Post by copperflame on Sept 18, 2019 15:56:43 GMT
Hey gang, I went and did it. I got my first game in since forever. I thought I would share a little bit about how the game went for me.
First, my list
conflictchamber.com/?ca200O_-2fg-g_bfaRbbbbfUfIkaaY2N
Legion
[Theme] Children of the Dragon
[Kallus 2] Kallus, Devastation of Everblight [+28]
- Azrael [21]
- Nephilim Bolt Thrower [11]
- Typhon [20]
Blighted Nyss Shepherd [1]
Blighted Nyss Shepherd [1]
Blighted Nyss Warlord [0(5)]
Bog Trog Mist Speaker [4]
Craelix, Fang of Everblight [0(6)]
Blighted Nyss Raptors (max) [18]
Swamp Gobber Bellows Crew [2]
My friend was running Pirates, wanting to try out the new warcaster who also works for Cryx. The list consisted of one jack with a monster cannon, one melee focused one and two lighter warjacks. For units, there where what felt like 2 units of sea dogs? with advanced deployment. They also had attachments/solos that gave them Tough 4+ and can't be knocked down. There was one unit of ambushers and 2 units of weapon platforms/cannons.
If anyone wants the actual list - I'll ask him for it.
Setup
Anywho, we played the scenario with two large circles off center from each other with a flag in the center of each. For terrain - the notable features were a large building separating the two zones. I had a random fog cloud and wall on my side and the other side had a trench with a wall. There were random forest and/or other features that were there but didn't come into play.
Deployment
I won the roll and went first. He picked the side with the trench for his cannon boys.
I deployed without the knowledge that he had ambushers. I had Kallus2 in the center and flanked by Azrael / Typhon. I deployed the Bolt Thrower, a Shepard, Craelix and Mist Speaker to my left. I deployed gobbers and Raptors to the right.
His theme list allowed him to put 2 fire hazard/clouds into play for turn 1 to represent cannon fire. He had this awesome tea-cup flickering light in black/grey cotton that stood about 6in' high. I was really impressed, it was awesome.
Turn 1
Turn 1 - Legion - I found out that I had to deal with ambush. Oops! So, I ran my Raptors up and closer to the center to make sure they didn't get bogged down. I moved Kallus 2, Az and Typhon up behind the house. I moved Typhon to the left because the majority of his guys were on the left side of the house. I moved Az to the right because the big cannon warjack was on that side. I moved the rest up and popped clouds where I could.
Turn 1 - Pirates - sea dogs moved up but didn't do much turn 1 with lack of range and/or clouds/terrain. The big cannon warjack fired his first shot at 14" away and SPLATED a raptor. Then a monkey ran over and gave him more balls... luckily I think he did miss the second attack due to poor Rat. The chip damage didn't kill the raptor. The weapon platforms took some shots but didn't amount to much. The rest of the crew moved up. His caster had 'Rough Seas' and reduced all my non-spay ranged attacks by 3" in her control range.
Summary - respect the cannon.
Turn 2
Turn 2 - Legion - Here is where I found out that -3" on your range SUCKS! I tried to find some angle of attack but mostly just was facing down a horde of pirate fodder. There were a lot of them and not enough of me, especially with the range reduction. So, I turtled... I picked off anything I could and then sent my cloud producers over to the random cloud terrain. Between the Bog Mist Speaker and Swamp Gobbers filling in the gaps between the house and fog cloud, I hashed together a cloud wall. The rest of the army just tried to find cover and hunker down.
Turn 2 - Pirates - The ambushers came and went straight for my raptors. With the cloud wall, I think they all were denied the charge attack? The majority of the sea dogs moved up and did their best to engage. I played so far back that he didn't like what little he could pull off so he settled on muderizing my cloud guys. The rest moved up and positioned well for the next turn of pain. He also enjoyed scoring flag and zone... >.>
Summary - i got props for the cloud wall turtle idea though it felt cowardly with K2
Turn 3
Turn 3 - Legion - I got a little cheeky here. I used Overrun to send Typhon flying across to my other side where the ambushers were. Typhon sprayed down about half of them? Rat 5 still feels like you miss a good deal but my dice were pretty cold. Az went to the side where Typhon was at - he just could not get enough range to shoot anything without getting 2 or more balls to the grill (effective range 7" vs 14", and I think his were bigger). The bolt thrower got off a shot at the sea dog support but could drop them. The 2 remaining raptors got freed with Typhon and helped get the rest of support. Craelix kept weeding down the smaller threats with his 3 shots per turn. I gave the Warlord BattleLust and sent him after the melee warjack. He missed removing the cortex by 1 box...
Turn 3 - Pirates - well, in for a penny; in for a pound. The big cannon jack fired again and I think removed the rest of the raptors? He moved up the rest of the dogs... and by showering them with 'Pay Days' they turned into little monsters. Boosted attack rolls and followed that up with his feat to get an extra attack. Az didn't die but was left on 10 boxes? when he got surrounded and a light warjack to boot. Bolt Thrower got pelted by AoE's but the big lost was both Shepards, Warlord and Craelix went down in the barrage.
Summery - so far down on control points and only my battle group left...
Turn 4
Turn 4 - Legion - The good news here is that he did have to move up his caster into my threat range. Bad news was that Az was surrounded and Typhon had models in his way before he could get to spray range. Overrun to the rescue! The order of action was:
Summery - man, that was rough!
Take Aways
I love having Az and Typhon with K2. Outside of the kill, Az didn't do much but -3 Range really clamped him down. I had a really low model count but that is typical for my lists/playstyle. I never did use K2's feat... and that felt really bad. There wasn't a time I had anyone on fire at the beginning of my turn.
But this theme list hasn't been possible before and I did enjoy it.
Anyways - hope ya'll enjoyed. Maybe I'll remember to take pictures next time.
First, my list
conflictchamber.com/?ca200O_-2fg-g_bfaRbbbbfUfIkaaY2N
Legion
[Theme] Children of the Dragon
[Kallus 2] Kallus, Devastation of Everblight [+28]
- Azrael [21]
- Nephilim Bolt Thrower [11]
- Typhon [20]
Blighted Nyss Shepherd [1]
Blighted Nyss Shepherd [1]
Blighted Nyss Warlord [0(5)]
Bog Trog Mist Speaker [4]
Craelix, Fang of Everblight [0(6)]
Blighted Nyss Raptors (max) [18]
Swamp Gobber Bellows Crew [2]
My friend was running Pirates, wanting to try out the new warcaster who also works for Cryx. The list consisted of one jack with a monster cannon, one melee focused one and two lighter warjacks. For units, there where what felt like 2 units of sea dogs? with advanced deployment. They also had attachments/solos that gave them Tough 4+ and can't be knocked down. There was one unit of ambushers and 2 units of weapon platforms/cannons.
If anyone wants the actual list - I'll ask him for it.
Setup
Anywho, we played the scenario with two large circles off center from each other with a flag in the center of each. For terrain - the notable features were a large building separating the two zones. I had a random fog cloud and wall on my side and the other side had a trench with a wall. There were random forest and/or other features that were there but didn't come into play.
Deployment
I won the roll and went first. He picked the side with the trench for his cannon boys.
I deployed without the knowledge that he had ambushers. I had Kallus2 in the center and flanked by Azrael / Typhon. I deployed the Bolt Thrower, a Shepard, Craelix and Mist Speaker to my left. I deployed gobbers and Raptors to the right.
His theme list allowed him to put 2 fire hazard/clouds into play for turn 1 to represent cannon fire. He had this awesome tea-cup flickering light in black/grey cotton that stood about 6in' high. I was really impressed, it was awesome.
Turn 1
Turn 1 - Legion - I found out that I had to deal with ambush. Oops! So, I ran my Raptors up and closer to the center to make sure they didn't get bogged down. I moved Kallus 2, Az and Typhon up behind the house. I moved Typhon to the left because the majority of his guys were on the left side of the house. I moved Az to the right because the big cannon warjack was on that side. I moved the rest up and popped clouds where I could.
Turn 1 - Pirates - sea dogs moved up but didn't do much turn 1 with lack of range and/or clouds/terrain. The big cannon warjack fired his first shot at 14" away and SPLATED a raptor. Then a monkey ran over and gave him more balls... luckily I think he did miss the second attack due to poor Rat. The chip damage didn't kill the raptor. The weapon platforms took some shots but didn't amount to much. The rest of the crew moved up. His caster had 'Rough Seas' and reduced all my non-spay ranged attacks by 3" in her control range.
Summary - respect the cannon.
Turn 2
Turn 2 - Legion - Here is where I found out that -3" on your range SUCKS! I tried to find some angle of attack but mostly just was facing down a horde of pirate fodder. There were a lot of them and not enough of me, especially with the range reduction. So, I turtled... I picked off anything I could and then sent my cloud producers over to the random cloud terrain. Between the Bog Mist Speaker and Swamp Gobbers filling in the gaps between the house and fog cloud, I hashed together a cloud wall. The rest of the army just tried to find cover and hunker down.
Turn 2 - Pirates - The ambushers came and went straight for my raptors. With the cloud wall, I think they all were denied the charge attack? The majority of the sea dogs moved up and did their best to engage. I played so far back that he didn't like what little he could pull off so he settled on muderizing my cloud guys. The rest moved up and positioned well for the next turn of pain. He also enjoyed scoring flag and zone... >.>
Summary - i got props for the cloud wall turtle idea though it felt cowardly with K2
Turn 3
Turn 3 - Legion - I got a little cheeky here. I used Overrun to send Typhon flying across to my other side where the ambushers were. Typhon sprayed down about half of them? Rat 5 still feels like you miss a good deal but my dice were pretty cold. Az went to the side where Typhon was at - he just could not get enough range to shoot anything without getting 2 or more balls to the grill (effective range 7" vs 14", and I think his were bigger). The bolt thrower got off a shot at the sea dog support but could drop them. The 2 remaining raptors got freed with Typhon and helped get the rest of support. Craelix kept weeding down the smaller threats with his 3 shots per turn. I gave the Warlord BattleLust and sent him after the melee warjack. He missed removing the cortex by 1 box...
Turn 3 - Pirates - well, in for a penny; in for a pound. The big cannon jack fired again and I think removed the rest of the raptors? He moved up the rest of the dogs... and by showering them with 'Pay Days' they turned into little monsters. Boosted attack rolls and followed that up with his feat to get an extra attack. Az didn't die but was left on 10 boxes? when he got surrounded and a light warjack to boot. Bolt Thrower got pelted by AoE's but the big lost was both Shepards, Warlord and Craelix went down in the barrage.
Summery - so far down on control points and only my battle group left...
Turn 4
Turn 4 - Legion - The good news here is that he did have to move up his caster into my threat range. Bad news was that Az was surrounded and Typhon had models in his way before he could get to spray range. Overrun to the rescue! The order of action was:
- Activate Bolt Thrower, smack one of the sea dogs in melee with Az to get Quick Work to fire off. Boost the attack against the light warjack. It hit (whew) with a crit, pushing it back and knocking it down.
- Activate Kallus2, Heal 1 point on Az, cast Overrun on hisself and clear out intervening models. I had to burn all my fury on doing so but Typhon got to move up into walking range.
- Activate Typhon, move up and spray, spray, spray the caster using up all 5 fury. She's still not dead but hurt.
- Activate Azrael, boost the attack and damage. Reload and boost the attack... and that did it!
Summery - man, that was rough!
Take Aways
I love having Az and Typhon with K2. Outside of the kill, Az didn't do much but -3 Range really clamped him down. I had a really low model count but that is typical for my lists/playstyle. I never did use K2's feat... and that felt really bad. There wasn't a time I had anyone on fire at the beginning of my turn.
But this theme list hasn't been possible before and I did enjoy it.
Anyways - hope ya'll enjoyed. Maybe I'll remember to take pictures next time.