Yes, Mark 3 has me excited

Posted: May 20, 2016 in Uncategorized

Okay, I have been radio silent for a while. I have been super busy, and the game has taken a big back seat, and honestly I kind of just wasn’t… well, excited.

Mark 3, at least for the moment has changed it.

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Watch this space.

Sorry I haven’t posted much, I have been insanely busy with a couple of writing projects (and recovering from knee surgery). I am still buried in the writing project, but managed to get a tiny breather which I decided to take advantage of by building a few new toys!

First up, and most exciting for me is Obavnik Kommander Zerkova and her two buddies. Thanks to my good buddy Inyoung at iWargame for picking it up for me at Lock and Load this year! Sadly, I got a mispack, and ended up with two of the same glaivesūüė¶ which prevented me from priming them, but I already put in the request and Privateer Press¬†is usually¬†pretty quick at sending out replacement parts so it should be soon. I am going to be running her exclusively¬†in the league that is going on at my LGS.

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The whole set went together really fast and was quite a pleasure to assemble – another great set from PP!

In fact, it was quick enough I had enough time to assemble another new model that I recently acquired – although he is also in the new book, this one has been out for a while.

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I chose to put the mace in a different position because I wanted models to get into melee from the front (that right flank, not so much…) We’ll see if I succeeded. Other than that, another pretty good looking model, that was assembled in under an hour, including cleaning up time.

I can’t wait to get these guys on the table! I am so excited to be back to Khador.

Dear Everblight

Posted: June 29, 2015 in Uncategorized

It’s not you, really. It’s me. I mean, you are great fun, I love putting you on the table and just going absolutely crazy, but, and I’ve been trying really hard. Like probably harder than I should have been. And I will still totally keep your number programmed in my cell phone in case things change. But I just don’t feel the same way about you like I do Khador.

Yes, okay, you got me. It is because of “her”. I have always had a thing for her and you knew when we started this up, that it was likely that she would come back into my life and when she did, well, I just can’t say no to her. I try, but she has my heart. Even though she has those two weird stalkers following her around now.

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Please, Everblight, don’t cry, it’s getting kind of awkward, and we both know I’ll be back. After all, I’ve always had a weakness for twins…

Blight makes right podcast

Posted: April 21, 2015 in Uncategorized

if you play Legion of Everblight odds are high that you already know about it, but if not, there is a Legion of Everblight focused podcast from the Handcannon Online guys and it’s pretty solid. It’s called Blight Makes Right and is available on iTunes, and there is an RSS feed available at Handcannon online. Check it out, it’s nice to have a very positive Legion focused podcast out there, though sometime it can feel a bit echo-chambery in their effort to keep it positive, but I’m willing to accept that minor issue to keep it upbeat.

The most recent episode had a funny discussion at the beginning that totally made me think of this.

  

So, Haihastur over on the Legion forums has been singing the gospel about the Fallen Angels tier list for a while, even doing some battle reports and honestly, it looked like a blast to play. I broke down and picked up the three models I needed to complete it (Sorceress and Hellion, a second Protector, and a Bloodseer) – honestly, I was going to get a Bloodseer eventually, so only two of them were a leap of faith and his bat reps convinced. Sure, I could have proxied, but that’s not really how I roll.

Anyway, I ended up running a list that was fairly close to what he recommended – I swapped out the Seraph for a pair of Blight Wasp units because I want to get a bit of table time with them and it seemed kind of fun. I usually cut the theme stuff out but I decided to leave it in since it is a fairly uncommon theme force. Also, I will be doing a blog on theme forces in general, since they are the topic of much controversy in the community right now, and I have been (surprise) opinion on the matter that I have not been shy about sharing.

Saeryn, Omen of Everblight – WB: +5
– Zuriel – PC: 10
– Angelius – PC: 9
– Angelius – PC: 9
– Nephilim Protector – PC: 5
– Nephilim Protector – PC: 5
– Nephilim Bloodseer – PC: 0
– Harrier – PC: 2
– Blight Wasps – PC: 4
– Blight Wasps – PC: 4

Blighted Nyss Sorceress & Hellion – PC: 4
Blighted Nyss Shepherd – PC: 1
Blighted Nyss Shepherd – PC: 1
Spell Martyrs – PC: 1

THEME: Fallen Angels – Tier 4

WARBEASTS
Non-character Legion warbeasts with Flight, Nephilim warbeasts

UNITS
Legion units with Flight

SOLOS
Blighted Nyss Shepherd, Blighted Nyss Sorceress & Hellion, Spell Martyr

BATTLE ENGINES
None

TIER 1
—Requirements—
The army can only include the models listed above.
—Benefits—
Spell Martyr solos gain Advance Deployment.

TIER 2
—Requirements—
The army includes one or more Blighted Nyss Sorceress & Hellion solos.
—Benefits—
You gain +1 on your starting roll for the game.

TIER 3
—Requirements—
Saeryn’s battlegroup includes two or more heavy warbeasts with Flight.
—Benefits—
Your deployment zone is extended 2″ forward.

TIER 4 – SELECTED
—Requirements—
Saeryn’s battlegroup includes three or more Nephilim warbeasts.
—Benefits—
Add one non-character Nephilim warbeast to the army free of cost.

I told Mikey I would be bringing a new Saeryn list (I’d literally only played Saeryn once before – honestly I found her kind of boring in the typical way she is usually played). She is undeniably powerful, but just not that interesting to me. I suppose I suffer from Special Unique Snowflake Syndrome as the Chain Attack guys say. I know that Saeryn gives Skorne the same shivers that Molik Karn in general gives me. I think he might have overbuilt for the feat but that will come later.

His list was an interesting looking theme list I had never seen before that has a really cool name:

Archdomina Makeda – WB: +5
– Basilisk Krea – PC: 4
– Cyclops Brute – PC: 5
– Molik Karn – PC: 11
– Titan Gladiator – PC: 8

Paingiver Beast Handlers – Leader & 5 Grunts: 3
Tyrant Commander & Standard Bearer – Tyrant and Standard: 3
Cataphract Cetrati – Leader & 5 Grunts: 11
Venator Reivers – Leader & 5 Grunts: 5
– Venator Reiver Officer & Standard – PC: 0
Venator Reivers – Leader & 5 Grunts: 5

THEME: Army of the Western Reaches – Tier 4

WARBEASTS
Skorne non-character warbeast, Molik Karn

UNITS
Cataphract Cetrati, Paingiver Beast Handlers, Tyrant Commander & Standard Bearer, Praetorian units, Venator units

SOLOS
Cataphract solos, Praetorian solos, Saxon Orrik

BATTLE ENGINES
None

TIER 1
—Requirements—
The army can only include the models listed above.
—Benefits—
Praetorian Swordsmen and Venator Reiver units become FA U.

TIER 2
—Requirements—
The army includes two or more Venator Reiver units.
—Benefits—
Add an attachment to one Venator Reiver unit free of cost. This attachment does not count towards FA restrictions.

TIER 3
—Requirements—
The army includes one or more Tyrant Commander & Standard Bearer units.
—Benefits—
Tyrant Commander & Standard Bearer and Cataphract units in the army gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)

TIER 4 – SELECTED
—Requirements—
Makeda’s battlegroup includes two or more Cyclops warbeasts.
—Benefits—
Your deployment zone is extended 2″ forward.

So between the two of us, we were 4″ closer together than normal! That plus Makeda having access to Savagery and Rush made Breathstealer seem a lot less sexy, especially with an advance move on the Tycom and and Cetrati. The crippling speed advantage I’d expected was certainly snatched away, but it did seem to split the Army of the Western Reaches into a couple of different armies, so I thought I might be able to use that to my advantage. On to the deployment picture (well, after I moved the Sorceress and then remembered to take it).

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I won the roll to go first, obviously. I didn’t have a solid plan since this was the first time playing this list. It evolved once I got a feel for it, and I should have planned on dominating my own flag early since that is what it became. I ran the martyr over, considering putting Breathstealer on the Cetrati but with Press Forward and Savagery it seemed kind of moot. Instead I decided to hellfire the TyComm to try and get rid of him because I hate that guy so much. Also, in my head I confused Road to War and Savagery and thought that everything in Makeda’s control would get the advance rather than it being an upkeep so kept most things back. Running the Sorceress up was a huge mistake, but I was mad with speed. That is my excuse. Everything else advanced very little because of the mistake with Savagery and just shifted slightly to the right. Saeryn cast Predator’s instinct to give me the option to boost to hit as well with the Hellfire but ultimately I think I just boosted hit and damage, but only rolled an 8 for damage and left the TyComm alive.

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The Cetrati got Savagery (oohhhhh right, upkeep), Makeda got Defender’s ward and then advanced up behind the wall ready to dominate her own flag (much better scenario awareness than I had), the Reiver’s burned the mini feat and killed a couple of wasps in the forest. The Cetrati were pressed forward by the TyComm then went into shield wall and advanced. The harrier was a bit further than Mike thought and he was only able to get a single Cetrati on him (I thought he was going to be out, so we both made an error there). He hit and knocked out the body and did some damage to the mind spiral as well. The Krea used its animus and the Reivers formed up in a circle around it. The Gladiator and Molik both also took up position behind the wall and the Brute stood next to it with the Paingiver Beasthandlers set up behind them ready to hand out some pain to some beasts.

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At this point I remembered why I brought the Sorceress on Hellion was for the free charges as well as the no shooting so promptly fell her back and summoned up some might winds. The two surviving Blight Wasps on the left side got a run/charge order and ran to engage a few of the Reivers on the hill. The close Angelius is in position to benefit from Aerial Coordination and charges the 2nd Cetrati in and boosts the thrust attack, killing him and overtaking an inch to right. It then buys an attack on the one of the others still¬†in shield wall and kills it as well with a forced boost¬†for¬†damage and overtakes once more and uses its animus to push the remaining Cetrati out of shield wall. The other Angelius, unfortunately, cannot benefit from Aerial Coordination thanks to my poor initial play with the Sorceress. It moves over and thanks to the shield wall being broken is able to kill only a single and with snake eyes for damage leaves one¬†alive hugging the flag and engaging the Harrier. ¬†Zuriel advances and sprays twice killing the cetrati who was out of shield wall. The Harrier shifts around the Cetrati (I forget to take the attack because I am so excited at what is coming next. The Bloodseer uses the Harrier’s True Strike animus and Slams the surviving back line Cetrati in direction of the TyComm and I get a 4 for the roll which is far enough for him to hit as well as one of the Reivers which opens up a nice hole for the Blight Wasps! The Slam Damage is enough to kill wounded TyComm thanks to box cars (which I guess makes up for the double 1s the angel rolled earlier)¬†and I boost the damage on the slammed model on top of the additional die for hitting a model the same size killing him as well. The Reiver is also killed. Not to mention just flying over your own models and auto-hitting with a slam is kind of the epitome of the Legion play style. ¬†“Rules? Where we’re going we don’t need rules!” This also happened to leave the Cetrati hugging the flag as the last member of his unit so he was field promoted so he got to work strapping on that big Skorne flag.

Speaking of which, the Blight Wasps got a run/charge order, flew over a whole mess of models,¬†including the Cetrati¬†strapping on the flag who was unable to make attacks since he was busy. They made sure to avoid the Reivers who could take free strikes and set up to take free strikes on the Krea if he moved away as best they could and be really well placed for the impending Blight Bringer. The Protectors moved into position, Saeryn advanced and I realized I totally should have planned to get points on my opponents turn (not that it would have mattered because of the double ones) but still, and cast Blight Bringer on one of the Wasps and killed all but 1 of the Reivers and did a bit of damage to the Krea but didn’t boost (though I should have). I probably didn’t need to feat this turn but I went ahead and called down a spirit of Foreboding this turn anyway just to keep Molik Karn honest. The Shepherds advanced and pulled off fury from places where they could, leaving enough for Saeryn to get up to full and the only beast to have any was the Angelius engaging the Cetrati was left at full because I didn’t really care if he frenzied. All in all I was pretty happy with the turn.

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There wasn’t a whole lot that Mikey could do this turn but he set about doing what he could. Molik got Savagery and advanced and killed the Sorceress and then backed up, the Gladiator rushed himself and charged the Blight Wasps trying to clear them off. He ended up going up to full fury to kill one of them off, but it was very squashed. The three Reivers who were engaged failed to kill it – that Def12 but -1 to attack rolls from Annoyance was coming up more than expected in this particular part of the table. The ones not engaged shot at Zuriel in a pair of CRAs and did minimal damage. The Krea risked the free strikes and suffered some pretty horrendous welts for the trouble. Crit Poison on living models won’t come up often, but a free strike crit poison against a living light is kinda sweet. I took out his mind, but¬†with a boost he still managed to hit Zuriel with Spiritual Paralysis dropping his Def and preventing him from running or charging. The Krea then activated her animus. The Brute put Safeguard on Makeda to prevent any¬†flying auto-hitting slams.¬†Makeda advanced, used her frightening will to command her forces not to die (Walking Death Feat) and dominated her flag and went up 1-0.

IMG_2199Oh right, scenario! The rest of the writeup won’t be near as long because I didn’t take many more pictures, the store was going to be closing soon, and the game was decided soon, so don’t worry, persevere! This turn, the Angelius actually didn’t frenzy, passing it’s threshold easily. The Shepherd advanced, cleared off the 4 fury, the Angelius thrusted and boosted both to hit and damage to make sure he died and overtook to change facing and get in a slightly better position. The Harrier, body still out, used its animus and then charged the TyComm’s standard and killed it on a 2d6 roll and sprinted to a good position for the Bloodseer to use its animus again if I wanted. Instead the Bloodseer decided to use Overwhelm on the Blight Wasps. The other Angelius moved and then shot the closest Beasthandler and killed it. The Blight Wasps charged the rest of the unit and killed 2 or 3 more overwhelming into them.¬†Unfortunately for me, Mikey’s plan of shooting Zuriel was a good one and I was unable to run him to get LOS/Range to finish them off with Arced spells without being engaged by the Brute. Also, my Protector placement was lousy or I would have been able to shield guard. Oh well, my shield guard placement was much better this turn. Zuriel moved and sprayed and killed off the Krea and set the Brute on fire, just missing Makeda. One of the Protectors charged in and killed a couple of Reivers. I knew they would be back, but at least they couldn’t move. Also since the UA wasn’t dedeadath their placement was fairly limited. Saeryn put Blight Bringer up and killed a couple more and did some damage to Makeda which was transferred to the Gladiator. I went ahead and boosted that damage. At the end of my turn I dominated and it went to 1-1. This is also the last picture.

IMG_2200Mikey replaced the lost troops and set to work. He up kept Savagery on Molik and finished off the last Blight Wasp on the left with the Gladiator after way more work than it should have taken. Next Molik advanced over to the Protector and starting beating on it. It ended up taking all of his fury but he finally killed it. Makeda moved back over and started killing wasps and then when she got down to 4 fury she spent 2 to cast fate walker and she walked back to the flag to dominate again. Her armor was pretty high thanks to Blood Fury and Defensive Ward. The revived Reivers aimed, and the rest of the unit moved as best they could avoiding the Blight and put two big CRAs into Zuriel (two of them I think were out of range?) The first one was shield guarded by the protector and he took 12 or so and the 2nd one only did 3. The Brute put Safeguard on her again. The Beasthandlers finished off the remaining Blight Wasps and got fury to manageable level and then the turn ended and we went to 2-2.

My turn I was able to leach everything back up to full. Mikey saw me setting up to send another Nephilim in as well as setting up my defense and conceded realizing that I was going to be scoring on both of our turns and he was only going to score on his and there wasn’t anything he could do about it. The amazing thing to me is that was EXACTLY what Haihastur on the blogs said many of his games ended as. I’ve never actually had that happen and Mikey isn’t a forum goer at all. It was kind of crazy.

After Action Review:

I made some pretty big mistakes both in deployment and play, but once I started to move the pieces it was fairly intuitive for me. I pretty much threw away the sorceress and I can see how that was a big mistake. She is very useful in this list – free charges are HUGE for the lights and even for the Angels. Aside from their thrusts they are pretty pillow-fisted (pillow-tailed?)

Saeryn is our control caster, there is no denying it, but in the past I haven’t had a lot of fun playing her. This list was a blast. Almost everything flies and that is incredibly powerful and dynamic. It’s hard to understand until you just start ignoring your own stuff for almost everything. In Legion we’re used to ignoring rules and this lets us ignore even more, so what’s not to love? We get to ignore other models for moving, and for LOS for charges (but not slams).

I know that the Skorne list was not conventional at all, so it wasn’t the best “test” but this was also my first time every playing this list, my first time every playing many of the models in it so I’m okay with it. The amount of control it has is unreal and until you get it on the table it’s hard to believe. As is it’s resilience. I think I might have forgotten to mention it above because I can’t remember exactly but there was another pretty big CRA that happened from the Reivers on Zuriel and it was nice just to say, nah, I think I’ll just take it here instead. Also, I was amazed at how resilient the one that charged in to contest the flag was. It took Molik Karn’s full fury to get rid of him. I think the amount of effort was ultimately why Mikey conceded, seeing that I still had a nearly full Zuriel, a completely full Bloodseer, two full Angels, and half a Protector, he just didn’t see how he could stop me from contesting, especially when everything could fly. Ultimately I could just take free strikes and toe a zone somewhere.

Anyway, it was a REALLY fun list to play. Very unconventional, very resilient. It felt like I was playing with a rapier and dagger where even my defense was stabby little offense if that makes sense. I highly recommend you give it a shot.

My deepest gratitude to Haihastur for championing this so hard and taking the time to do the battle reports, were it not for your effort I wouldn’t have gone out of my way to pick up the extra pieces necessary and taken the chance with some of my (prior) least enjoyable models.

Je vous remercie beaucoup mon ami! (If the French is wrong, blame Google!)

Warmachine: Reckoning!

Posted: March 10, 2015 in Uncategorized
Tags: ,

Yes, I know I am mostly Legion of Everblight now, but!

reckoning cover

Zerkova! That probably means Epic ZERKOVA! She is my favorite caster in the game! OMG So much EXCITEMENT! Oh yeah, also Denny on a dragon, cool. Apparently someone already translated her runes to be the spell Grave Wind (battle group upkeep +2 Def and poltergeist) not sure on Zerkova’s yet because of angle but perhaps spe and i which is leading to speculation of perhaps Spellpiercer (models/units in control get blessed+magic weapons – now it is translated to whispering). The rune translation is totally nerd rumor mill which is likely wrong but is fun to speculate.

Okay. Sorry, just had to get that out of my system.

Back to the dragons. But not the Denny-ridden dragons. The purple, Everblighty ones.

This was my first game with Bethayne and was one of, if not the first for Dave with Skarre so we were both expecting some ugliness but looking forward to it. This also was our first with the new SR2015 scenario Recon.

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The table ended up looking like this, with the flat piece next to the zone to the left from my facing being a hill, and the entire piece of terrain to the right that was a part of the Butcher3 Gencon release being considered impassable. Dave won the roll and chose his table side, giving me first turn. I deployed as in the picture above.¬†My main plan going in was to use the ravagores to funnel single wound infantry where possible,¬†to try¬†and avoid the huge chunk of impassable terrain since his soul hunters had the definite advantage there – I’d¬†try and kill them as soon as possible since they out-threated me –¬†and camp out in Belphagor for much of the game to increase survivability. I’d pop out of Belphagor, use his animus and move back in to essentially be safe from non-reach models, and use my feat to try and kill off the reach ones and try and grind out a win. That was the initial broad strokes plan for a win anyway.

Oh yeah, the lists. I brought effigy of valor objective because failing command checks with hex hunters sucks.

Bethayne, Voice of Everblight
– Succubus
– Ravagore
– Ravagore
– Raek
Spell Martyrs
Spell Martyrs
Blighted Nyss Shepherd
Blighted Nyss Shepherd
Blackfrost Shard –
Strider Blightblades
Blighted Nyss Hex Hunters
Spawning Vessel
Swamp Gobbers Bellows Crew

And Dave’s Skarre list from memory (so there might be an error in here somewhere)¬†was and I think his objective had impervious flesh (is that armory?):

Pirate Queen Skarre
– Skarlock Thrall
– Deathripper
– Helldiver
Bane Lord Tartarus
Darragh Wrathe
Pistol Wraith
Scrap Thralls
Gorman di Wulfe, Rogue Alchemist
Necrotech
– Scrap Thrall
Bane Knights
Bane Thralls
– Bane Thrall Officer & Standard
Soulhunters
Necrosurgeon & Stitch Thralls

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Dave’s deployment looked like the above. Although this Bethayne list has quite a few more models than I am used to running with Legion (feels a bit more like Khador and is more comfortable for it) I was still looking at a whole lot of models across the table. It looked even more like Khador since when I unpacked I realized I had forgotten my magic using model tray so had neither Blackfrost Shard nor Hex Hunters, so Dave kindly let me proxy in Kayazy as Hex Hunters and Great Bears as the Shard.

For my turn 1 there wasn’t a whole lot of point in putting up either carnivore or ashen veil since there wasn’t much in the way of shooting or living in his army. I wanted to grab as much table as I could early and conserve as much clock as I could after my deployment fiasco in realizing I didn’t have the models I needed. I also forgot to run a spell martyr on the left the full distance, and that would come back to haunt me.

 

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The cryx turn was pretty similar with most things running forward. The skarlock only advanced and ritually sacrificed something insignificant for skarre. Darragh Wrathe moved over in order to provide his Death Ride buff for the Soulhunters increasing their threat from fast to insane, and moved them into the trees to set up for the next turn, and jammed two of them way down my throat so I had to deal with him.

 

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Turn 2 I ended going into the thinktank for a lot longer than I should. I didn’t want to feat this turn because the Hex Hunters weren’t quite in range to hit much of anything – I think realistically only the front 3-4 would have benefited from it, and those would likely have been killing the same ones that Bethayne could have killed with the spell martyr on the left that I forgot to run last turn. I was still seriously considering it though, so I decided to keep the blightblades off the table so they wouldn’t suffer from any eruption of spines, and Dave, having faced them before didn’t leave me any really good targets for them to ambush toward.

I also had to deal with those soulhunters on the right or they were going to cause me a great deal of heartache. I wasn’t too worried about the banes of either variety – even with death ride, they were still a turn out, but with Skarre’s feat, the soulhunters could¬†do some damage, and my stuff is fragile enough that the banes wouldn’t need to¬†the feat to do enough damage to wipe me out. It was quite the pickle. Ultimately I felt that I could hold off on the feat one more turn,¬†the shard only needed a¬†7 to hit the soulhunters, I’d hit them with Kiss of Lylyss, put harm on there, the Raek could jump in,¬†with harm up, kill one, possible damage the other if I was lucky, the ravagore could kill the second, I’d survive 3 with the raeks defense, the other ravagore could maybe set Skarre on fire and keep her back while she burned, and that would eat up some of her rit sac focus and then next turn I could really start the attrition battle in earnest. The ravagore did, indeed, set Skarre on fire and did a couple of points but nothing major.

First ice cage comes up a 6. Second ice cage, another 6. Fine, I guess we just raw dog the Kiss. Final one comes up a 6. Damn. The fates were saying I should have feated I guess. The raek charges over, says don’t worry boss, I got this. Boosts the hit with the non reach attack, one shots the soul hunter, hits with the reach attack, buys a second reach attack, no boost, gets the 8 to hit and does¬†enough damage to kill the second one. The ravagore¬†kills a leading bane thrall and puts a scather down in a really¬†obstructive place.

Belphagore advances and puts up his animus. Bethayne advances into base to base with Belphagore¬†and arcs an eruption of spines foolishly through him at a bane thrall since I can’t target the objective yet and misses due to stealth. Oops. So many better targets. She merges with him. The hex hunters do a run/charge order into the bane knights and I keep a few back for the next feat turn. They killed four or five bane knights on the charge and then another couple of models with battle wizard. I was hoping their high def would help out when vengeance came around. The crockpot advanced to collect those whose defense didn’t save.

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Skarre’s fire didn’t go out but a lousy damage roll only saw Skarre take a couple of points worth of damage. The bane knights rolled pretty well for their vengeance checks and killed, I think, three of the hex hunters.¬†Skarre cast dark guidance, the skarlock thrall cast dark ritual.¬†Darragh Wrathe did his death ride again and shifted everything forward in his range just a bit. The soulhunters charged forward and killed the raek. The pistol wraith advanced and shot the ravagore 3 times deathchilling him. The bane knights killed some more hex hunters filling the crockpot to overflowing. The surviving¬†hex hunters stayed in the fight thanks to Bethayne’s commanding Voice. A couple of the bane knights made it to the ravagore on the left and knocked out his body. The bane thralls were lined up protecting skarre who was near her own objective as well as a couple of them having charged up to the raek¬†on the right (we realized after the game that they were out of command and shouldn’t have been able to attack but missed it in the moment).

(I forgot to take a picture sorry)

For my turn I brought in the blightblades to support the beleaguered hex hunters. It was also definitely feat turn, before it was too late and I had nothing left. The blightblades charged in and let me just say, those guys continue to amaze me, they each killed off what they charged at¬† (4 or 5 bane knights, plus a scrap thrall and a necrosurgeon or something) freeing the remaining hex hunters up. Bethayne went next and popped her feat. She cast¬†1 fully boosted eruption of spines one targeting the thrall standard bearer. I rolled a¬†4 for that one, which killed the flag bearer (he failed his tough check yay!) and then both of the other guys near him, the next one killed two axes I believe, hit the objective and skarre but did nothing to either of them but killed a couple of other bane thralls as well, and then I camped¬†the rest¬†and retreated back the full distance. The gobbers put up a cloud to block LOS from the side flank, the recently freed up hex hunters advanced and destroyed the arcnode jack. The¬†Blackfrost¬†Shard used the feat to kill off one of the three surviving soulhunters that had made it to the back line as¬†well as a threatening bane thrall ¬†the crockpot spawned a harrier which used truestrike to kill off the other soulhunter. Once all the dust had settled I was pretty happy with the table state. It would have been nice to get the final soulhunter, it just hadn’t been possible. I just had to hope I could survive.

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Dave worked on clearing out some things, Skarre popped her feat and cast dark guidance.¬†He didn’t really have much else that could get there, so went to the main event, the soul hunter at +5 strength is no joke, especially when it has a couple of souls on it. Luckily for me, Bethayne while riding the Belphagore meat suit is no joke either and can take a punch like nobody’s business. The first attack did something like 15 which I was able to take and still have transfers available, and a healthy about of boxes left I was feeling like I might survive, then his second roll was a duff roll, something like a 4 I knew I was safe and Dave conceded at this point as his clock was just about out of time anyway and the able position was looking pretty healthy for me.

 

After action review.

Whew. I breathed a huge sigh of relief. I’ve had a bit of a run tough losses lately, so it was nice to get a win. None of them have been blowouts and all of them have been on time, but still one in the W column is nice. I’ve been trying a lot of new things, and this is no exception, but this feels kind of comfortable, a bit like Khador. I think because I have models to spare. Not a ton, but at least some. I’m really happy with the current pairing of Thagrosh1, and Bethayne. Both are a bit forgiving, and I really like playing up a bit and both play that style – I’m not really one for the pocket quarterback style of play.

What went well

I felt that my time management was a bit better – I was still under 2 minutes at the end of the game and think I should have been closer to 8, so it’s not great. But it is a bit better. My target priority was better, I stuck to the plan a bit better than I have in the past. Happy with my blightblade play. Those guys are so useful and flexible.

What I could have done better

Much too long in the think tank for feat turn. I should just decide and go. Ultimately I am not sure if I made the right decision or not still. If I had used it, for sure the threat of the soulhunters would have been eliminated much earlier which would have let me focus on other parts of the table. As it was, that almost cost me the game. I am not sure that the ravagores are necessarily the right choice for this list. The ADR option might be better suited for something else.

Thanks for reading this far, if you have any tips for Bethayne, I’d love to hear them, I am having a blast with her.