Warmachine / Hordes battle report: Minions vs Protectorate of Menoth (75 points); 07Sep2020

It’s been a while since I put my Minions on any table, even a virtual one, for Warmachine / Hordes but I felt that there was an itch to scratch. Marc was also looking to play via Wartable so we racked up our armies together thanks to the magic of the internet.

Game 22 – King of the Hill (scenario 1) vs Marc’s Protectorate of Menoth


[Theme] Will Work For Food

[Jaga-Jaga 1] Jaga-Jaga, the Death Charmer [+27]
– Blackhide Wrastler [16]
– Swamp Horror [15]
– Swamp Horror [15]
– Gatorman Soul Slave [0(5)]
Dahlia Hallyr [17]
Dhunian Archon [0(6)]
Dhunian Archon [0(6)]
Rorsh [15]
Void Archon [8]
Void Archon [8]
Farrow Valkyries [8]

I love playing Jaga-Jaga so I started out with the list I’d used before in real-life games. Then, since I’ve been vocal about Void Archons being far too good for their points, I naturally added them at maximum FA. That cost me Boomhowler and Co which does feel a bit tough as I have no screen and a very slow, killable front line. I also reshuffled the solo load-out to remove the notably under-performing Totem Hunter and replace them with Dhunian Archons. I think that probably one Dhunian Archon would be enough and I could maybe use the Hermit instead of the other, but this way also was simple enough to be practical for playing.


[Theme] The Creator’s Might

[Feora 4] Feora, the Forsaken [+28]
– Dervish [7]
– Guardian [15]
– Hand of Judgment [18]
– Purifier [8]
– Repenter [8]
– Hierophant [3]
Exemplar Warder Elias Gade [0(5)]
Menite Archon [8]
Menite Archon [8]
Scrutator Potentate Severius [0(6)]
– Dervish [7]
Vassal Mechanik [1]
Vassal Mechanik [1]
Vassal of Menoth [0(3)]
Vassal of Menoth [0(3)]
Wrack [1]
Choir of Menoth (min) [4]
Idrian Skirmishers (min) [9]
– Idrian Skirmisher Chieftain & Guide [5]

Marc was testing out Feora4. If I understand the list here, the plan is to gum up my stuff until Feora is fully-charged up, then saunter over and explode everything she touches.
Marc wins the roll-off so I give him the side without the houses to hide behind. I stuck the lesser Warlocks out on the flanks where they can hopefully work somewhat independently and then mixed the Void Archons and Valkyries somewhat to the left so that they can Shield Guard if possible. Marc takes a fairly symmetrical approach. Those Menite Archons out on the sides really will need early attention to stop them just rolling inwards until they kill Jaga-Jaga. The Idrians pick the Wrastler as their Prey, Gade chooses Brine. Feora utilises the theme benefit to it’s maximum extent by starting with a whopping four upkeeps in play: Hellwrought on the Guardian, Death March on the Idrians, Firestarter on the Dervish and Road to War on Feora herself.

Turn 1: Protectorate of Menoth
The entire Protectorate force races up at me. The Idrians also use their mini-Feat, not that I have much in the way of shooting anyway, and Severius puts up his own Road to War.

Turn 1: Minions
All my stuff also runs up. I stay out of melee threat ranges (other than the Idrians) but I’m going to have to accept a bit of shooting unless I cede scenario entirely. The lesser Warlocks cast their upkeep spells on the basis that they’re free from now on. Jaga-Jaga casts Battle Host and puts Grave Wind on the nearer Void Archon.

Turn 2: Protectorate of Menoth
All spells are upkept but no Focus is allocated. The Guardian runs over to within Arc Node range of Brine. Gade puts a couple of bolts into him and Feora channels three Scorns into my big ninja pig. The Guardian and the left Dervish get Enliven and Hand of Judgment shoots a Valkyrie; I figure that this is basically the only shot coming in so one of the Dhunian Archons stops it. In the centre some Idrians charge in and jam up my Swamp Horrors.

Turn 2: Minions
I’m going to try to clear the flag, deal with the Guardian and take out at least one Menite Archon. All spells are upkept, then Jaga-Jaga shuffles around a bit and casts Signs and Portents. I decide to take a chance on Brine dealing with the Menite Archon without Rage and he does so on his last attack, then Overtakes to face the oncoming Dervish. The Wrastler strolls up and eats one Idrian, then puts Rage on the nearer Swamp Horror. The Void Archon clears the other jamming Idrians and teleports out of my way behind the Horrors. The Raged Swamp Horror moves up and pulls in the Guardian but it Enlivens behind the corner of the building so I can’t pull it in for a good Beak-ing. Actually, I should have used the Soul Slave to put Ghost Walk on the Swamp Horror and had it move through the building itself, thereby blocking off that route. The other one eats up almost all the infantry within 4” of the Flag but leaves the Repenter on a single box (even more annoyingly, in it’s right arm). Over on the left, Skarath wrecks the Objective but the Dervish Enlivens to safety. Many thanks to Marc letting me correct my order-of operations here and having Dahlia put Mist Walker on Skarath first so that it could actually reach the Objective in the first place. I resign myself to losing the big snake shortly. The score goes to 1 – 0 me as I did at least pick off the Objective.

Turn 3: Protectorate of Menoth
Feora drops Death March from the handful of surviving Idrians and Severius gives up his Road to War. Severius’s Dervish gets allocated two Focus, as does the Guardian; Hand of Judgment gets one in anticipation of being topped up by a Vassal later. The Dervish kills Brine neatly to the box, allowing Gade to swap Prey onto Rorsh and shoot him twice. The Mechanic repair Hand of Judgmnt and, crucially, the Guardian’s spear. It then uses said spear to kill one of my Swamp Horrors and Hand of Judgment critically wounds the other. The Menite Archon almost one-shot’s Skarath and the Dervish leaves it on a couple of boxes. I wonder why Marc is obligingly leaving a load of my Warbeasts at the ‘almost dead’ stage instead of finishing them off when he explains to me about Feora’s Feat. That goes off, finishing Skarath, the Swamp Horror and two Valkyries; she kills the last one with a channelled Scorn. The ‘good’ news from all this carnage is that the Dhunian Archons have healed almost everything else back to full. Marc scores the left and centre zones; 2 – 1.

Turn 3: Minions
I’m quite far behind here, but I still have some good plays possible and I think I could possibly get back into the attrition game if I can handle both heavies and do something about the Menite Archon; a tall order but probably not out of the question. On the other hand, I have Void Archons who are glutted on souls from losing most of my army last turn and they’re just as dumb as Menite Archons, so it’s time to kill Feora instead. Jaga Jaga uses Signs and Portents, then the right Void Archon kills a handy Idrian to Void Walk up to Feora. Between the spray and three bought attacks under Signs and Portents [edit: turns out that Void Archons can’t buy attacks], Feora is down to a single box despite burning through her three Focus camp. The other Void Archon turns out to be annoyingly just out of melee range of Feora after Void Walking off another Idrian but she has only one box left so a fully boosted spray finishes the job. Minions win by assassination.

It was great to get back to playing Jaga Jaga, and it was also lovely to get in another game with Marc who is a terrifically nice opponent. I felt quite rusty with this list but Signs and Portents just makes things work so nicely and that’s always and enjoyable feeling. [edit: As pointed out by some lovely posters over on Lormahordes, Void Archons can’t actually buy attacks so clearly I cheated Marc out of a deserved win this game. I’ve apologised to him accordingly.]

Things I learned:

  • Not really a ‘thing I learned’ but Void Archons are ridiculously good. It blows me away that they made it out of playtesting with these rules. One of them was a single box away from one-shotting an unhurt three-camp Warcaster who has some very nice defensive stats (admittedly, under Signs and Portents) while having to cross both of our front lines. [edit: OK, so they’re only that good if you don’t read the rules properly and cheat. Oh well.]
  • I could have done more to support that assassination run. I should have had the Soul Slave cast Ghost Walk on the lead Dhunian Archon and probably got it within range of Feora to blow-up using Jaga-Jaga’s Feat. That would have nicely placed a bit more damage onto Feora and made the assassination even more of a sure thing.
  • I need to get a bit more clever with my Swamp Horrors. Notwithstanding that cleverer use of Ghost Walk could have netted me the Guardian in turn 2 as mentioned above, I seem to be very good at letting them get killed for little gain. Perhaps I’m overestimating the effort that will be required to kill them each time; Impervious Flesh only goes so far with only ARM15.
Categories: Battle reports, Hordes, Warmachine | Tags: , , , , | Leave a comment

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