Posts Tagged ‘battle report’

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.

IMG_2198

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!)

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
IMG_1659
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.
IMG_1660
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.
IMG_1661
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.
IMG_1662
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.

Ah yes, another game night at the FLGS in Burbank (Emerald Knights Comics and Games). I missed out on last week due to a familial obligation so I was looking to spread some blight. My friend Shawn was there with his Retribution of Scyrah and our games are always tight, hard fought games and I was expecting no less! Last time Shawn and I faced off I was running Khador and he was playing Issyria in his very first game with her – now he was looking for some payback.

For my part, I wanted to bathe in the filthy water that is Lylyth2 and see what all the hype is about – I have only seen her on the table one other time and that was quite awhile back and I don’t remember much about it.

I used a pretty standard Lylyth2 list:

Lyltyh2
Succubus
2x Ravagores
2x Nephilim Bolt Throwers
Naga Nightlurker
2x Shepherds
Striders with UA
5 Incubi

The basic idea was to watch for an early assassination and if that didn’t present itself to use the withering firepower of her feat turn on 2 in order to get a sizable attrition advantage. The Incubi are in there in order to give me a bit of game as far as contesting zones or perhaps even securing a flag.

Shawn meanwhile was trying out his light jack heavy Vyros2 list (from memory so may be wrong):

Vyros2
Sylys Wyshnallyr
4x Chimeras
Gorgon
Aspis
2 Arcanists
Full Dawnguard Sentinels with UA and Soulless Escort
Eyriss2
Lanyssa Ryssl

He might have had 2 gorgons – when he unpacked he realized he was missing a chimera.

I was also trying out my new gaming mat. It is pretty sweet looking, but its looking kind of like photographs from straight above are not ideal. Let me know what you think. Also, painted models look WAY better on this table than unpainted. More so that usual. Also, I need to build some custom terrain to go with it.

Anyway, enough of that – we set up the table using some flat terrain (we were both there late so much of the actual terrain was taken) and the two big greem circles are actually zones, not forests. But the smaller ones are forests, even though they are the same material. Really it wasn’t as confusing to play as it looked on the table.

Speaking of the big circles, we rolled up Outflank for our scenario.

 

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This is the terrain below – the brown cutouts are hills, the smaller green ones are forests. The square grey one is a building. The thin short one is a wall. The rocky outcroppings are just a part of the table and are there to look awesome.

I won the roll to go decide and spent way too long making the decision. Ultimately I decided to go first figuring a run forward would put me into position for an early feat. I think it is the first time I have won the roll and actually decided not to go second so it was an odd thing for me. My turn was really pretty much just running everything forward and setting up for next turn. Lylyth cast shadowpack and advanced slightly to the left to toe onto the hill (he didn’t really have anything that could get to me, but the fundamentals are always good to practice).

 

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(No paparazzi! That wasn’t his actual facing, I just wanted to take a picture to see how it would look.)

Shawn’s turn was similarly unexpected. Vyros put up synergy, deflection popped feat, and advanced.

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So, feat turn was definitely happening. I had originally planned on trying to kill some of his jacks with my feat, but by popping his feat I didn’t really want to give him any extra movement, but I was in a bit of a bind. He was sitting at armor 22 but had come forward pretty far. I decided to just go for it – it would be a short game either way and people tell their children frightening tales about Lylyth to make them behave, so I figured what the hell. The succubus upkept shadow pack for free and I fondled my 5 stack.

I advanced Lylyth up between the two ravagores to give max coverage and the popped feat. I fired my first shot as a ranging shot and it turned out that he was about 14.5″ away. Hmm, he was on a hill which meant I would need a 12 to stick the pincushion but as a Khador player I know the kind of magic that signs and portents type effects can do. Especially with the bolt throwers having a crit knockdown. I didn’t worry too much about pushing him out of range, the ravagores had easy range and one of the nephs was close enough to aim. Lylyth cast the pincushion on him with a boost and managed to get the 12 I needed. I commented “that might just be the game.” I then used the remaining 2 fury to hand out Dragon’s Fire on the ravagore and the nephalim on my right.

I went with that nephalim since he could aim. I did so and boosted the hit and got the crit knockdown which was tranfered to one of the two shield guard jacks in range. I rolled straight damage and didn’t even take out the forceshield but damage on them is irrelevant anyway. I took his feat shot, got the crit knockdown again and that was shield guarded over to the other jack, knocking it down and setting it on fire.

The other nephalim went next and had to advance, meaning he didn’t have as good a chance of getting the crit. He actually missed the first shot, but got a hit but no crit on the 2nd. I am realizing now that we forgot to do the push but it wouldn’t have mattered since they had the shorter range. I boosted damage on it and rolled something like 16 after dropping the low putting 8 points on him. I had forgotten to move the succubus up to put Dragon’s Fire on him but Shawn said go ahead and let’s say you did (what a gentleman that guy!) Also, I think he probably realized it wouldn’t really matter.

Next up a ravagore aimed and hit and did some damage, and then finished him off with the feat shot, leaving me with a second ravagore, the night lurker, and the striders yet to go and both were going to do fat CRAs into him.

Holy crap. That was seriously legit. Shawn took it in stride, and commented that he shouldn’t have moved so far forward. If he had stayed back even 1 inch I would have lost the pincushion and he might have survived. I think I felt worse about the victory than Shawn did about the loss.

We had time to reset for the game and he was willing, even eager, to play the same matchup I asked if we could do that next time. I was somewhat stunned, and feeling a bit dirty, and figured I would try out Vayl2 if he was down for it, spoiler alert – he was.

Shawn played the same list and again I played a fairly standard list:

Vayl2
2x Angeliuses
Ravagore
Scythean
Shredder
Anyssa Ryvaal
Max Raptors
Shepherd
Strider Deathstalker

We played the same scenario on the same table. I ended up winning the roll again and taking a more comfortable 2nd. I picked the same side and we were off. I put prey on the arcanist on the left side. Shawn’s turn was pretty similar to his other opening though he was a bit more cautious. I put refuge on the angel on the right and admonition on the one on the left (that advanced behind the wall). The raptors got occultation and ran up the extreme left flank.

 

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I forgot to take a picture of the next couple of turns. Basically though on his turn, he advanced Eiryss up and she shot admonition off of the angel. Vyros popped feat. The sentinels advanced and minifeated and did several 2 man CRAs into the angels damaging both of them pretty decently. One of his chimeras on the left charged the now admonitionless angel and left it down at three boxes thanks to seriously crap rolls. He also realized too late that he had advanced his sentinels and Eiryss in the way of a chimera on my right that he had planned on finishing the other angel with. I offered to let him move through them as if he had set it up right but he declined saying he should know his own army better than that. He also assigned the aspis over to protect the preyed arcanist. He handed it back over to me and I spent some time in the tank thinking. His feat was up so I didn’t want to kill too many things. There was a single model in the zone on the left and I knew that chimera was out of Vyros’s control area because he didn’t get do any synergy. I could get a control point this turn as long as I didn’t kill much. I started off by advancing the deathstalker within 5″ of Eiryss and taking a shot at her. I got the hit and killed her and did my swift hunter advance to get LOS to Anyssa. He resoponded by advancing a chimera up to engage the deathstalker and the ravogore, stymieing further shooting. The angel on the right advanced and wrecked one that chimera and Vyros advanced into the zone on my right to dominate, but that was the angel with refuge and he moved into the zone to contest. The ravagore advanced and did a double handed throw on that chimera mostly just to knock him down but not kill anything.

I advanced the scythean over and killed the chimera on the left side and freed up the angel, but I didn’t want to give him a chance to get anything else into the zone so everything else pretty much just shifted and I scored a control point.

On my turn I measured to the zone on my left and saw I couldn’t walk into it. I was pretty happy with most things as they were though and dropped 6 fury and ran into the bottom part of the zone.  also shifted the raptors into a zone blocking formation. I killed another couple of lessers and then dominated my zone putting me at 3.

Lanyssa advanced around the building and put hunter’s mark on the angel on the right. The aspis pushed one of the raptors picking up an easy synergy point. A couple of others were earned and then he charged the one on the right with sentinels. One hit the angel but then rolled crap damage (something like a 5 on four dice?) and the other missed. He then sent a chimera in but be couldn’t get both attacks on him so he hit the angel pretty hard, but didn’t quite kill it. He also ran a couple of sentinels into my zone to prevent me from winning.

On his turn I advanced Vayl and cast repulsion and pushed them out of the zone and then ended my turn to dominate and win as the store closed. By the way, this happened to be how I lost to Sam at Kingdomcon – he repulsed me out of the zone and dominated for the win so it was nice to be able to put that lesson into practice. This was about the point that I realized I had forgotten to take pics, so snapped a quick one.

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So, that is three games in the books with Legion of Everblight and three wins. I really started enjoying them during that Vayl game. Also talking with Shawn and Ryan after about my winner’s guilt was really helpful for me. I’ll probably do a post on it at some point, but I had some interesting personal epiphanies and any therapy that is predicated on talking about my favorite game is well worth the time spent!

Thanks for reading this far, and as always, feel free to comment or critique!

“Well, I got in my first game playing Legion of Everblight last night.”
“Legion? Isn’t this a Khador site?!?”
 
Wait, let me back up. The fine folks from Table War were at Kingdomcon this year with a very limited number of I was fortunate enough to get one of the very excellent 4×4 mats. I was looking at them with my good friend and enabler Shep who says something along the lines “Hey, that would work for both Khador and Legion of Everblight”, which leads to a conversation that looks something like the following:
 
“I only have Khador.”
“Oh yeah, I have been meaning to talk to you about sending Legion your way…”
I raised my eyebrow skeptically.
“I love my Khador.” 
“But think of the awesome snow-themed terrain you could make.”
I stopped and thought a bit about it.
“How about this, you give me the exact models for 2 lists, one of which must be Thagrosh2 because I love that model, and the other is a logical pairing. We are doing Season 2 of the Scars of Caen league and I will run those two lists exclusively and let you know if I am interested.”
 
Sure enough, he gave me 3 trays of foam and 2 lists which are as follows:
 
Legion of Everblight – Vayl2

Vayl, Consul of Everblight – WB: +6
– Angelius – PC: 9
– Angelius – PC: 9
– Ravagore – PC: 10
– Shredder – PC: 2
– Scythean – PC: 9
Annyssa Ryvaal – PC: 4
Strider Deathstalker – PC: 2
Blighted Nyss Shepherd – PC: 1
Blighted Nyss Raptors – Leader & 4 Grunts: 10

 
Legion of Everblight – Thagrosh2
Thagrosh, the Messiah – WB: +3
– Angelius – PC: 9
– Scythean – PC: 9
– Scythean – PC: 9
– Seraph – PC: 8
– Naga Nightlurker – PC: 5
– Shredder – PC: 2
– Shredder – PC: 2
The Forsaken – PC: 2
The Forsaken – PC: 2
Blackfrost Shard – Sevryn, Rhylyss, and Vysarr: 5
 
The league started up last night, and keeping to my word I packed all my Khador up in the closet (save a few models on the painting table) in order to avoid temptation.
 
Right. So first game with the dragonspawn was against Chris and his Gators. His two lists were Barnabas and Rask. Clearly the Vayl list was right out, since the swamp pits would basically neuter much of the shooting in my list which left me playing Thagrosh2 – which is fitting since he was the big draw to me.
 
Chris’s Bloody Barnabas list looked like:
Minions – Blindwater Congregation – New Army

Bloody Barnabas – WB: +6
– Ironback Spitter – PC: 8
– Bull Snapper – PC: 3
– Blackhide Wrastler – PC: 9
Gatorman Witch Doctor – PC: 3
Thrullg – PC: 3
Totem Hunter – PC: 3
Gatorman Posse – Leader & 4 Grunts: 9
Gatorman Posse – Leader & 4 Grunts: 9
Gatorman Posse – Leader & 4 Grunts: 9

 
That is a lot of gator beef to chew through for my melee stuff but it looked to be fun. For scenario we rolled up Scenario 12 – Fire Support. I won the roll to go first and chose 2nd as I usually do. Chris set up with Barnabas fairly central, with his beasts near him and a veritable wall of gators as far as the eye could see. The totem hunter, witch doctor, and thrullg were sort of on the left side threatening my objective. I set up with the idea that I was just going to worry about the scenario and likely never even get an attack off on Barnabas. I put a scythean on the right flank planning on using him to destroy gators on that flank and then the objective. The Blackfrost Shard deployed over there to support him and a forsaken was around there as well, though the plan was to veer her off toward the center and see if I could get a bit blight blast off if Barnabas ended up camping a ton. 
 
The Totem Hunter put prey on the forsaken on the left. 
 
Barnabas dropped two swamp pits and put iron flesh on the gators on my right, everything else pretty much into swamp pits if they could, and in a line if they couldn’t.  The totem hunter ran forward quite a bit further than I expected it to so I made a slight adjustment to my plan. 
 
My turn I put dragon’s blood on the central scythean, cast slipstream and moved up to within 2” of the seraph and moved it forward 2”. I riled and ran the scythean on the right and most everything else moved forward. I had one shredder put tenacity on Thagrosh.
 
The scythean advanced into the forest on the left and was able to get into range of the totem hunter.  I roll a 5 for the number of shots and take all 4 at the totem hunter, boosting hit and damage as appropriate and kill him off. So I wasn’t actually behind the forest like I thought, I was, instead, on a hill. The forsaken both advance and each fills up 4 fury worth. 
 
The end of the first turn the table looked like this:
 
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The second turn Chris dropped iron flesh for some reason. I was actually fairly happy about it as I was a bit worried about getting through them with a scythean that may or may not have been in range to force by the time I got there.
 
He dropped 2 more swamp pits, the spitter moved up and shot at the angelius and got a pretty solid hit on it and knocked out the body. On my left the posse got a run charge order and one of them was in range to get to the seraph with the reach attack and landed a decent hit on him but hit the 6 so the damage was split over 2 systems.  The witch doctor zombified that unit. On the right the gators ran over to claim the flag. 
 
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I started thinking that with a decent feat turn I could probably claim both flags, so that is what I set about doing. First off I up kept dragon’s blood. The Blackfrost Shard went first Rhylyss cast Kiss of Lyliss on on the posse and got a hit (once more I was glad he had dropped iron flesh). The other two went ahead and both cast an ice bolt on a posse member that was going to be out of melee range and surprisingly the first one killed his target! The second one put a couple of points on a different gator.  The key here was landing harm, I felt that made it not only possible, but likely that the scythean could clear them out and claim the flag which made feat turn a go.
 
I cast slipstream, manifest destiny, popped my feat and then charged the objective across the table to center up and give the best coverage. The astute amongst will notice that I did not heal the angelius’s body. Oops. I had hoped to slipstream the angelius but measured my control area before and saw I would be short so instead moved the shredder from around behind the building. I managed to get everything in control range and measured my control area and was actually lucky enough to give the scythean on the right pretty good coverage. I activated him first and got pretty much perfect rolls thanks to manifest destiny. I just advanced rather than charging and made sure that I had 3 of the gators in reach and LOS. I hit the first and had a pretty much perfect damage roll – I left him on one. This let me finish him off with my 2nd initial and the chain attack actually killed both of the other two gators in range. I didn’t even have to force him.
 
Next up the shredder on my left (the one I slipstreamed) went rabid and charged the gator that was engaging the seraph. I am glad I charged because it ended up being right about 9” away and an advance wouldn’t have gotten him far enough away. The shredder was able to kill the gator but I believe he toughed – it was enough to free up the seraph though, and he flew over to the left and shot the witch doctor and killed him on the 2nd shot. The central scythean charged the zombie gators. I didn’t boost on the initial attack thinking that with manifest destiny up hitting a 7 should be okay. Obviously, mistakes were made. I missed the first attack which meant I didn’t get the chain attack off. I ended up forcing all 4 fury to kill 3 gators, one of whom was knocked down. Oops. Anyway, moving on with the rest of the turn, I figured that Barnabas was going to feat next turn, and while I was out of his threat range (barring rastler throw shenanigans) I didn’t want to risk him getting some gator charges in and killing me so the nightlurker walked up and shot at the gators near the flag and got a crit and killed one. The angel moved around as well and then with feat moves they blocked Barnabas and the war beasts off pretty well so I felt fairly safe – the shredder moved between them just to physically take up more space in case Chris went for the throw assassination. I figured serpentine for guardians here was a good thing. As far as actual attacks, the seraph advanced and killed a gator with its tail (I also learned that they had crit poison, thanks manifest destiny!), the rabid shredder advanced and damaged a gator which the scythean finished off after basing up to the flag. On the right side, the other scythean advanced to base up to the flag and killed the last gator, netting me 2 points.
 
This is late in my turn but before my feat:
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Chris was a bit concerned to have so many Legion beasts crammed down his gator throat so he went into the tank for a while. This was clearly going to be his feat turn so he lined that up. He was able to get most everything in his control area other than the two members of the Blackfrost Shard and the seraph on the far left (which wouldn’t have mattered thanks to serpentine). Most everything that could get a charge order did and he managed to do quite a bit of damage. He killed the angel and both of the shredders as well as the forsaken on the right side. The dragon’s blooded scythean took a charge from the rastler but some fairly crappy rolls let him survive but be down 2 systems. The naga nightlurker took some damage but survived. I was suddenly very aware of the low model count of this army – which happened to be one of my biggest worries in playing Legion. Fortunately for me, he wasn’t really able to get to the flag on the right which ended up giving me another point although one of his gators was close after a charge into the knocked down Blackfrost Shard member (Sevryn). 
 
Also, looking at these pictures, I think I mixed turns 3 and 4 together in the narrative a bit, I ended up winning on turn 4 rather than 3.
 
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Going into my turn, I had run fairly hot on fury last turn so even though I didn’t reave anything from my casualties I still had to leave some on the seraph who frenzied and hit the rastler for a few points. The flag on the left was fairly well jammed up and I didn’t expect to be able to clear it, but at the very least I had to kill the rastler just in case I failed to get 2 points. I moved the surviving forsaken along the gator’s back lines (she ran into position the turn before – she couldn’t blight shroud this turn, but I was trying to get Barnabas to countercharge there so I could get Thagrosh into position) which Barnabas did and killed the forsaken. 
 
This opened the space I needed for Thagrosh to fly to the center of the table. The surviving members of the Blackfrost Shard both walked into base to base with the flag and Rhylyss cast Kiss onto the objective, the Scythean walked over to it and killed it with the chain attack giving me the last 2 points.
 
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Victory for the Legion!
 
After Action Review: 
Well, things went pretty much according to plan. For the most part, I played the hordes stuff right, though Chris was nice enough to let me remember to heal damage after I had ended Thagrosh’s activation.  I definitely should have been more liberal with application of tenacity. I think I only cast it one time the entire game, which is clearly not how it is to be used. 
 
It was a very fun list to play, having lots of big killy monsters was really fun for me, and his feat is great. Anything that gives you extra movement in this game is very powerful. 
 
All in all, I had way more fun than I expected to, so watch this space for some more legion games.
 
Oh yeah, I also won the medal for purists in season 1!
 
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I was finally able to squeeze in enough time for a proper Warmachine game at the weekly writer nerd game night! Since play time is at such a premium right now it was a foregone conclusion that I would be playing one of the lists that I was taking to Kingdom-con at the end of April. Since the prime on the uhlans had just been applied and they are on the painting table, that left me with Zerkova who I gleefully took.

Will was also there and looking for a game. Will is fairly new to the game in the last year or so, but picked up the game quite quickly and has been terrorizing the store with his Circle until recently when he decided to give Cryx a spin. We matched up and, as is customary, we both told the other our two choices – some of us are pseudo-tourney minded even on game nights. The games are super casual, but we like to approach it and practice with the lists. I told him my lists were my Tier 4 Vlad3 and Tier 4 Zerkova Hunting Wolves. I knew I would be playing Zerkova no matter what, but since I hadn’t unpacked yet he didn’t know that. His choices were Terminus and Goreshade2 tier list. He ended up choosing the Goreshade2 list.

My list was my standard Hunting Wolves list (though this may be changing):
Zerkova:
Vanguard
Vanguard
Conquest
Gorman di Wulfe
Full Kayazy Assassins with underboss
Kayazy Eliminators
Koldun Lord (aka Bad Santa)
Widowmakers
Full Outriders

His list was (sorry I don’t know the names of the feat fodder)
Goreshade2
Corrupter
Skarlock Thrall
2x Full Bane Thralls with UA
Full Bane Knights
Bane Lord Tartarus
2x Pistol Wraiths
Rest of the points in explodey zombies

We were playing Supply and Demand and I won the roll and chose to go second. Also I forgot to take pics, especially at the beginning, sorry.

Okay so my left to right across from me he had both pistol wraiths on the flank across from my objective, a unit of thralls, another unit of thralls, bane knights on the right flank (there was a forest there just outside his deployment zone). Tartarus was behind the thralls. Goreshade and his jack were in the center.

My left to right with my stuff were outriders across from pistol wraiths, eliminators kind of center-ish, vanguard, zerkova, conquest to the side, (predeployed of course – there was a hill he could walk up on to on turn 1), vanguard, bad santa behind and between connie and the vanguard, and finally the assassins lined up across from the banes. I put widowmakers in front of where conquest was walking on turn 1. With so much stealth I didn’t expect much from them.

Bane knights got occultation and ran into the woods, everything pretty much ran forward.

My turn I moved forward a bit cautiously with everything really just moving 5-6″ at the max.

His turn, everything ran up again. Looking at the table I decided to give conquest 2 focus figuring I would have chances to boost blast damage if nothing else. My turn, the assassins popped mini feat and charged bane knights, and was able to get 1 to charge BLT and ran another to give him gang, and ended up charging 5 others with gang support as well. I passed the terror check from BLT and killed him and the other ones I charged. Two of the widowmakers advanced to within 5″ and killed 2 more and the other 2 did the same for the center bane thralls. Koldun Lord lined up a pretty sweet spray on the bane knights, but shit the bed and failed to kill either of them. The vanguard walked over and killed one with his reach attack but the shield failed to kill the last one but it is only pow 10 so not a surprise, and that was the last attack I had that could kill that guy. Thanks Bad Santa.

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(Why won’t he die!)

Conquest advanced within 5″ of a couple of bane thralls and I noticed that the standard bearer was within about and inch or so of the objective so boosted the to hit on it and got the crit devastation. The banner bearer was in range and go thrown into an explodey zombie who exploded and caused a couple of others too. Also the flag died and failed his tough check. Conquest then shot his nipple guns killing a couple more bane thralls off. The eliminators went and one of them charged twin axes from the middle squad and other charged a bane thrall that was nearby. She eliminated twin axes and then side stepped to give gang to two others, her sister killed the one she charged, sidestepped, killed the other one, then sidestepped into melee with the cryx jack. There was no way I was going to wipe out that unit so I just took targets of opportunity and left it at that – I was pretty happy overall.

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(So many bane thralls)

I realized that Zerkova could actually use the Ghost Stone to try and razor wind that last bane knight, but it would put her out of position for a good feat turn. I just accepted the fact that Goreshade would feat the whole unit back. At least BLT was dead for good. Instead, Zerkova advanced toward the bane thralls on the left side of the table and got one within 5″ (since there was no real reason not to move up that far) and put Icy Grip on that unit of banes and boosted to give myself an exceptional chance of getting the 5 that I needed. I went ahead and shot him with her gun too, as long as I was there. She used the extra range from the Lens of Tarvodh to try and throw a razorwind on the Skarlock but it was behind a wall so she missed. I also realized at this point that there was a bane thrall just over 5″ away that could walk and hit her on feat so she used the Ghost Stone to target the guy behind him and Influenced him to remove the offender. Then, after making sure I was out of range of anything advancing on her and attacking she feated. The near vanguard walked up to protect her and gorman walked up and put down a cloud.

I set up the outriders where 3 different models were able to spray at the flag bearer for the icy-gripped unit of bane thralls with several other models in the line, as well as the last one having a line to both of the pistol wraiths or several banes. They wreaked icy death, though the flag bearer passed all three tough checks he was called on to take. I did kill 7 other models including twin axes and one of them was out of command range so I didn’t have to worry about that one doing anything. I had managed to kill a ton of stuff, but with Goreshades feat, it didn’t really matter much.

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(why won’t he die!)

Also, incidentally, that’s why I didn’t shoot at the pistol wraiths, they were fairly marginalized way off on the flank, his feat placement could really put them in a more advantageous position for following rounds. At least I got the feat out of the way and I felt fairly confident that I could kill them all again.

Goreshade gave a focus to the jack and dropped occultation. The bane knight was outside of Zerkova’s feat range so was able to run around a bunch of models and get to about 9″ from Zerkova. The jack tried to hit the eliminator but missed. Goreshade advanced and killed the eliminator who made both terror and massive casualty checks and then popped his feat and returned the full unit of bane knights and 5 or 6 bane thralls spread over the two units along with the Uas but none of them could do their action so instead tried to crowd up on Zerkova. Some of the bane thralls tried to kill some assassins and got into melee with two widowmakers. The assassins were too nimble but he did kill 1 widowmaker The survivors from the unit on the left advanced and 2 of them were able to destroy the objective. The skarlock put occultation on Goreshade and then it was back to me.

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(so many bane knights!)

I dropped Icy Grip from the thralls on the left since I knew ALL of the bane knights had to die. I went with Zerkova first after checking to see how many bane knights were engaged by the vanguard. She used the focus stone to cast force blast and pushed the front line of bane knights into the back line creating a really tight line of them (see above).

I took a point of damage for the spell within Goreshades control area. I am not going to say it each time, but I ended up taking 6 points of damage from that over the course of the game. She then advanced, because she couldn’t really move back without taking free strikes. She boosted icy grip again (sometimes boosting the 5 is the right call). She then killed one with her sword, influenced another to do her dirty work and kill his friend, and ended her turn.

I activated Zerkova’s vanguard escort first, he shifted forwarded and then killed one with his pole arm and the shield actually penetrated the armor.

The outriders went and killed off all but 2 of the remaining bane knights (the ones on the right side of their formation). They also killed a couple of bane thralls but had some bad rolls and killed about 4 fewer than I expected to, although with their light cavalry move they were able to completely block off angles to Zerkova. On the right, the assassins killed several more banes, and Bad Santa again failed miserably – even though he covered 2 bane thralls with his spray he didn’t even force them to take tough checks. The unengaged widowmakers killed the last 2 bane knights and the engaged one failed to kill the thrall engaging him. The free-ranging vanguard actually managed to kill 2 thralls and that wrapped things up for me aside from gorman advancing and hitting the cryx jack, the only model really threatening Zerkova, with black oil. Conquest smashed a couple of bane thralls but the both made their tough checks.

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(“What’s black oil do again?” “Here, you better read the card.”)

I was pretty happy with how things went with that turn – I had basically removed everything that Will had replaced in the previous turn along with a couple of extra things. The attrition match was really turning strongly in my favor. The pistol wraiths were way out of position, one of them advanced and shot an outrider and the other ran into position for next turn. There weren’t enough banes to be a credible threat to conquest and the static threat ranges made it fairly easy for me to keep Zerkova at a fairly safe range. It was also about 30 minutes until the store closed. Goreshade advanced to try and get Zerkova in range of hex blast but her Orgoth Seal protected her. Will didn’t know about the range reducing effect but had done a full advance and was pretty close anyway. Instead he decided to shoot the vanguard hoping to catch Zerkova in the blast but she was out of range. The bane thralls killed a couple of the jamming outriders on my left and on my right they tried and failed again to get to grips with the assassins.

On my turn I gave conquest 3 focus and then used the Ghost Stone to target Goreshade with Icy Grip and then gorman advanced to just over 2″ away from Goreshade and threw black oil at him. I missed, but with the drift still managed to cover him. Conquest charged in and smashed Goreshade in 2 hits.

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This was a SUPER fun game and it was really tight. I haven’t had time for a full game of Warmachine in a while so I was kind of slow, but it was a really fun game. I was a bit worried at all those banes, but the threat range on them is very static and with outriders, bad santa, and conquest I was able to clear the threatening ranks and then take whatever else was an option. This game could have gone quite a bit differently with a single failed command check from the kayayzy assassins when they charged Bane Lord Tartarus, but they held their nerve. By being really patient and keeping to my plan, I felt in control for the majority of this game. Zerkova’s feat is kind of custom made for the kind of control I was able to pull off here and the outriders with icy grip are just absolute death dealers.

I got good use out of all of Zerkova’s trinkets which was kind of cool. I think every rule she has actually came into play. I used each of the artifacts, I cast the majority of spells on her card, I even remembered her gun, and she got to kill something with her sword. Zerkova is a really fun caster to play, and this particular list is actually quite enjoyable – conquest brings the high damage and his crit dev gives situational and occasional control options.

Anyway, thanks for reading.

I was able to get in a game a bit before Christmas but only now have the time to write it up. As I have mentioned before on Facebook and the PP forums I have decided to stick with just Strakhov and Harkevich until TempleCon. I am calling this my “Hammer and Anvil” sessions with Strakhov being the “glass hammer” and Harkevich being the anvil.

Anyway, I was able to make good on this threat against Shawn’s Vyros1 list. My current working theory is that Strakhov is far more than the “Heaven Piercing Spear” tactic he is best known for and I am keeping that in mind as I plan and play my turns. I visualize him, and thus try to play him, as very patient and calculating but when it is go time, he is ready to go. As an aside, my local group and I have talked before about how cool it is that PP does a great job of making many of the pieces work better when you keep the fluff in mind and use that to inform your game decisions. Obviously that isn’t a license to be an idiot, it is just an interesting observation that has proven itself in the past.

I have also recently finished assembling my gun carriage, so you knew that would show up.

My list:
Strakhov
Black Ivan,
Max AKs with 2 flamethrowers
Min Battle Mechaniks
Min Kossite Woodsmen
Gun Carriage
Iron Fang Kovnik
Koldun Lord
Widowmaker Marksman
Manhunter
Yuri the Axe

They would be facing off against:
Vyros1
2 Manticores
2 Griffins
2 Arcanists
Houseguard Thane
Max Rifleman with UA
Max Halbardiers with UA
Max Sentinels probably with UA

We were playing the early beta version of Incursion where the center flag always stays. He chose to go first and I picked sides. The first thing I noticed after he set up is that he had about a billion dudes. Like seriously, all of Ios was there. My own list felt a bit undermanned, not least of all, I am sure, due to me keeping the Kossites in reserve. The plan with them was to staunch any bleeding of CPs if I was out of position when the flag disappeared. Also, if they had a chance to kill those lousy mechaniks they would.

Shawn deployed most of his stuff as centrally as possible, but again, with a billion angry elves he blotted out his table edge.

I forgot to take a pictures he started moving but it should be good enough to give you an idea. That thing in the middle is a hill, btw, and the white templates there are covering fire. Also, sorry for the crappy pics, I have an old iPhone4.

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So the Iosans advanced, the manticores laid down covering fire templates, the halbardiers got inviolable resolve and shield walled with desperate pace from the thane on top of the hill in the middle. The light warjack headed out to the flanks and the sentinels moved toward the flag on my left. The rifleman advanced in a fairly wide line behind the halbardiers.

This is what my deployment looked like:

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That is Yuri on the left and both the WMM and the manhunter on the right. I thought that I was being clever with my deployment but then I ended up having a few issues – namely I needed to activate my IFK before I activated the assault kommandos to give them shield march. I needed to get them out of the way so I could get Strakhov over to put sentry on the gun carriage, but I also needed to have the gun carriage go first to protect myself from any silly errant drifts backward and I wanted to make sure and use ride by attack so I could drop some templates and then fall back a bit. So yeah, moral of the story here is to plan your first turn moves and actions before you deploy. Anyway, I made it work (also putting superiority on the spriggan which I upkept for the rest of the game) and then more or less and even had some spot on drifts with the gun carriage. The carnage would have been amazing had the halbardiers not been sitting at armor freaking 20. As it was, I had some fantastic rough templates dropped down and managed to end with sentry on the gun carriage after all. Also, as a bonus, the widowmaker markman advanced up and shot one of the mechanics and then dropped back a bit and my manhunter ran over to the flag on the right. I figured if it stayed I would be in good position and if it disappeared I could continue running to the other side of that forest the next turn just to threaten and be a pain.

Turned out that flag stayed.

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Turn 2 we would see just how big of a pain those rough terrain templates would be on the elves. As you can see in the picture above the halberdiers were almost completely covered by the templates. Shawn considered running them but instead just sucked it up and moved forward in shield wall slowly. I triggered sentry to try and give them another bit of rough terrain to deal with, but it scatter back to cover the wall. The thane gave the riflemen firing solution and my poor widowmaker marksman became the first casualty of the new solo’s ability to deny stealth. The light jack on my right advanced on the manhunter and boosted the hit roll but somehow missed with the reach weapon and was out of range for the shield. The manticore then dropped a covering fire template over the middle of the light jack to prevent the manhunter from being able to attack it at all. The sentinels had to scramble for relevance and began shifting laterally to my right after their flag disappeared. I also forgot to take a picture at the end of Shawn’s turn. Vyros ended up moving onto the hill and striking a pose and looking pretty boss.

For my turn I was pretty happy with the table state and decided to hold the Kossites for another turn. I didn’t really need the bonus from shield march since I wasn’t planning on going the full distance forward so he just moved up a bit. The assault kommandos were next since I wanted to give the gun carriage a change to hit. They advanced in shield wall against and started firing gas grenades at the riflemen on the hill. I got a couple of hits despite needing something like a 9 to hit the one not on the hill, this gave me a couple of other targets and I fired the rifles of some of the guys once I was happy with the gassing. I also gassed a couple of my own guys in the back to give them some protection from the halberds the following turn. I still had a couple of rifle shots left so through them up in hope of getting lucky but couldn’t get through armor 20.

The gun carriage went next and with a ride by attack launched 2 more templates. One of them got a direct hit on one of the guys on the hill thanks to the gas and killed him and the one in front who wasn’t benefitting from shield wall since the damage originated in his rear arc. The rifleman on top of the gun carriage finished off the cluster of 3 since the remaining member was alone and no longer in shield wall.

I advanced the spriggan up behind the AKs, pretty much center of the table and ready to respond to whatever came up and fired his grenades but they did nothing. Strakhov fired a smoke grenade into the back of one of the assault kommandos to give a true smoke template to block LOS back to himself and put sentry on the gun carriage again and occultation on himself just because those manticores were starting to give me the willies.  Meanwhile, the koldun lord powerboosted ivan who used the focus to boost his to hit roll on another of the halberdiers and killed him. When all was said and done I think I killed 5 or 6 of the halberds, doing much better than I thought I would. The rough terrain templates below are the brass rings, btw, and at the end of my turn the one under the wall went away but the template was hard to get to so we just left it there.

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Shawn spent a bit of time thinking about what to do this turn and finally decided to page 5 it. He gave a focus to the light jack on my left and then found out that the other one was out of Vyros’s control area. He also kept inviolable resolve on the halberds. Yuri ended up not as fortunate as the manhunter and he was cut down with a single blow. The riflemen tried a 4 man CRA on the gun carriage but only did a point or two. The other rifles tried to draw line on Strakhov but was stymied by the cloud so instead they had to slake their bloodthirst on the Iron Fang Kovnik.

The halberds decided to forego shieldwall in order to try and punch the AKs armor and charged. They also popped minifeat just because it was getting a bit late and the store only had about 40 minutes left til close. The gas templates caused him a bit of consternation and he ended up not crowding in quite as much as he might otherwise have liked. He killed a couple of the AKs. Vyros moved over to the forest on the left setting up to maybe dominate the right flag on the next turn. He also moved the manticore more or less between Strakhov and Vyros. Since Strakhov had stealth he ended up covering the middle flag with a covering fire template.

I spent a bit of time looking at the table. Vyros looked a long way off, but he looked like he was about 20″ away from the spriggan so I gave him 3 just in case. I know that I have said that “heaven piercing spear” is not my preferred plan with Strakhov but it is still a tool in the toolbox. Also, the store was closing soon so I figured it was a good time to practice it out – win or lose the game was over soon. My plan of putting the spriggan in the center of the table was decent, but I was pretty well jammed by my own AKs so there was a bit of an order of activation issue that I had to get right. I also decided to bring in the Kossites this turn behind that forest and see if I couldn’t put a few points of damage on Vyros just to make it easier. That didn’t work out (I did get a couple of hits, but couldn’t crack his 19 armor), but they did manage to kill a couple of sentinels so I was still happy with them. The koldun lord sprayed away some halberds to give the AKs a bit of room to get out of the spriggan’s way.

I had the assault kommandos use assault and battery to take some shots and then charge in to kill a few halberds – I had hoped to hit the center halberdier with gas to make it easier for Strakhov to hit when it came up. I made sure and left one halberd that was center of the table with the plan of using him to springboard the feat. Things were set up, so may as well go for it. Strakhov feated to get range to charge the halberd, moving through the covering fire template and taking a couple of points of damage. At the end of my charge I cast overrun with my last 2 focus and had to raw dog the 8 to hit – I had forgotten that they have set defense! Fortunately for me, he pulled it off and easily killed the elf thanks to the ps15 on the charge. I triggered overrun on the spriggan and moved over and set up the lane and used my sprint move to get Vyros in feat range. The spriggan charged and bulldozed the manticore out of the way. The charge ended up being closer than I thought it would be and I only got in range of the reach weapon. I was effectively rat 10 on the charge and I agonized over whether to boost the hit or not but eventually decided to (I am still not sure if that was the right choice). Spriggan got the hit and had a slightly above average damage roll (12 I think). I bought an attack and boosted the to hit with my last focus, got the hit and then got enough to put him in the dirt.

I can’t claim particularly genius tactics this one, but a win is a win and I will take it. I was actually really happy with how the list worked and I was in great position to play a bit of attrition. Had I had more time the plan would have been to use the spriggan to kill the manticore and then overrun back to safety and let the AKs and ivan kill off halberds and start working on scenario.

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After action review: I am really happy with how everything worked together this game. This is a list inspired by my conversations with Shwan  (not to be confused with Shawn, my opponent) and against this type of troop spam list worked really well aside from my positioning errors both at deployment and a couple of times that I didn’t mention above (an example was moving the koldun lord to get the spray but blocking in ivan – it didn’t matter in this game, but it could have been a big problem in a longer game. Strakhov seems to reward patience and the longer you can keep your feat as a threat the better off you are – Shawn tried to pull Vyros back and the threat of the feat I think made him more cagey than he would otherwise have been. The rough terrain from the gun carriage was clutch but against something with a lot of access to pathfinder wouldn’t have been as dominant (although three 4″ AOEs is pretty legit against most infantry).

All things considered, I will definitely be giving this list some more table time and soon!

I had a nice chat conversation Shwan on the Privateer Press forums and he shared this battle report with me:

His Strakhov list was (I am missing something):
Strakhov
-Torch
-Devastator
Wardog
Gun Carriage
Full IFP with UA
Steelhead Rifle Corps with Valachev attached
Kell Bailloch
And his opponent was running Kreoss”
-Fire of Salvation
Vessel of Judgement
Max Bastions
Max Errants + UA
Min Vengers
Nicia
Rhupert
Covenant of Menoth
Vilmon
Paladin

I deployed Kell, IFP and Riflemen on the left flank and put Devastator, Torch and my Gun Tank on the right flank with Strakhov, Drakhun and the Dog in the middle. I flubbed up a little by putting torch on the outside instead of Devastator so I couldn’t get first turn superiority on Torch.

He deployed Nicia and the Errants opposite of the IFP. Rhupert, the Vessel, Fire of Salvation and Kreoss center, and he overloaded his left flank with Bastions, Vengers, Vilmon and the Paladin.

I went first, Strakhov occulated the IFP and put sentry on the gun tank and moved up. Devastator and Drakhun ran to the center with drakhun hugging the forest line, Torch ran up to the right zone, Gun Carriage trampled and shot into the errants and missed. IFP ran up stealthed to the left zone and the riflemen right behind them and kell took up position by a building so he could cover the left zone.

My buddy starts with giving the errants tough with rhuphert, and then sends his errants forward, most of them in the forest to my dismay. he spread them out and one ended up on the other side of the forest right in sights of my counter charging Drakhun. one down. another one got in sight of my sentried Gun Tank and I took him down too. Nicia high tailed it to the opposite side of the building Kell was hugging. The Vessel moved a little and shot my Drakhun, boosting damage and hitting him for 8, not good. Bastions ran up a little, Fire of Salvation ran up a little, and the vengers ran up to get into position and one got into melee range of my Drakhun. Vilmon and the paladin ran up too. Kreoss just meandered up, cast sancrosanct on the errants and gave the vengers +2 ARM and that was his turn.

I have pictures from here on out:

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From here, I give a focus to devastator and 2 to torch. Devastator runs again to the south edge of the forest.Strakhov puts superiority on Torch and I charge devastator and do no damage, then feat catching most of the errants but nothing else. Gun Tank charges the center venger, misses on the hooves. The left cannon shoots the bastions and hits them, centering a nice rough terrain pie plate on them but did little damage, the right one was able to angle on Vilmon but missed. Finally my gunner was able to pick off another errant. Torch charged the Venger tieing up the Drakhun and destroyed it, wasting the two extra focus as the other venger was just out of spray 6 range. Now that my Drakhun was freed up but was good as dead next turn, he was able to charge through rough terrain for the 5″ and get in range to smack a bastion. He did such amazing damage my opponent thought it prudent to just kill him and not spread the damage. This gave Fire of Salvation his holy vengeance.

Next up was Kell Bailoch, who tried freeing up some charge lanes on an errant sitting in the zone. First shot hit and would of killed the errant but the vessel used doors of judgement and came straight for kell but was JUST out of stealth range. luckily that means sancrosanct didn’t go off and kell got his second shot, but the second errant toughed it. Next were the IFP. I mini-feated and charged away with the help of Strakhov. I had a few go into the forest to the errants I could see, but my main goal was the UA, if I could take him down then they’d lose pathfinder and be stuck in the forest. Well over the course of the charge he made about 6 tough rolls 3 with his UA alone. when I finally did kill him he just sac’ed another grunt. I also did get a few hits on the book and was overall able to swing a few of my pikemen around to jam the left zone, so even though it was under crappy circumstances it did work as you can tell from the pictures. Since nothing was engaging the UA and it was knocked down I moved my riflemen with zephyr so they could get the aiming bonus and took a few more shots at the UA getting him to sac a few more grunts.

I got two pikemen to get into melee with fire of salvation, but only one was in command range unfortunately. so on the start of his turn he went after the drakhun with his holy vengeance, and I only got 1 free strike. Luckily for me I rolled double 5s, CRIT KNOCKDOWN! so my drakhun was saved for another few minutes. he goes, drops sancrosanct and gives 3 focus to FoS which one was used to shake knockdown. The Vessel goes first and moves up to use eruption of faith to push those IFP into the forest. Rhupert moves behind the vessel and gives the bastions pathfinder. Kreoss moves up and slays my drakhun and feats, catching Torch and the battle engine. Fire of Salvation charges Torch, and I say what the hell I counter charge, hit, and roll trip 6s for damage (not a good day for the FoS) taking out it’s left fist. It still does considerable damage to torch though. Bastions are next and they charge/run into torch and the gun tank, killing the tank and really crippling torch. The vengers charge and finish it off. Vilmon runs for the left zone and paladin stays in the right and impervious walls. Nicia move back and stabs one rifleman to death, shoots another, and then sprints to engage the one in the back. Errants kill off a pikeman and rifleman. he scores a point.Back to my turn. one focus to devastator I keep the rest. first and foremost I run devastator right into the right zone on top of Torch’s wreckage to prevent further scoring. Next my pikemen charge/run mostly at the vessel, and unfortunately did very little damage to it. The Riflemen took aiming bonus again and zephyred so that back one wouldn’t take a free strike and I was able to take out the errant UA in range leaving the Covenant to 1 life. Kell move withing stealth range and shot Nicia in the back killing her. Strakhov activated, cast overrun and moved into position for his riot gun. got two attack and boosted both, first killing the covenant, which allowed me to move into the zone, and the second offed the errant standard. The dog ran into the zone with me and that gave me a domination.unnamed2nd

Now here’s where my opponent’s inexperience showed. He loaded up FoS on focus and off he went. Rhupert gave Bastions Pathfinder, and they ran for the other zone, mostly in the forest. FoS moved into the forest and took a few swings at devastator doing a little bit of damage. the vengers moved back a little waiting for me to uncrack my shell I guess. Vilmon made an advance and went into impervious wall stance to just outside of the left zone, and the lone errant ran in my zone to prevent my scoring. The Vessel made a full advance into the right zone and within 2″ of my devastator, taking a ton of damage from free strikes. He attempted to eruption of faith my devastator out of the zone for the domination. it was tricky because he had 2 life left on the vassal and the d3 came to 1 damage, so he pushed me 4″ inches or it would had been if I wasn’t on torch’s wreckage. He was furious but devastator was still toeing the zone. Kreoss moved into the zone and that was the turn.

Back to my turn, devastator was pushed to just within my control area so I gave him another focus and went to work. first and foremost my IFP charge again, mostly at the bastions but two got to rhupert and downed him, effectively leaving his bastions stranded in the forest. I crit knockdown the bastion closest to the zone and rough him up good. The riflemen get into position with valachev. Valachev is lined up perfectly so his spray 8 will get the lone errant, vilmon and the bastion. I miss the errant and vilmon but do some more damage to the bastion. I realize my mistake with valachev as he’s blocking Strakhov’s charge lane to Vilmon. Two of my riflemen shoot Valachev dead for the good of the motherland and the rest shoot one at a time at the downed but engaged bastion enough to kill it. Next up Kell takes aim to down the lone errant but misses Vilmon. Strakhovcharges vilmon, boosts to hit and connects, and kills him with the trench knife before moving back into the zone. Devastator uses his focus to run around the zone bulldozing things and that’s my turn.

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up to 4 points now.

his last turn consists of running everything he can towards the other zone, the only things that got close was a venger who toed the zone, I countercharged the second venger that was right behind him and killed it, but Kreoss Sancrosancted it so my dog was knocked down.

Back to my turn. Kell aims and takes two shots at it dealing one damage, then my riflemen come around to do a massive CRA on it, but I roll snake eyes for damage. I decided for the ultimate humiliation and strakhov turned around……………….and cast battering ram to push him out of the zone for the win!

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