Bat Reps from WTC (or why you all should love Makeda1)
Sept 26, 2017 20:39:50 GMT
drillbossd, dragonpup, and 3 more like this
Post by regleant on Sept 26, 2017 20:39:50 GMT
I was one of the brave souls who played Skorne at the WTC representing Team China. I ran Makeda1 and Hexy1. Quite honestly, I never intended to drop Hexy1 – he was there to scare off the infantry spam. Makeda1 has been my girl for the last few months, and I can honestly say that this is one of the Top 2 strongest lists I’ve ever built over 5 years and 4 factions. This is not an exaggeration.
I know there’s an inclination to judge the quality of the Warlock based on W / L record, but sometimes that only tells you the better player, not the better list. Read on, and learn why you too should have an affair with Makeda1!
And as a fun note to get you excited – Hilariously, not a single game I played impacted the team standing. I could have simply not shown up, and the team record would have remained unchanged. Kinda sad, really.
Lastly before I start, I apologize for the lack of pictures. I originally was not going to do write-ups, but then got bored in my hotel room.
The lists:
Skorne - Mak Attack! WTC
Theme: No Theme Selected
75 / 75 Army
Archdomina Makeda - WB: +29
- Molik Karn - PC: 19 (Battlegroup Points Used: 19)
- Titan Gladiator - PC: 15 (Battlegroup Points Used: 10)
- Scarab Pack - PC: 10
Siege Animantarax - PC: 17
Tyrant Rhadeim - PC: 9
Swamp Gobber Chef - PC: 1
Mortitheurge Willbreaker - PC: 4
Maximus - PC: 4
Paingiver Beast Handlers - Leader & 3 Grunts: 5
Praetorian Ferox - Leader & 4 Grunts: 20
Skorne - Sexy Hexy WTC
Theme: Winds of Death
2 / 2 Free Cards 74 / 75 Army
Lord Tyrant Hexeris - WB: +28
- Mammoth - PC: 38 (Battlegroup Points Used: 28)
- Cyclops Shaman - PC: 8
- Basilisk Krea - PC: 7
Siege Animantarax - PC: 17
Extoller Soulward - PC: 3
Extoller Soulward - PC: 0
Mortitheurge Willbreaker - PC: 0
Venator Reivers - Leader & 9 Grunts: 15
- Venator Reiver Officer & Standard - Officer & Standard: 4
Paingiver Beast Handlers - Leader & 3 Grunts: 5
Venator Flayer Cannon Crew - Gunner & Grunt: 5
I played Makeda1 5 games, and in no game did I ever feel like I wasn’t completely controlling my opponent. It. Was. Awesome. Unfortunately, my attention to details are less awesome – more below.
Game 1: Russia Matryoshka, Hexy 1 v Ossrum, Breakdown
I’m gonna’ let this one slide for now – it’s the one time I didn’t drop Makeda1 the whole event and I should have. Between losing List Chicken (Ossrum bunny spam / Exulon infantry spam), dropping a list I played maybe 5 times, and being streamed for the first event early morning, I played the whole game on tilt. I almost pulled off a clock victory, but ultimately lost on Scenario. Congrats to my opponent for having better nerves than me.
Game 2: Switzerland Chocolate, Makeda1 vs. Helynna, Standoff
Helynna
- Sylys
- Hyperion
- Griffon
- Chimera
- Hydra
- Manticore x2
Arcanist Mechanics x2
Artificer
Arcanists + Soulless Escort
Hilariously, the day before I practiced Makeda1 into my teammate’s Helynna list, and even gave him first turn to make it tougher for me. I won. So, I was ready for this match up, especially since….
I win the roll off to go first:
Turn 1:
Top) Makeda1 and team advance up as close as they can without being shot. This typically involves putting Quicken onto Molik, advancing 6, then using Molik’s animus to get somewhere that I like. I left out some Ferox as bait, with the Scarabs behind. I wanted to force my opponent to either 1) feat bottom of 1 and run forward, or 2) stay way back and take shots, giving up the scenario.
Bottom) My opponent chose to stay way-back instead of feat! Crazy. A couple of unimportant gun shots happened. But one move I did not see happening was an Obliteration that boosted all over my Ferox, which took them down health and forced a Tough roll (which I passed).
Turn 2
Top) Well damn, this couldn’t be more perfect to simply hand me the scenario win. I feat, keep the Scarab shield guards around Makeda1 to prevent any thoughts of assassination, camped… 5? Battle Engine took some shots at Hyperion but didn’t break the shield. It and Molik advance up into shooting range (outside of Charge range) of Hyperion to bait shots (2 of which could go into Scarabs).
Bottom) Helynna counter-feats, jacks beat into Ferox, putting them all down to 1 health and Makeda1 down to 3 boxes.
CP: 1 / 0
Turn 3:
Top) I’m ecstatic, as I can see the victory in hand. I wanted to really push my opponent and decided Hyperion needed to go. I give Molik Puppet Master and send him in – he rolled well but not great. In goes the Turtle, and since the gun shots could never land due to Shield Guards, Hyperion is alive at 4 boxes. There are a ton of Ferox in the way for Rhadeim to make an appearance, so they all jump out of the way and put hits into the Chimera, taking it down half its boxes. Rhadeim uses his new landing spot and at DICE -1, rolls a 6 for damage to finish the job. The Gladiator decided to support the Ferox and jam up the Right flank (Molik on the left), and put a couple of punches into the heavy that gets a focus every time it is hit, but doesn’t take out any systems.
CP: 2 / 0
Bottom) He’s deep in the tank trying to figure out an assassination, while the Turtle and Molik are both in her zone staring her down. With Makeda1 at 5 boxes (thanks to the Healing Objective) and 2 Fury, he wanted to throw everything he could at her. Just one problem – all 6 Cavalry were in the way, and once again the Scarabs bunkered in front of Makeda1. After some creative activations, Gladiator and 4 Ferox died and just 1 still engaging the Chimera. The Chimera received Pathfinder and fully-loaded focus. Hellyna charged Molik, moved him out of the way with her staff, threw another Obliteration over the Scarabs between Chimera and its target, and the &$%* directly-hit Scarab tanked it and lived, while 2 died to Blast Damage (the 4th survived as a Transfer target). That center Scarab stopped the charge.
So to be creatively bitter, Chimera took a Free Strike which took out an Arm, walked over to the surviving Scarab, and threw it at Makeda1, knocking her down and killing the Scarab.
CP: 3 / 0
Turn 4
Top) Molik frenzies. Makeda1 ran into the left Circle, kept a Scarab in the Rectangle to lock-in the 5 / 0 CP lead. Then the Turtle, with no tokens, hit the Hard 9 to KD Helynna and killed her anyway.
CP: 5 / 0
Overall a fun game. My opponent had me worried a bit when he starting talking “assassination”, but even if that Scarab had died, I had 2 Fury, 5 Health, and a single transfer target on 6 boxes vs. a Chimera with 1 good arm and 2 focus (after the Charge). It would have been tight!
And my team lost the round anyway, so my win did not matter.
Question for the reader: At some point, my opponent’s teammate commented that “Wow, Retribution lost to Skorne? What happened?” To date, I’ve always seen Makeda1 as a great counter to everything Retribution brings, from Issyria to Helynna. Is there something I don’t know in my tiny meta?
Game 3: Poland Knights, Makeda1 v Thyra, Recon 2
Before I start, I want to say that despite how the game ended, this was the single most enjoyable game that I played and he was an awesome dude. For such a competitive environment, and despite the “less than sportsman-like behavior” I heard happened elsewhere, we were able to relax, have an open game, paused the clock way more than we probably should have but used it to explain intent and confirm measurements and laugh at the guy literally crawling on the table next to us.
I wanted this match-up because I know Protectorate well! He had Sevy2 Creator’s Might and Thyra Guardians of the Temple. I wanted to see Sevy2 so that I could jam him out of Scenario again. So naturally my opponent chose Thyra…
…and won the roll-off. Damn, how to face an army as fast as mine?
Thyra
- Blood of Martyrs
- Sanctifier
- Dervish
Daughters x2 (1 Ambush)
Flamebringers x2
TGF (min) + CA
Pyrrhus
Nicia
Turn 1:
Top) Everything he has floors forward, forming a horseshoe shape around my army, keeping everything 17” away from the cats. He doesn’t want to lose the alpha. The Flamebringers on the side of the Turtle receive Occultation.
Bottom) Well damn. I contemplate really hard about Feating and jamming, but I realize that he has no guns and I have the longer threat ranges. I bunch everyone (EVERYONE) into a tight ball behind my Objective and pass turn.
Turn 2
Top) My opponent positions a little bit, trying to keep out of my threat range, while jamming 2 Daughters on the Right flank against the Turtle hoping I trigger Vengeance – because if I do not, he kills my Beast Handlers. On the Left flank, the TFG crept forward for a charge opportunity, also trying to bait me out.
Bottom) I kill the 2 Daughters he fed me, cast Carnage, and send 2 Ferox forward to pick off 2 more Daughters, and Reposition into the Forest to the front right (just touching the zone). I was hoping to bait him forward with my Cavalry. Scarabs flanked to the left/Front side to stop the TFG creeping forward and contested the zone. I send in the Gobber Chef to the flag to score, and did not contest his flag or zone. I line up Molik with a bead on the opponent’s Objective for next turn.
CP: 1 / 1
Turn 3:
Top) He clears the left zone to score 2 more points. After a LONG deliberation, he decides to use Blood of Martyrs to go after the 2 Ferox in the forest after giving it Pathfinder. This is what I wanted to see! The last 2 Daughters come in and kill the Chef on the right flank.
CP: 1 / 3 (oh no!)
Bottom:) I need to make my move and this is it. Ferox sweep left to stop all of that Scoring BS going on, but failed to contest the flag.
Seriously.
Out by millimeters.
Because I didn’t actually measure it.
Right side, Molik is sent forth to kill the Objective and side-step into BoM putting in some good hits. Turtle tramples forward over the Daughters (failing to hit) and finishes the job, but couldn’t clear the zone due to Flamebringers having Occultation. Rhadeim claims the flag. FEAT!
CP: 3 / 4
By this point we were both seriously low on clock, 20 minutes or less…
Turn 4:
Top) Daughters finally Ambush and all 6 are placed within 4” of my flag. He sends everything he can into the Ferox killing nothing, until the Flamebringers finally come and finish the job thanks to Critical Grievous, clearing the zone. Right-side Flamebringers go in on the Turtle and do about 3 damage each. He kills the Objective with some hot rolls from a single side-stepping Flamebringer…
CP: 3 / 7 (oh crap!)
30 seconds left on his clock to my 10 minutes. I need to score, and prevent him from doing the same.
Bottom) 1 Ferox left to contest both his Flag and Objective. I run in the Willbreaker to do the same. Makeda1 charges the Flamebringer that went into the flag, killing it, and passing Rush to Molik. The Turtle kills off ALL of the Flamebringers. Every. Single. One. Maximus goes to clear out 3-4 Daughters and MISSED.
- Every. Single. Game. Maximus has 1 freaking job to do. Just 1. And despite MAT 8…
Rhadiem picks off 2 more Daughters (with MAT 8!), not enough to free up the flag, but I do get the zone. Okay, Molik now just needs to kill off the Sanctifier, using it to side-step twice to contest the flag and that’s game. He walks up, hits, does damage, and before I realize what’s going on, I already picked up the dice and completed my 2nd attack. Seriously. 1 Side Step was not within 4”.
CP: 4 / 7
Turn 5:
Top) Thyra charges the Ferox, killing it, bouncing to the Willbreaker who was too close, also killing it, clearing both the Flag and Zone. He nudges a single Daughter into the zone with 2 seconds left on the clock.
CP 4 / 9
KP: 65 / 20
2 bad plays gave my opponent the CPs he needed to win. He was badly down on attrition at that point, and was going to start losing ground on CP’s on my next immediate turn. I had control over the entire game, I just didn’t have the brainpower after so many hours of gaming in a hot room. Sad sad sad…
Game 4: Czech Lions, Makeda1 v Wurmwood
This was my 2nd recorded game of the weekend! If you can find the Czech podcast, I suggest checking it out as it was my single best-played game of the entire weekend, hands down. He had Wurmwood and Baldur2 available, and I wanted him to drop Wurmwood as I am very familiar with that match and he has no real Feat against me. The 2 Gallows Groves are troublesome, but can be worked around.
Wurmwood
- Feral
- Ghetorix
- Argus
- Wyrd
- Wyrd
Gallows x2
Lanyssa
Gobber Chef
Sentry Stone x2
Shifting Stones
Tharn Bloodtrackers (no CA)
I win the roll to go first. Amazing!
Turn 1:
Top) I run everything forward to be outside of 17” from his Blood Trackers. Why 17” and not 14” Because I know this match-up. Hellmouth a Manikin to drag a Ferox 3” closer = dead Ferox. I also spread the Ferox out further than 3” from each other, in case Cassius wanted to run up and allow some shenanigans with Hellmouth. And despite the Wyrds in the list, I put Quicken onto the Ferox, so that they could position better and dig deeper to hit all of the fragile Circle models.
Unfortunately, I did not measure any distance from the Battle Engine, forgetting about…
Bottom) Gallows Grove on the left popped forward and promptly hit the Turtle with Stranglehold. The rage I felt was intense, until I realized that he just allowed me to feat on my terms. Everything else he had just positioned up to be ready too take flags, and stay out of my threat range. Ghetorix killed some Bloodtrackers for souls.
That also made me happy.
Turn 2:
Top) 2 Ferox go in on the left-side Gallows Grove. The other 3 simply run to the left to keep in formation, and block out the center zone from anything wanting to pass through (before I remembered Curse of Shadows is a thing). Ferox stay 13” away from the Gallows Grove. Molik and the Gladiator position a bit forward into the zone to be ready for a fast move if needed. A 12” walking threat on Molik meant if he was touching the zone then he could clear the zone. The Turtle moved backwards to stay out of the Feral’s range, and the Chef ran over to get the flag. I walked some Scarabs into the right zone to score if he doesn’t contest, and kept far from his flag.
Bottom) He contemplated the Curse of Shadows, but that gave him Order of Activation as he has not Feated yet and this was Feat turn. He opted against. Blood Trackers took some shots on the Ferox, a boosted Hellmouth pulled a Ferox out of Makeda1’s control area, allowing the Feral to kill it and score a zone. Ghetorix killed more Bloodtrackers. Left side Sentry Stone Manikin missed the Chef on my flag, forcing Lanyssa to come and contest. Right side Manikins contested my zone. And…, for some reason the Shifting Stones teleported Wurmwood 3” forward camping 1. He moved the Wyrd in to block some Landing zones, and due to my Feat he didn’t even bother taking shots.
CP: 0 / 2
Turn 3:
Top) So yea – I had planned to go for the assassination needing 2 Side Steps BEFORE he came forward. Since he did move closer, it was an easy play. First I made sure to free up and Control my own zone with Scarabs killing Manikins (this may be the only time, ever, they did something productive other than take bullets).
Then 3 Ferox go in with some CMA’s and put in a few boxes, and reposition away (and out of Formation but whatever). Rhadeim goes in and does 8 boxes, forcing away the only Transfer. Molik gets Enrage, Rush, Quicken, and Puppet Master, AND Carnage because why not… bounces off of the Blood Tracker, and 3 hits later the Tree is in the dirt.
CP: 1 / 4 (because I didn’t want to side track myself by contesting his stuff, I just wanted to lock in the win)
KP: 12 / 0
Nice opponent. We talked about the game after and he admits he got greedy on Scenario, as well as left Wurmwood too close. But had he played somehow even more conservatively, he would have ultimately completely lost on Scenario as I could out-attrition him. Or so I think…
And I do love the CP and KP numbers for this game.
Game 5: Spain Red, Makeda1 v Father Lucant, The Pit II
I was thrown down first, hoping to scare off the Cryx with Hexy1. I wanted CoC or Legion as my opponent. I received CoC. I won the roll to go first. And even better, he chose the side that I wanted him to choose.
In full disclosure, I have been testing the armor-cracking limits of my Makeda1 list. I know that an Arcane-Shielded Stormwall is no problem. I just learned that ARM 22 Hyperion could be taken down. Now let’s see about Father Lucant’s crew!
Please note that there is an Obstruction in the center zone about 5x5”, closer to my side. There’s also a huge Obstruction taking up space of around 8x5” on the right side just in front of my opponent’s deployment zone, limiting his ability to get to that Right-side zone. That’s why I’m surprised that he took that side.
Lucant
- Conservator
- Conservator
- Corollary
- Diffuser
- Diffuser
- Prime Axiom
Accretion Servitors
Attunement
Reflex
Reflex
Optifex Directive
TEP
Turn 1:
Top) Quicken goes onto Molik. I run everything forward but stay out of range for most of the guns. I allow some pot shots at Ferox because again I have Shield Guards, and I wanted him to either stay way back, or run forward and feat Bottom of 1. Unfortunately my deployment was poor, and the Turtle got stuck behind a Wall. I was far too conservative with it, I think, since it can’t be Pushed and it certainly won’t die to shooting. My mistake.
Bottom) He shambled slowly forward, puts up Watcher, and hides in a Trench. Unimportant things happen.
Turn 2:
Top) He.., didn’t Feat. Damn. I don’t want to Feat first, either, but at least I’m already in my zone. I take a LOT of measurements between Molik and the Prime Axiom, burning up a ton of clock, and eventually get Molik in the right zone where I think he’s safe, and has solid threat on anything even thinking about coming near that zone. Ferox all hide in the center of the board and receive Tough. Advance and hide behind the Objective. No Feat, pass turn.
Bottom) Really truly, another boring turn of nothing significant happening. He shambled forward, toed his zone to score it, didn’t bother to contest my zone but did put something in range to run to it from the far right side board edge, where I dare not run Molik. I maybe lost a Ferox?
CP: 1 / 1
Turn 3:
Top) Remember I said above “nothing significant happened”? That includes him purposely not Feating. After measuring, Molik would need to charge a Diffuser, side step into Prime Axiom, then buy attacks. He didn’t think I would send in Molik for 5 attacks (and 2-3 Ferox). So… 3 Ferox charge into the Prime Axiom, 1 dies to Watcher (important note for later). Molik received Rush and Puppet Master, goes in, and rolls freaking bonkers on that Diffuser, like 6-6-4-4 crazy damage. Side steps once and does damage, side steps again, does damage, and buys 4 more attacks. The dice rolls were pretty good.
And for those of you counting at home, yes, that’s 19” that Molik just traveled, keeping in Makeda1’s Control Area the whole way, because he basically shot sideways across the board… this allowed Makeda1 to come out from hiding and use Jackhammer, killing the Prime Axiom and finishing off the Diffuser. Makeda1 Feats.
Turtle charged the Objective, handily killing it, and just about killing the other Diffuser as well. Rhadeim…, forgot to activate. And Maximus whiffed on a Servitor. (You have 1 job!).
Objective destroyed, and control both central zone with Makeda1 and her own zone with a Gladiator.
CP: 3 / 1
Bottom) Well, now Father Lucant feats. Fully loaded and buffed Conservator goes after the Turtle and.. promptly gets knocked on his ass because he forgot about the 2nd part of the Feat. On the other side, TEP blew Molik off the table in 2 shots. 2. Am I allowed to have the Turtle and complain about other BE’s being too powerful?
He starts contesting things, such as that far-far right Servitor going into my zone, and just a Servitor in the central zone and passes turn. He did not put a heavy in the zone, which made me happy.
CP: 3 / 1
Turn 4:
Top) Well I got the game pretty much won – just need to kill 2 Servitors and block off my zone. I’ll send the Ferox to do that, taking a Free Strike along the way with the Unit Leader, but I can promote another who wasn’t making attacks in the process.
Remember Watcher? I thought the spell expired and needed recast. Apparently it’s just an upkeep that stays there. The cats triggered Watcher, which allowed a high-arm Conservator into the central zone, stopping my win! What. Da. Anyway, stick to plan, clear my zone, get Rhadeim into the action, and Maximus, well, you know the story…. I run the Gladiator into my zone where he can counter-and-kill anything that dares approach.
CP: 4 / 1, and a whole lot of internal Rage
Bottom) Turtle dies from Father Lucant himself, and my opponent tries desperately to clear the zone of Maximus and Rhadeim to score a point for himself, but fails. TEP kills off Ferox. He contests my zone with the Servitor and passes turn.
CP: 4 / 1
Turn 5:
Top) Less than 5 minutes on the clock at this point. I send in the Gladiator to kill the TEP, and in my hurry I forgot Enrage. I also forgot Carnage, which I apparently needed as I missed 3 attacks before finally destroying it, and maxing out his Fury. Rhadeim and Maximus position around the Left zone to be ready. Scarabs run up and generally get in the way. Pass turn with 5 seconds left on the clock.
CP: 5 / 1
Bottom) My opponent must 1) Contest my zone, or 2) Clear his zone to not auto-lose. Preferably both, of course. He saw no way to contest my zone, so put everything he had into Rhadeim and Maximus, eventually putting them into the dirt. Apparently, the Optifex directive have no problem killing a de-horsed Rhadeim.
CP: 6 / 2
My opponent did a cool thing here. He paused the clock, and told me that my team has lost, so this game doesn’t so much matter. We talked it out than in my last 5 seconds I must do 2 things to win. 1) Pass a Threshold check needing a 7, and nudge a Scarab about half an inch to contest his zone. Then I win.
Turn 6: Win.
CP: 7 / 2
And once again, my game contributed nothing to the overall success of the team, because they lost the round without me.
Game 6: Switzerland Cheese, Makeda1 v Baldur2, Outlast
Once again I had a great opponent in Dominic. Good guy. His team actually faced off against all 3 China teams. Crazy!
Baldur2
- Megalith
- Woldwrath
- Woldwyrd
Stoneshaper x2
Blackclad x2
Gallows Grove x2
Sentry Stone x2
Shifting Stones
Fulcrum
I really honestly truly wanted him to drop Krueger2 into me because I know that match-up inside and out, much like the Wurmwood game. With Baldur2, I knew Makeda1 would be more hard-pressed to win it on such a difficult scenario. But.., I was eager to further test the hitting power of Makeda1, and an ARM 23 gargantuan is the next logical step.
Note that there is a building basically between both flags that extends into the left zone. That’s important. Other terrain was irrelevant as we both had tons of Pathfinder.
I won the roll to go first. I did that a surprising number of times…
Turn 1
Top) Run things forward to stay out of Manikin range. With Quicken on Molik, I moved him further forward with the Battle Engine to bait out a shot from the Woldwrath. If he is shooting, then he’s not contesting the zone. I’d also like him to Feat to get it out of the way, but unlike Father Lucant or Helynna, he doesn’t get any real benefit from it.
Bottom) He takes the shot with Woldwrath and plants and inconvenient AOE out there. Everything else stays very conservatively backwards, no Feat.
Turn 2
Top) I decide to Feat, and pull all but 1 of my Ferox from the left-side and behind the building to be lined up next to it, just outside of 7” walking threat of the Woldwrath. I leave one Ferox in Command in the left zone to contest. Willbreaker goes to the flag. Turtle kills the Gallows Grove that was nearby. Molik positions aggressively, preparing to go in, next to the Gladiator.
Bottom) A Manikin runs around the Ferox to contest the flag, the Gargantuan and Battle Engine put shots into the Ferox, putting 2 on Fire and dropping them all to 1 health. Baldur2 Feats, and he puts up a wall to block charge lanes to Woldwrath, thinking I might come in on him.
When looking at Scoring, we realize that my Ferox are mere millimeters away from Contesting his flag, and the Manikin to contest my flag is out of Formation. Also due to his fear of Ferox, he killboxed himself by a good 2”.
CP: 3 / 1
Turn 3
Top) Yep, time to turn it up and see what we can do. Going into the Woldwrath, I have:
- Molik Enrage and Puppet Master
- Gladiator Enrage, but must Rush himself
- Makeda1 with 4x Jackhammer on Molik, before she uses his Animus to reposition away (otherwise Megalith gets Teleported over the building and smashes her)
- Turtle gun shots, because I have no landing spot for it due to the wall, even if I were to hot swap Quicken.
In total on average dice, that’s 24 + 16 + 14 + whatever spikes = 54 damage. With Puppet Master and some potential gun shots, it should, could die! In the end, it lived with ~12 boxes. I did manage to clear the Right zone that had just a Sentry Stone with the Turtle. But I failed to block the Woldwrath’s path to contest it the following turn.
On the other side, I had to kill my own Ferox #5 with Rhadeim, so that I could score the Right zone.
CP: 5 / 1
Note here: What I SHOULD have done, is simply charge with the Ferox to jam him back away from the zone, with Molik and team standing by for any retaliation. Then I would have won from this point.
Bottom) Woldwrath heals about 9 boxes, slides into the right zone because I’m dumb, and uses a hit on the Gladiator to KD Molik. Molik then gets smashed into nothingness in 3 hits. Megalith gets teleported both into the zone and next to the Gladiator to finish the job. Left side is not relevant, but by the end of the turn I’m down 2 heavies and have just 1 Ferox left. He contests my flag but scores his own.
CP: 5 / 2
Turn 4
Top) I am WAY WAY to low on time. Last game, long day, 10 minutes left. I see Baldur is camping 2 so write off the Assassination, which would have consisted of Turtle guns, a leaping Ferox, and a leaping Rhadeim. I saw afterward that he had no legal transfer targets. Rage! So the Battle Engine splits attacks between Woldwrath (ARM 23) and Megalith (ARM 19), putting only the POW 18’s into Worldwrath.., which dies! Megalith is down a lot, so Makeda1 charges in to finish the job and leave him at 1 stupid box. I have almost no time left, so I bring in Rhadeim to finish the job. But since I cannot contest his zone before the clock runs out (I think nothing was left to activate anyway), the game ends with me just 1 CP shy of victory.
CP: 7 / 3, Clock Loss
Both games that I lost, I lost by mere millimeters of not measuring correctly and not contesting the flags. In both games I lost, I had (or felt I had) control of the game with lots of outs given more time.
HIGH POINTS:
- Scarabs, dude, if you haven’t played them yet with Makeda1 you have to proxy them. Having a throw-away unit that Shield Guards, can take zones with just 1 guy, and when you absolutely need to they have boostable attacks.
- Having an entire list that can charge 15"+ and kill things is scary news for your opponent. Potentially being at the half-way mark Top of 1 adds a lot of pressure. The Feat means that yes, you will deliver what you want when you want, and the Large base Ferox allow Molik to hide right there.
- Makeda1 is an amazing toolbox caster. I rarely find a time to use Lash, but every spell on her card has a use and can be used to win games.
- The damage output of the list is unexpected and scary, dropping ARM 22 colossals from 15” away with ease.
- Molik Karn. Really, enough said.
- Turtle with just the threat of Quicken is phenomenal. It also adds a credible ranged threat that opponents must respect.
- Rhadeim and his Armor Piercing attack is a clutch move.
- Maximus may have MAT 8 on his card, but don’t expect him to hit anything that isn’t Stationary or KD.
Questions? Thoughts? Criticisms?
I know there’s an inclination to judge the quality of the Warlock based on W / L record, but sometimes that only tells you the better player, not the better list. Read on, and learn why you too should have an affair with Makeda1!
And as a fun note to get you excited – Hilariously, not a single game I played impacted the team standing. I could have simply not shown up, and the team record would have remained unchanged. Kinda sad, really.
Lastly before I start, I apologize for the lack of pictures. I originally was not going to do write-ups, but then got bored in my hotel room.
The lists:
Skorne - Mak Attack! WTC
Theme: No Theme Selected
75 / 75 Army
Archdomina Makeda - WB: +29
- Molik Karn - PC: 19 (Battlegroup Points Used: 19)
- Titan Gladiator - PC: 15 (Battlegroup Points Used: 10)
- Scarab Pack - PC: 10
Siege Animantarax - PC: 17
Tyrant Rhadeim - PC: 9
Swamp Gobber Chef - PC: 1
Mortitheurge Willbreaker - PC: 4
Maximus - PC: 4
Paingiver Beast Handlers - Leader & 3 Grunts: 5
Praetorian Ferox - Leader & 4 Grunts: 20
Skorne - Sexy Hexy WTC
Theme: Winds of Death
2 / 2 Free Cards 74 / 75 Army
Lord Tyrant Hexeris - WB: +28
- Mammoth - PC: 38 (Battlegroup Points Used: 28)
- Cyclops Shaman - PC: 8
- Basilisk Krea - PC: 7
Siege Animantarax - PC: 17
Extoller Soulward - PC: 3
Extoller Soulward - PC: 0
Mortitheurge Willbreaker - PC: 0
Venator Reivers - Leader & 9 Grunts: 15
- Venator Reiver Officer & Standard - Officer & Standard: 4
Paingiver Beast Handlers - Leader & 3 Grunts: 5
Venator Flayer Cannon Crew - Gunner & Grunt: 5
I played Makeda1 5 games, and in no game did I ever feel like I wasn’t completely controlling my opponent. It. Was. Awesome. Unfortunately, my attention to details are less awesome – more below.
Game 1: Russia Matryoshka, Hexy 1 v Ossrum, Breakdown
I’m gonna’ let this one slide for now – it’s the one time I didn’t drop Makeda1 the whole event and I should have. Between losing List Chicken (Ossrum bunny spam / Exulon infantry spam), dropping a list I played maybe 5 times, and being streamed for the first event early morning, I played the whole game on tilt. I almost pulled off a clock victory, but ultimately lost on Scenario. Congrats to my opponent for having better nerves than me.
Game 2: Switzerland Chocolate, Makeda1 vs. Helynna, Standoff
Helynna
- Sylys
- Hyperion
- Griffon
- Chimera
- Hydra
- Manticore x2
Arcanist Mechanics x2
Artificer
Arcanists + Soulless Escort
Hilariously, the day before I practiced Makeda1 into my teammate’s Helynna list, and even gave him first turn to make it tougher for me. I won. So, I was ready for this match up, especially since….
I win the roll off to go first:
Turn 1:
Top) Makeda1 and team advance up as close as they can without being shot. This typically involves putting Quicken onto Molik, advancing 6, then using Molik’s animus to get somewhere that I like. I left out some Ferox as bait, with the Scarabs behind. I wanted to force my opponent to either 1) feat bottom of 1 and run forward, or 2) stay way back and take shots, giving up the scenario.
Bottom) My opponent chose to stay way-back instead of feat! Crazy. A couple of unimportant gun shots happened. But one move I did not see happening was an Obliteration that boosted all over my Ferox, which took them down health and forced a Tough roll (which I passed).
Turn 2
Top) Well damn, this couldn’t be more perfect to simply hand me the scenario win. I feat, keep the Scarab shield guards around Makeda1 to prevent any thoughts of assassination, camped… 5? Battle Engine took some shots at Hyperion but didn’t break the shield. It and Molik advance up into shooting range (outside of Charge range) of Hyperion to bait shots (2 of which could go into Scarabs).
Bottom) Helynna counter-feats, jacks beat into Ferox, putting them all down to 1 health and Makeda1 down to 3 boxes.
CP: 1 / 0
Turn 3:
Top) I’m ecstatic, as I can see the victory in hand. I wanted to really push my opponent and decided Hyperion needed to go. I give Molik Puppet Master and send him in – he rolled well but not great. In goes the Turtle, and since the gun shots could never land due to Shield Guards, Hyperion is alive at 4 boxes. There are a ton of Ferox in the way for Rhadeim to make an appearance, so they all jump out of the way and put hits into the Chimera, taking it down half its boxes. Rhadeim uses his new landing spot and at DICE -1, rolls a 6 for damage to finish the job. The Gladiator decided to support the Ferox and jam up the Right flank (Molik on the left), and put a couple of punches into the heavy that gets a focus every time it is hit, but doesn’t take out any systems.
CP: 2 / 0
Bottom) He’s deep in the tank trying to figure out an assassination, while the Turtle and Molik are both in her zone staring her down. With Makeda1 at 5 boxes (thanks to the Healing Objective) and 2 Fury, he wanted to throw everything he could at her. Just one problem – all 6 Cavalry were in the way, and once again the Scarabs bunkered in front of Makeda1. After some creative activations, Gladiator and 4 Ferox died and just 1 still engaging the Chimera. The Chimera received Pathfinder and fully-loaded focus. Hellyna charged Molik, moved him out of the way with her staff, threw another Obliteration over the Scarabs between Chimera and its target, and the &$%* directly-hit Scarab tanked it and lived, while 2 died to Blast Damage (the 4th survived as a Transfer target). That center Scarab stopped the charge.
So to be creatively bitter, Chimera took a Free Strike which took out an Arm, walked over to the surviving Scarab, and threw it at Makeda1, knocking her down and killing the Scarab.
CP: 3 / 0
Turn 4
Top) Molik frenzies. Makeda1 ran into the left Circle, kept a Scarab in the Rectangle to lock-in the 5 / 0 CP lead. Then the Turtle, with no tokens, hit the Hard 9 to KD Helynna and killed her anyway.
CP: 5 / 0
Overall a fun game. My opponent had me worried a bit when he starting talking “assassination”, but even if that Scarab had died, I had 2 Fury, 5 Health, and a single transfer target on 6 boxes vs. a Chimera with 1 good arm and 2 focus (after the Charge). It would have been tight!
And my team lost the round anyway, so my win did not matter.
Question for the reader: At some point, my opponent’s teammate commented that “Wow, Retribution lost to Skorne? What happened?” To date, I’ve always seen Makeda1 as a great counter to everything Retribution brings, from Issyria to Helynna. Is there something I don’t know in my tiny meta?
Game 3: Poland Knights, Makeda1 v Thyra, Recon 2
Before I start, I want to say that despite how the game ended, this was the single most enjoyable game that I played and he was an awesome dude. For such a competitive environment, and despite the “less than sportsman-like behavior” I heard happened elsewhere, we were able to relax, have an open game, paused the clock way more than we probably should have but used it to explain intent and confirm measurements and laugh at the guy literally crawling on the table next to us.
I wanted this match-up because I know Protectorate well! He had Sevy2 Creator’s Might and Thyra Guardians of the Temple. I wanted to see Sevy2 so that I could jam him out of Scenario again. So naturally my opponent chose Thyra…
…and won the roll-off. Damn, how to face an army as fast as mine?
Thyra
- Blood of Martyrs
- Sanctifier
- Dervish
Daughters x2 (1 Ambush)
Flamebringers x2
TGF (min) + CA
Pyrrhus
Nicia
Turn 1:
Top) Everything he has floors forward, forming a horseshoe shape around my army, keeping everything 17” away from the cats. He doesn’t want to lose the alpha. The Flamebringers on the side of the Turtle receive Occultation.
Bottom) Well damn. I contemplate really hard about Feating and jamming, but I realize that he has no guns and I have the longer threat ranges. I bunch everyone (EVERYONE) into a tight ball behind my Objective and pass turn.
Turn 2
Top) My opponent positions a little bit, trying to keep out of my threat range, while jamming 2 Daughters on the Right flank against the Turtle hoping I trigger Vengeance – because if I do not, he kills my Beast Handlers. On the Left flank, the TFG crept forward for a charge opportunity, also trying to bait me out.
Bottom) I kill the 2 Daughters he fed me, cast Carnage, and send 2 Ferox forward to pick off 2 more Daughters, and Reposition into the Forest to the front right (just touching the zone). I was hoping to bait him forward with my Cavalry. Scarabs flanked to the left/Front side to stop the TFG creeping forward and contested the zone. I send in the Gobber Chef to the flag to score, and did not contest his flag or zone. I line up Molik with a bead on the opponent’s Objective for next turn.
CP: 1 / 1
Turn 3:
Top) He clears the left zone to score 2 more points. After a LONG deliberation, he decides to use Blood of Martyrs to go after the 2 Ferox in the forest after giving it Pathfinder. This is what I wanted to see! The last 2 Daughters come in and kill the Chef on the right flank.
CP: 1 / 3 (oh no!)
Bottom:) I need to make my move and this is it. Ferox sweep left to stop all of that Scoring BS going on, but failed to contest the flag.
Seriously.
Out by millimeters.
Because I didn’t actually measure it.
Right side, Molik is sent forth to kill the Objective and side-step into BoM putting in some good hits. Turtle tramples forward over the Daughters (failing to hit) and finishes the job, but couldn’t clear the zone due to Flamebringers having Occultation. Rhadeim claims the flag. FEAT!
CP: 3 / 4
By this point we were both seriously low on clock, 20 minutes or less…
Turn 4:
Top) Daughters finally Ambush and all 6 are placed within 4” of my flag. He sends everything he can into the Ferox killing nothing, until the Flamebringers finally come and finish the job thanks to Critical Grievous, clearing the zone. Right-side Flamebringers go in on the Turtle and do about 3 damage each. He kills the Objective with some hot rolls from a single side-stepping Flamebringer…
CP: 3 / 7 (oh crap!)
30 seconds left on his clock to my 10 minutes. I need to score, and prevent him from doing the same.
Bottom) 1 Ferox left to contest both his Flag and Objective. I run in the Willbreaker to do the same. Makeda1 charges the Flamebringer that went into the flag, killing it, and passing Rush to Molik. The Turtle kills off ALL of the Flamebringers. Every. Single. One. Maximus goes to clear out 3-4 Daughters and MISSED.
- Every. Single. Game. Maximus has 1 freaking job to do. Just 1. And despite MAT 8…
Rhadiem picks off 2 more Daughters (with MAT 8!), not enough to free up the flag, but I do get the zone. Okay, Molik now just needs to kill off the Sanctifier, using it to side-step twice to contest the flag and that’s game. He walks up, hits, does damage, and before I realize what’s going on, I already picked up the dice and completed my 2nd attack. Seriously. 1 Side Step was not within 4”.
CP: 4 / 7
Turn 5:
Top) Thyra charges the Ferox, killing it, bouncing to the Willbreaker who was too close, also killing it, clearing both the Flag and Zone. He nudges a single Daughter into the zone with 2 seconds left on the clock.
CP 4 / 9
KP: 65 / 20
2 bad plays gave my opponent the CPs he needed to win. He was badly down on attrition at that point, and was going to start losing ground on CP’s on my next immediate turn. I had control over the entire game, I just didn’t have the brainpower after so many hours of gaming in a hot room. Sad sad sad…
Game 4: Czech Lions, Makeda1 v Wurmwood
This was my 2nd recorded game of the weekend! If you can find the Czech podcast, I suggest checking it out as it was my single best-played game of the entire weekend, hands down. He had Wurmwood and Baldur2 available, and I wanted him to drop Wurmwood as I am very familiar with that match and he has no real Feat against me. The 2 Gallows Groves are troublesome, but can be worked around.
Wurmwood
- Feral
- Ghetorix
- Argus
- Wyrd
- Wyrd
Gallows x2
Lanyssa
Gobber Chef
Sentry Stone x2
Shifting Stones
Tharn Bloodtrackers (no CA)
I win the roll to go first. Amazing!
Turn 1:
Top) I run everything forward to be outside of 17” from his Blood Trackers. Why 17” and not 14” Because I know this match-up. Hellmouth a Manikin to drag a Ferox 3” closer = dead Ferox. I also spread the Ferox out further than 3” from each other, in case Cassius wanted to run up and allow some shenanigans with Hellmouth. And despite the Wyrds in the list, I put Quicken onto the Ferox, so that they could position better and dig deeper to hit all of the fragile Circle models.
Unfortunately, I did not measure any distance from the Battle Engine, forgetting about…
Bottom) Gallows Grove on the left popped forward and promptly hit the Turtle with Stranglehold. The rage I felt was intense, until I realized that he just allowed me to feat on my terms. Everything else he had just positioned up to be ready too take flags, and stay out of my threat range. Ghetorix killed some Bloodtrackers for souls.
That also made me happy.
Turn 2:
Top) 2 Ferox go in on the left-side Gallows Grove. The other 3 simply run to the left to keep in formation, and block out the center zone from anything wanting to pass through (before I remembered Curse of Shadows is a thing). Ferox stay 13” away from the Gallows Grove. Molik and the Gladiator position a bit forward into the zone to be ready for a fast move if needed. A 12” walking threat on Molik meant if he was touching the zone then he could clear the zone. The Turtle moved backwards to stay out of the Feral’s range, and the Chef ran over to get the flag. I walked some Scarabs into the right zone to score if he doesn’t contest, and kept far from his flag.
Bottom) He contemplated the Curse of Shadows, but that gave him Order of Activation as he has not Feated yet and this was Feat turn. He opted against. Blood Trackers took some shots on the Ferox, a boosted Hellmouth pulled a Ferox out of Makeda1’s control area, allowing the Feral to kill it and score a zone. Ghetorix killed more Bloodtrackers. Left side Sentry Stone Manikin missed the Chef on my flag, forcing Lanyssa to come and contest. Right side Manikins contested my zone. And…, for some reason the Shifting Stones teleported Wurmwood 3” forward camping 1. He moved the Wyrd in to block some Landing zones, and due to my Feat he didn’t even bother taking shots.
CP: 0 / 2
Turn 3:
Top) So yea – I had planned to go for the assassination needing 2 Side Steps BEFORE he came forward. Since he did move closer, it was an easy play. First I made sure to free up and Control my own zone with Scarabs killing Manikins (this may be the only time, ever, they did something productive other than take bullets).
Then 3 Ferox go in with some CMA’s and put in a few boxes, and reposition away (and out of Formation but whatever). Rhadeim goes in and does 8 boxes, forcing away the only Transfer. Molik gets Enrage, Rush, Quicken, and Puppet Master, AND Carnage because why not… bounces off of the Blood Tracker, and 3 hits later the Tree is in the dirt.
CP: 1 / 4 (because I didn’t want to side track myself by contesting his stuff, I just wanted to lock in the win)
KP: 12 / 0
Nice opponent. We talked about the game after and he admits he got greedy on Scenario, as well as left Wurmwood too close. But had he played somehow even more conservatively, he would have ultimately completely lost on Scenario as I could out-attrition him. Or so I think…
And I do love the CP and KP numbers for this game.
Game 5: Spain Red, Makeda1 v Father Lucant, The Pit II
I was thrown down first, hoping to scare off the Cryx with Hexy1. I wanted CoC or Legion as my opponent. I received CoC. I won the roll to go first. And even better, he chose the side that I wanted him to choose.
In full disclosure, I have been testing the armor-cracking limits of my Makeda1 list. I know that an Arcane-Shielded Stormwall is no problem. I just learned that ARM 22 Hyperion could be taken down. Now let’s see about Father Lucant’s crew!
Please note that there is an Obstruction in the center zone about 5x5”, closer to my side. There’s also a huge Obstruction taking up space of around 8x5” on the right side just in front of my opponent’s deployment zone, limiting his ability to get to that Right-side zone. That’s why I’m surprised that he took that side.
Lucant
- Conservator
- Conservator
- Corollary
- Diffuser
- Diffuser
- Prime Axiom
Accretion Servitors
Attunement
Reflex
Reflex
Optifex Directive
TEP
Turn 1:
Top) Quicken goes onto Molik. I run everything forward but stay out of range for most of the guns. I allow some pot shots at Ferox because again I have Shield Guards, and I wanted him to either stay way back, or run forward and feat Bottom of 1. Unfortunately my deployment was poor, and the Turtle got stuck behind a Wall. I was far too conservative with it, I think, since it can’t be Pushed and it certainly won’t die to shooting. My mistake.
Bottom) He shambled slowly forward, puts up Watcher, and hides in a Trench. Unimportant things happen.
Turn 2:
Top) He.., didn’t Feat. Damn. I don’t want to Feat first, either, but at least I’m already in my zone. I take a LOT of measurements between Molik and the Prime Axiom, burning up a ton of clock, and eventually get Molik in the right zone where I think he’s safe, and has solid threat on anything even thinking about coming near that zone. Ferox all hide in the center of the board and receive Tough. Advance and hide behind the Objective. No Feat, pass turn.
Bottom) Really truly, another boring turn of nothing significant happening. He shambled forward, toed his zone to score it, didn’t bother to contest my zone but did put something in range to run to it from the far right side board edge, where I dare not run Molik. I maybe lost a Ferox?
CP: 1 / 1
Turn 3:
Top) Remember I said above “nothing significant happened”? That includes him purposely not Feating. After measuring, Molik would need to charge a Diffuser, side step into Prime Axiom, then buy attacks. He didn’t think I would send in Molik for 5 attacks (and 2-3 Ferox). So… 3 Ferox charge into the Prime Axiom, 1 dies to Watcher (important note for later). Molik received Rush and Puppet Master, goes in, and rolls freaking bonkers on that Diffuser, like 6-6-4-4 crazy damage. Side steps once and does damage, side steps again, does damage, and buys 4 more attacks. The dice rolls were pretty good.
And for those of you counting at home, yes, that’s 19” that Molik just traveled, keeping in Makeda1’s Control Area the whole way, because he basically shot sideways across the board… this allowed Makeda1 to come out from hiding and use Jackhammer, killing the Prime Axiom and finishing off the Diffuser. Makeda1 Feats.
Turtle charged the Objective, handily killing it, and just about killing the other Diffuser as well. Rhadeim…, forgot to activate. And Maximus whiffed on a Servitor. (You have 1 job!).
Objective destroyed, and control both central zone with Makeda1 and her own zone with a Gladiator.
CP: 3 / 1
Bottom) Well, now Father Lucant feats. Fully loaded and buffed Conservator goes after the Turtle and.. promptly gets knocked on his ass because he forgot about the 2nd part of the Feat. On the other side, TEP blew Molik off the table in 2 shots. 2. Am I allowed to have the Turtle and complain about other BE’s being too powerful?
He starts contesting things, such as that far-far right Servitor going into my zone, and just a Servitor in the central zone and passes turn. He did not put a heavy in the zone, which made me happy.
CP: 3 / 1
Turn 4:
Top) Well I got the game pretty much won – just need to kill 2 Servitors and block off my zone. I’ll send the Ferox to do that, taking a Free Strike along the way with the Unit Leader, but I can promote another who wasn’t making attacks in the process.
Remember Watcher? I thought the spell expired and needed recast. Apparently it’s just an upkeep that stays there. The cats triggered Watcher, which allowed a high-arm Conservator into the central zone, stopping my win! What. Da. Anyway, stick to plan, clear my zone, get Rhadeim into the action, and Maximus, well, you know the story…. I run the Gladiator into my zone where he can counter-and-kill anything that dares approach.
CP: 4 / 1, and a whole lot of internal Rage
Bottom) Turtle dies from Father Lucant himself, and my opponent tries desperately to clear the zone of Maximus and Rhadeim to score a point for himself, but fails. TEP kills off Ferox. He contests my zone with the Servitor and passes turn.
CP: 4 / 1
Turn 5:
Top) Less than 5 minutes on the clock at this point. I send in the Gladiator to kill the TEP, and in my hurry I forgot Enrage. I also forgot Carnage, which I apparently needed as I missed 3 attacks before finally destroying it, and maxing out his Fury. Rhadeim and Maximus position around the Left zone to be ready. Scarabs run up and generally get in the way. Pass turn with 5 seconds left on the clock.
CP: 5 / 1
Bottom) My opponent must 1) Contest my zone, or 2) Clear his zone to not auto-lose. Preferably both, of course. He saw no way to contest my zone, so put everything he had into Rhadeim and Maximus, eventually putting them into the dirt. Apparently, the Optifex directive have no problem killing a de-horsed Rhadeim.
CP: 6 / 2
My opponent did a cool thing here. He paused the clock, and told me that my team has lost, so this game doesn’t so much matter. We talked it out than in my last 5 seconds I must do 2 things to win. 1) Pass a Threshold check needing a 7, and nudge a Scarab about half an inch to contest his zone. Then I win.
Turn 6: Win.
CP: 7 / 2
And once again, my game contributed nothing to the overall success of the team, because they lost the round without me.
Game 6: Switzerland Cheese, Makeda1 v Baldur2, Outlast
Once again I had a great opponent in Dominic. Good guy. His team actually faced off against all 3 China teams. Crazy!
Baldur2
- Megalith
- Woldwrath
- Woldwyrd
Stoneshaper x2
Blackclad x2
Gallows Grove x2
Sentry Stone x2
Shifting Stones
Fulcrum
I really honestly truly wanted him to drop Krueger2 into me because I know that match-up inside and out, much like the Wurmwood game. With Baldur2, I knew Makeda1 would be more hard-pressed to win it on such a difficult scenario. But.., I was eager to further test the hitting power of Makeda1, and an ARM 23 gargantuan is the next logical step.
Note that there is a building basically between both flags that extends into the left zone. That’s important. Other terrain was irrelevant as we both had tons of Pathfinder.
I won the roll to go first. I did that a surprising number of times…
Turn 1
Top) Run things forward to stay out of Manikin range. With Quicken on Molik, I moved him further forward with the Battle Engine to bait out a shot from the Woldwrath. If he is shooting, then he’s not contesting the zone. I’d also like him to Feat to get it out of the way, but unlike Father Lucant or Helynna, he doesn’t get any real benefit from it.
Bottom) He takes the shot with Woldwrath and plants and inconvenient AOE out there. Everything else stays very conservatively backwards, no Feat.
Turn 2
Top) I decide to Feat, and pull all but 1 of my Ferox from the left-side and behind the building to be lined up next to it, just outside of 7” walking threat of the Woldwrath. I leave one Ferox in Command in the left zone to contest. Willbreaker goes to the flag. Turtle kills the Gallows Grove that was nearby. Molik positions aggressively, preparing to go in, next to the Gladiator.
Bottom) A Manikin runs around the Ferox to contest the flag, the Gargantuan and Battle Engine put shots into the Ferox, putting 2 on Fire and dropping them all to 1 health. Baldur2 Feats, and he puts up a wall to block charge lanes to Woldwrath, thinking I might come in on him.
When looking at Scoring, we realize that my Ferox are mere millimeters away from Contesting his flag, and the Manikin to contest my flag is out of Formation. Also due to his fear of Ferox, he killboxed himself by a good 2”.
CP: 3 / 1
Turn 3
Top) Yep, time to turn it up and see what we can do. Going into the Woldwrath, I have:
- Molik Enrage and Puppet Master
- Gladiator Enrage, but must Rush himself
- Makeda1 with 4x Jackhammer on Molik, before she uses his Animus to reposition away (otherwise Megalith gets Teleported over the building and smashes her)
- Turtle gun shots, because I have no landing spot for it due to the wall, even if I were to hot swap Quicken.
In total on average dice, that’s 24 + 16 + 14 + whatever spikes = 54 damage. With Puppet Master and some potential gun shots, it should, could die! In the end, it lived with ~12 boxes. I did manage to clear the Right zone that had just a Sentry Stone with the Turtle. But I failed to block the Woldwrath’s path to contest it the following turn.
On the other side, I had to kill my own Ferox #5 with Rhadeim, so that I could score the Right zone.
CP: 5 / 1
Note here: What I SHOULD have done, is simply charge with the Ferox to jam him back away from the zone, with Molik and team standing by for any retaliation. Then I would have won from this point.
Bottom) Woldwrath heals about 9 boxes, slides into the right zone because I’m dumb, and uses a hit on the Gladiator to KD Molik. Molik then gets smashed into nothingness in 3 hits. Megalith gets teleported both into the zone and next to the Gladiator to finish the job. Left side is not relevant, but by the end of the turn I’m down 2 heavies and have just 1 Ferox left. He contests my flag but scores his own.
CP: 5 / 2
Turn 4
Top) I am WAY WAY to low on time. Last game, long day, 10 minutes left. I see Baldur is camping 2 so write off the Assassination, which would have consisted of Turtle guns, a leaping Ferox, and a leaping Rhadeim. I saw afterward that he had no legal transfer targets. Rage! So the Battle Engine splits attacks between Woldwrath (ARM 23) and Megalith (ARM 19), putting only the POW 18’s into Worldwrath.., which dies! Megalith is down a lot, so Makeda1 charges in to finish the job and leave him at 1 stupid box. I have almost no time left, so I bring in Rhadeim to finish the job. But since I cannot contest his zone before the clock runs out (I think nothing was left to activate anyway), the game ends with me just 1 CP shy of victory.
CP: 7 / 3, Clock Loss
Both games that I lost, I lost by mere millimeters of not measuring correctly and not contesting the flags. In both games I lost, I had (or felt I had) control of the game with lots of outs given more time.
HIGH POINTS:
- Scarabs, dude, if you haven’t played them yet with Makeda1 you have to proxy them. Having a throw-away unit that Shield Guards, can take zones with just 1 guy, and when you absolutely need to they have boostable attacks.
- Having an entire list that can charge 15"+ and kill things is scary news for your opponent. Potentially being at the half-way mark Top of 1 adds a lot of pressure. The Feat means that yes, you will deliver what you want when you want, and the Large base Ferox allow Molik to hide right there.
- Makeda1 is an amazing toolbox caster. I rarely find a time to use Lash, but every spell on her card has a use and can be used to win games.
- The damage output of the list is unexpected and scary, dropping ARM 22 colossals from 15” away with ease.
- Molik Karn. Really, enough said.
- Turtle with just the threat of Quicken is phenomenal. It also adds a credible ranged threat that opponents must respect.
- Rhadeim and his Armor Piercing attack is a clutch move.
- Maximus may have MAT 8 on his card, but don’t expect him to hit anything that isn’t Stationary or KD.
Questions? Thoughts? Criticisms?