Post by isotope on Jul 12, 2018 4:51:19 GMT
For those of you not tracking BRs on the CID forums I'll be posting mine here. I took some pictures but forgot like 1/3 of my turns, ill try to do better next time.
Protectorate Army - 75 / 75 points
[Theme] The Faithful Masses
[Harbinger 1] The Harbinger of Menoth [+28]
- Devout [9]
- Indictor [14]
- Purifier [8]
- Hierophant [0(3)]
Allegiant of the Order of the Fist [3]
Allegiant of the Order of the Fist [3]
Champion of the Order of the Wall [8]
Champion of the Order of the Wall [8]
High Paladin Dartan Vilmon [6]
Rhupert Carvolo, Piper of Ord [4]
The Covenant of Menoth [0(4)]
Vassal Mechanik [1]
Wrack [1]
Choir of Menoth (min) [4]
Horgenhold Forge Guard (max) [16]
- Attendant Priest [3]
Idrian Skirmishers (max) [15]
- Idrian Skirmisher Chieftain & Guide [0(5)]
vs
Retribution Army - 75 / 75 points
[Theme] Defenders of Ios
[Issyria 1] Issyria, Sibyl of Dawn [+29]
- Banshee [18]
- Hemera [16]
- Sylys Wyshnalyrr, the Seeker [4]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Eiryss, Mage Hunter of Ios [0(7)]
Fane Knight Skeryth Issyen [0(8)]
Heavy Rifle Team [4]
Heavy Rifle Team [4]
House Ellowuyr Swordsmen (max) [16]
- House Ellowuyr Swordsman Officer & Standard [0(5)]
- Soulless Escort (1) [1]
Stormfall Archers [9]
Stormfall Archers [9]
Arcantrik Force Generator [17]
Scenario is Mirage again. I win roll and choose table side. I pick the side with a trench and a house giving him a forest. He places his wall behind the forest near his healing objective. Prey goes on Banshee. Elloowuyr advance Move.
Turn 1:
Opponent runs Idrians up and minifeats, leaving CA in forest. Runs harby heind a wall, close enough to be healed by objective and within 12" of all 3 flags. and runs/advances everything else ( passage on jacks)
I minifeat Ellowuyr and charge the one idrian within 11", run the rest to just outside of melee, run inside of melee then back out to take them out of dig in to arc a blinding light through hemera later in the turn. Run AFG b2b with objective and nuzzle issy behind them. Banshee goes between objective and the house within 2" of AFG for +2 to range. IR on banshee, admo on Hemera.
Turn 2:
Opponent purifies the whole table, guided hand on idrians, crusaders call. Runs indictor to within 8" of Hemera behind a wall. Another turn of passage. 3 idrians charge banshee, some kill a few ellowuyr take out cortex. everything else just runs up or advances and shifting sands to contest evrrything on the table while staying in martyr range. He feats with most of my ellowuyr within 12", he stays behind a forest and a wall.
I don't have a lot of options at this point. He's taken enough of the table to stop me from getting an angle on his caster with my guns, I can't shoot his jacks with my guns besides Hemera/AFG. I pop feat anyways and shoot at the indictor and take out his shield and movement do a decent amount of damage but since it's within 12" of harby i cant commit melee and my guns arent magical. Use HRT to dismount one dragoon, SFA kill the book. Banshee walks up killing purifier and an idrianto disengage AFG but that puts him in crusaders call charge range of hammer dwarves for next turn. Don't even bother trying to clear monks that are DEF 18, tough, under martyr that are contesting my entire side of the table.
Turn 3:
Oppnent purifies again, hammer dwarves kill banshee, prey moves to ellowuyr. Idrians kill all but 4 of them, repo to engage a few SFA. He begins to score. Passage on jacks AGAIN.
Hemera slams one idrian into another, buys an attack into a 3rd clearing off the SFA. SFA brutal damage most of the dwarves since they charged outside of martyr range. Still can't even bother to try to kill monks within 12" of Harby that is still behind a wall and a forest scoring her zone. AFG forced to shoot dragoon engaging it and fails to dismount it.
Turn 4:
Opponent clears the few models i could get in to contest his zone and wins 5 to 0.
** Red ** (definite rule problems / abuses)
Harby 12" Martyr and feat is extremely oppressive on Mirage when she can sit behind LOS blocking terrain AND a wall close enough to healing objective and be able to contest and Martyr DEF 18 tough no knockdown Monks all day.
** Yellow ** (possible problems, needs more testing)
Ellowuyr- Giving them advanced move helps, they still feel like for their point cost they lag behind halbs as an optimal choice. DEF 13/DEF 15 to guns is ok, parry is ice and minifeat hardly ever yields much beyond maybe getting off 1-2 attacks.
** Green ** (good to go!)
DoI still has a lot of room to bring what you want, lots of flexibility.
[Theme] The Faithful Masses
[Harbinger 1] The Harbinger of Menoth [+28]
- Devout [9]
- Indictor [14]
- Purifier [8]
- Hierophant [0(3)]
Allegiant of the Order of the Fist [3]
Allegiant of the Order of the Fist [3]
Champion of the Order of the Wall [8]
Champion of the Order of the Wall [8]
High Paladin Dartan Vilmon [6]
Rhupert Carvolo, Piper of Ord [4]
The Covenant of Menoth [0(4)]
Vassal Mechanik [1]
Wrack [1]
Choir of Menoth (min) [4]
Horgenhold Forge Guard (max) [16]
- Attendant Priest [3]
Idrian Skirmishers (max) [15]
- Idrian Skirmisher Chieftain & Guide [0(5)]
vs
Retribution Army - 75 / 75 points
[Theme] Defenders of Ios
[Issyria 1] Issyria, Sibyl of Dawn [+29]
- Banshee [18]
- Hemera [16]
- Sylys Wyshnalyrr, the Seeker [4]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Eiryss, Mage Hunter of Ios [0(7)]
Fane Knight Skeryth Issyen [0(8)]
Heavy Rifle Team [4]
Heavy Rifle Team [4]
House Ellowuyr Swordsmen (max) [16]
- House Ellowuyr Swordsman Officer & Standard [0(5)]
- Soulless Escort (1) [1]
Stormfall Archers [9]
Stormfall Archers [9]
Arcantrik Force Generator [17]
Scenario is Mirage again. I win roll and choose table side. I pick the side with a trench and a house giving him a forest. He places his wall behind the forest near his healing objective. Prey goes on Banshee. Elloowuyr advance Move.
Turn 1:
Opponent runs Idrians up and minifeats, leaving CA in forest. Runs harby heind a wall, close enough to be healed by objective and within 12" of all 3 flags. and runs/advances everything else ( passage on jacks)
I minifeat Ellowuyr and charge the one idrian within 11", run the rest to just outside of melee, run inside of melee then back out to take them out of dig in to arc a blinding light through hemera later in the turn. Run AFG b2b with objective and nuzzle issy behind them. Banshee goes between objective and the house within 2" of AFG for +2 to range. IR on banshee, admo on Hemera.
Turn 2:
Opponent purifies the whole table, guided hand on idrians, crusaders call. Runs indictor to within 8" of Hemera behind a wall. Another turn of passage. 3 idrians charge banshee, some kill a few ellowuyr take out cortex. everything else just runs up or advances and shifting sands to contest evrrything on the table while staying in martyr range. He feats with most of my ellowuyr within 12", he stays behind a forest and a wall.
I don't have a lot of options at this point. He's taken enough of the table to stop me from getting an angle on his caster with my guns, I can't shoot his jacks with my guns besides Hemera/AFG. I pop feat anyways and shoot at the indictor and take out his shield and movement do a decent amount of damage but since it's within 12" of harby i cant commit melee and my guns arent magical. Use HRT to dismount one dragoon, SFA kill the book. Banshee walks up killing purifier and an idrianto disengage AFG but that puts him in crusaders call charge range of hammer dwarves for next turn. Don't even bother trying to clear monks that are DEF 18, tough, under martyr that are contesting my entire side of the table.
Turn 3:
Oppnent purifies again, hammer dwarves kill banshee, prey moves to ellowuyr. Idrians kill all but 4 of them, repo to engage a few SFA. He begins to score. Passage on jacks AGAIN.
Hemera slams one idrian into another, buys an attack into a 3rd clearing off the SFA. SFA brutal damage most of the dwarves since they charged outside of martyr range. Still can't even bother to try to kill monks within 12" of Harby that is still behind a wall and a forest scoring her zone. AFG forced to shoot dragoon engaging it and fails to dismount it.
Turn 4:
Opponent clears the few models i could get in to contest his zone and wins 5 to 0.
** Red ** (definite rule problems / abuses)
Harby 12" Martyr and feat is extremely oppressive on Mirage when she can sit behind LOS blocking terrain AND a wall close enough to healing objective and be able to contest and Martyr DEF 18 tough no knockdown Monks all day.
** Yellow ** (possible problems, needs more testing)
Ellowuyr- Giving them advanced move helps, they still feel like for their point cost they lag behind halbs as an optimal choice. DEF 13/DEF 15 to guns is ok, parry is ice and minifeat hardly ever yields much beyond maybe getting off 1-2 attacks.
** Green ** (good to go!)
DoI still has a lot of room to bring what you want, lots of flexibility.
[Theme] Shadows
Dawnlord Vyros - WJ: +28
- Sylys Wyshnalyrr, The Seeker - PC: 4
- Imperatus - PC: 22 (Battlegroup Points Used: 22)
- Siren - PC: 8 (Battlegroup Points Used: 6)
- Harpy - PC: 9
- Chimera - PC: 8
- Moros - PC: 11
Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
Mage Hunter Assassin - PC: 4
Mage Hunter Assassin - PC: 4
Lys Healer - PC: 3
Spears of Scyrah - Leader & 2 Grunts: 9
- Soulless Escort - PC: 1
Mage Hunter Infiltrators - Leader & 9 Grunts: 13
- Soulless Escort - PC: 1
- Eiryss, Mage Hunter Commander - PC: 0
[Theme] Primal Terrors
[Anamag 1] Anamag the Doom Feaster [+27]
- Blightbringer [32]
- Ammok the Truthbearer [4]
Spell Martyr [1]
Spell Martyr [1]
Warmonger War Chief [5]
Blighted Ogrun Warmongers (max) [13]
- Gorag Rotteneye [0(6)]
Blighted Ogrun Warmongers (max) [13]
Blighted Ogrun Warmongers (max) [13]
Chosen of Everblight (max) [20]
Hellmouth [0(6)]
Hellmouth [0(6)]
I win dice roll, I choose to go first because I don't want his cav to own the entire table. Scenario : Mirage
Turn 1:
I get my infiltrators as far up the board as i can and jam some tentacles while positioning my assassins to charge the hellmouths figuring weaponmasters with decap is my best chance at killing those stupid things. Everything else runs into position fairly central behind a house on the table so I can shift around it as needed.
Oponent charges his cav and kills 1-2 infiltrators, plan still somewhat worked to jam him up with the ones I put out front. Shoots one hellmouth with BB gun to place the aoe and keeps the rest of his army within 6" of BB to gain armor buff on everything. ( he will do this almost every turn).
Turn 2:
While I don't think it's a great turn to feat... I don't feel I'll ever be presented with a better turn. Going up against armor 23 cav that heals when you hit it, armor 20 hellmouths, berserking, vengeance, also boxes and lots of arm stuff to back it up seems like an impossible task. I feat, send in a fully loaded siren and kill one cav. I send in Moros on a flank and kill one warmonger. I can't commit Imperatus on feat turn because well, Grievous wonds for for the entire army. I send in chimera and get a stranglehold on the Blightbringer hoping to at least keep it out of the fight a little longer as I shift everything else to the side he only has one unit of warmongers commited to.
Opponent kills Siren, Chimera, Beats up Moros, kills more warrior models but continues to be jammed up between a wall and the house.
Turn 3:
I finally kill the Hellmouth on the side of the table I've pivoted to. The first unit of warmongers goes down. I don't have much left. A beat up Moros, an Imperatus I can't commit, my spears and like 3 infiltrators. I get the infiltrators in the zone and my lyss healer on the flag.
Opponent gets his armor in scoring position, routes another unit of warmongers around the house too keep me from getting to his caster and the Blightbringer. One chosen repos into my zone to contest after they kill the models I had maneuvered to contest flags. Blightbringer 5' aoe drifts but boosted damage kills 2 spears and the healer i have on the flag.
Turn 4:
I clear out my zone of the one Chosen using my Harpy's gun. Charge a warmonger with Vyros to land him on the flag to score and be in range to stranglehold blightbringer again. I send Imperatus in on warmongers and kill 2.
Opponent sees his chance to destroy imperatus. Pops feat, kills him with 3 warmongers. I'm left with a few warrior models, caster, Harpy. Kills my objective and wins 9 ctrl pts to 4.
** Red ** (definite rule problems / abuses)
I can't even fathom how this ogrun stuff got through CID. Armor 23 models with boxes that regen every time you hit them, armor 20 impervious flesh hellmouths, I think when it mattered he got his stuff to like MAT 11 POW 20 with rotteneye, carnage, feat, str buff ( that he can cast for free), aoe from blightbringer...
** Orange ** (serious concerns over rules or balance)
** Yellow ** (possible problems, needs more testing)
While I normally have Nyss hunters in my Vyros1 Shadows list I feel that now that infiltrators have combo strike( on top of gang) now makes the Nyss hunters even less relevant. Their .5" extra threat and weaponmaster really doesn't compete with the ability to AD ( with E3), stealth, gang, combo, repo for less points. I feel that I'll be forced to switch to infiltrators when they go live. I'll try to test this more.
Moros- feels Meh. I think he is overkill on speed. SPD7+fleet+mobility is just never gonna be the right plan. I'd like to see if it is ever possible to pull it off to get a cool play off but might wanna explore other options besides fleet on him ( 1 focus to gain entropic force for 1 round?? That would jive with the feel of takedown as the theme benefit for Shadows)
Imperatus- My opponent removed 17 boxes just by saying "i feat", forced me to keep him out of the game until i had lost almost all other models. We didn't do pairings, he just dropped the new OP list that he( and 2 others in my meta) just bought all the models for. MAT 8 felt good, 2 points cheaper is alright i guess.
Shadows Theme- Still feels meh. Takedown on only warrior models hurts a lot. I had 2-3 warmongers tough on me when I send my jacks in on them forcing me to commit even more of my attacks to finish them. In a lot of lists I've tried to put together I've only been able to get 1-2 free models. Being able to bring E3 free is better than before but still this theme's benifits seem lacking compared to others.
** Green ** (good to go!)
Lys Healer- Liked the option to take her in shadows
Dawnlord Vyros - WJ: +28
- Sylys Wyshnalyrr, The Seeker - PC: 4
- Imperatus - PC: 22 (Battlegroup Points Used: 22)
- Siren - PC: 8 (Battlegroup Points Used: 6)
- Harpy - PC: 9
- Chimera - PC: 8
- Moros - PC: 11
Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
Arcanist Mechanik - PC: 2
Mage Hunter Assassin - PC: 4
Mage Hunter Assassin - PC: 4
Lys Healer - PC: 3
Spears of Scyrah - Leader & 2 Grunts: 9
- Soulless Escort - PC: 1
Mage Hunter Infiltrators - Leader & 9 Grunts: 13
- Soulless Escort - PC: 1
- Eiryss, Mage Hunter Commander - PC: 0
[Theme] Primal Terrors
[Anamag 1] Anamag the Doom Feaster [+27]
- Blightbringer [32]
- Ammok the Truthbearer [4]
Spell Martyr [1]
Spell Martyr [1]
Warmonger War Chief [5]
Blighted Ogrun Warmongers (max) [13]
- Gorag Rotteneye [0(6)]
Blighted Ogrun Warmongers (max) [13]
Blighted Ogrun Warmongers (max) [13]
Chosen of Everblight (max) [20]
Hellmouth [0(6)]
Hellmouth [0(6)]
I win dice roll, I choose to go first because I don't want his cav to own the entire table. Scenario : Mirage
Turn 1:
I get my infiltrators as far up the board as i can and jam some tentacles while positioning my assassins to charge the hellmouths figuring weaponmasters with decap is my best chance at killing those stupid things. Everything else runs into position fairly central behind a house on the table so I can shift around it as needed.
Oponent charges his cav and kills 1-2 infiltrators, plan still somewhat worked to jam him up with the ones I put out front. Shoots one hellmouth with BB gun to place the aoe and keeps the rest of his army within 6" of BB to gain armor buff on everything. ( he will do this almost every turn).
Turn 2:
While I don't think it's a great turn to feat... I don't feel I'll ever be presented with a better turn. Going up against armor 23 cav that heals when you hit it, armor 20 hellmouths, berserking, vengeance, also boxes and lots of arm stuff to back it up seems like an impossible task. I feat, send in a fully loaded siren and kill one cav. I send in Moros on a flank and kill one warmonger. I can't commit Imperatus on feat turn because well, Grievous wonds for for the entire army. I send in chimera and get a stranglehold on the Blightbringer hoping to at least keep it out of the fight a little longer as I shift everything else to the side he only has one unit of warmongers commited to.
Opponent kills Siren, Chimera, Beats up Moros, kills more warrior models but continues to be jammed up between a wall and the house.
Turn 3:
I finally kill the Hellmouth on the side of the table I've pivoted to. The first unit of warmongers goes down. I don't have much left. A beat up Moros, an Imperatus I can't commit, my spears and like 3 infiltrators. I get the infiltrators in the zone and my lyss healer on the flag.
Opponent gets his armor in scoring position, routes another unit of warmongers around the house too keep me from getting to his caster and the Blightbringer. One chosen repos into my zone to contest after they kill the models I had maneuvered to contest flags. Blightbringer 5' aoe drifts but boosted damage kills 2 spears and the healer i have on the flag.
Turn 4:
I clear out my zone of the one Chosen using my Harpy's gun. Charge a warmonger with Vyros to land him on the flag to score and be in range to stranglehold blightbringer again. I send Imperatus in on warmongers and kill 2.
Opponent sees his chance to destroy imperatus. Pops feat, kills him with 3 warmongers. I'm left with a few warrior models, caster, Harpy. Kills my objective and wins 9 ctrl pts to 4.
** Red ** (definite rule problems / abuses)
I can't even fathom how this ogrun stuff got through CID. Armor 23 models with boxes that regen every time you hit them, armor 20 impervious flesh hellmouths, I think when it mattered he got his stuff to like MAT 11 POW 20 with rotteneye, carnage, feat, str buff ( that he can cast for free), aoe from blightbringer...
** Orange ** (serious concerns over rules or balance)
** Yellow ** (possible problems, needs more testing)
While I normally have Nyss hunters in my Vyros1 Shadows list I feel that now that infiltrators have combo strike( on top of gang) now makes the Nyss hunters even less relevant. Their .5" extra threat and weaponmaster really doesn't compete with the ability to AD ( with E3), stealth, gang, combo, repo for less points. I feel that I'll be forced to switch to infiltrators when they go live. I'll try to test this more.
Moros- feels Meh. I think he is overkill on speed. SPD7+fleet+mobility is just never gonna be the right plan. I'd like to see if it is ever possible to pull it off to get a cool play off but might wanna explore other options besides fleet on him ( 1 focus to gain entropic force for 1 round?? That would jive with the feel of takedown as the theme benefit for Shadows)
Imperatus- My opponent removed 17 boxes just by saying "i feat", forced me to keep him out of the game until i had lost almost all other models. We didn't do pairings, he just dropped the new OP list that he( and 2 others in my meta) just bought all the models for. MAT 8 felt good, 2 points cheaper is alright i guess.
Shadows Theme- Still feels meh. Takedown on only warrior models hurts a lot. I had 2-3 warmongers tough on me when I send my jacks in on them forcing me to commit even more of my attacks to finish them. In a lot of lists I've tried to put together I've only been able to get 1-2 free models. Being able to bring E3 free is better than before but still this theme's benifits seem lacking compared to others.
** Green ** (good to go!)
Lys Healer- Liked the option to take her in shadows