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Post by Dirhavel on May 25, 2018 8:15:53 GMT
I was under the impression that the no-charge part of Axis' feat prevents Arkadius' feat because a frenzy is essentially just a charge with restrictions. Am I wrong?
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Post by Azahul on May 25, 2018 8:36:41 GMT
Not at all. I'm just saying you can play in such a fashion that he can't capture enough of your army to deny the alpha if he Feats defensively. Force a catch 22, either an ineffective Feat or tanking a full alpha strike.
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Post by Dirhavel on May 25, 2018 9:29:06 GMT
Right, I was mostly referring to Gaston's last batrep where it seems like he used the feat to frenzy a couple models that were feated on by Axis (unless I'm reading it wrong?). In theory it shouldn't be too hard to get your feat off before Axis, unless he's content with just clipping one or two hogs like you said.
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Post by Gaston on May 25, 2018 13:41:03 GMT
I was under the impression that the no-charge part of Axis' feat prevents Arkadius' feat because a frenzy is essentially just a charge with restrictions. Am I wrong? We went with a spectator ruling when it came up (you do not charge you advance), you are correct they were wrong. Happily the War Hog who needed to get to the TEPs was free and clear.
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Post by Gaston on Jun 6, 2018 0:42:45 GMT
Since Azahul is rocking it with the batreps, I suppppose I should step up as well! Sick of Jaga yet? Hope not! Jaga-Jaga, Blindwater Congregation -Soul Slave -Wrastler -Boneswarm -Boneswarm Sacral Vault Husk Husk Longchops Totem Hunter Bone Shrine Croak Raiders (max) -Void Leech Croak Raiders (max) -Void Leech Bog Trog Ambushers (min) Boil Master and Spirit Cauldron Doomshaper1, Band of Heroes -Mulg -Axer -Runebearer Fell Caller Hero Champion Hero Krielstone (max) -UA Champs (max) -Skaldi -Sorcerer Champs (max) Fennblades (max) -UA Totem Hunter puts Prey on the Fennblades. Jaga Turn 1: Escort, Running. Pot loads up 3 corpses onto the right Swarm, Vault gets 2 souls. Doomie Turn 1: Purification to get rid of Escort, Jaga takes 2 damage. Running. Jaga Turn 2: Ambushers move into position. Jaga casts Signs, feats, removes Skaldi, Champ Hero, and leaves another 4 Champs on 1 health (some may have failed tough as well). She then backs up, heals for 2, no camp. Vault, Longchops, and red Croaks finish off the left champs. Husks run into the Fennblades, right Croaks pop the Husks and pick on some Fenns, Totem Hunter grabs some action as well. Doomie Turn 2: Fenns Vengeance forward, mini-feat, charge and kill some Croaks. Champs run/charge, kill a Croak. Mulg looks threatening. Doomie moves up and feats, Fortune on Mulg. CP: 1-1 Jaga Turn 3: Soul Slave puts Ghost Walk on right Croaks. Totem Hunter kills a Fennblade, drummer toughs, sprint to flag. Boneswarm eats 2 Fenns, puts up Swarm, spends 2 corpses to heal some feat damage. Croaks finish off Fenns. Pot puts 2 corpses on the left Swarm. Jaga puts up Escort, takes 7 damage, backs away a bit. Swarm slams Mulg, spends a corpse to heal feat damage. Mulg goes 0.5” so….not exactly the breathing room I would have hoped for. Longchops picks on the Krielstone unit a bit. CP: 3-1 Doomie Turn 3: Mulg stands up. Krielstone unit charges the Boneswarm. Mulg finishes it off, puts up his animus. Doomie puts Rush on the Axer, kills Longchops with whatever his damage spell is. Axer takes out Totem and 2 Croaks, Moses grabs the flag. Champs bunch up and kill some more Croaks. CP: 4-4 Jaga Turn 4: I can cast spells again! Upkeep Escort, Rage on Wrastler, Signs and Portents. Croaks start working on Mulg, I make sure that all are outside of 6”...except one of course. Mulg scoots over to engage him, but happily enough the next Croak shot kills that Croak so...yay Signs? Mulg is at the edge of the Krielstone range, so two Croaks take the time to thin the unit enough that he loses the armor aura. The difference between 21 and 19 is huge, and given he had already taken a few points of damage, the Croaks are able to drop Mulg. Wrastler chomps on a bunch of Champs, Boneswarm comes over to finish them. He gets too close to Doomie who triggers Guardian Beast to reposition the Axer. Right Croaks finish off Moses to clear the flag. CP: 6-4 Doomie Turn 4: Krielstone runs to contest my flag. Fellcaller goes to grab his flag. Doomie tries to cast the Domination (Rager?) something spell on a beast, but misses. Axer moves up to jam my beasts. CP: 7-5 Jaga Turn 4: Boneswarm frenzies on Axer. Jaga Ghost Walks the Croaks via the Bone Shrine, casts Signs, walks into zone. Croaks wipe out Krielstone. Wrastler wipes out Axer. Right Croaks kill off the Fell Caller. CP: 10-5 Lessons Learned: That got very tense, especially on time and positioning so as to not die to a Goad’ed Mulg. Obvious mistakes are obvious, I very poorly placed the entire right side of the table when it came to unpacking. Actually having the Totem Hunter over there with both Husks and Croaks was exactly right I feel. They just ended up stepping on each other’s toes too much, I needed to have the Croaks spread a bit more out so I could get the Husks and Totems to where they needed to go. The other unforced error was of course leaving the Croak within 6”, just not thinking on my part. Strategically, I was very happy with how the feat worked into the Champions, being able to quasi trade a min unit of Ambushers with a max unit of Champs with little opportunity cost feels very effective.
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Post by Gaston on Jun 6, 2018 0:43:01 GMT
Dr. Arkadius, WWFF -Road Hog -Road Hog -War Hog -War Hog -War Hog -Battle Boar Dahlia -Skarath Orin Midwinter Witch Doc Croc Witch Doc Croc Longchops Gremlin Swarm Gremlin Swarm Borka2, Power of Dhunia -Runebearer -EBDT -EBDT -Mulg -Rok -Axer -Storm Troll Whelps Whelps Krielstone (max) -UA Gobber Bellows Crew I think this is a very playable match up for Arkadius if you are willing to be cagey, unfortunately I lost the roll to go first, which makes it much more difficult indeed. Borka Turn 1: Run forward, put up Countercharge spell. Ark Turn 1: FE on Skarath, Guardian Beast on Ark. Run forward to just shy of his threat ranges. Dahlia puts up Haunting Melody. Borka Turn 2: Rush on Mulg, Mulg tramples and uses his animus. Borka sprays a Gremlin Swarm to death, feats. Things run forward to make me uncomfortable. Ark Turn 2: Time to implement the grand strategum! Because I foolishly threw away the Gremlin Swarm I had to follow up by throwing away Dahlia. She runs forward to contest the middle and back zone. Skarath walks over between the War Hog and the EBDT. Longchops cannot shoot the welp off the flag due to stealth, so he settles for contesting. Pretty much everything else runs backward just out of his threat ranges. CP: 0-0 Borka Turn 3: EBDT frenzies on Skarath, misses. Storm Troll pops Mulg with an eleap fist, kills off Dahlia. Rok sprays poor Longchops to death. CP: 0-3 Ark Turn 3: Gorax puts Primal on a War Hog. Ark maltreats him, feats. Left Side all frenzies on the EBDT, he countercharges the Road Hog. Right Side War Hog frenzies on the EBDT, Road Hog nabs a Gobber. Ark puts Crippling Grasp on Rok, FE on the Road Hog, and Primal on the War Hog, scoots back a bit. Gremlin Swarm runs behind Rok to prevent him from wandering off, Road Hog rolls in and finishes him off, overtaking through some Whelps. War Hog kills off the EBDT. Other War Hog kills off other EBDT. Road Hog forces for speed, runs to contest the upper zone, other War Hog wanders in to contest the center. Orin tries to clear the right zone with eleaps, but comes up one shy. CP: 0-3 Borka Turn 4: Krielstone removes incorporeal on the Gremlin Swarm, Axer kills it. Mulg kills the Road Hog. CP: 0-5 Lessons Learned: That was as ugly as it was educational. First, I do think that my strategy of run far forward then run far backward is the right one, it just helps a ton to be going first, not second. That being said, I made a lot of small errors that hurt me big time. 1) I was too aggressive with the Gremlin Swarm and got it killed on Turn 2, that meant I had to sacrifice Dahlia to stay in the game. 2) I flanked too hard with Longchops, so I was unable to get in range to kill off the Whelps on the flag, giving up a CP. 3) I ran the Witch Doc backwards incorrectly, had I left it within 10” of the flag, I could have scored a CP. 4) I failed to clear the zone to score a CP (some dice, some activation order). Having taken 3 of his 4 heavies off the table, I think if I had been able to hang onto scenario for one more turn I could have turned it around, but I simply gave up too many scoring opportunities.
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Post by Azahul on Jun 6, 2018 1:38:04 GMT
Yeah, I keep finding myself doing the exact same thing with Warlocks and solos. Back them up as far as possible to keep them safe, rather than to the minimum safe distance that is still within scoring range of scenario elements.
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Post by Gaston on Jun 6, 2018 1:44:32 GMT
Yeah, I keep finding myself doing the exact same thing with Warlocks and solos. Back them up as far as possible to keep them safe, rather than to the minimum safe distance that is still within scoring range of scenario elements. It is a frustrating mistake to make and then see retrospectively.
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Post by codeman90 on Jun 6, 2018 16:39:20 GMT
Wouldn't punching the back of an EBDT no longer work to trigger E-leaps due to the change in how E-leaps work? Or has that change not happened yet? Or maybe I'm just wrong about that rule in general. In any event those were interesting bat reps! More of a Gator guy myself, but I have a soft spot for Carver. Just picked up the mad doc too so I'll have to give him a spin.
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Post by apoc2148 on Jun 6, 2018 17:21:49 GMT
Wouldn't punching the back of an EBDT no longer work to trigger E-leaps due to the change in how E-leaps work? Or has that change not happened yet? Or maybe I'm just wrong about that rule in general. In any event those were interesting bat reps! More of a Gator guy myself, but I have a soft spot for Carver. Just picked up the mad doc too so I'll have to give him a spin. As far as I know that change hasn't been implemented yet. Probably waiting for the next errata to make it public.
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Post by Gaston on Jun 6, 2018 18:38:35 GMT
Wouldn't punching the back of an EBDT no longer work to trigger E-leaps due to the change in how E-leaps work? Or has that change not happened yet? Or maybe I'm just wrong about that rule in general. In any event those were interesting bat reps! More of a Gator guy myself, but I have a soft spot for Carver. Just picked up the mad doc too so I'll have to give him a spin. He punched Mulg so it was legit no matter what. I honestly don't recall the exact wording of the rule change, so don't want to answer with bad info, I would -think- it would not eleap.
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Post by macdaddy on Jun 6, 2018 19:28:31 GMT
Wouldn't punching the back of an EBDT no longer work to trigger E-leaps due to the change in how E-leaps work? Or has that change not happened yet? Or maybe I'm just wrong about that rule in general. In any event those were interesting bat reps! More of a Gator guy myself, but I have a soft spot for Carver. Just picked up the mad doc too so I'll have to give him a spin. He punched Mulg so it was legit no matter what. I honestly don't recall the exact wording of the rule change, so don't want to answer with bad info, I would -think- it would not eleap. Would not leap of earth born under CiD rules. But those are not official yet.
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Post by codeman90 on Jun 6, 2018 22:58:09 GMT
Wouldn't punching the back of an EBDT no longer work to trigger E-leaps due to the change in how E-leaps work? Or has that change not happened yet? Or maybe I'm just wrong about that rule in general. In any event those were interesting bat reps! More of a Gator guy myself, but I have a soft spot for Carver. Just picked up the mad doc too so I'll have to give him a spin. He punched Mulg so it was legit no matter what. I honestly don't recall the exact wording of the rule change, so don't want to answer with bad info, I would -think- it would not eleap. You are indeed correct, my mistake on that.
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Post by Gaston on Jun 8, 2018 20:05:46 GMT
With the new ADR season upon us this month, I wanted to explore a Sturm/Barney2 pairing. However it was game night and I had no lists made up, so time to check off caster bingo instead. After last cast’s dojo on Lynus/Calaban it was pointed out that he could be quite good into Slayer spam because carapace is on shooting not spells. So I retooled the list up a bit for Slayer Spam and Cryx in general. Calaban, Blindwater -Soul Slave -Boneswarm -Boneswarm -Wrastler -Blindwalker Bone Shrine Bone Shrine Husk Husk Raiders (max) -Void Leech Raiders (max) -Void Leech Shamblers -Void Leech Lynus and Edrea Boil Master and Spirit Cauldron Boil Master and Spirit Cauldron I hit up my normal Cryx opponent, and he dropped: Bradigus, Bone of Orboros -Wold Guardian -Wold Guardian -Wold Wight -Wold Wight -Woldwatcher -Woldwatcher -Woldwatcher -Woldwatcher -Woldwatcher Stoneshaper Stoneshaper Stoneshaper Wayfarer Sentry Stone Sentry Stone Shifting Stone Shifting Stone Swamp Gobber Chef What, you didn’t think it would be that easy, right? More proof that Cryx players are awful people. Side note, Calaban is Jaga because I forgot him at home. He won the roll, elected to go first. Brad Turn 1: Synergy, Mystic Wards. Things ran forward, or advanced and went to Arm 21. Calaban Turn 1: Not much to do but chip away at them. Oil, fire on the Watchers. Pots each generate 2 corpses, pass them to the Shamblers. Husks run to jam. Brad Turn 2: Takes damage from fire, sprays some croaks, throws the Husks, armors up to 21. Calaban Turn 2: I make 4 Shamblers, wee! Blindwalker tramples to get in range to sling spells. Parasite on a Watcher. Croaks fail to kill it. Right side Croaks bang up the Watchers on the right side, take a Wight down to 2 health. Pot fills up a Boneswarm, it charges in with rage up, fails to kill a Watcher. CP: 0-1 Brad Turn 3: More Synergy, Mystic Wards, Fertilizing. Most of the left side Croaks get eaten up. On the left side a Guardian is ported over by the stones to kill the Blindwalker. A Watcher kills the Boneswarm. On the right side Shamblers get eaten up, the Guardian is ported over to kill the Boneswarm and a Watcher makes a forest in front of the Wrastler to protect the Guardian. CP: 1-1 Calaban Turn 3: I still have not managed to kill a model in his army, which is quite frustrating. The Guardians are applying a ton of pressure as well. Objective gives Wrastler pathfinder. Cauldron uses spectral lash to pull the left Guardian forward. Calaban goes, gets within 3” of the Guardian, Parasite. Rage on the Wrastler. Shamblers go, the Wold Wight has 2 HP left so they try to CMA it down, fail. The Bokur just buys and boosts like crazy on the Guardian, leaves it barely alive. Soul Slave finishes it off with a Hex Blast. Right side the Cauldron spectral lashes the Guardian forward, giving the Wrastler LOS around the forest. Wrastler goes in, leaves Guardian on 8ish or 12 or so health? It pretty much takes all the Croaks to whittle him down to 1-2 HP. CP: 2-1 Brad Turn 4: Fire takes out the Guardian and a Watcher, woo finally. Brad moves up and shoots Calaban, Watcher shoots and kills Calaban. Sad panda. Lessons Learned: I am going to lay this one down to match up a little bit. Mystic Wards more or less stops Calaban’s offensive spell casting, and while the Croaks are great, they will suffer into Arm 21 without support. Even with support it is pretty rough, based on my Jaga games. Additionally, the majority of his attacks RFP, limiting my corpse collection, and the twigmen are constructs meaning I cannot collect off of them nor can I use them as arc nodes for Calaban (living/undead only because….fluff?). All that being said, I think the bigger frustration was being unable to actually finish things off, or keep them crippled due to the auto-healing theme benefit. Maybe if I could have taken one or two of the Watchers out prior to the Turn 3 push then getting the Guardians would have been enough?
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Post by Gaston on Jun 8, 2018 20:49:00 GMT
Game 2 of the evening sees Calaban go back into the corner (sorry Baby). Instead out come Jaga Jaga to a) save the day and b) play a match up that I have been super curious about trying her out into: the one, the notorious, Madrak1. Jaga-Jaga, Blindwater Congregation -Soul Slave -Wrastler -Boneswarm -Boneswarm Sacral Vault Husk Husk Longchops Totem Hunter Bone Shrine Croak Raiders (max) -Void Leech Croak Raiders (max) -Void Leech Bog Trog Ambushers (min) Boil Master and Spirit Cauldron Madrak1, Band of Heroes -Runebearer -Mountain King Fell Caller Hero Troll Champ Hero Krielstone Bearer (max) -Stone Scribe Elder Champions (max) -Skaldi -Sorcerer -Sorcerer Champions (max) -Sorcerer Warders (min) Totem Hunter Prey’s the Champions. Jaga Turn 1: Grave Wind on a Boneswarm, Escort, run on up. Vault generates 2 souls, Pot gets 1 Corpse that it hands off. Madrak Turn 1: Make a big old clump, Sure Foot, Stone things. Jaga Turn 2: Ghost Walk on the Ambushers, they run on in. Battle group rearranges itself so Jaga can walk up. Husks run to be feated on and provide cloud cover. Jaga moves up, pulls from Shrine, Signs, feats. Krielstone goes down first, then Skaldi, 4 more Champs (2 tough maybe?), and the Husk kills a Warder. Sacral Vault does some damage as well. Left Croaks pick on the Warders a little bit more. Right Croaks take down other Husk to make a cloud to stop the Mtn King from charging. Boneswarms swarm. Longchops shoots the Mtn King, makes a welp. I lose Totem Hunter to a tough, Retaliatory Strike because I am dumb and forgot. Madrak Turn 2: Krielstone unit charges in, kills some Croaks. Champs follow up and charge in as well. Whelp (played by an Ambusher) runs to contest. King sprays 2 Croaks dead. CP: 0-1 Jaga Turn 3: Soul Slave puts Ghost Walk on the right Croaks. Jaga pulls from the Shrine, Signs and Portents, Ghost Walk on Swarm, Rage on Wrastler. Wrastler tramples in on the King, actually misses one of his attacks. Right Croaks finish off the King, with no Krielstone is it no biggie. Vault picks on the healthy unit of champs. Right Boneswarm walks in and pops Swarm for some defense, makes a few attacks. Left Swarm walks into the middle of 3 Champs, makes some attacks. CP: 1-1 Madrak Turn 3: Warder dies to fire. Whelps run to jam up the works and contest. Madrak moves up to kill the Boneswarm. More left side Croaks die. The Wraster and Boneswarm get beat up pretty bad but survive. CP: 1-1 Jaga Turn 4: Grinding. Clear out the right zone and my bottom zone, make progress on the top zone. Soul Slave tries to Deadweight a Krielstone guy to lock down Madrak but dice fail. CP: 3-1 Madrak Turn 4: If last turn was grinding, this turn is grinding. More attacks on the Wrastler/Boneswarm. Final welp contests the right zone. Madrak kills the Boil Master and Cauldron, puts up Sure Foot. Hero kills the Shrine. CP: 3-2 Jaga Turn 5: Clear out 2 zones, kill his objective. Moses is still contesting up top. CP: 6-3. Madrak Turn 5: Eilish and Hero contest the bottom zone. Madrak kills the Wrastler and Boneswarm with a thrown axe. Krielstone bro runs to contest. CP: 7-4 Jaga Turn 6: (I clock here, but we went onward regardless, he had 1 minute left as well) Jaga fails to kill the Krielbro in the zone, tries to Deadwind Moses, fails there too. Vault clears the bottom zone. Either Vault or Croaks kill Krielbro. Longchops kills Moses, no tough. CP: 10-5 Lessons Learned: Feat went about as well as could possibly be hoped for, and Signs and Portents was huge. That being said, +2 Def, tough, no knock down is still a Female Dog to work through and kept a lot of stuff going (there were a couple trolls who had to die 3 times or so). My biggest mistake was getting overconfident with the killing power of the left Croaks. I got too close with them, they failed to finish their targets, and as a result I lost 8 in one go. Croaks threat 10, Champs threat 9, shouldn’t happen, was a careless mistake on my part. Clock has started rearing its head with Jaga as well, one opponent’s thought was that so many attacks with Signs just chews up time, and I am inclined to believe him.
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