Post by dessert hydra on Dec 16, 2018 23:27:10 GMT
Okay the journey is about to begin with Makeda. Still waiting for the dynamic update.. However the list build is predicted on Zaadesh and Marketh being free options. Its a DEF shew but has some ranged teeth.
The Drakes under incite look tasty add in a super sniper shaman means your opponents is needing to commit.
Medium infantry lists aka PT and tharn are going to find def15 hard going if you can pick out the support.
Zaadesh to spam rush and late game.
Marketh to add to the range threat or have incite easier to cast. BTW if Marketh harmoniously exults Makeda can she blood boon incite?
We played Mirage I lost the role to go first and my opponent choose sides with a wall for Abby to lurk behind in his zone.
Setup: As with any Imperial warhost lists the setup & unpacking is always complicated. I've got a pond in my zone, forest center table and a rubble just in-front of my deployment zone making things tricky. I put my drakes, krea and a brute to the right of my caster brute, shaman and MK to the left. Zaadesh and the Gladiator are next to Makeda. My opponent puts Proteus opposite MK.
My Turn 1: [My thoughts for turn one are not bothered about his shooting, and staying outside of 14 of Abby]. Zaadesh spams rush to help get through the terrain. Makeda bulwalks and fatewalks 11 up to stand next to the soldier behind the forest. Otherwise its a line of drakes and brute to her right and MK and brute to her right. Support durdle up and krea aura for the right, shaman to the left. My paingivers kills a brother to give a soul for Marketh. Turn 1: He sticks Abby out of 13 of MK behind a wall. He spends a far amount of time worrying his right hand flank opposite MK eventually he hangs the Carnivean slight forward with spiny up otherwise everything else is out of threat. His left flank he moves up the Lurker and a Scythean quite aggressively against the drakes.
My Turn 2: [My goal this turn is to avoid proc'ing alpha hunter and murderising the Lurker and Scythean] Marketh eats the soul to upkeep bulwalk. I measure out and my opponent has put both Lurker and Scythean 10' of the soldier with LOS around the forest. . Harmonious on Makeda, Rush on the soldier. Makeda then activates and moves further behind the forest keeping out of 14 of Abby, pops incite and for reasons safeguard (wishing I had spiny growth at this point) camps 2. Drakes spray out spell Martyr and chip both Lurker and Scythean. Soldier eats the Scythean with 2 initials and I miss on the Lurker! But one bought attack kills it. I swarm. Brute runs up to bulwalk the Soldier. To my right I durdle a bit forward keep out of 14 of Proteus/Abby, another paingiver dies to the Gladiator. One misplay I've left my Guardian to far a back so I'm unable to effectively contest his flag. Turn 2: Abby can't get to anything substantial, eventually he flings his gobers up the field, he puts the other Scythean onto the Soldier and proceeds to spike hard killing it to the box. His dice the go cold he can't hit anything with the Seraph or Carnivean from range. He scores his flag but can't contest my zone. SCORE 1-1
My Turn 3: [To feat or not to feat? Makeda can charge the Scythean through the forest and I should be able to take it down with 3 fury even if without battle driven proc'ed.]. It takes 4 fury I blade gale out the gobbers. My overtake has taken me just in incite range of abby she's camping 3... and for greedy reasons I stay within 10 of her. Drakes put a few shots into her, Brute removes the objective. MK and the brute remove the Carnivean, and just to rub salt in the wound the krea paralysis Proteus. SCORE 4-1 Turn 3: Well there is only one option, it's Abby onto Makeda, she pops Proteus animus. Charges Makeda who's camping 5. I end up living on a few boxes after a my opponent can't hit the 8 on 3 dice for the final attack. SKORNE WIN
Game Thoughts: Game wise don't leave your caster within 12/14' of Abby... haven't played her in a while and I forgot how killy she can be. Makeda should have fate-walked out of threat. This was an interesting stand-off in terms of threat ranges, he made a mistake putting the Scythean in range of the Soldier it looked okay behind the forest but wasn't. List Thoughts: Only thing I was REALLY missing was access to spiney growth , otherwise I love the list! Drakes yes, Soldier yes, Brutes... not sure I need two, probably need access to spiney growth but the not sure I want a Razorworm.
List Thoughts: Only thing I was REALLY missing was access to spiney growth , otherwise I love the list! Drakes yes, Soldier yes, Brutes... not sure I need two, probably need access to spiney growth but the not sure I want a Razorworm.
I was curious about the second Brute in the list. It already has three Shield Guards; a fourth seems redundant for the number of models in the list.
Easiest way to swap it for a Razorworm I see without losing a free solo is to swap the two PGBH for a single max PGBH, swap the Brute for a Razorworm, and then take a Reptile Hound with the 4 remaining points.
I ran my variant with raider and razorworm in place of a brute and drake.
Setup: Scenario was pit II and I won the role to go first. My opponent gave me the side with bad terrain. On his side the house in the middle and a further house on his side made for a potential funnel point.
Deployment: I put Molik , shaman and brute to the left of Makeda aiming for the funnel point. Drake Krea and Raider to the right. My opponent put most of the tankers opposite Molik with both Marauders while the medium infantry went the other side with the Kodiak. Soldier ad's centre table and worm goes on the side with Molik . Drago and the man-o's advance move.
My turn 1: [Grab board space against this slow list] Gladiator and Zadeesh spam rush to get Molik and his friends through the forest and middle table. The shaman goes behind the building. Otherwise soldier move towards the right, while the paingivers can't hit each other. Makeda has a go too but has to buy an attack to get the soul to Marketh court are bulkwalk-ing left and right. Turn 1: My opponent feats to block Los for Molik and his friends, he puts his tankers and Mauraders up behind the clouds. Shockies up centre table and demo to his left. Drago is flanking left too.
My Turn 2:. Marketh does his thing with the soul and harmonious on Makeda while walking to my flag. She pops incite and spiny and walks to get in 10 of Drago but out of the demo threat. The righthand court goes to bulkwalk the drake and the other goes to contest his flag. Drake goes to spray drago but get in 6 so is countercharged. Oops. I'm now in a pickle as I can't get to Drago, as Makeda and Marketh have blocked lanes to Drago. I go defensive instead, Molik and friends shuffle back out of threat charge of the Mauraders and shockies. The soldier shuffles over to bulwalks Makeda, the Raider is stuck behind the house and finally the Shaman ghostshots Sorcha on zero camp to do a solid damage roll. Turn 2: Drago shuffles over to contest my flag and then beats ineffectively on the high def drake. His tankers shoot Molik but only one grievous shot hit which is shield guarded taking out the brutes mind. Shocktroopers remove the contesting court member. The Adjunct runs to score his flag. Meanwhile Sorcha freezes the soldier and Makeda then shoots her gun at the now stationary Makeda but battle driven and spiny growth while under the aura means the shells do limited damage. Demo run to jam and mini feat to his left . Finally he feeds me a Maurader to my right. SCORE 0-1
My Turn 3: [Assassination is on as Sorcha is high up the board and only camping 1]. Marketh does his thing again. Makeda feats and she gets to a demo-corp member in 8 of Sorcha. I easily kill him but with sanguine bond he shuffles the damage around and swings his crit stationary hammer at me.. Misses wow.. Idiot. Anyway he dies to the next hit, triggering bloodboon. I hit Sorcha and boost damage dice -3 and I burn through her single focus. Buy another with harmonious, hit and boost damage. Shaman next standing still with snipe and boost damage to kill her. SKORNE WIN
Thoughts: Yep spinney growth is a must still the worm felt a bit under powered as its life always felt outside of incite and enrage range for Makeda or the paingivers. It might be useful for contesting though... Jury is out.
TABLE & SCENARIO: We had Mirage scenario, terrain of interest was a forest center table and a cloud centrally towards one deployment zone, and also a trench next to that sides flag. I lost the role (mostly down to my opponents +2 to his starting dice roll) and selected the side with the cloud and trench.
DEPLOYMENT: My opponent ambushed Anastasia & Hutchuk. Storm troopers to his left and rocketmen to his right with the dragons breath. I deployed my cyclopes to my right opposite his storm troopers, Basilisk's to the left. I put a court member wide left and right. We both take healing objectives
Turn 1: He runs up the board, hotshot on the Vindicator which goes to his left with the storm troopers, gearheart gets snipe. Vanguard covers Gearheart. To his right the Suppressor follows up behind the rocketmen. Trancers and Alchie's behind the forest. My Turn1: Shaman uses the kreas' aura and moves to faceoff the troopers, raider bulwalks him and pings the Vanguard for a couple. Brute and court member hang in a trench waiting for ambushers. To my left I put the krea up the field with drake and worm hanging in front of the rocketmen. Soldier, Molik and Madeda conga line behind the forest near my objective. Zadeesh Gladiator and Marketh hang in and around the cloud in my backfield.
Turn 2: Ambushers come in to his right and clear out all but one from a unit of Paingivers. Rocketmen +2 def and ping a few ineffective shots into the drake as does the dragons breath. I shield guard one hit onto the court member but fails to break armor. To his left Gearheart moves up pings the shaman twice, cycles snipe and gives boosted hits to the troopers who leave then leave the shaman on a couple of boxes and raider with some chip damage. His scatters clear most of the second unit of paingivers and clip Marketh who survives just thanks to the souls. His Vindicator fails to finish off the shaman. Trancers walk through the forest and but some solid damage into the soldier. My Turn 2: Gearheart is within 15 of Makeda and Molik so its assassination time. Soldier gets healed from the objective . Zaadesh rushes Molik and the Soldier, the Gladiator gets onto two trancers and kills them. Soldier doesn't move thanks to no push. Gladiator gets bumped up against the soldier and with his last two fury he rushes the Drake. Makeda feats and moves to within 10 of Gearheart in the open, opposite his troopers. She cast Eliminator boosting hit and damage which I crank damage and burn through his single focus. Soldier tramples over last trancer and pulls Vanguard from in-front of Gearheart. Now Molik can get to Gearheart from a sidestep off the Vindicator but first I get the raider to shoot, it misses. Next up the Drake Animus walk through forest, boost hit, boost damage and Gearheart is dead before Molik even breaks sweat. SKORNE WIN
Thoughts:We discussed that Gearheart was too far forward, he wanted some extra shots on my support. Def 17 against shooting made life difficult but not impossible for him. He did end up waste lots of time with scatters so that was another potential win condition although his scatters where nice. He felt the matchup was bad but I wasn't sure Makeda likes DEF 16 dodging rocketmen even under incite and with only 2 paingivers left I was happy to not play the long game!
TABLE & SCENARIO: We had Invasion scenario, terrain of interest was a house center table separating two of the zones and a pair of nice hills towards one deployment zone, the other side had some annoying terrain (rough and two ponds). I won the roll and went first he took the hills mostly to deny me.
DEPLOYMENT: I put the swordsmen right next the supreme guardian, next Makeda and the beasts then to her left the Cetrati, TYCOM and cats far left. My opponent puts 3 heavies to his left opposite my beasts and the supreme guardian and the Stormclad to the right, minuteman is center table.
My Turn 1: Quicken on the Cetrati and Makeda gets as far up as possible out of charger threat. Cetrati run into minuteman threat but stay out of chargers way thanks to the house. Cats flank left out of threat of his right hand chargers guns. Supreme Guardian moves up likewise out of left hand charger gun threat. Swordsmen stay to the right of the supreme guardian. Molik & Gladiator get into SG range of Makeda and the Guardian in case of minuteman. Paingivers whip 2 brothers to death for souls for Marketh and Supreme G. Turn 1: Kraye puts admonition on the minuteman who kills a Cetrati and toughs another. Charger toes his right hand zone with the Stormclad behind. To his left arcane shield Centurion toes the zone backed up by Hammersmith and Ironclad. Charger and Sentinal move centrally with knights.
My Turn 2: Proxy out Makeda 1's feat position just above my objective. Then Cats go into charger but leave it alive on a few boxes. Quicken still up on Centrati plus press forward advance 9 into shield wall causing the minuteman to admo out of harms way but firmly jam him up. Makeda moves into postion feats and cycles quicken onto swords who then jam right into his 3 heavies. Supreme Guardian brings the dead Centrati back and Molik & Gladiator follow up. Turn 2: My opponent starts with his right Stormclad beats on the cats causing them to be saved a few times, knights charge in and I don't bother saving one cat as he's got to many attacks on it. Minuteman jumps behind the cats into the zone. On the right charger pings the supreme guardian. I Shield Guard one shot. Sentinel drills a few swordsmen but they are saved. Kraye kills a couple of Centrati but I save them, I miss the retaliatory strikes. I'm running short on life so Hammersmith eventually clears of some swordsmen, Centurion gets to Molik but only has 3 attacks and eats a defensive strike from the Supreme Guardian. 0 - 0
My Turn 3: My left flank is looking shaky so I send the TYCOM onto the minuteman but fail to hit it. Cats kill the Charger and jam the Stormclad. Beasthandlers engage Molik, Madeda then casts carnage and jackhammers Molik a few times on the Centurion. Swordsmen mini feat on the ironclad. Molik activates and finishes the job on the Centurion. Centrati and Supreme Guardian get it done on the Hammersmith. 0 - 0 Turn 3: He's down to 1 heavy but is about to score. He easily clears his right hand zone. Kraye gets work done against the Centrati. Journeyman puts Arcane shield on Kraye, Sentinel contests and clears off more swordsmen. Last charger we blocks lanes. 0 - 1
Turn 4: I can get Molik onto Kraye with a sidestep of the objective. The supreme guardian & friends clears a lane, Makeda cast carnage and then an enraged Molik to the face for a SKORNE WIN
Thoughts: Tough match-up for my opponent. His other Striker list probably had more game with its e-leaps.. I guess he thought I was going to drop Makeda 3.
Up against Cryx, he choose his Slaughterfleet list while I went for Makeda 3.
[Skarre 3] Skarre, Admiral of the Black Fleet [+27] - Kraken  - Satyxis Blood Priestess [0(4)] Axiara Wraithblade [0(6)] General Gerlak Slaughterborn [0(6)] Gorman di Wulfe, Rogue Alchemist  Black Ogrun Ironmongers  Blighted Trollkin Marauders (max)  - Jussika Bloodtongue  Bloodgorgers (max)  Bloodgorgers (max)  Scharde Dirge Seers 
TABLE & SCENARIO: We had Spread the Net scenario, terrain of interest was a forest center table otherwise one side has a wall that's about it. I won the roll and went first he took the wall.
DEPLOYMENT: I keep trying to learn lessons about putting my shield guards in the center.... anyway I continue to put the cyclops to Makeda's right with the brute central. Basilisk go left and I again put my court wide left and right. AD'ed worm goes far right to contest, soldier behind the forest. He puts left to right Bloodgorgers, Skarre, Marauders, Bloodgorgers, Kraken, Ironmongers .
My Turn 1: Two aura bubbles either side of forest, Shaman again with the raider, Krea with court. In front left Drake and Brute in the center Soldier and Molik behind the forest. To the Right Worm and court keep each other company. I whip a brother to-death for a soul. Turn 1: He floods his 40 bodies forward. Skarre hides behind the wall, Kraken hides behind Bloodgorgers and marauders. Slaughterborn makes a move towards his flag.
My Turn 2: Raider picks off Slaughterborn with a nice dicespike, I then go into the tank a bit over which side of the forest I should go. Either left towards Skarre and a unit of Bloodgorgers or right and towards the Kraken and his main body of meat. I also spend an age trying to figure out if I can kill Gorman but mostly that involves me loosing a heavy. In the end I decide its Skarre's side but actually end up with neither option and find myself bunkered up behind the forest. Molik removes a couple of Bloodgorgers and sidestep + fatewalks back to safety. I put the Brute into his zone to contest, bulwalked by the Drake, the worm contests my zone dug-in. Turn 2: Skarre brings both Bloodgorgers back, Camps 4, Dashes, Darkwaves Axiara who runs to his flag LOS blocked by the unit of ironmungers. His left flank jams into my bunker and zone while his right hand Bloodgorgers with Dash get a charge into my Brute and Drake. Unfortunately I've push my paingivers into threat too , so he overtakes through the unit and spikes nicely on the brute but can't kill it to score his zone. 0-1
My Turn 3: I can packman to Skarre through the nicely lined by Bloodgorgers and Molik can sidestep off two more to reach her also. I've got the shaman and drake in range so assassination time. The raider frenzies but no damage. Its a difficult assassination run, so I start with the soldier trying to clear off some blocking Bloodgorgers. I activate Makeda move the unit and Makeda starts her packman. Its hugely finicky as she eats through 10+ models, has to bloodboon an eliminator after some misplaced-overtakes. Eventually I get to Skarre, I then miss two swings and poor damage roles see me only doing a few boxes to her. The drake goes and he suckers the hit (argh). I then notice I've boxed Karn in with the soldier and one of my court members. After killing the court member with the gladiator. Molik's two sidesteps leave me just short of Skarre thanks to my soldier blocking the lane and I conceded with a minute on my clock! 1-2 CRYX WIN
Thoughts: Well where to begin. Pick a plan and stick too it. My idea to go hard left, I should have just rammed everything down his throat not a brute and drake. I was too worried about the ranged threat for some reason. I also in hindsight had the tools to get to the kraken through his sea of bodies which would have been the better plan scenario wise. Finally my execution of the complex assassination needs practice, I had lots of model bumps and difficulties with placements not helped by a very excitable opponent. Basically I blow it lol.
Makeda 3 Army Composition: The Worm didn't help much other than provide spiney growth! Its going to be replaced by a Rhinodon, Raider goes too.
TABLE & SCENARIO: We had Invasion scenario, terrain of interest was a cloud center table one side had some tough terrain (rough and acid bath). I won the roll and went first he gave me the acid bath.
DEPLOYMENT: I put Zaadesh and his BG to my left to help out with the terrain. Drake and Krea also go left. With Makeda goes one of her court and Molik. To her right I put the Rhinodon and Shaman and Brute and Court buddy up. He puts his piggies opposite Molik, his S&Ms go left and right. I AD the Solider left into some rubble and he puts his crows in-front of his S&Ms. His left hand crows prey Molik and the right hand prey the Soldier. Labyrinth & Ruin are the arcana.
My Turn 1: Even with not much shooting I still aura'ed up just to keep the unpacking consistent. Rhindon and Shaman buddy up toeing the right hand zone. Makeda bulwalks and fatewalks just below the objective, left hand court buddies with a brute on the left I get the drake into the rubble buddying the krea. I move the Soldier back out of Crow threat. A brother dies to a whip; souls for Marketh. Turn 1: Dreamer gets up aggressively using a house as an anchor. Mirage goes on the right hand crows, who skirt around the zone out of my soldiers charge range. His left hand crows go central following Molik but staying out of 13. Piggies follow up and create a log jam with the Death Knell center table. Malady Man's monkies both die to feed corpses to the ghoul. He ends up with Tonguelick, Malady Man and a Ghoul right up behind the building on his right.
My Turn 2: I'm worried about Dream's Abyssal Gate on the Soldier and Molik. I start with harmonious from Marketh. Makeda moves up for incite range on a Malady Man and Tonguelick behind the building. I also put up Spiney Growth her two court members get into Shield guard range as Longfellow is lurking. The Zaadesh package moves into the left hand rubble and rushes the drake. He Labyrinths before the Drake activates stopping it getting a juicy spray onto Dream catching Malady Man, Tongue-lick and a Ghoul. I now can only get Malady Man in and misses the boosted spray, shaman likewise misses a zap on a central crow. Everything else shuffles forward Sp1 Soldier is sad but safe from crows and Molik lurks behind Makeda. The Krea buddies with the Drake again. Turn 2: Dreamer drops mirage, his right hand crows go into the krea and drake and with Gang 3 on each. The Krea survives on a box the Drake take a small dent. Longfellow finishes of the Krea after I shield guard a shot (don't proc battle driven). Dreamer comes up aggressively again and boosts a gate into Molik. I had all 4 rerolls on Molik but he misses the first 8. Central crows go into Shaman and Brute. He's unable to hit the brute but puts some damage into the shaman. He fills the middle with the mini-feated piggies who get right up into the zone covering Dreamer. Cart backs them up.
My Turn 3: It's feat turn, and after my fudge up last game I decide its activate Makeda first. She feats and my opponent Ruins my incite. I cast it again and move her b2b with a piggie, one court has a monkey in his face the other walks over to some crows. I eat two crows and then I kill the monkey sidestep into Tongue-lick and take his head off too. Makeda, now full fury then deathbringers and hits the Pig. Hmm I need a 7 to kill it but only one dice.. I boost and get the kill (better to be lucky than good). I decide that killing all the piggies is not going to happen so I see I'm only 4 away from dreamer and there's a nice cluster of crows to hit so I eliminator and kill 2 handily. Couple of freestrikes sees me take some chip damage but I'm now battle driven. I also get countercharged by a damn monkey. It must die before I go after Dreamer so I boost the hit (7s) and kill him. I strip a few transfers. Marketh strips off another transfer and a Rushed Molik charges in to finish the job. SKORNE WIN
Thoughts: I didn't get to try out the Zaadesh package but the Rhinodon seemed much better value. Soldier continues to impress so does the Marketh. Damn my Makeda 3 games don't go the distance!!! I think I need to try the longer game see how that pans out.
I like the list, have you tried a version of this list with any siege turtles? I know her feat is around her battle group so they may not help there, but with incite I can see them doing a pretty good amount of work.
I like the list, have you tried a version of this list with any siege turtles? I know her feat is around her battle group so they may not help there, but with incite I can see them doing a pretty good amount of work.
Yeah the derp-turtle are excellent with any caster Incite certainly turns them up a notch. Personally I think the meta has figured out the derp due to its prevalence... that's not to say they aren't great!
Sometimes its worth playing slightly differently to keep your opponent guessing.. My Drake/Shaman combo are a better gun platform, less threat and melee output, better utility but add to fury issues..