600/Khador-beats-Khador.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhntoiVig7UWaNIb5COqCt55d9VaLCSP6iCxg0_Nhi4rRIMLn2Vt6MJE_sFIP8O2BscekFuMnLZcGMe4HdHkUFEGR3NX0FAH4JyzpM4Obq8DJ4kt1K5aDxU6sOKk-JkxsnNjB80ruLO6eaN/s200/Khador-beats-Khador.png" /></a></div>
<i style="text-align: justify;">Khador seems to have become a troubled place lately. Once again two of the Empress' finest are at it against each other. Irusk is leading a bunch of homicidal maniacs, support by several winged flying creatures against Vlad and his finest Winter Guards. This battle turns into a rather bloody thing. The final clash is between old wisdom (and really big cool flag) and young stamina. Irusk must admit that maniacs are no match for the valour and discipline of Winter Guards. </i><br />
<i style="text-align: justify;"><br />
</i></div>
<a name='more'></a><div style="text-align: justify;">
More trouble in Khador. Irusk is threatening Vlad and his Winter Guards. I have myself played Irusk2 a lot; though, not in Wolves of Winter. I can see why this is a good combination. Tough, immune to knockdown and immune to blast is a good combination on the Doom Reavers. Nevertheless, Vlad is optimistic. Vlad brings his standard Winter Guard Kommand list. In its current form it has an Adjunct instead of a Mortar, and two Kapitans. Besides that it is the same as described <a href="https://greylordarchives.blogspot.com/2019/07/winter-guard-kommand-under-vladimir.html" target="_blank">here</a>. </div>
<br class="Apple-interchange-newline" />
<table border="0"><tbody>
<tr><td valign="top">Khador<br />
[Theme] Wolves of Winter<br />
<br />
[Irusk 2] Supreme Kommandant Irusk [+27] <br />
- Destroyer [14]<br />
- Juggernaut [13]<br />
- Greylord Adjunct [4]<br />
Koldun Lord [4]<br />
Koldun Lord [4]<br />
Thamarite Archon [8]<br />
Void Archon [8]<br />
Void Archon [8]<br />
Doom Reaver Swordsmen [10]<br />
- Greylord Escort [3]<br />
Doom Reaver Swordsmen [10]<br />
- Greylord Escort [3]<br />
Doom Reaver Swordsmen [10]<br />
- Greylord Escort [3]<br />
Greylord Ternion [0(7)]<br />
Greylord Ternion [0(7)]<br />
Greylord Ternion [0(7)]</td><td valign="top">Khador<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1]<br />
Vladimir Tzepesci, the Dark Prince [+28]<br />
- Greylord Adjunct [0 (4)]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</td></tr>
</tbody></table>
<br />
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
<a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Wolves_of_Winter" target="_blank">Wolves of Winter</a> is the new black in Khador. I have never played this theme (yet). It primarily gives Apparition to a Greylord or Doom Reaver unit in the Control Phase. Besides this it gives up to three Ternions units for free. <a href="https://warmachineuniversity.com/mw/index.php/Supreme_Kommandant_Irusk" target="_blank">Irusk2</a> is leading the mad Doom Reavers at al. He brings quite a few good abilities. He gives Tactician in a 10" bubble, which allows troops to ignore each other for LOS and movement. To expand the natural tough from the Doom Reavers to other units, he also brings Total Obedience, which is a 10" tough bubble. On top of that, he also normally cast and upkeeps Solid Ground, which gives a 14" bubble of no knock down and immunity to blast damage. This is of course bad for the Rifle Corps and Rocketeers in particular. He also brings Energizer for extra mobility of the battle group; Artifice of Deviation, which might have interesting applications for the Doom Reavers; Battle Lust, which makes the Ternions into weapon masters; and Fire for Effect for the Destroyer.<br />
<br />
Irusk brings an Adjunct, a <a href="https://warmachineuniversity.com/mw/index.php/Juggernaut" target="_blank">Juggernaut</a> and a Destroyer. The latter is really just the beat stick that we all love and respect. The <a href="https://warmachineuniversity.com/mw/index.php/Destroyer" target="_blank">Destroyer</a>, which is one of my personal favourites, really shine with Fire of Effect on it. Boosted Rat 4 (hitting DEF 15 on average), with an average damage of 25, and average blast damage of 18. It can clearly remove infantry and actually deal annoying damage to 'jacks. Finally, the <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Adjunct</a> brings a free upkeep, a cloud, a spray and eyeless sight (the latter really doesn't matter in this match).<br />
<br />
There are three <a href="https://warmachineuniversity.com/mw/index.php/Doom_Reaver_Swordsmen" target="_blank">Doom Reaver</a> units, all of them with unit attachments. The unit attachment solves many of the Doom Reavers issues. They can stop the berserker run, thus stopping them killing each other. They can also give them Pathfinder on the charge, and remove tough from their opponents. A bunch of charging Doom Reavers can be a frightful sight. They arrive with an average of 26 points of damage for killing big stuff, and Berserk for chewing through small stuff. The Doom Reavers are supported by three units of <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Ternion" target="_blank">Greylord Terninons</a>. They can return dead Doom Reavers when killing an enemy, put a cloud on e.g. Doom Reavers for making a wall of fog, and cast Ice Cage to lover the DEF of enemy models. <br />
<br />
Irusk has brought a bunch of solos. Two Koldun Lords, two Void Archons, and a single Thamarite Archon. The <a href="https://warmachineuniversity.com/mw/index.php/Koldun_Lord" target="_blank">Koldun Lords</a> are the super Greylords. Their build in abilities gives Battle Wizard to other Greylords (here the Ternions and the Adjunct). They can also cast the spells of other Greylords who are within 9" of them. This gives them a eight spells: Brittle Frost, POW 10 and -2 DEF; Puppet Master, reroll a die; Wind Ravager, stops enemy ranged attacks within 9"; Blizzard, giving a 3" cloud on a friendly model; Bonds of Woe, kill an enemy return a Doom Reaver; Ice Cage, -2 DEF on enemy and stationary if hit thrice; Frostbite, POW 12 8" spray; and finally Guidance, giving eyeless sight. That is an impressive amount of spells to watch out for.<br />
<br />
There are three of the new hot flying stuff: Two Void Archons, and a single Thamarite Archon. The former I haven't seen before. However, the latter I have used my self as a marvellous addition to Sorscha3 in Armored Corps. The <a href="https://warmachineuniversity.com/mw/index.php/Thamarite_Archon" target="_blank">Thamarite Archon</a> is a fantastic piece of artillery. It flies, has Parry, can reroll attack rolls, cannot be blinded or knocked down, has Dodge, and True Sight. At RAT 7 with d3 shots it tends to hit stuff. The three shots can either take control of a model and do an attack with it; make a 3" cloud of POW 12 (note this is not blast, so Irusk doesn't protect); or really hurt somebody with soul tokens. The latter doesn't really matter here; whereas the two former spells trouble for the Winter Guards. This is truly a flying dude to watch out for.<br />
<br />
The two <a href="https://warmachineuniversity.com/mw/index.php/Void_Archon" target="_blank">Void Archons</a> are new to me. They have a host of build in abilities, much like the Thamarite one. They cannot be knocked down or made blind, within 5" enemy models loose tough, it can be placed within 8" if it kills something, dual attack, Dark Shroud (-2 ARM within 1"), and it can gain and use Soul Tokens to become incorporeal or boost. That is a lot of build in abilities. In addition, it has a 10" POW 14 spray and two P+S 13 (actually 15 due to Dark Shroud) attacks. It seems to be able to do a lot of shenanigans with charging and jumping around.<br />
<br />
All in all, I'm half way worried. I should probably avoid being charge by all the homicidal maniacs. I also think the Void Archons can be really annoying.<br />
<br /></div>
<h2>
Deployment</h2>
<div style="text-align: justify;">
We are playing the 2019 Steamroller Bunkers scenario. Irusk wins the rolloff and goes first. Vlad is happy looking at an objective to hide behind. We both opt for the Stockpile objective (remove d3 point of damage within 4").<br />
<br />
Irusk deploys in the middle with his two 'jacks. The Tharamite Archon goes on the far left flank, eyeing a forest to hide in. A unit of Ternions go on each flank, ready to support the Advance Deployed Doom Reavers, who deploy in front in a formation ready for clouds. All the rest goes in the middle. The two Void Archons are truly in the void. They are represented by empty bases (see picture below).<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMP-WB2cfHJq5jPx5LhYBc8PVjHPtFjEoX0HucYFLFI6YzU7s5Fc3brGaFw_5C9W3b8ZejzzqU_s6z89NpRc9YTPssJtCbK2dZgvhY3rDax5tEuECR3xufeXspZT-7P1qi8MqSSD1zgR7v/s1600/IMG_0334.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1106" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMP-WB2cfHJq5jPx5LhYBc8PVjHPtFjEoX0HucYFLFI6YzU7s5Fc3brGaFw_5C9W3b8ZejzzqU_s6z89NpRc9YTPssJtCbK2dZgvhY3rDax5tEuECR3xufeXspZT-7P1qi8MqSSD1zgR7v/s640/IMG_0334.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr>
</tbody></table>
<div style="text-align: justify;">
<br />
Vlad deploys, more or less in the standard pattern. A Gun Carriage, supported by a Kapitan on each flank. Then a unit of Rifle Corps and Field Guns. The rest goes in the middle with Vlad. The picture above depicts the end of deployment.<br />
<br /></div>
<h2>
Round 1</h2>
<div style="text-align: justify;">
Round one. The boring one. I assume Doom Reavers will rund forward, and Vlad will position in an attempt to avoid too many charging maniacs. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTXe7Fn4LplHvfzBKwFUqjl_rmyQJDT0dtT4iKanlHlKo2-yM_FHw8JildAByyBnb9OiTgErQ6qxtFO-s1iuQo5CtQXN8VmxAwxGmIGwpkm3MzmyNJYAZQJDqltH-T4mhOV2Db6ZtrvqyP/s1600/IMG_0335.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1068" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTXe7Fn4LplHvfzBKwFUqjl_rmyQJDT0dtT4iKanlHlKo2-yM_FHw8JildAByyBnb9OiTgErQ6qxtFO-s1iuQo5CtQXN8VmxAwxGmIGwpkm3MzmyNJYAZQJDqltH-T4mhOV2Db6ZtrvqyP/s640/IMG_0335.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Irusk begins by casting Fire for Effect on the Destroyer and Solid Ground on himself. He then moves forward into the zone and casts Artifice of Deviation to the left, ready to receive a unit of Doom Reavers. Both the Ternion units move forward and drop clouds on some Doom Reavers. Screaming and flailing they run forward. The left most unit into Irusk's Artifice of Deviation for an impressive DEF 17 against shooting. The other two units move into a cloud wall on either side of the forest. The Thamarite Archon runs into the woods. Everybody else shuffles forward. The picture above shows the end of Irusk's turn.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgom5ElVquMCHRynUd7rjDwlLxCtFypick5X5vLl99-scSGnP5hgJI-TuQvLje0c4FodBobV3KMEurOWLa6Nqy8kjiv_kWTJ7bDthLfesioZxW6qwGtntQMnFmrNY3LYA6Rf4ZnetAUlM5L/s1600/IMG_0336.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="841" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgom5ElVquMCHRynUd7rjDwlLxCtFypick5X5vLl99-scSGnP5hgJI-TuQvLje0c4FodBobV3KMEurOWLa6Nqy8kjiv_kWTJ7bDthLfesioZxW6qwGtntQMnFmrNY3LYA6Rf4ZnetAUlM5L/s640/IMG_0336.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Vlad needs to remove Doom Reavers. He cast Signs & Portens, and moves up behind the Objective. On the left flank, the Kapitan moves forward and goes Artillerist on the Gun Carriage, which then moves forward and shoots at the Doom Reavers in cover and clouds. It is well aware that killing then is difficult. But leaving rough terrain in front of the Doom Reavers forces them to use Death Strider if they wish to charge. It then Reposition far to the left to force a Doom Reaver unit to go far to the left if they wish to deal with it. Not to be bested by the Gun Carriage on the left flank, the one on the right does more or less the samen. Together, they are surprisingly efficient in killing Doom Reavers. The downside of this efficiency is Void Archons full of soul tokens.<br />
<br />
The Rifle Corps basically just move forward and pepper the Doom Reavers. The one of the left almost manage to remove a whole unit, except for the Greylord Escort. The one of the right is not efficient at all. 'jacks and Field Guns move forward. One of the Marauders bait the rightmost Doom Reaver unit. The picture above depicts the end of round 1. </div>
<br />
<h2>
Round 2</h2>
<div style="text-align: justify;">
This is probably the round where maniacs will meet discipline. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgizIkbEJLvnEhNdHBkjPfNEkIQrPy9rJ6bOhKOXtMf2IrhqVEN2FBDaRX2WR3pUSh_iQie3_lSnvFh-J5SHydJnk0F3ahfte9T8psASsGeBXFB75TTNN3aDWHKLDDfxTAsOQwCKfBN1U5Y/s1600/IMG_0337.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="818" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgizIkbEJLvnEhNdHBkjPfNEkIQrPy9rJ6bOhKOXtMf2IrhqVEN2FBDaRX2WR3pUSh_iQie3_lSnvFh-J5SHydJnk0F3ahfte9T8psASsGeBXFB75TTNN3aDWHKLDDfxTAsOQwCKfBN1U5Y/s640/IMG_0337.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Irusk upkeeps Fire for Effect and Solid Ground, one of them for free from the Adjunct. He drops Artifice of Deviation. On the left flank, the Thamarite Archon moves forward to the flag, ready to score. It then shoots at Vlad's Field gun and kills it.<br />
<br />
The Doom Reavers on the left took the bait and charges the Gun Carriage. On average, the six Doom Reavers will do 35 points of damage against a Gun Carriage, and it has 38. It survives. The Doom Reaver on the right also takes the bait and charges the tempting Marauder. This is just silly. There is not really a chance for them to kill it.<br />
<br />
Most other stuff moves forward. A Koldun Lord on the right moves up to the Flag and drops a cloud. He is ready to score. The last "Doom Reaver unit" has one model revived and moves forward to be annoying. The picture above shows the end of Iruk's turn, which was surprisingly harmless.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9RFtQ51T1AT4rkvuq6YfW-ARj2kBio7tA7TffDTzgl5mBCwYlNc-woXJursW_GEj0mPPEWw0U6zC4vDV4X13InAvWYdfZuC5IpxRJdUNZIEEU8_FzN8gbr6Mg7hU8UmFv_rvjrwDGQIf3/s1600/IMG_0338.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="936" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9RFtQ51T1AT4rkvuq6YfW-ARj2kBio7tA7TffDTzgl5mBCwYlNc-woXJursW_GEj0mPPEWw0U6zC4vDV4X13InAvWYdfZuC5IpxRJdUNZIEEU8_FzN8gbr6Mg7hU8UmFv_rvjrwDGQIf3/s640/IMG_0338.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Vlad is smiling. This is going well. The objective starts by healing the Marauder damaged by the Doom Reavers. Despite having had a chat about wandering off, Vlad needs to get into action. To maximise the area of Signs & Portens he has to move forward. So he feats, casts Signs & Portents, and charges the Doom Reaver in front of him. He kills it and then uses Blood Boon to cast Boundless Charge on the leftmost Marauder.<br />
<br />
On the left flank, the Gun Carriage charges the Koldun Lord and kills him. It then stars shooting and only takes out a single Ternion. The Kapitan runs to the flag to score. Finally, the rightmost Marauder tramples over the Doom Reavers and kills most of them, and takes a single free strike. It the whacks the Void Archon until it is dispatched back to the Void. The final Marauder tramples the last Doom Reaver to the Koldun Lord. But it misses him.<br />
<br />
On the left flank, the Rifle Corps moves to the left and shoots at the Doom Reaver unit attachment on the left, killing her. The Gun Carriage can now charge the Tharamite Archon, and on they way impact a unit of Doom Reavers killing them. They are outside Irusk's bubble. It also kills the Archon. It then Repositions to the flag. The last Marauder charges a Ternion and kills him. Finally, Joe shouts For the Motherland to the rightmost Rifle Corps and moves forward. They then advance a shoots and at stuff, without much success.<br />
<br />
This allows Vlad to score two scenario points, and Irusk scores one. This leaves the scenario score at 2-1 Vlad's favour. The picture above depicts the end of Vlad's marvellous round. </div>
<br />
<h2>
Round 3</h2>
<div style="text-align: justify;">
Vlad is on a roll. Irusk needs something close to a miracle. The chance is not zero — but close.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6ieMTRMn34nUsME6_AXDnJDU243r66p2er_ZDVIvcBg5kKcgEGm7Aduvc9m7mj58YfLujrccDZPNxW6fxb4sB7nGmwq_YaESPTZGXGpg_Fp8NVo5ylNi-rZpigEQKaqsDfi1BWciGkoIx/s1600/IMG_0339.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1000" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6ieMTRMn34nUsME6_AXDnJDU243r66p2er_ZDVIvcBg5kKcgEGm7Aduvc9m7mj58YfLujrccDZPNxW6fxb4sB7nGmwq_YaESPTZGXGpg_Fp8NVo5ylNi-rZpigEQKaqsDfi1BWciGkoIx/s640/IMG_0339.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 3, end of game</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
So, to take out Vlad, Irusk needs a clever plan. He comes up with one. This plan involves Irusk doing the Vlad killing. The Juggernaut on the right slams the Marauder partly in the forest, primarily to knock it down. It is knocked down with not a lot of damage. The Void Archon can then move in behind Vlad and lower his ARM to 13. It can then spray and hit Vlad, causing him some damage. Luckily, Vlad had two focus to make the worst of the pain go away. The Greylord Escort can now charge, with no apparent effect. Irusk feats, casts Energizer to get into position (and moves the Marauder as well), charges and picks off even more boxes from Vlad. Yet, he is still alive. Here is where it gets interesting.<br />
<br />
The final part of the plan involves the Destroyer charging through the forrest (thanks to Iruk's feat) and brining axe to Vlad's face. Luckily, we had in the second round been debating the pleasures of Boundless Charge (from Vlad) and done a lot of measuring. Which, had mentally convinced my opponent that the Destroyer could reach 12", which is about what was between the Destroyer and Vlad. However, Energizer gives 2", base movement give 4", charge gives 3" and reach gives 1", to a grand total of 10". After a few seconds of being very baffled. He remember that the extra 2" were only in his mind. Lucky Vlad.<br />
<br />
So, Vlad was left standing with a very old man in front of him (with a very cool flag, though). The games was for all practical purposes over.</div>
<br />
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
I feel Vlad was in control through out the game. He did not wander off and get himself into trouble. Despite a moment of panic in round three when Irusk said something like: "My Destroyer and I will now assassinate Vlad". I was pretty sure Vald was safe; which he was.<br />
<br />
The diversion plan to pull a unit of Doom Reavers to the edge worked. Even if they would have killed the Gun Carriage, which was highly unlikely, they would be out of the way, and inn shooting range of the Rifle Corps.<br />
<br />
I might have thrived on a slightly too aggressive opponent. The Doom Reavers charging my Marauder did not stand a chance. Yet, if he had played a bit more passive, Vlad could have brought Marauders and Gun Carriages to his doorstep.<br />
<br />
I have learned that Void Archons are really annoying and dangerous. They are now in little black book.<br />
<br /></div>
<div style="text-align: justify;">
Until next time.<br />
<br />
For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-50371396101086799692020-01-26T17:08:00.001+01:002020-01-26T17:08:07.445+01:00Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Kommander Oleg Strakhov (Strakhov1)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhntoiVig7UWaNIb5COqCt55d9VaLCSP6iCxg0_Nhi4rRIMLn2Vt6MJE_sFIP8O2BscekFuMnLZcGMe4HdHkUFEGR3NX0FAH4JyzpM4Obq8DJ4kt1K5aDxU6sOKk-JkxsnNjB80ruLO6eaN/s1600/Khador-beats-Khador.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhntoiVig7UWaNIb5COqCt55d9VaLCSP6iCxg0_Nhi4rRIMLn2Vt6MJE_sFIP8O2BscekFuMnLZcGMe4HdHkUFEGR3NX0FAH4JyzpM4Obq8DJ4kt1K5aDxU6sOKk-JkxsnNjB80ruLO6eaN/s200/Khador-beats-Khador.png" width="75" /></a></div>
<i>Once again there is civil unrest in Khador. This time, Strakhov or an imposter is plaguing the land. He is wandering around with a colossal, a few 'jacks, and is supported by the female Kayazy. Vlad is dispatched to contain the threat. It appears to be going quite well. Until, Vlad gets this brilliant idea of not just hanging back, enjoying the scenery, and handing out Signs & Portents. </i></div>
<br />
<a name='more'></a><div style="text-align: justify;">
Unfortunately, civil unrest is happening in Khador again. Last time it happed, it was the Butcher running amok (battle report <a href="https://greylordarchives.blogspot.com/2019/11/vladimir-tzepesci-dark-prince-vlad1-vs_18.html" target="_blank">here</a>). This time it seems that Strakhov is on the wrong side of the fence. I have an ok idea about his capabilities, yet I have never played him myself. Vlad brings an experimental version of his WGK-list, along with his (ex) girlfriend. (see further down for a walk through of a <i>tale of two lovers</i>).</div>
<br />
<table border="0"><tbody>
<tr><td valign="top">Khador<br />
[Theme] Jaws of the Wolf<br />
<br />
[Strakhov 1] Kommander Oleg Strakhov [+28] <br />
- Marauder [11]<br />
- Victor [34]<br />
- Greylord Adjunct [4]<br />
Greylord Forge Seer [4]<br />
- Marauder [11]<br />
Hermit of Henge Hold [5]<br />
Kovnik Apprentice Kratikoff [4]<br />
- Beast 09 [18]<br />
Widowmaker Marksman [4]<br />
Yuri the Axe [0(5)]<br />
Kayazy Eliminators [0(5)]<br />
Kayazy Eliminators [0(5)]<br />
Widowmaker Scouts [8]</td><td valign="top">Khador<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28] <br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
Kovnik Apprentice Kratikoff [0(4)]<br />
- Rager [10]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Infantry (min) [6]<br />
- Winter Guard Infantry Officer & Standard [0(4)]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</td></tr>
</tbody></table>
<br />
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
Strakhov1 brings a handfull of very capable spells, and the ability to upkeep for free; not to mention a feat almost as good as Vlad's. The least interesting spell is probably Battering Ram, which is a POW 12, range 8" spell, which also pushes d3". On the more interesting side, there are three upkeep spells: Occultation, which gives a unit/model stealth. Pretty nifty when facing a lot of shooting; Sentry, which allows a model to shoot an extra shot in the Maintenance Phase. This will probably go on Victor; and Superiority, which gives a 'jack +2 SPD, MAT and DEF, and immune to knockdown. Finally, he can also cast Overrun, which allows a model to move when the target model kills something.<br />
<br />
Finally, his feat is a slightly different and perhaps slightly worse than Vlad's. 'jacks can charge and slam for free, and when a friendly faction model targets a model in Strakhov's control area, they get Pathfinder and +4" to their normal movement. The most important difference to Vlad's is that for Strakhov the target has to be within 12" of Strakhov; whereas, for Vlad only the charging model must be within 14" of Vlad. This is a pretty big difference. Also, the extra Pathfinder from Strakhov's feat is of little use as the Jaws of the Wolf theme already gives 'jacks Pathfinder.<br />
<br />
Strakhov's battle group includes a Victor, a Marauder and he has an Adjunct attached. The latter is a marvellous addition to most 'casters. The <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Adjunct" target="_blank">Greylord Adjunct</a> offers two really good passive abilities: Arcane Assist and Spiritual Conduit. The former allows a free upkeep, which is not terrible important for Strakhov since he most likely can upkeep for free. The latter extends Strakhov's casting range by 2", which is nice for Strakhov. His most important ability is probably Guidance, which can give Eyeless Sight. He also has a cloud and a spray.<br />
<br />
<a href="https://warmachineuniversity.com/mw/index.php/Victor" target="_blank">Victor</a> is one of our Colossal. It has a really big gun. Range 20", AOE 5", POW 15 with three different modes of attack: leave a crater, drop a flare, or cause continuous fire. This is a good target for Senty and Overrun. It addition, Victor has two smaller guns, which are quite infantry unfriendly, and the obligatory big fists. The <a href="https://warmachineuniversity.com/mw/index.php/Marauder" target="_blank">Marauder</a> we already know and love.<br />
<br />
Strakhov also brings two other guys ordering Warjacks around. Sorscha0 with Beast '09 and a Greylord Forge Seer with a Marauder. <a href="https://warmachineuniversity.com/mw/index.php/Kovnik_Apprentice_Kratikoff" target="_blank">Sorsch0</a> is our very good Junior Warcaster, or as she is colloquial known "Boundless Charge on a stick". In this list, this is why she is here. The combination of Strakhov's feat and Boundless Charge (BC) can propel a standard Khador 'jack an impressive 13" when charging (4" base + 4" feat + 3" charge + 2" BC). As a bonus she can also give Concealment inside an 8" bubble. Sorscha brings Beast, which is a rather expensive 'jack to put on a junior. Yet, it is her pet Juggernaut with Shield Guard, Hyper-aggressive and Murderous (addition dice to hit against warrior model). A 2" reach P+S 19 axe and a fist. So, with all the trimmings Beast can bring four axe attacks to face from 15" away (and a fist from 14")!<br />
<br />
The final Warjack is yet another Marauder, this time attached to a <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Forge_Seer" target="_blank">Greylord Forge Seer</a>. The Greylord's Drive gives magical attacks to the Marauder, which in this battle doesn't really do anything. He can give an extra focus, cast an attack spell, and put Winter's Wind on either himself or Beast. <br />
<br />
The units are two units of Eliminators, who are free in this theme; and a unit of Widowmakers. The <a href="https://warmachineuniversity.com/mw/index.php/Kayazy_Eliminators" target="_blank">Eliminators</a> are among the best mercenaries around. The are fast (SPD 7, Acrobatics, Parry and Side Step), hard to hit (DEF 15, Stealth and Duelist) and deadly in melee (Two attacks, POW 9 (or 13 Combo Strike), Anatomical Precision and Gang. Kind of along the same line is the unit of <a href="https://warmachineuniversity.com/mw/index.php/Widowmaker_Scouts" target="_blank">Widowmakers</a>. They are our nimble, precise and Advance Deployment hunters. RAT 7, Marksman and Sniper is a very nice combination.<br />
<br />
Finally, Strakhov brings three additional solos: the Hermit, Yuri and a Marksman. I have never really understood the <a href="https://warmachineuniversity.com/mw/index.php/Hermit_of_Henge_Hold" target="_blank">Hermit</a>. I personally think he is a fashion statement. In this list, I think he only adds the -2 ARM via Whispers at the Gate, which is neat but still. He is also good at contesting or scoring flags, as he really needs five attacks to die (Ancient Shroud). <a href="https://warmachineuniversity.com/mw/index.php/Yuri_the_Axe" target="_blank">Yuri</a>, on the other hand is a cruise missile of Winter Guard killing. A reach 2", P+S 13 weapon master, with thresher really spells trouble for most stuff caught in his track. Finally, the <a href="https://warmachineuniversity.com/mw/index.php/Widowmaker_Marksman" target="_blank">Marksman</a> is a super Widowmaker. Not only does he shoot better, but he also grants Swift Hunter to the Widowmakers (move 2" when killing a model). <br />
<br />
<h3>
A Tale of Two Lovers</h3>
<div style="text-align: justify;">
I am doing a slight twist to my normal Winter Guard Kommand list. I'm keeping the three Marauders and the Gun Carriages. However, I'm interested in knowing whether his (ex) girlfriend is any good. Vlad is often strapped for focus, so an extra Boundless Charge could be nice. Also the combination of Sorscha's No Sleeping on the Job (no knockdown) and Joe's Courage of the Forefathers could be a nice combination. Sorscha brings the cheapest sensible 'jack, a <a href="https://warmachineuniversity.com/mw/index.php/Rager" target="_blank">Rager</a>. It is an OK end-game 'jack and a Shield Guard.<br />
<br />
Unfortunately, Sorscha and 'jack is an expensive package. So, I have to give up on my favourite <i>knockdown on a stick</i> unit, the Field Guns; and swap a Rifle Corps of an <a href="https://warmachineuniversity.com/mw/index.php/Winter_Guard_Infantry" target="_blank">Infantry</a> unit. It is going to be interesting to see how this list performs.<br />
<br />
Nevertheless, I'm not too worried. The Marauders can remove Victor and there is still plenty of shooting stuff to deal with the rest. Finally, the Gun Carriages can still do a lot of knockdown. As long as I keep Vlad safe, I should be good to go.</div>
<br /></div>
<h2>
Deployment</h2>
<div style="text-align: justify;">
We are playing Steamroller 2019 Spread the Net. Vlad wins the roll-off and decides to go first. He is a bit disappointed as there is no wall or trench to stand in. Strakhov did naturally select that side of the table.<br />
<br />
Vlad deploys very much in the standard manner. A Gun Carriage on each flank. However, since a tale of two lovers apparently is pretty low on artillery, Vlad has to deploy with the infantry unit and a single Marauder. The two other Marauders deploy slightly to the right. Sorscha deploys to the right with her Rager; and since Vlad can't find a wall, she can, just in front of her.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuJWDmHQs_9BjlNJ5vy30OkwoBtAM8ZoXbP9vWekVYDmqxFNFpZFo_XAGQ3pL06pWS5zcIouldVEaI59fKmHMMe-AdpgUtGQldn1c1TpH4Z1ipZvUtauscyqOVUYruqknhzNMs2bXmqrvb/s1600/PB100041.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1154" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuJWDmHQs_9BjlNJ5vy30OkwoBtAM8ZoXbP9vWekVYDmqxFNFpZFo_XAGQ3pL06pWS5zcIouldVEaI59fKmHMMe-AdpgUtGQldn1c1TpH4Z1ipZvUtauscyqOVUYruqknhzNMs2bXmqrvb/s640/PB100041.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Strakhov deploys in the middle with basically everything except what can Advance Deploy, the Greylord and one unit of Eliminators. The two latter deploys on the left flank. Whilst, Yuri and the Widowmakers deploy near the forest in the middle or inside the one brought by the theme. The picture above depicts the end of deployment. </div>
<br />
<h2>
Round 1</h2>
<div style="text-align: justify;">
First round is always rather uneventful. Yet, as always, the only way is forward.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDt-Zdqgcf2FVzG7aine34QtbNe1LhPFC7wvFdQ0i3vCYGwvtW-ZtE7WN6nfplOf7vMux3FZnCblqHXog-Ln6x1CwTdPKZaKIDZjAnC32yevS8SWEECHISfY_Fz8XCoXKO9f8bGxIWh62O/s1600/PB100042.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1054" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDt-Zdqgcf2FVzG7aine34QtbNe1LhPFC7wvFdQ0i3vCYGwvtW-ZtE7WN6nfplOf7vMux3FZnCblqHXog-Ln6x1CwTdPKZaKIDZjAnC32yevS8SWEECHISfY_Fz8XCoXKO9f8bGxIWh62O/s640/PB100042.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
The only way is forward. Both of the Gun Carriages thunder forward, one on each flank. The Winter guards also moves forward. They stay in a rather scattered formation, as they really don't want to be close together when Victor starts firing. The rightmost Marauder moves forward, and the other two moves to the right and foward. Joe says Courrage of the Motherland to the Rifle Corps. This is a nice combination with Sorscha's No Sleeping on the Job. Sorscha moves towards the fence and casts Fog of War. Her Rager stays put, ready to do its Shield Guard duty. Finally, Vlad moves forward and casts Wind Wall. The picture above depicts the end of Vlad's uneventful turn. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCoJkxF2_OjOkxMhmiD_1jL_pnycn7sZcwtDRQgRMCxtIAaFS9U3XhKQWmuBKvPX8UMoSPqnSpoAEb2vpUrscyUEcsi1XYcI1wXPml5NllISF70rMFpC6s8Cs38pKLqSdZVIXbAOSF9shB/s1600/PB100043.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1063" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCoJkxF2_OjOkxMhmiD_1jL_pnycn7sZcwtDRQgRMCxtIAaFS9U3XhKQWmuBKvPX8UMoSPqnSpoAEb2vpUrscyUEcsi1XYcI1wXPml5NllISF70rMFpC6s8Cs38pKLqSdZVIXbAOSF9shB/s640/PB100043.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Strakhov starts by casting his spells. Overrun goes on Victor, as does Sentry. Superiority goes on Beast. He then moves forward in front of where Victor will be shortly. On the left flank the Eliminators run into the zone to contest. The Forge Seer and his pet Marauder move up behind the fence.<br />
<br />
On the right flank, the Widowmakers and Marksman moves about a shoots at a Rocketeer, who dies; they also put a few shots into the Gun Carriage. Victor moves forward and shoots his really big gun at some Winterguards. One of the gets caught in the blast, dies and triggers Overun on the Marauder on the right flank. Everything else move forward. The Marauder runs surprisingly close to the rightmost Gun Carriage. The picture above shows the end of round 1.</div>
<br />
<h2>
Round 2</h2>
<div style="text-align: justify;">
OK, so nothing interesting here. Two annoying Eliminators on the left, and Yuri in the woods in the middle. The rest, more or less as expected. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAj7CLEo_LtfjlgIUnh_kaDy1RY3dMX7BEv0Ae2bIw9WuXwtbDL4JhubeH_1gt0Isp8N3NTxKPe4Miajlk3A3y8SWOmJIcEdgYh0JCpa2S4xljkRH2HQj_NWwhrAVXewjIEJO_XaMpMwQc/s1600/PB100044.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1070" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAj7CLEo_LtfjlgIUnh_kaDy1RY3dMX7BEv0Ae2bIw9WuXwtbDL4JhubeH_1gt0Isp8N3NTxKPe4Miajlk3A3y8SWOmJIcEdgYh0JCpa2S4xljkRH2HQj_NWwhrAVXewjIEJO_XaMpMwQc/s640/PB100044.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
There is still only one way: forward. Vlad just stays put and casts S&P. On the left flank, the Gun Carriage moves forward into the zone and drops two cannon shots towards Strakhov in the hope of getting rid of something. Nothing really happened. The leftmost Marauder runs around the corner of the building (thus, is currently out of sight on the picture above).<br />
<br />
On the right flank, the Gun Carriage charges the Marauder in front of it, and slams it to the left slightly into the forest. It the proceeds to shoot Widowmakers. Sorscha moves up to the fence and casts Boundless Charge on the rightmost Marauder, which the proceeds to charge the enemy Marauder. It combo-smites it into the forest and kills Yuri in the process†. Everybody else move forward. The picture above shows the end of turn 1.<br />
<br />
<span style="font-size: x-small;">† Here we made a little mistake. Pathfinder does not apply to involuntary moves. So, the Marauder would not have killed Yuri.</span></div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtu2qWZr6TkhF3_En0brOz344sMTW2EfDnOBpCbcy2EmYVZ01tGEf1HcdsZf-i_35AHtw1OukcAik-vF4GB_6dVyS67zpHExJlLnEvxmOaYKdTownar0DpNEoX8Kc0IC4lMnhxFBADoCsQ/s1600/PB100045.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="979" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtu2qWZr6TkhF3_En0brOz344sMTW2EfDnOBpCbcy2EmYVZ01tGEf1HcdsZf-i_35AHtw1OukcAik-vF4GB_6dVyS67zpHExJlLnEvxmOaYKdTownar0DpNEoX8Kc0IC4lMnhxFBADoCsQ/s640/PB100045.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Strakhov is a bit pissed. He ordres Victor to charge the leftmost Gun Carriage, which it proceeds to smash to smithereens. The leftmost enemy Marauder moves forward to score the zone. On the right flank, an enemy Marauder charges the Gun Carriage and kills it. Beast moves into the forest. The Widowmakers kill a few Winter Guards, and the Eliminators in the middle does the same.<br />
<br />
Strakhov scores one scenario point for the left zone, Vlad scores one for the right zone. This leaves the score at 1-1. The picture above depicts the end of round 2.<br />
<br /></div>
<h2>
Round 3</h2>
<div style="text-align: justify;">
So far, it is not too bad. Despite loosing the two Gun Carriages there is hope. There are still three Marauders left. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHuFAPcFtVt2Gq1jE1q7VbalICbeWYZT2cfI-aT4CcdGRSkJGXK8ABcmhyphenhyphendzrXZUi8zl2rxmZ2PXZicX1LtQZpME6dg-00DGRxdI5Kwiuo7oEmoyW5HHZiJ6reuJCp07EuHf7i8LQI2ZQX/s1600/PB100046.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="855" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHuFAPcFtVt2Gq1jE1q7VbalICbeWYZT2cfI-aT4CcdGRSkJGXK8ABcmhyphenhyphendzrXZUi8zl2rxmZ2PXZicX1LtQZpME6dg-00DGRxdI5Kwiuo7oEmoyW5HHZiJ6reuJCp07EuHf7i8LQI2ZQX/s640/PB100046.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
It is feat time. Vlad allocates focus to the Marauders on the left. He then activates, feats and cast S&P, He now makes the tactical mistake that will cost the game: he moves. This is what happens when Vlad gets bored. He moves. He should not. More on this later.<br />
<br />
The left most Marauder charges the enemy Marauder on the left. It does a fair amount of damage. It would have preferred to charge Victor with his pal. But, due to a combination of positioning and distance it could not get there. However, his fully loaded pal in the middle charges Victor. One Marauder is a bit too little to actually kill Victor, but the Marauder does make a huge dent into it. The rightmost Marauder charges Beast, but manages to do not a lot of damage.<br />
<br />
The Winter Guards move about a shoots a bit. Vlad manages to contest on the left zone, and score on the right zone. This leaves the scenario score at 2-1 in Vlad's favour. The picture above shows then end of turn 1.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXZwAyHAtzBOOjFfn6iLudKGDnLMohJKkdBWPC21j2_zg9zeuwPqoo8Q_mFG8UVZ9OZ4ByYq5W-cz8BFAO02_Ar4jiIyVhzHcNUDW5dAAmHcd2_PXkmHVTBA8ETnCnc8dj27Z1cCHD30zr/s1600/PB100047.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="799" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXZwAyHAtzBOOjFfn6iLudKGDnLMohJKkdBWPC21j2_zg9zeuwPqoo8Q_mFG8UVZ9OZ4ByYq5W-cz8BFAO02_Ar4jiIyVhzHcNUDW5dAAmHcd2_PXkmHVTBA8ETnCnc8dj27Z1cCHD30zr/s640/PB100047.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 3, end of game</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
So, Vlad should just learn to stay put. Sorscha starts by filling Beast up; Strakhov fills Victor up. The Victor starts by sliding towards the rightmost Marauder and smashes it with its mighty fists. Sorscha then moves up and drops a Boundless Charge on Beast. Beast then charges Vlad. Guess what, Vlad doesn't really like Beast. End of game. Sorscha manages to score one point on the flag. Vlad scores on the right zone. This leaves the scenario score at 3-2 in Vlad's favour. The picture above demonstrates the situation when Vlad can't stand still. </div>
<br />
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
It was actually going pretty well. Despite a few cock-ups, Vlad was doing OK. There was a reasonable chance of getting rid of Victor and one, or two more 'jacks. That would still leave Vlad with his girlfriend and her pet 'jack, as well as some Winter Guards; and himself, obviously. Finally, Strakhov was getting really low on the clock. So, if he just didn't move, everything would be fine. This is clearly a lesson learned. Think through the consequences of your action before you do them. I should have seen Beast being able to reach Vlad. </div>
<br />
<div style="text-align: justify;">
Until next time.<br />
<br />
For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0tag:blogger.com,1999:blog-4988829232919285725.post-16673606315849976542019-12-22T01:08:00.000+01:002019-12-25T23:10:25.215+01:00Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Captain Kara Sloan (Sloan1)<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjaZftdY2NlYOe__oNG9GpTI5nUKqGn-xO8Rd_CHWZhhq2TmVgEn-kjuTvBHh3hHJXOGnt0LQcftU-rEZd96e1mSz_Ti9LnXYIhMyTDEW6VBsyg_nF3Z-APdl4AdvLytzsfJVDjjGKidmo/s1600/khador-beats-cygnar.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="130" data-original-width="130" height="75" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjaZftdY2NlYOe__oNG9GpTI5nUKqGn-xO8Rd_CHWZhhq2TmVgEn-kjuTvBHh3hHJXOGnt0LQcftU-rEZd96e1mSz_Ti9LnXYIhMyTDEW6VBsyg_nF3Z-APdl4AdvLytzsfJVDjjGKidmo/s200/khador-beats-cygnar.png" width="75" /></a></div>
<i>Apparently Cygnar never manages to learn a lesson. This time Sloan is send into Khador territory. Vlad, having developed quite a hobby dealing with Cygnar troops is once again dispatched. It turns out that Sloan brought an impressive eight shooting 'jacks. This brawl turns into a slow bloody grind. After an impressive six rounds, Vlad turns out victorious. He clearly demonstrates to Sloan what a group of determined Winter Guards can do to claim and hold the battlefield. </i></div>
<br />
<a name='more'></a><div style="text-align: justify;">
I have never faced Sloan before. I'm told that Sloan gun line is a thing - and boy there are many guns here. Vlad is feeling lucky and moves his Winter Guards into position. He brings his standard Winter Guard list (detailed <a href="https://greylordarchives.blogspot.com/2019/07/winter-guard-kommand-under-vladimir.html" target="_blank">here</a>). This is the post-Oblivion version, which only differs in an additional Artillery Kapitan.</div>
<br />
<table border="0"><tbody>
<tr> <td valign="top">Cygnar<br />
[Theme] Gravediggers<br />
<br />
[Sloan 1] Captain Kara Sloan [+28] <br />
- Grenadier [9]<br />
- Grenadier [9]<br />
- Hunter [10]<br />
- Hunter [10]<br />
- Hunter [10]<br />
- Hunter [10]<br />
- Hunter [10]<br />
- Hunter [10]<br />
- Reinholdt, Gobber Speculator [4]<br />
Captain Maxwell Finn [0(6)]<br />
Patrol Dog [2]<br />
Trench Buster [0(5)]<br />
Trench Buster [0(5)]<br />
Rangers [9]<br />
Trencher Express Team [5]<br />
Trencher Express Team [5]</td> <td valign="top">Khador<br />
[Theme] Winter Guard Kommand<br />
<br />
[Vladimir 1]<br />
Vladimir Tzepesci, the Dark Prince [+28]<br />
- Marauder [11]<br />
- Marauder [11]<br />
- Marauder [11]<br />
Kovnik Jozef Grigorovich [0(4)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Field Gun Crew [4]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
- Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</td> </tr>
</tbody></table>
<br />
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
<a href="https://warmachineuniversity.com/mw/index.php/Captain_Kara_Sloan" target="_blank">Sloan1</a> is completely new to me. She appears to be a little girl carrying a big gun. Her build in ability is True Sight, which allows her to ignore cloud effects and stealth. I guess this is handy, when carrying a big gun. She also confers this ability to her eight 'jacks. Luckily, Vlad and his Winter Guards doesn't really do a lot in the whole cloud business. When in the theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Gravediggers" target="_blank">Gravedigger</a>, the trenchers also gains Rise, which allows knocked down trenchers to stand up in the maintenance phase. There really isn't a lot of trenchers in this list. So, it is almost inconsequential. Vlad's knockdown circus will probably focus on the 'jacks. It also allows Sloan to reroll the starting roll, which might matter as I guess she wants to go first.<br />
<br />
Besides the big gun, she also brings five spells to the table. One of them is a damage spell (Dust to Dust); another is Return Fire, which allows a model to shoot back; and one is Refuge, which allows a model hitting something to make a full advance. However, all of her value is in the last two spells in combination with the eight shooty 'jacks: Fire Group, which gives all her 'jacks +2 RNG; and Guided Fire, which gives all her 'jacks boosted attack rolls. She is probably going to cast them all the time, which will consume five of her six focus. She really rounds of her shooting 'jacks with her feat, which gives her a free Fire Group, and models in her battle group and make an addition ranged attack.<br />
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In the feat turn, that is 12, range 16", POW 6 (Armor Piercing) shots (hitting DEF 17 on average), and 8 (assuming a trencher nearby). range 12. AOE 3", POW 13 shots (hitting DEF 16 on average). All of this without spending a single focus and not including her own shooting. That is a whole lot of shooting!<br />
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She is also in the company of <a href="https://warmachineuniversity.com/mw/index.php/Reinholdt,_Gobber_Speculator" target="_blank">Reinholdt</a>. Two of his three abilities are relevant here (removing Stealth not). He can use Lucky Charm to give Sloan a reroll an attack or damage roll, or Reloader to give her an addition ranged attack. Again, under feat turn she can potentially put out 3 shots (one on her own, one from the feat, and one from Reinholdt's Reload) at range 16", POW 12, hitting DEF 18 on the average.<br />
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Sloan is brining an impressive eight 'jacks: two Grenadiers and six Hunters. The <a href="https://warmachineuniversity.com/mw/index.php/Grenadier" target="_blank">Grenadiers</a> are kind of the trencher version of 'jacks. It can Dig In for an impressive DEF 18. It can also Advance Deploy. Its gun can reach 10" (12" under Fire Group), and easily kills Winter Guards inside the 3" AOE. It can make an impressive 3 attacks, if there are two or more trenchers within 1" of it. That is a lot of dead Winter Guards. Luckily, there aren't that many trenchers in the list, so actually having a lot of shots is unlikely.<br />
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Where the Grenadiers are there to kill infantry, the <a href="https://warmachineuniversity.com/mw/index.php/Hunter" target="_blank">Hunters</a> are there to kill 'jacks. Its range 14" (16" under Fire Group) gun is only POW 6, but it is Armor Piercing. So it is 7 points of damage on a Khador 'jack per shot (assuming boosted damage, by why not?). Six of them is potentially a dead 'jack or carriage per turn (two on the feat turn). It also has Extended Control Range, allowing it to operate within 24" of Sloan.<br />
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Sloan is also bringing three units: two units Trencher Express Teams and a single unit of Rangers. <a href="https://warmachineuniversity.com/mw/index.php/Trencher_Express_Team" target="_blank">Trencher Express Team</a> is one more things that might cause trouble. They can reliably hit most of our stuff, removes tough and can push model d3". Given the rather short threat range of our 'jacks, a d3" push can seriously hamper any charge plans. Even using Vlad's speed tricks. The <a href="https://warmachineuniversity.com/mw/index.php/Rangers" target="_blank">Rangers</a> are really mostly a nuisance. They can do Mark Target for a +2 to hit. But with all the boosting going on that doesn't really matter a lot. They can obviously score. However, they are not Trencher models, so they can't assist a Grenadier. <br />
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Finally, Sloan is brining a Patrol Dog and two Trench Busters. The <a href="https://warmachineuniversity.com/mw/index.php/Patrol_Dog" target="_blank">Patrol Dog</a> is situational annoying, but nothing more. The two Trench Busters, on the other hand are quite annoying. They are primarily Shield Guards, but is also a solo for scoring. They can be somewhat dangerous when charging.<br />
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All in all, this is shooting galore. This list can put out an impressive amount of shots and damage. On the bright side, it doesn't really matter how much damage a shot can do. Only one Winter Guard can die per shot (at least with a bit of clever positioning to avoid the Grenadier). I think this game calls for application of the subtle preferred Khador approach: apply axe to face (or anything you can grab to face) as fast as possible. Slacker will be shot, either by Cygnar og Joe. </div>
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<h2>
Deployment</h2>
<div style="text-align: justify;">
We are playing Steamroller 2019 Bunker. We both opt for the Stockpile objective (remove d3 point of damage within 4"). After several identical dice rolls, Sloa finally fixes the roll-off using the theme reroll. She decides to go first. Vlad is lazy and just stays on the side of the table where he already is. In hindsight, he should perhaps have chosen the other side. There is one of his favourite walls.<br />
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Sloan deploys in the middel with a Shield Guard on both sides, and all the hunters in a neat line. Everything that can Advance Deploy does so in the middle of the field. </div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUPpXCXSQMpIK-aOBtn87iY8_-OGtrAS6deWhb4a5U58EOc0dsvhnLL63wyIDxURKo4cmGoEmL1VTZ9LQjYRPJFiioNP9Io8AMd4I1hVcO9pdqAg7kVsP_NEYfnqnrRm4SpCvJek3a0xiq/s1600/PB230055.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1368" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUPpXCXSQMpIK-aOBtn87iY8_-OGtrAS6deWhb4a5U58EOc0dsvhnLL63wyIDxURKo4cmGoEmL1VTZ9LQjYRPJFiioNP9Io8AMd4I1hVcO9pdqAg7kVsP_NEYfnqnrRm4SpCvJek3a0xiq/s640/PB230055.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of deployment</td></tr>
</tbody></table>
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<div style="text-align: justify;">
Vlad deploys very much the standard way. A Gun Carriage on each flank. A bit 'jack heavy on the left flank to protect them a bit behind the two houses. Artillery heavy on the right to not be hampered by the two houses. The picture above show the setup at the end of deployment. </div>
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<h2>
Round 1</h2>
<div style="text-align: justify;">
Round one, the round of not a lot. Yet, having all of these 'jacks doing Advance Deployment might actually bring them closer to <i>axe to face</i>™. </div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLOoY3fwwZ8WtW2A5g8YXCY309lmyRbO_shS9giXWD3h8he56zx7Z9lHed-1u4dl363S6Xue27T5EsIwADJChxtJQfeRciDDz-IgjabPwodFnPexmA-mwwJtdeB1TkhaZVfv8u1yh9-Py9/s1600/PB230056.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1242" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLOoY3fwwZ8WtW2A5g8YXCY309lmyRbO_shS9giXWD3h8he56zx7Z9lHed-1u4dl363S6Xue27T5EsIwADJChxtJQfeRciDDz-IgjabPwodFnPexmA-mwwJtdeB1TkhaZVfv8u1yh9-Py9/s640/PB230056.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
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<div style="text-align: justify;">
Sloan casts Guided Fire and then runs all the Hunter spreading a bit out on each flank. This leaves room for the Grenadiers to advance up in the middle and dig in. Most other stuff just advance, except for the dog that moves to the left, and the Rangers who just stay put. The picture above shoes the end of Cygnar's first round. </div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifYyR4_-aPq64aKawKkZ7UbcmeCk1IHxTzPqEyB2Bb7AuKLOm7GY60cFpay99zksjgMFNxeKC5jK1G0JcBhY7R2LpBKj8sRHt6UiKUfeQXqlRi9B2FYGo3g2ttJ3gROxF8JsinrnOfLohf/s1600/PB230057.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1147" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifYyR4_-aPq64aKawKkZ7UbcmeCk1IHxTzPqEyB2Bb7AuKLOm7GY60cFpay99zksjgMFNxeKC5jK1G0JcBhY7R2LpBKj8sRHt6UiKUfeQXqlRi9B2FYGo3g2ttJ3gROxF8JsinrnOfLohf/s640/PB230057.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 1</td></tr>
</tbody></table>
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<div style="text-align: justify;">
Vlad need to get up the field. However, there is no way that the army can get in the face of Sloan's army. So, it is probably better to advance pseudo-slow to in such a way that I will hopefully survive the first barrage. On the left flank the Gun Carriage advances and closes the hole between the two house to shelter the Winter Guards behind. The two Marauders move forward and tries to continue the block. Finally, Joe says Courage of the Forefathers to the Rifle Corps. On the right flank, the Gun Carriage moves forward next to the cloud to do the same shelter manoeuvre. The last Marauder also moves up to continue the block. Vlad moves forward, up behind the objective and casts Wind Wall. Everybody else moves forward. The picture above depicts the end of Vlads turn.<br />
<br /></div>
<h2>
Round 2</h2>
<div style="text-align: justify;">
So, this is probably the shooting bonanza round. This is going to hurt. I guess it is just a question about how much is left, and whether it will be enough.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj91Q1WHcefgp_hXSDxsIxqXSl_zByDsK1yXTFK8LhhK7jUNYBzdSN0zxOlwlQ9F8uVzX6WJ-Z0kH6RI5E7vyrohQ_7XCo77qU8R9MGBuZ_ZGK3PqdFL8Ggwu6qs1yUYqiJiYwzfGZKouEX/s1600/PB230058.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1119" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj91Q1WHcefgp_hXSDxsIxqXSl_zByDsK1yXTFK8LhhK7jUNYBzdSN0zxOlwlQ9F8uVzX6WJ-Z0kH6RI5E7vyrohQ_7XCo77qU8R9MGBuZ_ZGK3PqdFL8Ggwu6qs1yUYqiJiYwzfGZKouEX/s640/PB230058.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
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<div style="text-align: justify;">
Not surprisingly, Sloan start by casting Guided Fire and using her feat starts the hailstorm of bullets. On the left flank, the three Hunters fires all six shots (three of them boosted damage) on the Gun Carriage. Sadly, that is more than sufficient to kill it. A Grenadier then moves forward and lobs a grenade into the Rifle Corps. Thanks to Joes encouraging speech only one dies.<br />
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On the right flank, two Hunters do the same trick and removes the second Gun Carriage. A Grenadier moves forward and takes out five Winter Guards. The Express Team hits the Marauder and pushes it. Maxwell runs to the right flag to start scoring soon, and the Rangers move forward to be a general annoyance. The picture above demonstrates the surprisingly little slaughter from Sloan's feat.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-11Lw2QHWjONw0P1Fx5ZfEPBUszO61hPUgbhBXuZMpb7IkjJeYUfvHlfpX3rfNhuo0s-GW6NFbN75HNqMdTz_Lot54rduoXrcCt97Y3Xv2UwQtqEyzuQwF-bzzJsSEyjEZwD9mggkrXUe/s1600/PB230059.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1098" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-11Lw2QHWjONw0P1Fx5ZfEPBUszO61hPUgbhBXuZMpb7IkjJeYUfvHlfpX3rfNhuo0s-GW6NFbN75HNqMdTz_Lot54rduoXrcCt97Y3Xv2UwQtqEyzuQwF-bzzJsSEyjEZwD9mggkrXUe/s640/PB230059.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 2</td></tr>
</tbody></table>
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<div style="text-align: justify;">
This was not too bad. It is always sad to see two Gun Carriages evaporate in a single turn. Yet, given this armies shooting output under Sloan's feat, I think I got away cheaply. I don't think the dice gods were on Sloan's side. Anyway, the remaining heavy armour need to get up field. The objective heals one of the Marauders. Vlad allocates a single focus to each of the jacks. He then activates, feats and casts Sing & Portents. He is quite happy enjoying the view from behind the Objective. So, he stays there.<br />
<br />
On the left flank, the Kapitan runs to the left and hides behind the house. He is then ready to run forward to the flag in the next round. The Rifle Corps advances a bit takes out the dog. One less solo to score. The leftmost Marauders tramples over the Ranger and kills the Spotter in the Express Team. Unfortunately, the troll is just outside the Marauder's reach.<br />
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The second Kapitan moves next to the woods and gives Artillerist to the Mortar. Joe also moves forward and supports the Marauder with For the Motherland. The Mortar then drops a shell at the Ranger standing in front of the Grenadier and Express Team. He dies. This now leaves room for the rightmost Marauder. This Marauder can now charge the Grenadier, which it proceeds to destroy. There is a single attack left, which is used to kill the troll in the Express Team. The right most Rifle Corps can now advance. They move forward and shoots Maxwell to death. Yet another solo gone. The rightmost Field Gun can now aim and kill the middle Ranger.<br />
<br />
There is now room fo the middle Marauder, which charges the Hunter behind the wall. It is having a bad day, so the Hunter barely survives. I think this was pretty OK. The Marauders are now in Sloa's face, all solos have been taken out, and mine are still left. We both score a point, leaving the scenario score at 1-1. The picture above shoes the end of round 2.<br />
<br /></div>
<h2>
Round 3</h2>
<div style="text-align: justify;">
So far, so good. The game can still go either way. Let's see what Sloan can do, now that she have used her feat.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhQ6Dk4MN7lZ9sldS-h2hrIaqyKvQUV9EM147YQhMzE9H67HhLonJzfvAh4T4bGT7j-GFvKu7Kb3TSE6T0hkxrCVHYa4kTfvETmILthxZRvzfNZlTat3AZOyE8bx4dilCXjQ9evgMuhqS1/s1600/PB230060.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1202" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhQ6Dk4MN7lZ9sldS-h2hrIaqyKvQUV9EM147YQhMzE9H67HhLonJzfvAh4T4bGT7j-GFvKu7Kb3TSE6T0hkxrCVHYa4kTfvETmILthxZRvzfNZlTat3AZOyE8bx4dilCXjQ9evgMuhqS1/s640/PB230060.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Sloan starts by casting Guided Fire. On the left flank, the Grenadier takes out the three Winter Guards in front. Probably as a revenger over the dead dog (I can sympathise). The three Hunters start shooting at the Marauder standing next to the house. They almost kills it. Sloan also takes a shot, and the troll from the Express Team finishes it off.<br />
<br />
The remaining 'jacks concentrate on the Marauder in front. A lot of shooting takes place, but it actually achieves an acceptable DEF from being engaged and for some behind a wall. The two Trench Busters also have to commit. They charge it, hut it refuses to go down. The remaining Rangers move forward to, once again stand in the way. All in all, a survivable round. We each score another point. Leaving the scenario at 2-2. The picture above depicts the end of Sloan's turn. </div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVhGkdrHVy3f6zNtsOmT5fu1ZnmwOJaNEv6ZEqyd2mNdaVMSZAhpV_i6IC2I9DDFjTI3CRpnW-J8XmLvI4YVziYwn_5iSvCiUx7XJ_icXwl_7ZzOHNB6vhejBEEVmcOV9TQVB8OYLWy-ej/s1600/PB230061.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1182" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVhGkdrHVy3f6zNtsOmT5fu1ZnmwOJaNEv6ZEqyd2mNdaVMSZAhpV_i6IC2I9DDFjTI3CRpnW-J8XmLvI4YVziYwn_5iSvCiUx7XJ_icXwl_7ZzOHNB6vhejBEEVmcOV9TQVB8OYLWy-ej/s640/PB230061.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 3</td></tr>
</tbody></table>
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<div style="text-align: justify;">
This battle is still wide open. Vlad probably needs to get to work. I think I need to go for some scenario points. Vlad allocates to focus points to the middle Marauder. He then activates, casts S&P, and charges the Ranger next to the middle flag. He uses one focus to boost to hit as he really needs to cast Boundless Charge. He kills the Ranger and uses Blood Boon to cast Boundless charge on the rightmost Marauder. The two Rifle Corps move up in the middle and shoots the Ranger and the troll from the Express Team next to the house. Joe tags along and says For the Motherland to the Mortar.<br />
<br />
The rightmost Marauder can now charge the rightmost Hunter as it is currently contesting the rightmost flag. It will happily take a free strike from the Ranger. It then does a Combo Smite on the Hunter and slams it quite a long distance. This now opens up for the Kapitan to run to the flag to score. The last Marauder moves a bit forward. It the proceeds to kill the two Trench Busters and add more pain to the Hunter.<br />
<br />
The rightmost Kapitan moves back to where he originally came from. There is no way he is going near the leftmost flag, where there are three Hunters lined up. He gives Artillerist to the Mortar. The Mortar takes a chance and shoots at the Ranger in front of the wall. It misses. The Field Gun tries the same and is successful! Unfortunately, Vlad has left his zone, so no point there. There is, however two points for flags. Only one point for Sloan. This leaves the scenario score at 4-3 in Vlad's favour. The picture above shows the end of the third round. </div>
<br />
<h2>
Round 4</h2>
<div style="text-align: justify;">
So, Vlad is in the middle of the fray. This normally spells trouble. Vlad is surprisingly less robust than one thinks.<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5qS4H_kFuds4RR4hDim6-1O_aykpNNBZGoe42dxi6i7u_8Q8Jj89Zk-FfqPh61m2IIUmwE30MBIbQ39alWN_Syxr-wxix44ZnmJA-nEAwnv5OdQWLvEgrrCzqIpqYzfGcerlrSGuFHsmq/s1600/PB230062.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1161" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5qS4H_kFuds4RR4hDim6-1O_aykpNNBZGoe42dxi6i7u_8Q8Jj89Zk-FfqPh61m2IIUmwE30MBIbQ39alWN_Syxr-wxix44ZnmJA-nEAwnv5OdQWLvEgrrCzqIpqYzfGcerlrSGuFHsmq/s640/PB230062.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Sloan is not too happy being within a Marauder's charge range. She allocates some focus to a few 'jacks. Two of the Hunters, which have been leisurely hanging around on the left flank finally moves in. Together with last Hunter on the right flank the shoot the Marauder until is perish. They also manage to kill the Kapitan at the right flag. The last Hunter, on the left flank kills the other Kapitan. Vlad is quickly running out of solos.<br />
<br />
Sloan and the Grenadier shoots at Vlad. But, he brought Winter Guards. The Empress' finest always selfishly support their leader by sacrificing them selves. When the gun smoke blows away, Vlad is still standing. This leaves Vlad scoring nothing is this turn. Yet, Sloan still scores one. This leaves the scenario score at 4-4. The picture above shows the end of Sloan's turn.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpJ1YslsjJ8fqFb_48UD2iHh2jwDoka4XjDDtERC1czvB23epNDrmxw9yhXWaoxCuQnzxPlfij_lDAx32_B5Q2aFWLTgjSS71mfkx9fc2S4lvnHZ5mg5KrGVdMIZYtcpnATt_VGah9v9oQ/s1600/PB230063.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1147" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpJ1YslsjJ8fqFb_48UD2iHh2jwDoka4XjDDtERC1czvB23epNDrmxw9yhXWaoxCuQnzxPlfij_lDAx32_B5Q2aFWLTgjSS71mfkx9fc2S4lvnHZ5mg5KrGVdMIZYtcpnATt_VGah9v9oQ/s640/PB230063.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 4</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
This is still wide open. Vlad might have over extended himself a bit. Vlad activates. He then moves back into the home zone, casts S&P and Wind Wall. Joe moves to the middle flag and shouts Courage of the Forefathers on the Rifle Corps, who the gathers around him. They shoot everything at the Grenadier. All the artillery also shoots the Grenadier until it goes sway. This will now allow Joe to score. On the right flank the remaining Marauder turns slightly to the left and the trashes the Hunter. This leaves Vlad scoring two points and Sloan scoring one point, leaving the scenario score at 6-5 in Vlad's favour. The picture above depicts the end of round four. </div>
<br />
<h2>
Round 5</h2>
<div style="text-align: justify;">
This game seems to be going to either clock or scenario. It still seems that is can go either way. </div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnnVmq0nv4z_Fg0_kQHjP9qlABXgc_5UQ2gW4xkng275XVSjQ8plpK5lyDa-_PZwIGbZfhwcFXwqCZViEumIe2WhaOWGLAqEAGOu9q6X4OrZENaF6asWDkC-TFmTqM3LOQ-LGWp44niHVu/s1600/PB230064.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1161" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnnVmq0nv4z_Fg0_kQHjP9qlABXgc_5UQ2gW4xkng275XVSjQ8plpK5lyDa-_PZwIGbZfhwcFXwqCZViEumIe2WhaOWGLAqEAGOu9q6X4OrZENaF6asWDkC-TFmTqM3LOQ-LGWp44niHVu/s640/PB230064.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 1</td></tr>
</tbody></table>
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<div style="text-align: justify;">
Sloan is annoyed. She activates and casts Guided Fire and then proceeds to shoot at Joe. Luckily, he is almost as esteemed as Vlad. So, the Winter Guards are more than happy to sacrifice themselves on his behalf. The Hunters move about a bit, also to contest Joe's flag. They then pump all lead into him,. Once they run out, Joe has also run out of Winter Guards. However, he is innately tough. So his is still alive. This turn leaves Vlad and Sloan scoring one point each; leaving the scenario score at 7-6 in Vlad's favour. The picture above demonstrates the heroic and unselfish behaviour of the proud Winter Guards.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitzjqz37VwT3YzVKhgDFkLLkzHnr79zvbkeyfkAaHFce0DiHVfJ-wh9uOWJ5n2n9Q2t1v2fTwJK3k41D0wrtZ4YN1i24cLHAssHRugkR0rkQyyn_MPdzx4NVMS5hDtAG5o0MsU0A29hqB9/s1600/PB230065.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1086" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitzjqz37VwT3YzVKhgDFkLLkzHnr79zvbkeyfkAaHFce0DiHVfJ-wh9uOWJ5n2n9Q2t1v2fTwJK3k41D0wrtZ4YN1i24cLHAssHRugkR0rkQyyn_MPdzx4NVMS5hDtAG5o0MsU0A29hqB9/s640/PB230065.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 5</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Vlad is slowly running out of troops. He really can't do anything but activate first, cast S&P and Wind Wall once again. As before, all artillery focus on the Hunter contesting the flag. The combined might of two Field Guns and a Mortar leaves the Hunter as scrap. Joe stands up and shouts obscene remarks at Sloan and her forefathers (it is probably unnecessary to mention that courage was not part of it). The remaining Marauder just runs into Sloans zone to contest. This allows Vlad to score two points and Sloan none. Scenario score is now 9-6 in Vlad's favour. The picture above shows the end of round five.<br />
<br /></div>
<h2>
Round 6</h2>
<div style="text-align: justify;">
Sloan is getting impatient and behind on scenario points. Vlad is quite happy. Not overly so, but nevertheless.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3F0x5AIIqkK5J6cD_Qt0A7pqDoJjOheX-88TApniU4sHzXTXOyTRXE1oCSF3b5rc64IJT825qseTHou_e-yFNuXQJBwGIGDRSXLgnLKVVn_bDZNsvkJfvHmsaxciY6gnfvMnZXfMaZwmE/s1600/PB230066.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1196" data-original-width="1600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3F0x5AIIqkK5J6cD_Qt0A7pqDoJjOheX-88TApniU4sHzXTXOyTRXE1oCSF3b5rc64IJT825qseTHou_e-yFNuXQJBwGIGDRSXLgnLKVVn_bDZNsvkJfvHmsaxciY6gnfvMnZXfMaZwmE/s640/PB230066.jpeg" width="570" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of round 6, end of game</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
Sloan activates and casts Fire Group. Most of the Hunters pound away at Vlad's objective and manages to kill it. The remaining shots are put into the Mortar, which also dies. Sloan herself, having a magical rifle, shoots at Vlad. There are still Winter Guards around, so he is safe. That was it. Sloan scores one, as do Vlad. This leaves the scenario score at 10-7 in Vlad's favour. The picture above shows (almost) the end of round 6. </div>
<br />
<div style="text-align: justify;">
Vlad just needs to score two more points, whilst Sloan scores nothing. Vlad just hanging around doing nothing will score one for his zone. Joe can easily run to the rightmost flag, that is another point. Finally, the Marauder can trivially remove the objective. We agree to end the game at scenario score 13-7 in Vlad's favour.<br />
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<h2>
Final thoughts</h2>
<div style="text-align: justify;">
This was a rough game. It started at a low point, loosing two Gun Carriages in one turn. However, it probably turned out to be a blessing, as Sloan's feat basically left the three Marauders more or less unhurt. I think Sloan would have been better off focusing on the Marauders.<br />
<br />
I think Vlad used his feat at the best time. It did not allow the Marauders to kill a lot. But, it did put a significant part of the army on Sloan's side of the flags, putting pressure on her.<br />
<br />
Once again, Blood Boon proved its value. Vlad simply haven't got enough focus any other way. It was paramount that the Marauder managed to slam the Hunter away in round 3. Also, Sacrificial Pawn is golden. Many, many Winter Guards can be packed around Vlad to ward of heavy shooting; and boy did Sloan's list have a lot of heavy shooting.<br />
<br /></div>
<div style="text-align: justify;">
Until next time.<br />
<br />
For the Motherland!</div>
Igor Khadorhttp://www.blogger.com/profile/12717999864842375883noreply@blogger.com0