Tag Archives: warmachine
Vlad3 and Zerkova tournament report
- War Dog
- Drago – PC: 8
- Spriggan – PC: 10Fenris – PC: 5
Man-O-War Drakhun – PC: 4
Uhlan Kovnik Markov – PC: 4Iron Fang Uhlans – Leader & 4 Grunts: 11
Greylord Outriders – Leader & 4 Grunts: 9
Battle Mechaniks – Leader & 3 Grunts: 2
- Battle Mechanik Officer – Battle Mechanik Officer 2
- Vanguard – PC: 5
- Vanguard – PC: 5
- Conquest – PC: 19Gorman di Wulfe, Rogue Alchemist – PC: 2Greylord Outriders – Leader & 4 Grunts: 9
Kayazy Assassins – Leader & 5 Grunts: 5
Kayazy Eliminators – Leader & Grunt: 3
Widowmakers – Leader & 3 Grunts: 4
Greylord Ternion – Leader & 2 Grunts: 4
Kayazy Eliminators – Leader & Grunt: 3
I did manage to get 2 control points but put myself in a risky position, but really, at this point I was kind of playing for game 2 and 3.
Reports from the painting table
I just realized how close Kingdom Con is and how incredibly unrealistic my desire to only play fully painted models all weekend long whether in the tournies or iron arena. Of course, I also enjoy tilting at windmills so I am hoping for some cheering and cajoling from the fine and friendly folks on the internet.
First up, something nice that I just finished:
I plan on doing battle damage on all of my jacks after everything is painted. At this point I have decided to just get things to what I consider a basecoat level and then move on – after all, a quickly and cleanly painted model, even if rather basically done, still looks a thousand times better than an unpainted/only primed one. At least that is the beautiful lie I am telling myself.
My current checklist of the things I would like to have done in time for the con is (in roughly the order I want to get them done):
Full Kayazy Assassins with UA
Kayazy Eliminators
2 Vanguard light jacks
Koldun Lord
Full battle mechaniks with UA
Spriggan
Drago
Eyriss2
Ayanna and Holt
Gorman DiWulff
Irusk2
Butcher2
Full Doomreavers w/ UA
Demolisher
Full Uhlans
So yeah, we will see how far down the list I can get and I will try and remember to update things as I do.
Currently on the table is Bad Santa (koldun lord) about halfway done.
Harkevich vs. Strakhov 50pt battle report
Fair warning, this turned into a super long battle report so you should probably go to the restroom and/or brew up some tea.
So, continuing with my whirlwind tour of the casters of Khador I decided to give Strakhov an outing.
I kept OrsusSmash’s awesome writeup on caster capabilities and win conditions in mind as I was building the list and came up with a plan. I decided that I would forego the desperate alpha strike that Strakhov is known for and instead work an attrition style game by dominating the flanks early and keeping Strakhov back. Then once I was ready to redeploy and take the center for clean up. That was the plan anyway.
With that plan firmly in mind I built this list:
Kommander Strakhov - WJ: +6
- War Dog
- Spriggan
- Behemoth
Reinholdt, Gobber Speculator
Great Bears of Gallowswood
Full Iron Fang Pikemen with standard UA
Full Kayazy Assassins with Underboss
Kayazy Eliminators
Winterguard Mortar Crew
My opponent, Josh, also was playing Khador but his army was a Tier 4 Harkevich Wolf Pack list with:
Harkevich
- Conquest
- Spriggan
- Black Ivan
- War Dog
Full Winterguard Infantry with UA
Kovnik Joe
Full Battle Mechaniks
Winterguard Mortar
Winterguard Field Gun
We rolled up the scenario and ended up with Destruction (4 objectives plus zone in the middle of the table). I won the roll to pick sides despite his tier bonus of +1 and chose to go second and just like that, this training exercise in the Thornwood was under way.
Deployment and early game:
Josh deployed conquest centrally with Harkevich nearby. Black Ivan was to my right of conquest and the spriggan to his left. The winterguard was pretty central with the officer and joe hanging out behind a building, probably smoking some cheap cigarettes. His mortar and field gun were out on my left flank. Thanks to Hark’s theme bonuses fortune started on conquest and escort started on Harkevich.
For my deployment I put strakhov, behemoth, rienholdt and the wardog all pretty central and put the great bears and the spriggan on my right side across from Black Ivan. The ironfang pikemen went on the other side of a building to the left of center other than the arc node, aka standard bearer. The eliminators were behind that central building, my mortar was near some woods opposite of his light artillery and finally my kayazy were basically hugging the table edge on my extreme left.
Most of Josh’s first turn was just pushing things up the table a bit, conquest ran, black ivan advanced, the winterguard bobbed and weaved (wove?) up the table and joe told them to toughen up.
My turn saw the kayazy sprint up the table edge spreading out their formation. The iron fangs also ran up left of center in the table. The great bears ran to cover. Strakhov activated, put superiority on behemoth, occultation on the iron fangs and advanced. Behemoth ran up a bit in front of strakhov, the wardog ran next to him and reinholt behind. The spriggan just advanced as I had forgotten to give him a focus. The eliminators advanced middle-ish but still hung back.
Engagement and mid game
Hark upkept the spells and gave 1 to conquest. Conquest advanced and took a shot at behemoth. The def bonus from superiority meant that he missed, but with fortune he not only hit but he got crit devastate off. Oops. Strakhov, the war dog, and behemoth all were thrown back 1″ – Reinholdt was just out but he died to strakhov slamming into him. The wardog failed his tough and died. Behemoth took a couple of points of damage but strakhov was unharmed. Conquest then laid down some creeping barrage templates. Black Ivan got a direct hit on Kolsk and took him down to 1 life. The winterguard advanced again under a bob and weave order and the mortar had a bad drift and didn’t kill anything. Joe gave a tough speech again. Hark feated this turn as well.
On my turn I dropped superiority but upkept occultation and shook. I also forgot that Harkevich had feated and gave 3 to the spriggan. Since I knew I wanted to advance the mortar took a shot and ended up hitting one of the winterguard but he toughed and was just knocked down. I was faced with a wall of creeping barrage in front of the iron fangs. I spent a lot of time thinking about it. Those stupid templates are so low strength that it tempts you to move through it, but if the dice get hot it can be pretty devastating to a unit like the iron fangs. I eventually decided not to burn any more of my deathclock and just took the risk. The officer called his minifeat and gave a charge order. 2″ is way more than you think it is, by the way. I expected to fail several charges but in the end, the only model not benefitting from the order was a single guy who ran. I killed a couple of winterguard but failed miserably to even damage the monolith and then used the reform move to get into shield wall. I didn’t press in though as I was pretty much in control of the zone at this point save for a single guardsman that refused to die.
The assassins ran again and took shelter behind a building near the winterguard light artillery. Behemoth forfeited his movement to stand up and fired twice at the other monolith and did 6 points to it. The spriggan charged conquest and attacked over a wall doing a few points to him but not really much. The Great Bears charged black ivan. Hark’s feat saved him but I did disable everything but his movement. The Eliminators ran to engage conquest.
I was feeling pretty good about my position at this point…
Josh started shooting at the IFP but the combination of occultation and shield wall saved them from most of it. It also helped that he rolled something like seven 6s in a row. Black Ivan got a shot in on Volkov but he made the tough check. Conquest attacked the spriggan but thanks to the obstruction and superiority he missed.
My turn I had the ironfangs get a shield wall order again and advance and attack. They didn’t really have any hard targets other than conquest so didn’t really need the extra dice. They killed a couple more winterguard and the Kayazy ran to engage the field gun and some winterguardsmen. Black Ivan was scrapped by the great bears. One of them missed with and it was a scary moment for me but he couldn’t quite dodge out of all of their reach ranges. The eliminators charged through conquest and killed a mechanic and a winterguard and sidestepped to harkevich but didn’t really do anything. Behemoth walked around the objective and set up for either a double bombard on Hark or charge on conquest. He lobbed one bombard shot at the mechanics but didn’t do anything but point out to me that my eliminators were in dangerous drift location so I didn’t take the second shot. I got 4 iron fangs including the ua into a semicircle around the enemy spriggan at the long range of reach. I did a negligible damage but at least I had him fairly well locked in. Strakhov put occultation on himself just to be safe.
I was really starting to feel comfortable at this point.
And then Joe called boosted attacks…
Being the knucklehead I am, I had already started to shift the ironfangs toward the center and left some guardsmen in rear arcs. We all know that attacks originating in rear arcs don’t benefit from shield wall… Also, sprays ignore stealth and melee modifiers. The spriggan also killed 2 of them without the benefit of any focus. Funniest moment was when the field gun crewman punched a kayazy and hit on box cars but then rolled a 3 to wound! At the end of the his turn I had something like 2 kayazy left (they passed their command check) and the iron fangs also passed the command check they were forced to make. Conquest killed an eliminator and then behemoth was hit with a crit devastation from a broadside which threw him back 4″ into a building and knocked him down and did some damage. Harkevich took the free strikes from eliminators and took a shot at Strakhov with his handcannon. I was suddenly not feeling quite as confident.
End game
This game had to end soon or I wouldn’t have any models left. Behemoth was knocked down and about a foot away from from conquest. I allocated 3 focus to the main cortex and had him shake the knockdown. I dropped all my upkeeps as well. I figured I may as well get things going. I had strakhov shift laterally to get conquest in his control area and popped his feat. I got a very favorable drift (1″ back directly toward himself) so had a pretty decent LOS blocker. Behemoth charged conquest from about 13″ away – I had hoped to get into melee with Harkevich as well but Josh had positioned his spriggan well so there wasn’t enough space for a back to get through. With a total of 4 attacks I managed to take out the left half entirely with a pretty good amount of bleed over to the other side. The spriggan poked for another couple. The great bears charged conquest and the wardog countercharged, killing Volkov. One of the great bears actually missed his charge attack with another snake eyes, but the 3 remaining attacks were enough to wreck it.
Josh didn’t have many options left at this point and loaded the spriggan up with 2 focus. Harkevich shot into melee trying to clear the iron fangs and killed the first one. He used broadsides to take an extra handcannon shot at the last one but missed. The surviving couple of winterguard trying to help out but also missed due to the def bonus for being in combat. With nothing else to do but try and one shot Strakhov (he would need 1 focus to charge, and 1 focus to try and hit with the spear as the range meant he would need reach) he risked the free strike.
Fortunately for me the last surviving iron fang pikeman rolled a double 4 and knocked the spriggan down, causing the charge to fail. Josh extended his had across the table at this point and conceded the game.

(the blast marker is the cinder bomb smoke)
After Action Review
First off, wow! What a fun game. We were both cheering for good dice rolls and moaning at bad ones for both players. It was a super fun game with a great opponent. The lists were fairly well matched in power as were the casters. I was a bit more attritiony in a melee sort of way and he was in a ranged sort of way and the game played out as it should have.
I am starting to get a hang for what to expect from my units and was pretty happy with most of my plays. I didn’t ask too much from my units, but what I did ask, they performed. I was happy to stick to my original plan of sweeping the flanks and saving the feat. It turned out that I absolutely needed it when I needed it.
Strakhov was an interesting caster this game. It didn’t seem like he did much all game but occultation on the Iron Fangs early, and himself at the end was kind of nice. It would have been nice to get some use out of sprint and his melee abilities, but Josh’s list was a pretty stand back and shoot kind of list so I didn’t have the opportunity. The big deal here for me was that I didn’t force it, as I have a tendency to sometimes do. I was talking with Inyoung from iWargame and he really suffers from bipolar abilities.
Thanks to crappy deployment on my part I never really had a target for sentry but bouncing superiority around was nice.
The eliminators continue to be rockstars. They haven’t really won me a game yet, but they can be such a huge distraction that their 3 points are well worth it. In fact, I am thinking of picking up a second unit.
The assassins did what I expect them to do, run, tie something up, die. They may or may not take something with them, but they harass with the best of them.
Iron fang pikemen were also great. Shield wall gets dissed fairly often on the forums for being so slow, but reform helps, and twice this game pathfinder on the charge was necessary. I want to try the black dragons at some point, but I think I will really miss both reform and relentless charge.
This was the first game that the great bears really punched above their weight. I think I will start using them more in the off to the side capacity rather than trying to use them as an anchor. I think that was probably my biggest mistake in playing them early was overestimating their survivability. Tough, steady and defensive line are nice, but at the end of the day they are just 3 13/14 models with 5 wounds each.
Anyway, it was a super fun and tight game, so thanks again to Josh for the training exercise – I look forward to the next one!
Play It Painted Feb Update
As mentioned last month I doing the Muse on Minis play it painted 2013 challenge. Last month I posted by pledge and now here is a finished version -
My pledge for February is Zerkova and a full manowar unit.
I’d like to take some better pics but all I am using right now is my phone, so, sorry.
This is just the link to my post on the MoM forum post so I can link back to it when I post the finished items.
http://museonminis.com/forums/index.php?topic=897.msg21874#msg21874
Butcher2 vs. Kromac1 50 point batrep
Man, I have had the worst time getting this to post right – hopefully it will work now.
I got in a game against Shep/Todd co-commanding a Kromac led Circle force. Having just built Butcher2 I was especially eager to try him out. My list was:
Kommander Orsus Zoktavir
- War Dog
- Marauder
- Spriggan
Koldun Lord
Manhunter
Manhunter
Harlan Versh, Illuminated One
Greylord Ternion
Min Kayazy Assassins with Underboss
Great Bears of Gallowswood
Widowmakers
Full Ironfang Pikemen with standard UA
The Circle list looked like:
Kromac the Ravenous
- Druid Wilder
- Ghetorix
- Gorax
- Warpwolf Stalker
- Pureblood Warpwolf
Blackclad Wayfarer
Shifting Stones with UA
Shifting Stones
Full Tharn Bloodtrackers with Nuala
Gob Bellows Crew
We are eagerly awaiting SR2013 and have settled into just playing the basic 2012 scenario – it isn’t complicated, there is no wackiness, it has enough of a scenario component (and kill box) to keep us honest. I won the roll to go first and chose to go first.
I didn’t really have much of a clue on what to do so I just kind of advanced everything. I was a bit more cautious with Zoktavir than I probably should have been and I very cleverly decided to have half of my IFP go through a forest just because, well, I was stupid. The ternion advance and shift to put clouds on the 3 closest kayazy who run forward in the most ridiculously unnecessary cloud wall ever. Really it just jams my own lines up.
The pureblood moves up and tries to spray the manhunter on my left side but misses despite the boost. Everything else kind of shifts around. The bloodtrackers (who had designated the ironfang pikemen as prey) killed a couple of the IFP.
Butcher advances and puts fury on the manhunter who charges the feral and to the surprise of everyone around the table kills him! I rolled fire for both hits but PS14 weapon master is no joke! The IFP continue to move through the forest on my right and I wonder where Saxon Orrick is.
The stalker steps through a stone gate and kills a some iron fang pikemen and a couple of kayazy and then retreats back. The wayfarer kills the manhunter. Everything else also shifts a bit back, basically playing a retrograde action with models that are faster than mine on a non killbox mission. Ouch.
I run the other manhunter up to engage some bloodtrackers and decide that I want to feat just to see what it does despite only having 4 enemy models in range he then shoots and boosts the closest stone and gets a rage token. The IFP charge and kill a couple of bloodtrackers, generating a couple more. The great bears run staying just inside 12″ to get issued some rage tokens which I then do and one of them (maybe Korsk – I don’t remember) advances to the stalker and hits it pretty hard but not quite hard enough to one round it. The Ternion run in front of butcher to provide hopefully a little defense, and I foolishly didn’t give any focus to the marauder (I rolled very low on focus) so he couldn’t run in front of my. I did try and get the spriggan to block the charge lane but he didn’t quite get it.
Ghettorex charges butcher after getting primaled and unsurprisingly put him in the dirt.
After Action Review:
Yeah… basically I was a huge trainwreck in my play this game. I was using several new units I hadn’t played with before as well as a brand new caster. I was in front of my self constantly and just really played poorly. At the end I was more desperate to just get the feat off to see what it did so hung myself out there a bit more than I should have but I am glad I did. It was a wonderful learning game though I really had no idea what to do with my army. In retrospect I probably should have just layered up the troops and run screaming forward like a madman.
eSorscha vs. Kraye tier 4 – 50 points
56 / 56 (50+6) Warcaster(s) : 1/1 Warjack(s) : 1 Battle Engines : 0 Solos : 5 Units : 5
Forward Kommander Sorscha – WJ: +6
- War Dog
- Conquest – PC: 19
Kovnik Jozef Grigorovich – PC: 2
Manhunter – PC: 2
Eiryss, Angel of Retribution – PC: 3
Gorman di Wulfe, Rogue Alchemist – PC: 2
Harlan Versh, Illuminated One – PC: 2
Great Bears of Gallowswood – Volkov, Kolsk, Yarovich: 5
Widowmakers – Leader & 3 Grunts: 4
Winter Guard Infantry – Leader & 9 Grunts: 6
- 2 1 Rocketeer’s: 2
- Winter Guard Officer & Standard – Winter Guard Officer & Standard 2
Battle Mechaniks – Leader & 3 Grunts: 2
Lady Aiyana & Master Holt – Lady Aiyanna & Master Holt: 4
58 / 56 (50+6) Warcaster(s) : 1/1 Warjack(s) : 8 Battle Engines : 0 Solos : 0 Units : 2
Captain Jeremiah Kraye – WJ: +6
- Cyclone – PC: 9
- Ironclad – PC: 7
- Hunter – PC: 6
- Hunter – PC: 6
- Minuteman – PC: 5
- Minuteman – PC: 5
- Minuteman – PC: 5
- Minuteman – PC: 5
Rangers – Leader & Grunts: 5
Rangers – Leader & Grunts: 5
The theme bonuses he was getting was reducing ranger unit cost 1 each, +1 for starting roll, 2 wall templates or 4″ forest AOEs, and his heavies got AD.
First Khador army list for 2013 the year of the motherf…land
So, here is the list that I am most likely going to be sticking with for a while as I get my head out of trolls and into khador. It’s not a particularly innovative list but I think it has all the parts to be a decent all-comers list. Thoughts?
Khador – eSorscha
56 / 56 (50+6) Warcaster(s) : 1/1 Warjack(s) : 1 Battle Engines : 0 Solos : 4 Units : 5
Forward Kommander Sorscha –
- War Dog
- Conquest
Kovnik Jozef Grigorovich –
Manhunter –
Eiryss, Angel of Retribution –
Gorman di Wulfe, Rogue Alchemist -
Great Bears of Gallowswood –
Widowmakers –
Full Winter Guard Infantry –
- 3 Rocketeers
- Winter Guard Officer & Standard -
Full Battle Mechaniks -
Lady Aiyana & Master Holt -
oops
oops, originally wrote 2012 for year rather than 2013.
(image is used without permission and is by fstitz – check out more at http://fstitz.deviantart.com/art/Sorscha-128237930 – no claim nor challenge to his copyright or generally badassery is intended or implied. Fstitz, if you happen to stumble on this tiny and crappy blog and want it removed, let me know and I will. Also, btw, fstitz is working on a pretty badass legion of everblight lylyth right now and has some wips up. very classical style. I love it.)
Thornwood league battle diary game 1
I am going to try and be more diligent in writing up quick recap/reports. We have been doing a lot of timed games (almost exclusively in fact) so I am not great about remembering to take pictures. I will add them when I have them, otherwise I will try and keep it simple enough.
Played an unorthodox Grim list against Dave’s Durgen Rhulic list in 35 point game to kick off the league. Basically I had just built the Sons of Bragg and felt like playing them. The Skinner has been fun so he is in too. Dave was also trying out some new stuff so it looked to be an interesting match.
Grim
Earthborn Dire Troll
Bomber
Impaler
Scouts
Skinner
Sons of Bragg
Fell Caller Hero
vs
Durgen
Ghordson Basher
Gunner or Blaster (don’t remember for sure which one)
Brun Cragback
Herne and Jonne
10 Forgeguard
5 Ogrun Assault Corps
Thor Steinhammer
We rolled up the Close Quarters scenario and I won the roll and chose to go second. First turn the rhulic forces all advanced with the basher getting red line cast on it, the trolls advanced a bit more cautiously with the scouts and skinner swinging wide. Grim put cross country on the Sons of Bragg, far strike on himself, boosted damage and one-shotted one of the assault corps and put girded up (always a good idea when facing Durgen). This left me at 0 fury but I was okay with it on turn 1 against this rhulic force. The impaler put farstrike on the bomber and advanced, the bomber killed a second Ogrun after an advance and the EBDT advanced up in front of Grim but out of charge range of anything.
In response Durgen upkept Red Line and put primed on the forge guard. They charged and the first one was a bit out of charge range so the rest just ran as far as they could. My cautious advance ensured that only a single scout was tied up in reach range. Unfortunately for Dave he activated them a little too early and they jammed up the rest of his turn. Herne (or Jonne) did manage to kill Wrathar and I failed the 4+ tough.
My turn the scouts mostly aimed and threw their tomahawks causing the forge guard to explode. The fell caller sprayed and killed a couple (including the one that had engaged a scout) as did Tor with his spray. When all was said and done there were only 3 forge guard left and they failed their morale check. The bomber also killed Thor who had moved up to repair the 3 damage the basher took from Red Line. The EBDT moved out of line with Grim to get within 2″ of a forest for the following turn EBDT cannon ball act.
I was still mostly out of range this turn though most of the army focused on the EBDT and by the time the basher slammed the EBDT 8″(!) through the remaining 2 sons of bragg, though both made the 4+ tough The EBDT was fairly wounded. The EBDT died to a 17 on the dice but I thought I had a pretty good shot at the assassination this turn. Also due to shooting the Impaler lost his spirit and the EBDT took ~12 but to different spirals so no loss of aspect.
Durgen was directly behind one of the ogryn assault corp but at the extreme range. I considered trying to slam with the impaler but I hate relying on crit so what I did instead was used Grim to heal 1 off the spirit on the Impaler in case he was necessary, put far strike on the bomber, feated, advanced and shot the knockdown gun at the assault corp and knocked him down to clear the lane for the bomber and impaler (if necessary). Then cast lock the target and got a good damage roll and put some on him. Durgen was now locked and under feat so it was looking, er, Grim for him. The bomber advanced, boosted the hit roll, got him and had a pretty good roll for damage and put him down.
It was a good game for the Trollbloods and not so good for the Rhulic forces. Dave made a couple of early errors which I pounced on and really punished him. It was a fun game and a win for the first game of the league.
Battle Journal and update
Was able to get in a few Gnarl league games over the past week or so and just haven’t had time to update this – all games were scenario and SR2012 are marked as such. SR2012 are done with appropriate time restrictions though we tend to be a bit more relaxed about extensions.
I read someone else on one of the posts was talking about a quick journal of their games – I am going to try that rather than the lengthy batreps I typically do, just since my time is so limited. I am only going back a week or so because any more than that gets a bit foggy for me.
I have been sticking with the same list for a while just to kind of stabilize the focus and experience I get from playing them. The 35 point list for all games was:
Grissel Bloodsong, Marshal of the Kriels +6 points
* Earthborn Dire Troll 10 points
* Swamp Troll 4 points
* Troll Axer 6 points
Fell Caller Hero 3 points
Janissa Stonetide 3 points
10 Pyg Burrowers 6 points
Stone Scribe Chronicler 2 points
6 Trollkin Scattergunners 5 points
* Scattergunner Officer & Standard 2 points
For 25 points I just basically used what was on the table with a few cuts and adding an impaler. This list is FAR from finished and far from good, really, but it was against a new player on league night so I didn’t really care too much about making a super competitive list.
Grissel Bloodsong, Marshal of the Kriels +6 points
* Earthborn Dire Troll 10 points
* Troll Axer 6 points
* Troll Impaler 5 points
Janissa Stonetide 3 points
6 Trollkin Scattergunners 5 points
* Scattergunner Officer & Standard 2 points
SR2012 35 point eGrissel vs. eStryker – Win by assassination. eStryker was forced to try an an assassination run since I was up on scenario points. He beat the snot out of eGrissel, but she had 3 fury and an undamaged Swamp Troll. At the end of the run, Swampy was dead and she had taken 6 points of splash damage. She was then able to put Stryker down. Big lesson learned this time is that even when you think Stryker has a long attack range, you are probably underestimating it.
SR2012 35 point eGrissel vs. eStryker – Win by assassination. eStryker was playing a bit more cagey this game. I had an EBDT charge an arcane shielded Stormclad but didn’t really do much. A force to stand burned a fury and I think that was the big deal. I should probably have waited a trn. I put good money after bad and charged in with the axer who did nothing. Grissel popped feat eStryker was feeling plucky so did just 1d6 overboost and took 3 for only 2 strength which my feat had basically negated. Stryker was unable to finish the deal so the Stormclad returned the earthborne to the dirt from whence he came and turned on the axer, knocking out his spirit. Fell caller hit Grissel with warcry. Janissa advanced and slid the Stormclad out of the way, Grissel healed the axer’s spirit just in case before charging. She got Stryker down to 1 or 2 and the axer had to finish up for her (which he did). The big learning point here was that Stryker should go big or go home when overboosting.
SR2012 35 point eGrissel vs. Rahn – Win by assassination. Janissa’s wall was instrumental in thwarting push/pull shenanigans. Rahn was very hurt by turn 2 dash burrowers ignoring free strikes but not killed. Inhositable Ground is very good against Ret. This forced Shawn to play prett defensively with him and I was able to clear out the sentinels. EBDT jammed on a bunch of sentinels and the combination of Grissel’s feat and a nearby wall let him survive the non-charge retaliation. In the end it was dashed, buffed dygmies that gave Rahn something else to brood about. This was Shawn’s first time seeing the dygmies and I don’t expect them to be so effective next time around with him.
35 point eGrissel vs. eButcher tier – Loss on scenario. So many doomreavers… I had a couple of hot run on tough rolls and inhospitable ground really earned its keep – the crescendo template was also really good. The dygmies went for a turn 2 assassination run on eButcher but had crap rolls with the guns and couldn’t hit or get through armor. The scenario we were playing had the reinforcements artifice which we chose not to use but I could really have used something coming in from the side to contest a zone. As it was, going first still didn’t get me up close enough and then with all those AD doomreavers running into it pretty much sealed the deal. This game has me looking back at the krielstone instead of swampy – on feat turn my axer might have weathered the doom reavers he was engaged with and contesting the zone and the same with the EBDT.
25 point eGrissel vs. pDenny – Win on assassination. This was an interesting one because I have neither played nor written up any 25 point lists before. I decided to mostly just shuffle points down out of my usual 35 point list and that didn’t go well. I basically ended up running my scattergunners like kriel warriors. I ended up winning after the axer frenzied which killed the arc nodel tying up both him and the EBDT. The impaler put his animus on himself and advanced and crit slammed a model through denny which knocked her down and the EBDT was rushed by Grissel and went over and finished the job thanks to an unexpected 4 extra inches of movement. It was my first time facing Darraghe Wrathe and his light cav so it was fun.
I also had to get in two team games for the league in order to get the patch. Since I am the only Minions player I went ahead and did that for the official team up with Shawn’s Retribution of Scyrah which technically violates the year of the Trollblood but I am okay with it since it was 2 one off games for the league. The list I took for both games was:
Sturm and Drang
2x War Hogs
Targ
4 Bone Grinders
Shawn brought a Rahn list and we faced off against pGaspy and Kara Sloan. Rahn did what Rahn does and pulled Kara’s light jack across the table on turn 1 and then smashed it with the Phoenix, the Cygnar player ended up mostly sparring with Shawn until the last turn of the game when Kara popped feat and should have blown Sturm and Drang off the table save for a couple of horrible rolls. Gaspy swarmed the center of the table with infantry. Drang then goaded the two warhogs in an impressive display of goading violence killed the necrotech, most of the mech thralls and even a couple of Satyxis Raiders. I lost one of the warhogs but the other was able to clear the middle of the table on one side as the Phoenix cleared Kara’s infantry leaving us in control of the center of the table and the win. We did rush the end a bit so we could get in the second league game.
For this game I found myself teamed up with the Gaspy player (the limited factions in our league allow a few leniancies on pairing) again Ryan’s pStyker list with a battle engine and the Denny player from before with basically the same list just pared down to fit in. This game was very rushed, but the combo of Denny’s feat and the Cygnar shooting killed one war hog and basically neutralyzed the other. We ran out of time because the game store was closing and it ended in a draw. While it wasn’t hopeless the other side definitely had the advantage.













