Posts Tagged With: Minions

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, Tournaments, Warmachine, Hordes | 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.
Categories: Battle reports, Warmachine, Hordes | Tags: , , , , | Leave a comment

Painted Jaga Jaga, the Death Charmer

This Jaga Jaga, the Death Charmer. She’s a Warlock for Minions army in Hordes; the first one I’ve put paint on. As a Warlock, she is the leader of my force and losing her is game over for me. On the other hand, she’s got loads of cool spells and abilities; I’ve heard Warlocks in Hordes compared to both King and Queen for chess. For me, her main two draws are her Feat and her spell Signs and Portents. The former allows you to blow up your own infantry to (hopefully) kill enemy models; this obviously sounds counter-productive but it is an auto-hitting attack so can be quite handy for taking out high-defense annoying models like Kayazy Eliminators. My general approach has been to get the Soul Slave to case Ghost Walk on a jamming unit, have them get as deep as possible and the blow-up the ones in my way to take out key models in the other army. Signs and Portents means that every attack my models make (when within Jaga Jaga’s Control area) gets to add a die to both attack and damage rolls, then drop the lowest. This is amazing dice manipulation and means that Jaga Jaga often gets dropped for me when I’m worried about whether I can hit anything on the other side of the table; for example swarms of light infantry.

I started off rather overwhelmed by the sheer amount of detail on Jaga Jaga’s miniature as she’s very busy with jewelry, snakes and other bling. As I worked though the painting process I enjoyed it more and more as the whole miniature came to life under my brush. I had a bit of a challenge finding suitable colours for each part that didn’t either overshadow another part or clash but in the end I think that the whole thing works rather well and I’m really pleased with the result.

A bit of trivia – Jaga Jaga’s melee attack is with a poisonous snake. However, the big purple one is actually a Tatzylworm (head crest, lots of eyes) and so presumably it is kept around for decoration and she fights people with one of the smaller snakes.

Next on the painting table: Satyxis Blood Hag.

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

Warmachine / Hordes battle report: Minions vs Mercenaries (75 points); 24Oct2019

I’ve signed up for another Warmachine / Hordes tournament, so it felt like I should get organised enough to actually play a few more games. As usual, Joe was on hand to provide satisfaction.

Game 14, Scenario: King of the Hill

https://conflictchamber.com/?cb201b_-2n13fy0M1d1d0L0L0LbOfCjVnd4c

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]

The only slight tweak to my Dr Arkadius list from last time was to drop Targ and replace him with Kwaak & Gub. I don’t feel like I’ve been getting much value out of Targ’s abilities (though this is more my failing that his, I imagine) and so I thought it would be good to try and learn how to use Kwaak’s interesting list of spells. In particular, I had an idea that I could perhaps do something amusing with Enliven although I will admit that it is a spell with possibilities far in excess of my capability to make use of it.

https://conflictchamber.com/?c6201b_-1HoHnVoTe59b9boUoM6iaeoYp2oYp2

Mercenaries
[Theme] Flame in the Darkness

!!! This army contains pre-release entries.
!!! This army contains CID entries.

[Fiona 1] Fiona the Black [+27]
– Blockader [33]
Grand Master Gabriel Throne [7]
Lieutenant Allison Jakes [0(4)]
– Charger [9]
– Charger [9]
Thamarite Advocate [3]
Thamarite Archon [8]
Alexia Ciannor & the Risen [10]
Field Mechaniks (min) [3]
Order of Illumination Vigilants (max) [10]
– Morrowan Battle Priest (3) [0(6)]
Order of Illumination Vigilants (max) [10]
– Morrowan Battle Priest (3) [0(6)]

Joe is playing Fiona again, this time with a load of (fresh from CID?) models in a theme I’ve never even heard of. There are proxies galore in here: Gun Mages are Vigilants, some random unpainted metal things that I don’t recognise are the gobbers in the mechanic crews, the Thamarite Archon is played by another Archon, Stannis Brocker is Gabriel Throne, the alt sculpt of Sylys is a Thamarite Advocate and Valkyries are playing as Thrall Warriors. This could have been confusing if I had already been familiar with any of their rules – score one for inexperience!

Joe wins the roll and picks to go first, which seems important in this match-up.

Turn 1: Mercenaries
Throne gives the Risen Pathfinder and everything moves up to claim as much board space as possible. The Priests kindly offer themselves as Vengeance bait in case I want to over-extend myself early on. Fiona puts Occultation on Jakes, who uses Energiser to speed up her own Battlegroup.

Turn 1: Minions
Surprisingly, almost everyone runs forward; I try to respect the shooting threat at least a little bit and make sure that anyone who wants to shoot me will at least have to move first. Dr Arkadius puts up Aggravator to stop any Befuddle shenanigans then casts Forced Evolution on the painted Road Hog. Mire casts Weald Secrets on the Blackhide Wrastler (because it is free to upkeep anyway) and extends the cloud wall a little to my right. I make sure that the Road Hogs will both be in range to get a nice little adrenaline needle from Dr Arkadius next turn.

Turn 2: Mercenaries
Fiona upkeeps Occulation (for free) and Allocates two to the Blockader and Jakes Allocates each Charger a single Focus. Fiona Feats and arcs Curse of Veils onto the central War Hog. The Vigilants on the right put a few shots into my poor Warbeast before the Blockader finishes the job. Jakes carefully stays out of range of Hutchuk ambushing and her Chargers pump shots into the War Hog on the left. I do avoid a couple of shots by using Hyper-Aggressive to move it into melee with one of the Priests though.

Turn 2: Minions
I upkeep all my spells. Fiona’s feat is really limiting for a melee army like mine and although I consider using my own Feat here I decide to hope that I can weather the storm and come back strong next turn. The Gun Boar starts off with a fully boosted shot into the Archon who is helpfully not standing close to a Shield Guard and takes off a good chunk of its health, along with a couple of careless Vigilants. Not bad considering I just wanted a Fury on the board to Maltreat back to Dr Arkadius. The Doctor then needles both Road Hogs in the back with adrenaline and casts Psycho Surgery to fix up some splash damage (mainly self-inflicted) across my Battlegroup. Both Road Hogs then make charges that keep them out of Fiona’s Feat and allow some nice sprays, taking out a good number of Vigilants and the lead Thrall Warrior but sadly failing to hit the Archon who gratefully Dodges back to relative safety. They use Sprint to get back out of range of big retaliation. I’m not getting anything useful done on the right under Fiona’s Feat so Kwaak puts Enliven on both the Wrastler and War Hog; the former eats another Priest and Overtakes back out of the clouds to be a little bit more annoying. I try to put them where the Blockader can’t just kill them both with a single activation. Finally the War Hog on the left kills the Priest and Objective without even using any Fury. I’m pretty sure he’s going to get exploded by Chargers next turn though. I score the Objective and left zone; 2 – 0 to me.

Turn 3: Mercenaries
Fiona and Jakes do exactly the same Allocation and upkeeps as last turn. Jakes takes a shot into the War Hog who uses Hyper Aggressive to move into melee with the nearer Charger. On the right, the Blockader walks into range of the Wrastler but rolls triple 1s for damage and my Warbeast gratefully Enlivens away (taking another load of damage and getting knocked down on a critical from the free strike, sadly). Instead, the Blockader casually beats my Objective into scrap. The Thrall Warrior follows up into the Wrastler but can’t do much damage. Joe throws pretty much everything he has at the big alligator and finally the nearer Charger gets it after Throne kills the War Hog in melee. Dang, I was really hoping to be able to use Rage next turn! Finally Fiona arcs Befuddle to move one Road Hog out of the central zone. Joe scores my Objective, the flag and the central and right zones; 4 – 2 to him.

Turn 3: Minions
Dr Arkadius upkeeps all his spells again. Hutchuk Ambushes in on the right (Joe is never going to give me Jakes and coming in to her and the Chargers would just be suicide), misses a grenade at the Blockader and misses his melee attack against a Vigilant. Good work Hutchuk. Mire, now that he’s reduced to being a super-solo, makes a total meal of killing off the Priest on the right. The Gun Boar comes good again though, finishing off the Archon and moving into the left zone. Dr Arkadius Maltreats a Fury off it again, casts Psycho Surgery to heal things and stabs the Road Hog facing him with adrenaline. He then puts Primal on the Battle Boar and Feats before scuttling off behind the forest. The Battle Boar takes his Feat attack into the Thrall; the main purpose is to get close enough to apply Primal to the War Hog. The latter uses the Feat to charge into the Blockader and scrapes a column or so off it and finally the Road Hog who is facing the right way dents the Charger. The Battle Boar applies Primal to the War Hog and uses its Dial, then does nothing useful against the mess of infantry just waiting to be eaten in front of it (I think it took out just one Vigilant). The adrenaline-d Road Hog walks up and sprays Alexia, killing a good number of Risen as she kept herself alive. The War Hog satisfyingly wrecks the Blockader with a Fury to spare and so Overtakes into a Vigilant and kills him too, while the Road Hog scraps the Charger. I score the left zone; 4 – 3 to Joe.

Turn 4: Mercenaries
Fiona upkeeps Occultation and Jakes Allocates a single Focus to the surviving Charger. On the right, the Vigilant tickles Hutchuk. Fiona Chastens Forced Evolution off my Road Hog and then lands Curse of Veils on it; Alexia burns through some more of her Risen to kill it. Everything else with a gun works together to kill my Gun Boar. No one scores; 4 – 3 to Joe.

Turn 4: Minions
I upkeep Aggravator as I figure that one Fury a turn is probably still worth it to avoid Befuddle shenanigans. Mire runs into the central zone to be a spray target for Kwaak’s Venom spell (he’s immune to Corrosion and I can’t target Alexia directly with spells); sadly Kwaak misses his first spray in her back anyway and I’m stupid and forget that he can do it twice. The Road Hog kills it her in the end. Dr Arkadius can clear the zone by killing both Risen but sadly misses one of the Primal Shocks (only needing a 3 to hit). Neither of us score this time either; 4 – 3 to Joe.

Turn 5: Mercenaries
Same as before, Jakes Allocates a Focus to her Charger and Fiona upkeeps Occultation. Fiona, who is rapidly running out of underlings, puts Curse of Veils on the last Road Hog, the Charger and Jakes shoot it and Throne finally comes in to kill it in melee. The Charger finally makes it into the left zone; 5 – 3 to Joe.

Turn 5: Minions
I finally drop Aggravator on the basis that it’s probably no longer efficient for Joe to spend Focus Befuddling them instead of killing them in the first place. The Battle Boar casts Primal on itself and kills a Risen and a couple of Mechanics. Mire charges into Throne and helpfully misses four out his five attacks; Kwaak follows up with a couple of Venoms that also don’t kill him but do at least stick continuous Corrosion on. Thanks Mire. Dr Arkadius casts Psycho Surgery to shore up my ailing few Warbeasts and kills the Thamarite Advocate with Primal Shock. Finally the War Hog polishes off the last Vigilant. I score the right zone and Joe scores the left; 6 – 4 to Joe.

Turn 6: Mercenaries
Throne has no trouble at all killing Mire in return. Fiona arcs Curse of Veils and Chasten through Throne into Arkadius, spiking high on damage and making me rather nervous (and also doing as much damage to Throne in the process as Mire and Kwaak managed between them the last turn). The Charger moves out to shoot Dr Arkadius and I’m left on a couple of boxes when it gets Energiser-ed back into the left zone. We both score the outside zone again; 7 – 5 to Joe.

Turn 6: Minions
Time to run far away with Dr Arkadius so his old man stats don’t just randomly get him killed. The Battle Boar, Kwaak and the Witch Doctor combine to finally remove Throne’s last box and sit on the flag, but now I don’t have any attacks left to get into Jakes which I was really hoping for. Dr Arkadius scoots over to hide in the clouds, far out of range of that nasty Charger’s gun. I score the right zone and flag this turn while Joe gets the left zone; 8 – 7 to Joe.

Turn 7: Mercenaries
Fiona drops Curse of Veils from my Warlock. Jakes and the Charger neatly gun down all three of my solos in the centre (particularly galling considering how useless the lot of them had been all game) but Fiona doesn’t quite have the firepower to drop the Battle Boar. We both score the zones on the sides; 9 – 8 to Joe and it seems that I forgot to take a picture.

Turn 7: Minions
Dr Arkadius casts Psycho Surgery to get the Battle Boar up and running again and hopefully take out Jakes but before it even starts moving, he spikes a high damage Primal Shock into her. This scores me the right and centre zones and the inert Charger now does not score the left zone. Minions win 10 – 9 on scenario.

Well, that was certainly close. Thanks, as always, to Joe for a great fun game and for talking through my options to share his experience of the game. There were some rather odd rolls; notably Mire’s (and Kwaak’s) total failure to do anything to Throne in the late game; that alone could have won me the game if they’d killed him a turn, or even a couple of activations, earlier. On the other hand, I got lucky with the Blockader’s low damage roll against the Wrastler forcing Joe to waste much of his turn dealing with it. Things I learned:

  • Timing Dr Arkadius’s Feat is hard when the other player has a denial Feat. On the one hand, I can wait it out and try again; clearly this is in my favour. But on the other hand, I feel that I’m giving up a lot of board presence if I back up and otherwise I’m letting a big part of my army take a beating if I don’t.
  • The Gun Boar is a useful part of my list because it allows me to extend my threat without using Dr Arkadius’s Feat. Of course, the same applies to Road Hogs using the Assault / Sprint combination. I might consider a list where I drop the third War Hog for another Gun Boar and something else entertaining.
  • I’m not getting good work out of my solos at all. I suspect that this game was a bit of an aberration for them dice-wise, but they just seem to get killed so easily after doing very little. Maybe I need to stop thinking of them as gaming pieces and more like single-use counters for specific tech (e.g. Ghost Walk from the Witch Doctor). Still, I won the game so I can’t really complain too much; I certainly had luck in other places.
Categories: Battle reports, Hordes, Warmachine | Tags: , , , , | Leave a comment

Painted Gun Boar (part two)

This is the second Gun Boar for my Hordes Minions force. I don’t currently use two in my army (though I can imagine builds that might do so) but I got them both together as part of a set. There isn’t much to add from a gameplay perspective beyond what little I wrote for the other Gun Boar.

I did a darker colour on the skin for this Gun Boar, aiming to go with more a of a wild boar / warthog look. I don’t think that anyone is getting this mixed up with a specific real life pig but it looks different from the first Gun Boar so it works fine on the tabletop. Most of my paint work looks rather better at tabletop distance rather than these zoomed in pictures!  It’s probably worth noting that the basing is the work of the Gun Boar’s previous owner too; it seemed pointless to remove the corkboard since someone had gone to the effort of pinning the whole ensemble together.

Next on the painting table: Bloodwrack Shrine.

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

Painted Gun Boar (part one)

This is a Gun Boar, part of my growing force of Minions in Hordes. You can probably learn just about everything about the Gun Boar’s role in the game just by looking at it – a big gun for shooting people far away, and some fists for punching them (usually quite effectively) when they get closer. I usually just let the Gun Boar lurk around the edge of the engagement area and shoot at targets of opportunity. It is also cheap enough that I don’t mind pushing it to contest a zone for a turn, though of course that is almost inevitably the last thing it does in that game.

I wanted to give this Gun Boar the classic pink pig look from children’s books and I feel that this has worked out reasonably well. I was not sure at all how to approach the hairy bits around the face and neck. Real pigs (at least, the ones on farms in my area) tend not to have huge manes of hair anyway, and more importantly I thought it would look really weird to have the Gun Boar sporting some snazzy blond hair. So in the end I took the simplest option and kept it to the same colour as the skin; it still looks a bit odd though.

Next on the painting table: Blood Sisters

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

Painted Gatorman Soul Slave

This is a Gatorman Soul Slave, a Warlock Attachment for my Hordes Minions army. Warlock Attachment means exactly what it says; this chap has to work with my Warlock. He can cast one of the Warlock’s spells for free (albeit with a fairly terrible stat) and allows an upkeep for free. That latter part is almost worth taking the Soul Slave for alone; I usually run him with Jaga Jaga as she tends to run short on Fury all the time. The initial reason I included the Soul Slave with Jaga Jaga was to solve some order-of-activation issues for her Feat. The Soul Slave can cast Ghost Walk on my jamming unit (currently Boomhowler and Company) so that they can go into the most annoying places possible in their activation before Jaga Jaga activates and uses her Feat to blow them all up (hopefully to my overall benefit). Without the Soul Slave, I don’t get to move the jamming unit between casting Ghost Walk and using the Feat, making it much less aggressive.

The Soul Slave is meant to be some kind of zombie alligator. I don’t have the slightest idea how to paint alligator scales to look like they’re decaying, so after some consideration decided that just painting them green and enjoying myself would be more useful. The model is packed with character from the braziers across its shoulders to the manacles on wrists and ankles and I really loved bring him to (un)life. Sometimes a model just seems to want to be painted.

Next on the painting table: Gun Boar.

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

Painted Swamp Horror (part two)

Here is a second Swamp Horror for my Minions force in Hordes. There isn’t much to say about it mechanically that I didn’t already mention in the post about the previous one. So I’ll just repeat a little of what I wrote there: Overtake plus Pull plus a 4” reach on the tentacles is extremely entertaining to play with.

When assembling the pair of Swamp Horrors I had the idea that I would try to do some minor conversion work on the position of the tentacles so that they didn’t look identically posed. As it turns out, assembling these little blighters is quite annoying and in the end I was glad to get away without doing something stupid like drilling into my fingers in the process. So, here we have another Swamp Horror in a dance routine, matching its sister. Instead, I painted it very differently so it would be easy for me to track which one had taken however many wounds in a game. Real life octopuses come in all sorts of different colours (and even if they didn’t, I have no qualms about making things up for giant land-based magic octopuses) so I decided to go out on a limb and make the main body purple. I think that this simple contrast between the skin and the cream colour of the underbelly and shell (?) looks quite striking. It was also a nice quick win to get this one done and off the table.

Next on the painting table: Gatorman Soul Slave

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

Warmachine / Hordes battle report: Minions vs Mercenaries (75 points); 06Sep2019

Joe and I seem to keep missing each other lately with our schedules but finally we caught up to play some more Warmachine / Hordes.

Game 13 – Recon 2 vs Joe’s Mercenaries

https://conflictchamber.com/?cb201b_-2n13fy0M1d1d0L0L0L0YbOfCnd4c

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]
– Targ [0(3)]
Gatorman Witch Doctor [0(4)]
Hutchuk, Ogrun Bounty Hunter [0(6)]
Underchief Mire [4]
– Blackhide Wrastler [16]

The list itself remains static from the last iteration. My main intention here is to learn how to utilise the Adrenaline part of Dr Arkadius’s melee weapon along with the Road Hog’s Sprint animus to clear infantry more efficiently.

https://conflictchamber.com/?c6201b_-1_b_94929292phppnwiririqiqhXhX

Mercenaries
[Theme] Hammer Strike

!!! This army contains a pre-release entry.

[Ossrum 1] General Ossrum [+28]
– Ghordson Driller [10]
– Grundback Blaster [6]
– Grundback Blaster [6]
– Grundback Blaster [6]
Balthazar Bamfist [4]
Harlowe Holdemhigh [0(5)]
Steelhead Gunner [3]
Horgenhold Artillery Corps [0(6)]
Horgenhold Artillery Corps [0(6)]
Horgenhold Forge Guard (max) [16]
Horgenhold Forge Guard (max) [16]
Hammerfall Siege Crawler [18]
Hammerfall Siege Crawler [18]

Joe’s working toward representing a team in the WTC this year so the gloves are off. In some ways, this list is perfect for my specific game objectives (i.e. testing my infantry clearing powers) but in practical terms I have doubts about how I’ll fare against recursion on Forge Guard. Even if I do manage to deal with all the infantry I have to then handle all the armour of the battle engines and the Warjacks.

Joe wins the roll and chooses the board edge (due to the highly tactical reason of ‘I’m already sitting here’) so I go first. I put the Road Hogs next to Dr Arkadius for turn 2 Adrenaline shenanigans. I also helpfully forget to do photos for the first turn.

Turn 1: Minions
Everyone runs forward. Dr Arkadius puts up Aggravator mainly because I think that Guardian Beast isn’t going to do me any good then casts Forced Evolution on a Road Hog. Mire casts Weald Secrets on the Blackhide Wrastler. The Road Hogs make a convenient screen right in front of Dr Arkadius.

Turn 1: Mercenaries
Ossrum casts Fire For Effect on the left Artillery Corps and Snipe on the left battle engine. Most things run forward except for Holdemhigh who backs off to be sure of being safe.

Turn 2: Minions
I don’t’ think that I can get into anything useful so I’m just going to contest the edges of the zones and take what I can at range. All my spells are upkept. The Gun Boar shoots at the cannon on the right but it’s tough; the blast splashes a Forge Guard and actually kills him but that’s only a temporary inconvenience. Dr Arkadius stabs a Road Hog in the back (who also received Eyeless Sight from my objective) and it sets the Driller on fire. The rest of my stuff hangs back as much as possible.

Turn 2: Mercenaries
Ossrum upkeeps both spells. The left Siege Crawler puts a few shots into a Road Hog while the right one gets the critical Stagger on the Gun Boar. Forge Guard flood the zones on both sides and Ossrum swaps Snipe onto Harlow (but I didn’t note what he actually did with it). Joe scores his own flag; 1 – 0.

Turn 3: Minions
Again, all of my spells are upkept. I decide to try and wait the game out a little longer and so I won’t Feat. The Wrastler kills a couple of Forge Guard on the right and Mire puts a cloud in front of it (though this doesn’t actually help because of my placement). The Gun Boar strolls up to another Dwarf and kills him with a bought attack, mainly so that Dr Arkadius can Maltreat it off later. The Doctor casts Psycho Surgery to clear up some of the chip damage and stabs both Road Hogs from behind with the Adrenaline needle. The both use the combination of Assault and Lightning Strike to clear out a good number of Forge Guard from both zone and return to relative safety, while setting all sorts of things on fire. Bamfist, who is sitting on the flag, sadly survives as I roll low on damage for him. We both score our own flags; 2 – 1.

Turn 3: Mercenaries
A handful more Rhulfolk die to fire and then the full six Forge Guard get back up / emerge from the battle engines / appear from thin air thanks to the Siege Crawlers (yes, I don’t know the fluff for that rule). Ossrum upkeeps both his spells again. Ossrum Feats, puts Bullet Dodger on himself and retreats to safety. The left Siege Crawler and Artillery Corps shoot up the left War Hog and it is eventually finished off (exactly to the box) by Holdemhigh. Over on the right, the Forge Guard drop the Gun Boar (also exactly to the box) and badly hurt the Wrastler. Joe scores his flag and the left zone; 4 – 1.

Turn 4: Minions
Well, this is going to have to be a good Feat turn. I drop Aggravator. Mire puts Rage on a War Hog and heals the crippled aspects on the Wrastler before smacking the nearest Forge Guard. He ends up on the flag and empty on fury because I need to get some points and I can’t see any realistic case where I don’t lose Mire and Wrastler easily. The Wrastler itself chews through a nice number of Forge Guard, Overtaking off some and Snacking a few others. The Battle Boar makes a total mess of dealing with the lead Forge Guard and I eventually have to rely on a Feat attack from a War Hog to deal with him. The remainder of the Feat is mainly used to line up nice charges where possible. The right Road Hog goes into the left [BE], doing little more than scratching the paint but lighting up an amusing number of Rhulfolk behind it. Annoyingly, low damage rolls leave both Holdemhigh and the Steelhead Gunner alive and kicking (albeit also ablaze). Both War Hogs on the right use their Aggression Dials but a lot of low damage rolls plus the armour boost from Ossrum’s Feat means that they don’t manage to kill it. Looking at the board state, I offer my hand in defeat and Joe accepts. I don’t actually prefer to give up when all is not over, but in this case we had gamed quite late into the night and I felt that the result had become an inevitable win for Joe. Minions lose!

It was really nice to play Joe again, he’s always so relaxed and encouraging even when I’m making suicidal decisions throughout the game. Indeed, I need to up my skill level a bit to give him a chance to practice his WTC lists by doing more than strolling forward and effortlessly crushing me. On the plus side, I did feel that I was getting the hang of the Road Hog yo-yo, so in that sense I did achieve my objective for the game. Things I learned:

  • I should have used Dr Arkadius’s Feat one turn earlier. The board position wasn’t quite so good but the impact of attacking into Ossrum’s Feat really blunted my offensive.
  • I’m not getting much value out of Targ. I might consider swapping him for Kwaak & Gub (especially since I’ve just painted them).
  • Hutchuk is just not performing well for me either. He didn’t even appear on the board this game, but that wasn’t because I forgot about him (though I will admit that does happen). In this case, there just wasn’t a time that I could have done more than stop Joe from scoring his flag for a single turn before he would be killed off. I’m not sure who to replace him with though. Orin has been quite effective in my Jaga Jaga list so that is one option (and of course, I own the model so that’s a mark in his favour).
Categories: Battle reports, Hordes, Warmachine | Tags: , , , , | Leave a comment

Painted Orin Midwinter, Rogue Inquisitor

Here is Orin Midwinter, Rogue Inquisitor. He’s part of my Hordes Minions army (strictly speaking he’s actually a Mercenary and not a Minion but there is some cross-pollination), so apologies to any Warhammer 40K fans who expected either a Rogue Trader or an Inquisitor from that setting. I’ve tended to use Orin as sort of magical defense near my Warlock as he starts with some magic tokens that can be discarded to nullify spells cast at targets close to him. Otherwise he has a fairly standard lightning zap attack from his magical stick; most often I end of shooting my own Warbeasts in the back and letting the Electroleaps take care of any jamming infantry. Orin is one of the biggest victims of my inability to correctly judge enemy threat ranges as frequently ends up getting killed by something that he would have avoided by being millimetres further back from.

I loved painting Orin as he’s such a classic fantasy wizard trope with his flowing robes and fancy stick. He’d be quite nice in non-WarmaHordes settings as he would fit in almost any D&D game as a baddy (or a goody, I suppose, but he’s definitely a baddy in WarmaHordes).

Next on the painting table: Troll Basher.

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

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