søndag 15. januar 2017

Battle Report #58: Haley2 vs Haley2

For the third game I face Haley2 Storm Division and Haley3. Obviously I cannot drop Nemo3 since he instantly loses to the Storm Division theme force. We both pick Haley2 with identical lists, and I look forward to one horribly boring slog where half our lists do nothing due to all the lightning immunity. Only difference is that I have Fuel Cache and he has Armory.

Nice Major Victoria Haley (75 points)

Theme: Nice Storm Division
Objective: Fuel Cache

Nice Major Victoria Haley (Haley2)
* Nice Squire
* Nice Stormwall
* Nice Thorn
Nice Journeyman Warcaster
* Nice Firefly
Nice Major Katherine Laddermore
5+3 Nice Storm Lances


Naughty Major Victoria Haley (75 points)


Theme: Naughty Storm Division
Objective: Armory

Naughty Major Victoria Haley (Haley2)
* Naughty Squire
* Naughty Stormwall
* Naughty Thorn
Naughty Journeyman Warcaster
* Naughty Firefly
Naughty Major Katherine Laddermore
5+3 Naughty Storm Lances



Deployment



Mirror mirror on the wall.

I win the die roll and the scenario is dead, so I might just as well claim some table space.





Turn 1


I zoom up the board.




Naughty Haley sets up shop just outside 13" of my Lances, and one Nice Storm Lance is shot off the board by Naughty Stormwall.





Turn 2


In a spectacularly silly maneuver I move up Nice Stormwall and try to pick off Naughty Thorn. I miss a shot and he steps away.

I also Telekinesis three of my left flank Nice Lances ahead so they can charge in and kill three Naughty Lances.






Naughty Haley forgets to feat. Naughty Stormwall moves in and punches one side away on Nice Stormwall.

Turn 3





It has actually never occurred to me that Haley2 can feat, send in a Stormwall, punch away one side on a Colossal, and then the other Colossal cannot really retaliate effectively with his broken arm. Then you can finish off the Colossal on the next turn. I did not realize at the time that that was actually his intended play, and since he failed to feat I could now do it to him instead.

Instead I thought I had lost since Naughty Stormwall would kill Nice Stormwall first. I therefore decided to Telekinesis Naughty Haley and fire at her with Nice Stormwall. The move failed miserably.

I was going to lose Nice Stormwall now, with no way to win after trading feats. We shook hands and at least I could get some food and rest before the final game, and have a look at the other games.

Naughty Cygnar wins by attrition!

Post Mortem


Well, I threw this game away after my opponent threw the game away. At least I learnt a really important play that might come in handy in future games!

Battle Report #57: Haley2 vs Wurmwood (Internal Affairs VII #2)

The next game is a very interesting matchup.

Haley2 Stormwall used to be down against Wurmwood, since he could Strangehold the Stormwall and then the Haley2 list had too little pieces to play with. Now, with the Storm Division theme force, Haley2 can still do quite a lot even if the Stormwall gets locked down. Will it be enough? Both Jarle and I are very curious to see if Haley2 can now be the catch-all Circle drop. I am playing Asbjørn, a very skilled Circle player who won our previous Internal Affairs tournament.

Major Victoria Haley (75 points)

Theme: Storm Division
Objective: Fuel Cache

Major Victoria Haley (Haley2)
* Squire
* Stormwall
* Thorn
Journeyman Warcaster
* Firefly
Major Katherine Laddermore
5+3 Storm Lances

Wurmwood, Tree of Fate (75 points)

Objective: Fuel Cache

Wurmwood, Tree of Fate & Cassius the Oathbreaker (Wurmwood1)
* Feral Warpwolf
* Megalith
* Pureblood Warpwolf
Shifting Stones
2x Sentry Stones & Mannikins
2x10 Wolves of Orboros


Deployment


Wurmwood wins the die roll and goes first.

The normal thing here is for each side to play for its own zone, while denying the zone for the other player. I take my 5 Storm Lances and Stormwall to pressure his zone and contest with Lightning Pods, while Laddermore and the 3 Storm Lances get the job of keeping my zone clean.






Turn 1

Wurmwood moves up and makes a line of forests.





I move up and drop a pod and arc at the Mannikin, but just get one leap.




Turn 2


Mannikins and Pureblood sprays, taking out 3 Storm Lances. I did not enjoy that one bit. Wurmwood feats. Curse and Strangehold hits the Stormwall.





The reduced size Wurmwood feat  (10")  stops the Stormwall from doing much, but the Lances go to town. clearing infantry on both flanks. Haley2 goes into the zone and feats.

1-0




Turn 3

Wurmwood is unable to clear his zone, and this time the Stranglehold fails. He needs a 10+ on three dice, which are good odds (63%), but during a game it can easily fail once. If you need to hit two rounds it's 39%, and three rounds it is only 24%.

2-0





Storm Lances keep clearing stuff, making it impossible for Wurmwood to contest. The Stormwall murders Megalith. I know the Stormwall will be killed in retaliation, so this is a scenario play to block him out of my zone.




Turn 4

The wolves kill the Stormwall and the Lances kill the Pureblood in retaliation. Haley camps 8 Focus, a new personal best.

4-0



Wurmwood's only play is to go for a last ditch Stranglehold assassination, needing 9+ to hit. It fails.




I get my last scenario point and win.


Cygnar wins by scenario!

Post Mortem


Him missing a Strangehold was good luck for me. The nerfs to Wurmwood and the new Storm Division theme force have probably shifted the odds in my favor. It's quite possible a Haley2 Heavies list will be even better in this matchup, since it does not allow Wurmwood to lock down.



Battle Report #56: Nemo3 vs Doomshaper3 (Internal Affairs VII #1)

For the first round I get matched against Mats playing Doomshaper3 - his other list was Calandra. I was thinking that Nemo3 lightning leaps ignore Doomshaper3's feat, and also are good at clearing all Calandra's infantry. So I choose Nemo3 and off we go.

Artificer General Nemo (75 points)


Objective: Fuel Cache

Artificer General Nemo & Storm Chaser Finch (Nemo3)
* Reinholdt
* Dynamo
* Firefly
Journeyman Warcaster
* Firefly
Gun Mage Captain Adept
Major Katherine Laddermore
Ragman
5+5 Storm Lances

Hoarlok Doomshaper, Dire Prophet (75 points)


Theme: The Power of Dhunia
Objective: Fuel Cache

Hoarlok Doomshaper, Dire Prophet & Scroll Bearers (Doomshaper3)
* Dire Troll Mauler
* Earthborn Dire Troll
* Mulg
* 2x Storm Troll
* Troll Axer
* Troll Bouncer
Northkin Shaman
Krielstone Bearer
2x Troll Whelps


The Power of Dhunia!


Deployment


Doomshaper wins the die roll and elects to go first. We both place our warcaster / warlock near the objective, usually a good idea on The Pit.

My plan is to use one unit of cavalry to harass his objective and threaten Doomshaper, while I camp my objective and force him into engaging so I can murder him with my feat and cavalry.




Turn 1


Trolls move up.




I position outside his threat ranges, taking great care, very great care, to not have any of my solos within 4" of anything the Storm Trolls can hit. Then on my very last move I forget and place a Storm Lance near everyone. This will be a recurring theme in this match.





Turn 2


Storm Troll moves up and I am super lucky. There is only one bounce and the roll is low. My solos are undeservedly alive. Doomshaper feats.





I start harassing his right and left flank, so that part is going well.

I continue on my plan, making very very sure to not trigger admonition on Mulg. But after I do the last Storm Lance move I yet again forget and reposition for no reason. Mulg moves up and can reach Dynamo.

I am using too much time though. Playing a fairly new army is hard. I usually need 10+ games before I start feeling comfortable, and this is my fifth Nemo3 game. Nemo3 is tricky to play, very dependent on activation order and positioning.


1-0





Turn 3


I have forgotten to take a picture here. Mulg has moved in, Dynamo gets his cortex blown out. I fail to kill Mulg who is standing right next to my caster. I have 3 minutes left on the clock, I am down on scenario, attrition and will anyway be eaten alive next turn for sure. We shake hands!




Trollbloods wins by, well, everything!


Post Mortem


My plan was solid, my list was good, my execution was the equivalent of running at full tilt into a brick wall twice - whereas my opponent, Mats, played a solid game as always. Well, I am already out of the running for the top spot so I grab a beer and lick my wounds. "Aldri så galt at det ikke er godt for noe", as we say here in Norway.


Next game: Haley2 Storm Division vs Wurmwood!


fredag 13. januar 2017

Tournament: Internal Affairs VII

It's early Saturday and we are getting ready for the Internal Affairs VII tournaments! Is is a series of tournaments that are mainly for members of Norwegian Warmachine club 2D6, though we sometimes open it for other players.

I'm playing Haley2 (Storm Division) and Nemo3.

Round 2: Haley2 vs Wormwood
Round 3: Haley2 vs Haley2
Round 4: Nemo3 vs Damiano


Battle Report #55: Haley2 vs Ossrum

I face my old nemesis Kuba again. He killed me plenty in Mk2, and now he is back killing me in Mk3! He is playing Ossrum, and I want a practice game with my new Haley2 Storm Division list before the Internal Affairs VII tournament tomorrow.

I am pretty sure I am dead before we even start, but hey! Practice is good. Let's see what the list can do.

Major Victoria Haley (75 points)


Losing Ragman sucks, but 6 more cavalry models does not suck.



Major Victoria Haley - Storm Division (Haley2)
* Squire
* Stormwall
* Thorn
Journeyman Warcaster
* Firefly
Major Katherine Laddermore
5+3 Storm Lances

General Ossrum (75 points)


How this list escaped the nerfbat I don't know, but it did, and here we are. 9x 6 points ARM 18 jacks that don't need any focus at all. Ossrum has an amazing feat (+3 ARM, +3 movement, pathfinder) and this list has perfect synergy with him and his spell list.


General Ossrum (Ossrum1)
- Reinholdt
- Ghordson Basher
- 2x Grundback Blaster
- 7x Grundback Gunner
Horgenhold Forge Guard
2x Horgenhold Artillery Corps
Lady Aiyana & Master Holt


Deployment


Ossrum goes first and I take the good side where the cavalry can maneuver. I have no Pathfinder so I let the Storm Lances take the right flank while the Stormclad shores up the left near the rough terrain.



Kuba is yet again plotting my doom.

Turn 1


Ossrum moves up.



One gunbunny is within 21" of the Stormwall so I Temporal Accelerate it and shoot it to bits. I know he will tear apart my army next turn with the gunbunnies so I feat and lock everything into place. Storm Lances place just outside 14", except one which I decided to throw away for nothing.

I misplace Junior so no focus for my Firefly next turn, which is really bad. POW 12 electroleaps can do real damage to gunbunnies, whereas POW 10 electroleaps can't.




Turn 2


Ossrum shuffles a bit, shooting that one Storm Lance, and dealing 17 damage to the Firefly with 1 single Fire For Effect shot from the artillery. That thing is insane.

I move up Thorn and arc Telekinesis on a Gunner and the Basher, so that they are within range of a TA Stormwall and a lot of Lances. I kill a Blaster, a Gunner and a Basher. I might look as if I am doing OK, but really I am not.



Turn 3


Ossrum feats. Since he has Tactician [Rhulic] he can clear stuff with his Forge Guard first, free up the gunbunnies, and go to town. The counterpunch takes out Junior, half the Stormwall, all except 1 Storm Lance, and the Firefly.



I know I will lose the Stormwall next turn, so I try for an extremely long shot assassination. Thorn runs up, Haley TKs Ossrum, and I shoot him twice with the Stormwall. It is, of course, not nearly enough. We shake hands!


Assassination: Failed.


Mercenaries win by attrition!

Post Mortem


Haley2 does not like strong gunlines and this one is just insanely strong. I would have dropped Nemo3 into this, since his ARM 19/20 cavalry is far harder to kill. Anyway, I really needed a practice game with the new list.

First impression is that this Haley2 list looks far superior to the non theme version. Maybe a bit worse against high ARM box spam, but with Karchev gone we might see less of that.


torsdag 12. januar 2017

Theme Force: Storm Division

Cygnar just got its first Theme Force, and it looks pretty interesting! The theme gives you free stuff for taking Cygnar lighting themed models, and some of these are pretty strong. OK, I am lying. Only the Storm Lances are pretty strong, but free stuff is free stuff!




These are the models you will be able to take:

Warcasters

  • All Warcasters

Warjacks

  • All non-character Warjacks
  • Thunderhead
  • Any character jack that has a bond to your chosen Warcaster

Battle Engines

  • Storm Strider (18 rebate)

Solos

All solos, except Laddermore, can be rebated.
  • Captain Arlan Strangewayes
  • Journeyman Warcaster
  • Lieutenant Allison Jakes
  • Major Katherine Laddermore (gives 8 rebate)
  • Savio Montero Acosta
  • Squire
  • Stormblade Captain (gives 5 rebate)
  • Stormsmith Stormcaller (gives 5 rebate)

Units

All units, except Field Mechanics, give rebates.
  • Field Mechaniks
  • Silver Line Stormguard 
  • Storm Lances
  • Stormblade Infantry + Storm Gunners + CA
  • Stormguard Infantry 
  • Stormsmith Grenadiers
  • Stormsmith Storm Tower

The army-wide theme benefits are fairly weak. You get lightning immune models, and one of our weaker units, Stormblades, get to start 5" further up. I would therefore think that the main reason to take the theme would be to get around a lot of extra points into the army by taking 40+ points of Stormsmith and Storm Knight models. One free solo seems too weak for the restrictions, and I am unsure if any Cygnar caster can really play well with 60+ points of infantry. Maybe Stryker1 can do it.

The obvious combo to take here is 5+3 Storm Lances and Laddermore, which is exactly 40 points of our best models.

Another option could be the Stormblades with 3x WA  + 5 Lances for 36 points, and then adding a CA, a Storm Tower, or a Captain to make it 40+ points.


So, what is the down side with this theme force? The most important thing is that you lose access to Rangers, Trenchers, and all our wonderful merc solos like Lanyssa, Ragman, Reinholdt and Rhupert. You can no longer take Thorn outside Haley lists. Lack of Pathfinder is going to be a real problem, which is why I am using Stormwall in all the lists below.

Major Victoria Haley (75 points - Storm Division)


The list loses Ironclad, Ragman, and Mechaniks from the standard Haley2 Stormwall list, but gains a free Squire, a free Journeyman Warcaster, Laddermore, and a full unit of Storm Lances. An issue with the Haley2 Stormwall list was always the low number of models - this list should have a better presence.

Major Victoria Haley (Haley2)
* Squire (free)
* Stormwall
* Thorn
Journeyman Warcaster (free)
* Firefly
Major Katherine Laddermore
5+3 Storm Lances

Haley and multiple heavies is another classic build. With 40 points taken for cavalry, it's unfortunately hard to fit in three quality heavies. Haley2 fixes Thunderhead's sucky threat range, so that could be a way to go.

Major Victoria Haley (Haley2)
* Squire (free)
* Stormclad
* Thunderhead
* Thorn
Journeyman Warcaster (free)
* Firefly
Major Katherine Laddermore
5+3 Storm Lances

Artificer General Nemo (75 points - Storm Division)


Dynamo with no GMCA seems weak, so I think a Stormwall build looks better.

Artificer General Nemo & Storm Chaser Finch
* Squire (free)
* Firefly
* Stormwall
Journeyman Warcaster (free)
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
5+3 Storm Lances

Commander Coleman Stryker (75 points - Storm Division)


I'm not sure if this is going to work at all... but Stryker1 has the feat and spells which can get Stormblades up the board, and the list gets a whopping 16 points of free solos!

Commander Coleman Stryker
* Stormwall
Captain Arlan Strangewayes
Major Katherine Laddermore
Savio Montero Acosta (free)
Stormblade Captain (free)
5+5 Storm Lances
6 Stormblade Infantry
* 2x Storm Gunner
* Officer & Standard (free)

Battle Report #54: Nemo3 vs Amon

For the next game, it's Nemo3 vs Amon. Amon has a list consisting only of Warjacks and support, using Synergy to make his lights and heavies punch for above their weight. It's going to be interesting to see if Nemo can grind through all of it!

Artificer General Nemo (75 points)


All the cavalry!

Artificer General Nemo & Storm Chaser Finch (Nemo3)
* Reinholdt
* Dynamo
* Firefly
Journeyman Warcaster
* Firefly
Gun Mage Captain Adept
Major Katherine Laddermore
Rhupert Carvolo
5+5 Storm Lances

High Allegiant Amon Ad-Raza (75 points)


High Allegiant Amon Ad-Raza (Amon1)
* Hierophant
* 2x Crusader
* 5x Dervish
* Devout
* Templar
Allegiant 
Anastasia di Bray
Covenant
Vassal of Menoth
Wrack
2x4 Choir of Menoth


Deployment

I win the die roll and elect to go first.

I put Lances on each flank, and everything else in the center. I hope that maybe I can use the central forest to not deal with his entire army at the same time, and maybe secure one zone.

Amon deploys centrally with the heavies, and a number of Dervishes on each flank. The Allegiant goes on the right, which means that Amon plans to go left.




Turn 1


I run up. If I had thought harder I would have been slightly further back so that the Dervishes would not have been able to run into melee with me.

Upkeeps are pretty much as they were the previous game. Right side Lances have Arcane shield, left side have Electrify, Nemo has Magnetic Field and his Firefly has Lightning Shroud.




Dervishes run to jam as much as possible.




Turn 2


I had placed several of my models badly in the center. It's really important to have lanes open for Laddermore, the Fireflies, and Nemo. These models are the ones that will activate first to get into position to apply buffs, and also it's best to clear jammers with them so that the Lances and Dynamo can get charge into the next line.

Anyway, it's time to see what Nemo3 can do. Feat goes up. POW12+3D6 leaps is insane against the Dervishes. 4 Dervishes die in a storm of lightning. One Crusader loses its cortex. If I had played this correctly, I would probably also have killed the last Dervish and that damaged Crusader.





I have placed a Lance near Amon, that was bad play and allows Amon to start the Synergy chain. UMy poor positioning the last turn has left Dynamo within charge range of the Templar, which knocks out Dynamo's Cortex. A sidestepping Dervish with Synergy is able to kill 3 Arcane Shielded Storm Lances by itself! Nemo3 is very punchy, but so is Amon!




Turn 3


I do another bad play and try to take out the Templar, but only removing the cortex . In hindsight I should have focused on removing as many as I could of the other jacks. This would have made it harder for Amon to build his Synergy,




I am losing too much stuff!




Turn 4


I have lost on attrition and go for a last ditch assassination run. The GMCA uses Shadow Fire on the book, and the Firefly and Nemo3 shoots and casts what they can. Amon loses some boxes but it is not enough!




The Protectorate wins by attrition!

Post Mortem


This was a fun game! Amon is a great and dynamic attrition caster, and so is Nemo. Both lists hit hard and tank badly, which makes for interesting strategy. I had bad positioning and bad target prioritization during the game, so I clearly deserved this loss.

I also forgot about my plan of dominating the Amon-less flank. I could have used the Storm Lances and Firefly better there to remove the Allegiant and give Amon a real headache.