Growl
Junior Strategist
Posts: 496
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Post by Growl on May 12, 2018 2:54:53 GMT
Soooo, I had 2 chances to play today and gave my Denny1 and Coven lists a spin. I did get to experience some of what they can do, but in both cases I clocked out, but I did get a good sense of the way the games were going. Both games were against Protectorate, Vindictus with lots of Errants and Knights and a unit of Vengers. I forgot to take the kill shot with the Kraken’s main gun on one turn, but I’m not sure it would have done much. There were just too many bodies, sac pawn targets and weapon master dudes. The Coven surprised me because for all of their Focus etc, they really are limited with their spells. Their one offensive spell is not that strong and only affects one model. They don’t have any serious debuffs that slow down or effect the output of enemies, so they feel a little toothless. Denny1 in the meantime, with her debuffs actually played pretty well and I felt that there were a lot of options. If I didn’t run out of time, I think I may have actually won my game.
With regard to changes that I would make, I’m considering these options;
Taking the Kraken out of the Coven list and populating it with more lower cost jacks.
In the Denny1 list, I felt the Ogrun were so far behind the jacks and likewise once the jacks started to take damage, they were usually destroyed, that they did not contribute. I dropped the Ogrun and downgraded one Slayer to another Stalker and added in a unit of cephalyx overlords. Between Influence and their Sprays, I think they will do a lot more.
Anyway, these are some of the things I have been thinking about. Apart from that, I need to play FASTER!!!
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Growl
Junior Strategist
Posts: 496
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Post by Growl on May 19, 2018 12:03:30 GMT
So I’m not going to go through the 2 battles I had yesterday fully, but it is still me trying to figure out a strong second list to my Skarre1 Dark Host. I’ve been going through lots of iterations of Black Industries and have been feeling overall disappointed with them. I guess I’ve been feeling that their play was either too redundant to what Skarre does, or just too straight forward, which isn’t always bad, but just feels too bland for me. My latest Black Industries list was trying to work in Denny1 with a bunch of Stalkers, 5 to be exact, and between her FEAT and debuffs, it worked pretty well, but there is a point where it just falls short, particularly because the Stalkers even though they are hard to hit, go downhill quickly once they are hit. Anyway, I’m still working on this one. In the meantime, I tried out another Denny1 list, this time with Satyxis.
The Satyxis theme and models were always really interesting to me, and I liked the look and feel of their solos and units. I was concerned that they would not be able to pack a sufficient punch, and that still may be the issue, but my first trial run with them proved otherwise. First of all they are so FAST! I was almost at mid board on turn 1, with blast immunity and Range Defense buffs up. My Gunslingers and range solos were safe but relevant for next turn, and Denny was right up there with them, ready to make life miserable for whatever came up. In this list, I also had Wrongeye to make fighting the Satyxis even worse. Long story short, between the volume of attacks they put out, as well as the multiple levels of buffs they get, between gang, parasite/crippling grasp, and FEAT, they actually hit very hard. Their base P+S of 9 and 8 quite easily goes to 11 and 10, and without much effort can go to up to 16 and 15 on the FEAT turn. With the number of attacks they can take, I think they can kill a lot of things. The one thing I felt didn’t work so well in this list was Wrongeye. He is just slow enough and the range of Starcrossed is just short enough, that he can’t really keep up with the Satyxis. I think I’m going to switch him out either for more Satyxis or some other combination of solos/units. My biggest concern with this list would be against opponents that can put down covering fire templates etc,, but I’m not sure how to deal with that?
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Post by tiberius on May 21, 2018 11:44:24 GMT
Unfortunately covering fire is a pretty big deterrent for almost anything in Cryx short of Bane Riders or a crab jack. Multi-wounds and base ARM 18 is what is pretty much needed to walk through one unscathed or not caring. Much of our infantry have to go around. Deal with it with threat saturation, or with alternate means of movement like leaping from stalkers (advance and ending activation triggers it, not placement). Incorporeal spam can get through as can something with apparition if you teleport into the covering fire and then move out (I think that works). There are tricks we can do, but you have to plan specifically for it, and really, I have never come across more than two 3" AOEs of the stuff, we can simply work around it.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on May 22, 2018 0:40:00 GMT
Excellent points and you are right of course. I’ve been in a few matches, especially against Retribution, where they have had like two Manticores, each putting down a wall template. That can really cut out a section of the board. Probably if when comparing lists, I see that kind of potential against me, I will lean towards my Dark Host list. The Wraith Engines don’t mind it at all, even if it’s magical, and with Skarre’s FEAT, it’s possible to buff up the needed models to get through pretty much unscathed. Against Khador, I think the new Man O War heavy has a covering fire thing, but Conquest who puts out the 3” AOEs, does blast damage, so Force Barriered Satyxis wouldn’t be bothered by that anyway.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 4, 2018 14:07:49 GMT
BATTLE REPORT 9: DENEGHRA1 vs VINDICTUS1ARMIESProtectorate of Menoth - Vinny (copy) Theme: Exemplar Interdiction 3 / 3 Free Cards 75 / 75 Army Vice Scrutator Vindictus - WJ: +29 - Redeemer - PC: 11 (Battlegroup Points Used: 11) - Redeemer - PC: 11 (Battlegroup Points Used: 11) - Dervish - PC: 7 (Battlegroup Points Used: 7) Wrack - PC: 1 Exemplar Errant Seneschal - PC: 4 Exemplar Warder Elias Gade - PC: 0 Exemplar Vengers - Leader & 4 Grunts: 20 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Exemplar Errants - Leader & 5 Grunts: 10 - Exemplar Errant Officer & Standard - Officer & Standard: 4 Exemplar Errants - Leader & 5 Grunts: 10 - Exemplar Errant Officer & Standard - Officer & Standard: 4 Choir of Menoth - Leader & 3 Grunts: 4 THEME: Exemplar Interdiction and Cryx - Deneghra1 Satyxis Theme: Scourge of the Broken Coast 3 / 3 Free Cards 75 / 75 Army Warwitch Deneghra - WJ: +26 - Satyxis Blood Priestess - PC: 0 - Nightmare - PC: 18 (Battlegroup Points Used: 18) - Defiler - PC: 8 (Battlegroup Points Used: 8) - Defiler - PC: 8 Axiara Wraithblade - PC: 0 Severa Blacktide - PC: 0 Satyxis Raider Captain - PC: 4 Satyxis Raider Captain - PC: 4 Eilish Garrity, the Occultist - PC: 5 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Gunslingers - Leader & 2 Grunts: 7 Satyxis Gunslingers - Leader & 2 Grunts: 7 THEME: Scourge of the Broken Coast SCENARIOSpread the Net STARTMenoth won the roll to go first and I chose sides. I forget why i chose the side I did, I probably should have taken the trench, but I don't think it made a huge difference? DEPLOYMENTMENOTHMenoth spreads out, with Vengers on the Right, Errants all the way up, and the Exemplars weighted to the Left. CRYXApart from a few solos, i basically mirror my army to either side, my double units placed on each side. TURN 1MENOTHMenoth moves aggressively into position, the Errants both Mini-Feating. Penitence goes on the Errants to the Right, Defenders Ward on the Errants to the Left. CRYXUnfortunately, I know that Vindictus will FEAT next turn, so I feel hard pressed to close the gap and get the pressure on. With Whipping Winds I feel comfortable against his shooting, but I try to set up screens of bodies to protect my more vulnerable solos. The Gunslingers shoot up a bunch of Errants on the left, while the Right Sided ones kill a Venger. Raiders run up to engage and Denny moves up and FEATS, trying to blunt any counter attack, she also Arcs a Crippling Grasp on to the Vengers, (I actually must have moved Denny before my Gunslingers in order to make it easier for them to shoot the Vengers). I forgot to have Axiara put dodge on the Raiders on the Left, they will pay for my mistake... TURN 2MENOTHMenoth drops Defender's Ward on the Errants on the left and upkeeps Penitence. Vindictus does hand out a fair amount of Focus and moves up and FEATS. The Red unit of Exemplars Charge and Mini-Feat and do a fair amount of damage to the Left Raiders. The Right Sided Raiders get by ok. Shots from the Redeemers don't do too much. CRYXI am able to get Eilish up a bit to take Penitence off the Right Errants. Between the Raiders and Gunslingers, I am able to clear most of the Errants on the right. On the left, Axiara gives the remaining Raiders there dodge, and while I kill many of the models there, I am unable to clear my flag to score. Of note, is how much time I took on this turn, 27 MINUTES!!! That's way too long. Cryx - 1, Menoth - 1 TURN 3MENOTHMenoth shuffles around a bit, killing some more models and putting pressure on Nightmare. Cryx - 2, Menoth - 2 CRYXWith limited time and limited models, I feel that there are not any significant opportunities for me to win. I try to make an attempt at pushing up on the right side, but I eventually clock out. POST MORTEMOverall, a good game I think, though as usual I feel I am battling more with the clock than anything else. Despite needing to go faster, I need also to get better at staggering my lines, as on Menoth's turn 2 on my left falnk, the Exemplars were able to get a lot of mileage out of there overtake and cleave attacks. The Gunslingers I have found to be quite impressive and have worked out better than I expected.
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Post by tiberius on Jun 4, 2018 14:28:42 GMT
Good write up. With that many guys and multiple attacks, it will take a lot of practice and a game plan in mind to really cut down that clock. I eat up a lot of time too with infantry heavy lists like that and I have been playing for a very long time. But practice helps.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 4, 2018 14:52:18 GMT
Lol so you think there’s hope for me yet? tiberius thanks for the encouragement. I actually have a back log of reports to get to, so three more hopefully coming soon. With regard to the above list, I was considering a change and would love your opinion on it. I have found that Nightmare does actually very little because of the speed of the list. But again I’m wondering if his presence is doing a lot by itself? I was considering swapping out the current jacks for 3 Deathrippers and 1 Stalker, dropping one Raider Capt, and then using the remaining points for a unit of Blood Witches with a Hag in order to ambush and add threats. I could also just drop the Raider Capt and one of the defilers and keep Nightmare and one bone jack, but I get worried about having only one Arc Node. What do you think?
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Post by tiberius on Jun 4, 2018 15:57:46 GMT
The list definitely needs the debuffs to be a-flowing, so I would go with more than one arc node. I never run less than two with deneghra. Nightmare is situational. He is a dedicated beater and will more than likely kill what he gets ahold of. When they got rid of his 2" reach and his 2" movement from prey, he lost a lot of what really made him good in my opinion (not that stealth and ghostly are bad on a heavy warjack). I just feel he is too fragile to take a good hit for his cost.
If you can keep Deneghra safe and you are not up against a lot of upkeep hate, the 3 deathrippers and a stalker will work out fine. I like the raider captains myself for the weapon master attack and auto-knock down. But getting a few unit of blood witches with a hag on ambush is pretty good too, depending on the matchup. They are great in your opponents back field cleaning up the support, but don't expect them to be able to go toe to toe with some of the heavy infantry or a battle group target. The raider captain can get one good shot in on a heavier target and do some damage. So it depends on what you need the rest of your list to do and what you expect to be dropping this into.
For me, if you get good with the debuffs, you don't need nightmare. If you need an extra hard hitter, keep him. I would never go less than two arc nodes with Denny.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 9, 2018 16:14:20 GMT
BATTLE REPORT 10: DENEGHRA1 vs VINDICTUS1 (Part Deux) ARMIESProtectorate of Menoth - Vinny (copy) Theme: Exemplar Interdiction 3 / 3 Free Cards 75 / 75 Army Vice Scrutator Vindictus - WJ: +29 - Redeemer - PC: 11 (Battlegroup Points Used: 11) - Redeemer - PC: 11 (Battlegroup Points Used: 11) - Dervish - PC: 7 (Battlegroup Points Used: 7) Wrack - PC: 1 Exemplar Errant Seneschal - PC: 4 Exemplar Warder Elias Gade - PC: 0 Exemplar Vengers - Leader & 4 Grunts: 20 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Exemplar Errants - Leader & 5 Grunts: 10 - Exemplar Errant Officer & Standard - Officer & Standard: 4 Exemplar Errants - Leader & 5 Grunts: 10 - Exemplar Errant Officer & Standard - Officer & Standard: 4 Choir of Menoth - Leader & 3 Grunts: 4 THEME: Exemplar Interdiction and Cryx - Deneghra1 Satyxis Theme: Scourge of the Broken Coast 3 / 3 Free Cards 75 / 75 Army Warwitch Deneghra - WJ: +26 - Satyxis Blood Priestess - PC: 0 - Nightmare - PC: 18 (Battlegroup Points Used: 18) - Defiler - PC: 8 (Battlegroup Points Used: 8) - Defiler - PC: 8 Axiara Wraithblade - PC: 0 Severa Blacktide - PC: 0 Satyxis Raider Captain - PC: 4 Satyxis Raider Captain - PC: 4 Eilish Garrity, the Occultist - PC: 5 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Gunslingers - Leader & 2 Grunts: 7 Satyxis Gunslingers - Leader & 2 Grunts: 7 THEME: Scourge of the Broken Coast SCENARIOSpread the Net STARTMenoth wins the roll to go first again. This time I chose the side with the trench. DEPLOYMENTMenothMenoth deploys as far forward as he can, Errants AD'd Exemplars on either flanks, and vengers in the middle. CryxI deploy with Gunslingers a little left and Raiders out further to get around the House. TURN 1MENOTHMenoth advances up, trying to keep out of easy charge distance from my units. Penitence goes on the Errants on the Right. I think the Errants in the Middle Mini-Feated. CRYXSo I figure that though he is too far for me to get a really effective FEAT in, that if I press forward enough, that I will hopefully withstand his offensive and be close enough that his FEAT will not hamper me too much... The Arc Node on the Left runs up. Denny gets Puppet master from Eilish and moves up, FEATS, and arcs a Crippling Grasp into the Leftmost Exemplars. The Gunslingers go to work on the Errants in the middle. Axiara puts Dodge on the Raiders to the right who move up in a staggered way to minimize casualties and put up Whipping Winds. The lLeft Raiders run up, trying to stay out of charge range, with Whipping Winds up. TURN 2MENOTH
Penitence is upkept and Vindictus moves forward and FEATS. He expends a lot of Effort to kill the Arc Node on the Left and I think only kills one Raider on the right. Redeemer shots are for the most part ineffective. CRYXI can't hit any of his guys with Spells, so I upkeep Crippling Grasp and give one Focus to Nightmare. Eilish moves up and knocks out Penitence and does some damage to Vindictus. I kill the errant blocking Nightmare, who then moves forward and Eats 2 horses. On the Left, Gunslingers and Raiders kill some more Errants and Exemplars and another Venger and I score my flag. Axiara gives the Left Raiders Dodge again. On the Right, I kill many Errants and contest the Flag with my Bone jack, which is dumb, because I should have contested with another model and scored my Zone. Cryx - 1, Menoth - 1 TURN 3MENOTHMenoth is able to put on more attacks, but is unable to sufficiently clear a lot. He does contest my flag, but he's very low on time. Cryx - 1, Menoth - 2 CRYXI think Vindictus had very little or no Focus on him, I figured it was time to go for it. I dropped Crippling Grasp on the Exemplars and shoot a boosted Parasite at the Redeemer in the center. I get 10 Feedback shots on that redeemer with 5 Gunslingers, then 2 more Feedbacks on it from 2 raiders there. I then finish of the assassination with 3 out of 4 more Feedbacks on the Left Dervish. A CHILLING VICTORY!!! POST MORTEMI was happy with playing this game faster and with layering my lines better as well. The Feedback option is quite present with this list, and I pity, let's be honest, no I don't, anyone who bring a jack heavy list against me. I am still working on some possible edits for this list as you will hopefully see later on. Any suggestions or pointers would be appreciated.
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Post by tiberius on Jun 11, 2018 11:52:43 GMT
Nice work, living the dream with a feedback assassination!
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jun 15, 2018 2:10:16 GMT
BATTLE REPORT 11: DENEGHRA1 VS VINDICTUS1ARMIESCryx - Deneghra1 Satyxis Theme: Scourge of the Broken Coast 3 / 3 Free Cards 75 / 75 Army Warwitch Deneghra - WJ: +26 - Satyxis Blood Priestess - PC: 0 - Nightmare - PC: 18 (Battlegroup Points Used: 18) - Defiler - PC: 8 (Battlegroup Points Used: 8) - Defiler - PC: 8 Axiara Wraithblade - PC: 0 Severa Blacktide - PC: 0 Satyxis Raider Captain - PC: 4 Satyxis Raider Captain - PC: 4 Eilish Garrity, the Occultist - PC: 5 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Gunslingers - Leader & 2 Grunts: 7 Satyxis Gunslingers - Leader & 2 Grunts: 7 THEME: Scourge of the Broken Coast And Protectorate of Menoth - Vinny (I think this is correct) Theme: Exemplar Interdiction 3 / 3 Free Cards 75 / 75 Army Vice Scrutator Vindictus - WJ: +29 - Redeemer - PC: 11 (Battlegroup Points Used: 11) - Redeemer - PC: 11 (Battlegroup Points Used: 11) - Dervish - PC: 7 (Battlegroup Points Used: 7) Wrack - PC: 1 Wrack - PC: 1 Exemplar Warder Elias Gade - PC: 0 Exemplar Vengers - Leader & 4 Grunts: 20 Exemplar Vengers - Leader & 4 Grunts: 20 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Exemplar Errants - Leader & 5 Grunts: 10 - Exemplar Errant Officer & Standard - Officer & Standard: 4 THEME: Exemplar Interdiction SCENARIOOutlast STARTCryx won the roll to go first. DEPLOYMENTCRYXI decide to mix things up a bit and deploy with a heavy deployment to the right with both units of Raiders. I am hoping that I can either swamp one side of the board, or if needed, use my speed to swing one unit to the left. Likewise, I have all of my Gunslingers to the left. MENOTHMenoth still deploys in a balanced way, although he does AD the Errants a bit to the left. TURN 1CRYXI Whipping Winds both Raider units and run them up. The Gunslingers take the hill to the left, which ultimately was not too smart since I made them more vulnerable to Redeemer Blasts. MENOTHMenoth runs up, trying to keep some distance to avoid my easy walking up and hitting him. Penitence goes on the Errants, Defenders Ward goes on the Vengers on the right. Vindictus FEATS! A lucky Redeemer kills 2 Gunslingers and a Raider Captain. TURN 2CRYXDenny moves up as far as she can and gets some safety behind the House. Denny FEATS and catches much of the Menoth Army. The Raiders Whipping Winds again and engage models in staggered lines. Axiara gives the central unit Dodge. The remaining Gunslingers shoot many of the Blue Exemplars on the left and 1 Venger. MENOTHPenitence is dropped, Defenders Ward is upkept. Menoth attempts to clear out my forces, killing the Gunslingers in the Left Zone, but unable to remove the contesting Defiler. Between the effects of my FEAT and Dodge, the Raider units on the right survive much of the offensive. A dodging Raider is able to move closer to the opposing flag and contest it. Cryx - 0, Menoth - 0 TURN 3CRYXEilish makes a move and takes of Defenders Ward and Teleports back. Denny moves up to engage one of the Vengers, careful to keep the house over part of her base to get the cover bonus and melee bonus if she is attacked next turn, she puts Parasite on the Vengers. The Raiders Whipping Winds and clear out the Vengers on the right and many of the Exemplars there, taking the Right Zone. I struggle to clear the Errants on the left and feel quite vulnerable to the Vengers there. Severa takes my flag. Cryx - 2, Menoth - 0 MENOTHMenoth makes a go at trying to kill Denny but ultimately fails. He does remarkably poor damage and attacks in general against Nightmare and the Defiler. Cryx - 3, Menoth - 0 TURN 4
CRYX
I did not take a picture of this turn, but I kill the 2 Vengers contesting my Flag and win the game on control points. Cryx - 5, Menoth - 0 A CHILLING VICTORY!!! POST MORTEMI think the placement of both Raider Units on the right I think worked very well. They were just too hard to remove and had too many attacks to deal with. My placement of the Gunslingers on turn 1 was quite poor, but even with that, they performed beyond expectation. I took a chance moving Denny so close to the action towards the end, but between Stealth and High DEF and cover, I felt she was safe enough.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Jul 7, 2018 17:42:23 GMT
BATTLE REPORT 12: DENEGHRA1 vs XERXIS1INTROSo I had a couple of games into my local Skorne player. He brought the following lists and I had my Skarre1 Dark Host and Deneghra1 Scourge lists. I felt that both the Skorne lists hit very hard and would have little trouble breaking ARM and therefore eliminate the strengths of my Skarre list. I decided to use Denny both times, but if any of you have some different suggestions I would appreciate your input. Skorne - Zaal Theme: The Exalted 3 / 3 Free Cards 75 / 75 Army Zaal, The Ancestral Advocate - WB: +29 - Basilisk Krea - PC: 7 (Battlegroup Points Used: 7) - Agonizer - PC: 6 (Battlegroup Points Used: 6) - Basilisk Drake - PC: 8 (Battlegroup Points Used: 8) - Basilisk Drake - PC: 8 (Battlegroup Points Used: 8) - Cyclops Shaman - PC: 8 Ancestral Guardian - PC: 0 Ancestral Guardian - PC: 5 Ancestral Guardian - PC: 0 Hakaar the Destroyer - PC: 0 Immortals - Leader & 9 Grunts: 15 - Extoller Advocate - PC: 4 Immortals - Leader & 9 Grunts: 15 - Extoller Advocate - PC: 4 Immortals - Leader & 9 Grunts: 15 - Extoller Advocate - PC: 4 Paingiver Beast Handlers - Leader & 3 Grunts: 5 THEME: The Exalted Skorne - Tyrant xerxis Theme: Masters of War 3 / 3 Free Cards 75 / 75 Army Tyrant Xerxis - WB: +28 - Agonizer - PC: 6 (Battlegroup Points Used: 6) - Tiberion - PC: 22 (Battlegroup Points Used: 22) Tyrant Rhadeim - PC: 9 - Tyrant Rhadeim (Continued) Mortitheurge Willbreaker - PC: 4 Praetorian Ferox - Leader & 4 Grunts: 20 Cataphract Cetrati - Leader & 5 Grunts: 18 - Tyrant Vorkesh - PC: 0 Praetorian Swordsmen - Leader & 9 Grunts: 13 - Praetorian Swordsman Officer & Standard - Officer & Standard: 0 Tyrant Commander & Standard Bearer - Tyrant & Bearer: 0 Cataphract Incindiarii - Leader & 3 Grunts: 11 THEME: Masters of War ARMIESWar Room Army Cryx - Deneghra1 Satyxis switched up Theme: Scourge of the Broken Coast 3 / 3 Free Cards 75 / 75 Army Warwitch Deneghra - WJ: +26 - Satyxis Blood Priestess - PC: 0 - Deathripper - PC: 6 (Battlegroup Points Used: 6) - Deathripper - PC: 6 (Battlegroup Points Used: 6) - Deathripper - PC: 6 (Battlegroup Points Used: 6) - Stalker - PC: 8 (Battlegroup Points Used: 8) Axiara Wraithblade - PC: 0 Severa Blacktide - PC: 0 Satyxis Raider Captain - PC: 4 Eilish Garrity, the Occultist - PC: 5 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Gunslingers - Leader & 2 Grunts: 7 Satyxis Gunslingers - Leader & 2 Grunts: 7 Satyxis Blood Witches - Leader & 5 Grunts: 8 - Satyxis Blood Hag - PC: 4 THEME: Scourge of the Broken Coast --- Skorne - Tyrant xerxis Theme: Masters of War 3 / 3 Free Cards 75 / 75 Army Tyrant Xerxis - WB: +28 - Agonizer - PC: 6 (Battlegroup Points Used: 6) - Tiberion - PC: 22 (Battlegroup Points Used: 22) Tyrant Rhadeim - PC: 9 - Tyrant Rhadeim (Continued) Mortitheurge Willbreaker - PC: 4 Praetorian Ferox - Leader & 4 Grunts: 20 Cataphract Cetrati - Leader & 5 Grunts: 18 - Tyrant Vorkesh - PC: 0 Praetorian Swordsmen - Leader & 9 Grunts: 13 - Praetorian Swordsman Officer & Standard - Officer & Standard: 0 Tyrant Commander & Standard Bearer - Tyrant & Bearer: 0 Cataphract Incindiarii - Leader & 3 Grunts: 11 THEME: Masters of War SCENARIOStandoff STARTSkorne won the roll to go first and I chose the side with the trench for better protection against his blasts. DEPLOYMENTSKORNESkorne deploys with Swordsmen and Incindiarii to the Left, Cetrati and Tiberion more centrally and the Ferox to the Right. CRYXI counter deploy with my forces divided evenly on both sides. Six minutes for deployment, not too bad, but should be faster.TURN 1SKORNESkorne runs everything up, and puts Defender's Ward on the Ferox. CRYXI keep Focus and move my Raiders up under Whipping Winds. My goal is to move up and stay relatively safe but be in a good a good position to threaten next turn. Eilish gives Puppet Master to Deneghra and tries to stay safe, though I try to keep him forward enough that he can be relevant to dispel the Ferox next turn. I want to try to cut down on the speed and threat of the Ferox, so I basically sacrifice a Deathripper to Arc a boosted Crippling Grasp at them. TURN 2SKORNESkorne continues its advance, shooting with his fire guys and setting some Raiders and The hidden Raider Capt. The Ferox move up and kill the Deathripper. CRYXNone of the fires go out and I lose several models. I upkeep Crippling Grasp for free and give 2 Focus to the Stalker. The Gunslingers on the Left clear out a number of Swordsmen to free up space for my other Deathripper to move into a better position in order to spray the Swordsmen. I move Deneghra up to the house and turn her so her back is protected and FEAT. Deneghra then arc 2 Venoms at the Swordsmen to kill most of them. The Raiders on the left finish them off and take the Zone. The Stalker kills the Fire Guys in the zone , clearing it out. On the right, I ambush in the Witches and get some Charges in on a Ferox, the Ferox solo and the Willbreaker. I actually miss the Ferox, which Dodges away, unhorse Solo, and miss the Willbreaker. The Gunslingers on the Right do well gun down the Dragoon, the Dodged Ferox, and the Willbreaker. The Raiders on the Right finish off the the remaining two Ferox in the Right Zone and contest the opposing zone while toeing the Right one. Pretty good turn right? Ummm WHAT?! I took like 36 minutes!!! Cryx - 3, Skorne - 0 TURN 3SKORNEUnder the effects of my FEAT, Skorne can do little, but is able to clear his Zone and contest the other 3. Cryx - 3, Skorne - 1 CRYXI need to score 3 in order to win, since I think an assassination is off the board. I am unable to do it fast enough and lose by clock. POST MORTEMUGHHHHHH! I am so slow! I think I actually had this game? I think I approached it pretty well. I could have had better placement with the Raiders on my Right especially since the Gunslingers there could have scored it. Those Raiders then could have screened more and perhaps kept Skorne from contesting as much. Oh well, more to come.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Aug 15, 2018 20:27:30 GMT
So, long time no post. Unfortunately I don’t have any formal battle reports to post, but moreso just some catching up with what I’ve been doing lately. I’ve been playing a fair amount of Skarre1 Dark Host and Denny1 Satyxis as well, and I think they are both pretty solid. I did get kind of stuck though and reached out in another thread for some inspiration, as I was having trouble coming up with what I thought were “good” lists. I don’t know if I’ve succeeded or not, but I’ve been toying around with Denny2, Terminus, Venethrax, Goreshade3, Asphyxious2, and Scaverous. My first experiment was with this;
War Room Army
Cryx - Scaverous Black Industries
Theme: Black Industries 2 / 2 Free Cards 75 / 75 Army
Lord Exhumator Scaverous - WJ: +27 - The Withershadow Combine - Maelovus, Admonia & Tremulus: 9 - Deathjack - PC: 23 (Battlegroup Points Used: 23) - Nightwretch - PC: 0 - Nightwretch - PC: 0 - Erebus - PC: 16 (Battlegroup Points Used: 4) - Reaper - PC: 13
Aiakos, Scourge of the Meredius - PC: 4 - Kharybdis - PC: 17 Soul Trapper - PC: 1
Cylena Raefyll & Nyss Hunters - Cylena & 9 Grunts: 19
THEME: Black Industries
The idea behind this was to TK my opponent about, ideally messing up charges, pulling a victim in with the Reaper, doing big CRAs with the Nyss, and being generally annoying. I played it yesterday into a Cygnar, Jack Heavy Krae list, which included a battle engine. It was a casuallly competitive game, that we actually didn’t finish, but I think I actually would have won. I had horrendous dice, and my opponent agreed that his dice were actually quite hot, so even with all that I think the list worked well. I was really underwhelmed by the Nyss though. It’s funny because even when I used to play Khador I always wanted to use them, but they really never did what I wanted. It would be a potential loss to go down to only one unit, but I felt that the theme bonus of Carapace, plus a fair amount of stealth, actually made it more favorable to have more jacks. I wanted to cut down on the burden for Scaverous, plus I also wanted to swing in another debuff if possible, so I took out the Nyss and threw in an ILO with a Seether.
War Room Army
Cryx - Scaverous Black Industries 2
Theme: Black Industries 2 / 2 Free Cards 75 / 75 Army
Lord Exhumator Scaverous - WJ: +27 - The Withershadow Combine - Maelovus, Admonia & Tremulus: 9 - Deathjack - PC: 23 (Battlegroup Points Used: 23) - Nightwretch - PC: 0 - Nightwretch - PC: 0 - Erebus - PC: 16 (Battlegroup Points Used: 4) - Reaper - PC: 13
Iron Lich Overseer - PC: 5 - Seether - PC: 13 Aiakos, Scourge of the Meredius - PC: 4 - Kharybdis - PC: 17 Machine Wraith - PC: 2
I also switched out the Soul Trapper for a Machine Wraith which I think helps with my potential scoring/contesting abilities. Actually if I could really live the dream, it would be using the machine Wraith like on turn 2, to take over a key/crucial jack, move that bad boy closer, tk if necessary, and drag in with the harpoon to finish off, all while only sacrificing a machine Wraith. The only problem I potentially face now is that one of my local guys is playing CoC with the Colossal and double engines and I don’t think this list would fair well against it, but maybe I’m wrong? Hopefully I can practice it sooner than later. Anyway I’d be curious to hear what you guys think in the meantime?
THEME: Black Industries
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Aug 18, 2018 2:49:52 GMT
BATTLE REPORT 13 SCAVEROUS vs IRON MOTHERARMIESConvergence of Cyriss - Zander Mother Theme: Destruction Initiative 4 / 4 Free Cards 75 / 75 Army Iron Mother Directrix & Exponent Servitors - WJ: +27 - Iron Mother Directrix & Exponent Servitors Cont. - Corollary - PC: 6 - Mitigator - PC: 7 - Mitigator - PC: 7 - Prime Axiom - PC: 38 (Battlegroup Points Used: 27) Transfinite Emergence Projector - PC: 19 - Permutation Servitors Transfinite Emergence Projector - PC: 19 - Permutation Servitors Algorithmic Dispersion Optifex - PC: 2 Attunement Servitors - 3 Attunement Servitors: 0 Attunement Servitors - 3 Attunement Servitors: 0 Elimination Servitors - 3 Elimination Servitors: 0 Reflex Servitors - 3 Reflex Servitors: 0 Optifex Directive - Leader & 2 Grunts: 4 THEME: Destruction Initiative ANDCryx - Scaverous Black Industries 2 Theme: Black Industries 2 / 2 Free Cards 75 / 75 Army Lord Exhumator Scaverous - WJ: +27 - The Withershadow Combine - Maelovus, Admonia & Tremulus: 9 - Deathjack - PC: 23 (Battlegroup Points Used: 23) - Nightwretch - PC: 0 - Nightwretch - PC: 0 - Erebus - PC: 16 (Battlegroup Points Used: 4) - Reaper - PC: 13 Iron Lich Overseer - PC: 5 - Seether - PC: 13 Aiakos, Scourge of the Meredius - PC: 4 - Kharybdis - PC: 17 Machine Wraith - PC: 2 THEME: Black Industries SCENARIOSpread the Net STARTI won the roll to go first and Convergence chose sides. DEPLOYMENTCRYX I deploy with the intention of trying to keep the forest between as many of my guys and the Prime Axiom because his Harpoon shots are a real drag, (sorry couldn't resist!). I am also thinking I can maybe use the house to foul up his movements. I put Aiakos and Kharybdis to the left, hoping I can get through the Acid Terrain and either score the Flag or the far zone, or both... CONVERGENCE The house does get in the way of deployment, I'm not sure why he chose the side he did, except maybe he felt I would get more use hiding behind it, and he felt he would have a better time hiding Mother behind it? TURN 1CRYX I run up everything and Stealth what I can and hide behind the forest as well. Death Ward goes up on DJ. I feel forced to hold myself back a little as with the speed of his Flare Servitors and lucky drifts, along with Fire Group, the Axiom can get really significant range which would ruin my day in a hurry! I try to hug the forest so that with TKs I can maybe threaten through the forest next turn. Khary Tramples forward under Escort and puts up her cloud with Aiakos close behind. I try to be mindful to leave enough space between Khary and the forest so the Nightwretch can run through without having to be slowed by the forest next turn. CONVERGENCE Convergence trundles forward, keeping some distance between us, I guess with the hope that I will have to expose myself in order to begin to close the distance. There are stinking Servitors everywhere! TURN 2CRYX This turn is too long for me, surprise surprise, but pretty good overall I think. Death Ward is upkept for free, Aiakos keeps Escort and gives 2 Focus to Khary. On the right I move the Nightwretch back and slightly behind the wall to get cover, prevent drags and score the Zone. The Machine Wraith runs up to be a nuisance, he has lots of access to Magic Weapons, but I figure let him wast some attention on him. I run the left Nightwretch forward and then Scaverous uses too much Focus to cast a bunch of spells. With Puppet Master on, I Arc a Feast of Worms at one of the Light Jacks in front of the Left Battle Engine, boosting damage and doing a fair amount. I kill a couple of Servitors that were there. I TK the Battle Engine around. DJ Tks Khary forward and I charge the Engine, rolling pretty well and wrecking it. I get my last attack on the Light jack there and wreck it too, and pop my Acid Cloud. (In hindsight, I should have Tk'd the Arcnode solo forward so I could catch him in the cloud and also be engaged with him.) Aiakos has to move forward to keep Khary in control, so I miss out on scoring my Flag. The Seether and ILO try to stay relevant and Stealth. CONVERGENCE There are limited moves overall because of distance and terrain, but he does move Arcnode guy forward and Dominates DJ who moves over and beats on Scaverous. Mistakenly, we allow Dominate to be cast twice and both times on DJ, leaving Scaverous on 9 boxes. (Dominate can only be cast once per activation and only ever work on a Warjack once a turn.) Servitors contest and the Right engine poops out a servitor, who scores the Right Flag. Cryx - 0, COC - 1 TURN 3CRYX I drop Feast and upkeep everything else. Between FEAT and shots from the Withershadow etc, I clear the Right Zone, clear the Left Zone and take the Let Flag, as well as clear the Right Flag. I charge in the Seether to kill some servitors and threaten next turn. Scaverous did cast an Excarnate on the Arcnode guy and therefore got a soul. Cryx - 3, COC - 1 CONVERGENCE Servitors charge the Right Nightwretch, but fail to do much and explode. The Axiom runs to get my Jacks in LOS, triggering Counter charge from the Seether who rushes in and does a chunk, but more importantly engages the Axiom so it cannot Arc. The Engine on the right contests the right Zone, and puts shots on the Seether, doing nothing but does wipe out the Withershadow Combine and hurts the Nightwrecth. Mother moves up, Dominates the Seether to get it out of engagement, and then (incorrectly) Arcs Dominate onto DJ again who moves back and attacks Scaverous again, leaving him in 4 boxes! Cryx - 5, COC - 2 TURN 4CRYX With Little time left, I move Scaverous to the right, TK one servitor and the Engine off the right Zone, and run Aiakos back to the Left Flag. Cryx - 8, COC - 3 A CHILLING VICTORY!!! POST MORTEMI think this match was pretty hard for me, because the Axiom out threats me and there are plenty of options for him to remove stealth. I had to play the terrain and luckily was able to strike early with a huge kill to one of his Battle Engines. I think the switching out of the Nyss Hunters for the ILO and Seether was a better direction for me. I am debating whether it would be better for me to downgrade Erebus and dump the machine wraith for 2 Warwitch Sirens which I think would be helpful, but I kind of like the idea of Erebus and his stationary fists and Soul Collecting for Scaverous. Thanks for reading.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Sept 7, 2018 21:03:48 GMT
So after playing in the team tournament at NOVA, and playing only my Skarre1 Dark Host list, I was inspired to change my Denny1 Satyxis list to Gaspy1 thanks to Deller ‘s advice and insights. This is what I came up; War Room Army Cryx - Asphyxious1 Satyxis Theme: Scourge of the Broken Coast 3 / 3 Free Cards 75 / 75 Army Iron Lich Asphyxious - WJ: +28 - Satyxis Blood Priestess - PC: 0 - Cankerworm - PC: 9 (Battlegroup Points Used: 9) - Nightwretch - PC: 7 (Battlegroup Points Used: 7) - Deathripper - PC: 6 (Battlegroup Points Used: 6) - Deathripper - PC: 6 (Battlegroup Points Used: 6) Axiara Wraithblade - PC: 0 Satyxis Raider Captain - PC: 4 Severa Blacktide - PC: 0 Eilish Garrity, the Occultist - PC: 5 Satyxis Gunslingers - Leader & 2 Grunts: 7 Satyxis Gunslingers - Leader & 2 Grunts: 7 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Raiders - Leader & 9 Grunts: 16 - Satyxis Raider Sea Witch - PC: 4 Satyxis Blood Witches - Leader & 5 Grunts: 8 - Satyxis Blood Hag - PC: 4 THEME: Scourge of the Broken Coast --- Today I played 2 games against Menoth, a think a good list, run by a good player, and I lost both games. His list was; War Room Army Cyrenia Theme: Exemplar Interdiction 3 / 3 Free Cards 75 / 75 Army High Exemplar Cyrenia - WJ: +28 - Devout - PC: 9 (Battlegroup Points Used: 9) - Fire of Salvation - PC: 14 (Battlegroup Points Used: 14) - Dervish - PC: 7 (Battlegroup Points Used: 5) High Exemplar Gravus - PC: 8 - High Exemplar Gravus (Continued) Exemplar Errant Seneschal - PC: 3 Knights Exemplar Seneschal - PC: 0 Exemplar Vengers - Leader & 4 Grunts: 20 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Knights Exemplar - Leader & 5 Grunts: 9 - Knights Exemplar Officer - PC: 0 Exemplar Errants - Leader & 9 Grunts: 16 - Exemplar Errant Officer & Standard - Officer & Standard: 4 Choir of Menoth - Leader & 3 Grunts: 4 THEME: Exemplar Interdiction We played Mirage twice, and the first game I lost on clock, though I felt I had little left in the tank anyway, the second game I lost on scenario, again I felt like I was pretty tapped out on resources. I was wondering a couple of things; 1. I really felt awkward playing the first game in particular. The list plays very differently for me under Gaspy1 than under Denny1. I know I made mistakes with activation and positioning. Given the list I played, does anyone have any feedback, (ha ha), on how I should try to unpack this army? Would a change in the list be better? 2. It felt like the Menoth list had too much spread out ARM and models. They hit too accurately, such that it was often times a 6 or 7 needed to hit. Between desperate pace and dash, they were pretty fast, and likewise could take a fair amount of damage. Is this list more of a bad match up for me? It just felt like I could not bring enough resources to where they were needed.
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