flogger
Junior Strategist
Posts: 296
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Post by flogger on Aug 29, 2018 8:47:22 GMT
Yeah it's a shame Farrow is so under appreciated. Hoping for the CID to make them great again!
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Post by shortcutbacon on Aug 29, 2018 17:36:14 GMT
Yeah it's a shame Farrow is so under appreciated. Hoping for the CID to make them great again! It will be a glorious day indeed. On the notion of wish lists Id love to see a resculpt of Carver and Helga as it currently stands carver looks like a runt when standing next to plastic brigands. Half tempted to make a conversion.
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sean
Baby's First Wargame
Posts: 7
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Post by sean on Aug 29, 2018 20:06:05 GMT
Agree that there’s a depressing lack of farrow at WTC this year. I was so so close to taking Carver and now feel slightly ashamed there are no pigs (apart from Rorsh) my pairing. :-(
What team are you on Azahul? See you there!
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Post by Azahul on Aug 30, 2018 23:52:40 GMT
Agree that there’s a depressing lack of farrow at WTC this year. I was so so close to taking Carver and now feel slightly ashamed there are no pigs (apart from Rorsh) my pairing. :-( Rorsh and Brine have been doing exemplary work holding up pig representation for all of Mark III, at least. What would the Carver list have been? I've got some lists I really like with him but they're just not particularly suitable into the current meta I feel. What team are you on Azahul? See you there! I can't be that hard to find, I'm literally at the top of the list of teams! Well, third from the top. I'm on Team Australia Wobbegong. What about you? We'll need to be sure to catch up over the weekend.
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Post by Azahul on Aug 31, 2018 0:02:20 GMT
Yeah it's a shame Farrow is so under appreciated. Hoping for the CID to make them great again! ...again? Honestly, playing Midas has made me appreciate just how ballistic pig infantry kind of are just on their own. They're right up there in terms of accuracy and hitting power. They're just slow and easy to kill. Feels like a glass cannon that never gets a chance to fire before shattering. Not helped by Thornfall Alliance being a pretty terrible theme force. I still hold to my pet theory that Commandos were originally designed to gain Smoke Bombs from the theme force because it's the only way I can reconcile their abilities on release (right down to Prowl in a faction that pre-Battle Engine CID had no way to actually give them the clouds they wanted short of shooting them with Splatter Boars). It's particularly bad because their design space basically guarantees that Brigands will never get back the Advance Deployment they need to make Dig In a useful ability, because goodness knows it's the only thing the Commandos have over Brigands. An advantage that the Thornfall Theme Force doesn't even want them to use?
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Post by Azahul on Aug 31, 2018 0:42:12 GMT
Anywho, quick battle report time. I played Arkadius into the following Haley 3 list: Haley -Triumph -Grenadier Min Trencher Infantry Min Trencher Long Gunners -UA Express Team Express Team Lady Aiyana and Master Holt -Murdoch Hitch Trencher Master Gunner Trench Buster Trench Buster Patrol Dog Ragman Blockhouse Deployment My opponent won the starting roll. I grabbed a table side with all the defensive terrain (Trench, wall, forest) to lurk behind. My opponent deployed Triumph and the Haleys to the right of his Blockhouse, the Long Gunners to the left, so I skewed my deployment to put all my War Hogs opposite Triumph. The Mist Speaker went out on the far left so that I could theoretically race it up to my opponent's flag for a turn two scenario win. My objective grants Pathfinder, his heals. Darius is being used to represent a second Trench Buster, the house is the Blockhouse. Cygnar Turn 1 Haley gave the Trencher Infantry Tactical Supremacy, summoned her Echos, and cast Temporal Distortion. The Trenchers advanced and dropped smoke. The Express Teams on the far left used Cautious Advance, the Long Gunners all ran into a Blockhouse Trench. Pigs Turn 1 Instead of running the Mist Speaker, I saw an opportunity to get rid of a bunch of Trenchers (or, because I'd spaced and forgotten what a Blockhouse actually did, an opportunity to give my opponent a chance to use Reinforcements early on). I had Arkadius put Forced Evolution on a right flank War Hog, Guardian Warbeast on himself, and Raw Adrenaline'd the left flank Gun Boar. The Mist Speaker gave Guidance to that Gun Boar. It ran up, Targ used Ancillary Attack, it killed a couple of Trenchers through the cloud. Everything else ran up, lurking outside the Blockhouse's range, and Kwaak gave Enliven to the exposed Gun Boar and one of the War Hogs. Cygnar Turn 2 I was hoping my opponent would brain fart and trigger Enliven on the Gun Boar before the Blockhouse activated, but after missing his Triumph shot, upkeeping Echos and Tactical Supremacy, and so on, the first thing to happen was his Master Gunner buffing up his Blockhouse which then knocked down the Gun Boar. He ended up killing the Gun Boar with a mix of different shooting and taking about half the health off the unbuffed War Hog. An Express Team knocked it down as well, and left it Grievously Wounded with a crippled mind. All bar one of the dead Trenchers came back into play. The Haleys spread out with Temporal Distortion up. Pigs Turn 2 Ok, because of what I'd done with the Mist Speaker I wasn't going to be able to score my opponent's flag. That meant my best case scenario was to go to 4 CP this turn, which would at least give me a shot at winning next round. I could walk my War Hog with Forced Evo over a wall, overtake off a Trencher, and kill his objective without needing to worry about the clouds. Hutchuck ambushed in and tried to hit Aiyana in the back, needing an 8, and missed. Razor Boars ran out onto the flanks to serve as contesting piece. Gorax on the right Primal'd the Forced Evo'd War Hog (a tough call that one, but I figured the accuracy boost to basically guarantee I'd kill the Trencher was worth the trade off since I'd undoubtedly lose the War Hog anyway next turn). Gorax on the left ran up. Arkadius edged over, but I decided it was too risky to move far enough over to Raw Adrenaline both Road Hogs so I just settled for the closest one. I feated my models up, the Razor Boar forcing a Tough check on the Patrol Dog on the left and the one on the right missing its charge on Holt. The Gorax on the left frenzied into an Express Team Gunner, who Toughed. Ok, down to business. My fully buffed War Hog moved up into the Trencher. Remember how I decided to Primal so I'd be able to hit the Trencher reliably? Missed every boosted 7. Failed to kill the Trencher. Blegh. My other War Hog, missing his mind, Bulldozed the remaining contesting models away from the flags. I think he may have actually killed a Trencher with some of his attacks as well, which was almost tragically funny. Kwaak ran onto my flag, Targ ran onto the central one. Over on the left the Raw Adrenaline spray killed a decent mix of Long Gunners and left the other Express Team toughed and on fire. I tried to kill the engaging Long Gunner so that I could Overtake and Sprint, but couldn't hit that one either. My other Road Hog moved up and killed the Patrol Dog and Express Team Gunner the Razor Boar and Gorax had forced to Tough. The War Hog over on the right is actually where the red proxy base is. I scored my zone and two flags, making the score 3-0 in my favour. Cygnar Turn 3 None of the fires went out, but basically every model had used Rise to stand and then passed their Tough check. My opponent then had to choose between running his Trench Busters, as the only available solos, to score the flags or using them for attrition. Opted for the latter. Haley upkept her Echos. The Murdoch-Aiyanna-Holt team killed the Razor Boar who had attacked them and did one damage to Hutchuck. Ragman moved up and used Death Field. The Haleys Feated and killed one of the War Hogs in their zone. The Trench Busters and Long Gunners killed the Road Hog who had gone in with the Raw Adrenaline spray. The Grenadier killed the half-health War Hog. Triumph killed Targ with his Sentry shot and Kwaak with his activation shot. Hitch ran onto my opponent's flag. I scored my zone, my opponent scored his and his flag, so the score was now 4-2. Pigs Turn 3 My opponent had burned his clock down to just three minutes, while I had about 25, so I had a clear win condition to play for. I then managed to lose about ten minutes of that clock trying to find a clean scenario win. Unfortunately I needed two flags, and the one on the right could only be reached by running Arkadius. The centre flag was contested by the Grenadier, and I didn't have a line to slam it with the Gorax and it would take all of Arkadius's buffs to make the Gorax killing the Grenadier possible. In the end, after all my agonising, I decided to try and kill the objective instead. The Road Hog went for a charge on a Trench Buster and an assault spray, knocking it down to 9 boxes. My Gun Boar shot the objective, was Shield Guarded onto Triumph, boosted blast damage on the objective and did nothing. I played it safe, kept Arkadius and the Mist Speaker where they were, moved the Witch Doctor so it could run to score the far right flag, and put the Gorax into the opposing zone. I scored my zone, so the score was now 5-3. Cygnar Turn 4 I had maxed out both my Gun Boar and Road Hog, and then Maltreated the Gun Boar, so I only had two light Warbeasts as transfer targets. With his three minutes remaining the Haleys moved in to attack both of them. They left the Gorax on four boxes and the Gun Boar on one. Triumph moved up and shot at Arkadius, did a negligible amount of damage. My opponent clocked out. Jeeeez. Dice did not go my way in that game. Still, going second on Mirage never feels that bad. I doubt I'd have had any chance of clearing the left flag with what I had on my second turn, but had I positioned my Mist Speaker correctly and the War Hog hadn't entirely failed to roll boosted 7s to kill the Trencher and get into the objective then I'd have had the option for a quick turn two win.
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Post by gromthepaunch on Sept 22, 2018 7:28:54 GMT
What is a good substitute for Kwaak and Gub?
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Post by Azahul on Sept 22, 2018 7:40:24 GMT
What is a good substitute for Kwaak and Gub? What do you mean? I had been using two Bone Shrines, but I've considered Eilish. I really liked the Bone Shrines, but I came to the conclusion that Kwaak and Gub were a bit more consistent.
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Post by Azahul on Oct 24, 2018 0:13:17 GMT
So I've spent the last couple of weeks post-WTC gallivanting off around Europe. Had all these odd ideas for tweaks to the Midas list that I wanted to test... until Mire got announced and now I just can't wait to drop Midas from my pairing Having run basically the same lists for all of this year to prep for the WTC and with a major potential shake-up to Farrow list-building on the horizon, I instead decided to do something a little funky at the game night last night. The paint job isn't really finished, but eh, I'm no great painter anyway and it was good enough for tabletop. So, the list I ran was as follows: Bethayne the Farrowfiend -War Hog -War Hog -Road Hog -Road Hog -Battle Boar -Razor Boars -Razor Boars -Soul Slave Dahlia -Skarath Witch Doctor Lanyssa Bone Shrine Bone Shrine My opponent was playing Ashlynn in Llaelese Resistance, running the following: Ashlynn -Nomad -Nomad -Nomad -Sylys Stormblades -UA -3 Storm Gunners Max Trencher Infantry -UA -2 Grenadiers Thorn Gun Mages Anastasia Gorman Ragman Gibbs Gastone -Talon Deployment My opponent won the starting roll and I gave him the side with the Burning Earth to play around. We ended up with his Nomads on the right, infantry on the left. I had to decide between giving Skarath the side with the infantry to prey on or the side with the wood to hide in and plumped for the latter. His Trenchers and Gibbs went down in the middle to screen the rest of his army, and I placed one Bone Shrine conservatively behind the forest to protect it and the other wide out on the left to pressure him into spreading out to deal with it contesting. Mercs Turn 1 Ashlynn cast Chosen Ground and put Quicken on the Trenchers. The Trenchers advanced and used Cloud Wall. Everything ran up behind them. Pigs Turn 1 The left flank Bone Shrine was probably a little bit too far out for my own good. If it had been a bit closer I could have got Dog Pile onto one of the Nomads early. Ah well. Instead Bethayne cast Escort and camped the remainder and I ran my stuff up. Dahlia cast Haunting Melody on herself and Mist Walker on Skarath. Mercs Turn 2 The Trenchers advanced, took a few pot shots at my Warbeasts, and Cloud Walled again. Everything moved up behind them. Admonition went on one the Nomad out on the left. Anastasia and Gastone killed the Bone Shrine on the left. Pigs Turn 2 I decided to go for a pretty aggressive Feat this turn. My Battle Boar Primal'd one of my Road Hogs, who walked up into the cloud and machined his way through a whole lot of Trenchers in melee until he ended up outside of my control area. The other Road Hog advanced into the cloud and sprayed down a couple of Stormblades. The Soul Slave moved up and hit the Nomad on the right with Disintegration, taking 1 damage from the Mental Force. Dahlia cast Mist Walker on herself and camped on the edge of the forest, while Skarath charged the Disintegrated Nomad on the right to allow me to spray out across a couple of Trenchers and a single Stormblade with the Gunfighter spray. The War Hog on the right then walked up and destroyed the Nomad, Overtaking back a little into the zone. Bethayne then activated, walked up and Feated. I only got one melee attack (from the Road Hog who had used Overtake to end up outside of Control), but the Sprays did a fair bit of work killing about six Stormblades and two Trenchers between them. I scored my zone, making the score 1-0 in my favour. Mercs Turn 3 Ashlynn Feats and moves up. Ragman casts Deathfield over on the left flank, giving it to the left Nomad. That Nomad charges and killed the un-Primal'd Road Hog. The contesting Razor Boar is killed by some Trenchers. The Stormblades kill the second Road Hog. The Nomad out on the right kills Skarath after Gorman supplies a Black Oil. The Thorn Gun Mages contest my zone and push my War Hog around a little. I forgot to take a picture. My opponent scores the left zone to make the score 1-1. Pigs Turn 3 I focus my attention on the easy to hit Nomads. Bethayne backs up a bit to be outside of Ashlynn's Feat and kills a Stormblade with her spray. She Primals the left flank War Hog and hits the right flank Nomad with an unboosted Disintegration, leaving her camping one Fury. The Soul Slave comes over and Disintegrates the other Nomad, taking three damage. The Battle Boar comes forward and Primals my other War Hog. Both Nomads die to the War Hogs, with the one on the left proceeding to Overtake through most of the remaining Stormblades. Lanyssa comes forward, outside of Ashlynn's Control Area, and tries to Ice Bolt Ragman but misses. Dahlia, with Haunting Melody up, runs to contest. I score the right zone to make the score 2-1. Mercs Turn 4 Ashlynn burns all her Focus to kill the right-flank War Hog. Ragman plus her remaining infantry comfortably kill the left-flank War Hog. Gastone shoots Dahlia dead, Anastasia misses Lanyssa but a Trencher CRA finishes her off. I forgot to take a picture. The right-hand zone is contested by the last Thorn Gun Mage and my opponent scores the left zone to make the score 2-2. Pigs Turn 4 Bethayne receives Shadow Walk from the Witch Doctor. The Battle Boar, my last Warbeast, riles three times and runs into the forest. She charges Gibbs, hits him, kills him, Side Steps off so that she can see Ashlynn and the Battle Boar, forgets to use her Quick Work spray, uses Absorb Flesh on the Battle Boar to reeve its Fury and rolls a 6 for additional Fury, then kills Ashlynn with a couple of boosted Disintegrations. Got a bit lucky with the assassination run there. Bethayne was pretty fun to play, and being able to just walk 7" with a War Hog (or 9" with a Road Hog) felt awesome. That said her Feat feels fairly lacklustre on basically all the Warbeasts save Skarath, who can at least get 3d6 on his attack rolls out of activation, and when she has all these debuffs and threat extensions her wanting to activate after her Warbeasts have set up for the Feat is fairly sub-optimal. It's not like pigs are tanky enough to absorb an alpha and use the Feat for a counterpunch, where your opponent might have lined himself up for you. Still, the assassination run is pretty fun. She's got a lot of fun tools, oodles of attacks and Fury, and if she were only Fury 7 for that bit more accuracy I'd probably consider her a legitimately great 'caster. With Lanyssa in the list her threat ranges are almost on par with Arkadius's, and you can do some pretty funky things like running a Ghostly Skarath up to the opposing 'caster and Feating to Paralyse them before shooting them with the rest of the army.
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Post by Azahul on Oct 24, 2018 1:13:18 GMT
So after this game my opponent asked if I wanted to try out one of the list concepts I'd been thinking over as a potential pairing for Arkadius once Mire was released. We decided to proxy up Mire and a Dracodile for a Sturm and Drang list, and ran Mire as a Speed 5, Def 12, Arm 14, 5 box, Fury 4 small based lesser Warlock with Amphibious and no spells, and costed him at 6 points. Reasonably hopeful that no matter what his rules come out as, they'll be a buff on that... He played the same Ashlynn list, while I ran: Sturm and Drang -War Hog -War Hog -Battle Boar -Battle Boar -Soul Slave Dahlia -Skarath Mire -Dracodile Eilish Orin Mist Speaker If Mire comes out at 5 points or less I'm strongly considering Brun and Lug instead of one of the War Hogs, but the exact list composition is obviously greatly subject to change spending any good spells on Mire's part. Deployment We played the same table set-up again, with him getting first again. His set-up was basically the same, although the Nomads were all a little more centrally placed this time. I set the Dracodile on the left and Skarath went out on the right again, although this time my plan was to try and bully infantry in the centre with Skarath by running him up behind the central forest. Mercs Turn 1 Ashlynn cast Chosen Ground, put Quicken on the Trenchers. Stuff ran up, the Trenchers cloud walled. I forgot to take a picture. My opponent did forget to Reposition his Trenchers after Cloud Walling, but it's not like there was anything in range for it. Pigs Turn 1 Polarity Shield went on the Dracodile, Vision on Skarath, and Sturm cast Deceleration and walked forwards. His four Warbeasts ran up to form a Shield Guarding wall in front of him and the solos. The Soul Slave TK'd Sturm a little further forward for next turn. The solos all moved up behind the Shield Guards. Mist Walker went on Skarath again and he ran into the forest on the right again. Dahlia gave herself Haunting Melody and she and Mire both hid in the Trench. Mercs Turn 2 My opponent considered looking for an assassination on the 0 camp Sturm and Drang, until I reminded him about the Shield Guards. The cloud wall crept forward, and there were a few pot-shots taken at the Dracodile for a total of 4 points of damage with some very high dice (I think the Storm Gunners were rolling at dice-10? It was pretty absurd). Pigs Turn 2 Sturm stays in control. The Mist Speaker gives Guidance to the Dracodile. I had to move some of my beasts around, wasting a few activations including a TK from the Soul Slave, to give the War Hog on the right a line on the Nomad on the right and to open a path for Eilish. Eilish stripped Quicken from the Trenchers. The Battle Boars Primal'd the War Hog and it killed the lead Nomad. The Dracodile charged through the cloud, catching two Stormblades in the spray. It hit one and missed the other, then killed just one Trencher in melee. I basically couldn't roll above a 6 on my initials to hit until the tail swing, and I didn't want more than 2 Fury on the Dracodile so that I could have Mire stay on 2 camp. Orin tried to kill the Trenchers contesting my zone by bouncing a shot off the War Hog but only got one leap, not the two he needed. Skarath just killed the contesting Thorn Gun Mage in the right zone, and I had to run a Battle Boar to contest the left zone. Mire just spends a couple of Fury to heal some of the damage on the Dracodile. Mercs Turn 3 Ashlynn allocates most of her Focus to the remaining Nomads, then activates and Feats. Ragman tosses up his Deathfield Aura. One Nomad tramples up to the Dracodile and buys two swings, doing a ton of damage with two very good damage rolls. The other Nomad kills my Primal'd War Hog. The Stormblades mostly just shoot the Dracodile, the shots bringing it down to below half health. The Talon, with two Focus from Gastone, charges the Battle Boar and again the damage rolls are strongly in my opponent's favour, allowing him to kill the boar. The Trenchers snipe out Eilish and try to scatter some Grenadier AOEs onto Dahlia without any luck. I forgot to take a picture. My opponent scores the left zone to make the total 0-1 in his favour. Pigs Turn 3 Sturm stays in control. He moves over, out of Ashlynn's Feat, and TK's the Nomad around. He casts Deceleration on himself and Feats, then Feats to camp one Fury. The War Hog walks up to the TK'd Nomad and kills it, Overtaking back to within Shield Guard range of Sturm. Orin kills the remaining Thorn Gun Mages with a Chain Lightning. Skarath sprays the Grenadiers dead, and the Dracodile stands where it is and kills the Nomad engaging it, and with a claw that couldn't go into the Nomad in the first place it kills Gibbs. Mire spends three Fury healing the Dracodile so that he'll be able to leach its Fury off next turn. I run the other Battle Boar to contest the left zone and engage the Talon and a couple of Trenchers. I score the right-hand zone, bringing the score level at 1-1. Mercs Turn 4 Ragman uses Death Field again. The Stormblades make a mix of melee and ranged attacks on the Dracodile, again rolling pretty consistently high for damage and dropping it down around 15 boxes. Ashlynn comes in and burns all her Focus to leave it on 3 health. Gastone shoots it twice, the first time failing to break armour, the second time killing it. The Talon attempts to headbutt the Battle Boar engaging it, misses the attack. The Trenchers survive free strikes to disengage and all charge off to kill the Soul Slave instead, with a couple of them attacking Sturm. No scoring takes place. Pigs Turn 4 I swap to Drang. Skarath comes over and kills a single Stormblade in the way, giving me two to Overtake through for my War Hog to get to Ashlynn (Pathfinder provided by the objective). Drang Primals the War Hog and contents himself killing some Trenchers, even throwing out an Obliteration that kills a couple of the remaining Stormblades. The War Hog then chews his way through two Stormblades, boosts an attack into Ashlynn, hits and boosts damage and kills her. Interesting game. I think dice were a pretty massive factor in my opponent killing the Dracodile, he got a lot of damage onto it that I wasn't expecting just by scoring a lot of sixes. That said, I think I didn't really have to go for the assassination on my last turn. The Battle Boar could have comfortably murdered almost his entire army by just berserking through them all, and then I still had two heavies in reserve. The only problem I was facing was that I was starting to run out of contesting pieces for the left zone, but I think that was largely a deployment issue for me. I'd placed the Dracodile out on the left intending for it to toe both zones, but then my first turn run placed it somewhere where it wasn't truly threatening that zone and it allowed my opponent to place a Nomad somewhere where he could bully it away. I think putting Sturm's battlegroup on both sides of the Dracodile is probably a good idea.
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Post by Azahul on Oct 24, 2018 1:40:58 GMT
I had time for one more game, so I used the same list/rules into a Crucible Guard play running: Syvestro -Vulcan -Alyce Max Assault Troopers Max Storm Troopers Max Rocketmen -UA Dragonbreath Rocket Dragonbreath Rocket Trancer Trancer Trancer Trancer Engineer Deployment I won the starting roll, and this time I was the one dealing with burning earth in front of my deployment zone. I took my advice from the end of the last game and set up my Battle Boars and War Hogs in pairs on either side of the Dracodile, with Skarath again planning on rushing down the right flank. My opponent put his Assault Troopers on the right, the Storm Troopers on the left, Rocketmen in the centre, and the Vulcan opposite the Dracodile. Battle of the Titans, here we come. Pigs Turn 1 I run everything forward pretty aggressively. Sturm puts Polarity Shield on the Dracodile, Vision on Skarath, casts Deceleration and charges. I opt to run the Soul Slave Turn 1 instead of using TK on Sturm for a bit more board presence on Turn 2, a decision I later regretted. It wasn't like the Soul Slave needed the additional board presence itself, since there weren't any good TK targets in my opponent's army. Crucible Guard Turn 1 Syvestro casts Transmutation on the Assault Troopers, Admonition on himself, and walked up and placed his cloud. The Rocketmen advanced in Defensive Action. The Dragon's Breath Rockets tried to shoot the Dracodile and were Shield Guarded away. The Vulcan tried to shoot the Dracodile and its shots were Shield Guarded away as well. Without boosted damage rolls and no Withering Humours they basically bounced straight off the War Hogs. The rest of the army ran, with the Trancers jamming hard. Pigs Turn 2 I killed the Trancers with a War Hog and Orin, and the Soul Slave TK'd Skarath forward. Dahlia received Pathfinder from the objective, camped four and ran to the far end of the zone so that she'd be covering the Assault Troopers in her control area. I Primal'd Skarath with a Battle Boar and he charged in and munched his way through three Assault Troopers quite happily. Sturm casts Decel, most of my beasts stuck themselves behind the forest, and the Dracodile came forward and sprayed the Vulcan for about 5 damage and applied Blind. Crucible Guard Turn 2 Syvestro loaded up the Vulcan. Alyce provides it with Eyeless Sight so that it can ignore Blind. Syvestro activates, walks up to the Vulcan, uses Super Fuel to make it Speed 8. He Feats, and Revives a single Assault Trooper. The last Trancer, over on the left, slams my War Hog away from the Dracodile so that I really only have one Shield Guard (one of the Battle Boars was base to base with the Dracodile for... some reason). He then brainfarts just as bad as I did and instead of shooting the Dracodile with both Dragonbreath Rockets to chew through my Shield Guard, he has the one on the left shoot the knocked down War Hog. The other rocket tries and shoot the Trancer to scatter the shot onto the Dracodile but the scatter goes wide. The Shock Troopers shoot up the knocked down War Hog and leave it with about 6 health left in Spirit. The three Assault Troopers do a run/charge, but only one can actually see Skarath and charge him and Vision cancels out the damage roll. The Rocketmen try and shoot Dahlia off the table and eat their way through three transfers, doing a bit over half of Skarath's boxes in transferred damage. The Vulcan, finally, walks into melee with the Dracodile and does maybe 30ish damage, failing to cripple anything. Pigs Turn 3 Skarath Frenzies and kills the engaging Assault Trooper. I swap to Drang for the second time in two games. He casts Killing Ground, heals the left flank War Hog, and camps two. The Soul Slave TK's a Battle Boar forward and out of the way. The rear Battle Boar Primals the central War Hog. That War Hog then charges the Vulcan and removes about 2/3rds of its grid. The Dracodile finishes it off and kills the last Transfer. Eilish gives the remaining Battle Boar Puppet Master, it Primals itself and gives itself Adrenalize and berserks its way through about five Rocketmen and an entire Dragonbreath Rocket unit. The War Hog on the left kills the objective and four Shock Troopers. Orin tries to clear the right zone but needs 3 bounces, only gets two, killing two more Rocketmen. The Mist Speaker uses Influence on Gorman to Acid Bomb another Rocketman, also doing some damage to my own objective and corroding it. I score the left zone, my zone, and having destroyed my opponent's objective I bring the score to 3-0. At this point my opponent concedes, not seeing any way to deal... well, anything with what he has left on the table. I can't help but feel that Transmuting the Rocketmen and having them Defensive Action every turn may have been the better tactic, since I would have really struggled to kill them. That said, forcing me to Primal Skarath did cost me a turn of work into the Assault Troopers. Once they're down, the Vulcan is dead, and Syvestro's Feat is gone he's basically out of models to finish off the Dracodile, although a bunch of Rocketmen could probably finangle some real damage into Mire. Anyway, it's an interesting list to play and I'm still working my way through the positioning kinks. The older version of this list, with a Meat Thresher, was a lot more generous in that respect since you could TK the Meat Thresher around the place. In this version I have to be a lot more cognizant of things like the Dracodile's facing should it go for a charge, since I won't be able to move it around afterwards to prevent opposing models from getting into the back arc. Really looking forward to running some variation of this once Mire actually has rules, although in this version it was almost like the Dracodile had some kind of Hyper Regeneration with it healing 1-3 health every round.
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Post by slaughtersun on Oct 24, 2018 10:45:11 GMT
When you say proxying Mire...do you have rules for him? Was there a release im not aware of? Thank you
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Post by Azahul on Oct 24, 2018 11:04:04 GMT
When you say proxying Mire...do you have rules for him? Was there a release im not aware of? Thank you Like I said at the start of the first report, we took a wild stab at what we felt were likely to be rules he would have. No spells or special rules, just a slowish easy to kill small based solo with Fury 4. It wasn't to test Mire, it was to test out what access to a Dracodile (without needing to fork out for Wrongeye and Snapjaw) could do for Sturm and Drang.
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Post by slaughtersun on Oct 24, 2018 11:23:03 GMT
When you say proxying Mire...do you have rules for him? Was there a release im not aware of? Thank you Like I said at the start of the first report, we took a wild stab at what we felt were likely to be rules he would have. No spells or special rules, just a slowish easy to kill small based solo with Fury 4. It wasn't to test Mire, it was to test out what access to a Dracodile (without needing to fork out for Wrongeye and Snapjaw) could do for Sturm and Drang. Being sick clearly doesnt help my already low reading comprehension ^^
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Post by apoc2148 on Oct 24, 2018 11:36:59 GMT
In your last game with Sturm and Drang, you switched to Drang and then used the soul slave to TK a model. Would the soul slave still have access to sturm's spells even though Drang is the "active mind"?
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