Posts Tagged ‘minions’

“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:
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. 
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:
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.
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.
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!

Was able to get in a few Gnarl league games over the past week or so and just haven’t had time to update this – all games were scenario and SR2012 are marked as such. SR2012 are done with appropriate time restrictions though we tend to be a bit more relaxed about extensions.

I read someone else on one of the posts was talking about a quick journal of their games – I am going to try that rather than the lengthy batreps I typically do, just since my time is so limited. I am only going back a week or so because any more than that gets a bit foggy for me.

I have been sticking with the same list for a while just to kind of stabilize the focus and experience I get from playing them. The 35 point list for all games was:

Grissel Bloodsong, Marshal of the Kriels +6 points
* Earthborn Dire Troll 10 points
* Swamp Troll 4 points
* Troll Axer 6 points

Fell Caller Hero 3 points
Janissa Stonetide 3 points
10 Pyg Burrowers 6 points
Stone Scribe Chronicler 2 points
6 Trollkin Scattergunners 5 points
* Scattergunner Officer & Standard 2 points

For 25 points I just basically used what was on the table with a few cuts and adding an impaler. This list is FAR from finished and far from good, really, but it was against a new player on league night so I didn’t really care too much about making a super competitive list.

Grissel Bloodsong, Marshal of the Kriels +6 points
* Earthborn Dire Troll 10 points
* Troll Axer 6 points
* Troll Impaler 5 points

Janissa Stonetide 3 points
6 Trollkin Scattergunners 5 points
* Scattergunner Officer & Standard 2 points

SR2012 35 point eGrissel vs. eStryker – Win by assassination. eStryker was forced to try an an assassination run since I was up on scenario points. He beat the snot out of eGrissel, but she had 3 fury and an undamaged Swamp Troll. At the end of the run, Swampy was dead and she had taken 6 points of splash damage. She was then able to put Stryker down. Big lesson learned this time is that even when you think Stryker has a long attack range, you are probably underestimating it.

SR2012 35 point eGrissel vs. eStryker – Win by assassination. eStryker was playing a bit more cagey this game. I had an EBDT charge an arcane shielded Stormclad but didn’t really do much. A force to stand burned a fury and I think that was the big deal. I should probably have waited a trn. I put good money after bad and charged in with the axer who did nothing. Grissel popped feat eStryker was feeling plucky so did just 1d6 overboost and took 3 for only 2 strength which my feat had basically negated. Stryker was unable to finish the deal so the Stormclad returned the earthborne to the dirt from whence he came and turned on the axer, knocking out his spirit. Fell caller hit Grissel with warcry. Janissa advanced and slid the Stormclad out of the way, Grissel healed the axer’s spirit just in case before charging. She got Stryker down to 1 or 2 and the axer had to finish up for her (which he did). The big learning point here was that Stryker should go big or go home when overboosting.

SR2012 35 point eGrissel vs. Rahn – Win by assassination. Janissa’s wall was instrumental in thwarting push/pull shenanigans. Rahn was very hurt by turn 2 dash burrowers ignoring free strikes but not killed. Inhositable Ground is very good against Ret. This forced Shawn to play prett defensively with him and I was able to clear out the sentinels. EBDT jammed on a bunch of sentinels and the combination of Grissel’s feat and a nearby wall let him survive the non-charge retaliation. In the end it was dashed, buffed dygmies that gave Rahn something else to brood about. This was Shawn’s first time seeing the dygmies and I don’t expect them to be so effective next time around with him.

35 point eGrissel vs. eButcher tier – Loss on scenario. So many doomreavers… I had a couple of hot run on tough rolls and inhospitable ground really earned its keep – the crescendo template was also really good. The dygmies went for a turn 2 assassination run on eButcher but had crap rolls with the guns and couldn’t hit or get through armor. The scenario we were playing had the reinforcements artifice which we chose not to use but I could really have used something coming in from the side to contest a zone. As it was, going first still didn’t get me up close enough and then with all those AD doomreavers running into it pretty much sealed the deal. This game has me looking back at the krielstone instead of swampy – on feat turn my axer might have weathered the doom reavers he was engaged with and contesting the zone and the same with the EBDT.

25 point eGrissel vs. pDenny – Win on assassination. This was an interesting one because I have neither played nor written up any 25 point lists before. I decided to mostly just shuffle points down out of my usual 35 point list and that didn’t go well. I basically ended up running my scattergunners like kriel warriors. I ended up winning after the axer frenzied which killed the arc nodel tying up both him and the EBDT. The impaler put his animus on himself and advanced and crit slammed a model through denny which knocked her down and the EBDT was rushed by Grissel and went over and finished the job thanks to an unexpected 4 extra inches of movement. It was my first time facing Darraghe Wrathe and his light cav so it was fun.

I also had to get in two team games for the league in order to get the patch. Since I am the only Minions player I went ahead and did that for the official team up with Shawn’s Retribution of Scyrah which technically violates the year of the Trollblood but I am okay with it since it was 2 one off games for the league. The list I took for both games was:

Sturm and Drang
2x War Hogs
4 Bone Grinders

Shawn brought a Rahn list and we faced off against pGaspy and Kara Sloan. Rahn did what Rahn does and pulled Kara’s light jack across the table on turn 1 and then smashed it with the Phoenix, the Cygnar player ended up mostly sparring with Shawn until the last turn of the game when Kara popped feat and should have blown Sturm and Drang off the table save for a couple of horrible rolls. Gaspy swarmed the center of the table with infantry. Drang then goaded the two warhogs in an impressive display of goading violence killed the necrotech, most of the mech thralls and even a couple of Satyxis Raiders. I lost one of the warhogs but the other was able to clear the middle of the table on one side as the Phoenix cleared Kara’s infantry leaving us in control of the center of the table and the win. We did rush the end a bit so we could get in the second league game.

For this game I found myself teamed up with the Gaspy player (the limited factions in our league allow a few leniancies on pairing) again Ryan’s pStyker list with a battle engine and the Denny player from before with basically the same list just pared down to fit in. This game was very rushed, but the combo of Denny’s feat and the Cygnar shooting killed one war hog and basically neutralyzed the other. We ran out of time because the game store was closing and it ended in a draw. While it wasn’t hopeless the other side definitely had the advantage.

One of the really great benefits of the journeyman league from Privateer Press is that it forces the basics. I am fairly new to the Mark 2 version of the game but I did play for a while way back in Mark 1 so it isn’t something that I felt compelled to do to learn the game. That being said, I really wanted to chance to slow grow this army and learn how to play it well.

One of the things I learned back in another life as a corporate trainer was how much more one learned when writing about a subject. I thought this would be a fun way to start putting down my in-game observations to share what I have learned and, hopefully, in writing them out learn a bit more. I was also curious how many times I could write “learn” in a sentence.  And obviously, if any readers have anything to share that would be great 🙂

Since this is my first analysis it might be a bit rough and disjointed but hopefully later on it will be a bit better.

Lord Carver, The Bringer of Most Massive Destruction (esquire the third) is the warlock in the officially recommended battle box for the Thornfall Alliance.

Carver’s stats are pretty decent but nothing great. His defense is a bit on the low side for a warlock but his armor is a tiny bit higher. He is faster than most of his army and with the reach on his weapon his threat range is shy of his control area which means you should never fail a charge unwillingly even with mobility (more on that later).

His weapons are both pretty impressive, however. His melee weapon, Hand of God (or HoG if you want to have fun with pork flavored puns), has a hefty power+strength of 15 and reach in addition to the standard magic that all casters have. This combined p+s is enough that he can reliably kill pretty much any warriors and most cavalry in the game without breaking a sweat. He’ll hit a def. 14 on an average roll. The downside to his melee attack is that it is only a single attack. This combined with his mediocre fury stat of 6 means that he won’t be able to go on a rampage and decimate units of warriors or even a heavy warjack/beast once you figure in the necessity of boosting to hit. If only he had thresher!

If he is in danger of being swamped it is probably better for him to shoot with his sawed-off scattergun. This gun is a non-magic 6″ spray. The power on it is a decent, but not amazing, 12 which means you should be able to deal with lighter warrior models as long as their def isn’t too high. His rat is just okay. Where the gun gets really good is when you notice it has a rate of fire of 2. That is right, he can do 2 str 12 sprays per turn which can really clear out infantry that are trying to jam him. Additionally, if you need a bit extra stopping power, you can fire both barrels and trade that rate of fire for +4 to the damage result as a *attack.

Next up let’s take a look at his spell list. He has 4 spells on his list and as a warlock can also use the animi of the war beasts in his battle group – I might mention the use of an animus, but they will be discussed in greater detail in my Thoughts On… that model.

Batten Down the Hatches – This spell will take up fully half of his fury and in most cases you will be casting it without batten an eye. See what I did there? Seriously, this spell increases the armor of models in your battlegroup (including Carver himself) at the cost of a loss to defense. Additionally it makes you immune to knockdown so I guess you might say that it gives you a better defense than you would have if you were knocked down. It isn’t an auto-cast however. You need to be particularly aware of units in your opponents army that ignore these bonuses as in most cases they will only ignore the bonus but not the penalty. Also, bear in mind that war beasts have a decent defense and the farrow beasts have a decent armor to begin with. There might be times when the only threat to you is a bunch of infantry that are going to be doing dice -4 or -5 without the buff and only hitting on a 7. In that case, you might be better off taking a couple of minor hits and hopefully getting a couple of misses on you. I haven’t actually run the math on this, by the way. If you are good at it, I would be curious what your results are. Immune to knockdown is absolutely brutal against those models whose feat is a knockdown effect. This also helps out against things like headbutts and throws. If you felt like it you could put up batten down the hatches and then have Brine double handed throw the warhog at something to knock it down. The war hog would still have to forfeit his movement but could then pound on whatever was knocked down. It is pretty risky though because you could go out of Carver’s control area and lose the effect from Batten Down the Hatches. Overall it is a great spell though and one you will use a whole lot. It isn’t an upkeep spell so you need to plan on paying the full cost every turn for it. Conversely, since it isn’t an upkeep it can’t be dispelled.

Mobility – Another great spell. As the name implies this spell greatly improves your mobility. Like Batten Down the Hatches Carver casts this spell on himself and it is not an upkeep. This is huge because that means you can stack the effects giving you both more resilient and faster war beasts which are always a good thing. Mobility increases the speed of battlegroup models as well as giving them pathfinder. Since it is a speed bonus it means that your run doubles the bonus rather than adding it straight at the end. Pathfinder is a beautiful thing as well since having our slow war beasts get stuck in terrain is painful. It also allows you to charge over linear obstacles or through forests meaning you can use them for a defense bonus to help offset the penalty from Batten Down the Hatches or give you the option of not casting it for a turn and trusting on a higher defense to protect you. Also it combines well with Rift in giving you more options in activation order as you don’t have to worry about locking your own models down. It won’t leave you much fury left over but flexibility and options are good.

Quagmire – This is a really interesting upkeep spell. It gives enemy models in base to base contact with the unit/model a defense modifier of -2 while also preventing them from moving other than to change facing. The obvious use is to prevent things from trampling over a unit of brigands or locking models in place for a turn since you can’t usually move after doing your combat action. This can be very useful in scenario play for keeping a model out of a control zone. Also the -2 is what I call a “soft boost”. What I mean by that is that it isn’t quite as good on average as a normal boost but still helps break the curve. This soft boost also makes war beasts a good target. Anything that helps your war hog (or Carver himself in a pinch) get more hits can only be a good thing allowing you to save those forces for extra attacks. If Carver were a fury 7 caster I would advocate casting it on turn 1 and upkeeping it for the rest of the game. As it is, there are so many turns in which you will want to cast Batten Down the Hatches and Mobility you will probably be better off having that emergency transfer for whatever sneaky thing you missed that your opponent is about to do to you.

Rift – This is a decent power 8″ aoe spell. The aoe on it is 4″ which is pretty sweet on its own but it also remains in play through your opponents turn as rough terrain. If they are lacking on pathfinder this can be a huge inconvenience and go a long way to making sure that your hogs are the ones doing the charging. Bonegrinders give you an extra 2″ range helping to offset the short range of the spell. It is fairly expensive, but you can still use that and pathfinder and have that emergency fury I advocate which helps with some of the order of activation issues that could come up.

This brings us to his feat – “Hog Heaven”. This feat gives all farrow models in his control area an dice of damage and Overtake. It is important to remember that it is only farrow models meaning that those other support solos like Gudrun the Wanderer and Saxon Orrick will not benefit from his feat. Also it is only while in his control area so it is possible to overtake out of his control area and lose the overtake on future attacks and the extra dice worth of damage. It is a pretty straight forward feat which I like to use pretty early in order to give myself an advantage on big models by taking out opponent jacks/beasts.

I made a mistake in dismissing him as a boring caster when I first read him over. Lord Carver, BMMD esq III can be played in a straightforward manner as a beat-stick but he also has some tools which enable you to play him a bit more patiently and tricky than it would seem at first glance especially by blocking off movement with rift and quagmire. A great thing to keep in mind is that he is a bandit king and play him appropriately. He is not going to stand up in melee to the likes of the Butcher but he has the shenanigans to ensure that he doesn’t have to.

Shawn came over the other evening and we knocked out a journeyman game. Our league is going a bit slower than the standard because most of us are part time gamers at best thanks to kids and full time jobs and school.

I set up the table before Shawn got there in something that would be interesting to look at with enough terrain to interact with. I realized I have about a million and one fences and thought it would be cool to do a roadside inn kind of thing with a wrecked building. I used the fences to suggest roads and to make it feel in the woods I added some, er, woods. And a small green lake. As an aside, I REALLY need to get some kind of better battle mat for these fantasyish setting games. Can anyone recommend any in particular?

Since I did the setup I let Shawn pick his side and he won the roll to go first.

The farrow all stayed fairly close together and advanced with the gun boars pulling off slightly. The Retribution light jacks went out wide on the flanks. Kaelyssa cast phantom hunter on herself and kept it up for the whole game. I put quagmire on the war hog hoping to help deal with that highish defense of the ret jacks. I am also not going to mention it after this, but just assume I am cutting myself for fury every turn thanks to Kaelyssa stealing my beasts’ fury. I took 6 or 7 damage before being the target of a single attack.

The manticore laid down a covering fire template and then bought some extra shots knocking out the mind of the gunboar on my right. Shawn misjudged a charge distance and came up short with the arcnode light (can’t remember the name now) by about a half inch on the wounded gunboar. It is possible that this oversight cost him the game.

The griffon was in range and charged in on that same turn (these charges were before I had Batten Down the Hatches up – I totally misjudged his threat range and after this cast it most every turn). Kaelyssa then popped her feat to prevent any charges on my part.

In retaliation Carver activated first, popped his feat and moved over to the griffin and hit it a few times before casting Batten Down the Hatches. Once more I was reminded how much not the Butcher he is. He did manage to take the shield down do a few other things. The gunboar on the left advanced and hit him but also didn’t kill him unfortunately which meant it was down to my war hog to. He killed him with his initial attacks. The other gunboar closed on the arcnode and did nothing since his mind was out and I had forgotten to heal it in my activation.

The arcnode shifted a bit and then beat on the gunboar knocking him down to 5 boxes. Luckily for me he spread the damage out across multiple spirals and mind was still the only thing out.

Carver activated, shifted back a bit and remembered to heal the gun boar’s mind for 1 and recast Batten Down the Hatches. The newly healed gunboar was up next. He grabbed the arcnode and threw it toward the warhog. The warhog activated, charged the arcnode and destroyed it. The wreck is under the covering fire template.

Shawn was in dire straits but also so an opportunity. He advanced Kaelyssa and Carver was just in 12″ by about a mm. He was sitting on 2 fury and she hit and used a stolen fury to boost and rolled a 16 for damage on the 3d6! I transferred to the undamaged gunboar because she was just going to steal my last fury anyway. He then shot and boosted and got a 15 for damage! With the damage Carver had already taken just to get his full fury every turn he was down to just 5 boxes and Kaelyssa had one shot left. Fortunately for me, his dice swung the other way and he rolled a 4 on 3d6 sparing the farrow warlord.

Kaelyssa had fought with honor so Carver felt she deserved to die by his hand. He advanced into range of his sawed off scattergun and shot her twice. The first one took off a decent amount of damage but I rolled snake eyes on the second one! Yikes! I used my remaining 2 fury to cast mobility and suddenly wasn’t feeling quite as safe.

The gunboar advanced but made sure and left enough room for the warhog if he became necessary and tried to headbutt her but missed. Uh oh. I have one model that can save me.

Luckily the warhog was able to get to her thanks to mobility and with a boosted gore knocked her down before finishing her off. It was a tight game and if I that last gore had failed to get a crit knockdown. He very well could have pulled out a win!

Another win for the farrow and another tight and fun game with Shawn! Batten Down the Hatches really saved my bacon here but I am afraid once we start adding points that it won’t be nearly as good thanks to the mage hunter strike force.

Thanks for reading!

Here are some pics of the Farrow battle box for the Journeyman league. Not much to say except that I did touch up the warhog so I will post more of him in his more doneness state later.

Welcome to another video batrep – or, as I am calling it, my ongoing Dorkumentary. This one is a bit more shaky than the other – seriously, if you have any suggestions for stabilizing a flip, let me know. Also, it was pretty loud in the store so sometimes my voice get drowned out a bit but I was able to hear everything okay when I was listening to it after I stitched it together. I was getting a bit anxious at the end of the game because it took SO long so I talk kind of fast, sorry.

Okay, I am going to go into a short little rant here. My opponent Joe, is a really really nice guy. Very gregarious and apparently pretty popular (it was my first time meeting him). It seemed like EVERYONE who came into the store stopped by and talked with him and held little conversations.

Some of which went a bit long.

At one point after not less than 10 minutes and trying to get him back into our game I just went with my turn stating what I was doing and putting down tokens. When it was finally his turn he was surprised that I had cast Batten Down the Hatches (despite me having done it every turn, saying I was doing it, and then putting down the token). This game took close to 3 hours.

I will NEVER play another 3 hour 35 point game.

My wife was home sick and I had the time when the girls were napping to run over to the FLGS – I figured 2 hours would have been plenty. It wasn’t in this case.

Please, for the love of God, if you are playing a game with someone or you want to talk with someone who is playing a game, please please please try and keep your attention on the game you are playing and keep the conversation short. Yes, wargaming is a social hobby and it is actually one of the things that I like most about it. However, this game just went from a really enjoyable experience to an incredibly annoying and frustrating one. You can hear in the video at the end how rushed it was. I was basically hitting stop on the recording as I was talking. And yeah, I know recording the game slows it down a bit but in this case, a 3 hour game was covered in 6 and a half minutes of recap, so it didn’t add that much time and I made sure it was okay with my opponent before even showing up.

Again, let me state that Joe is a really nice guy, very sociable, a lot of fun to play. This isn’t a Joe bash so much as an etiquette reminder. Sadly, the fact that it went SO long also meant that there is no wrap up in the video – I will write mine below the video. If Joe sends me something I will happily add it to this post.

Okay, now that that is off my chest on with the real reason you are here. Strangely, I ended up playing against Mercs again at the Aero Hobbies WM/H day in Santa Monica, CA. This list was very different from the previous one I played. The list Joe brought was:

Magnus the Traitor
2x Renegades
Croe’s Cutthroats (full)
Steelhead Halbardiers (min)
Orin Midwinter
Gorman di Wulfe

I switched up my own list to try a Carver list with a heavy ranged element:
Lord Carver, BMMD Esq III
War Hog 2x
Farrow Brigands (max)
Farrow Slaughterhousers
2x Razorbacks

Unfortunately, this list just comes up to 34 points. We really need a 1 point model in the Thornfall Alliance. And now, without further ado, I present the main event.

So, this list started out as a kind of lark when I realized the amount of templates the Farrow can lay down per turn. If I had a 3rd gunboar I would probably swap out the Slaughterhousers for it and then add in a unit of Bonegrinders just to maximize shootiness and give me some magic attacks in case I go up against incorporeal solos or Menoth.

Once again I had absolutely HORRIBLE tough rolls. I am glad the forums warned me about how almost worthless they would be. I never expect to make them so I am not disappointed. And on the off chance someone makes it, it is cool. If you are playing with tough models I recommend that approach. The list worked really well. I was extremely happy with how I was able to dictate much of the flow of the game. The shooting was a big enough threat that he had to advance some and I think it forced Joe to make the mistake of devoting the entire unit of Croe’s Cutthroats to deal with the razorback and gunboar on that flank.

Overall, I felt in control of pretty much the entire game. I was able to ensure I was on the good side of almost any trades and at the end of the game he basically had Magnus left while I had Carver, the War Hog, a Gunboar, a brigand and Targ. I could have played it out to the win, but I was already super late and wanted to see if Carver could take out Magnus on the charge (I am still learning his capabilities).

I made an error in not boosting to hit, but I also realized I messed up and was thinking Carver had Weaponmaster, so it is Karmically appropriate that I missed with pretty much all my attacks. Thanks for reading/watching, and seriously, if you have any tips for stabilizing a Flip, let me know. My search-fu has failed on this, though I did find some pretty cool things one can do with building a filming rig out of PVC…

Ant came over and we got in a couple of games. We bumped the size to 25 points and Ant was trying out a new caster – Kromac the Ravenous. I decided to stick with Dr. Arkadius. I was also timing my turns again.

The circle list was:
Kromac, gorax, pureblood warpwolf, warpwolf stalker, blackclad wayfarer, lord of the feast

The farrow were running tier 2 Dr. A:
Dr. Arkadius, 2 war hogs, 2 gun boars, targ, razorback, 4 bonegrinders

Game 1:
This game was short. I advanced up and tried to play a bit cautious. I decided to be clever and work up the right flank away from the building and the forest (that is what the blank footprint is).

Ant advanced everything also cautiously but swinging way out with the lord of the feast.

I knew that the lord of the feast could hit with his bird and then teleport up so I moved my bone grinders out very cleverly more than 1″ away from the good doctor so I would be out of his reach range. I also advanced the warhog to get nice and close so I would be within 5″ to get off a primal shock at him. I hit with the boost and boosted damage but had HORRIBLE rolls and didn’t even do a wound to the lord of the feast.

Strangely, it never even crossed my mind that he might base to base the REAR of the bonegrinder he hit. Game over, super fast kill and a lesson learned – ALWAYS hang on to 1 fury, even if you don’t think you will need it. I offered up a quick handshake and concession so we could reset and play a second game.

Game 2:
Same lists and just a quick reset. This game I was resolved to not make the same mistakes. I advanced a bit slower and held more fury in reserve.

Ant decided to swing around hard from behind the building using it as cover to get closer to me.

In return I ran the razorbacks into melee with the lord of the feast to try and lock it down for a turn.  Not surprisingly the lord of the feast killed them both in his turn, but it did stick him in place more or less setting up the following turn.

The warpwolf stalker hung back in the woods to take advantage of his stealth as I advanced. The gorax put his animus on the stalker and then the stalker burst from cover and basically flew across the entire battlefield in warping speed and laid a serious hurt into one of my warhogs killing it completely while the gorax and pureblood followed up in position as a second line.

I was reeling from this attack and felt that the game was pretty much over (pic was from before the charge but you can see it coming). I kept my cool though and looked over Dr. A’s card seeking that magic trick that would keep me in the game. I saw my chance though it was pretty shenanigan-laden and order of activation would be very important.

The warhog had pretty good facing as it was and I was undecided on what I wanted him to do. The bonegrinders gave Dr Arkadius an extra 2″ range which was necessary to put crippling grasp on the pureblood.

I decided to get aggressive with Dr. A and he advanced on the stalker that had just completely demolished one of my warhogs. He walked up and boosted with his needle and missed with the first one! Well, at this point he was commited so I bought a second attack, boosted again got the hit. Whew. I did a point to him and had him turn around and go hit the pureblood. He got the hit and thanks to the gorax’s animus and rolling something insane he knocked out 2 both the spirit and the body.

Dr. Arkadius then maltreated a gunboar and popped his feat. The gunboar charged the lord of the feast and totally smashed it.

My original plan had been to just leave the stalker alone and the mandatory frenzy from gorax’s animus would hopefully finish off the pureblood. However, with the damage from the stalker, I decided to take a risk. The warhog frenzied into the rear of the stalker. I got a crit knockdown with my charge attack and then just did what warhogs do best and completely destroy the stalker.

The gunboar activated next and advanced on the black clad and killed it with its meaty fists. It also, critically, blocked kromac and made him have to go around him somewhat to get his full movement in before his leap.

The last turn had completely switched our fortunes! Ant was now in a desperate position but after spending a lot of time eyeballing the distance though that he had the run on Dr. Arkadius if he could just deal with the gunboar. Kromac raged out and went beastform.

The wounded pureblood had to advance and attack without benefit of those 2 spirals since he couldn’t heal him until Kromac’s activation. Luckily for me the missing spiral saved the gunboar.

Ant thought he still had the advance on Dr. Arkadius. He moved up to and around the gunboar and then leapt that final 5″. He was 2 1/8″ away from Dr. Arkadius! We measured several times and he was just short by 1/8″ from attacking him. WHEW!  The gorax charged the warhog and did some pretty good damage to him.

Though I wasn’t in great shape myself and this had to be ended now. On my turn I activated Dr. Arkadius popped psychosurgery and advanced into melee. I missed with my first attack again, but the second one hit and made Kromac stationary and did 1 point of damage. The gunboar then advanced into combat with and pushed the gorax out of combat with the warhog which freed him up.  The warhog charged into his rear and unleashed on him. I had to use all 4 points of fury to finish him off though!

That game had it all, deep lows and super highs! Desperate aggression on the part of the the mad scientist who usually stays WAY back from combat.

Based on this game, I am definitely going to start playing him a bit more aggressively. Basically him advancing and attacking twice during that game completely saved the day.

Dr. Arkadius is an absolute blast to play! He has great buffs and debuffs. He has a deceptively long magic shooting attack. His feat is tricky but is probably one of the best in the game once you start planning for it – an extra 7-8″ movement or a free fully boosted attack is amazing – AND you get to activate the beast either before or after it. His mind control drug is fun and making things stationary is just plain mean.