Another evening, another chance to test my mettle against Joe at Warmachine / Hordes. We went back and forth a few times to pick a suitable match-up for my Morvanha list as he felt that some of his ‘main’ lists were probably not a good fit to make this an entertaining game. In the end, he modified someone’s Haley3 list and off we went.
Game 2 – Anarchy (scenario 5) vs Joe’s Cygnar
[Theme] The Devourer’s Host
[Morvahna 1] Morvahna the Autumnblade [+28]
– Brennos the Elderhorn 
– Ghetorix 
– Tharn Blood Shaman 
Gallows Grove [0(2)]
Gallows Grove [0(2)]
Gallows Grove [0(2)]
Tharn Ravager Shaman 
Boil Master & Spirit Cauldron 
Bríghid & Caul 
Tharn Bloodtrackers (max) 
– Nuala the Huntress 
Tharn Ravagers (max) 
– Tharn Ravager Chieftain [0(5)]
Tharn Ravagers (max) 
– Tharn Ravager Chieftain [0(5)]
I made a slight change here, removing the Tharn Whitemane in favour of the Spirit Cauldron. With all the potential corpse token users in my list, I felt that this could be more useful than Veteran Leader (though indeed, that is pretty sweet). Everything is just the same as last time.
[Theme] Storm Division
[Haley 3] Major Prime Victoria Haley [+25]
– Ironclad 
– Thorn 
– Squire [0(5)]
Anastasia di Bray 
Journeyman Warcaster [0(4)]
– Firefly 
Sir Dreyfus the Storm Knight [0(5)]
Order of Illumination Resolutes (max) 
Storm Lances (max) 
Artificer Prime Nemo 
– Toro 
I’m not sure that Joe had any firm plans for this list except thinking that maybe it wouldn’t overrun me too hard, while also including some living models for me to Harvest. He did remove Ragman and a Nomad in favour of a Toro and Anastasia Di Bray. Ragman is certainly not needed here as I’m not really packing a lot of armour.
Joe wins the roll-off and chooses to move first again. I take the top side as the terrain looks a bit less annoying; note that we agreed that the burning clouds blocked line of sight. I put the Ravagers on each flank and hope to use repositioning Bloodtrackers plus Brighid and Caul to mess with the forest in the centre while camping on the flag inside my trench. Bloodtrackers Prey the Resolutes; Brighid and Caul pick Nemo.
Turn 1: Cygnar
Haley puts Tactical Supremacy on herself and summons both of her echoes. Nemo creates a Gun Mage Captain Adept from somewhere and the Journeyman casts Arcane Shield on the Resolutes.
Turn 1: Circle
I run up and stay outside threat ranges on the flanks. In the centre, I just dive right in with the Bloodtrackers and hope for the best. The Spirit Cauldron creates a few corpses and fills up Caul’s supply. Brighid and Caul mill about near the flag which is probably a mistake; I should have put them behind the forest and forced Joe to react to them. Morvanha puts Restoration on the Bloodtrackers and Harvest on herself.
Turn 2: Cygnar
All spells are upkept and nothing is allocated. Nemo gets Eyeless sight from the objective. Haley Past and Haley Prime send Chain Blasts into the Bloodtrackers, killing a couple, and Haley Prime also puts up Temporal Distortion. The Resolutes and GMCA drop another couple of Bloodtrackers. Nemo zaps Caul down to a single box and kills a Grove. I had thought that Caul had Vengeance but it seems that I was mistaken. Sir Dreyfus turns out to be a bit more mobile than I had expected and kills another pair of Bloodtrackers. Over on the left, the Storm Lances zap a few Ravagers and reposition backwards.
Turn 2: Circle
Morvahna takes a chance and returns 4 Bloodtrackers as well as upkeeping both spells; I’m hoping that I can Harvest enough Fury to stay safe. I need to move Caul out of the Blood Shaman’s way, Brighid shoots at a Resolute but fails to break armour. The Spirit Cauldron gives the Blood Shaman Puppet Master, but she fails to land Mortality on the Resolutes anyway. I send in a couple of Ravagers to ding up the Toro on the right; keeping the rest back a little so I don’t give away the whole unit. I also try to keep the Chieftain a bit further in from the board edge so it’s a little harder for Anastasia to murder him. The Bloodtrackers throw spears at Sir Dreyfus and the Resolutes but roll abysmally and do a couple of points of damage to a single Resolute after the dust has settled. Brennos kills a Storm Lance and the Ravagers on that side advance rather timidly. I do score my flag though; 1 – 0 to me.
Turn 3: Cygnar
Again the Objective gives Eyeless Sight to Nemo; all spells are upkept and no Focus is Allocated. Anastasia ambushes in on the left. Nemo’s team of Mechaniks power him and the Toro up. Thorn stabs a Bloodtracker in melee to get some space. Haley Future Revives a Storm Lance; Haley Prime casts Temporal Distortion and then she and Haley Past kill a couple of Bloodtrackers with Chain Blasts. Nemo shoots Brighid; I shield guard it to Caul who dies then Nemo’s next shot kills Brighid anyway. He also casts Lightning Shroud on the Toro which kills both Ravagers. More Bloodtrackers are killed by Resolutes and they contest my flag. Anastasia hurts the Chieftain but her failure to kill him means that she’s in the middle of a big pile of Vengeance attacks. The Ironclad and Storm Lances kill a couple of Ravagers on the left, and Sir Dreyfus sits on Joe’s flag. 1 – 1.
Turn 3: Circle
Ravager Vengeance attacks kill Anastasia and do a bit of damage to the Ironclad and Toro. Morvanha returns another 4 Bloodtrackers and upkeeps her spells. The Spirit Cauldron gives the Blood Shaman Puppet Master again and this time she lands Mortality on the Resolutes. Sadly, the Bloodtrackers are pretty useless even with Mortality and Prey and still only manage to drop a single Resolute between all their attacks. Brennos kills a Storm Lance and Battle Wizards his Ravaging Winds spell into Sir Dreyfus for no effect whatsoever. The left Ravagers drop the Ironclad, and one Storm Lance but leave another sitting on a couple of boxes. On the right, the Ravagers almost wreck the Toro but I get greedy and want to let the last one start an overtake chain through the Mechanics too. This means that I don’t buy an attack with the Chieftain even though he’s full of corpse tokens. And, of course, the last one misses his charge and fails to break armour on the bought attack, leaving the Toro on a couple of boxes. I send in Ghetorix to kill a Resolute without going into the forest hoping that it and Spiny Growth will suffice to keep him safe. This does at least clear my flag; 2 – 1 to me.
Turn 4: Cygnar
All spells are upkept, two Focus allocated to the Firefly and Thorn, and Nemo gets Eyeless Sight again. Thorn stabs a couple of Bloodtrackers. Haley Feats. Haley Past Revives a Storm Lance and puts Ghost Walk on the Firefly. Haley Prime uses Repudiate to strip Spiny Growth off Ghetorix and recasts Temporal Distortion. Haley Past, the Firefly and Sir Dreyfus bang up Ghetorix really badly. On the right, one Mechanic repairs the Toro’s Cortex and the other gives it some Focus; the last supercharges Nemo as usual. The Toro kills a Ravager and the Resolutes kill another. The Squire trundles onto the flag. Joe realises that he can just get Nemo into the forest and able to see Ghetorix, so he guns my big beastie down. The Storm Lances on the left drop three Ravagers and a Grove with a handy electroleap; they put out a lot of attacks for such a small number of models. Joe scores his flag; 2 – 2.
Turn 4: Circle
I take my Vengeance attacks but actually achieve almost nothing. Morvahna returns three Bloodtrackers and upkeeps her spells. The surviving couple of Ravagers plus their Shaman on the left clear the zone. Brennos moves up and boosts Ravaging Winds into Haley Past, boosting damage to kill her by sheer good fortune; the boosted blast also polishes off the last Storm Lance which is rather nice. On the right, things go less well as the Ravagers fail to achieve anything more than finally stripping the last couple of boxes off the Toro; they can’t even manage to hit the Mechaniks. I need to deal with Nemo, but it seems unlikely that I can really do it since most of my Bloodtrackers are engaged by the giant melee ranges on the Resolutes and Haley. In the end, the Spirit Cauldron puts Puppet Master on the Blood Shaman to land Mortality on Nemo, and Nuala uses her mini-feat to put Prey on him. Even with all that it’s nowhere near enough and I only take off about half of his boxes. I do at least score the left zone; 3 -2 to me.
Turn 5: Cygnar
It’s time to finish this. Thorn and the Firefly get their full allocations and all spells are upkept. Thron strolls over and stabs Brennos like a champion, neatly taking about both mind and spirit with some truly heroic damage rolls. Nemo takes off, killing a few Bloodtrackers I’ve jammed in there with Spatial Vortex but missing Morvahna with both of his shots. Haley Prime casts Temporal Distortion and Haley Future stabs my Warlock to death in two swings, killing Brennos via transfers in the process. Even if that hadn’t worked, I think that Joe had plenty more attacks available to kill Morvanha with. Circle lose by assassination.
Another fun game of Warmachine with Joe. I really should have played this much better strategically. I knew at the start of the game that I would need to leverage the forest in the middle for repositioning Bloodtrackers and to deliver Brighid and Caul, but I was far too timid and gave Joe too much room to play with. The end result was that he dictated the line of play and not me. I also went the wrong way with the Ravagers. Instead of starting them on the outside and bringing them in, I ought to have started them closer to the centre and then fanned them into the zones only if Joe ceded them to me. In all, I didn’t get my attacks where I needed them. I also need to work out what I actually want to do with Morvanha; I’m not sure when to Feat in particular… and indeed I didn’t do it at all this game.
Things I learned:
- Feat earlier (i.e. at all) with Morvahna. I keep wanting to save her to activate late in the turn so that she might get additional fury via Harvest and therefore contribute further. But in fact what happens is that by the time she has enough fury to do anything interesting, anything that could benefit from her activation has already finished.
- If I’m going to be bringing back Bloodtrackers three or four at a time, I can probably afford to be a bit more aggressive jamming the front line with them. Possibly I need to activate them later in the turn and use them more as highly mobile jammers rather than worry about what they get done with their spears.
- Brighid and Caul are really easy to kill if I don’t hide them. I should either get them to total safety right at the back so that they can come in late game to damage surviving heavy targets or put them somewhere forward but awkward so that if anything does try to kill them then I can get it the following turn.