Archive for the ‘Battle Report’ Category

15 Pt Slow Grow, Feora vs Karchev

February 4, 2011 3 comments

Our local press ganger is running a slow grow league for current league (forgot the name). It’s a wonderful idea as it gives people the opportunity to paint up some models and then use them on the field. I had the chance this week to participate in one game and it was against Bill and his Karchev crew.

My list                                               Bill’s List

Feora2                                                 Karchev
-Crusader                                           -Behemoth
-Redeemer                                        Reinholdt
TFG min w/ UA                               MoW Shocktrooper min unit
Choir min
Vassal Mechanic

Starting out the game, Bill was surprised to see how many models I could cram into a 15 point list. There are a lot of models but the list is a bit spread thin. Only one hard hitter, one model to take care of stealth and solos, a unit to take control of objectives and finally my support. Feora can usually get the job done herself sometimes but cracking the high arm of Karchev could be a problem.

I didn’t realize all models had to be painted… Whoopsie, my bad Darren. Any how, here’s the setup and the scenario is Killbox. One we’re all familiar with. I go first and put Ignite on the Crusader and then cast Escort. Everyone runs up except for the TFG, they simply walk forward and shield wall. I had some benefit from the league that gave them +2 speed for one turn.

End of round 1, Karchev tows up the Behemoth and it shoots its bombards and manages to take out one TFG. Even in shield wall. Boo shield wall… 😛

End of Round 2 and its not looking good for me. Since I walked up with my TFG and didn’t run. They didn’t get the jump on the Shocktroopers. Instead, Iron Zeal formation and they ran forward. The Crusader followed behind them, hoping to get a charge on the Behemoth. My Redeemer hits Karchev and does really good damage thanks to Battle from the Choir. The AOE takes out Reinholdt.

His turn, Shocktroopers charge and take out the TFG Captain. Karchev tows up the Behemoth, Karchev kills a TFG blocking the charge to the Crusader. Then the Behemoth makes a smoking wreck of the Crusader.

End of Round 3 and it’s game over. Feora’s desperate attempt to take out Karchev Fails. I managed to Fire Step into charge position, feat,cast Ignite on Feora, and then charge Karchev. In the process, I ate a free strike from the Behemoth and it did 5 damage on her. I only gained 3 extra focus from the feat but it wasn’t enough to take out the man in the machine. His turn, he casts a spell that gives him boosted attack rolls and Karchev annihilates Feora.

It was a good fun game, the only model I destroyed was Reinholdt. That’s not saying much but it was fun to get in a game. Next months list should be a lot of fun to play.

Categories: Battle Report, Feora2 Tags: ,

Kreoss vs Nemo, A 35 PC Game

This morning, CptCalvinus and I played our first match of a series of 35 PC games with our remaining casters. We decided on 35 PC because it’s just enough models for a good game and both of us play pretty slowly. Unfortunately, this match still took a while to play. I’m not sure if its set up time or what but we probably need to start enforcing a time limit on turns.

CptCalvinus’ Army
Squire – proxied by a Mangler Shoulder
Arlan Strangeways – proxied by Siege
Field Mechanics – proxied by Long Gunners
Stormsmiths x 2
GMCA x 2

bluecardinal’s army
*Revenger – proxied by a Devout
*Vanquisher – proxied by a Mariner
Choir full unit
Bastions full unit – proxied by 3 jacks, Reznik, Bosun
Orin Midwinter – proxied by a Reclaimer
Herne and Jonne – proxied by a Gunbunny and Dougal McNaile

I’ll post the highlights of each round and try to keep the battle report rather short. Here’s the layout of the battleground at the start of the match. CptCalvinus won the opening roll and elected to go second.

First Round

The Crusader, Revenger, and Vanquisher all run. Kreoss puts Protection of Menoth on the Bastions and casts Lamentation. The Bastions run, Ruphert sings Dirge of Mists, and Choir sings hym of Passage.

Journeyman puts Arcane Shield on Nemo, Nemo puts Disruption Field on the Centurion and Electrify on the Thunderhead. Everyone else advances.

Second Round

Vanquisher gets 2 focus and shoots at the Centurion, boosts to hit and damage. It does 5 damage if I recall, the AOE clips 2 mechanics and a Stormsmith, taking all three out. The Bastions advance in the middle and get Heroic Call. Orin runs to the middle to avoid the GMCAs on the left flank. Choir sings hymn of passage and Vassal puts enliven on the Revenger.

Herne and Jonne wiff at the two GMCAs on the left.

Fire stays on the Centurion and actually damages him for 2. The Squire gives 1 focus to Nemo. The Thunderhead gets 3 Focus, moves up and does his special pulse. He boost the hit and gets all my jacks and Bastions in it. This does minimal damage to the Bastions. It also hits my Jacks and we both wonder if they can be hit by it with Hymn of Passage up and we play that you can. This does minimal damage to them. I forgot totally about enliven. Arlan moves up and repairs the Centurion, removing 2 damage. Centurion gets 5 focus and charges the Bastions. Kills only one of them and another passes a tough roll.

The Charger gets 2 focus and takes some pop shots at the Bastions and does minimal damage. The two GMCAs take a shot Herne and Jonne and kill Jonne.

Third Round

All my jacks are disrupted so no focus for them. Orin runs back to within Melee range of a GMCA. Kreoss doesn’t upkeep anything and moves up, pops his feat, knocking down the Thunderhead, Centurion, GMCA, Arlan, and Stormsmith. He gives Ignite to the Bastions. I totally forgot about this spell until mid game (more on this later). Bastions move up and take out the Thunderhead’s cortex and right arm.

The Choir sings Battle Hymn and the Vanquisher shoots and kills Arlan. The Revenger moves up and hits the Centurion, doing little damage. The Crusader moves up and hits Centurion and does little damage with both weapons. The Vassal gives one more shot for the Crusader but the Crusader only does 3 damage to the Centurion.

Nemo upkeeps Disruption Field on the Centurion, Centurion gets 5 focus and wrecks the Crusader rather quickly and then takes out two more Bastions as they failed their tough roll. Thunderhead wiffs on the Bastions, Charger gets 3 focus and manages to put some damage on a focus camped Kreoss (he had 5 left over).

GMCA breaks free from Orin and Orin misses the free strike. He then shoots at the Vassal gets him to one life. The second GMCA hits Kreoss and does 4 damage with the extra die. The Stormsmith fails his skill check. Nemo moves forward and pops his feat. All my jacks are disrupted again and take a good bit of damage. He then casts Chain Lightning on the Vanquisher and kills the Vassal in the process.

Round Four

Lets see, all my jacks are disrupted again and I upkeep Ignite on the Bastions. The remaining two Bastions try to disable the Centurion but fail. The Choir sings Battle Hymn again and the Revenger moves into melee range with Nemo. I need a 7 to hit and I roll a six, I think. The Vanquisher moves into melee range with the Thunderhead and does almost enough to wreck him. At this point, the Thunderhead has about 3 boxes left.

Orin moves up and casts Arc Lightining onto the Journeyman and almost takes him out. I forgot Nemo was immune to Lightning so this does nothing. Kreoss moves up and casts immolation on the Journeyman, and wipes him out. Kreoss then casts Protection of Menoth on himself.

The final hooray, Nemo has a whopping ten focus from the three spells that were cast in his control area the turn before. It was a no guts, no glory moment, and CptCalvinus charged Nemo right into melee with Kreoss. He took a free strike from the Revenger that netted him 10 damage.

He boosted all the attack and damage rolls save for the first charge attack that was already boosted. The first attack hits and lands 10 damage to Kreoss. He needs 3 more damage to kill him with 9 focus remaining. With Protection of Menoth up, he then wiffs on his next two attacks bringing his focus count to 5. And then he wiffs on his remaining 3 attacks. It was terrible luck and looking back, I should’ve lost, big time.

Round Five

Kreoss boosts to hit and boosts damage on Nemo. Nemo falls…

Post Game Analysis

To get the post posted, I’ll provide the colour commentary for both of us. First off, I should’ve had Ignite on the Crusader the whole time. I can’t believe I forgot about that spell and should’ve looked over Kreoss card before starting the match. With Battle Hymn going he would’ve been hitting at PS 22 and the Centurion would’ve definitely crumbled. Second, I shouldn’t have ever casted Lamentation. Nemo sits back and is likely not going to get in the mix and duke it out with someone. Plus, his one offensive spell is usually casted through an arc node and CptCalvinus wasn’t running one.

Bastions are still great at soaking up damage and with Protection of Menoth, it only gets better. The next match they’re going to take a break so I can try a new unit out. I’m giving up on Herne and Jonne, with a Vanquisher and Orin present, I already had enough crowd control. I’m thinking a Paladin would do just fine next match.

CptCalvinus had a good mix of solos and jacks in his list. He used his GMCAs to great effect in the game and they’re a good flanking tandem of two. The Charger didn’t really do too much because the Bastions just dispersed any damage done to them. Matter of fact, I’m suprised why he hasn’t gone after my choir in the past two matches. I think a Lancer would do him well in a match like this.

Disruption was a real life saver for his jacks this game. After round two, my jacks were relying on the Vassal and Choir to give them any support at all. This ended up saving his Centurion from being wrecked. Clumping up his mechanics next to his Centurion was a bad thing with a 4″ auto fire AOE in the game. This took out one of his stormsmiths that could’ve done damage to my choir.

edited for spelling…

The 50 PC Throwdown

Last night CptCalvinus and I sat down for the last leg of our MK II escalation campaign. We both had new models that we were anxious to use and the game turned out to be pretty fun, for me at least.

With the upcoming release of Bastions and the fact that I already have bases for them, it was time to give them a try. To give you a idea of how they were, I found myself laughing maniacally in bed after the game at the thought of CptCalvinus trying to take them down. Yes, they were that sick, espcially with the High Reclaimer bringing them back.

CptCalvinus decided to give the Thunderhead a shot and had constructed a really cool pose with him. No longer is he the master DJ of Club Caspia, he now aims to punch some poor warjack’s furnace out. It should look really nice after he paints him up. Speaking of paint, the good ole Cpt. is already looking forward to painting him… I kid, I kid.

Here are the two lists that were played.

High Reclaimer – bluecardinal’s army
Avatar of Menoth
Vassal of Menoth
Ruphert, Piper of Menoth
Choir of Menoth (4)
TFG (10) with UA – 2 proxied by Deliverers
Bastions (5) – proxied by a Buccaneer, Talon, Renegade, Reznik, and Bosun Grogspar
Rhoven & Honor Guard
Herne & Jonne – proxied by a Gun Bunny and Dougal McNaile

Stryker – CptCalvinus’ army
*Ol’ Rowdy – proxied by a Mangler
*Defender – proxied by a Mule
Squire – proxied by a Mangler shoulder pad
Arlan Strangewayes – proxied by Nemo
Stormsmiths (3)
GMCA (2) – one proxied by Caine
Reinholdt – proxied by Gorten

You’ll see below, several pictures highlighting the battle. To save time, we didn’t write down all of the turns and I’ll just pinpoint several key moments. I won the opening roll and decided to go second.

This is the end of turn one, CptCalvinus had his guys ready to land the first strike while the High Reclaimer smoked it up a little.

Ruphert sang a little song that gave the Bastions this smokey haze which some how gave off a terrifying feeling to the enemy.

Both teams rushed for the orange cactus like thing, hoping to find something nice…

At the end of round 2, the Bastions are primed to get a good amount of punishment. Already, Ol’ Rowdy’s counter charge layed down a good amount of dosage but the hefty Exemplars just dispersed it amongst each other. They ended up taking out a GMCA and prepared for the onslaught.

This was the beginning of my love for them, I know it’s only one game but they have some really good staying power. Ruphert sang another song called, “Tough Enough”.

The Thunderhead decided to wipe out the two honor guards and Herne & Jonne decided to do a little bit of nothing. My ashes to ashes roll only netted me one more enemy model but coincedentally, it damaged the T-Head.

This is the lay of the land right before turn 3 started. The Thunderhead is in a prime spot to trample the snot of out my TFG. I was thinking this was coming but the Cpt decided to give his new pulse a try.

He only needed a 7 to hit all my guys and (insert drum roll here)……. he rolls a six with 3 dice. Boo for the T-Head. After that, he decides to shoot two TFG grunts and misses his second shot.

The highlight of the round was CptCalvinus trying to take out a full unit of Bastions with Ol’ Rowdy, a Defender, Journeyman, and two Stormsmiths. Lets just say it came down to having one left and me needing a tough roll to stay alive. Guess what? I made it and he didn’t have anymore models to attack them with. Can you guess what happens next? Oh yeah, he forgot to use Stryker’s feat and this is where things turned south.

My Guardian finally got a charge off on the Thunderhead and nearly wrecked it. I got the critical pitch but decided not to do it. Now that it deviates, I didn’t want to throw him out of melee range. The Avatar got 4 focus and made short work of the Centurion. Some four Bastions magically came back with full health via the High Reclaimer’s feat and decided to beat up on a few things. I decided to put one (Bastion) right in front of Stryker for a slim chance to put some good damage on him, but I missed with the attack.

The final round consisted of Ol’ Rowdy and Stryker trying to take out the Bastions. Ruphert’s ability to sing whatever song whenever, proved invaluable for the Bastions survival. The Thunderhead’s cortex was fried and Arlan did his best to fix him up. At the end of the Cpt’s turn, he used his feat to try and stave off the mob of Menoth.

At this point it was around 12:00 at night and we had to work the next day. The good Cpt was gracious enough to let me rethink a move by the Avatar, and I decided to run him forward and activated Menoth’s Gaze. The Centurion’s wreck marker was in the way but I still had enough room to get in melee with Stryker. I activated the Vassal and gave the Avatar an extra attack. We played “you can use focus at anytime” and the Avatar boosted to hit and boosted damage. Even with Invicibility up, with a infused Avatar, I ended up doing 14 damage to Stryker. My only hope to finish him off was with the High Reclaimer using ashes to ashes. I ended up boosting my damage roll and needed 13 to finish him and got a whopping 14. That was game.

bluecardinal’s thoughts

There were two units that really stood out, Bastions and the Choir. First off the Bastions, while they have PS 12 weapon masters, their damage output wasn’t that great. They more than made up for it in their staying power. Being able to withstand so much damage was great and not being able to be trampled, even better. At one point, I thought my Guardian was going to get disrupted by a Stormsmith but he elected to go for the Bastions instead.

The choir are self explanatory and in the end, I think I had too many threats going that he forgot to take them out. I’m still interested in proxying Herne & Jonne, just because I thought I would have a lot more squishy troops to fight against. Plus, I played them very poorly and they deserve another chance to do something. In the end, it was a great game for me but not so much for the Cpt. I think the game would’ve been drastically different if he would’ve trampled my TFG. This one move alone might have made the difference.

CptCalvinus’ thoughts

I’m disappointed in my melee jacks, mostly because I didn’t use them the way I should. I tried to keep the THead separate from the other three heavies, because I wanted to use his pulse to wipe out troops. 6 inches doesn’t go far enough, especially staying out of the way of reach troops. I should have been less afraid of hitting my own jacks with the POW 12 attack. That way, I can use Ol Rowdy and the Centurion as front line jacks, with the THead behind, ready to get into melee if needed. Too much of my strategy this game was about dividing up my forces. I think the key to heavy survivability is in bunching them together.

The 2 GMCAs worked well. I think that’ll be a standard in every game from now on. The JW works nicely, and tying him to a Defender doesn’t make his death a huge loss. The Defender is beefy enough without focus. Arlan, the Stormsmiths, and the THead are a good war party with their electric immunity, though it does prevent mobility on the THead to bunch them all together. And with 4 heavies, Ashes to Ashes has plenty of targets to kill my troops.

Escalating to a 35 PC Game

April 25, 2009 Leave a comment

We sat down Tuesday night to continue our MK II escalation campaign and raised the encounter level to 35 points. I would say that this would be the close equivalent to a 500 point game in the old point level and it allowed us to add a couple new models to our respective armies.

bluecardinal’s army

High Reclaimer


TFG maximum w/ UA
Rhoven & Honor Guard


Deliverers for Cleansers

CptCalvinus’ army

Journeyman WC
*Hunter – played by a Talon
Squire – played by Nemo
Long Gunners decreased to a minimal unit
GMCA x 2 – one played by Caine
Stormsmiths x3

Unfortunately, we didn’t take notes so this battle report won’t be as descriptive as past ones. CptCalvinus wins the opening roll and decides to go second. Here is the current lay of the land with my Avatar on the right flank with the Paladin right next to him.

Round 1

Avatar gets 3 focus, activates Menoth’s gaze and runs, the Paladin follows suit. One focus to the Crusader and he runs up. Everyone else runs up and then the HR decides to smoke it up….

CptCalvinus gives snipe to one of the GMCA, casts blur on the Centurion, Centurion and Lancer run up. The Hunter gets one focus from Jr. and takes a pop shot at the Avatar doing 4 damage to the right arm. Jr. puts arcane shield on Stryker and the stormsmiths advance looking to triangulate some peeps.

Round 2

For some reason or another, my TFG extend out of the HR’s control area so the smoke only conceals them and doesn’t block LOS. Deliverers, Crusader, and Rhoven move up. The HR moves up and throws some smoke. The Avatar gets 2 focus, activates Menoth’s Gaze and runs close to the Centurion. The Paladin goes into Stone and Mortar stance behind the Avatar.

The El’ Capitan upkeeps arcane shield, blur, and snipe. One GMCA takes Gorman to one health while one Stormsmith finishes the deal. A second Stormsmith disrupts the Crusader, the Hunter and Jr take some pop shots at the Avatar, doing more damage and the Centurion puts a serious dent in him. A flanking Stormsmith tries to run away but we remember Menoth’s gaze and he fails to damage the Paladin with storm call. The Long Gunners stay put, forfeiting their movement to cancel out the concealed TFG. This wasn’t good and they took out 5 TFG in the smoke. The Lancer moved up and Stryker started worrying that his little army of puny men would be crushed, so he feated. (awful joke I know)

Round 3

The remaining TFG charge the Lancer and do a little damage. Avatar rolls 2 for focus… sigh and does little damage to the Centurion but uses one focus for Menoth’s gaze. I didn’t want his GMCA flanking my HR. Rhoven and his two honor guards charge the Centurion and scratch his paint, better yet, they buffed his paint job and stared wonderfully at it. The HR gets 5 extra focus from the TFG getting picked a part and moves up to cast some spells. I miss the journeyman on 5 dice and I don’t think it would’ve mattered. Some more smoke rolls into the playing mix and I think I have the Hunter’s LOS blocked by smoke….. Deliverers move up and take out the one Stormsmith flanking my right with a Rocket Volley. The Paladin charges the Stormsmith on my right flank and does a bit of overkill. The Crusader walks up a bit, pondering the little things in life.

He upkeeps Arcane Shield, gives 3 focus to the Centurion and starts to decimate my army. The GMCA puts some damage on Rhoven’s Honorguard, the Hunter is sitting in the smoke, so he has LOS to the Avatar. A big doh! on my part. He puts some really good damage on him and the Avatar is left with 4 boxes. The Centurion takes out Rhoven and his two Honor Guard and with his remaining focus, destroys the Avatar. The GMCA on my right takes out the Paladin and the other one shoots at the Crusader, doing minimal damage. I’m not sure what the Long Gunners did at this point. The remaining Stormsmith fails his skill check so no disrupting my Crusader. Stryker moves up and casts Arcane Blast on some TFG but misses… The Lancer misses his attacks on the TFG.

Round 4

HR gets 3 extra focus and things are looking pretty bleak for me but I try to rally my troops, unfortuantely, the HR doesn’t know how to do that… The Crusader gets 3 focus and charges the Centurion, doing some ok damage and boxing the left arm. The Hierophant moves up and uses Harmonious Exhaltation and the HR moves up, casts Ashes to Ashes on the Journey again, boosted the hit roll, and missed again. The last focus is used to put a smoke right in front of him, something totally desperate but kind of funny in a ninja way. He then uses his feat and brings back 4 TFG, including the Officer, and they do some pretty decent damage to the Lancer. Deliverers move up and take out 3 Long Gunners and they pass the command check. HR prepares for the worst.

He doesn’t upkeep anything and gives 2 or 3 on the Centurion. The Centurion beats down on the Crusader but doesn’t box it. The one GMCA puts some good damage on the HR, the Journeyman charges the HR, passes his command check, and puts some good damage on the HR, leaving him with 2 life left. Stryker moves up and shoots the Crusader and disrupts it, casts arcane blast on the HR and missed…The Lancer didn’t do anything because he didn’t want to give me any souls. Smart move on his part.

Round 5

There’s no soul tokens so I’m stuck with 5 focus and the Crusader is disrupted. What to do, what to do. The TFG disengage from the Lancer and try to walk over to Stryker for the CMA, ranked attack. All of them die save for the Officer and Standard Bearer. Oddly enough, the Officer hits with his attack and sets Stryker on fire but didn’t do any damage. The Hierophant decides to charge the Journeyman, its a good joke I know, he whiffs. I cast immolation on the Journeyman, boosted to hit and got the hit. It was dice -2 and I couldn’t afford to boost damage so it was only two dice. Thankfully, I got enough damage to box the Journyman. I measured my control area and Stryker was in range for a charge, even over the wreck marker. I’m not sure if CptCalvinus saw this one coming but it was my only shot. HR charges and needs a 10 to hit and rolls a 5, 3, and 2. He hits and Stryker takes 12 damage. I roll for one last attack and miss the attack roll.

It’s his turn and I’m hoping badly that fire doesn’t go out. This was the only way I was going to win it by seeing Stryker go down in flames. He rolls the dice and looky there, a 2. He wants Stryker to end the game, and I can’t blame him. Stryker, for one reason or another, hasn’t performed up to his task for him. He boosts his first attack, hits, and seals the deal. Finally a win for Stryker.

Post Game Analysis

I for one, am lacking a arc node and it really hurt in this game. I thought I could get a way with it but in the end, it was my downfall. His solos really shined for him and with me not being able to get to them, put me in a bad spot.

The Avatar is really good in MK II. There was no real support piece for him and he was still able to survie a couple of rounds of heavy fire and hitting. I’m thinking a vassal can follow him around and that extra attack would pay off. I was able to pull some focus off the wracks (didn’t mention it in the report) but they ended up getting in the way. The Deliverers were a lot more accurate and I’ll have to get them on the front line right away next time.

For CptCalvinus, he had a well balanced army. The solos alone, were enough to cause my army some serious problems. It wasn’t reported at all, but he was able to use the Squire’s reserve accumulator all 3 times. Both GMCAs excelled and I wonder if we’ll see a new sculpt down the line? The Hunter didn’t move the whole game but was able to wreck havock on my Avatar. Stryker’s feat is still really fun to deal with. 🙂

Until next time….

Categories: Battle Report

350 Escalation Campaign, Remix Style

Last night, CptCalvinus and I started off our Remix escalation campaign. The rules were pretty simple, caster kill and try to use models we only have or keep proxying to a minimum. The second rule will go away quickly as we move to higher point values and proxying will become a necessity for both of us.

I choose the High Reclaimer over Amon Ad-Raza simply because I have more models that play better with the High Reclaimer. With Amon, I usually run a Revenger, Devout, and possibly Castigator or Guardian. I’m not saying these are bad options but I only own one Devout and not multiples that people usually run him with. With Bastions on the way, I can focus on a troop heavy build with the HR but I’m definitely going to put some jacks in list.

With that said, here’s our first game under the current rules.

bluecardinal’s 350

High Reclaimer 347/350 VPs: 15
Cleansers x 6
Temple Flameguard x8 with UA
Visgoth Rhoven and his Bodyguard
Gorman di Wulfe
Ruphert, Piper of Menoth

CptCalvinus here. My list was very basic since this is an escalation campaign and I don’t own many models. At 500, I’ll begin to proxy. I chose Stryker for the campaign because I have had zero success with him. He’s got one win on his record, but that was only because I was playing someone who was inexperienced. I’ve never beaten Phill’s Menoth with Stryker, which is odd, since he typically has a good reputation among Cygnar. So I figure the problem is in my tactics. That, and the fact that I like Stryker’s Epic form, made me choose to run a Stryker force opposed to the other three casters I run.

CptCalvinus’ 350

Commander Coleman Stryker 349/350 VPs: 13
Gun Mage Captain Adept
Long Gunners x 6

CptCalvinus wins the opening roll and decides to go first. Instead of typing out where we put our units, here is a nice picture to show you. Terrain setup is a shallow pond, two walls in the middle, a house on Cygnar’s side and a barn on Menoth’s side. There’s a funky looking orange plant in the middle as well. The GMCA is on the other side of the house.

Round One

He goes first and puts 6″ snipe on the Long Gunners, moves up both jacks and runs the GMCA. My turn, TFG move up and goes into shield wall, Cleansers move up, Rhoven & Bodyguard run to keep up with the TFG. Gorman advances and pops a smoke and HR moves up and puts down some smoke as well, pretty much covering my whole front line except for some guys on my right.

Round Two

He decides not to upkeep snipe on the Long Gunners, gives one focus to the Lancer, GMCA picks off a TFG, Lancer runs towards the GMCA, and Stryker gives him 5″ snipe. My turn, everyone advances, Gorman throws smoke, Ruphert sings Dirge of Mists for the Cleansers. HR drops smoke in front of the TFG but not the Cleansers.

Round Three

The GMCA moves back some and tries to pick off the Hierophant with flash fire, hits him but fails to do any damage thanks to the extra focus the HR has on him. The Lancer moves back towards the middle and Stryker casts earthquake on the Cleansers, knocking them all down along with Gorman. Long Gunners move up and take out all of the Cleansers.

HR gains six soul tokens, Ruphert sings March on the TFG giving them an extra attack, the TFG charge the Lancer and do considerable damage on him, taking out his spear and arcnode. The standard bearer uses his minifeat. Rhoven and company run up to within a couple of inches of the GMCA and the HR casts Ashes to Ashes on Guiss or Cassian with help from the Hierophant, I rolled 2 for the extra models and boosted the damage on the GMCA to take him out. HR throws smoke on his left side to protect him from the Long Gunners.

Round Four

He gives three focus to the Centurion, Centurion decides to trample through the TFG to get within melee distance of the HR. Centurion takes out 1 TFG and barely takes any damage from the free strikes. He buys another attack and boosts the attack roll, the HR is sitting on three focus and its dice +1 on damage. Odd enoughly, he rolls 3-threes on his attack roll and if he only had used Nemo, the HR would’ve been dust. He rolls a nine on damage and the HR takes ten damage. Stryker moves toward his Long Gunners and casts arcane shield on himself and pops his feat.

Gorman, who just avoided getting trampled, throws some black oil on the Centurion. I now decide its time to use the HR feat but before that, the HR puts a smoke cloud on the Centurion, dropping his mat to -1. I roll a 6 for bringing back troops and put 4 Cleansers in front of his Long Gunners and Stryker. HR moves out of melee with the Centurion and he rolls for his free strike, needing a twelve to hit. The first dice rolled is a 6 and I almost lost it, thankfully the second one was a 3. HR casts immolation into the back arc of one of the Cleanser and kills all but 2 Long Gunners with the explosion. They fail their command check and turn to head for the hills. At least they’re not on fire. 🙂 Stryker is set on fire and the TFG move up and hit him with a CMA, no damage but setting him on fire, again.

Round Five

At this point, I almost thought CptCalvinus would concede the match but low and behold, he almost pulled it off. Fire ends up staying on Stryker but doesn’t do any damage thanks to Arcane Shield. He moves Stryker out of melee with the TFG and with all 6 focus, the TFG fail to hurt him with their free strikes. I’m not sure if I’m able to CMA with free strikes so I’ll have to look that up.

With Stryker free from the TFG, he casted arcane blast on the HR and successfully hit him without boosting. At this point, I don’t think the HR was camping that much focus, maybe 2 or 3 at the most. He opted not to boost damage and did about 5 damage to the HR. He then casted arcane blast again and ended up missing. In looking back, I think if he would’ve boosted damage on the first try, he would’ve won. This left Stryker without any focus and out in the middle, ready to be charged by the TFG.

My turn, the TFG get march again from Ruphert and charge Stryker with two CMAs to dish out. He ends up biting the bullet to the TFG and all around it was a good game.

bluecardinal’s thoughts

I really like my list and if I’m not facing a lot of high armor, I think I can do ok. My models out numbered him by 2-1 and with the HR ‘s burning ash spell, my army was rather unscathed in the end. I’m going to be adding a favorite jack of mine to my 500 list and possibly another support solo. Rhoven and company did very little in the game besides being a deterrent. Gorman was pretty much a life saver in the end, and I can’t underestimate black oil. The Hierophant goes very well with the HR and can keep up with him just fine. It’s also nice that he can benefit from the extra focus the HR can get during a round.

CptCalvinus’ thoughts

I had the advantage of knowing Phill was bringing a infantry force before I made my list, but I still brought the Centurion. If I were to proxy, I probably would have swapped in a THead or Ol’ Rowdy, or perhaps a plain Ironclad. But the Centurion came in handy on the second to last turn when he trampled through the squad of TFG for a shot at the High Reclaimer. Trample is a tactic neither of us have used before, but it was pretty handy, especially since it was Stryker’s Feat turn and its armor was 26. The LGs were largely ineffective due to the HRs clouds. I can see why playing against a Trencher is so frustrating. The GMCA was great, and it was the first time I’ve really made use of his Flash Fire tactic. I threw five inches of Snipe on him. He is typically my Warpriest killer, but since Phill didn’t have a choir, I had so many targets to choose from! I should have focused on taking out Phill’s solos with him instead of trying to shoot the HR. Next time, Gorman, the Piper, and the Heirophant are primary targets.

For my next build, I’m going to see about filling in my anti-infantry support. As bluecardinal said, he outnumbered me 2-1 and it showed in how mobile his army was compared to mine. I’ll likely be adding a unit of melee troops and consider maxing out the LGs. Between the Lancer and Centurion, I should be able to handle any jacks Menoth might throw at me.

Overall, it was a good game. It got very intricate towards the end, requiring some tough decisions, which is always enjoyable. These kinds of games are why I enjoy this hobby.

Jacks and Beasts Never Rest

February 13, 2009 Leave a comment

My arch nemisis CptCalvinus and I, sat down on Tuesday night to play a little Jacks and Beasts Never Rest. Its a format taken from this year’s Templecon and I must say, this format rocks. If you don’t know what it is, its a 750 point game with two warcasters/warlocks and up to 750 points of Jacks/Beasts. Mercs are allowed as long as they can work for your faction. You can use one epic and win conditions are the same as Mangled Metal. Plus, you can have one warcaster not take any warjacks at all and play a super solo. This is rather risky because if the other one dies, its game over due to the warjacks being inert.

We did use a few proxies in this game if anyone is wondering about it. The Hunters were a Renegade and Talon while the Thunderhead was a Mangler. Thorn was a Repenter and my Avatar was a Crusader…

My mercenaries collection is relatively small, with only 3 jacks, 2 solos, and 2 warcasters. Broadsides is my caster of choice because he brings a different play style than my Menoth casters. I decided to pair him with Kreoss for a one two punch of knockdown fun!







I’ll try to keep this battle report shorter but can’t promise anything. I won the starting roll and opted to go first. I set up Kreoss on the left with the Avatar and Revenger up front and the Devout to his right. Bart was set up on the right with the Buccaneer in the middle and the Mule and Mariner up front.

He deploys Haley on my left and Nemo on my right. The two Hunters are on both flanks and he forgot about their double control radius so they don’t get deployed the full 22″, he’s a bit rusty after not playing for a while.

Starting off, I put retribution on the Avatar and protection of Menoth on the Revenger. All the jacks used a focus to run up save for the Devout. Looking back, I should’ve put ward on the Avatar to save him from being scrambled. Bart put Hotshot on the Mule and all the jacks ran up.

His turn now, he puts accelerate on the Centurion for 3 focus and ran the Centurion up. Both Hunters advanced the Nemo’s took a shot at my Buccaneer doing a good bit of damage and almost taking out the right arm. The Avatar was scrambled and was shot at by the other hunter doing minimal damage and I forgot what the Thunderhead did. I think he just moved up.

Bart upkeeps Hotshot, gives one focus to the Mule and one to the Buccaneer. The Buccaneer tangles up the Centurion and the Mule manages to critically devestate the Centurion and Lancer. Bart moves up and casts Broadsides and the Centurion gets critically devestated again! The Mariner moved up and was out of range of the one Hunter… Doh. Meanwhile, Kreoss doesn’t upkeep retribution but does upkeep protection of menoth. The Avatar activates and runs into a house. Kreoss cast immolation on the Hunter and misses the critical and does ok damage to it.

Haley gives three focus to the Thunderhead, two to the Hunter and one to Thorn. The Thunderhead moves up and shoots at the Avatar doing some good damage and it barely keeps its right arm. The Hunter shoots some more at the Avatar and does a little more damage. At this point, he was getting really bad attack and damage rolls. The other Hunter moved up and took a shot at the Mule doing some damage to it. The Centurion activated and was in melee range thanks to the Mule and the Devout got a defensive strike on him. Doing really good damage!! He gave four focus to the Centurion and thanks to defensive strike, missed all attack rolls. I think it was wrecked after this.

This is where I messed up, Bart activated before Kreoss and I didn’t get to take advantage of all the stuff that was going to be knocked down. The Mule moved up and missed a shot on Nemo, the Mariner moved up but wasn’t in base to base with Bart and just sat there. Kreoss went and popped his feat. The Avatar charged Haley’s Hunter and made it dissapear.

Both Nemo and Haley popped their feat and all my jacks took minimal damage from it. The Avatar shot a Kreoss and was able to sink in six damage points and Haley rolled snake eyes with scramble. The remaining hunter took a shot at Bart and did about five damage.

Bart moved up and popped his feat while the Mule moved up and was able to get in melee range with Haley and Nemo and missed hitting Haley. The Mariner moved up and whiffed on the Hunter and the Buccaneer missed his net shot on the one Lancer. Kreoss then casted lamentation and tried to beat up on Thorn a little but failed to do significant damage. The Avatar rolled for two focus and charged the Thunderhead. It did some damage but not what I was hoping for.

Haley gave three focus to the Thunderhead and moved to get out of feat range of Bart. The free strike disabled two arms but it still shot at the Avatar only to miss two times. Nemo camped his focus and waited for the beat down.

Bart gave three focus to the Mule and beat down Nemo. He ended up dying to a few couple of hits and then the Avatar charged Haley and made short work of her. In the end, the game was very fun but I don’t think I would’ve done so well if his rolls were even a tad bit better. We did have a visitor come and heckle us during the match….

And the heckler!!!!

Some thoughts after the match. This was the first time we used timed turns and they were set to 12 minutes. Neither of us broke the time limit but we did come close at times. Order of activation seems like the most problematic for me but I am getting better at it. I tend to get engrossed in the battle and forget to plan during my opponent’s turn.

Categories: Battle Report

Reznik survives….

February 10, 2009 Leave a comment

Its that time to post my battle report from Saturday and I must say it was a grueling match. I ended up dropping the Deliverers and added a Paladin and Bosun Grogspar for a little more punch. Here was my final list:

Reznik 741/750 VPs: 28
Bosun Grogspar
Paladin of the Order of the Wall
Full Choir
Flameguard Cleansers 6
Temple Flameguard full unit with UA

My opponents List

Stryker 739/750 VPs: 26
Stormsmith x3
Black 13th
Precursor Knights full unit with UA
Sword Knights 8 with UA
*Jack Marshaling a Iron Clad

I had changed my Deliverers out before we rolled for scenario and this helped out a lot because we ended up rolling “Mudslide” for the scenario. My opponent made up his list after we had rolled for scenario. I didn’t mind because I wanted to see how well I played against a list specific for the scenario and how a run of the mill, fun list would do.

My opponent won the starting roll and opted to go first. He deployed his Sword Knights in the middle towards the right and the Precursor Knights in the middle to the left. The two Lancers were on both sides of the two units. His Ironclad was behind the one Lancer next to the Sword Knights. Stryker was behind both units with the Squire next to him.

Side note, I’m really going to have to come up with a nickname for the squire because I see him all the time now. Toaster might be a good one, considering I’ve managed to get him on fire the last couple games and that tends to destroy him/she/it….

The last of his army consisted of the Black 13th lining up on the far right with Gorman behind them. The remaining Stormsmiths lined up on the right and two on the left and Strangeways parked behind the Ironclad.

My army had the Castigator in the middle, Revenger to the right of him, Repenter to the left of the Castigator, and the Devout behind the Castigator, next to Reznik. I deployed the Flameguard to Reznik’s right, Cleansers to his left, and Ruphert next to the Flameguard. Bosun was on the far right flank and the Paladin was behind the Cleansers.

The first turn pretty much everyone walked up or ran depending if they were going into shield wall. I do believe the Sword Knight guy tried to drive the Ironclad and failed his command check and had to hang back by the Jack. Some arcane shield was casted on the Precursor Knights (we both forgot they can’t be targeted by spells).

My turn saw me running up all my jacks save for the Devout and Reznik casting Zealot’s Rage on the Castigator. All of my infantry ran up as well and Ruphert sang Heroic Call for the fun of it. I was trying to get the Castigator to attack the Precursor Knights because I knew the Sword Knights would wreck him quick. What I didn’t realize was the Storm Knights didn’t have CMA or reach and could’ve used combustion on them.

His turn he moved up everyone and ran the Stormsmith on my far left up almost across the mudslide. He then cast earthquake on the flameguard and that triggered witch hound so the Castigator and Repenter moved forward. The rest of his army moved forward and was a brick wall right in front of the mudslide.

My turn saw me advance my guys up and the Repenter took a shot at the Precursor Knights but came up short. The Castigator ran forward again and the Revenger ran up as well. I tried to Brand the Precursor Knights and that’s when we remembered they can’t be targeted by spells. The Flameguard advanced ( should’ve ran ) with March from Ruphert and used Iron Zeal. They were at the begining of the Mudslide about to take on the Ironclad and the Black 13th were within firing range. Bosun moved up trying to get in melee range of the Black 13th to tie them up for a round. I totally forgot about the Stormsmith triangle ability and didn’t bother with the one Stormsmith on my left flank. I thought he was going for my wrack.

It was his turn now and he showed me just what that triangle ability does. He managed to wipe out all of my Cleansers, which were going to be handgrenades, and killed my Paladin as well. I wasn’t expecting this and it was really well played. He almost won the scenario with the one Stormsmith on my side of the board but my Castigator was barely on his side. His Black 13th shot and killed Bosun and he survived with one tough roll and then died to the other. Ryan managed to get off Mage Storm and it wiped out 4 of my Flameguard. Stryker moves up behind the Precursor Knights and Sword Knights, chills on 6 focus and pops his feat.

I was in desperate need of trying to get someone across the board to stop the win condition. I decided to not upkeep zealot’s rage and Reznik gave two focus to the Castigator and kept the rest for himself. The Choir sang infuse and the Castigator went up threw the one Lancer over the Precursor knights onto the Squire. With Stryker’s feat up, the throw didn’t do much damage at all. The Repenter moved up and sprayed some Precursor Knights and was able to get the Lancer and Squire in it as well. He did two damage to the Squire and one to the Lancer. The Repentor sprayed at the Lancer and caught it and the Squire on fire but didn’t do any damage. Reznik casted Zealot’s on himsel, then Hate Monger, and managed to charge a Precursor Knight and kill it. I then popped my feat so the Lancers wouldn’t do anything and this wasn’t such a good move because my turn was basically over.

I was sitting with zero focus and Stryker behind some barbed wire. Thankfully, Reznik was engaged still in melee range with reach and helped out on his defense against ranged attacks. The fire managed to destroy the Squire but went out on the Lancer. He then swarmed Reznik with his Precursor Knights, popping their min feat and beat him up pretty good, getting him down to 7 wounds. He forgot about the push back ability and probably would’ve won the game due to it. The Sword Knights demolished the Revenger and the Black 13th moved in toward Reznik on his side of the board. Stryker chilled out and kept his 6 focus.

Reznik activated and kept all 6 focus and then disengaged with the Knights and went over towards Stryker. Stryker was less than 3 inches away but not in melee range and Reznik was in rough terrain, so no Zealot’s rage. The free strikes did nothing with him camping focus and he walked over towards Stryker hanging back behind terrain that gave him some more defense. I cast Hate Monger, rolled a 1 for initial attacks, needed a 11 to hit, boosted hit and damage, hit and then did 6 damage. I used my last focus for a desperation attempt to kill and missed the melee roll.

Reznik survived due to a Devout taking out a Sword Knight with defensive strike and Stryker rolled really poorly on his damage hits against Reznik. Now Stryker was sitting on no focus in Melee range with Reznik. I casted Hate Monger and rolled another 1 for initial attacks but did 14 damage on the first hit. After that, I bought another attack, boosted, and then Stryker was wracked.

In the end, it was a great game and very fun. In the future, the battle reports won’t be so long and I hope to add some pictures.

Categories: Battle Report, Lists