I like the list, have you tried a version of this list with any siege turtles? I know her feat is around her battle group so they may not help there, but with incite I can see them doing a pretty good amount of work.
Yeah the derp-turtle are excellent with any caster Incite certainly turns them up a notch. Personally I think the meta has figured out the derp due to its prevalence... that's not to say they aren't great!
Sometimes its worth playing slightly differently to keep your opponent guessing.. My Drake/Shaman combo are a better gun platform, less threat and melee output, better utility but add to fury issues..
That makes sense. I'll have to try mixing up my turtle heavy lists so see how it works out.
TABLE & SCENARIO: We had Spread the Net scenario, terrain of interest was a house center table one side had some hills and a trench in its rectangular zone the other had forests and patches of rough. I won the roll and went first he gave me the side with poor terrain.
DEPLOYMENT: I again put Zaadesh and his BG to my left to help out with the terrain along with the Rhinodon. I had my Shaman and Brute next to Makeda. To Makeda's right I put Molik and the Drake and Krea. My opponent but Elara & Disco on his left, Imperatus in the middle and the 4 griffins each side.I AD'ed the soldier to my right.
My Turn 1: Unpacked the Zaadesh battlegroup, which mostly just got through the forest. The Rhinodon got as far up as possible with Rush on my left while the Shaman and Brute bulwalking where just behind. In the middle Molik ran behind the house. To the right I put the Soldier and Drake with the Krea behind with Aura up for reasons. Beast Handlers need to clear fury off after all the running. I clear off to much fury, meaning Makeda has to cut for 2 next turn! Makeda Bulkwalks and fatewalks into B2B with Molik while the court walk up and one kills a paingiver, a soul for Marketh. Turn 1: To his left Elara and Disco get on a hill Elara on her flag. The other 4 Griffins respect the 10' threat of the Soldier. On his right one Griffin fleets and engages the Rhino while his other 3 friends hang back in his zone and behind the house. Imperatus likewise behind the house mirroring Molik. Vyros puts up synergy and contemplates feating turn 1 but decides not to.
My Turn 2: I quickly measure and the Rhindon is inside 11 of Imperatus so I can get all my attacks on him. On average dice enrage/incite I should be able to take him down even paying one to charge. So I decide that its feat turn, she charges the blocking Griffin the court members run to my right gumming up charge charge lanes. Makeda uses 4 attacks to take the griffin down, I bloodboon the Grevious spell and fatewalk to just in 10 of Imperatus and as it happens 4 other griffins also with 13 of Vyros! Beast handlers enrage the Rhino, Molik and the Shaman(who also can get to Imperatus). The Rhinodon charges and takes Imperatus to the box, no Phoenix protocol due to Grievous wounds. Molik can now get onto two Griffin and easily takes them apart. I consider fate walking away but decide to stay in his zone and threaten Vyros. The Shaman charges another Griffin around the house does chip damage. To my Right I put the soldier and Krea behind the court and the Drake sprays Elara on the hill actually hits and leaves her on 2 boxes! Marketh blows up one of the Arcanists. Makeda ends the turn camping 4. Turn 2: My opponent looks to see if he can get Vyros onto Makeda camping 4 but the Rhinodon and Shaman have engaged 2 griffins between them. He starts with Elara who charges a court member but after triggering battle driven can't break armour to kill him. The Arcanists do there thing concentrated power on one Griffin. The synergy train is started by a Griffin on the Drake which only chips the paint. Next Griffin beats on the Rhindon this one does half the Rhino's boxes the concentrated power Griffin finishes the job and dings up the Shaman. Vyros feats, walks over to Molik and absolutely demolishes him and has enough spare to finish off the Shaman repo's back but is still in 10 of Makeda. Last Griffin body blocks and Disco sprays off Marketh. We both score 2 as he gets Sylys on his flag, scores his zone and Zaadesh is camping on mine. 2-2
My Turn 3: I need to clear out the Griffin to get Makeda onto Vyros, so Zaadesh tag teams and the hound runs to contest while engaging the griffin. The Gladiator pulverizes the blocking griffin. Vyros moves back out of Makeda's threat, opps!! I guess I need to change the win condition. Makeda incites camps 2 moves back to get out of threat of Vyros, the court clear Elara and the final Arcanist. He moves a Griffin and brings Vyros up now just about in threat of Makeda!! I use the krea to remove the Griffin next to the Drake (out of vyros feat) and spray off Sylus (out of feat). I've got a Brute in range of two Griffins but I don't want Vyros moving any more so he charges is and dings them up but no killing blows. The Soldier runs to body-block Makeda with swarm up, as Disco is now inert. 4-2 Turn 3: Last 3 Griffins repair up blow the brute away clear of the hound and do some decent damage on the Gladiator. Vyros tries from range to kill Zaadesh instead of going to activate Disco but can't blow through the transfers. 6-3
My Turn 4: I can win by contesting his zone but I'm also now in range of Vyros with the Soldier and Gladiator. Incite goes up the court sidestep through the arcanists. Zaadesh charges the Griffin blocking the Gladiator easily blows it way. Gladiator rushes the Soldier and then does half Vyros's boxes Soldier charges in and finishes him off. Skorne Win
Thoughts: Synergy is a good counter to Bulwalk. My opponent and I discussed which was better.. incite or synergy! I guess incite works for all models for all attack types while Synergy is melee only but much, much larger range. I think he probably should have feated turn 1. Its a sweet feat Vyros add that under synergy he's a beast! Rhinodon was superb, he's in. Hound made tag team work and was a contesting model for a turn so probably worth the points..
TABLE & SCENARIO: We had The Pit II scenario, terrain of interest was a forest center table one side had some hills, trench and wall the other side had a few forests and pond. I managed to win the roll and went first he took the side with wall and trench.
DEPLOYMENT: I deploy more left due to the terrain, one unit of swordsmen on either flank. Makeda is flanked by Mammoth and Supreme Gee the Scarab pack sandwiched in the middle. The vessel and Soulward go to my left to collect souls. He interestingly deployed his rocketmen against the mammoth, Vulcan to his left and stormtroopers in the middle.
My Turn 1: I'm in threat with everything so I just run full pelt. Makeda puts Quicken on the Mammoth. Everything runs Scarab pack get between Mammoth and Supreme G. One Beast handler kills a brother; soul for Marketh. Turn 1: He starts with Gearheart puts snipe on the rocketmen and gives them bloody well done. He then moves back! Dragons breath scatters off the swordsmen and hits the mammoth and Vessel he puts a point on the vessel but doesn't break armour on the mammoth. Rocketmen remove 3 swordsmen probably should have been 5.. souls for the soulward. Stormtroopers are out of range so clump up with trancers in front. Vulcan moves up and removes a swordsmen from the right hand unit. Alchemists move to contest.
My Turn 2: I notice a nice clump of Gorman, Alyce, Trancer and trooper. I move up the Mammoth out of spray threat of the Vulcan and do a Full Battery killing the lot turning Alice into the monster. Makeda moves into a trench feats and puts quicken onto the left swordsmen through the vessel camps 3. Quickens swords run into the rocketmen and dragons breath staying in feat. Soulward feeds the Supreme Guardian a couple of souls it then moves up into the forest out of melee threat of the Vulcan brings back 3 swordsmen from the left unit. Right hand unit of swordsmen run into zone and Alchemists Turn 2: Both ambushers come in to my left and don't to much. He starts with his trancers, slams swordsmen off the dragons breath. Dragon breath shoots the mammoth I shield guard it into a scarab. His troopers shoot up the scarabs but only manage to kill 1. Gearheart drops 2 swordsmen from my right, Monster Alyce beats on more swordsmen. Vulcan then decides its time to commit, he blows up the objective and sprays off the UA plus most of the swords. 0-1
My Turn 3: He's left the Vulcan with 13 of the Supreme Guardian. I start with Marketh lashing it forward off the vulcan, I do a few points of damage. Swordsmen dance out of the way one kills a couple of Alchemists. Supreme Guardian goes in and leaves it on 8 boxes, while clearing out a unit of Alchemists and toughing Monster Alyce. Mammoth dials up 2 shots and takes it down to the box. Makeda camps 4 in the trench. 1-1 Turn 3: My opponent focuses on the Mammoth but can't kill it leaving it on 20 boxes 1-1
Turn 4: Mammoth charges Gearheart, 2 hits later he's dead.
Thoughts: My opponent was pretty bummed about not getting to control the battle engine and leaving an easy kill on Gorman. Otherwise he melted my infantry, I think 2 units of swords is overkill.. I'm tempted to drop the scarab pack & beast handlers for karax and Valkyries...
TABLE & SCENARIO: We had Invasion scenario, terrain of interest was a couple of forests in the middle zone. I won the roll and went first he gave me the side with poor terrain.
DEPLOYMENT: Supreme Guardian to Makeda's left and Mammoth to her right. The Karax went right of the mammoth and swords left of the Supreme Guardian. He deployed his WGI + Marauder opposite the supreme guardian, WGR against the swords and Kommandos + Spriggan opposite the mammoth. Alexia in the back with the guns.
My Turn 1: Marketh harmonious on Makeda and then proceeds to block los for her to charge! Makeda quickens mammoth and walks next to Marketh. Spears run and spread out Mammoth runs in front of Makeda. Swords run right and spread out. Supreme guardian runs straight forward. Turn 1: His rifles and mortar shoot of 3 swordsmen. WGI shuffle forward out of swords threat. Kommado's do likewise staying out of charge of the karax. Alexia creates a thrall which runs infront of the mammoth. Irusk puts out all his spells and walks into the middle of a see of troops.
My Turn 2: Upkeep Quicken and Mammoth is now in walking distance of shooting Alexia I roll 2 shots. First hits but I don't boost(why?) and she lives, second shot misses . Makeda feats jackhammers the thrall through the vessel charges behind the forest. Swords run into WGI and Marauder, karax run into Kommandos and Spriggan. Legends hang back behind the karax. Turn 2: Drops artifice, but gives the jacks a few focus. Irusk then feats battle lust the kommandos and walks next to the objective catching my entire army camping 0. Joe +2s the WGI who mini feat. They then burn through most of Makeda's health trying to keep the Marauder getting a charge on the Supreme Guardian. WGR kill more swords, Marauder tramples over more and puts a dent into the guardian. I've got 2 swords left. On his left Sprigan kills 4 karax, the Kommados charge the mammoth no healing guns but he can only get 5 onto the mammoth and can't knock out a aspect. 0-0
My Turn 3: Mammoth is within 8 of Irusk so I upkeep quicken with Marketh, who then harmonious on Makeda. Hakaar takes out a couple of kommados. Makada, carnages then jackhammers more off the mammoth. Karax clear a few more blocking the mammoth. Mammoth bulldozes up to Irusk and two boosted hits later he's dead. SKORNE WIN
Thoughts: I was kicking myself about not getting quicken onto the swords watching them melt to the WGI/R but turns out it was fortuitous. Not sure about max karax maybe min with beast handlers.. forgot to deploy the Novitiate..
I played a game with (the new-to-me) Makeda 3 this weekend, 75 points.
Me: Warhost Theme. Mak3, Molik Karn, Soldier, Krea, Drake, Sentry, 2x min Beast Handlers, Zaadesh running Gladiator and a Turtle. Them: Khador IronFang Theme. Straakov, Black Dragons + UA, Pikemen + UA, Calvary, Great Bears, a few Iron Fang solos, 2x Marauders and min Mechs
We played the scenario Recon 2, I chose 2nd
His turn 1: With theme bonus of advanced move and quicken, Pikemen crossed half turn 1, and other things moved about. My turn 1: Advanced with Bulwark, killed a paingiver with Marketh for the soul. Sentry ran to engage Pikemen, Molik advanced to kill 2.
His turn 2: Charges from Calvary and attacks from Pikemen. Damage here and there, but nothing died. Bulwark kept things from getting knocked down (he had crits on 4 of the 5 calvary models). My turn 2: Feat. Makeda packmans about 14 models by herself (including the counter-chargers that missed), Molik finishes the Great Bears and that half of the board is cleared.
I score 2, he gets 1, but that's basically the game and later I win 6-1.
We talked after that his feat would have helped: ARM 23 pikemen + Tough would have made Makeda use more Fury needing 7's to kill on damage plus a few tough rolls here and there. Beasts might have finished the rest - so maybe not charging in with everything would have forced me to plan for counter attacks or run high on fury and really extend to get everything. Either way it was a rough game.
The feat turn was so unforgiving into packed infantry - that was just a mess. Bulwark made beasts so hardy. She bullies hard. It was a good list and this was just a bad matchup - but one of those games where it didn't feel particularly skillful since she just killed stuff on auto.
Does Makeda3 have bad matchups?
Do you think she'll get nerfed in some way?
Is she not really that great? (I rarely read of her losses against a variety of lists)
Post by bloodsplatterartist on Mar 21, 2019 15:13:14 GMT
The only thing I could see is maybe her losing eliminator. I was honestly a little surprised she got that and bladed Gale. Losing it would still let her chop through poorly placed models but should make positioning slightly less oppressive for opponents trying to keep her from pac Manning through their whole army.
TABLE & SCENARIO: Scenario was Standoff , terrain of interest was a forest in the middle between zones. I lost the roll he went first and I took the side with a wall in one circle zone and gave him the side that had some awkward obstructions. My objective handed out pathfinder his healing.
DEPLOYMENT: His swordsmen went wide left and right, his Cetrati went to X1s left and Arcuarii to the right, Tibbers and friends in the middle. I put my SG to my far left with then the immortals next to all the solos. To the right went the 2 heavies and the Soldier behind the forest in the middle.
Turn 1: He runs everthing up, his left hand swords have to go around the obstruction. Defenders ward goes on the Cetrati. My Turn 1: SG runs staying outside of the Arcuarii and swords threat, Immortals likewise. Soldier gets right up behind the forest bulkwalked with a court member. Despoilers runs behind the wall, Makeda and the Gladiator move up behind the solider.
Turn 2: He decides to jam his swordsmen into my lines. His left hand swordsmen spread out to limit the packman action. To the right he throws a few into the immortals. His Arcuarii file up behind the swordsmen on his right and the Cetrati shieldwall and move up behind the forest in 3 lines. Hakaar positions to collect souls and Tibbers stays out of threat of the SG. My Turn 2: My mission this turn is to score two, my zone and the right hand circle. I start with a Marketh harmonious then Makeda feats and casts deathbringers. I attempt to proc battledriven with a free strike but he doesn't take it. Court clear of a few swords, then Makeda eats 3 more swordsmen sprays off 2 more and eliminators the UA. I then eliminator back. . Gladiator rushes Soldier and bulkwalks Makeda. Soldier walks through the forest into his zone and eats the front row of Cetrati. Despoiler can only reach 2 more swords leaving me unable to score that zone . Immortals go incorporeal and a few get on to Hakaar and one into Tibbers. I end up leaving Hakaar on 1 box miss a bunch of 7s on the swords but KD a couple of Arcuarii. SG moves up behind to score my zone and contest the circle. SCORE 1-0
Turn 3: Hakaars vengeance clears an immortal. He decides that he wants the SG gone and can get tibbers onto it with a full lurch and some overtakes. Hakaar goes first clears of 4 immortals handily including the one blocking tibbers. X1 feats lurches tibbers forward. Cetrati and the TYCOM blow up the Soldier, his remaining left hand swordsmen mill about in the zone. The Arcuarii and swordsmen on his right clear of all the remaining immortals. Tibbers charges my AG one-shots it overtaking into the SG. Who goes down in 3 more swings. His last swing into Hakaar leaves him on 1 box! He scores 2; SCORE 1-2 My Turn 3: I need to kill Tibbers and contest my collapsed left flank. The usual start harmonious then Makeda incites and deathbringer kills remaining swordsmen with the court. Despoiler clears off the TCOM and a few Cetrati. Gladiator had to rush himself to get to tibbers. I've got a choice of scoring if I kill tibbers or getting in his back arc. I decide for back arc and do the dirty with just his initials after tibbers had taken some earlier damage from the various defensive strikes and vengeance hits. Vessel, Abidan and hakaar get into the circle zone clearing of the imposter hakaar and some swords and Arcuarii.: SCORE 2-3
Turn 4: Remaining Cetrati spike on despoiler but leave him on some boxes. His remaining swords and Arcuarii leave the vessel around in the zone. So he decides that X1 has to remove the Gladitator. He charges in but leaves it on to many boxes. SCORE 2-3 My Turn 4: Gladiator puts X1 into the dirt. SKORNE WIN
Thoughts: RFP was horrible for the soul! The Soldier died too cheaply, I could have trampled through the woods and got to his second line of Cetrati plus I should have eliminator'ed Makeda forward to provide bulwalk to the Soldier DEF 15 may have kept it alive..
TABLE & SCENARIO: Scenario was Mirage, terrain of interest was a forest in the middle between zones. I lost the roll he went first and I took the side with a trench I thought about getting Raseth into. Both our objectives hand out healing.
DEPLOYMENT: His Wolves go far to his right. Blood pack go left and right of his Electo Chicken, which is the middle. His support stacked mostly next to Krueger. One Champion goes far to his left. I put my Mammoth to my left next goes the SG then Rasheth. To Rasheth's right first TYCOM, the Karax and finally swords. He puts B&C and LOTF opposite my infantry wing. Prey from Caul goes on the SG.
Turn 1: He's super aggressive, runs everything up full distance. LOTF goes behind a wall up in my grill, B&C also get up the field. My Turn 1: I can get both Caul and LOTF with an arc so the Karax mini feat and run up one gets a bead on LOTF avoiding the wall, another with Caul. The rest spread out expecting to die!. Willbreaker toughs them. Swordsmen shuffle up. Mammoth blows one wolf up but fails to break armor on a lucky scatter on another. SG moves up out of threat of the electro chicken. Marketh harmonous, soulword hands Rasheth eyeless. Rasheth then blows up both Caul and LOTF and to add insult to injury both Karax tough, no KD.
Turn 2: Electro chicken moves up animus and pulses 8 karax I only loose 3 thanks to tough and bad roles. He shoots Rasheth and repos' back. Wolves to his right jump on the mammoth and SG only put a few points in then repo back. His blood pack also on the right clear of more karax. Brighid then helps himself to a few more karax. The left hand Blood Pack and roving champion move up and clears off swordsmen. Krueger windwalls and camps a bunch. He's ready to score two flags and his zone. My Turn 2: He's painmaddened the mammoth so it bulldozes a wolf out way and end up in his zone right up in Kruegers grill. Rasheth feats bloodmarks the eletro chicken puts a sunderspirit in and camps 2. Last 2 Karax jam up next to his left hand blood pack. SG brings 3 more back and positions in-front of Rasheth. Soulword dumps his souls into the SG. Marketh pings the chicken with a sunder spirit, I can get one swordsmen on to it they mini feat kill the champion and put a chunk into the chicken although I can't kill Brighid or his Whitemane. I leave the electro chicken on a dozen or so boxes. I score 1. Score 1-0
Turn 3: His right hand blood pack clear of the karax jamming up Krueger. Krueger then moves up feats and pushes the krea away from Rasheth.. opps. He tries to telekinise the SG but I arcane vortex it. He then elects to telekinesis himself back out of threat of it and Heals up the electro chicken, camping zero. The electro chicken stands still and shoots Rasheth I transfer a damage through blood mark and he puts some damage in. Bright clears of a couple of swords, his left hand blood pack then put 4 shots into Rasheth. Leaving me on a few boxes still with 2 transfers. He gets one wolf onto Rasheth but he elects to kill the agoniser with the others so gain a couple more transfers and live on a few boxes. No score : Score 1-0 My Turn 3: SG charges a bloodpack and threshers through half the unit, Brighid and the eletro chicken. Makes space for a swordsmen to get in LOS of Krueger. I puppet master the mammoth who stands still and massive blasts Krueger. I spike damage and he dies before Rasheth needs to activate. : SKORNE WIN
Thoughts: End of my turn 2 missed placed my Krea and agoniser. I should have bunkered them with Rasheth but elected to try and spread them out to get the SG and Rasheth into the bubble. Also my turn 1 I was far to conservative with my swordsmen. I should have jammed them right up the table which mean I might have been able to get one or two more onto the electro chicken and killed it. Rasheth takes a lot of baby sitting..
Had a CID game in against my Protectorate buddy. He was running the new hotness Vlad3 with all the dragoons.
[Vladimir 3] Vladimir Tzepesci, Great Prince of Umbrey [+27] - Judicator  - War Dog  Champion of the Order of the Wall  Champion of the Order of the Wall  Hermit of Henge Hold [0(4)] High Paladin Dartan Vilmon [0(6)] Man-O-War Drakhun  Man-O-War Drakhun  Menite Archon  Two Vassal Mechaniks  Two Vassals of Menoth [0(6)] Choir of Menoth (min)  Flame Bringers (max) 
I wanted to try out double Void archons so when with an Exalted Rasheth list
TABLE & SCENARIO: We had Standoff as scenario, terrain of interest was a house center table that was going to make it interesting for the large bases. I won the roll off even with his two bites at the cherry thanks to his theme benefit (bonkers!)
DEPLOYMENT: Supreme Guardian to the left of the house, Rasheth and a void archon in the middle. Immortals to his right and shooting beasties and other void to his left. My opponent deployed the Judi opposite the Supereme Guardian, his Flame bringers opposite the immortals. He combined one Drakhun, Champ and the Archon in the middle and the final Drakhun and Champ opposite my shooting
My Turn 1: I keep the Supreme Guardian outside of 21 of the Judi to avoid cheap shots. Everything else runs up. Carnage goes on the immortals, I chuck a few BoCs to make life a little hard for the flamebringers Turn 1: Vlad gives Flame bringers hand of fate and infernal machine to Judi. Judi runs to 12 from the Supreme Guardian. Champ, Drakhun and Archon go on the other side of the house while the flamebringers dance about the BoCs. His other Dragoon package toes the circle zone.
My Turn 2: With the shield guard and hermit I can't kill the Judi but I can make it unlikely to charge the Supreme Guardian. So I start with the immortals who jam as best they can. Novite positions to help if he can. I run a Vessel to within 8 of the judi thankfully out of counter charge range! Rasheth goes feats, blood marks the judi and Zaps his Archon for some points. A Void archon runs into B2B with the judi. Shamans, Raider, etc then do about 3/5 of its boxes taking out one side after using his Shield guard and Hermit. Turn 2: Luck fire damage roll kills Vilmon. Vlad Moves up feats and razorwinds the AG for half its boxes. Menite Archon flies over jammers and lands in a nice spots and clears of a few immortals the AG and the novite. Flamebringers and the other two dragoons clear zone leaving about 2 immortals in the unit. On the other side one dragoon clears the void off of the Judi. It then sprints into the Superme Guardian who de-horses him. The Judi heals back a few points, shuffles forward and then blows up the objective. I opt to cancel a spray damage on the remaining void with the hermit. Final Dragoon charges the raider and does some damage. SCORE 0-3
My Turn 3: Ergh behind and jammed. Vengeance chips the paint on a few dragoons. Abidan charges a dragoon in front of the supreme guardian but is unable to de-horse him. I then activate the hermit and apply -2 arm a bit late. Hakaar and the Shaman clear off the jamming dragoons. Void archon flaps over to spray flamebringers but is unable to kill any but does de-horse a dragoon. Supreme Guardian eats the Judicator and brings back 3 immortals to provide a speed bump to Rasheth. Rasheth zaps the Archon for a few points and camps many. SCORE 1-3 Turn 3: He manages to use the vassels to kill the contesting vessel! Vlad rumbles up and eats a few immortals to gain blood tokens. Flamebringers kill all the immortals but leave a vessel alive. Void archon goes down to last dragoon. Mentie archon charges Abidan and does some damage to Rasheth. SCORE 1-5
My Turn 4: To keep the game live I need to contest. The raider can get there but I need to clear out the dragoon and Archon. I start with Rasheth who BoCs my own vessel catching all 3 remaining flamebringersthey all die. Supreme Guardian then kills the Archon but misses his final attack into the now dismounted dragoon. My shaman shots fail to kill him and I pass turn 6-1 SCENARIO LOSS
Thoughts: I love the debuff stacking of the void archon with Rasheth. We discussed a more balanced list might have a min unit of immortals instead of the sea of solos. The menite theme was excellent, really interesting mix. His Archon was tanky like his army but not overpowering.