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Post by charlzheimer on Oct 3, 2019 7:55:47 GMT
now that the void archon his stats have been revealed i am kind of curious. what role does he serve in your list plans? he seems like a SOLID assasin piece but other then that i'm not really seeing it.
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Post by Azahul on Oct 3, 2019 8:50:48 GMT
He's replacing Mire and the Wrastler, and brings an additional 4 point solo (in this case the Witch Doctor I've currently dropped). So the Arkadius list ends up looking like:
Arkadius -War Hog -War Hog -Road Hog -Road Hog -Gun Boar -Gun Boar -Gorax -Targ Bellows Crew Void Archon Void Archon Kwaak Hermit Boomhowler2 Witch Doctor Gobber Chef
In essence, the Void Archons provide almost the same level of damage buff as Mire. They are harder to apply, but unlike Mire and the Wrastler they are able to keep up with and contribute to the attrition game of Arkadius during early turns. In addition, they give the list stronger early game skirmishing power. I've already found that with large pieces of relevant terrain for Road Hogs to sprint behind and with Gun Boars chipping away at range, a large number of lists struggle to force Arkadius to Feat/commit until they've been properly softened up. Void Archons are powerful skirmishing pieces, able to toss out a very strong spray and back up 8" afterwards. And of course, finally, they add anti-Tough/healing to a list that has historically had to smash through such abilities with brute force.
They're also just fun. Like, this doesn't really get brought up as a metric too often, but I played a few games with Void Archons in CID and they're honestly just entertaining. Super mobile and always relevant. Move here, punch this, teleport there, spray that, apply a debuff for the rest of the army to benefit from. They're like having a model with Arkadius's Feat on every single turn of the game, reaching deep into enemy lines and sowing absolute havoc.
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Post by galiman on Oct 3, 2019 18:38:52 GMT
So for once I'm actually excited about a Minions list! I feel like the Void Archon finally give us some tech into top meta drops. Also not having to worry about mire getting sniped out randomly helps my emotional state! We can reliably play into harbinger and possibly immortals! (Well us mortals anyway, you've always been fine)
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Post by Azahul on Oct 3, 2019 21:28:30 GMT
I'd probably lean a bit more towards Sturm for Immortals over Arkadius, though it's a close thing and probably comes down to the opponent's second list. The extra game into Harbinger is certainly a welcome treat though. Anti-healing aside, I'm looking forward to having some models that are unaffected by Awe.
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Post by galiman on Oct 4, 2019 13:51:01 GMT
So Sturm is still the pairing with the old Dile? I've been running arkadius with maelok as I wasn't having much luck with Sturm. (Aside from a nice surviving experience against zerkova2)
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Post by galiman on Oct 4, 2019 13:52:12 GMT
And the WTC lists and showing made me sad
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Post by ajay29 on Oct 4, 2019 20:04:42 GMT
And the WTC lists and showing made me sad Were there any minions in the team event? I took minions in the Solos, don’t remember seeing any other minions all weekend...
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Post by Corrupted Bauer on Oct 5, 2019 2:21:38 GMT
Were there any minions in the team event? I took minions in the Solos, don’t remember seeing any other minions all weekend... There were like two? Maybe three. It was sad though and the lists were weird and orientated towards team play over solo list pairs. On the other hand had a steamroller at the same time that I stomped with Ark / Rask pair Edit: yes two carver/Rask and jaga/ maelok
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Post by Azahul on Oct 5, 2019 12:15:52 GMT
So Sturm is still the pairing with the old Dile? I've been running arkadius with maelok as I wasn't having much luck with Sturm. (Aside from a nice surviving experience against zerkova2) Yep, Sturm is basically unchanged from pre-Oblivion. I 100% understand the people subbing out Eilish for Boomhowler2, but I *think* (this may change with testing) that I like the extra insurance that Eilish gives me against spells over the extra control offered by Boomhowler. I really would advocate that list though, it plays like basically nothing else in Minions (and indeed, almost nothing else in Warmachine in terms of its low output, slow attrition/control game plan) and it's terrific into a lot of the strongest lists in the meta. I would honestly go so far as to say that it's just about the strongest list that Minions can field, though it has enough poor match-ups that you'll want a decent second list. And the WTC lists and showing made me sad I wouldn't worry about them too much Minions are a pretty small community and the consequence of a small pool of players is that you can't mine any real data from such a tiny sample size. Those results aren't remotely representative of how Minions perform overall, and I personally think building your lists around your team as opposed to just bringing a strong list pair is a trap in a big team event.
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Post by Azahul on Oct 11, 2019 1:43:59 GMT
Keep falling behind on my Battle Reports! I've got two to share. First up, Sturm vs Mohsar. The lists were: Sturm -War Hog -Battle Boar -Battle Boar -Soul Slave Bellows Crew Mire -Dracodile Dahlia -Skarath Primal Archon Primal Archon Eilish Orin I wanted to give the Primal Archons a shot, so just subbed Brun and Lug out for them. I wasn't expecting a whole lot out of them, but I figured they might pair well with Skarath to present a field of overlapping Counterblasts/Counter Charges, while Skarath's immunity to knockdown removed any of the awkwardness that could be caused by the Archons' AOEs. I was up against: Mohsar -Ghetorix -Gorax -Wild Argus -Blood Shaman Max Ravagers -Chieftain Bloodweavers Max Wolf Riders Boil Master and Spirit Cauldron Wolf Rider Champion Lord of the Feast Gallows Grove Gallows Grove Gallows Grove Tharn Ravager Shaman Well of Orboros Deployment My opponent won the starting roll and took first. He deployed his Wolf Riders on the left, and more or less the entire rest of his army in the centre-right. I deployed the Dracodile to square off there, while Dahlia and Skarath took the left flank to try and get to grips with the Wolf Riders. The old hill template is being treated as a massive obstruction for the purposes of this game. Circle Turn 1 Mohsar put Mirage on the Ravagers, Sunhammer on himself, and moved up. Everything else ran, the Wolf Riders avoiding coming close enough for Skarath to pick one of them off Turn 1. The Well spawned in a Blackclad. Pigs Turn 1 I totally spaced this turn that I actually needed to play with Mohsar's Feat in mind. Instead of being conservative with my spellcasting and avoiding getting much or any Fury on my Warbeasts, I instead played this turn like normal. The Lessers put up their upkeeps (Weald Secrets going on the War Hog), Sturm cast his full stack as usual, and my Warbeasts all riled up to the appropriate Fury and ran forward. Because I was playing around my opponent's threat ranges, in most cases they could have walked or walked and been TK'd to their final positions without any Fury at all on them, so I could have avoided most of what followed. Circle Turn 2 Mohsar moved up and Feated, making sure to catch Sturm as well as all the Warbeasts. Mirage moved onto Ghetorix. The Bloodweavers ambushed in on the right hand side. I'd been ridiculously sloppy with the positioning of the Primal Archon on the right, so the Blackclad moved up and tagged him with Hunter's Mark. Two Ravagers and three Bloodweavers charged the Archon, killing it comfortably. At least they were Shadowbound for their troubles. The Champion circled down behind my lines on the right, the Wolf Riders did the same on the left, and the Wild Argus ducked into the zone on the left to score. Pigs Turn 2 Not being able to leach Fury, or even cut on Sturm, meant for a nail biting start. The pig 'beasts all Frenzied, although luckily two of them were in range of Dahlia and the other just punched the back of the Dracodile ineffectually. Skarath and the Dracodile kept their cool. Sturm had to drop Vision, but at least upkept Polarity Shield on the Dracodile. I was in a bit of a bind scenario-wise, so put my focus on not losing by scenario next turn. The Dracodile moved up and, with some difficulty, ate the two Ravagers. Orin killed off the Bloodweavers with a Chain Lightning into the Dracodile's rear. Dahlia moved to stand within 4" of the flag on the left, while Skarath tried to kill a Wolf Rider. Unfortunately, I didn't want to boost for fear of Frenzy issues next turn, and he left the Wolf Rider alive on two boxes. Everything else bricked up, save the remaining Primal Archon who received a TK from the Soul Slave and flew off to engage the Ravagers. Failed to kill even one of them sadly. My opponent scored his zone and flag, I scored my zone, putting the score at 1-2 in his favour. Circle Turn 3 Three Ravagers moved in on the Primal Archon for their Vengeance attacks, getting themselves Shadowbound. They then activated and the rest of the unit charged in and killed it. Lord of the Feast shot the Dracodile with his bird, and because I'd been silly and left Orin about 2" from the Dracodile instead of 3" I had to lose Orin. I used the Battle Boar to Shield Guard him away from the Dracodile at least. The Wolf Rider Champion and Blood Weavers put some damage on the Dracodile. The Wolf Riders then moved in and attacked Mire. They managed to kill him (frustratingly, two of the attacks that missed were the ranged attacks that I could have Shield Guarded away to keep him alive), which meant the Dracodile was no longer contesting. That allowed Ghetorix to run into the zone on the right to score it. With my zone, his zone, the central zone, and his flag, my opponent took the score to 1-6 and won. That was a cavalcade of poor decisions on my part, and my opponent didn't give me the breathing room to correct them. For some reason I just wasn't thinking about the Feat on my first turn, but even after that I made a few errors that seriously cost me. Orin could have been positioned better, and I should have used the Soul Slave to TK the War Hog forward to contest the central zone and at least keep me in the game another round. I'm not sure how I could have best protected Mire, but I think shifting him further to the right where his main threat would have been from the Wolf Rider Champion (who he survives so long as he has two transfers and a Shield Guard, even if it means putting a bunch of damage on the Dracodile) rather than the far more numerous attacks from the unit of Wolf Riders. If Orin were alive to protect him from Mohsar's spells as well... might have been enough, but it was always going to be rough.
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Post by Azahul on Oct 11, 2019 3:19:57 GMT
The second game was a game of Arkadius vs Fiona. I've played (and lost) this match-up before, but I think I may not have ever done a battle report for that game. Anywho, here's the rematch: Arkadius -War Hog -War Hog -Road Hog -Road Hog -Gun Boar -Gun Boar -Gorax -Targ Bellows Crew Mire -Wrastler Boomhowler2 Hermit Kwaak and Gub Gobber Chef Fiona -Toro -Toro -Toro Max Steelhead Halberdiers Max Steelhead Halberdiers Steelhead Cannon Steelhead Cannon Steelhead Volley Gun Steelhead Volley Gun Alexia2 Stannis Eiryss1 Boomhowler2 Anastasia Sergeant Nick Steelhead Ironhead Deployment I won the starting roll and took first. I ended up on a table side dominated by rough terrain, which dictated my deployment pretty heavily. My War Hogs ended up much further out on the flanks than I wanted, and Mire and the Wrastler ended up on opposite sides of Arkadius because I both wanted the Wrastler to be running up through the water where it would be unhindered, while also wanting Mire available to give the right-hand War Hog Pathfinder to get it through the forest. My opponent deployed both units of Steelheads on the right flank, Fiona, her battlegroup, and most of the artillery on the left. My objective is a Fuel Cache. My opponent's is a Stockpile I think. The central unit of Steelhead Halberdies are Fiona's Cultists. Pigs Turn 1 Both Road Hogs use Full Boar and run to claim as much table space as possible. The War Hog on the left runs around the pond. The Gorax runs on the right. Arkadius moves up, Maltreats the Gorax, puts Forced Evolution on the War Hog, casts Aggravator to hopefully make using Befuddle for control a bit more inefficient, and casts Psycho Surgery to heal the Road Hogs and Gorax back to full health. Kwaak moves up and puts Enliven on the Road Hogs. Mire puts Weald Secrets on the War Hog on the right and moves up. That War Hog receives Reposition from Boomhowler, who then runs. The Weald Secrets War Hog then opts to Trample and Reposition up the board, gaining a whole extra inch of space by doing so. ...unfortunately I haven't properly analysed its board position, so it's 1" closer to a bunch of Steelheads instead of the tough targets on the left flank that it actually wants to be going up against. Everything else then runs, leaving me with a pretty crowded board as models kind of keep falling over one another through the narrow channels they're able to move through. Mercenaries Turn 1 Fiona puts Occultation on the right flank Halberdiers, Roth's Mercy on her Cultists. The Volley Guns advance and lay down Covering Fire templates. Everything else runs up the board, bunkering up in front of Fiona and bracing for the alpha strike. Pigs Turn 2 While Feating now probably wouldn't be particularly optimal, I learned from the first game that trying to wait out Fiona's Feat in this situation means having to wait until Turn 4 to do anything. I decide to commit, figuring that I can get heavies onto the Toros and enough guns onto Alexia2 to probably put her in the dirt as well. Mire Rages up the Road Hogs and the War Hog. Boomhowler moves up and puts down a Covering Fire on the right flank and Repositions himself back to face the board edge to avoid a back strike from Anastasia. Arkadius moves up, needles both Road Hogs, and Feats. Sadly, I manage to trip over myself at basically every turn here. One of the Road Hogs can't Frenzy towards the left flank because the leftmost Road Hog has blocked off all other targets in LOS and I don't want to waste my Raw Adrenaline smashing my own Road Hog over the back of the head, so I instead end up sending that second Road Hog off down the right flank to murder Alexia. The right flank War Hog is so far out of position that even with the Feat it won't be able to get into anything important. The first Road Hog cops a Counter Charge from a Toro and loses like 12 health, crippling its Body. By the end of it I've basically had to revise my hopes of three dead Toros and Alexia down to two dead Toros and Alexia. The Forced Evo'd War Hog destroys the closest Toro. I try to bait out a counter charge from the second central Toro by moving my Weald Secrets War Hog up through the forest into melee with the Halberdiers, figuring that an Aggravator move/an Overtake move off of a Halberdier should be enough to get me to the Toro and at least do some damage, but my opponent doesn't fall for it and my second War Hog just kills two Halberdiers. Things get worse when I start pumping shots into Alexia with my Gun Boar and Road Hog on the right flank, but miss Alexia with every shot and just fuel her with souls from the incidental Halberdiers who die. I also forget to account for Roth's Mercy and, in trying to set up a situation where my Road Hog on the right can charge one Steelhead, kill it and Alexia with the spray, and punch a second Steelhead to trigger sprint before backing up, instead end up in a position where my opponent can just have that second Steelhead die ahead of time and now my Road Hog has to hang itself out to dry. My Road Hog on the left, healed by a post-Feat Psycho Surgery, throws itself into a Toro. The Assault Spray tags two members of a Cannon Crew, Alexia, and Fiona, but naturally misses Alexia and Fiona. The Toro dies with an attack to spare, allowing the Road Hog to Overtake and potentially kill one of the two Cannons, but he misses his swing on the Cannon. Finally, the Gun Boar on the left moves up and shoots at Alexia and finally, finally scores a hit, but leaves her on two boxes. A big turn, but sadly I fell pretty short on my objectives across the board. Mercenaries Turn 2 Fiona uses Befuddle to move the Weald Secrets up to the lead Road Hog, Feats, and puts Curse of Veils on the War Hog. The unengaged Cannon aimed and shot the War Hog, who was now close enough to the Road Hog engaging the second cannon to get them both knocked down. That allowed the second cannon to aim and shoot my second Road Hog (once Alexia had moved and spawned a couple of Thralls to Mark Target), knocking him down too. The Volley Guns shot the War Hog and most of the Road Hog off the table, the Thrall Warriors killed the second Road Hog with the help of some Halberdiers, and Eiryss finished the job on the first Road Hog. Anastasia ambushed in on the right and charged into Boomhowler, finangling an angle to get into his back arc, and left him on four boxes. The other Halberdiers on the right did a number on the Gorax, dropping him to about half his boxes, while some ran to contest on the right. The Toro on the left received Boomhowler's Reposition and charged in to kill my Gun Boar, before backing up. In order to save the Toro, Stannis then ran into the zone and Bulldozed the Forced Evo'd War Hog to put more than 9" between the two heavies. Critically, my opponent was so scared of potential assassination vectors on his 0 camp caster, he opted to Killbox himself. As a result, the CP score went to 2-0 in my favour. Also of note, Sergeant Nick and two Errants are being used as Thrall Warriors. Pigs Turn 3 Attrition was going pretty badly, but with those free CPs I felt I had a shot at winning. My opponent's objective was a bit out of reach, but I figured I could clear the centre zone reasonably easily and felt like I had a shot on the right. To begin with, I dropped my upkeeps and had my remaining Gun Boar charge into the Burning Earth to attack one of the Halberdiers there. He copped a free strike from a Halberdier on the way, which rolled a pretty neat damage roll and did 9 damage to the Boar's spirit. In spite of that, the Gun Boar's second initial hit and killed the Halberdier, and Targ was able to move up, Ancillary Attack, and fire a shot at point blank range into the two remaining Halberdiers in the zone. The shot hit and blew them both off the table. Back in the centre, Mire moved up and Raged both his Wrastler and the War Hog and put Weald Secrets on Kwaak. Being careful to avoid Counter Charges, the War Hog charged Boomhowler (I think I used the Hermit's Mad Visions to avoid a Free Strike from Stannis) and proceeded to miss Boomhowler with his first two initials. Thankfully, the third hit and Boomhowler failed his Tough check. That meant I only needed to kill a Thrall Warrior and Stannis. Arkadius went first and dropped the Thrall with an unboosted Primal Shock through the War Hog, and that left her with enough Fury to Primal the Wrastler (replacing Rage) and tag Stannis with Crippling Grasp. The Hermit moved up and used Whispers at the Gate to drop Stannis's armour. The Wrastler charged Stannis and killed him pretty comfortably. Kwaak then ran to score the flag. With the centre zone and flag, and the right-hand zone, I was able to score enough CPs to go to 5-0 and win. Fiona's a pretty tough cookie. With Befuddle and the Ironhead she can comfortably threaten 15" with a Toro, which gives her a lot of board control and has forced me into Feating in pretty suboptimal conditions. I could definitely have set up better on the first turn, but this was a game where I really felt the fact that I had 20 points of model tied up in my back ranks in Mire and the Wrastler. Getting Void Archons in for a few more high threat range attacks (not to mention Entropic Force for shutting down Roth's Mercy) that are actually able to keep up with Arkadius's battlegroup is going to feel really good in situations like this, where I want to either force my opponent to Feat on the first turn or be able to bring enough force to bear before they Feat to cripple their ability to play attrition. If my opponent had put Fiona a bit further forward I'd have been able to go for a Primal Shock assassination I think, but it's a pretty low odds run even with Fiona on zero camp. But definitely a good reminder to watch where your opponent has put their models. Having that War Hog move straight forwards turn 1 when all the Toros were on the left was a pretty derpy move on my part, and I might have been able to save myself some pain on Turn 2 by setting up more carefully.
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Post by Azahul on Oct 16, 2019 4:38:57 GMT
So with a tournament on this weekend, and thus a need to avoid playing any of the lists I want to run post-Void Archons, I ended up playing around with Sturm and Drang into a Cryx opponent. The lists were: Sturm and Drang -War Hog -Battle Boar -Battle Boar -Soul Slave Bellows Crew Mire -Dracodile Dahlia -Skarath Brun -Lug Orin Eilish Skarre3 -Leviathan -Desecrator -Blood Priestess Max Satyxis Raiders -Sea Witch Max Bloodgorgers -Jussika Min Bloodgorgers Min Marauders Min Marauders Gerlak Axiara Deployment My opponent won the starting roll and took the first turn. I figured that I didn't want to have to negotiate a huge base around a wall, especially seeing as we're playing Anarchy (probably the trickiest scenario for huge bases positioning-wise), so I let my opponent have that table side. He deployed his Satyxis across the middle, the max Bloodgorgers with Jussika and Gerlak on the left, and the min units all piled in on the right. I set up my Dracodile to hold the right flank, Dahlia and Skarath out on the left, and Brun and Lug and the War Hog in the kinda sparse centre field. A couple of proxies in play on my opponent's side. There are two Smog Belchers standing in as additional Marauders in the second min unit, and the six Brute Thralls are proxies for the min Blood Gorgers units. Both objectives were Observatories, which was probably a bad call on my part but definitely a good decision for my opponent. Cryx Turn 1 The Satyxis ran forward, casting Whipping Winds. Skarre cast Dash and Deceleration, put Dragon's Blood on the max Bloodgorgers, and moved up. Everything else ran. Pigs Turn 1 Sturm put Polarity Shield on the Dracodile, Vision on Skarath, and Deceleration, and moved about two inches out of his deployment zone so that he wouldn't end up being shot by Skarre. The Lessers all cast their respective upkeeps and moved up (Weald Secrets going on the War Hog, and Mire also tossed out a cloud to screen the War Hog in the centre. The Dracodile cast Floodwaters and tried to assault charge a Satyxis Raider, but missed his shot even with the Puppet Master reroll from Eilish. Everything else ran, but for the most part only short distances to avoid being charged unnecessarily by Satyxis. Cryx Turn 2 My opponent was aiming to try and lock me out of scenario this round, so he had the Sea Witch give the Raiders Pathfinder so that they could negotiate the Dracodile's Floodwaters more easily and ran them up to jam. The Trollkin infantry mostly flooded down through the centre of the field in their wake, becoming pretty packed in due to the confines of the two forests they were being channelled through. Skarre herself mostly sat back, having a hard time firing a landing zone where she could fire her guns and stay safe, put she put up Deceleration again. The Leviathan, having been handed a full Focus load, walked up and rolled three shots and ended up doing about eight damage to the Dracodile and nine to the Battle Boar on the right who Shield Guarded one of the shots. Pigs Turn 2 As much as I really wanted to put the Dracodile in the right-hand zone to lock down any possibility of it being scored, I ended up being too tempted by the potential to heal all that damage it just took by munching on some Satyxis. Orin Midwinter freed up the Dracodile by hitting it with a Chain Lightning that bounced to the two Raiders responsible for immediately jamming it. Eilish handed Puppet Master to the Dracodile, who charged a Satyxis and tagged three Marauders with its spray. One of the Marauders died, the other two Toughed, while the Satyxis avoided both the spray and the charge attack. I boosted and hit the remaining initials and even got off a Critical Smite on one Satyxis to slam her into another, healing the Dracodile for five points in the process. Mire, meanwhile, pushed really far forward and laid out two clouds in the right-hand zone so that the War Hog could run in to contest that zone without fear of being charged. Sturm tossed up Deceleration and cast TK on the Soul Slave and I think sniped out a Bloodgorger with his spray, allowing the Soul Slave to move up and TK Skarath, which allowed Skarath to walk into melee with the Bloodgorger unit and spray down the line parallel to the forest on the left and tag something like five Bloodgorgers. One died to the spray, the other three that were hit were tagged with Corrosion and Gerlak dropped to four boxes. Skarath tossed up Counterblast. Cryx Turn 3 The Vengeance moves from the Bloodgorgers triggered another spray from Skarath, killing three Trollkin thanks to the tightly packed conditions. I got real lucky with the Corrosion as well, I believe four of the five corroded models (including both Marauders who survived the Dracodile's spray) died to the Corrosion. Skarre's reinforcements only brought one model back. She allocated focus out to both 'jacks. The Iron Mongers shuffled forward to see Dahlia and tagged her with Curse. The Desecrator trampled through the forest to get into melee with Dahlia and then bought two swings. She was sitting on two transfers, but sadly my opponent scored the Critical Shred on every single attack and killed her with a Focus to spare. Skarre moved up, Feated, and moved Dragon's Blood to Gerlak while casting Deceleration and Dash. Gerlak noted that it would be hard to charge the Soul Slave without taking a counter charge from Lug, so opted to have the Satyxis Sea Witch charge instead and land in a position where it would be impossible for Lug to charge past her into Gerlak. I opted to resolve Counter Charge on the Sea Witch, killing her, and then decided to Return Lug to his starting position when I really should have pulled back just far enough to still be contesting my flag. As it was, Gerlak killed the Soul Slave and used Overtake to get back onto the flag. On the right-hand side, the min units of Trolls mostly just ran to jam while the Blood Priestess ran onto the flag. The Leviathan moved up to try and shoot the wounded Battle Boar off the table, but after a good first shot he managed to miss his second and fail to break armour on his third. With my flag, the left zone, and his flag, my opponent took the score to 0-3. A pretty striking lead, and one I could have easily prevented without some positioning mishaps (the aforementioned Counter Charge-Return move, and when I initially moved Sturm on my Turn 2 I put the Battle Boar on the left out of Control, preventing him from running into the left zone as initially planned). Pigs Turn 3 Lug, not having much else to do, walked into melee with Gerlak and tried to get off a Chain Attack Grab and Smash that would let me throw Gerlak into one of the Bloodgorgers contesting my zone. Sadly, Lug rolled good and killed Gerlak outright on the first attack (I'd have had to get pretty "unlucky" to not do four boxes to Gerlak in two attacks, to be fair). Sturm moved up and Feated on the two heavies and cast Deceleration again, spraying through the Dracodile to kill one of the jamming Marauders. The War Hog then moved up, killed the other jamming Marauder, and then Overtook through a few intervening Bloodgorgers. That allowed Mire to move up and throw clouds out to protect my objective from shooting and charges from anything but Skarre. The Dracodile then charged into the Leviathan and trashed it, killing the Blood Priestess with its left claw as well and healing back to full health with the Snacking. The Battle Boar on the left cast Primal on itself and used Adrenalize and managed to kill two of the three contesting Bloodgorgers but was foiled on Tough checks and poor rolls on the last one. I needed that last Bloodgorger to die in order to have any chance of scoring and getting myself out of the danger zone though, so I ran the unit leader of the Bellows Crew up towards the Bloodgorger and had Orin hit him with a Chain Lightning in the back, bouncing to the Bloodgorger. Unfortunately the Bloodgorger Toughed again, scuppering my chances. My badly damaged Battle Boar on the right tried to take out two Bloodgorgers in one go with a slam, but rolled a 1 for slam distance so fell short of knocking two of them down. Eilish finished off the knocked down Bloodgorger with a Bleed. Having failed to score anything, the score remained 0-3 in my opponent's favour. Cryx Turn 4 With my Feat in play, my opponent didn't have a lot of attacks to dislodge my Battle Boar on the left. He had a Vengeance attack from the Bloodgorgers, followed by the Desecrator once the Iron Mongers had applied Curse again and healed Skarre for the damage she took on Feat. This time, thankfully, the Desecrator continued his trend of rolling doubles for his Crit Shred attack, only in this case it was double ones. One attack did hit and take a big bite out of the Boar, but two more unboosted swings from the one Bloodgorger in melee wasn't enough to finish the job. With my objective presenting a hard nut to crack and Brun and Lug looking difficult to kill in order to free up my flag, Skarre opted to move up and shoot Mire off the table (that's the first time in a long while that I've neglected to check for threats to Mire before having him spend all his Fury... oops). That meant the Dracodile was no longer contesting, so Axiara ran to score my opponent's flag. The remaining Trollkin on the right piled in and killed my near dead Battle Boar. The remaining Marauders in the centre ran to jam up the right-hand zone. My opponent scored his flag, taking the score to 0-4. Pigs Turn 4 Whelp, if there's one bright side it's that I can get a lot of stuff into Skarre this round. The Dracodile runs out of the way, taking some free strikes that we don't bother to resolve. Sturm goes first and hits Skarre with a boosted TK, spinning her around, and then TK's the War Hog a little bit closer to her before tossing Primal onto him. Sturm's spray, unboosted, actually chips her for three damage. Lug walks in and does some damage, chewing through most of her five Focus in the process. Brun then charges in and rolls absolutely spectacularly, dealing something like 15 damage to her through her remaining Focus to kill her. My War Hog with Puppet Master still sitting to the side waiting to go in... Well, that scenario game ended up a lot tighter than it should have been due to some positioning errors. It's a tricky scenario for Sturm to be sure due to its spread out nature and the need for units to score, but I hope this is another demonstration of how it's still plenty playable so long as you don't derp. I do like how easily the Dracodile can lock down the right-hand side, contesting both opponent's flag and zone, barring any other factors that would prevent you from pushing it so far up the board, so I generally lean towards deploying it on the right in this scenario. Anyway, just a tournament on Saturday to go and I can start proxying/playing (the release isn't far off either) Void Archons. Beyond my obvious excitement for Arkadius, I'm actually kinda keen to try out a Helga list with them.
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Post by charlzheimer on Oct 16, 2019 9:00:17 GMT
i can only assume the warhog made short work of skarre. that beeing said. these battle reports are quite a treat to read.
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Post by Azahul on Oct 16, 2019 10:38:33 GMT
i can only assume the warhog made short work of skarre. that beeing said. these battle reports are quite a treat to read. Nah, Brun did the deed. He made three boosted attacks and rolled a 19 on all of them and just killed her dead thanks to Lug softening her up. Poor War Hog never got the opportunity. And aw shucks. Cheers! I do often feel that my tendency to just settle on two lists and play nothing else for, like, a year at a time probably makes these write-ups a little redundant after maybe the first six months. Always glad to hear people are still gaining value from them.
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Post by charlzheimer on Oct 16, 2019 10:57:23 GMT
i can only assume the warhog made short work of skarre. that beeing said. these battle reports are quite a treat to read. Nah, Brun did the deed. He made three boosted attacks and rolled a 19 on all of them and just killed her dead thanks to Lug softening her up. Poor War Hog never got the opportunity. And aw shucks. Cheers! I do often feel that my tendency to just settle on two lists and play nothing else for, like, a year at a time probably makes these write-ups a little redundant after maybe the first six months. Always glad to hear people are still gaining value from them. fine tuning a list requires repeated play and use. you cannot just say "this does or doesn't work after 2-3 games" i mean i played ALOT of feora3 before saying "this sort of works" but then the oblivion theme force changes happened.
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