Wednesday, January 6

2 Battles last night!

Well - had Toby and Raymond around last night for some quick battles, first up we had Emmas Kaya army vs Raymonds Thagrosh army, at 15pts each.

Emma brought Kaya, with a Feral Warpwolf, an Argus, a Woldwyrd and Alten Ashley.

Raymond brought Thagrosh with a Carnivean and an Angelius.

Game 1, Turn 1:

Emma and Raymond both advance - only interesting thing happening at this point is Alten Ashley pings the Body off the Carnivean!

Turn 2:

The Carnivean eats Alten Ashley, and sprays the Warpwolf for a smattering of damage. The Angelius gears up for a killing charge!

Turn 3:

It was looking so promising, and then both armies back off to lick their wounds!

Turn 4:

After fully healing up the Warpwolf and the Carnivean, the two armies get back into the fray, well, almost.

Turn 5:

The real action begins! The Angelius charges the Warpwolf, and Raymond rolls shockingly bad, failing to kill it!! The Carnivean moves into a blocking position, as Raymond realises Kaya could be in range of Thagrosh. (note how far away Kaya is from Thaggy)

Turn 6: Final Turn

Kaya does the Spirit Door assassination run - reaches Thagrosh, but rolls below average on her 9 Fury worth of Attacks and only manages to scrape Thagrosh. The Carnivean then turns around and bites Kaya's head off. Game!

Conclusion:

My comments: Wow. With a bit of indecision on both sides, this game was quite drawn out with the to-ing and fro-ing. This is why I like the Khador Mortar. It keeps your opponent honest, and forces them to come to you. Im suprised again at the incredible range of Kaya's Spirit Door, and it was only Thagrosh's above average toughness that saved his life.

Emmas comments: (coming soon)

Raymonds comments:

"I let Emma start the battle after rolling double 6's to set it up.

Crazy anti beast person hit and serverly angered my Carny who ripped it apart the following turn.

I felt abit mean for holding Em to tournament rules when she forgot to reave fury, but did it early so it wouldnt have a negative effect on the game in general.

With a Carny beaten up and circle regrouping, I decided to get him healed up. After all even though thaggy can bring him back, id prefer some more damage first, rather than the 3 points he had taken out so far. I made sure in my regroup to give carny just enough room to charge the forest, knowing that Ang could push all the way through at the same distance.

Circle spread out, and i took a risk in charging Ang, turns out a fraction of an inch im my favour, but the dice werent. Rolling a 5 on a AP charge attack = epic fail, but still a chunk of damage. Carny moved up to hold off anything running straight to Thaggy. Had to move Thaggy forward at start of turn else Ang would have been out of Ctrl range.

So apparently Kaya can get some CRAZY distance! I am happy that i put the carny where i did, but at same time not that i left Thaggy as close as i did to it, 2" from beast + reach + base size = :(

No upkeeps on Thaggy + Spiny Growth (MVP action of the match) saved me, that and no crit knockdown + average damage rolls.

Thaggy wiped the dirt from his shoulder, Put draconic on Carny and took a couple swipes at Kaya. Carny with P+S20 and 2P+S 18's sliced and diced like a Ginsu, Final damage roll needing -3 got 6+6+4.

Closing thoughts: I missed fighting non Khador! It was a fun match, sooo need to start running timed turns so we can get more games though. Em had a solid game, nice assassin run, pity dice werent in her favour for it."

At this point, Raymond had to head home, but I thought id have just enough time to have a 15pt game with Toby - Khador vs Khador.

Toby took pSorcha, with a Juggernaut, a Marauder, the Great Bears and a Wardog.

I took the Khador "Dream Team" - Karchev, Drago, Beast 09 and Karchevs trusty Wardog.

Game 2, Turn 1:

The Karchev brick vs 2 enemy Heavies - I know that Karchev will be able to get the charge, I just need to avoid Sorchas feat if possible.

Turn 2:


I blitz around the side, and Toby readjusts - trying to figure out how to take the inevitable charge.

Turn 3:

The Karchev Power-slide + Unearthly Rage makes for two very damaged Warjacks, if they had been any Warjacks other than Khador ones they would be toast this turn. Sorcha pops her feat, catching Drago and Beast, then casts Tempest to knock them all down - killing her own Juggernaut in the process. This unlocks a charge lane for the Great Bears, who charge in - killing Drago and damaging Beast. The Marauder was frozen, with no cortex, and so forfeits his turn.

Turn 4:

Beast 09 unleashes 7 shades of hell on the enemy - Threshering and killing all the Great Bears and the Marauder. Karchev moves up, and Fissures - taking off half of Sorchas health. Sorcha retaliates by charging Beast, taking out his Cortex and freezing him solid so I cant shake it off. The Wardog tries to hold Karchev in place. (silly puppy)

Turn 6: (forgot to take a photo of Turn 5) Final Turn

Turn 5 was uneventful - except that Sorcha killed Beast 09, and Karchev missed with 4 fully boosted Sunder attacks :( The Wardogs start their epic battle, killing each other 4 times, and making Tough rolls every time! Sorcha tried to kill Karchev, failing, and then Karchev simply casts Ground Zero - and boosts to damage, finishing Sorcha off.

Conclusion:

This game was much closer than I though it would be, I am not used to fighting Khador warjacks and their sheer resilience is a force to be reckoned with. I almost feel sorry for some of my opponents now :P (almost). At the end of the day, Karchev by himself is very difficult to kill, and with shake-off effects now in place, Sorcha cant contain Karchev in one spot. I shouldnt have tried to hit her while she was DEF20, as I just kept missing, and should have cast Ground Zero in the first place. Also - Ground Zero is now AWESOME! I hadnt thought of that part of it before, that its an automatic hit. Very handy against high DEF models.

Tobys comments:

"Well, what can I say? As soon as I saw this list, I knew I had know chance of winning. 2 character 'jacks and Karchev (and the dog :P) against my 2 heavies, Sorscha, Dog and Great Bears. The sheer trauma of the list meant I tried to play defensive.

This game was very 'what if'. What if I'd remembered Precision Strike, 'what if' Toshi had remember the Counter charge are two prime examples.

Despite the loss, I was pleasantly surprised by the result. The killing of Beast 0-9 was really awesome, especially from Sorscha (with the help of the Great Bears. Precision Strike on 'jacks taking out the cortexs means that her feat becomes almost as awesome as it once was.

All in all, it was a great game, and I had a blast. But let this be known Karchev, I will get you one day!"

Tuesday, January 5

35pt Theme Army: Zerkova vs Epic Feora

My next 35pt themed game involved my Zerkova Army List vs Johns list - which consisted of, as far as I can remember:

eFeora
>Heirophant
>Crusader
>Crusader
>Reckoner (i think - one with a mace and a cannon)
Temple Flameguard w/ Attachment
Choir
Vassal
Paladin OTOOTW
Daughters of the Flame

Deployment:

I deployed first in typical fashion for this army, AD in a skirmish line, Yuri hanging back, GB's on the flank, and a blob of heavy hitters guarding Zerkova.

The Menoth troopers deploy in a wide arc, TFG on the right flank, with three (!) heavies in the middle protecting Feora. At this point, I know if I dont get the first hit in, im not going to survive.

Turn 1:

I advance my troops - under cover of Twister and Greylord Clouds. The Widowmakers sniper off some of the TFG, inciting them to run into combat with the Widowmakers. The Reckoner shoots the leader of the Great Bears, setting him both on fire and killing him outright. Luckily, he makes his Tough roll.

Turn 2:

The Widowmakers shoot some more of the TFG, while the Great Bears charge into melee with two of the Warjacks, a Crusader and the Reckoner, doing serious damage but failing to kill either of them. The Destroyer takes some more shots, but doesnt manage to do significant damage. Zerkova walks up, Influences the Paladin, and makes him hit the Crusader in the back - doing like 10 damage! She spends some more Focus on spells, then pops her feat to ensure no reprisals. John advances forward, but is unable to make any attacks stick. The TFG run into combat with the remaining Widowmakers.

Turn 3:

Yuri the Axe charges - and Threshers fully half of the TFG. A Greylord moves forwards, and Frostbites the remaining TFG - leaving one man standing. The Juggernaut charges, and with 3 Focus lays the smackdown on two of the Menite jacks - failing to kill either of them! A Manhunter also charges in, hitting on 4's, and misses. Johns counterattack is neutered as his Jacks have crippled weapons, but still almost trashes the Juggernaut in return! The one remaining TFG kills Yuri the Axe. Feora uses her flamethrowers, but doesnt do significant damage. She tries to cast a spell on the Juggernaut - who has Banishing Ward on him.

Turn 4:

My Juggernaut has no Cortex left, and so cant be given Focus! The Widowmakers finish the TFG, while my Manhunters attempt to finish the Jacks. They kill a Crusader, but fail to kill the Reckoner. Zerkova retreats, and ineffectually casts some spells. The Mechanics repair 6 health of the Juggernaut - and then I forget to activate him!! Argh! John uses the Crusader and Paladin, and almost drop the Juggernaut again. Feora took some damage from the Greylords and the Destroyer and so runs off. The Reckoner kills both Manhunters in melee with it.

Turn 5: Final Turn

In my final turn, a combined attack from Widowmakers, Greylords, the fully healed (well, systems wise) Juggernaut and Destroyer kill all remaining enemy models except for Feora. Game to me!

Conclusion:

I really like this list with Zerkova now, everything seemed to be able to do its job, I was glad I had Yuri instead of a hopeless Mortar as he was integral to taking out the TFG. Destroyer and Juggy did well, Destroyer wasnt too important, but had a pressing task - the Watcher jack. Greylords are actually growing on me, their sprays are quite powerful.

Im happy with Zerkovas list for the moment - one thing im considering is replacing the Destroyer with a Decimator - but that can wait till next game :)

Saturday, January 2

New Years Resolutions for Warmachine

New Years resolutions can take place in any part of your life, and ive made a few personal ones which im sure no-one cares about :D

However, ive made a few Warmachine ones too, and these ones can keep me honest by being posted and tracked on this blog.

Resolution 1: Play 52 games over 52 weeks! - I need to use some of these models ive spent $100's on.

Resolution 2: Take my revenge against Kaya the Wildborne!

Resolution 3: Play at least 3 games with each of my 35 point Theme Lists

Resolution 4: Have at least one fully painted 35 and 50 point Theme List (only able to be properly completed after FoW: Khador is released)

Resolution 5: Apply and become a Press Ganger for Privateer Press

Resolution 6: Host at least 1 major event with a decent prize for Palmerston North players.

So hopefully ill be able to complete these, wish me luck!

35pt Theme Army: Zerkova vs Kaya the Wildborne

Second game of the year - Zerkovas 35pt Themed list vs Kaya (Emmas army) with a slight change from last time.

Emmas Kaya Army:

Kaya1
>Feral Warpwolf
>Feral Warpwolf
>Argus
>Argus
>Gorax
>Woldwyrd
Tharn Wolfriders (min unit)

Deployment:

Emma deploys first, Wolfriders on the flank and a swarm of Beasties in the middle.

I have a line of Advanced Deployment troops, with the rest in a block, and the Great Bears charging up the middle.

Turn 1:

Emma advances her forces forward, using the Wolfriders to fire some Javelins which all missed. On my turn, the Widowmakers deploy behind cover, and the rest of the army advances under cover of Greylord clouds.

Turn 2:

The Wolfriders are able to take out 2 Widowmakers, and then retreat. The rest of the Beasts move forward slightly. Combined attacks from a Manhunter, Widowmakers and the Destroyer kill two of the three Wolfriders.

Turn 3:

Emmas lone Wolfrider kills a Manhunter, and the Gorax charges, kills the other Manhunter, and then is Spirit-Doored back to safety. The rest of the Beasts advance. The Greylords spray and pray, killing the last Wolfrider on the last hit. The Woldwyrd had moved into range of the Great Bears, and they (foolishly, as it turns out) charge and destroy it. The Juggernaut runs, hoping to tie up the other Warpwolf.

Turn 4:


Bad turn for me - Emma successfully kills the Great Bears and the Juggernaut - leaving me with almost no offensive models left. I flub some serious rolls, and miss with the Destroyers Bombard (roll trip ones). The Koldun Lord sprays the Beasts, causing minor damage. Zerkova casts some spells, causing minor damage again. Everything else kinda meanders around, aimlessly.

Turn 5:

Game set and match - Emma opens up a charge lane, and Kaya Spirit Doors in finishing Zerkova with a feat and a few choice swings. The Crit KD realllly didnt help Zerkova. Well executed Assassination run.

Conclusion:

Beaten again!! By pretty much the exact same thing! I admit I made a couple of mistakes though, I should have popped Zerkova's feat on Turn 4, which may have stopped the Argus getting close enough for Kaya to Spirit Door. Also, I wasted my Watcher move, which in the end probably wouldnt have been enough to save Zerkova anyway. Also, after losing Juggy and the Great Bears I should have retreated Zerkova to a safe position, instead of leaving her vulnerable.

Army List wise, the Mortar did absolutely nothing. I think my new rule for these is take 2 or take none at all. Im going to swap the Mortar out for Yuri the Axe in future.

Koldun Kommander Aleksandra Zerkova
>Destroyer
>Juggernaut
>War dog
Battle Mechaniks (Leader and 3 Grunts)
Great Bears of Gallowswood
Greylord Ternion (Leader and 2 Grunts)
Widowmakers (Leader and 3 Grunts)
Yuri The Axe
Koldun Lord
Manhunter
Manhunter

Special Guest Comments: (coming soon)