Archive for the ‘Monday morning war caster’ Category

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!)

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.

Sorry for the extended absence, as if the holidays aren’t bad enough I also got super busy with a writing project and pneumonia on top of that, but things are starting to resolve themselves a bit.
I was able to get in a few games in amongst the madness, but things are still pretty busy so I won’t be able to give the full write-ups for them, they will be much more abbreviated than usual and I am just going to cherry pick some of the more interesting ones.
First up was Kallus (me) vs. Bethayne (Colin). This game was before SR2015 came out and so there is no ADR or specialists, and was my first game against Bethayne in a couple of years since she top of one assassinated me when I was playing Old Witch. This is the last SR2014 game I’ll be reporting, it’s Incoming so is basically the same, though no objectives were chosen so guess not. Whatever.
My list was:
Kallus, Wrath of Everblight 
– Succubus
– Nephilim Bolt Thrower 
– Shredder 
Annyssa Ryvaal 
Spell Martyr 
Incubus 
Full Blighted Nyss Raptors 
Full Blighted Ogrun Warspears 
– Warspear Chieftan 
Full Spawning Vessel 
Strider Blightblades 
Swamp Gobbers Bellows Crew
Blackfrost Shard 
 
He was playing:
 
Bethayne, Voice of Everblight – WB: +3
– Succubus
– Raek – PC: 4
– Ravagore – PC: 10
Strider Deathstalker
Strider Deathstalker
Blighted Nyss Shepherd
Full Spawning Vessel
Full Blighted Nyss Hex Hunters
– Bayal, Hound of Everblight
Full Blighted Nyss Legionnaires
– Captain Farilor & Standard
Strider Rangers
– Strider Rangers Officer & Musician
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The warspears put prey on the hex hunters, Anyssa put prey on spawning Vessel to keep it back.
Everything in Beth’s force ran forward varying amounts.
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I put the raptors on the hill, I put up a couple of tenacities on them. I set up the warspears across from the hex hunters and advanced them a little bit, but (hopefully) out of range of a turn 2 feat wipe on them. I ran the martyr forward to try and snipe out Bayal with an eruption but ended up with a huge drift that ended up being irrelevant for the following turn. I also forget to put up ignite on on the raptors. The gobbers put down a cloud and caught a couple of the raptors in it.
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Colin decided not to feat this turn. Beth’s forces charged forward with the hex hunters who passed their terror check but my placing was pretty good – I was back further than he thought so only a few made it and I didn’t lose any of the warspears thanks to set defense, high armor, and unyielding. The ravagore advanced forward and was able to get the shot on the warspear UA that I wasn’t expecting at all and killed him, removing prey. The striders advanced and took some shots at the raptors, but on the hill, in a cloud, with tenacity made them pretty unhittable. He was a bit shaken and forgot to do his reform move with them. Shepherd advanced, did what her thing. Belphagore advanced and put out a big despoiler cloud maybe? The legionnaires advanced to threaten Anyssa who was fine with her role as bait.
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For my turn, I decided to go a bit crazy and see how things would play out since I am just learning Kallus. Just as an aside, I typically do stuff like this when I am learning a new caster – I push them hard and see where they break, and do dumb things, especially on store games that don’t matter. Sit back, enjoy the ride and shake your head at the foolishness. I ambushed in the blightblades behind the strider rangers and the ravagore. Blackfrost shard advanced and hit with a couple of ice cages first and then harmed the ravagore. I then activated Kallus, realized I had forgotten to cast Ignite, tried to convince myself it was a clever part of my plan to keep my plan hidden, and put it on the raptors. Then I popped feat and cast Dark Guidance leaving myself on 0 because I’m bold. I also moved to the side and back on a hill making sure that I would have good coverage for what I wanted for my feat and dark guidance, I felt fairly safe and out of the way. Next up the raptors went and I was only able to charge the ravagore with three of them, the other two attacked the things that were blocking them up. The three attacking the ravagore managed to knock it down to a single wound remaining, the others killed their targets, the raptors then shuffled around into defensive positions. The warspears went next and killed off several of the hex hunters. Next up I used all those hex hunter corpses to spawn a stinger who advanced and boosted the hit on Bayal and killed him which also happened to trigger a panic check which they failed and giving me a huge relief. The nephilim advanced and shot the raek and knocked it back 5” and knocked it down with a crit. The blightblades just advanced so I could control their facings better to maximize their attacks (side note, I’ve found with their attacks that this is often the better way to do it). They killed the shepherd, the ravagore, and a good number of the rangers and tied up the ones they missed (mostly the ones out of dark guidance range). Anyssa zipped around setting up for some shooting at Bethayne next turn if I survived. The gobbers advanced and covered as much LOS as they could and the shredder advanced to try and put his body in the lane and put tenacity on Kallus. I wasn’t thrilled with my position but it wasn’t terrible.
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Colin looked at the table and saw that he was in trouble but to his credit thought he might have an angle. He charged the stinger with belphagore and killed it easily. Bethayne popped her feat and he took a shot at the shredder with an eruption of spines! D’oh! I totally didn’t see that coming. He hit the shredder, and I hoped he would kill it, but he didn’t, the feat boosted damage on Kallus was pretty solid, so he took another shot, killed the shredder this time and got Kallus down to 4 boxes. The spines also killed the gobbers and the succubus as well as one of the warspears, giving me a couple of incubi (one of whom died to the second volley). Fortunately for me, there wasn’t anything else that could get to Kallus this turn. Colin looked at the table and saw that there wasn’t a whole lot else that he could do and conceded the game.
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After Action Review
What I did well
I had a pretty coherent plan for how I wanted this list to run and I stuck to it for the most part. I was pretty happy with how things went. I used spacing as a defensive mechanism fairly well, I remembered not to charge with the blightblades when it was unnecessary. I felt I used all the pieces of my army fairly well.
What I could have done better 
I still rushed things. I think I could have spent an extra turn or two shooting at the ravagore with the raptors before I charged in. I wanted to see if I could one round him with harm and ignite with just three of them. Again, that is a silly thing that I could just sit at home and roll out a few times and see how it played out. War Room makes that kind of intellectual exercise exceedingly simple, just bring up the card, roll the dice and mark the damage if I want to do it mechanically.
What I Learned
I’m still rushing to contact, which isn’t something that Legion typically wants to do, though it seems that Kallus wants to do it more. I’ve played him a bit since this and I really like him a lot, but an issue I am having is what exactly is his role? He isn’t a great armor smasher, he doesn’t play hit and run, he doesn’t really have an armor buff until melee and then it is infantry only – and the models it benefits don’t typically have pathfinder, and he has no way of giving it to them. He would love to have 7 focus. Anyway, I am getting a bit into my thoughts on him, and I have been working on that article, so look for that coming in the near future. Another thing I learned is that Bethayne looks extremely interesting and fun to play.

The joy of randomly generating scenarios is that when you stop and thing about it, sometimes you get something that makes absolutely not sense. Like Thagrosh2 vs. Terminus. In Fire Support. Anyway, Will did Terminus as his caster for the Journeyman League that just ended and Thagrosh2 is one of my focus casters and to be honest the idea of having them face each other across the table just seemed kind of like a fun B Sci-Fi/Horror movie film fest so we went for it.

My list is still the same Thagrosh2 list that I have been running for a while so I am getting pretty comfortable with it. It is also Ben Leeper’s Thagrosh2 list that he took to the WTC last year. I also have to give credit where it’s due – I talked with him a bit on how to get the most out of Thagrosh2 and he has been quite generous with tips on how to play him – like Lylyth2, there is a lot more to Thags2 than giant stompy Godzilla style play. Also, my apologies for this being a somewhat rushed writeup, between the holidays and a couple of writing projects, a newborn, building/painting models, playing games, my day job (oh yeah, that thing), and the tyranny of limited time something had to give. Anyway, onto the main heavyweight event:

Thagrosh, the Messiah 
– Succubus
– Scythean 
– Scythean 
– Raek 
– Raek 
– Seraph 
Spell Martyrs 
The Forsaken 
Blighted Nyss Shepherd 
Max Blighted Nyss Legionnaires 
– Captain Farilor & Standard 
Swamp Gobbers Bellows Crew 
Max Spawning Vessel 

And facing off across the table from me was:

Lich Lord Terminus 
– Skarlock Thrall
– Leviathan 
– Leviathan 
Darragh Wrathe 
Saxon Orrik 
Madelyn Corbeau, Ordic Courtesan 
Bane Thralls 
Bane Thralls 
Bile Thralls 
The Withershadow Combine 

 

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This is what it looked like at deployment. That’s a whole lotta beef on both sides of the table and I was feeling kinda silly excited  at the prospect for a game that I expected to basically go all Herman Munster mosh pit style. I won the roll to go first and chose the side I was on since it was more or less symmetrical and neither side really had any shooting speak of other than bile thralls which don’t really care.

The cryx brick basically ran everything forward as far as they could.

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For my own turn, I put dragon’s blood on the legionnaires, unnatural aggression on Thags to keep the leviathans honest since I was just going to end up dumping some fury anyway and moved forward myself. I went ahead and ran the left Raek all the way up as close to the flag as I could. In the pic it looks like he is based up to it, but he is actually about a quarter inch shy due to having to move around the objective. The goal was to use his reach to keep the biles from getting in range on turn 3 to purge on any legionnaires or if he stayed too far back I would put tenacity on him and be hard for the banes to hit and possibly even claim the flag for a point. Since terminus doesn’t have much that he wants to cast on enemy units the legionnaire’s flag was the first one in the pot followed closely by two lunch ladies.

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The Leviathans got some focus and popped off some shots at one of the scytheans and did a bit of damage to one with one hitting and the other missing and everything else advanced. He ended up keeping the biles back and just charging a single bane at the raek and failing to hit. The rest of them stayed back pretty far and his support advanced up pretty close behind. At this point I made the off hand comment that I thought I could probably kill Maddie this turn. Will’s eyebrow raised a bit, especially given the lack of shooting and he said he would like to see that. I took it as a challenge and since this was just a silly game for fun, I decided to make that a priority. Besides, depriving Terminus of extra movement is never a bad idea and I wanted to jam my Raek’s in there pretty far anyway.

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I went into the tank for way too long this turn. I was torn between the desire to play it the “right way” and pick up 3 fairly easy points by killing the objective and sitting on both flags with my feat and jamming stuff up or just going silly and having fun. In the end I went with the spirit of the game, at least for this turn and just kind of went nuts, especially because he really wanted to see how I could get Maddie without using any shooting. I dropped unnatural aggression, and kept up dragon’s blood for free. Next up the legionnaires got a charge order and ran or charged into the banes on the left to kill a couple and open up some space for the raek to advance all the way up to Terminus. I took a free strike along the way which promptly went into the pot. Unfortunately, the only tough attack which was made was the most important one, of course. Luckily, Legion has an answer for this. Since it was critical I had the shredder go rabid and advance between two of the vessel attendants and kill them both, filling it to capacity. The remaining attendants carried it as far as it would go and it then spawned a harrier at max distance. The harrier charged over the legionnaires and impaled the knocked down bane which, thankfully failed its tough check and then sprinted out of the way. Also, I probably should have waited to do this until after I activated Thagrosh.

Next up, I measured Thagrosh’s control area and figured out where I would need him to be standing in order to get the raek into my control area in order to force him and potentially use manifest destiny. I also decided to go ahead and feat as well because I was taking forever at this point anyway so may as well. I got a lot of stuff out of order here, I will talk about that at greater length later. I ran the gobbers forward to a bit apart so I could charge them and create clouds with them to protect me from any charges or advances from banes. This is where I stumble a bit with Thagrosh – you need him to go early so you can get max effect out of manifest destiny, but his clouds cause damage, so it can be a bit tricky.[it was pointed out to me by iceDiceWargaming that of course Eruption of Ash doesn’t hurt friendly models – I’ve been looking Kallus too much lately and it carried over to this game – always reread the cards and thanks iceDice!] Anyway, I was happy with my cloud placement. Next up I activated the raek, advanced him the full 7″ into base to base with Terminus and then forced him to leap which did indeed put him in reach range of Maddie and he killed her with his first attack. Everything else on out from here was gravy, as I had achieved my (not so) secret scenario and won the moral victory. I think I have written about secret scenarios before so I won’t go into it here. I had placed myself so that I my bite could go on Darragh Wrathe, but I think I annoyed him by calling him Derrick because I failed to do any damage. I decided to buy two reach attacks and put both of them into the skarlock, but despite being under the effects of manifest destiny missed with both of them. D’oh! Oh well, I couldn’t complain too much, at least I had a reach attack coming.

I sent both of my scytheans in to clear out some banes and the first one I sent I rolled an 11 on the fire cloud doing 6 points to him (ouch [see above why the pain was unnecessary]) which must have left ash in his eye as he missed his first attack which also made him lose out on a clutch chain attack. Ouch again. The other did much better, clearing out 4 banes, as well as a legionnaire and Farilor. The seraph advanced and shot 2 banes, slipstreaming the raek forward but unfortunately he would still have to move through the cloud. Fortunately, when he did, I rolled a 3 and then he went nuts on the remaining banes then moving clearing off the scythean who was still engaged by a bane. Feat move and attack saw the raek try to attack the skarlock and miss yet again. The other raek moved and tried to attack the wither shadow combine and missed (might have been Derrick but failed to pierce armor, either way, basically worthless) and the heavily damaged scythean moved over and took the gun off of one of the the leviathans with a cranked roll. The other scythean and the seraph backed up and I forgot to attack with the harrier or move the shredder.

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It was clearly feat turn for Terminus. Derrick gave him death ride and he advanced an inch and then he did a full advance over the obelisk. He sprayed and finished off the attendants. The bile thralls moved up and purged and killed off the remaining legionnaires as well as the forsaken while the banes killed off the harrier. Both of the raeks proved too difficult to pin down. It was at this point that I realized just how much damage I actually did with my feat. Will really didn’t have a whole lot left on the table. He was sitting at a full camp though, and with the remaining souls he was hovering over armor 30 if I remember correctly – well beyond my ability to touch him. It was clearly time for option b. Option b, of course is…

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Dump some fury, and run full speed at the flag on the right to dominate. The two scytheans were able to destroy the objective easily as well as the leviathan that was contesting. They also position to physically block out any chance of contesting. The seraph ran up to further use its base just to stop stuff from moving up.

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Will did his best to get over and jam up, Derrick again called death ride to shift Terminus a bit and change facing to let him try to charge, but since I had run the full 10″ it was clearly going to be short. He would have been better off charging to clear the seraph I think. As Terminus was the only model that was able to get within 4″ of the flag I was able to dominate again on his turn giving me the 5 points necessary for the scenario win (though to be fair to him, the store was closing up so he was playing a bit rushed there at the end, though there wasn’t much that could be done, other than him going for 3 on this turn, I would have spawned from the vessel on my turn to contest and won on my own turn rather than his.) It was a super fun game! Now he is moving back to his true love, Circle and has threatened to run all Bradigus all the time. I’m actually looking forward to getting some table time against him.

After action review:

What I did well

I had a lot of fun, does that count? Seriously, I was happy to come up with a way to kill Maddie. That range extension can really make Terminus be quite dangerous. I was pretty happy with the way that I used my feat in order really cripple the cryx army and then bounce away. I felt that I took away a lot of his options, and while I didn’t use it to directly get up on points, it totally set me up the following turn to get points and set up in such a way to cruise to a fairly easy scenario win.

What I could have done better

I still need to work on playing faster. I went into the tank for a long time on planning out the raek shenanigans and it was a little unnecessary. I probably should have boosted on that one carnivean’s first attack rather than counting on a manifest destiny getting a 6 to hit to trigger the chain attack. I can also be better at getting my lessers into the action. Especially with the pot, at one point I had a shredder hanging out doing nothing and the pot was full, there was no reason not to send him up doing things. Some of my placements were messy and could have been a bit better. Overall though, I can definitely feel myself being more comfortable with playing legion.

What I learned

Always play for scenario.  Also the legionnaires were terrible lining up across from the biles. Even with the potential of a raek being there to tie up the biles (that was the original plan). Also, more often than not, despite spending a ton of time in the tank, I ended up going back to the first thing I considered. I should just go with that, and if it does’t work out, chalk it up to a lesson learned.

As a practical matter, I got myself a Battlefoam Tournament bag for christmas so may be changing from Thagrosh2 over to Vayl/Vayl2 for my pair with Lylyth2 for the simple reason that I can fit both lists in that bag whereas I can’t fit the Thagrosh2 list with the Lylyth2 list in the smaller bag. So that might happen. We’ll see. Thoughts on Lylyth2 as a pair with one of the Vayls? Or perhaps Kallus?

Welcome to another installment of Monday Morning Warlock. I was able to get in a game with Inyoung “Baby Metal” Whang a few days ago and as always it was a total blast since he is pretty much one of the 3 coolest guys on the planet. I was trying out some new stuff in my Lylyth2 list and he dropped his Butcher3 list. It is basically the exact same list I was running in my own Butcher3 list (we use different versions of Eiryss) so I know the damage it can cause. We decided to play the version of Incursion where no flag goes away to see how that worked out.

Lylyth, Shadow of Everblight 
– Succubus
– Angelius 
– Naga Nightlurker 
– Ravagore 
– Ravagore 
– Shredder 
Blighted Nyss Shepherd 
Blighted Nyss Shepherd 
Strider Deathstalker 
Strider Deathstalker 
Incubus 
Strider Blightblades 

And Inyoung took this Butcher3 list (as an aside, I take Eiryss2 so I can strip bad upkeeps)

Kommander Zoktavir, The Butcher Unleashed 
– War Argus
– War Dog
– Conquest 
Iron Fang Kovnik 
Eiryss, Mage Hunter of Ios 
Gorman di Wulfe, Rogue Alchemist 
Ogrun Bokur 
Orin Midwinter, Rogue Inquisitor 
Saxon Orrik 
Kayazy Eliminators 
Kayazy Eliminators 
Max Black Dragon Iron Fang Pikemen
Widowmakers 

We rolled for sides and Inyoung won the roll to go first and for some reason took the side with the hill and the wall.  He redeployed conquest right in the center, set up his eliminators to take the flanks, the ifp to take the hill and the butcher and gorman to hide behind the arguses and ifp on the hill.

I ambushed the blightblades, put my stuff mostly central, though advance deployed the deathstalkers counter to the ifp. I tried to remember to take pictures but I didn’t get them every turn, sorry.

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There wasn’t really much for me to do this turn so I just put up shadow pack ran stuff forward.

 

Khador ran stuff forward. The IFP minifeated and spread out on the hill. The butcher nuzzled up kind of close to them, I think perhaps to take advantage of any drifts with a vengeance move. He was expecting me to feat and wipe out the IFP in any event. The Widowmakers ran forward as the Eiryss, setting up for next turn to either run to engage stuff or get within range of shadow pack and start shooting.

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It didn’t seem like a feat turn to me, there was no real threat to me. The blightblades ambushed from the side with the IFP in order to stick them on the hill. The deathstalkers planned to shaved off the front ranks. One hit, and swift huntered back to 4″ from the flag on the right, the other was to swift hunter forward and claim the flag but failed to hit thwarting the plan for a control point (d’oh!). The ravagores advanced and one fired at the front rank and killed a couple. The other fired at one of the widowmakers and killed it. The blightblades came in behind the eliminators and did a charge/run order and moved one of them a bit too far. I had 4 of them dedicated to killing the eliminators and they did just that with 2 man CMAs. The other two jammed up the remaining ones. Lylyth shot Eyriss and killed here and then swift huntered up and ended up killing off 2 of the remaining widowmakers. Finally, the naga advanced to within 4″ of the flag in the center and took a shot at the last widow maker and got the hard 8 needed to hit and kill her. All in all I was feeling pretty good about that turn, especially for it not even being a feat turn.

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For Inyoung’s turn he remained non-plussed and continued with his plan. Saxon charged the naga and came up a bit short. Conquest had a couple of focus on him so just advanced and was within 5″ of saxon and fired into his back and hit, but failed to crit. He used the focus to boost damage and did a couple of points. Very crafty, that one. Saxon died a horrible death. The IFK put shield march on the IFP who then received the shield wall order and moved into the blightblades. They did 2 man CMAs when possible and killed all save the leader who passed his command check. I put out 5 host marks for all 5 blightblades who died for the incubi. The eliminators on the left advanced to claim the flag on my left, one basing and on being within 4″.

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So this was looking like feat turn to me. I placed all of the incubi within 2″ of the center their previous hosts, ending up behind the IFP when I could and out of engagement when I couldn’t. Lylyth went first and put pincushion on conquest and popped her feat. I forgot to move her behind the forest but Inyoung is gentleman and let me go ahead and do that (thanks). Between Lylyth and the two ravagores, I managed to wreck the left side, and then the angelius charged in and did some good damaged to right side but crucially not taking out his fist. The naga shot and killed one of the eliminators and then rolled triple 3s to hit the other which we both thought missed but for different reasons (he thought I was rat 5, I thought he was def 16 – always check the card). My incubi did a number on the remaining IFP knocking them down to just the UA, and 1 other guy as well as making the dog tough (which he did). One of them ran over to the flag and claimed it.

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In return, butcher advanced, the dogs rolled bonkers and killed the angelius before the butcher even had to get involved and then sat on the flag. Conquest advanced and killed the naga. The remaining IFP killed off the incubus claiming flag on the right.

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For my turn the deathstalkers advanced and shot the IFP in the face and moved to claim the flag, the ravagore charged and destroyed conquest and claimed the flag. An incubus charged the IFK and kills him, the blightblade leader charged and killed the IFP UA preventing anyone from contesting the deathstalker on his turn so now if I could kill kill his arguses, the butcher couldn’t contest… he kills my ravagore and wins on his turn. ARGH SO CLOSE!

Loss to khador, 5-4.

After Action Review

(I am trying out a slightly new format here)

What I did well

I stuck to my plan pretty well. I wasn’t tempted into an early feat. I played range really well, I did a good job of eliminating what could threaten me and ignoring the rest. I didn’t give butcher any vengeance moves and kept his threat ranges static. I did a good job of contesting the flags.

What I could have done better

I probably shouldn’t have bothered aiming with the second deathstalker on turn 2. I should have walked up to the flag to get the guaranteed points and jammed. If I had thought it through I could have virtually guaranteed myself a minimum of 3 control points of that flag on the right instead of completely screwing that up. There was no reason to mess with trying to kill a couple of irrelevant IFP and as it was that pretty much cost me the game. Also, I played Khador for so long that I relied on an overinflated memory of how difficult the eliminators were to kill – I should have just looked at the card. I only needed a 9 to kill them with shooting. The naga rolled rolled that 9, and would have killed the last one with the 2nd feat shot, which also would have saved me the game. Always check the card. A couple of big, unnecessary issues which cost me the game. Also, my time management is still really lousy. I can’t do anything about that right now due to some issues with a migraine medication, but it is a bit frustrating. I need to not panic when time is getting low.

I need to remember to pay attention to unit commander when running units. I had a plan where to place him and then totally screwed it up and ended up with a model out of coherency.

I had plenty of opportunities that I settled for contesting when I could have scored them.

What I learned

An interesting rules thing I looked up that didn’t actually come into play is that with CMA with multiple attacks is that you can mix and match. A model can contribute one attack, and do a single attack on his own, or contribute to two different CMAs. He cannot contribute 2 attacks to a single CMA though. Also, if doing a charge, both models must contribute their “charge” attack to the CMA, no contributing the 2nd attack (see this post for why http://privateerpressforums.com/showthread.php?85101-Common-mistakes-regarding-Cryx-models-and-abilities-v3&p=1144664&viewfull=1#post1144664). Another thing, is that if you are going to do CMAs, if possible, it is better just to walk up since you have to turn to face directly on a charge, so you get better facings if you just walk up. This is an obvious one, but it is good to remember. Also, Mat 6, attacking from the rear, with 2 person CMA, is effectively Mat 10 and that is super legit. The blightblades were pretty phenomenal. I didn’t expect them to be as good as they were. Even when down to just a single model, he still did surprisingly well with 2 attacks. His high speed, moderate mat, exceptional def was able to get some business done long after he should have been irrelevant. These models are definitely on my recommend list. The ability to ambush is super valuable.

Incubi are really good. You don’t always need to combo strike but hitting stuff at P+S 14 +3d6 is very satisfying.

Inyoung felt that I would have been better served ambushing on the other side and claiming the flag on the left and forcing him to deal with it. The deathstalkers and a ravagore or two could have dealt with the IFP and the eliminators on the right and that I didn’t need to worry about jamming them back. He may have been correct and he said it was another habit carried over from my Khador days to think of jamming in the first place. It’s definitely something to think about.