Posts Tagged With: Minions

Painted Underchief Mire

Here is Underchief Mire, a lesser Warlock in my Minions army for Hordes. I really love Mire on the table as he brings so many extra options to the table. For a start, it means I can bring Blindwater Warbeasts into an army led by a Farrow Warlock, for example the Blackhide Wrastler and its delicious Rage animus into a Dr Arkadius force. Not only that but Mire can also cast one animus for free each turn, so in theory I could put out four sets of the spell… at least if I didn’t mind him dying immediately to even the slightest return fire.

I had a lot of fun painting the Underchief. Initially I had all of his skin the same green but decided it looked a bit boring and added those creamy stripes to his throat-sac. I’m still not entirely sure that they work but it’s a bit more interesting than flat green. I love that the ‘armour’ Mire is wearing is all shells and bones from animals, for example the elbow-pads are turtle shells and the pauldrons are Bog Trogs (another unit with the Blindwater tag that I just don’t own yet).

Here is Mire with his favourite Warbeast; a Blackhide Wrastler.

Next on the painting table: Black Ogrun Ironmongers.

Categories: Hordes, Painting and modelling | Tags: , | 4 Comments

Painted Gatorman Witch Doctor

This cheerful looking little character is a Gatorman Witch Doctor, part of my Hordes Minions army. I’ve had her for ages and took advantage of the lockdown to actually get some colours on her. Mainly the Witch Doctor has two roles. Firstly, she can sacrifice a friendly model to zap a nearby enemy. This is all well and good but I normally play the Witch Doctor in a beast-heavy army so there aren’t really many low value options to vaporise. Secondly, she can give Ghostly to a nearby model. Being able to ignore terrain and free strikes is utterly hilarious when the model in question could be a fully revved-up War Hog under Dr Arkadius’s Feat; this can end games as Warcasters hiding behind buildings suddenly find themselves slightly less alone than they had thought.

Painting the Witch Doctor was a bit of a mixed bag. The skin worked quite well, especially considering the ease of painting. But the coat (robe? rags?) just never looked quite right, and the addition of those rather random cords and skulls all over just made the whole thing look weird. Well, weirder than a magic bipedal alligator normally would be. In the end I got to a result that I found OK and figured it would be fine at tabletop distance; she’s hardly the centre of attention anyway.

Next on the painting table: Crossbones.

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

Painted Hutchuk, Ogrun Bounty Hunter

This heavily armoured chap is Hutchuk, Ogrun Bounty Hunter. He’s a solo for my Hordes Minions, but crosses the divide to Mercenaries too so in theory he could appear in almost any army. Hutchuk can Ambush, which is theoretically very helpful in that he can come onto a board edge and beat up a lone solo sitting on a flag or something. Sadly for me, that never seems to work out right and he usually ambushes, misses with his grenade, misses with his mace and then gets murdered. I actually have the impression that Hutchuk might have started life as an RPG character for one of the PP team as he seems to have quite a lot of backstory associated with him considering that he is a minor solo in one of the least story-centric factions of the entire game.

Painting Hutchuk was quite a challenge as I didn’t want him to just end up looking like one single massive suit of armour… even though plainly that is what he is. I’ve mixed in a couple of different metallic colours to break up the bulk of the model, and then tried to keep the cloth bits a little brighter. I picked yellow for Hutchuk’s quilted coat to make him stand out a bit more; I tried red initially but it just didn’t look right. The only things that I wasn’t complete suited with were the bombs in his hand and on his belt. Mainly I couldn’t get a colour that looked plausible without just blending into the mass of metal stuff Hutchuk wears. I really love the posing of this miniature; Hutchuk just walking professionally forward to deal with whatever his contract states.

Next on the painting table: Doctor Octopus.

Categories: Hordes, Painting and modelling | Tags: , | 4 Comments

Painted Targ

This is Targ, a warlock attachment for my Minions army in Hordes. I’ve only tried him so far with Dr Arkadius which is fitting since they work together (in a master and servant kind of way) in the stories. Mechanically he supports Warbeasts by controlling them when they’re far from the Warlock, by healing them and by granting an additional out-of-activation attack. All those things are cute but I never really got Targ to work well for me and in the end I always just ended up preferring to spend the points elsewhere. Having said that, much better players than I am seem to make good use of Targ so evidently the problem is with me.

I like Targ’s characterful sculpt and I can easily imagine him rasping ‘yeth marthter’ and reaching for another jar of pickled brains or whatever while helping Dr Arkadius in his work. I vaguely recall that Targ’s backstory has him as one of Dr Arkadius’s first surgical transplantation subjects, hence the outsized right hand. I wanted to keep Targ’s body colouring somewhat naturalistic, despite the inclination to do his hand a different skin tone to the rest of him. Initially I was going to paint the apron in a leathery colour but I felt that the overall effect was too overwhelming brown so I made it more like a butcher’s whites instead. Hopefully it still looks unhygienic enough to suit the character.

Next on the painting table: Grundback Gunners.

Categories: Hordes, Painting and modelling | Tags: , | 4 Comments

Painted War Hog

Here is a War Hog for my Hordes Minions force. I really enjoy using this piece in game as it just has all the tools (at least when used with Dr Arkadius) to make for a hilarious game. Firstly, it’s not paying for any cute tech – the War Hog is 100% face-punching action. Secondly, the War Hog can improve its own strength without any outside help allowing it to wreck whatever targets are in front of it. Finally, in the Will Work For Food theme force all Warbeasts gain Overtake, allowing them to move a little after a kill. While this is less hilarious with a War Hog than a Swamp Horror, it means that the big chap can be used to clear out some jamming infantry when needed.

The War Hog was really nice to paint. The lines are clean, especially when compared to other PP miniatures, and every piece was clear as to what it was supposed to actually be. The story for these chaps is that they’re assembled from fallen Warjacks and various large Farrow in a Frankenstein’s Monster style, so I mixed up the colours a little on the metal sections and painted the grafted right arm in a different skin tone. Overall I’m very happy with the result.

Next on the painting table: Bloodgorgers.

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

Warmachine / Hordes tournament report: Leap Year Tournament (75 points); 29Feb2020

After a long gap in playing Warmachine / Hordes, I took the opportunity to attend another tournament at Common Ground Games in Stirling, this time organised by Frazer Penman. I’ve been painting up some Cryx and had originally intended to take them along but since I have literally not managed to get a single game in with them yet I decided to stick with Minions for one more time so that there might be some chance of at least remembering the stats and abilities of my own armies.

https://conflictchamber.com/?cb201b_-2n13fy0M1d1d0L0L0LbOfCjVnd4c___-2njP4cjNjNjWbM7y7F4njD7g

Minions
[Theme] Will Work For Food

[Arkadius 1] Dr. Arkadius [+32]
– Battle Boar [7]
– Gun Boar [8]
– Road Hog [15]
– Road Hog [15]
– War Hog [14]
– War Hog [14]
– War Hog [14]
Gatorman Witch Doctor [0(4)]
Hutchuk, Ogrun Bounty Hunter [0(6)]
Kwaak Slickspine & Gub, Croak Sorcerers [0(4)]
Underchief Mire [4]
– Blackhide Wrastler [16]

Minions
[Theme] Will Work For Food

[Jaga-Jaga 1] Jaga-Jaga, the Death Charmer [+27]
– Blackhide Wrastler [16]
– Swamp Horror [15]
– Swamp Horror [15]
– Gatorman Soul Slave [0(5)]
Brun Cragback [16]
Orin Midwinter, Rogue Inquisitor [0(5)]
Rorsh [15]
Totem Hunter [0(6)]
Farrow Valkyries [8]
Greygore Boomhowler & Co. (max) [17]

No changes at all to my lists, mainly because I haven’t played any games since the last tournament.

Round 1 – Bunkers vs Andrew’s Infernals (game 19)

https://conflictchamber.com/?cg201b_-1yo7oaoaoaoaoaolosonoSoqoqopofogou___-1yo8oeoaoaoaolosonoSotoqoqopogovogohou

Infernals
[Theme] Dark Legacy

[Omodamos 1] Omodamos, The Black Gate [+28]
– Tormentor [12]
– Tormentor [12]
– Tormentor [12]
– Tormentor [12]
– Tormentor [12]
– Lord Roget d’Vyaros [4]
Alain Runewood, Lord of Ash [0(5)]
Great Princess Regna Gravnoy [0(6)]
Hermit of Henge Hold [0(5)]
The Wretch [4]
The Wretch [4]
Valin Hauke, The Fallen Knight [7]
Cultist Band (min) [5]
Cultist Band (max) [7]
Infernal Gate [12]

Infernals
[Theme] Dark Legacy

[Zaateroth 1] Zaateroth, The Weaver of Shadows [+26]
– Foreboder [4]
– Tormentor [12]
– Tormentor [12]
– Tormentor [12]
– Lord Roget d’Vyaros [4]
Alain Runewood, Lord of Ash [0(5)]
Great Princess Regna Gravnoy [0(6)]
Hermit of Henge Hold [0(5)]
Nicia, Hound of the Abyss [4]
The Wretch [4]
The Wretch [4]
Valin Hauke, The Fallen Knight [7]
Cultist Band (max) [7]
– Master Preceptor Orin Midwinter [4]
Cultist Band (max) [7]
Griever Swarm (min) [8]
Infernal Gate [12]

Until this morning I had pretty much not been aware of the existence of Infernals as a faction, at least not to any useful level of detail. Andrew kindly and patiently explains what everything does and I decide to pick Dr Arkadius as it looks like I’ll be chewing through a lot of heavies here.

I win the roll-off and move first so that I can get some board presence at least.

Turn 1: Minions
I run up as far as I dare (which is quite far in this case) and cast some spells. Mire puts Weald Secrets on a War Hog and Dr Arkadius casts Guardian Beast on himself and Forced Evolution on a nearby Road Hog. I picked Guardian Beast as I felt that it might be more useful than some desultory movement from Aggravator, not to mention that I often feel that I’m giving my opponent a free threat range increase when I trigger hyper-aggressive.

Turn 1: Infernals
Nicia shoots a Road Hog to no effect and then immediately gets sacrificed to bring in a Desolator. Zaateroth also puts up Road to War and casts Scything Touch on one of the Tormentors. Regna summons a Lamenter (edit: I originally wrote Desolator in error).

Turn 2: Minions
Both of my casters upkeep all their spells. Hutchuk ambushes in at the back and kills a couple of Cultists. Dr Arkadius puts Adrenaline on both Road Hogs and they kill a few nearby Grievers and Sprint back to safety. Kwaak Enlivens both of them too in case things get a bit too dangerous.

Turn 2: Infernals
The lead Tormentor gets Pathfinder from the Objective and Zaateroth decides to drop Scything Touch. The Desolator on the left drops Hutchuk with ease, triggering Road to War to move the lead Tormentor. Grievers fly up to get in my way, though the lead one is killed by a Guardian Beast attack (hurray, I actually remember to use it!). The Gate places the front Tormentor forward a bit more and then shoots the nearer Road Hog which Enlives back out of reach. Zaateroth Feats and summons a Soult Stalker from a Wretch who has run forward. Valen runs to score the central flag and Regna casts Deceleration, presumably out of habit since my Gun Boar would be the only thig affected. Andrew scores his flag and we both score our zones; 2 – 1 to him.

Turn 3: Minions
Wow, that Feat is hard to deal with if you don’t have any kind of accuracy spell. I was worried about time here so stopped taking detailed notes, but basically I ended up having to Primal most of my hitters and then still boost to hit to even have a chance to actually land damage. In the end I take out the front row (and the gate, since at least I can hit that) and clear enough space to get onto the central flag. On a couple of occasions when I do hit, Orin forces a re-roll into another miss. Most depressingly, much of what I’ve killed has been summoned in anyway, so the net impact in the game is not very impressive. I also both score my zone; 3 – 2 to me.

Turn 3: Infernals
Zaateroth and Regna both cut to full Essence. One Tormentor kills a War Hog by throwing it in ot a Road Hog which is eventually killed off by some other random attacks. Roget puts Ghost Walk on the Cultists to get them forward. Other heavies take out both the Wrastler and the exposed War Hog on the far right. Zaateroth summons another Tormentor from Roget and Regna summons a Desolator. The Foreboder contests my zone (though I will admit that I thought it was a Griever at the time). Andrew scores his zone; 3 – 3.

Turn 4: Minions
I try to clear out as much as possible but there is too much there and not enough of my stuff, not to mention that the few remaining models I have are obliged to Frenzy. The Battle Boar does kill the arc node to clear my zone so at least I score a point (as does Andrew from his zone); 4 – 4.

Turn 4: Infernals
Two Cultists and the Hermit fill up most of the heavies with Essence, then they kill my remaining heavy warbeasts mainly by chain attack throwing them around the place. Andrew contests my zone and scores his own; 5 – 4.

Turn 5: Minions
I try to clear my zone and the left flag to get Mire onto it but clock out before doing anything useful. Minions lose on deathclock and I also fail on photo-taking.

Well, that was certainly pretty hard. Knowing what I know now, I suppose that Jaga Jaga might have been the better approach as I could have leveraged Signs and Portents to at least hit my targets and Swamp Horrors could possibly do some amusing work pulling models back in when they teleport away on the Feat turn. On the other hand, I’m not sure that list has the hitting power to work through the Infernal summoning and get any useful result out of it. The game itself was a lot of fun; Andrew is a very nice chap to play with.

Interestingly, Andrew opined that Infernals are rather over-tuned compared to other factions, and he eventually won the event. That’s not to say that he wouldn’t have beaten me even if we had our armies the other way round as he’s a much better player than I am. It was, in some ways, pleasing to continue my run of always losing to Andrew or his brother at every event I attend. Things I learned:

  • I probably should have Feated one turn earlier as it was wasted into Zaateroth’s Feat.
  • Although the Infernals seem largely immune to knockdown I probably should have considered a few throw options just to get some board position. Andrew used them very well and it is certainly something that I don’t usually even think about.
  • Ambushing Hutchuk is hard to do right. He’s not hard for a heavy to kill, but doesn’t really do great work clearing infantry. Perhaps I should just give up on him entirely.

Round 2 – Anarchy vs Nick’s Infernals (game 20)

https://conflictchamber.com/?cg201b_-1CpglVosgbomlUonlM1Goqorop30ohou___-1yo8oeoeoaoaolomonoSot4ioqoropofogoyovohou

Infernals
[Theme] Hearts of Darkness (Protectorate)

[Feora 3] Feora, the Conquering Flame [+27]
– Judicator [35]
Alain Runewood, Lord of Ash [0(5)]
Deliverer Arms Master [3]
Eilish Garrity, the Dark Seeker [5]
Exemplar Warder [5]
Great Princess Regna Gravnoy [0(6)]
Scrutator Potentate Severius [6]
– Redeemer [11]
The Wretch [4]
Umbral Guardian [0(6)]
Valin Hauke, The Fallen Knight [7]
Choir of Menoth (max) [6]
Griever Swarm (min) [8]
Infernal Gate [12]

Infernals
[Theme] Dark Legacy

[Zaateroth 1] Zaateroth, The Weaver of Shadows [+26]
– Foreboder [4]
– Foreboder [4]
– Tormentor [12]
– Tormentor [12]
– Lord Roget d’Vyaros [4]
Eilish Garrity, the Dark Seeker [5]
Great Princess Regna Gravnoy [0(6)]
Hermit of Henge Hold [5]
Nicia, Hound of the Abyss [4]
Saxon Orrik [4]
The Wretch [4]
Umbral Guardian [0(6)]
Valin Hauke, The Fallen Knight [7]
Cultist Band (min) [5]
Cultist Band (max) [7]
– Dark Sentinel (3) [0(6)]
– Master Preceptor Orin Midwinter [4]
Griever Swarm (min) [8]
Infernal Gate [12]

Well, this is quite the tutorial on playing into Infernals. Despite my losses last time I feel that Dr Arkadius is still needed here if I’m to have even a hope of dealing with the Judicator, and Nick helpfully backs me up by playing the Feora list. I out threat the Judicator in melee but it can do a lot more at range than I can so I will need to be a bit circumspect about distance here. I’m not actually too worried about anything else as Feora’s long threat range is hampered a bit by the fact that I can go further than her on my Feat turn. Severius improving everything that the army does is pretty annoying though! I also think that this is the first time that I’ve seen an army choose not to take the Hermit in a long time.

Nick wins the roll and picks to move first. His theme benefit is to start with his upkeep spells out so Redline is on the Judicator, Banishing Ward on Feora and Road to War on Severius.

Turn 1: Infernals
Nick races up to be just a hair outside my melee threat ranges with Feora and the Judicator, everything else hangs back a little. Regna summons a Shrieker.

Turn 1: Minions
I realise that since Nick didn’t take the Eyeless Sight objective, I can cloud up behind the central forest and stay clear of the Judicator as much as possible. So Mire drops a few clouds to extend the forest and most of my warbeasts take up position behind it. On the right one of my War Hogs moves in to keep Nick honest on his positioning with Feora. The Judicator can’t get to it so I’m hopeful that the ranged attacks available on the right aren’t enough to put the War Hog down. Dr Arkadius puts up Aggravator (which I’ll forget instantly, of course) and casts Forced Evolution on a Road Hog.

Turn 2: Infernals
Feora and Severius upkeep their spells and Allocate one to their Warjacks. Regna eats a Choir boy and Allocates three to the Shrieker. The Choir sing Battle on the Warjacks. The Shrieker and Redeemer pepper the exposed War Hog with what felt like rather tasty dice and the Grievers eventually finish it off. That’s unfortunate, I was hoping not to lose that for nothing. Runewood comes forward and puts Shadow on another War Hog. Finally, and slightly to my surprise, the Judicator backs right up.

Turn 2: Minions
I decide not to Feat this turn as I doubt that I can get to the Judicator and I can instead use Sprint on the Road Hogs to put some nice damage out and stay fairly safe. Plus, I’m not so worried about the Judicator when it is standing far away. Dr Arkadius needles both Road Hogs and they charge in and kill Runewood, Eilish, the Shrieker and most of the Grievers. One Sprints back toward my lines and the other one (with Forced Evolution) jams itself deep to contest the right flag. I’m not really sure if this is the right play but I figure I’ll never find out if I don’t try. At the very least it’ll take up some of Nick’s activations to deal with it. The Witch Doctor gives Ghost Walk to Kwaak who runs onto the left flag; 1 – 0 to me.

Turn 3: Infernals
Feora and Severius upkeep their spells and allocate to their Warjacks again. Feora Feats and charges into the lead Road Hog, killing it easily. The Umbral Guardian kills Kwaak but can’t quite touch the flag itself. The Choir sing Battle on both Warjacks and Regna summons a replacement Shrieker, seemingly mainly for the Focus efficiency. The Judicator gets a line on the second Road Hog and kills it, then turns its attention on the central War Hog. Almost everything else available targets the War Hog too, and it finally goes down to a Griever. Again, I felt like the odds rather favoured the War Hog surviving but it was not to be. The Gate pulls Feora back and resummons a few Grievers. Neither of us score; 1 – 0 to me.

Turn 3: Minions
I was hoping to have a bit more punch available to work with here but I’ve given away far too much on Feora’s Feat turn. I end up turbo charging the last War Hog with Forced Evolution, Ghost Walk and Primal, then Feating it forward and hoping to get it directly to Feora. Unfortunately the positioning of Valen and flag don’t allow me to get straight into the Warcaster so I’m obliged to try to Overtake into her. Even with Primal the War Hog misses all three initials into Valen and so doesn’t have enough to put down Feora. Mire kills the Umbral Guardian and sits on my flag to score it again; 2 – 0 to me.

Turn 4: Infernals
Well, I am certainly in trouble here. But on the other hand, Nick has taken a lot of time over his turns so he only has about 2 minutes left to seal the deal through Dr Arkadius’s 3 transfers. Feora does a bit of jiggery-pokery to clear a lane to charge Dr Arkadius and burns a transfer before Fire Stepping away to clear space for the Judicator. The big machine has time to ignite its flamethrowers before the clock beeps, letting me away with yet another literally last-second reprieve. For amusement, we roll it all out and Dr Arkadius does not get the astonish luck that would have been needed to not die to the Judicator. Minions win by deathclock.

Yikes, that was close. I played pretty badly there and gave up far too much of my army far too easily. Part of that was mistaking the threat ranges on Nick’s stuff, part of it was not accounting for slight high-rolling taking two Warbeasts where I might have held on to them both, and part of it was constantly forgetting that all the Infernals can just move through each other with no problems. On the other hand, I did it all in a timely and efficient manner whereas Nick spent a lot longer thinking about his moves. It was very lucky for me to get a win here as Nick outplayed me all the way through; to his immense credit he didn’t get frustrated about crushing me through the entire game and then losing to the clock, but rather he took it like a gentleman. Things I learned:

  • I waited a turn too long on the Feat here. I think that there was an assassination on in turn 2 by Overtaking through Grievers etc into Feora; instead I got too greedy thinking I could just let the Judicator sit at the back.
  • I didn’t position my solos well to score flags and ended up having to run Kwaak into danger just to score a point. If I’d thought out where he needed to be on turn 1 I could have used Enliven and maybe kept stuff alive.
  • More accurately – a thing I didn’t learn. Hutchuk stayed off the table entirely. In this match-up I wonder if I might have been better served starting him on the table anyway as there was nothing going wide enough to be threatened by an ambusher.

Round 3 – Invasion vs Marty’s Skorne (game 21)

https://conflictchamber.com/?c9201b_-2cfkm_mZ6u6un2n2n2ncn8n1n9n1mBmB___-2c6Qm_n46un2n2n2ncn9n1mB

Skorne
[Theme] The Exalted

[Zaal 2] Zaal, the Ancestral Advocate [+29]
– Desert Hydra [35]
Abidan the Keeper [0(5)]
Ancestral Guardian [5]
Ancestral Guardian [5]
Extoller Novitiate [0(2)]
Extoller Novitiate [0(2)]
Extoller Novitiate [0(2)]
Hakaar the Destroyer [0(6)]
Immortals (min) [8]
– Extoller Advocate [3]
Immortals (max) [13]
– Extoller Advocate [3]
Supreme Guardian [16]
Supreme Guardian [16]

Skorne
[Theme] The Exalted

[Hexeris 2] Lord Arbiter Hexeris [+27]
– Desert Hydra [35]
– Mammoth [35]
Ancestral Guardian [0(5)]
Extoller Novitiate [0(2)]
Extoller Novitiate [0(2)]
Extoller Novitiate [0(2)]
Hakaar the Destroyer [0(6)]
Immortals (max) [13]
– Extoller Advocate [3]
Supreme Guardian [16]

Both lists involve clouds of high armour statues and a load of huge based models such that I feel that I need to leverage the pure hitting power of Dr Arkadius [edit: I’ve added Marty’s actual lists now]. So even though I quite fancied putting Jaga Jaga down, there is no way that she’s getting picked before Dr Arkadius. The extent to which I out-threat these lists is also significant. Marty picks Zaal2 apparently because he forgot to pack the Mammoth from his other list.

I win the roll off and pick to have first turn again. I want to pin the Skorne back as far as possible so that they have to either come to me or just surrender the scenario.

Turn 1: Minions
I race everything forward as fast as possible. Mire puts Weald Secrets on the Blackhide Wrastler in case it ever becomes relevant (which I doubt). Dr Arkadius casts Aggravator and puts Forced Evolution on one of the Road Hogs as per usual. There probably isn’t enough shooting for Aggravator to be relevant but with Marty’s list I can’t see Guardian Beast helping much either.

Turn 1: Skorne
The Immortals and Supreme Guardians race up the outsides as quick as they can manage. The Hydra casts Sand Storm on itself, which could mildly inconvenience the Gun Boar if it was remote near to anything I might actually shoot. Zaal also puts Vision on the Hydra and then Feats.

Turn 2: Minions
There doesn’t seem to be much point in committing this turn as Zaal’s Feat means I’ll get almost nothing done and then be killed by the Supreme Guardians in return. My only attack is the Gun Boar taking a random shot into right Supreme Guardian for some trivial damage (after an amusingly high roll). I definitely don’t want to trigger Vengeance on the Immortals. One Road Hog ends up in range of the Supreme Guardian on the left as I need to contest that zone somehow; hopefully Enliven will keep it going.

Turn 2: Skorne
Both units of Immortals and their support staff swarm out to take up as much of each zone as possible. The right Supreme Guardian take a desultory shot at the Gun Boar; the one on the left gets a couple of swings into the Forced Evolution Road Hog before it Enlivens back out of reach with some fairly large chunks missing. The Desert Hydra continues to clog up the middle. No-one scores.

Turn 3: Minions
I’m never going to get a better Feat turn than this one. Hutchuk appears on the right and lands a Rust bomb on the Supreme Guardian before clobbering the Novitiate hanging around at the back. The Gun Boar blows up an Immortal and positions charge a pesky one when I Feat (but it will fail to kill anyway). The Wrastler eats its way through an entertainingly high number of Immortals thanks to Overtake and Mire kills one right the middle of the board before applying Rage to a couple of War Hogs. Over on the left, the Battle Boar Primals a Road Hog. Dr Arkadius casts Psycho Surgery to heal up that badly damaged Road Hog, Primals the last War Hog and lets fly with his Feat. The Feat attacks position the right War Hog in range of the Supreme Guardian, the centre one gets a very tasty swing at the Hydra (which is then cancelled with Vision) and the left one and both Road Hogs charge into the other Supreme Guardian, leaving it already looking rather peaky. When the individual actions come up, the War Hog on the right smashes the Rust-ed Supreme Guardian with attacks to spare and Overtakes its way through a few more Immortals. On the left, the Feat attacks leave the War Hog able to finish that Supreme Guardian without even using all its initials so it also Overtakes away to chop up some more Immortals. The central War Hog rolls like a champion and drops the Hydra after maxing out on Fury. The two Road Hogs eat an Ancestral Guardian and Hakaar, mainly because there are not any better targets. Marty has seen more than enough and concedes. Minions win.

I had some excellent dice during that game and it contributed hugely to the result; it says a lot about Marty that he just took it in his stride. That said, I think that with the board state at the start of my final turn I was more or less sure to take out all three huge bases as I had a lot of spare attacks to go round. Marty could have made my life a lot harder by forcing me to go through the Immortals before getting to swing at the Supreme Guardians. Things I learned:

  • Getting a good Feat turn with Dr Arkadius is a really sweet feeling, especially if the dice are kind to you while it happens. What a nice way for the Doctor to sign off on our journey together.

So when it was all wrapped up I came in a nice mid-table position of 5th of 12 players. Many thanks to Andrew, Nick and Marty for three very fun games, and of course to Frazer for running the show. That is probably it for my Minions for now as I’m planning to get some games in with Cryx over the next few months.

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Painted Gobber Chef

This is a Gobber Chef, another solo to go with my Minions for Hordes. I have never actually put the little chap on the table. I got him as part of a set of other miniatures, and it seemed like he was a perfect fit to fill up the last single point of my list at the time. Almost immediately after that, the points costs of various Warbeasts changed anyway, rendering the Chef superfluous. Still, I like the idea – Minions is the comedy faction of the game, and the Chef’s main role is to feed your own infantry models to your Warbeasts to keep them under control. I assume that the actual reason for the miniature is that one of the sculptors did it for a laugh, and it was popular enough in the office to get a release.

Painting the Gobber Chef was a pleasure. I really love the character of the little chap, and even though the barbecue theme seems a bit silly on a battlefield I don’t mind a bit. I chose a deep blue for the clothes mainly to contrast with both the green of his skin and the white apron and hat. I originally considered a slightly less ludicrous colour (probably another shade of brown) but then realised that this was not the kind of miniature on which to select the less-silly option.

Next on the painting table: Aiakos, Scourge of the Meredius

Categories: Hordes, Painting and modelling | Tags: , | Leave a comment

Painted Blackhide Wrastler

Here is a Blackhide Wrastler, a heavy Warbeast for my Minions army in Hordes. Perhaps not entirely surprisingly, this gigantic alligator monster is a powerful melee attack piece. I try to use it as a late game option as the Wrastler also brings the useful Rage animus, for when I want things to be dead without having the inconvenience of having my Warbeasts frenzy immediately afterwards (as is the case when Primal is used). Swamp Horrors take Rage particularly nicely in my experience, as do War Hogs for when I need to engage ludicrous hitting power.

The paint scheme is fairly simplistic but it was very satisfying to apply. The bumpy scales covering the Blackhide Wrastler make it both easy and enjoyable to paint, and I was able to overlook the slightly goofy pose. In retrospect, I think that red cloth for the Wrastler’s luchador mask might have worked a bit better… I guess I know what I’m going to be doing if I ever find myself with a second one.

Next on the painting table: Gobber Chef

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

Warmachine / Hordes tournament report: November Pain (75 points); 30Nov2019

I took my Minions to another Warmachine / Hordes tournament run by Allan Gibb at Common Ground Games in Stirling. There were three rounds with a possibility to extend to four based on the need to reach a clear winner. That wouldn’t be likely to apply to me and anyway I had to leave after round three anyway to go to a friend’s birthday party.

https://conflictchamber.com/?cb201b_-2n13fy0M1d1d0L0L0LbOfCjVnd4c___-2njP4cjNjNjWbM7y7F4njD7g

Minions
[Theme] Will Work For Food

[Arkadius 1] Dr. Arkadius [+32]
– Battle Boar [7]
– Gun Boar [8]
– Road Hog [15]
– Road Hog [15]
– War Hog [14]
– War Hog [14]
– War Hog [14]
Gatorman Witch Doctor [0(4)]
Hutchuk, Ogrun Bounty Hunter [0(6)]
Kwaak Slickspine & Gub, Croak Sorcerers [0(4)]
Underchief Mire [4]
– Blackhide Wrastler [16]

Minions
[Theme] Will Work For Food

[Jaga-Jaga 1] Jaga-Jaga, the Death Charmer [+27]
– Blackhide Wrastler [16]
– Swamp Horror [15]
– Swamp Horror [15]
– Gatorman Soul Slave [0(5)]
Brun Cragback [16]
Orin Midwinter, Rogue Inquisitor [0(5)]
Rorsh [15]
Totem Hunter [0(6)]
Farrow Valkyries [8]
Greygore Boomhowler & Co. (max) [17]

This is the same pairing that I’ve been using for a while with only very minor changes. There are certainly new options available (notably the various Archons) that would probably make a better list for both Jaga Jaga and Dr Arkadius but I don’t own them and anyway I am still at the stage in my game where I will get more value out of just playing better than adding yet another different set of options to my armies. Broadly I’m looking to use Jaga Jaga into lists with a lot of infantry and Dr Arkadius to face into heavily armoured lists with a smaller model count.

Round 1 –King of the Hill vs Marc’s Protectorate of Menoth (game 16)

https://conflictchamber.com/?c2201b_-1q1b1q1X1G1G3ImelUoRlM1q3z3z2_2_3G3H___-1O0T1OgSeVlVf73t3z3z3B2_2K2L

Protectorate
[Theme] The Creator’s Might

[Reznik 1] High Executioner Servath Reznik [+28]
– Dervish [7]
– Guardian [15]
– Redeemer [11]
– Redeemer [11]
– Scourge of Heresy [16]
– Hierophant [3]
Exemplar Warder [0(5)]
Hermit of Henge Hold [5]
Scrutator Potentate Severius [0(6)]
– Dervish [7]
Vassal of Menoth [0(3)]
Vassal of Menoth [0(3)]
Choir of Menoth (min) [4]
Choir of Menoth (min) [4]
Idrian Skirmishers (max) [15]
– Idrian Skirmisher Chieftain & Guide [5]

Protectorate
[Theme] Guardians of the Temple

[Severius 1] Grand Scrutator Severius [+28]
– Blessing of Vengeance [13]
– Eye of Truth [20]
– Hand of Judgment [18]
– Judicator [35]
Pyrrhus, Flameguard Hero [0(5)]
Vassal Mechanik [1]
Vassal of Menoth [0(3)]
Vassal of Menoth [0(3)]
Wrack [1]
Choir of Menoth (min) [4]
Temple Flameguard (max) [11]
– Temple Flameguard Officer & Standard [0(4)]

Two sets of big armoured things with a couple of relatively minor infantry options? Sounds like a job for Dr Arkadius either way. Marc chooses to play Reznik. I have a huge advantage over him in terms of threat range, so my idea is to leverage this with a few Road Hog sprays and Sprints and then Feat at some point when there is enough in range to make it worth doing so. If Marc plays very defensively then I can hope to lock him out of the scenario. It did occur to me partway through set-up that some Protectorate models are immune to fire which could be a bit of a problem, but it seems that this was not the case here.

Marc wins the roll and chooses to go first. His Idrians choose the Wrastler as Prey and they start with Ignite on them as part of the Theme benefit.

Turn 1: Protectorate of Menoth
Everything rushes at me as quickly as possible to claim some board space before I start threatening into Marc’s deployment zone. Severius casts Road To War to get a bit of additional threat range on his Dervish.

Turn 1: Minions
Most of my list has no concerns about taking meaningful damage next turn so it heads forward as far as their little legs will carry them; I’m not likely to stay out of range of the Redeemers regardless of where I go. Over on the left I realise that the Wrastler is going to have to eat a turn of shooting from the Idrians so it moves up and Mire covers it with some clouds (it is probably worth noting that I only had one cloud template of the correct size handy; the larger blast template is still being used for the 3″ ring). Kwaak casts Enliven on both Road Hogs and Dr Arkadius puts up Aggravator and casts Forced Evolution on one of the Road Hogs.

Turn 2: Protectorate of Menoth
The Redeemers get some Focus and the Vassals finish loading them up. Reznik upkeeps Ignite and Severius upkeeps Road To War and fuels up the Dervish. The Choir sing Battle on the light Warjacks and Passage on the heavies, then the Hermit moves up rather aggressively to cover the lead Road Hog with Master of Ruin. The Redeemers open up and chip some damage off my Warbeasts; the Road Hog Enlivens away from the Hermit at the first opportunity. Slightly to my surprise, the Idrians run for board position rather than shooting my Wrastler to death.

Turn 2: Minions
I drop Aggravator but upkeep Forced Evolution. Hutchuk ambushes in on the left and kills the Idrian Chief with a grenade and another in melee (sadly I couldn’t reach the Guide). The Wrastler overtakes its way through a bunch more Idrians but can’t quite make it into the zone. The Witch Doctor gives Ghost Walk to the Battle Boar which clears the Idrian jamming the left War Hog and enables it to smash the Objective and overtake into the zone. Sadly, I’ve run out of things to kill off the last jamming Idrian. Dr Arkadius stabs both Road Hogs with Adrenaline; one wrecks the Dervish and the other one gets the Hermit down to a single box and is therefore unable to Sprint back to relative safety. The Hermit is on fire though, so it’s not all bad. I score a point for the Objective; 1 – 0.

Turn 3: Protectorate of Menoth
Both upkeeps are dropped. The Redeemers and Scourge of Heresy get a Focus each and the other Dervish is fully loaded up. The Choir put Battle on everything, and the Vassals top up the Redeemers. On the right, the Dervish makes short work of the Gun Boar and then chops some boxes out of my Objective. The Redeemers kill one of my Road Hogs but the other one is able to Enliven back to safety. The Guardian charges over and finishes off my Objective and Reznik goes for a desperate casting of Perdition which would allow Scourge to get into the action; luckily (for me) he misses. Scourge runs up to contest the centre instead. Marc scores the right zone and my Objective; 2 – 1 to him.

Turn 3: Minions
Well, Reznik is just right there waiting to be killed. The Wrastler clears the left zone and then I decide it is assassination time. The Battle Boar kills an Idrian and puts Primal on the left War Hog. Dr Arkadius casts Psycho Surgery to get all my Warbeasts active again, puts Primal on the right War Hog and then Feats. Feat attacks from the three Warbeasts in the centre are enough to almost wreck Scourge and the left War Hog gets across and kills one of the Choir. The Road Hog then finishes off Scourge, and the Primalled War Hog goes in and eats first the Warder and the Reznik himself. Minions win by assassination.

That went rather as expected. I think that Marc’s army just didn’t have enough of a threat to take me out of my comfort zone. I could just hang around on the edge of my zones and force him to come to me, the Feat and kill off half of his stuff. Even if he had played more defensively and kept Reznik back in a safer place I could have done so much damage that I think I would have had an insurmountable lead on attrition; I didn’t even use two of the War Hogs after Dr Arkadius’s Feat. Things I learned:

  • Sometimes you just have to accept the damage from very long-ranged pieces (i.e. the Redeemers) while the rest of the army gets into position.
  • Overtake on Warbeasts allows crazy assassination angles on the one hand, and also enables a surprisingly effective infantry clearing option.
  • When Ambush works it is really useful. I think I’ve valued it a bit low as Joe (my main opponent) is just really good at avoiding it.

Round 2 –Recon II vs Sean’s Legion of Everblight (game 17)

https://conflictchamber.com/?ca201b_-2iewepkK2828eJbwaO29292929bebeoRcob9fTfT___-2hbskEkBcocob5kLkFkGkJkJfTfT

Legion
[Theme] Ravens of War

[Absylonia 2] Absylonia, Daughter of Everblight [+28]
– Blight Wasp [3]
– Golab [17]
– Harrier [0(3)]
– Harrier [0(3)]
– Neraph [12]
– Proteus [19]
– Seraph [14]
– Shredder [4]
– Shredder [4]
– Shredder [4]
– Shredder [4]
Blighted Nyss Sorceress & Hellion [0(6)]
Blighted Nyss Sorceress & Hellion [0(6)]
Hermit of Henge Hold [5]
Spell Martyr [1]
The Forsaken [4]
Hellmouth [6]
Hellmouth [6]

Legion
[Theme] Primal Terrors

[Kallus 1] Kallus, Wrath of Everblight [+30]
– Blightbringer [32]
– Ammok the Truthbearer [4]
Spell Martyr [1]
Spell Martyr [1]
Blighted Ogrun Warmongers (min) [8]
– Gorag Rotteneye [0(6)]
Blighted Rotwings (min) [7]
Blighted Rotwings (max) [12]
Chosen of Everblight (max) [20]
Chosen of Everblight (max) [20]
Hellmouth [0(6)]
Hellmouth [0(6)]

I don’t think I’ve ever played against Legion of Everblight before and certainly not against either of these Warlocks. Taking a look at both lists, I feel that Dr Arkadius is probably a slightly better bet against Kallus1 and also preferable into Absylonia2 so I go with him again. Sean selects Absylonia2 and kindly explains what she actually does. It seems that this is going to be an interesting game of threat ranges!

Sean wins the roll and picks to move first. I pick the side with houses to hide Dr Arkadius behind, though on reflection I wonder if the other side would be better as Sean’s Warbeasts can mostly just fly over the houses anyway.

Turn 1: Legion of Everblight
Absylonia casts Bracer on Proteus, Slipstreams Golab and charges up. Most of her army take the same approach of rushing headlong at me; this is probably the only opportunity they’ll have to move up without worrying about my threat ranges.

Turn 1: Minions
So now if is me who has to worry about ridiculous threat ranges. I move up mostly trying not to offer up my whole army too easily. Dr Arkadius casts Forced Evolution (on a Road Hog) and Aggravator.

Turn 2: Legion of Everblight
Bracer is upkept. The Seraph Slipstreams the Neraph forward and lights up the Wrastler with Flare Absylonia gives herself Dodge and Feats. On the right, the Neraph makes short work of the Wrastler and Sprints back to the centre. A couple of Lesser Warbeasts hurt my left War Hog quite badly.

Turn 2: Minions
That didn’t end up quite as bad as I had hoped but my poor positioning last turn has left my Warbeasts in a bit of an awkward position. I decide it’s time to Feat anyway, and am able to take out Golab, the Neraph and a few of the Lesser Warbeasts. Hutchuk appears on the right and kills one Sorceress and the Gun Boar blows up the other one. Kwaak sits on my Flag; 1 – 0 to me.

Turn 3: Legion of Everblight
The Hermit strolls into the scrum of my Warbeasts and uses Master of Ruin. Shredders start eating a War Hog and Absylonia personally finishes off a Road Hog. Proteus finishes the first War Hog and puts some tasty damage into the other Road Hog; the Seraph finishes it. No-one scores; still 1 – 0.

Turn 3: Minions
That hurt more than the Feat turn! On the other hand, Absylonia is sitting right in front of me with no transfers. Hutchuk misses a Quake grenade into her, then Kwaak misses a pair of Venoms and finally Mire does about two damage with a pair of fully boosted attacks (rolling hilariously low on four damage dice). So I guess that is off the table; I probably needed to get a bit lucky to make it work out. The lead War Hog kills the Hellmouth on the left and Dr Arkadius runs away from all the scary blighted beasties. I score the left zone; 2 – 0.

Turn 4: Legion of Everblight
The Hellmouth kills Mire, the Seraph kills Kwaak and Absylonia kills Hutchuk. Proteus takes care of my Objective. Sean also scores the right zone and flag; 3 – 2 to him.

Turn 4: Minions
I kill off the Hermit and Objective; Dr Arkadius runs to my Flag. I don’t have anything that can contest on the right. 5 – 5 as we both score one flag and one zone.

Turn 5: Legion of Everblight
The Seraph contests the left zone and kills the Witch Doctor. A Tentacle contests the flag while Sean scores on the right side; 7 – 5 to him.

Turn 5: Minions
The Gun Boar kills a couple of Tentacles that are in my way and Dr Arkadius Primal Shocks the last one. This clears the War Hog to deal with the other Hellmouth and conveniently also contest the zone. We both score our flags; 8 – 6 to Sean.

Turn 6: Legion of Everblight
The Seraph flies to a place that I’ll never realistically get to it. Proteus makes a real mess of dealing with the War Hog thanks to some awful dice from Sean but does eventually pull my Warbeast away from the zone where Shredders eat it. 10 – 6 to Sean as he scores on the right again while contesting on the left.

Turn 6: Minions
I’m pretty much out of options here. In the end I try to kill Proteus with the last War Hog in the hope that I can then run the Gun Boar into contesting range and hope that Sean clocks out before he can wrap up the game. I can’t even kill off Proteus, so I concede to Sean. I think that this is, strictly speaking, a scenario win for Legion of Everblight.

That was a tight game, and I think that with better positioning at the start I could have hoped to win it. Sean used his superior mobility well and I got caught up trying to work my way round the central house. For example, I had two War Hogs just slowly trudging their way round the board in the late game and I wasn’t really able to bring both of them to bear. By contrast, the threat of Proteus remained relevant in the centre for the whole game.  It would have been interesting to play this again with me going first as I feel that getting the initial board position is probably quite important in this match-up. Things I learned:

  • I actually think that Guardian Beast would probably serve me better than Aggravator in this match-up now that I’ve played it out. I was initially worried that there would be a lot of long range shooting from the Seraph but actually Sean just jumped down my throat at the first opportunity.
  • I used Witch Doctor poorly here; I could have probably had some good value out of Ghost Walk as I stumbled around the house in the centre.
  • Despite their abject failure to kill Absylonia, I was quite pleased with the performance of Kwaak, Mire and Hutchuk. They jammed up the right on a turn I needed it, scored me a point on the flag and killed off a couple of annoying little things. The assassination was probably a long shot but it felt like it could have been achievable.

Round 3 –Bunkers vs Nick’s Skorne (game 18)

https://conflictchamber.com/?c9201b_-1sey6r4v4xm_n46Nf4ea5G5U___-2c6I6r4x6S4C6N6un2n2n2ncn3f4n9n1n9n1mBmB

Skorne
[Theme] Disciples of Agony

[Xerxis 2] Xerxis, Fury of Halaak [+28]
– Agonizer [0(6)]
– Basilisk Drake [8]
– Basilisk Krea [0(7)]
– Desert Hydra [35]
– Mammoth [35]
– Aptimus Marketh [0(5)]
Swamp Gobber River Raider [1]
Tyrant Zaadesh [4]
– Titan Gladiator [15]
Paingiver Beast Handlers (min) [5]

Skorne
[Theme] The Exalted

[Rasheth 1] Dominar Rasheth [+28]
– Agonizer [6]
– Basilisk Krea [7]
– Cyclops Raider [9]
– Cyclops Shaman [8]
– Aptimus Marketh [0(5)]
Ancestral Guardian [5]
Extoller Novitiate [0(2)]
Extoller Novitiate [0(2)]
Extoller Novitiate [0(2)]
Hakaar the Destroyer [0(6)]
Immortal Vessel [3]
Swamp Gobber River Raider [1]
Immortals (max) [13]
– Extoller Advocate [3]
Immortals (max) [13]
– Extoller Advocate [3]
Supreme Guardian [16]
Supreme Guardian [16]

I’m torn here. I think I want to put Dr Arkadius against Xerxis2 but probably slightly prefer Jaga Jaga into Rasheth. In the end I select Dr Arkadius, figuring that Immortals should be as flammable as anything else and at least I’ll have the armour cracking power to deal with the Supreme Guardians. Nick chooses to play Rasheth so we’ll get to see how I play into a recursion swarm of tough, no knock-down infantry. Actually I’m pretty sure I’ve never played Skorne at all before so this should be interesting.

I win the roll off and pick to have first turn, hoping to set a high line of engagement and keep Nick out of my zone entirely.

Turn 1: Minions
I race everything forward at top speed. Mire puts Weald Secrets on the Blackhide Wrastler in case it ever becomes relevant. Dr Arkadius as usual casts Aggravator (not much shooting but it might be handy to if the Supreme Guardians fire a late-turn shot) and puts Forced Evolution on one of the Road Hogs.

Turn 1: Skorne
A swarm of statues runs towards me. Two of them position to extend the cloud wall once Rasheth zaps them in the back; one even survives. Initially Nick was going to have three of them out but realised that even with Harmonious Exaltation this would leave Rasheth sitting on zero camp so I let him take back the moves. I’m not certain that I could have got many big shots into Rasheth but it would have felt like a pretty rubbish way to finish the game.

Turn 2: Minions
Hutchuk comes on the right and blows up an Immortal Vessel. One Road Hog gets the Adrenaline needle an Assaults the Immortal in the cloud before Sprinting back to safety. A combination of low damage rolls and good tough rolls means that I only get one, so I pretty much trigger Vengeance for nothing. Mire puts a couple of clouds out and the Gun Boar ensures that I don’t have to worry too much about the left flag by blowing up the River Raider.

Turn 2: Skorne
The Immortals on the right Vengeance forward, getting a few of them into range of my Warbeasts. On the left they spread out; one hits my Gun Boar for a little damage. Rasheth uses his Feat and puts Blood Mark on the central War Hog and Carnivore on the unactivated Immortals. The Extoller Novitiates power up the lead Immortals a bit more and they all charge in and put some rather tasty damage on both Road Hogs and the Blood Marked War Hog. The Supreme Guardian on the right sets Hutchuk on fire and the Raider finishes him off. We both score our zones; 1 – 1.

Turn 3: Minions
Dr Arkadius uses his Feat. The War Hog on the left gets Primal and wrecks the Supreme Guardian over there, while the one on the right Overtakes his way to the Agoniser during his activation and the kills it with the Feat attack. The rest of the Warbeasts chew their way through a lot of Immortals but Nick has jammed me quite effectively so my board position is quite week. Kwaak runs onto my flag and we both score our own zones; 2 – 1 to me.

Turn 3: Skorne
The Novitiates turbo charge the Supreme Guardian and Hakaar. It turns out that Supreme Guardians have Thresher (which I didn’t know) and that I’ve left a whole load of my Warbeasts in perfect Thresher formation. The Supreme Guardian charges in and kills both War Hogs and Kwaak; Hakaar finishes the Road Hog. Rasheth swaps Carnivore on to the other Immortals and they kill the third War Hog. We continue to score our own zones; 3 – 2 to me.

Turn 4: Minions
The Witch Doctor comes over and puts Ghost Walk on the Wrastler, and Mire adds Rage. The Wrastler walks into the Supreme Guardian’s back arc and kills it satisfyingly. I needed Ghost Walk as I doubted it could survive the Defensive Strike. The Road Hog kills Hakaar and the Gun Boar kills a couple of Immortals (looking back, I think I forgot to activate the Battle Boar at all). We score our zones again; 4 – 3 to me.

Turn 4: Skorne
Immortals kill the Battle Boar in the middle. Nick throws all the ranged attacks he has at the Wrastler but leaves it standing on a single box. The Road Hog takes a bit of a beating from the Ancestral Guardian and the remaining Immortals on the right but stays standing. Yet again we fail to contest each other’s zones; 5 -4 to me.

Turn 5: Minions
The Wrastler gets healed and Raged by Mire. It then charges the Novitiate in the centre and Overtakes its way over to the Krea, which it also eats and finally takes a nice bite out of the Shaman. The Witch Doctor gives the Road Hog Ghost Walk and it strolls out of melee to immolate a few Immortals, admittedly to depressingly little effect. I couldn’t quite get the Wrastler into Nick’s zone so we both score again; 6 – 5 to me.

Turn 5: Skorne
At this point I notice that Nick has only about 35 seconds on his clock. In his haste last turn he forgot to drop any Fury from Rasheth so his Warbeast both Frenzy. That eats up his remaining time, though I don’t think that he could have pulled out a win even if they hadn’t Frenzied. Minions win by deathclock.

Wow, that was rather close. I feel like I could probably have held on for a victory even if Nick had been able to use his last minute or so freely instead of resolving Frenzy moves, so I guess that from his side the learning point is to be a bit more decisive. Things I learned:

  • Supreme Guardians have Thresher, and I shouldn’t form a neat semi-circle of important models for them to exterminate in one go. In fairness I think that Nick probably was going to warn me about this but the last Warbeast moved into place to allow the charge as basically my last move of the turn. I suppose that this is more broadly ‘know / ask what the other army does’ although there are so many options now in WarmaHordes that it seems unlikely that any but the most dedicated players could conceivably know them all.
  • Playing efficiently can be enough to win the game, even if your stuff is being pulverised every turn.
  • Pay attention to what you have done each turn. I think I forgot to move the Battle Boar at all one turn, and it was only Nick pointing it out that stopped me from using the Wrastler twice early on.

In the end I’m listed as 8th place of 14 players though presumably not playing the last round might have impacted that a bit.  I had a really good time and learned a lot, even playing against two factions that are new to me.  Thanks to Marc, Sean and Nick for three fun games of WarmaHordes, and of course to Allan for running the show.

Categories: Battle reports, Hordes, Tournaments, Warmachine | Tags: , , , , , | 2 Comments

Warmachine / Hordes battle report: Minions vs Khador (75 points); 21Nov2019

Joe has bought yet another faction so our game of Warmachine / Hordes for this week featured a Khador list. I haven’t played Jaga Jaga for a while so, since I just painted her, I decided it was time to roll her out. I think that this might have impacted Joe’s list selection a bit, but I don’t recall what his other one was going to be anyway; for my part I was going with Jaga Jaga regardless of what he played.

Game 15, Scenario: Spread The Net

https://conflictchamber.com/?cb201b_-2njP4cjNjNjWbM7y7F4njD7g

Minions
[Theme] Will Work For Food

[Jaga-Jaga 1] Jaga-Jaga, the Death Charmer [+27]
– Blackhide Wrastler [16]
– Swamp Horror [15]
– Swamp Horror [15]
– Gatorman Soul Slave [0(5)]
Brun Cragback [16]
Orin Midwinter, Rogue Inquisitor [0(5)]
Rorsh [15]
Totem Hunter [0(6)]
Farrow Valkyries [8]
Greygore Boomhowler & Co. (max) [17]

No changes to the Jaga Jaga list since the Scottish GT back in July. I have got a few things in mind that I might move around but gaming time is limited and I preferred to go into the next tournament with a list that I’m at least slightly familiar with.

https://conflictchamber.com/?c3201b_-1R76dZkTpb8t7Z7Z7-7-7X7W7X7W7X7Wi6

Khador
[Theme] Winter Guard Kommand

[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]
– Grolar [18]
– Marauder [11]
Alexia, Mistress of the Witchfire [7]
Kovnik Jozef Grigorovich [0(4)]
Winter Guard Field Gun Crew [4]
Winter Guard Field Gun Crew [4]
Winter Guard Mortar Crew [0(5)]
Winter Guard Mortar Crew [0(5)]
Winter Guard Rifle Corps (min) [8]
– Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (min) [8]
– Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (min) [8]
– Winter Guard Rocketeer (3) [6]
Winter Guard Gun Carriage [17]

I assume that the basic idea here is to sit back and explode all my stuff via Signs and Portents enable rockets, while occasionally contesting scenario elements with cheap infantry.

Joe wins the roll and picks his side; this is partly because he set up the terrain before I arrived and was already sitting there. We are tactical geniuses. The Totem Hunter picks the right-most unit of Winter Guard as Prey. There didn’t seem to be many good targets that he might be able to get remotely near; I would have liked to pick off Alexia but assumed that she would be hiding right at the back of the gun line.

Turn 1: Minions
Everything races forward trying to keep as much cover as possible so I don’t loose too much to shooting early. Jaga Jaga casts Grave Wind on the Totem Hunter and Battle Host on herself. Both the lesser Warlocks put out their upkeeps since they’re free anyway thanks to Will Work For Food’s theme bonus. Orin Midwinter realises that there isn’t much point staying near Jaga Jaga to deter spell (since Joe doesn’t have any available) and moves over to the left for Flag duty.

Turn 1: Khador
Vlad casts Blood Of Kings and walks up rather aggressively. The Gun Carriage drops some rough terrain right in the middle of the board and the rest of the army moves up to set up good shooting positions for next turn.

Turn 2: Minions
I upkeep all my spells. Looking at the board state I don’t think that I can get any real work done here so I back off a little and try to stay in places where I’m not going to get shot too much. If we were playing on the clock (which we aren’t) this would be useful to save me a bit of time. In the end I don’t actually make a single attack, which has the odd side effect of denying Alexia any souls to make Thralls which I think were planned for scoring flags next turn.

Turn 2: Khador
Vlad casts Signs and Portents and walks back a bit to make sure I can’t get any janky assassination runs on him. The Gun Carriage attacks the Totem Hunter (eating a Lug counter charge / return in the process) and rolls the hard 10 to flatten him. I’m sure the Predator wasn’t this easy to deal with in the films. It also repositions to contest the right zone. Everyone else pumps bullets into my infantry, which really thins out the Boomhowlers in particular. Joe scores the left zones and score my flag; 1 – 1.

Turn 3: Minions
I think that I can get some good work done on the scenario here. Jaga Jaga casts Sign and Portents then Rages Lug; I was thinking of doing it with the Wrastler but wanted to have him available for a follow-up attack if needed. Lug wrecks the Gun Carriage with a couple of attacks to spare, though I was annoyed that he couldn’t headbutt the battle engine since I almost never manage to trigger the chain attack. Orin Stealths himself and strolls to my flag. The surviving Boomhowlers shuffle around to contest things again. One Swamp Horror gets Ghost Walk from the Soul Slave and goes on a highly amusing rampage through the central Winter Guard unit, clearing the zone and pulling the first few victims out of range for Alexia’s soul collection (she gets filled up anyway though). I looked at ways to get Brine onto the Marauder but I think that without Rage he just doesn’t have the hitting power to actually do anything useful; in the end I decide to keep both Rorsh and Brine safely behind their cloud. I score the right and central zones plus my flag; 4 – 1 to me.

Turn 3: Khador
Vlad loads up the Grolar, then shuffles around a bit before using his Feat and casting Signs and Portents. The Grolar casually saunters through the forest and smites Lug and a Valkyrie, then nearly drops Brun too. The Marauder clears the Trollblood to clear the left zone, then massed shooting from the rest of the list wipes out all the rest apart from Boomhowler himself as well as dropping the Swamp Horror. Alexia creates three Thrall Warriors; one runs to my flag to contest, one runs to Joe’s flag to score it and the last one Toughs a Valkyrie. The mortars shell Orin who survives with a couple of boxes left. Joe scores for the flag and left zone; 4 – 3 to me.

Turn 4: Minions
Jaga Jaga puts Signs and Portents back up (I love that spell!) and casts Rage on the Wrastler; the big chap wrecks the Grolar with plenty of attacks to spare. The Valkyrie stands up and removes the Thrall that just attacked her, Brun walks through the forest and kills another Thrall as well as making good headway into the infantry hanging around that side of the board. Rorsh annoyingly fails to kill the last Thrall with Diversionary tactics so Boomhowler has to do the job instead. The second Swamp Horror repeats the antics of the first, clearing the zone thanks to Ghost Walk cast from the Soul Slave and also helpfully killing a Field Gun by dragging it clear of Take Up range. Brine rolls terribly even with the help of Signs and Portents and ends up doing not much more than eating a couple of Winter Guard and contesting the zone. I again score the right and central zones plus my flag; 7 – 3 to me.

Turn 4: Khador
Vlad puts two Focus on the Marauder then casts Signs and Portents. After measuring where the Signs and Portents aura needed to be, while also not allowing me to somehow kill Vlad, he walks left to hide more heroically behind the house. The Winter Guard on the right make short work of Brun, then more shooting plus a fresh batch of Thrall Warriors put paid to the second Swamp Horror. The Marauder goes to sort out Brine but I get a super lucky critical knock down on the Retaliatory Strike and the remaining shooting on that side isn’t enough to finish the big pig. Joe noted afterwards that he would have been better served to just go for the push from the Marauder to ensure that the zone was clear, then worry about whether Brine could be shot to death or not from the safety of an extra scenario point. Somewhere in here, optimistic shelling from the mortars gets Orin. Joe does score his own flag though, bringing us to 7 – 4 in my favour.

Turn 5: Minions
I start to look at ways to leverage my unexpected advantage in having a heavy Warbeast available on the left when Joe points out that I only need to score two points to win the game. Rorsh saunters casually to my flag and stand on the remains of Orin. The last Valkyrie runs over to the WinterGuard who is contesting my zone and then Jaga Jaga moves across to kill both of them with her Feat. Survival of the fittest, baby. The Wrastler runs to contest Joe’s flag. Minions win on scenario by 9 – 4, though it seems that I forgot to take a photo of the (admittedly not very different) board state.

As ever, thanks to Joe for a fun game and for talking through options at various times. As is probably obvious from these battle reports, he has significantly more experience (and time to play) than I do so I try to learn as much as I can from him; I assume that he goes easy on me by trying lists he rarely uses. For example, I probably wouldn’t have noticed how close I was to a scenario victory until Joe mentioned it. Things I learned:

  • Always be aware of what you need to do to win. If you can be sure to get the needed scenario points it is fine not to leave your pieces safe because the game will be over before they can get killed.
  • The Totem Hunter got killed again without achieving anything of note apart from wasting some of my Fury. Perhaps I should be generous this time and state that it forced the Gun Carriage to commit to killing it which started a piece trade somewhat in my favour (though I was trading Swamp Horrors for Winter Guard in the centre so maybe I shouldn’t be so pleased with myself). I wonder if I should think about replacing the Totem Hunter with a utility solo instead. Any suggestions that could work well?
  • I need to find a way to scalpel out solos hiding in the back. There was no way that I was going to trouble Alexia or the Kovnik with this list and that let them do their thing with impunity. Ironically after having little success with Hutchuk in my Dr Arkadius list I think that he could actually have been quite handy here. In the past I’ve used Jaga Jaga’s Feat plus Ghost Walk to deal with troublesome solos but that would not have been an option here as she would need to sit in the middle of the zone getting shot at by everything available.
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