Posts Tagged With: Circle Orboros

Painted Tharn Ravager Chieftains

Here are a pair of Tharn Ravager Chieftains, unit attachments for Tharn Ravagers in my Circle Orboros army in Hordes. They’re pretty much a sure addition to any unit of Ravagers, being a possible free card in Devourer’s Host and giving exactly the abilities that Ravagers want to see. Specifically, they grant Vengeance to allow an out-of-activation attack if the unit took damage in the previous turn; a likely (even somewhat desirable) event considering that the unit natively has Tough and a form of healing. They also have a minifeat to allow Overtake, allowing one turn of going really wild with corpse tokens and leveraging that large reach on their axes.

The Chieftains were considerably more enjoyable to paint than their units (here and here). Being metal rather than the horrible resin/plastic material that PP used for the actual Ravagers really helps, and the details were nice and clean. In addition, I’d bought these second hand and the paint stripping process seems to work considerably better with the metal miniatures. I used the same colour schemes at their assigned units so that was an easy choice. With the completion of the Tharn Ravager Chieftains, I’ve now painted all the miniatures I own for Circle Orboros. Sadly this doesn’t actually add up to a legal force in the game but if I come back to this army then I would only need to pick up a few extra pieces.

Next on the painting table: Alexia, Mistress of the Witchfire.

Categories: Hordes, Painting and modelling | Tags: , | 2 Comments

Painted Tharn Whitemane

Here is a Tharn Whitemane, another solo for the Devourer’s Host theme force of the Circle Orboros army in Hordes. I assume that the idea here is that the Whitemane has retained his badass-ery while becoming wiser, so along with being a decent melee solo he also brings Veteran Leader to help other Tharn with their accuracy. Amusingly, this also applies to Tharn who presumably outrank him like the Warcasters Iona and Kromac. I quite like the Whitemane but somehow never seem to find the space to fit him into my lists.

Painting the Whitemane was a joy. The sculpt is so much cleaner than the Tharn Ravager units I recently struggled with, although you can see in the side-on photos where the mould has slipped a bit and misaligned the front and back of the cast. The real loser here is my photography – I was trying some playing around with the light balance but couldn’t get it not to blur. I have a few more things to try out before I ask my sister-in-law for a bit of help as she’s much more of a photographer than me.

Next on the painting table: Fiona the Black.

Categories: Hordes, Painting and modelling | Tags: , | 6 Comments

Painted Tharn Ravagers

Here is the second (of two) unit of Tharn Ravagers for my rather sporadic Circle Orboros army in Hordes.

I painted these Ravagers in basically the same way as the previous unit, with the exception that the robes are blue rather than green. I’m sure it’s not ‘realistic’ for my giant cannibal supermen to have different brightly coloured clothes for each group, but it makes them easier to use on the tabletop as I can tell at a glance which unit each one belongs too. It’s also more fun than painting everything brown which would probably be a more useful colour for forest-based hunters to wear. It was definitely a mistake for me to paint all twelve in one go but I’m very glad to be able to tick this lot off the ‘to do’ list.

I think that the outside members in this trio are the closest I came to duplicates over both units of Ravagers; they’re differentiated only by the colour of their axe head.  Of course, this has no impact in the game but it would annoy me to have a unit of six models of which two were identical.

The leader of the Ravagers, as is customary in Privateer Press’s miniatures, can be distinguished by having a unique sculpt and wearing more bling (in this case, bones) than the rest of the unit.  I actually have a pair of Ravager Chieftains still in the pile who can be added to the unit to command them, but that is a story for another day.

Next on the painting table: Battle Boar (for real this time).

Categories: Hordes, Painting and modelling | Tags: , | 7 Comments

Painted Tharn Ravagers

Here is a unit of Tharn Ravagers, heavy infantry for my Devourer’s Host in the Circle Orboros force of Hordes. They’re highly resistant to small arms fire having a nice combination of Rapid Healing, Tough and Steady (at least when the Ravager Shaman is at hand); even a big hit will be shrugged off if they can pass a Tough roll. Unfortunately the prevalence of anti-healing rules in general and Void Archons in particular has made these chaps a bit less scary than they once were. I’ve enjoyed them greatly with Morvahna2 as she can use her Feat to bring a load of them back into play; this can be back-breaking as they’re not easy to kill in the first place.

I really, really hated everything to do with painting the Ravagers. Firstly, I bought them as part of a second hand lot and they were already painted. The process of paint stripping was enough of a hassle that I wouldn’t even contemplate buying painted miniatures again. Secondly they’re covered in mould-lines and neither their previous owner nor I removed them all. Thirdly and perhaps most importantly I made the mistake of painting both this unit and another one at more-or-less the same time so everything that annoyed me about the poses (triple of one sculpt in a unit of six!) was doubled up. At one point I got so sick of them that I took a couple of weeks off painting while I decided whether to finish the job or just live with part-painted miniatures if I ever want to play with them; in the end I went for it and found the completion to be quite satisfactory just for the sense of closure. The scheme is basically the same as the Blood Pack with white and (in this case) green robes and everything else in ‘natural’ colours. I mixed up the colour of the metals and the skins so that each one is unique.

Another casualty of either transport or the stripping process appears to have been the leader’s axe haft (centre). It actually doesn’t look that obvious until you compare it to the leader of the other unit so I’m not really bothered about it.

Even cases like this where the sculpts are the same on the left and right miniatures, I tried to make some difference in the painting. For example I made sure that they had different skin colours so they at least look like members of a dance troupe, rather than identical twins in a dance troupe.

Next on the painting table: more Tharn Ravagers… sigh.

Categories: Hordes, Painting and modelling | Tags: , | 11 Comments

Painted Tharn Ravager Shaman

This chap is a Tharn Ravager Shaman for my Circle Orboros force in Hordes. Not to be confused with the Tharn Blood Shaman, this one is a solo whose main use is making other nearby Tharn immune to being knocked down… presumably by some magical means. In my limited games with Ravager Shamans, I have tended to have them lurking in the midst of a group of Ravagers to try to abuse the Tough / Rapid Healing / no knockdown combination. Then, if he’s still standing once the rest of the Ravagers are dead, I use the Shaman to score a flag or contest something. It’s not a bad piece, though Tharn in general suffer pretty badly at the moment from the prevalence of Menite and Void Archons.

The miniature turned out to be very fun to paint. I was a bit worried that I’d gone too much at the red end of the spectrum between the skin, clothes, hair and various bloody bling the Ravager Shaman is wearing, and even right up to the end I was considering changing to a green skirt. But once I put the finishing touches on I decided that I liked the end result; a quick and easy paintjob. He’d be a nice stand-in for some RPGs too, obviously as a Shaman but maybe a druid or something would be a good fit too.

Next on the painting table: Steelhead Ironhead.

Categories: Hordes, Painting and modelling | Tags: , | 10 Comments

Painted Tharn Blood Shaman

This is the (or perhaps ‘a’) Tharn Blood Shaman, a caster attachment for my Circle of Orboros forces in Hordes. She has various abilities to enhance the effectiveness of a Circle Warlock, most notably from my point of view being able to cast of their spells through the Spell Slave action. So far I’ve mainly used the Blood Shaman with Morvanha1 as the extra Mortality is really effective in some match-ups. The hard part for me has been doing that but then not immediately dying to retaliation as, possibly not surprisingly considering that she’s completely un-armoured, it is extremely easy to kill the Blood Shaman once she’s in range.

I went with a bright yellow cloth colour to contrast with the Blood Shaman’s skin and I think that this brings some needed lightness to what could otherwise be a very naturalistic miniature. I imagine that metal is not easy to get in the primitive society that Tharn apparently have so I used metals only on her spear tip and some decorations; even the little dagger was painted to suggest bone. A fun, quick paintjob of a nice characterful miniature. I think that the Blood Shaman miniature is sufficiently generic that it could easily find it’s way into an RPG somewhere; she could be a good Monk or Druid in D&D for example.

Next on the painting table: Thrall Warriors.

Categories: Hordes, Painting and modelling | Tags: , | 2 Comments

Painted Tharn Blood Pack

These are Tharn Blood Pack, a unit for Circle Orboros in Hordes. The Tharn are a traditional Tolkein-esque (or Star Trek-esque, if you prefer space rather than forests) race in the sense that they are just like regular humans, only with funny hats on and a highly specific culture. In this case, they’re meant to be primitive cannibals and worshippers of terrifying forest deities. Ironically, since they’re the first unit I’ve actually painted, I think that these are probably the least useful Tharn unit. Their ranged attacks aren’t particularly exciting and they are massively outshone in melee by the other male Tharn unit. They were first in the queue since I got them as part of a lot of other Tharn and these were the only ones which didn’t need paint stripped off them.

It took me a long time to decide on a paint-scheme for the Blood Pack. On the one hand, they live as one with nature in huge forests. But on the other hand, painting a load of giant people entirely in tones of green and brown isn’t really my cup of tea. In the end I chose to give them brightly coloured clothes and keep to more naturalistic colours for their accoutrements and weapons. I think that the white and purple combination makes a nice contrast between the layers of their skirts and choose to ignore the impracticalities of acquiring and cleaning such cloth in the middle of a primal forest.

I think that the central Tharn here is meant to be the unit leader on the basis that he’s wearing the fanciest hat. In my experience, that is usually a give away for ‘being in charge’ in wargames sculpts. Either that, or not wearing a hat at all when everyone else has them.

However, the Tharn on the left here might be the leader as he has more bling dangling off his belt. I received the unit already assembled and so it could actually be that the head from the Tharn above and the body from the one below are supposed to go together, which would make matters clearer.

Next on the painting table: Grundback Gunners (again).

Categories: Hordes, Painting and modelling | Tags: , | 7 Comments

Warmachine / Hordes battle report: Mercenaries vs Circle Orboros (75 points); 14Aug2020

Andrew and I managed to arrange another game of Warmachine / Hordes via Wartable. Our group is playing a lot of the Brawlmachine format lately, but my preference has still been to play full 75 point games and Andrew was happy to oblige me.

Game 11 – Invasion (scenario 4) vs Andrew’s Circle Orboros

https://conflictchamber.com/?c6201b_-24b_9o9o949494929292pb7jplfinvnsnsiBiB

Mercenaries
[Theme] Soldiers of Fortune

[Ossrum 1] General Ossrum [+28]
– Ghordson Basher [9]
– Ghordson Basher [9]
– Ghordson Driller [10]
– Ghordson Driller [10]
– Ghordson Driller [10]
– Grundback Blaster [6]
– Grundback Blaster [6]
– Grundback Blaster [6]
Alexia, Mistress of the Witchfire [0(7)]
Anastasia di Bray [3]
Dez [4]
Sergeant Nicolas Verendrye [4]
Steelhead Arcanist [4]
Steelhead Cannon Crew [0(6)]
Steelhead Cannon Crew [0(6)]
Steelhead Halberdiers (max) [11]
Steelhead Halberdiers (max) [11]

Still no change in my Ossrum list as I work out which parts are failing because I’m playing poorly versus which parts should actually change. I’m not sure that Fiona isn’t a potentially better drop into Circle as they probably mostly want to be in melee and I can use Befuddle, but anyway I wanted to play Ossrum so here we go.

https://conflictchamber.com/?c8201b_-1xfcmKmOmJmJ5AmVmIjXeE

Circle
[Theme] The Wild Hunt

[Kromac 2] Kromac, Champion of the Wurm [+28]
– Ghetorix [19]
– Storm Raptor [34]
– Warpwolf Stalker [17]
– Warpwolf Stalker [17]
– Druid Wilder [0(4)]
Gallows Grove [2]
Lord of the Feast [0(6)]
Boil Master & Spirit Cauldron [5]
Death Wolves [9]

I don’t have any cool insight into Andrew’s thinking for the list; I guess to use the Lightning Strike animus on his Stalkers to pick off leading threats and then bully the board with his Storm Raptor and Ghetorix. Even with Ossrum’s Feat I will be at a bit of a disadvantage in threat ranges here.

Andrew wins the roll off and chooses to have the first turn, so I give him the side with more buildings in the hope that he jams up his Storm Raptor. I go with a fairly symmetrical deployment but put the Warjacks very close together in the centre; I don’t really know if this is a better option to screen them or if it cedes too much movement on the already-slow Rhulic Warjacks. I’m hoping to take the brunt of Andrew’s first wave on the Halberdiers and just gradually push him back with my own heavies. Critically, he has three heavy Warbeasts and I have three really simple ways to cause knock down so perhaps I can also mess with his fury efficiency by making the Stalkers and Ghetorix repeatedly waste a fury to shake knock down.

Turn 1: Circle Orboros
Everything runs forward as usual. Kromac puts Vengeful on Ghetorix and the Boil Master gives the Lord of the Feast some corpse tokens.

Turn 1: Mercenaries
I also run forward as fast as possible. Andrew’s army out-threats mine by a lot so there’s no point in trying to stay out of range. Ossrum puts Snipe onto Dez and Fire For Effect on the right Cannon; all three shots miss the Stalkers. There is a bit of a traffic jam in the centre of my lines; in retrospect I should perhaps have put Dez somewhere else as she isn’t affected by Ossrum’s Tactician.

Turn 2: Circle Orboros
Kromac upkeeps Vengeful. Ghetorix puts up Spiny Growth and kills a single Halberdier on the left to make a landing spot for the Storm Raptor. This allows it to Energy Pulse and kill every single Halberdier from that unit, plus one of the Cannon crew. It reloads for another couple of attacks to finish the Cannon unit too. Well, at least Alexia is full of soul tokens now. Kromac moves up and Feats then the left Stalker kills my lead Driller and Sprints back to safety. The Boil Master loads up the Sköll who then single handedly Pac-Mans his way through the entire right-hand unit of Halberdiers with Overtake. So I’ve lost all 20 Halberdiers in a single round; that feels somehow impressive.

Turn 2: Mercenaries
I’m well on the back foot here so I need to make some headway into the Circle heavies, contest the central and right zones and deal with the Lord of the Feast and Sköll before they murder Ossrum. I upkeep Fire For Effect and allocate a couple of Focus to Drillers. The Arcanist Empowers the Basher on the right and it kills Sköll. Alexia creates some Thrall Warriors who run to apply Mark Target. Dez knocks down Ghetorix and the surviving Cannon gets the Stalker on the right. Ossrum Feats, casts Energiser to move my Warjacks into slightly better positions and crosses his fingers. One Driller takes out the knocked down Stalker and the Lord of the Feast, the other one pokes Ghetorix fairly ineffectively. The Blasters on the right spray down the remaining Death Wolves (one survives because they had a corpse token) and contest the zone. The Basher misses a boosted slam into the standing Stalker; I had hoped to use Grand Slam to follow-up and keep Kromac busy. Neither of us score.

Turn 3: Circle Orboros
Kromac drops Vengeful and Ghetorix shakes his knock down. The Stalker and Ghetorix scrap the Basher to clear a lane for Kromac. The Storm Raptor kills a Thrall and Sgt Verendrye with the Energy Pulse but is careful to leave the more central Thrall Warrior alive so that Kromac has a charge target. The big Tharn king casts Carnage and charges in, splats the Thrall on the charge and then sets about Ossrum. Andrew gets pretty unlucky by missing a couple of attacks but he rolls quite high on damage for the ones that do hit; Ossrum lives on five boxes. I’m not sure how likely it is that Ossrum dies here but it certainly felt tight. The rest of the list moves to try to tie up everything I have; in particular the last Death Wolf runs around the building to tie up my Cannon crew. We don’t score for scenario again.

Turn 3: Mercenaries
Time to finish Kromac since if I don’t, he certainly won’t make a second mistake. Ossrum upkeeps Fire For Effect. Anastasia ambushes in on the right and stabs the Death Wolf in the back to free up my Cannon. It aims and smacks a cannon ball into Kromac, knocking him down (which is probably game over anyway) but also rubbing salt in by rolling crazy on damage. Ossrum finishes the job personally, but I had plenty of other options to apply damage by that point. Mercenaries win by assassination.

Thanks, as always, to Andrew for being a fun and engaging friend to game with. I felt like I was on the back foot as soon as my entire screen evaporated in two model’s activations. Andrew could easily have won this game just by using Kromac to kill the Driller in the central zone and the Storm Raptor dealing with the other one. But he wanted to have the satisfaction of a caster-on-caster assassination and the dice just didn’t work out. If I’m honest with myself, this game is really a loss as I don’t imagine that Andrew would have taken such a needlessly risky approach if this was a tournament.

Things I learned:

  • The sheer number of models to unpack continues to be a challenge in turn 1; I just can’t seem to get everything where I want it. As mentioned above, I probably need to keep Dez out of the centre as she’s a major stumbling block as the Warjacks can’t just move through her with Tactician.
  • I didn’t appreciate amount of light infantry killing power that Andrew had here. I’m not sure that I could have positioned to keep many Halberdiers alive but even one would have let me use Sgt Verendrye’s Reinforcements rule and therefore had a few more blocking bodies if I had needed them.
  • Once I had Ghetorix knocked down in turn 2 I should have just left him alone; the stacking armour from Kromac’s Feat plus Spiny Growth was just hopelessly inefficient to attack.
Categories: Battle reports, Hordes, Warmachine | Tags: , , , , | Leave a comment

Warmachine / Hordes battle report: Circle Orboros vs Khador (75 points); 26Jun2020

Last week was quite the busy week of Warmachine / Hordes. I finished up with a game against Allan who is one of the heroes organising tournaments in central Scotland… at least when there is no global pandemic.

Game 8 – Bunkers (scenario 2; but note that we removed the central flag as this seems to be intended for SR2020) vs Allan’s Khador

https://conflictchamber.com/?c8201b_-2acGmOoP54mUmj5wmj5wmHmT

Circle
[Theme] The Devourer’s Host

[Morvahna 2] Morvahna the Dawnshadow [+27]
– Storm Raptor [34]
Dhunian Archon [6]
Tharn Ravager Shaman [4]
Tharn Wolf Rider Champion [0(7)]
Tharn Ravagers (max) [15]
– Tharn Ravager Chieftain [0(5)]
Tharn Ravagers (max) [15]
– Tharn Ravager Chieftain [0(5)]
Tharn Wolf Riders (max) [18]
Well of Orboros [10]

No change to my list; I feel like it is good enough and that the issue is really around my capabilities.

https://conflictchamber.com/?c3201b_-1S7b7p7p8fno8h8hoMpipinfnfnfnfnn

Khador
[Theme] Wolves of Winter

[Zerkova 1] Koldun Kommander Aleksandra Zerkova [+28]
– Destroyer [14]
– Destroyer [14]
– War Dog [3]
Fenris [8]
Koldun Lord [0(4)]
Koldun Lord [0(4)]
Thamarite Archon [8]
Void Archon [8]
Void Archon [8]
Doom Reaver Swordsmen [10]
Doom Reaver Swordsmen [10]
Doom Reaver Swordsmen [10]
Doom Reaver Swordsmen [10]
Greylord Ternion [0(7)]

Allan is actually playing Khador with Khador models (or at least, Khador sprites on Wartable). I think that the idea here is to deliver the Doom Reavers with a cloud wall, then get Zerkova’s Feat to more or less skip my turn and have them spend two activations carving up my stuff.

I get lucky again and win the roll-off which feels like it could be quite important with the long threat ranges of the Doom Reavers. I put the Wold Riders out on the right where they’re a bit more open for javelin-throwing. The Ravagers go up the middle and on my left, accompanied by the Dhunian Archon. Allan puts his Doom Reavers out in a line across his whole force and keep the rest tightly bunched in the centre.

Turn 1: Circle
To no-one’s surprise, I run up with my whole army. The Wolf Riders can get hilariously far with their run move. The Well gets a lucky scatter onto three Doom Reavers on the right but my luck balances out as I don’t break armour on two of them; it creates a Ravager Shaman to accompany the second unit. Morvahna puts out Carnivore onto the Ravagers and casts Fog of War.

Turn 1: Khador
Zerkova uses her cool magical toys and puts four clouds out; the Doom Reavers pace up behind them, being careful to stay out of walking threat from my Ravagers. One of the Destroyers gets revenge for my lucky shot with the Well by scattering a shot directly onto one of my Wolf Riders, killing her to the box. The Koldun Lords do various things to stop shooting.

Turn 2: Circle
Morvahna upkeeps Carnivore and drops Fog of War. The Well has a target rich environment so I deliberately shoot something out of range in the hope of getting better blast damage. I luck out spectactularly getting a couple of Doom Reavers but more importantly rolling like a champion to dismount Fenris. The Wolf Riders take out most of the right and unit of Doom Reavers. My Storm Raptor wastes a load of Fury and Morvahna’s hitpoints by repeatedly missing the Void Archon on the right. Finally, the Ravagers run to jam a bit and Morvahna recasts Fog of War.

Turn 2: Khador
The central Doom Reavers use Apparition for a better threat range. One unit of Doom Reavers gets hung up on the central jamming Ravager; I use the Dhunian Archon to make the last attack miss too. Fenris walks up and smashes the poor chap, taking out a pair of Doom Reavers in the process. Zerkova walks up and zaps a Ravager to turn him into an Arc Node; she kills another Ravager with channelled Frost Hammers and then uses her Feat. The left Void Archon vapourises half of my left unit of Ravagers including the Chieftain, leaving me wondering yet again how the Archons made it out of playtesting. The other one, along with the few remaining Doom Reavers on the right, kills a couple of Wolf Riders. The Thamarite Archon guns down a pair of Ravagers in the centre. We both score our zones; 1 – 1.

Turn 3: Circle
Morvahna drops both her spells. One Ravager in the centre Vengeances forward and is torn apart by a counter-charge from the War Dog (Kommader Barkevich, the Iron Woof) so I guess I’m glad that I didn’t bother to upkeep Carnivore. I hatch a cunning plan to shoot Zerkova with the Storm Raptor until I realise that, surprisingly, being with 14” range of the its gun will also mean being within 14” of Zerkova and therefore not allowed to shoot due to her Feat. Thinking are hard. Instead Morvahna puts Carnivore on the slightly larger left unit of Ravagers, recasts Fog of War (I might as well have upkept this but I made a big error with my activation order) and bring back some Ravagers and Wolf Riders with her Feat. The Storm Raptor kills the Void Archon on the right at last, the Wolf Riders clear the Flag over there and the Champion sits on it to score. The Ravagers on the right get stuck into the Doom Reavers over there but Allan’s poor luck earlier with Tough rolls evens out and I end up only killing one of them. We both score our zones in addition to me getting the right Flag; 3 – 2 to me.

Turn 3: Khador
Nothing is Allocated. The Doom Reavers kils a few more Ravagers and both Koldun Lords casts their ‘no shooting’ spell, which is fittingly called Wind Ravager. The Dhunian Archon cancels the one spell from the Greylord Ternion that hits the surviving Chieftain; the Thamarite Archon guns him down instead. Fenris kills a Wolf Rider on the right and one of the Destroyers lumbers over to stop me scoring the Flag. The Void Archon and Doom Reavers on the left wipe out my Ravagers over there, though the Doom Reavers do helpfully thin their own numbers a little with Berserk attacks. The War Dog carries on its reign of terror by killing another Ravager and Zerkova kills the last one herself while heading back away from my few remaining pieces. We score our zones again; 4 – 3 to me.

Turn 4: Circle
Zerkova is standing in the open, and I have lost far too much to contemplate any kind of attrition play now, so it is definitely assassination time. The Dhunian Archon kills the nearer Koldun Lord, allowing the Well to shoot again. It drops the other Lord and a couple of fools standing near him at the wrong time. The Wolf Rider Champion fails to kill the War Dog, who is certainly earning her pay today. The Wolf Riders sneak into Zerkova’s back arc and throw javelins; I get lucky and hit twice which forces Zerkova to use her remaining Focus. Morvahna casts Skyfire and moves to within range of Zerkova, being careful to stay away from that counter-charging War Dog as it has done enough damage for the day. The Storm Raptor comes in and electrocutes Zerkova on the second shot. Circle win by assassination.

It was lovely to get a game of WarmaHordes with Allan; despite him being so involved with the community here I think I’ve only ever played him at Malifaux many years ago. If I’m being honest with myself, the game was Allan’s to lose at the end of his turn 3 as he had pretty much eliminated my forces and he just needed to move Zerkova to somewhere that I could have shot her. That said, I was pleased with the way that the assassination came together at the end, with all my remaining pieces having a role to play.

Things I learned:

  • Once again my positioning behind the front line was too clumped, allowing the teleport / dual shot / entropic force combination on the Void Archon to wreak havoc on the left.
  • The Wolf Riders are good for dealing with light foes but were outmatched when the Destroyer came over. In retrospect I should have been less worried about keeping them with the Fog of War / Scales of Fate aura and just sent them as deep as possible to kite Allan’s army from the rear.
  • Although the attrition ended up going against me quite badly, I did feel that Morvahna’s Feat bought me enough time to enable the Skyfire / Storm Raptor assassination. I was also pleased to play the Storm Raptor such that it contributed without getting destroyed (notwithstanding the poor run of dice shooting the Void Archon on turn 2).
Categories: Battle reports, Hordes, Warmachine | Tags: , , , , | Leave a comment

Warmachine / Hordes battle report: Circle Orboros vs Khador (75 points); 25Jun2020

Last night’s game of Warmachine / Hordes was against Lewis, another local player that I’ve never previously faced. I had the impression that, despite his modest protestations to the contrary, he might be quite good at the game.

Game 7 – Bunkers (scenario 2) vs Lewis’s ‘Khador’

https://conflictchamber.com/?c8201b_-2acGmOoP54mUmj5wmj5wmHmT

Circle
[Theme] The Devourer’s Host

[Morvahna 2] Morvahna the Dawnshadow [+27]
– Storm Raptor [34]
Dhunian Archon [6]
Tharn Ravager Shaman [4]
Tharn Wolf Rider Champion [0(7)]
Tharn Ravagers (max) [15]
– Tharn Ravager Chieftain [0(5)]
Tharn Ravagers (max) [15]
– Tharn Ravager Chieftain [0(5)]
Tharn Wolf Riders (max) [18]
Well of Orboros [10]

The exact same list as last time. I feel that this could do good work if I can just find the right balance between attrition and not getting assassinated.

https://conflictchamber.com/?c3201b_-1GbWlVjCjCoR3EoLoL3z3z2_2vdR

Khador
[Theme] Warriors of the Old Faith

[Vladimir 3] Vladimir Tzepesci, Great Prince of Umbrey [+27]
– Judicator [35]
Champion of the Order of the Wall [8]
Champion of the Order of the Wall [8]
Hermit of Henge Hold [0(5)]
High Paladin Dartan Vilmon [0(6)]
Menite Archon [8]
Menite Archon [8]
Vassal of Menoth [0(3)]
Vassal of Menoth [0(3)]
Choir of Menoth (min) [4]
Exemplar Vengers (max) [20]
Flame Bringers (min) [11]

I’m listing this as a Khador force since it has a Khador Warcaster, but due to rules oddities and cross-faction themes it could easily be part of a Protectorate pair. I’ve never played against Vlad3 before but I know that Hand of Fate on Judicators is a bad sign. Double Menite Archons is also likely to cause me a problem as they’re so hard to remove.
I win the roll-off and choose to go first. I put the Ravagers in the centre and right with the Wolf Riders and Storm Raptor on the left. The unit on the right can hopefully abuse that forest and I prefer the Wolf Riders to be the ones out in the open on the left so that I can worry about the cloud only with some Ravagers.

Turn 1: Circle
My first turn is the same as usual. Everything runs up about as far as possible; I stay out of melee threat range but there’s no point worrying about the Judicator as it can get just about anything with its guns. Morvahna casts Fog of War and puts Carnivore on the central unit of Ravagers. The Well magics a second Ravager Shaman into existence.

Turn 1: Khador
Vlad puts Hand of Fate on the Judicator (surprise!) and casts both Dash and Windwall. The Vassal and Choir power up the Judicator and it strolls forward. Despite me cancelling one damage roll with the Archon, the Judicator rolls like a champion, killing one of the Ravagers and knocking down two more.

Turn 2: Circle
Morvahna upkeeps Carnivore and drops Fog of War. The Storm Raptor uses its animus and zaps a couple of Vengers (granting various forms of Vengeance to just about every solo in Lewis’s army) and backs up to be mostly out of range of the Judicator. The Wolf Riders go in and hurt a couple more and jam lightly on the left. The Ravagers all rush up as deep as I dare. On the one hand, I don’t want to just get them all killed but on the other hand Lewis’s threat range is rather higher than mine so I feel like I need to try to get some board position and hope to pin the Khador army out of scenario.

Turn 2: Khador
Hand of Fate gets upkept and Vengeance attacks kill a Ravager in the centre. The support team power the Judicator up to maximum, then Vlad uses his Feat and casts Dash and Windwall again. The Champion on the right kills a Ravager and sprints away so that the Judicator has a landing spot. The Judicator stride forward and unleashes its firepower at the Storm Raptor, leaving it on a dozen or so boxes (I didn’t know that Flying High was among the many things ignored by spray attacks). The Archon on the left rushes in and kills my Archon, the Ravager Chieftain and a regular Ravager and applies Grievous Wounds to the Storm Raptor and the Champion on that side goes in too and leaves it on 6 boxes. The Vengers finish the job and take out a pair of Wolf Riders; Vilmon gets another. Back on the right, the other Archon does a lovely Thresher attack to finish the last member of my central Ravager unit and gets another and the Flamebringers kill one each. At the end of each activation the cavalry all make use of Dash, Parry and Sprint to get way back out of retaliation range. We both score our zones; 1 – 1.

Turn 3: Circle
That hurt a lot more than expected. Vengeance attacks kill the only Flamebringer in range. The Wolf Riders kill most of the Vengers and the Champion gets one and repositions to the left flag. On the right the remaining Ravagers kill all the Flamebringers and put a few wounds on the Archon. The Well, a few Wolf Rider javelins and finally Morvahna kill the central Archon and dismount the Champion; Morvahna then Feats back three Wolf Riders and four Ravagers and repositions back to the zone and hopes for the best behind the cloud. The Ravager Shamans both sit on flags; the central one uses a re-roll from Morvahna to finish the dismounted Champion. I score all three flags and we both score our zones; 5 – 2 to me. But Morvahna is left on 1hp and no transfers.

Turn 3: Khador
The Judicator gets cleared off, walks up to within 10” of Morvahna and immolates her with its flamethrowers. Circle lose by assassination.

Many thanks to Lewis for being a great fun opponent. I wasn’t really prepared here for the sheer impact of Menite Archons – high melee impact models with Flight, Parry (from Vlad’s Feat), Thresher and Grievous Wounds are very bad for me. That said, I got too greedy with the Storm Raptor and could have done the same kind of damage in turn two from much further back simply by boosting damage instead of using the animus. Losing it for a couple of Vengers was not much help and once it went down I was pretty much out of the game.

Things I learned:

  • My positioning was poor here, allowing lots of spots for Menite Archon landing zones to remove swathes of my stuff at a time. They’re so hard to kill (for example, compared to light Warjacks of the same point cost) that unless I commit heavily into them then I will end up letting them do it again.
  • I still don’t have a plan to deal with a Judicator.
  • I have to work on the right balance of offense and defense. Here, I went ‘all in’ with my units in turn two to keep board space and ended up losing just about all of them. Thinking about this, I do wonder if it could have been a broadly successful strategy if I hadn’t also let the Storm Raptor die so easily. With the Gargantuan alive, I would at least have been able to transfer some damage in turn three. Oh well: ‘could have, would have, should have’. I’ll be back.
Categories: Battle reports, Hordes, Warmachine | Tags: , , , , | Leave a comment

Blog at WordPress.com.