Posts Tagged With: Mercenaries

Warmachine / Hordes battle report: Mercenaries vs Khador (75 points); 09Jul2020

I’ve really been enjoying getting in games a lot more than normal thanks to Wartable. Normally family life makes it awkward to do face to face gaming but now we’re all stuck at home so everyone else is available for gaming. In this case, Allan asked for another Warmachine match-up.

Game 3 – Anarchy (scenario 5) vs Allan’s Khador

https://conflictchamber.com/?c6201b_-24oHnV9vpb7jplfi7AnvnvnsnsiBiB62

Mercenaries
[Theme] Soldiers of Fortune

[Fiona 1] Fiona the Black [+27]
– Blockader [33]
– Sylys Wyshnalyrr, the Seeker [4]
Alexia, Mistress of the Witchfire [0(7)]
Anastasia di Bray [3]
Dez [4]
Sergeant Nicolas Verendrye [4]
Stannis Brocker [0(7)]
Steelhead Arcanist [4]
Steelhead Arcanist [4]
Steelhead Cannon Crew [0(6)]
Steelhead Cannon Crew [6]
Steelhead Halberdiers (max) [11]
Steelhead Halberdiers (max) [11]
Steelhead Heavy Cavalry (max) [18]

I’m really enjoying playing the Soldiers of Fortune list; it feels strong and thematic with a lot of options but without getting too many of the things that I find overtuned in the game right now… specifically the Archons.

https://conflictchamber.com/?c3201b_-1QhDf8didijyoM8xbR7H7I7H7I

Khador
[Theme] Legion of Steel

[Strakhov 2] Assault Kommander Strakhov [+22]
– Victor [34]
Iron Fang Kovnik [0(4)]
Iron Fang Kovnik [0(4)]
Kapitan Sofya Skirova [0(5)]
Thamarite Archon [8]
Uhlan Kovnik Markov [7]
Great Bears of the Gallowswood [9]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]

Allan seems to be making the most of Wartable allowing him to use any model in the game and is really mixing things up. He felt at the start of this game that the Iron Fang list was just going to be a weaker version of Doom Reavers in Wolves of Winter so we’ll see if that turns out to be true.
Allan wins the roll-off and chooses to go first so I pick the side with the houses right in the way. I put the Blockader behind the forest so that it can ignore the trees as it crashes through, then if it lives long enough my Arcanists can Empower it while cowering on the safe side of the forest The right unit of Halberdiers are Fiona’s Cultists.

Turn 1: Khador
A cloud of Iron Fang Pikemen run at me. Everything else is a bit more restrained and makes sure to stay out of Cannon range at least. Strakhov puts Inviolable Resolve on the Victor and Quicken on the left unit of Iron Fangs.

Turn 1: Mercenaries
I run up too. I can’t keep out of range of the Iron Fangs if I think I’m going to be able to stay in the game on scenario so I lead with a couple of hapless Halberdiers on each side and then try to keep the second line safe. There’s no point trying to stay out of the way of Victor’s main gun so I just accept that will shoot whatever it likes. The Cannon on the left kills a few Iron Fangs. Fiona takes Arcane Secrets from Sylys and channels a fully boosted Soul Fire at the Thamarite Archon, sadly leaving it on a single box. She also cases Roth’s Mercy on the right unit of Halberdiers.

Turn 2: Khador
Strakhov drops Quicken but upkeeps Inviolable Resolve; he allocates nothing. His unit chooses to reposition with Battle Manoeuvres, shoots at the Blockader (amusingly Strakhov himself manages to miss on 1,1) then fails to break armour with Lock The Target. He Feats to cheer up a rather sad activation. The Iron Fangs on the left get the front few into the Blockader for some nice damage and then use their mini-feat to reposition into Shield Wall in an annoying position. Victor shoots a bit more damage into my colossal but misses with the main gun and lights up most of the jamming Iron Fangs. Over on the right the Thamarite Archon shoots a couple of Halberdiers and the Iron Fangs kills some more and mini-feat into Shield Wall; I use Roth’s Mercy to make sure that the most annoying ones die while some at the back feed Alexia with their souls.

Turn 2: Mercenaries
The Halberdiers on the right don’t get a lot done under Shield Wall plus Strakhov’s Feat and I manage to lose one of the Cavalry to a counter-charge from the Drakhun. Alexia creates some Thralls that run to gum up the centre. The Blockader doesn’t get too much done (mainly because I forgot that I could heal its crippled left arm with my objective) but does at least remedy the situation of having some Iron Fangs on that side of the board who were not on fire. Fiona manages to kill one of the Great Bears with a channelled Soulfire and then Feats as far forward as I dare. Neither of us score; 0 – 0.

Turn 3: Khador
Lots of the burning Iron Fangs succumb to the flames, including the Drakhun which will make things a lot simpler. Strakhov drops Inviolable Resolve and Allocates two to Victor. We start off with the last Great Bear cutting up the Blockader a little. The Iron Fangs on the left kill a Halberdier to give Victor a landing zone and Strakhov puts Quicken on the giant robot. It comes in and smites my Blockader but leaves it on 8 boxes thanks to Fiona’s Feat. A few shots from the Thamarite Archon aren’t enough to finish the job. The Iron Fangs on the right shuffle back into Shield Wall and stab a couple more Halberdiers. Everything is still contested; 0 – 0.

Turn 3: Mercenaries
I heal both crippled arms on the Blockader with my Objective and Anastasia runs in from the left. Actually that was a bit pointless as Strakhov is within 4” of the flag so even if she could reach it I can’t clear it without killing Strakhov and thereby winning the game anyway. Instead she lurks behind the burning cloud in case this becomes relevant next turn. The Arcanist Empower the Blockader and it beats up Victor in a highly satisfying manner. Eventually both Cannons, Dez (who has strolled onto my flag) and one of the Halberdiers bring Victor down. The Halberdiers also finish off the left Iron Fangs and the Thralls from last turn take out the last Great Bear and Kommando. In the mess on the right I kill a few more Iron Fangs and make sure to drop Sofya last so she doesn’t heal up, though of course she won’t actually die until she has contested my flag for one last time. Fiona kills the Archon with a channelled Soulfire [but we forgot to remove the hapless Halberdier who gave her life for that until after I took a screenshot] and then retreats as fast as her little legs will carry her. Alexia makes some more Thralls and they run to get in the way as well as I can manage. Still no scoring but surely I can get something next turn; 0 – 0.

Turn 4: Khador
Allan looks at the board state for ages and theorises that he could possibly kill the blocking Halberdier with Lock The Target then charge in and Overtake his way into Fiona. We play it out and it doesn’t work (amusingly by missing the Halberdier on the first shot), we put the Thamarite Archon back into play and it still doesn’t work. In the end we decided that he probably would need to roll nothing but sixes to pull this off so I guess I’m quite happy with that result. Mercenaries win by concession.

That was a fun and interesting game. I especially enjoyed having the giant robot slugging-match in the centre on turn 2 and was quite pleased that I was lucky enough to have my giant robot be the one still standing at the end. I felt like our forces were quite similar in the sense that we had a time-walk feat, one Colossal, a couple of units and some support solos. But the Soldiers of Fortune recursion engine is quite good and being able to throw disposable Thralls around the place was probably the difference in the end. I will note that Allan’s dice were quite awful at the start when attacking the Blockader so probably I got a bit lucky.

Things I learned:

  • I hardly ever make an attempt to attack enemy Colossals early in the game and am constantly surprised when random charges strip off a few boxes on mine which eventually ends up being relevant. I think that I need to be a bit more proactive in dealing with them.
  • Also on the subject of the Blockader, I deliberately tried to be as aggressive as possible with its turn 1 positioning this time. I think that I need to screen it a bit better, but this felt more useful than my more cautious approach in previous games where I couldn’t get into the targets I needed. As usual, more practice is needed.
  • Not really a learning but I realised that I haven’t been mentioning in detail the impact of the combination of Roth’s Mercy, Sgt Nick and Alexia on attritional play. Being able to choose which Halberdier dies then turning the dead ones into Thralls and bringing back live ones each turn has been both effective and satisfying.
Categories: Battle reports, Warmachine | Tags: , , , | Leave a comment

Warmachine / Hordes battle report: Mercenaries vs Protectorate of Menoth (75 points); 06Jul2020

Time for more Warmachine. One advantage of the Wartable system is that I can play with friends who would be awkward to reach normally; in this case Marc who is based on the opposite side of our (admittedly not very big) country.

Game 2 – Bunkers (scenario 2) vs Marc’s Protectorate of Menoth

https://conflictchamber.com/?c6201b_-24oHnV9vpb7jplfi7AnvnvnsnsiBiB62

Mercenaries
[Theme] Soldiers of Fortune

[Fiona 1] Fiona the Black [+27]
– Blockader [33]
– Sylys Wyshnalyrr, the Seeker [4]
Alexia, Mistress of the Witchfire [0(7)]
Anastasia di Bray [3]
Dez [4]
Sergeant Nicolas Verendrye [4]
Stannis Brocker [0(7)]
Steelhead Arcanist [4]
Steelhead Arcanist [4]
Steelhead Cannon Crew [0(6)]
Steelhead Cannon Crew [6]
Steelhead Halberdiers (max) [11]
Steelhead Halberdiers (max) [11]
Steelhead Heavy Cavalry (max) [18]

This is the same list as last time. There was nothing that I felt needed to be changed so I’m going to keep playing it this way until I fancy a change or some alteration suggests itself.

https://conflictchamber.com/?c2201b_-1plTl_3Ume2e3kjCjCoLoL3B2_3F3Hninini

Protectorate
[Theme] The Faithful Masses

[Cyrenia 1] High Exemplar Cyrenia [+28]
– Indictor [14]
– Sanctifier [14]
– Hierophant [3]
Avatar of Menoth [18]
Allegiant of the Order of the Fist [3]
Champion of the Order of the Wall [8]
Champion of the Order of the Wall [8]
Menite Archon [8]
Menite Archon [8]
Wrack [1]
Choir of Menoth (min) [4]
Idrian Skirmishers (min) [9]
– Idrian Skirmisher Chieftain & Guide [5]
Initiates of the Wall [0(7)]
Initiates of the Wall [0(7)]
Initiates of the Wall [0(7)]

Marc isn’t playing the underpowered part of the Protectorate options. In fact, apart from the absence of a Judicator or Severius0, I think that this list has all the stuff I find most annoying to deal with in it: Allegiants, Initiates and Champions of the Order of the Wall and Menite Archons. This should be interesting.

After a couple of ties and rerolls, I eventually win the roll-off thanks to Anastasia; Marc gives me the top side presumably so that Cyrenia can hide behind that house in the middle. I end up splitting my force around my own central house though I am somewhat skewed to the right in terms of my power. The right unit of Halberdiers are Fiona’s Cultists and the Idrians choos my Cavalry as their Prey.

Turn 1: Mercenaries
Everything races forwards, though I do make a bit of an error and box my Blockader in a little bit. Fiona puts Roth’s Mercy on the right Halberdiers and Occultation on the Cavalry.

Turn 1: Protectorate of Menoth
The Heireophant starts us off with Harmonious Exaltation on Cyrenia, and will do so every turn so this will be the only time I mention it. Cyrenia casts Dash, puts Inviolable Resolve on the Avatar, sticks a Rock Wall in my way and then uses her Feat. The Choir sing Passage on the Warjacks.

Turn 2: Mercenaries
Fighting into Cyrenia’s Feat feels like a bit of a waste of time. The Cannon on the left takes a shot at the Avatar but it gets Shield Guarded away to an Initiate; needless to say he doesn’t die and can’t get knocked down either. Both units of Halberdiers run to jam as hard as I can. Fiona Befuddles the Champion on the right forward but with the dismount option I can’t do more than get my Cavalry to knock his horse out from underneath him. She uses her Feat as well to make life as hard as possible for Marc.

Turn 2: Protectorate of Menoth
Cyrenia drops the Rock Wall but upkeeps Inviolable Resolve. She casts Dash and adds Positive Charge to the Avatar. On the left, the Champion kills a couple of Steelheads and the Menite Archon gets another pair. The Champion on the right also kills one but I save that particular Halberdier using Roth’s Mercy. The Menite Archon on the right takes out a pair of Cavalry and dispels Occultation in the process. Idrians disengage and Marc manages to get a couple of them out of Fiona’s Feat to lead CRAs, dropping another two of my Cavalry. The Monk moves into a very annoying place and stands in Shifting Sands and finally the Choir sing Passage again. We both score our zones; 1 – 1.

Turn 3: Mercenaries
Anastasia comes in on the left and fails to even hurt the Champion with her throwing knives. On the plus side, she does provide Mark Target. Annoyingly, Dez and the Cannon both roll low on damage and leave the Champion on a single box, still on his horse. Fiona takes two tries but does manage to Befuddle the Allegiant out of my way. The Blockader is Empowered by both Arcanists and goes in on the Avatar. On the last swing, with the Avatar on two boxes and knocked down, I take a shot at the Menite Archon but miss. That turns out to be a big mistake; I should have just finished the Avatar. Alexia creates some Thrall Warriors who unjam the Halberdiers from the Idrians and run to get in the way a bit; the Halberdiers do at least wipe out the Idrians. Stannis goes in to Bulldoze the Archon away from the flag on the right and smacks the Champion but he Toughs so I don’t score it. Again, we both score our own zones; 2 – 2.

Turn 3: Protectorate of Menoth
Cyrenia Allocates two to the Indictor; the Sanctifier has plenty of souls on it already. The Archon on the right Threshers, killing the last Cavalry but amazingly leaving Stannis and a Halberdier alive (though the former is on one box and on fire). Initiates kill the Thrall in the centre who was blocking the Indictor, which then receives Positive Charge and scraps half of the Blockader. The Allegiant and the Initiates over on the left kill more Halberdiers which lets the Avatar get stuck into the Blockader. Considering that it has only two boxes left, both in movement, it does a highly impressive amount of damage; I definitely should have finished it last turn. The Santifier leaves the Blockader on a single box which the left Archon removes neatly along with another four Halberdiers. Rather incredible for 8 points. The Champion on the left kills Anastasia and repositions back to sit on the flag. We both score our zones but Marc also gets the left flag; 4 – 3 to him.

Turn 4: Mercenaries
Stannis rather unhelpfully burns to death. Dez and the Cannon kill the left Archon at last; the right Cannon knocks down the Indictor. The Halberdiers on the left finally deal with the dismounted Champion. The Arcanists, realising that their job of fueling the Blockader is now done, run forward to jam, apply Mark Target and be channelling options. The one in the centre survives being the conduit for a Soulfire that finally kills the Allegiant and also gets an Initiate and also for a Curse of Veils onto the Sanctifier. Alexia creates even more Thralls who charge into knock plenty of boxes off the two warjacks in the centre. I score my own zone and am contesting everything else; 4 – 4.

Turn 4: Protectorate of Menoth
The surviving Archon kills yet another Steelhead with Vengeance and Cyrenia allocates two to the Indictor. The Initiates do various combinations of CMAs and single attacks to kill a Thrall, both Arcanists and a couple of Halberdiers (how are they base MAT6 on top of all their other stuff?); the Sanctifier kills a couple more Thralls. The Avatar kills Dez and contests my zone. Marc scores the left flag and his own zone; 6 – 4 to him.

Turn 5: Mercenaries
The left Cannon bounces off the Avatar so the other one has to finish it off. Thralls continue to beat up the Warjacks in the centre; they end with only a couple of boxes between them. On the right, the Halberdiers try to contest the flag in such a way that the Archon can’t just Thresher and get the lot. Fiona gets Eyeless sight and clears the Champion and the left Initiate from the flag on the left with Soulfires but I don’t have a solo handy to run onto it. At this point we call it a night since we’ve taken ages and we’re after midnight (we would have clocked in about turn 2!); Marc thinks that I probably have enough of an attrition advantage now as I can bring Thralls into the game that I can probably close out a scenario win and I kind of agree that it is at least my game to lose from here.

Well, that was a hell of a game. It was super nice to get another game in with Marc and we played very casually, both allowing take-backs so that we can learn these rather tricky armies. It almost felt like the game could only properly start after we had both Feats out of the way as they’re very strong denial.

Things I learned:

  • I need to finish off Warjacks. I keep thinking that when they have crippled systems they would be less of a threat but there is still a lot of damage potential in there. Especially for the Avatar that doesn’t need a cortex. I think that at one point I had all three of Marc’s warjacks only fewer than 5 boxes but they were still fighting.
  • Steelhead Cavalry are only resistant relative to Halberdiers, they still die like flies. I need to be aware of threats to them.
  • The abundance of solos (and especially disposable ones like Thrall Warriors) in this list means that I am always in with a chance of scoring a cheeky flag here or there… even if I didn’t actually do it this time.
Categories: Battle reports, Warmachine | Tags: , , , | Leave a comment

Warmachine / Hordes battle report: Mercenaries vs Protectorate of Menoth (75 points); 04Jul2020

I got another game of Warmachine in with Frazer, this time trying out some Mercenaries. Partly I’m keen to play them as I have had a bunch of Mercenary models sitting in my house in various states of painting for several years, and partly I keep getting trounced by them with Joe at the helm and felt like trying this out. Wartable continues to be my outlet for gaming while face-to-face is impossible so I might as well make full use of being able to try out any options that I come up with.

Game 1 – Recon 2 (scenario 6) vs Frazer’s Protectorate of Menoth

https://conflictchamber.com/?c6201b_-24oHnV9vpb7jplfi7AnvnvnsnsiBiB62

Mercenaries
[Theme] Soldiers of Fortune

[Fiona 1] Fiona the Black [+27]
– Blockader [33]
– Sylys Wyshnalyrr, the Seeker [4]
Alexia, Mistress of the Witchfire [0(7)]
Anastasia di Bray [3]
Dez [4]
Sergeant Nicolas Verendrye [4]
Stannis Brocker [0(7)]
Steelhead Arcanist [4]
Steelhead Arcanist [4]
Steelhead Cannon Crew [0(6)]
Steelhead Cannon Crew [6]
Steelhead Halberdiers (max) [11]
Steelhead Halberdiers (max) [11]
Steelhead Heavy Cavalry (max) [18]

I like Steelheads, and I particularly like the idea of dead Steelhead Halberdiers being recycled back into living Halberdiers plus Thrall Warriors with Mark Target so both Alexia2 and Sgt Nick go in the list. Since I have Mark Target I might as well take Steelhead Cannons, and since I have Halberdiers, I want to take some Steelhead Cavalry to actually hit hard. Having all those Steelheads means that Tactician is going to be really handy, so I took Stannis. Fiona and a Blockader are my choice of Warcaster and battlegroup since they look fun. I looked to Joe for advice on the rest of the list and went with his suggestion of Sylys, Dez and Anastasia. Time to see how this all hangs together.

https://conflictchamber.com/?c2201b_-1O0-3NlVoLf72_dS2P3R2K2L

Protectorate
[Theme] Guardians of the Temple
[Feora 1] Feora, Priestess of the Flame [+31]
– Blood of Martyrs [16]
– Judicator [35]
Menite Archon [8]
Pyrrhus, Flameguard Hero [0(5)]
Choir of Menoth (min) [4]
Flame Bringers (max) [17]
Flameguard Cleansers (max) [15]
– Flameguard Cleanser Officer [0(4)]
Temple Flameguard (max) [11]
– Temple Flameguard Officer & Standard [0(4)]

So Frazer’s list came about because he couldn’t decide what to play, and asked me what I fancied. I don’t know anything much about the Protectorate so I arbitrarily picked a Warcaster and Theme and let him have it. I think that I accidentally picked the weakest of both, but again the advantage of Wartable is that there is no financial commitment to bad models. Nonetheless, both a Menite Archon and the Judicator are in the list since, as Frazer said, ‘Just because I am playing the bad theme doesn’t mean I can’t take the great models.’

Frazer wins the roll-off and chooses to move first. I give him the top side as I seem to remember slightly preferring the bottom; however now that I look at the screenshots I don’t really remember why. I put a unit of Halberdiers and Cannons on each side but I back up the right with Cavalry as I have some kind of vague idea that they might want to get stuck into the Judicator. The Blockader and Fiona are slightly more on the left, and my recursion team are in the middle along with the majority of the solos. The left unit of Halberdiers are Fiona’s Cultists.

Turn 1: Protectorate of Menoth
Everything races at me. Feora casts Ignite on the Flamebringers and the Choir sing Shielding on the Warjacks. The Judicator fires some rockets into the distance but they don’t scatter anywhere interesting.

Turn 1: Mercenaries
All my stuff runs forward too. Fiona gets Arcane Secrets from Sylys but still manages to miss a Soulfire at the lead Flamebringer. She does Chasten off Ignite but rolls low on damage and doesn’t even get the kill.

Turn 2: Protectorate of Menoth
The Judicator is Allocated two Focus. The Flameguard use Iron Zeal and kill a couple of Halberdiers; the Judicator kills a couple more. Feora reapplies Ignite to the Flamebringers and puts a Flame Wall in the right zone. The Cleansers kill another Halberdier. Two of the Flamebringers wreck the entire right side of the Blockader with some rather hot dice and the Choir put Shielding back on the Warjacks.

Turn 2: Mercenaries
The Arcanists power up what is left of the Blockader. Alexia brings a trio of Thrall Warriors into existence, they run up and stab a couple of things but mainly I’m looking to get some Mark Target out there. On the right, my Halberdiers fail to do anything useful to the Flameguard; they do try to make sure that the zone will be hard to score. The Cannon on that side does take out a Flameguard as I need to whittle them down a bit. Dez misses her shot but does at least sit on my flag. The Halberdiers on the left stab a few Flamebringers but annoyingly are unable to finish off the one engaging the Blockader; in the end Fiona has to kill her with a Soulfire channelled through one of the Cannon crew. To continue my run of good dice, she then misses a Curse of Veils into the Menite Archon (I was going to put it on Blood of Martyrs, but Frazer reminded me that the Choir said ‘no’). Fiona does at least use her Feat to make things awkward for Frazer next turn. The Blockader charges across the field and smashes the Menite Archon and slamming its corpse across three unlucky Cleansers. It punches Blood of Martyrs and pushes the heavy Warjack back out of Feora’s control range which was certainly rather lucky. Dez scores my flag; 1 – 0.

Turn 3: Protectorate of Menoth
Feora upkeeps Ignite and Allocates the usual two Focus the Judicator. The remaining Flamebringers kill one of my Thrall Warriors but bounce off the Blockader. The Choir since Battle on the Warjacks this time and Judicator leaves my Blockader on two boxes; the Cleansers finish it off. It also kills a couple of Halberdiers and an unlucky Flamebringer with an amusing rocket scatter. Over on the right the Flameguard contest my flag and engage the Cannon; Feora puts up a Flame Wall to protect the second wave. Neither of us score; 1 – 0 to me.

Turn 3: Mercenaries
I’ve lost my Blockader and I am not sure that I have enough punch to deal with the Judicator any more so it’s time to focus on scenario and not getting Fiona killed. Anastasia run in from the left and kills a Flamebringer. The Arcanists run forward to apply Mark Target as needed. The Cannon on the left knocks down the Blood of Martyrs; eventually the Steelheads and a couple of Thrall Warriors finish it off. Unfortunately I need to use the last Thrall Warrior to kill the Warjack as I had hoped to run it to the flag instead. Over on the right, the Halberdiers and Cavalry clear my Flag and the Cannon, killing a handful of the Flameguard and Cleansers in the process. Dez and the Cannon take out Frazer’s Objective. Fiona walks into the now-cleared left zone and kills a few Cleansers who were standing too close to each other with Soulfires. I score my flag, the left zone and for killing the Objective; 4 – 0.

Turn 4: Protectorate of Menoth
Feora drops her Flame Wall and, of course, Allocates two to the Judicator. Pyrrhus kills the jamming Halberdier and Cavalry. The Choir sing Battle again and contest the left zone and flag. The Judicator strolls into the right zone, finishes off the Halberdiers on that side and kills Sgt Nick with a handy scatter; however the Cannon survives the onslaught. The Cleansers use their mini-feat but there are only two left; even so they kill four Halberdiers, an Arcanist and one of my Thrall Warriors. Feora casts Engine of Destruction and sprays the Cannon to clear the right zone; she also Feats to get what’s left of the right side of my army. Finally, the Flameguard kill Dez. Frazer scores the right zone; 4 – 1 to me.

Turn 4: Mercenaries
On the one hand, Feora is right up in my face and I feel like she’s quite killable from here. But I can just clear off the left zone and one of the flags and win on scenario instead, so that is much easier. Firstly though, fire kills a Thrall and another one of my Cavalry which seems pretty uninspiring for a Feat. Stannis kills a Flameguard and repositions to score the right flag, so that is one thing down. Anastasia, the Steelheads and a Thrall clear out the left zone and I end my turn to go to 6 – 1. Mercenaries win on scenario.

I really enjoyed playing this list; many thanks to Frazer for being a fun opponent and gamely playing the terrible option that I had suggested for him. I was pleased that my strategy worked broadly as I had planned though of course there were plenty of tactical and positioning errors that I should work on. In particular, the combination of Sgt Nick and Alexia2 recycling Halberdiers into more Halberdiers plus Thrall Warriors was every bit as satisfying as I had hoped. I do recognise that, list-wise at least, this game was a pretty easy ride.

Things I learned:

  • My positional play continues to be too clumped up behind the front lines which allows sprays and blast weapons to be highly effective. In particular I need to find a way to keep the Cavalry relevant while there are enough Halberdiers left alive to trigger Flank, but without just getting them killed.
  • Since I can upkeep two spells for free each turn (Cultists and Sylys) I might as well have cast them on turn 1. Occultation might not have been much use in this match-up but I’m sure that I could have had some value from putting Roth’s Mercy on some Halberdiers at least.
  • I’m normally terrible at recognising scenario options so I have to continue to have this in mind. Especially with the option for Bulldoze on the Cavalry and Dez’s Momentum weapon I should look to clear zones without even needing to attack many things.
Categories: Battle reports, Warmachine | Tags: , , , | Leave a comment

Warmachine / Hordes battle report: Circle Orboros vs Mercenaries (75 points); 23Jun2020

Joe and I arranged another game of Warmachine / Hordes via the excellent Wartable system. After realising that Morvahna1 would not be a good fit into too many match-ups, I inevitably continued my love affair by switching over to her next incarnation, Morvahna2.

Game 6 – Recon (scenario 6) vs Joe’s Mercenaries

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]

This list is kind of an evolution of what I was playing with Morvahna1. I wanted relatively high value individual models in the lists to make use of Morvahna’s Feat and so the Bloodtrackers were cut for a second unit of Ravagers. I’m hopeful that Fog of War will keep things a bit safer from shooting and that therefore a screening element with Stealth will be less needed. I removed the Blood Shaman as Morvahna doesn’t have any spells that I think I would want her to cast. The Well remains, not only for an amusing gun and a ‘free’ solo, but mainly to increase Morvahna’s control range for Scales of Fate, Fog of War and Imperishable Conviction. Finally, I picked up the Dhunian Archon as I think that it should synergise nicely with the general healing and recursion in the list.

https://conflictchamber.com/?c6201b_-1HoH9boGpboToRoKoMoMaeoWoYp2oYp2

Mercenaries
[Theme] Flame in the Darkness

[Fiona 1] Fiona the Black [+27]
– Charger [9]
– Gallant [17]
Alexia, Mistress of the Witchfire [7]
Grand Master Gabriel Throne [7]
Hermit of Henge Hold [0(5)]
Morrowan Archon [8]
Thamarite Archon [8]
Thamarite Archon [8]
Field Mechaniks (min) [3]
Order of Illumination Resolutes (max) [13]
Order of Illumination Vigilants (max) [10]
– Morrowan Battle Priest (3) [0(6)]
Order of Illumination Vigilants (max) [10]
– Morrowan Battle Priest (3) [0(6)]

Fiona, how I hate her and her Feat. Still, at least this time I don’t have to worry about Eliminators running around stabbing all my Tharn in the back. I assume that the list is intended to blunt my attack on Vigilants while using the Battle Priests to trigger Vengeance via Shield Guard, then kill everything with Archons, Resolutes and Gallant. Note that the Battle Priests are two per unit; it’s a known issue with Conflict Chamber that they appear in threes for each unit instead. Joe is playing a couple of points down while he sorts out how the list should look.

I win the roll-off and choose to go first; Joe gives me the top so that he can hide Fiona with the house. I end up with a fairly symmetrical approach; a unit of Ravagers on each side of Morvahna and the Wolf Riders and Storm Raptor to either side. The rest of the support crew cluster in the middle until I can work out what to do with them. Slightly to my surprise, Joe almost exactly mirrors my deployment.

Turn 1: Circle
Everything runs up but respects Joe’s shooting threat ranges a bit. Morvahna casts Fog of War and puts Carnivore on the left unit of Ravagers. The Well magics a second Ravager Shaman into existence.

Turn 1: Mercenaries
Fiona Allocates nothing. The Vigilants move up and spread out to avoid getting caught by the Well’s AoE shot. One of them gets Eyeless Sight from the Objective but misses a Wolf Rider anyway. Throne makes the right Vigilants Tough. Fiona casts Roth’s Mercy on the left Vigilants and Occultation on herself.

Turn 2: Circle
Morvahna upkeeps Carnivore but drops Fog of War as it’ll be annoying for my own shooting attacks. The Wolf Riders and Champion move up, kill a couple of Vigilants and Reposition backwards. The Ravagers on the left rush up to jam where I can; I’m not able to make attacks as the Vigilants are too far away (and I’m not going to be getting anywhere next turn as it’s sure to be Fiona’s Feat turn). My plan is to make Joe kill them, then Feat back enough to ride out the Feat. The unit on the left moves more centrally to exert pressure from behind the forest. The left Thamarite Archon is in range of the Storm Raptor and out of Shield Guard Range, so I try to shoot it down. Boost attack, miss; re-roll with Scales of Fate, miss again. I get the hit on the second boosted attack but both damage rolls are a bit low and it survives. Morvahna puts Fog of War back up.

Turn 2: Mercenaries
Fiona drops Roth’s Mercy, upkeeps Occultation and Allocates a single focus to the Charger. She also takes Eyeless Sight from the Objective. The right Thamarite Archon helpfully misses my Wolf Rider Champion even with the re-rolls. To keep up Joe’s bad dice, the Charger shoots at one of the Ravagers on the left and fails to kill it. The Vigilants make up for this though, dropping five Ravagers across the two units. At least all this is healing Morvahna back to full. The Morrowan Archon strolls through the forest, kills one Ravager and Blinds another which I keep alive with the Dhunian Archon. Fiona fails to finish the Ravager Chieftain on the left with Soulfire and then Feats.

Turn 3: Circle
I upkeep Carnivore again and then immediately forget about it. I think it’s because on Wartable I don’t get the little marker next to the miniatures, but maybe it’s because I’m awful at WarmaHordes. I can do a bit of work on the fringes where Fiona’s Feat isn’t covering. The Ravagers on the left kill off the Thamarite Archon at last and then get in the way of the Vigilants as well as I can manage. The Wolf Riders throw some javelins around at the Vigilants on the right then the Well and the Ravagers polish off the unit. The Storm Raptor does some trivial damage to the Charger because my brain fails and I forget that Fiona’s Feat also affects damage rolls; I compound this error by maxing out its Fury. Spoiler alert, this will be relevant in a minute. Morvahna recasts Fog of War and Feats back five Ravagers and two Wolf Riders.

Turn 3: Mercenaries
Joe takes a look at the fact that I’ve now got almost a full army again and decides to go for the assassination since Morvahna is only on 9 boxes. One Focus goes to the Chargers and all the Vigilants try to clear out a Ravager with hilariously ineffective results. They eventually knock it down but still can’t kill it, thereby clearing room for the Charger to get range to Morvahna. Ironically, this is actually a better result for Joe as I could have healed a few boxes on Morvahna if the Ravager had died. Anyway, the Charger misses both shots thanks to the trench, but the Thamarite Archon makes no such mistake and kills her to the box on the first try. Circle lose by assassination.

It’s always fun to play with Joe and this was no exception. I really enjoyed playing Morvahna2 and will certainly be doing so again. I’m very pleased despite losing to a fairly straightforward assassination as I felt like I could have done several things to avoid it. To start with, just not filling up the Storm Raptor on Fury would have let me transfer away damage and probably take assassination off the table entirely. Alternatively, moving back round the Well could have made it really hard to even get shots into Morvahna. While Joe could obviously have shifted to focus on scenario, I doubt that he could clear both zones or get to my flag so I would have had more time to use my attrition advantage to hopefully come into the game. Notwithstanding assassination avoidance, here are some things I learned:

  • It’s fine for Morvahna to cut for Fury since her health goes up and down constantly in the game. I was initially worried about having only a single Warbeast for this reason but I think that I can get away with it… at least as long as I leave room for transfers.
  • Counter-intuitively, removing Bloodtrackers from the infantry loadout gives me a bit more room to move forward with Ravagers and Wolf Riders. Previously I felt hemmed in my own deployment area as I needed to give the Bloodtrackers room to work and wanted them to screen the rest of the force.
  • The Dhunian Archon really needs some forward planning as I spent too long thinking about which attacks I would need to block with her Threads of Life ability. Definitely more practice is needed here.
Categories: Battle reports, Warmachine, Hordes | Tags: , , , , | Leave a comment

Painted Rhupert Carvolo, Piper of Ord

Here is Rhupert Carvolo, Piper of Ord. Rhupert is a support solo at home in the Mercenaries faction for Warmachine, though as a Mercenary he can appear in all sort of different places. He mainly supports friendly infantry, either by granting them Tough or Concealment. Rhupert does have a sword but in my limited experience he never needs to swing it except in the most dire of circumstances. In the current game, he does also have a useful role to contribute by sitting on a flag or contesting a zone; of course any solo can do that. Rhupert, like Hutchuk, has the appearance of a PP team favourite; he has a convoluted and overwrought backstory and makes a lot of appearances in the stories. I wonder if he was someone’s RPG character at some point.

I really enjoyed painting Rhupert; he was a quick job and, unlike many other PP miniatures, isn’t covered in bling or parts that I had to work hard to try to work out what they were supposed to be. I’m not sure why he has a little towel hanging off his belt (my son suggested that all the bagpipe playing gives him sweaty hands) but I painted it green anyway as a little tie-in with the rest of my Mercenaries. The bagpipes don’t look like any that I’ve seen before (and I live in Scotland so I should know what I’m talking about) they’re more like the unholy offspring bagpipes and a trumpet; either way tartan on the bag is way outside my skillset, especially for a solo that I have hardly used since buying it about 5 years ago.

Next on the painting table: Captain Marvel.

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

Warmachine / Hordes battle report: Circle Orboros vs Protectorate of Menoth (75 points); 05Jun2020

There is quite a lot of Warmachine / Hordes going on at the moment within the Scotland-based scene, and I’ve tapped into it to spend some more evenings on War Table. Joe and I matched up again as I continue to blunder my way around the Circle Orboros with Morvanha1.

Game 4 – King of the Hill (scenario 1) vs Joe’s Mercenaries

https://conflictchamber.com/?c8201b_-2amXmOmRmUmSmF5qmj5wmHmT

Circle
[Theme] The Devourer’s Host

[Morvahna 1] Morvahna the Autumnblade [+28]
– Storm Raptor [34]
– Tharn Blood Shaman [0(4)]
Tharn Wolf Rider Champion [0(7)]
Bríghid & Caul [7]
Tharn Bloodtrackers (max) [15]
– Nuala the Huntress [4]
Tharn Ravagers (max) [15]
– Tharn Ravager Chieftain [0(5)]
Tharn Wolf Riders (max) [18]
Well of Orboros [10]

Two big changes to my list this time. Firstly, I’m just not getting much value out of my Warbeasts so I decided to go all in and pick a big one with a useful gun. I have some concerns about generating enough Fury with single Warbeast but Morvanha has other ways to collect Fury so hopefully this will suffice. I also swapped one unit of Ravagers for Wolf Riders as their greater manoeuvrability might make it easier for me to avoid traffic jams with my own stuff.

https://conflictchamber.com/?c6201b_-1Hq7oG5IoQoToRoKoKoIoJoUoUo_p2o_

Mercenaries
[Theme] Flame in the Darkness

[Ashlynn 2] Ashlynn d’Elyse, the Queen’s Blade [+22]
– Gallant [17]
– Talon [7]
Alexia, The Undying [5]
Grand Master Gabriel Throne [7]
Hermit of Henge Hold [5]
Morrowan Archon [8]
Morrowan Archon [8]
Ragman [4]
Savio Montero Acosta [0(6)]
Thamarite Advocate [0(3)]
Thamarite Advocate [0(3)]
Legion of Lost Souls (max) [18]
– Morrowan Battle Priest (3) [0(6)]
Legion of Lost Souls (max) [18]

I have no idea what this list is supposed to do apart from abuse the Legion and Archons to make my life really hard. I’m not sure that Ashlynn2 synergises very interestingly with this list but Joe is better than I am at Warmachine so I expect that he has seen something clever that I haven’t. Note that the Battle Priests were split between the two units of Legion of Lost Souls; Conflict Chamber won’t allow me to do that for some reason.

I win the roll-off and choose to go first; Joe gives me the top of the board. I put the Well in the water as it can’t move anyway, the Ravagers are on the left so that if I end up getting pushed back I can use that forest to jump out of, and Brighid and Caul go on the right to hopefully get some work done from behind that forest. Bloodtrackers Prey the Legion on the left; Brighid and Caul pick the Archon on their side of the board.

Turn 1: Circle
Everything runs up to claim as much board space as I dare. The Well magics a Ravager Shaman into existence (in retrospect, I think that a Whitemane might have been more useful). Morvanha casts Harvest on herself and the Blood Shaman puts Restoration on the Bloodtrackers.

Turn 1: Mercenaries
Ashlynn moves up a tiny bit and puts an Artifice of Deviation underneath herself. Throne makes the left Legion Tough and shoots the lead Bloodtracker before scooting back. Everything runs up; the lead Legion offering themselves up as targets for Vengeance and the rest staying out of my threat ranges.

Turn 2: Circle
Morvanha upkeeps her spells and return the dead Bloodtracker. The Well lobs a shot at one of the Legion; it misses and deviates nicely onto Throne, Alexia and a pair of other members of the Legion; the latter both Tough, the Hermit cancels the damage roll on Alexia and Throne suffers a bit of damage. Morvanha walks forward quite boldly, applies Mortality to the left Legion and uses her Feat. Brighid shoots the Archon but Gallant Shield Guards it. The Wolf Riders come forward and throw some javelins into the right Legion; this achieves depressingly little and they reposition backwards. My positioning is pretty poor here; I should not have committed them so half-heartedly. On the left, the Bloodtrackers take advantage of Morvanha’s Feat to RFP a load of the Legion of Lost Souls and the Storm Raptor takes a shot at the Archon which is shield guarded to the Battle Priest.

Turn 2: Mercenaries
Both sets of the Legion come forward with Vengeance. Ashlynn drops the Artifice and allocates nothing. Alexia clears a Bloodtracker with Hellfire, then Ashlynn casts True Path and sends Marie Aguillon up to kill another. Throne gives Stir The Blood to the Legion on the right and shoots another Bloodtracker. The Hermit runs through the cloud to sit right in front of my Storm Raptor. The Archon on the left races into my lines and kills another couple of Bloodtrackers and the Advocate follows as far as the flag. Acosta smites a Wolf Rider, then the Legion follow and drop the Champion and a couple more due to my poor placement. The other Archon kills Caul and Gallant strolls into the right zone. Back on the left, the Legion and the Talon kill a couple of Ravagers who both fail to Tough. Joe scores the flag and the right zone; 2 – 0.

Turn 3: Circle
The Ravagers all miss their Vengeance attacks, then Morvahna restores 4 Bloodtrackers and upkeeps her spells. The Wolf Riders take out a satisfying number of the Legion on the right. The Blood Shaman lands Mortality on the central Archon, then Nuala uses her mini-feat to make it her Prey. The Bloodtrackers drop it, swap Prey to Throne and kill him too, swap Prey to the newly created Thrall Warrior and finally swap Prey back to the Legion of Lost Souls. The Ravagers kills a couple of the Legion too and knock the right arm off the Talon. I badly misposition most of the unit in the process though, this means that I would need Joe to trigger Vengeance if I’m going to get much work out of them next turn. Morvanha stabs Acosta to death and kills the Advocate on the flag with an Eruption of Life. The Raptor flies over the Hermit and shoots at the Archon but does nothing except scratch Gallant’s paint after another Shield Guard; finally it repositions back to block access to Morvanha. Neither of us score; 2 – 0 to Joe.

Turn 3: Mercenaries
Legion of Lost Souls turn out to have a ludicrous interaction with Vengeance; they eat almost all the Bloodtrackers and return to almost full strength on the left. Ashlynn allocates nothing. The Hermit and Ragman both use their armour de-buffs on the Storm Raptor; the latter also sits on the flag. The Legion on the right kill a Wolf Rider and hurt the Storm Raptor, and the Archon finishes the last Wolf Rider. The left Legion wipe out almost all the remaining Bloodtrackers ut carefully avoid triggering Vengeance on my Ravagers since Joe has seen my misplay on that side. Ashlynn and her friends hurt the Storm Raptor and she Feats back Acosta. He briefly gives me cause for hope by rolling 1,1 for his first attack but then cranks the damage on the second sword to kill my Gargantuan. Joe scores the right zone and flag again to take the score to 4 – 0.

Turn 3: Circle
Time for assassination, otherwise I’m done. Luckily Ashlynn is very much in range to attack. The Blood Shaman starts me off with a very lucky landing of the 8 needed to stick Mortality on Ashlynn’s unit via Marie Aguillon. The Well takes a shot but misses and scatters nowhere significant. Morvanha takes matters into her own hands and kills Ashlynn with some fully boosted swings of Equinox. Circle win by assassination.

That was a great way to spend an evening. I’m happy to have my first win playing Circle, even if it was a last-gasp assassination while I was getting crushed on attrition and scenario. Joe was a lot of fun to game with and I’m kind of sorry that his loss was really due to some kind dice in my final turn. It’s probably worth noting that immediately after the game Joe recognised a variety of ways that he could have positioned better to avoid the assassination without letting the Storm Raptor live, so I won’t get that opportunity again. It’s probably worth noting that this felt like quite a nice match-up for Morvanha, featuring swathes of living/undead models that really care about RFP effects.

The Storm Raptor felt like it had a lot of potential, even if I didn’t get much value out of it this time, so I think that I will try this battlegroup again. Using the Wolf Riders instead of a second unit of Ravagers relieved a lot of the pressure on my first turn spacing as they don’t really compete for the same area.

Things I learned:

  • Legion of Lost Souls are really crazy when they get Vengeance. I need make sure that I don’t just let them refill back to full strength; good positioning is going to be important for this.
  • Ravagers are hard to get good work out of. Either I offer up only a one or two as bait for Vengeance and it doesn’t get taken, or I mis-play the unit entirely and either block them behind terrain or lose the lot. More practice is required.
  • The Wolf Riders have a lot of output, but they aren’t too hard to dispatch once they commit. I’m going to keep playing with them and I might learn when to skirmish and retreat, and when to commit all the way in and make the most of all their attacks.
Categories: Battle reports, Warmachine, Hordes | Tags: , , , , | Leave a comment

Painted General Ossrum

This is General Ossrum, a Warcaster for my very slow-grow Mercenaries in Warmachine. He’s quite reasonably known as General Awesome since he basically makes everything better. I actually have never put him on the table but Joe regularly crushes me with Ossrum; he has a way to make guns shoot better (Fire For Effect), a way to make himself a bit harder to kill (Bullet Dodger) and a Tactician ability to let all other Rhulic models see and move through each other if they’re close enough. In a positioning game like Warmachine that is really useful. Ossrum’s Feat also makes everything Rhulic near him both faster and tougher so it has applications both on the Mercenary turn and the other players turn.

I wanted to keep the green colouring I’ve used in various other Mercenaries I’ve painted over the years but mixed it up a little with a nice cream colouring this time. I really like the effect overall and I’m very pleased with the final appearance of Ossrum.

Next on the painting table:Hutchuk, Ogrun Bounty Hunter.

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

Warmachine / Hordes battle report: Circle Orboros vs Mercenaries (75 points); 23May2020

I’ve been a long-time admirer of the Circle Orboros faction in Hordes / Warmachine, even going back to my very first post on the subject. Of course, my gamer’s hobby butterfly has settled on many other projects between then and now, but I was finally inspired to make a start on the army as I have a bit more painting time than usual. Sadly, actual games are hard to come by at the moment but Joe leapt to my rescue once again to let me know of the Wartable system. We hooked up via Discord and got our WarmaHordes on for an evening.

Game 1 – Invasion (scenario 4) vs Joe’s Mercenaries

https://conflictchamber.com/?c8201b_-2amXmNmKmRmVmVmV545imSmF5qmj5wmj5w

Circle
[Theme] The Devourer’s Host

[Morvahna 1] Morvahna the Autumnblade [+28]
– Brennos the Elderhorn [15]
– Ghetorix [19]
– Tharn Blood Shaman [4]
Gallows Grove [0(2)]
Gallows Grove [0(2)]
Gallows Grove [0(2)]
Tharn Ravager Shaman [4]
Tharn Ravager White Mane [0(5)]
Bríghid & Caul [7]
Tharn Bloodtrackers (max) [15]
– Nuala the Huntress [4]
Tharn Ravagers (max) [15]
– Tharn Ravager Chieftain [0(5)]
Tharn Ravagers (max) [15]
– Tharn Ravager Chieftain [5]

There is nothing too clever in here. I like Tharn and Morvanha so I just put them together until the points fitted. An earlier draft had the Gatorman Boil Master instead of the Gallow’s Groves (and a few other things shuffled, of course) but I decided that probably Morvanha wanted to stay at arm’s length from the other side more than Brighid and Caul wanted corpse tokens.

https://conflictchamber.com/?c6201b_-20oHnV7jpkppoRprpz1hchchpvlL

Mercenaries
[Theme] The Irregulars

[Fiona 1] Fiona the Black [+27]
– Blockader [33]
Anastasia di Bray [3]
Boomhowler, Solo Artist [0(6)]
Harlowe Holdemhigh [0(5)]
Hermit of Henge Hold [0(5)]
Widget, Tinker Extraordinaire [3]
Asphyxious the Sanctified [14]
– Stalker [8]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Artificer Prime Nemo [18]
– Toro [13]

Joe told me that he wanted to play with the cool new Warcasters, Asphyxious4 and Nemo4 since he bought them recently and hadn’t really had the opportunity to do much with them. Double Eliminators under Fiona sounds quite horrible (and the pink unit are designated as Cultists) but I suppose I should be grateful for the lack of Archons.

Joe wins the roll-off and chooses to move first. I pick the side with the houses so that Joe has to use forests to hide behind and I some of my things can see through them. Bloodtrackers Prey the Stalker; Brighid and Caul choose the Blockader.

Turn 1: Mercenaries
Nemo puts Lightning Shroud on the Toro and magics a Steelhead Ironhead out of somewhere; the latter then Cranes the Toro forward a little. Boomhowler gives Reposition to Asphyxious’s unit who then puts down a couple of Caustic Mists to mess with my line of sight (not that I have much in the way of ranged options).

Turn 1: Circle
Everyone runs forward at pretty much top speed. On the left I hang back behind the forest so as not to give up an easy charge to the Blockader. In the centre the Bloodtrackers receive Restoration and spread out to get in the way a little. Both units of Ravagers offer up a couple of their number in case Joe wants to take a chance on triggering Vengeance. Morvanha also casts Harvest.

Turn 2: Mercenaries
Fiona allocates two to the Blockader, Asphyxious allocates one to the Stalker and Nemo upkeeps Lightning Shroud. Asphyxious, his servitors and the Stalker kill off a few Bloodtrackers. The Eliminators on the left get charges on Caul due to my sloppy positioning but fortunately one of them misses so the big chap survives. Fiona moves right up and uses her Feat, covering most of the board (how I hate that Feat!) then kills a Bloodtracker with Soulfire blast damage off a Ravager. The Ravager survives due to Tough so the Blockader smashes him into the ground like a tent peg.

Turn 2: Circle
Morvanha upkeeps both spells and returns three Bloodtrackers. On the right, I see that I just need to clear a couple of Mechaniks to score the zone but sadly I forgot about the Toro’s countercharge. It splats the first Ravager and I rather pointlessly throw the rest of them at it; I probably would have been better keeping the unit back once it was evident that I was not going to be able to bring the Toro down. Brennos kills one of the Eliminators on the left by shuffling out of Fiona’s Feat and boosting an attack roll, then lands WINDS on the Blockader. I can’t think of any realistic way to clear the other Eliminator as it’s engaged, in a forest and under Fiona’s Feat. The Bloodtrackers move up into annoying positions in the hope that it’ll be awkward for Joe to untangle the Blockader, Stalker and Asphyxious and get them to do proper work. One of them throws her spear at Holdemhigh in the off-chance that I can roll a 6, but it doesn’t come off. I was going to use Morvanha to put Mortality onto Asphyxious but Joe reminds me that it’s not an upkeep and so will expire before it does anything. Instead she arcs Eruption at Holdemhigh but misses anyway. Neither of us score.

Turn 3: Mercenaries
The Stalker and Blockader are both allocated two Focus, and Lightning Shroud is upkept by Nemo. Anastasia comes in on the right but can’t quite kill off my Chieftain; sadly (for me) Nemo picks him off later in the turn. The Eliminator on the left saunters away from Caul and clears the Bloodtracker in the Blockader’s way. Holdemhigh charges and clears the Bloodtracker standing in front of Asphyxious and Widget uses Ancillary to get the Stalker to clear itself. One of the Cultist Eliminators runs within arcing range of Ghetorix and eventually Fiona knocks off Spiny Growth with Chasten and applies Curse of Shadows. Fortunately the Blockader can’t actually see Ghetorix from his position so charges my Objective (easily wrecking it) and then knocks off about two thirds of my Warbeast’s boxes including crippling his body spiral. Asphyxious, his little servitors and the Stalker polish off all the Bloodtrackers including Nuala, and the Toro (which got powered up by Nemo’s Mechaniks) drops two of the Ravagers on the right. Joe scores a point for the Objective; 1 – 0.

Turn 3: Circle
The Ravagers on the right hurt Nemo and the Toro a bit more. The Blood Shaman applies Mortality to the Blockader and Brighid and Caul knock more than half of it down. I am quite impressed. I try a cute trick to get Brennos to kill the Eliminator and Battle Wizard to heal Ghetorix with Rite of Spring. Sadly I can only land one of the three boosted attacks and Joe uses the Hermit to block it. Morvanha puts Mortality on Asphyxious by arcing it onto a Servitor who is conveniently facing the wrong way, then heals Ghetorix. The big Warpwolf easily, and rather pleasingly, wrecks the rest of the Blockader. My Ravager Shaman kills the nearest Eliminator by bouncing Chain Lightning through a Servitor. The central Ravagers kill Asphyxious and the Stalker (we assumed that the Stalker should go inert though I don’t think that Fiona could take control); the Chieftain uses the Overtake mini-Feat to get into Holdemhigh and kill him too. No scoring this round.

Turn 4: Mercenaries
Fiona and Nemo upkeep their spells. Widget uses Ancillary on the Toro which misses a Ravager. The left Eliminator runs back towards Nemo and eventually gets cloned. Anastasia drops a Ravager on the right, Boomhowler shoots one a bit, Nemo Locomotions the Toro around and shoots another and the Toro clears a couple more after being powered up; notably the Toro takes out the central Ravager Chieftain. The surviving Cultist runs to position for arcing; Fiona kills Ghetorix with Chasten then takes a random Soulfire into Caul which kills both him and Brighid. Neither of us score; still 1 – 0 to Joe.

Taking a look at the board state, and more importantly the time (already midnight; I am in danger of turning into a pumpkin), I decide to concede. My right side has collapsed completely and I think that I’m running out of anything with any hitting power anywhere else; eventually Nemo, the Toro and Fiona will pick me off. Circle lose by concession.

That was a lot of fun! Wartable is less good than playing face to face, but it is considerably better than not playing at all. The game took quite a long time but in fairness the faction is also new to me so I can hardly lay the blame all on the system. I don’t think that deathclock would be feasible on Wartable but it is a good way to get a few games in for familiarity. I suppose that, for those who are worried about using only miniatures that they actually own (i.e. clearly neither Joe nor me!), Wartable offers the opportunity to play with the whole faction.

The game itself was highly enjoyable. Joe is a great teacher and knows my stuff much better than I do. Many of my mistakes were probably down to not recognising the tools I have available, though my positioning was pretty weak in general. Throwing the whole Ravager unit at the Toro in Fiona’s Feat turn was a bit of a waste, and I struggled to get the auras from the Ravager Shaman and Whitemane to be relevant. On the left, I needlessly gave an opportunity for the Eliminators to kill Caul, and only luck kept him alive. I think that this was a bit of poor match for Morvanha in that there were not many living or undead models for Harvest or her Feat; indeed I didn’t even use her Feat at all. Things I learned:

  • One Bloodtracker (or whatever Restoration target) needs to stay way back and remain safe. I should have recognised that the Stalker in particular could get deep and pick out Nuala.
  • Mortality really enables an increase in work rate and I need to get better at understanding how much I need to commit to get the job done.
  • Three Gallow’s Groves is probably too many. Next time I will probably shuffle things around to have the Gatorman Boil Master instead and run maybe only a single Grove.
Categories: Battle reports, Warmachine, Hordes | Tags: , , , | Leave a comment

Painted Ghordson Driller

This is a Ghordson Driller; a heavy Warjack for my Warmachine Mercenaries. Just like other Rhulic Warjacks it is slow and heavily armoured. In some ways this is a bit of a problem since the weapons are all melee-only; obviously it can only use them if it can ever trudge across the table to apply them. Luckily this is reflected in the price so an army could theoretically have a wall of Drillers walking into their lines, albeit at a comically slow pace. I quite like this ‘bargain bin’ approach as it gives a certain redundancy to the Warjacks; the other side is unlikely to shoot them all down in time.

I really love the sculpt here of the Driller trundling along with one leg off the ground; I can just imagine a rolling gait and somehow it looks quite happy. The paint scheme was kept deliberately simple with mainly dark green plating to match the other Mercenaries. I added in some cream on the armour just to break things up a bit since the Driller is quite big to be just three colours; that is a 50mm base.

Next on the painting table: General Ossrum.

Categories: Painting and modelling, Warmachine | Tags: , | 3 Comments

Painted Grundback Gunners

Here are a pair of Grundback Gunners, light Warjacks for my Warmachine Mercenaries. They’re popularly known as gunbunnies along with a variant with a different weapon, and for a while there was a list archetype called a bunny warren that focussed on a lot of these. They’re very efficient in game, being little more than a gun and legs; no paying points for unnecessary melee capabilities! This also gives them a bit of an advantage in terms of playing on a deathclock; they can only do one thing so it’s a pretty easy decision process to move them and then shoot something.

I think that the Gunners are really cute little robots and I could easily see myself painting more of them. They are meant to be mass produced by the family of Warcaster Gorten Grundback and so I deliberately kept the paint scheme simple as befits an assembly line constructed robot.

Next on the painting table: Blighted Trollkin Marauders

Categories: Painting and modelling, Warmachine | Tags: , | 9 Comments

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