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søndag 23. april 2017

Battle Report #92: Maddox vs Rask

I get another game against Minions in their new Blindwater theme force, this time it's Maddox vs Rask!

Major Beth Maddox (75 points)


Theme: Storm Division
Objective: Bunker

Major Beth Maddox (Maddox1)
* Squire
* 2x Charger
* Ironclad
Journeyman Warcaster
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
Stormblade Captain
2x5 Storm Lances
6 Stormblades
* Stormblade Infantry Officer & Standard

Rask (75 points)


Theme: The Blindwater Congregation
Objective: Fuel Cache

Rask
* 2x Blackhide Wrastler
Wrong Eye
* Snapjaw
Bog Trog Mist Speaker
Totem Hunter
3x5 Gatorman Posse
Swamp Gobber Bellows Crew


Deployment


I win the die roll and go for a balanced setup.




Round 1


I run up outside his run to engage ranges.




Rask move up, walls and feats. I think feating this early might be a mistake. Possible skewing the setup a bit so that Lances on one side cannot get vision and doubling up gators on the other side might allow him to feat in round 2 instead.



Round 2


I respond by pulling back. Going first gave me so much space!




Gators are now forced to run up towards me, or just allow me to shoot turn after turn.





Round 4



Storm Lances charge in and start killing Gators.





Gators make a fort in the center, kill a few models, but I am clearly up on attrition.




Fort Rask!



Round 5


A Wrastler admonitions and I fail to kill it. I block as many lanes to Maddox as I can, just in case.




I lose a few Lances.




I run out on the clock, but in friendly games we just keep playing! The Ironclad moves in, knocks Rask down, and kills him.




Post Mortem



This hard for Rask, especially where the scenario is so dead! I think it is vital that Rask does not feat bottom of 1.



søndag 2. april 2017

Battle Report #91: Maddox vs Maelok

I go visit the other miniature games club in Oslo, called OMSK (Oslo Miniatyrspillklubb). The club is kid friendly and open to all miniature games systems. It also has much worse lighting conditions, so I apologize in advance for the quality of the photos! The other tables were mostly people playing Age of Sigmar, Kings of War, and X-Wing.

I am playing my future team-mate in an upcoming team tournament at 2D6, Merete. It's the first game we play against each other.

Major Beth Maddox (75 points)


Theme: Storm Division

Major Beth Maddox (Maddox1)
* Squire
* 2x Charger
* Ironclad
Journeyman Warcaster
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
Stormblade Captain
2x5 Storm Lances
6 Stormblades
* Stormblade Infantry Officer & Standard

Maelok the Dreadbound (75 points)


Theme: Blindwater Congregation

Maelok the Dreadbound (Maelok1)
* 2x Blackhide Wrastler
* Blind Walker
* Bull Snapper
* Swamp Horror
2x Gatorman Witch Doctor
Swamp Gobber Chef
2x5 Gatorman Posse
Swamp Gobber Bellows Crew






Deployment

We are playing incursion. I go first and just line up, weighted towards the left since that forest could be a pain the ass for Maelok. Maelok puts one Posse on each flank and the heavies in the middle.






Round 1


I move up so that I am a bit outside run-to-engage range. Maddox casts Onslaught, since the center is full of scenery.




Maelok flanks wide with both posse. I think that is a mistake against a more maneoverable list like mine that also shoots harder. Better to go in and force the issue, rather than risk several turns of gunfire and/or have units far away from the action. Left flank Posse get Death Pact.




Round 2


I think that I maybe can take out the left hand Wrastler without feating, but I leave it at two boxes. I kill all the Posse I can reach, and jam in a few Lances (which is pointless, due to Maelok's feat).

In hindsight I should either have feated and ensured the Heavy kill, or just stayed a bit back and taken a round of shooting.




Maelok feats. The left flank Posse are blocked out by their own forest, and without Posse the attack volume is too low. I lose most of the left side Lances but have a ton of stuff left and the right hand side.




Round 3


I feat. The Ironclad goes in and slams the right hand Wrastler and Maelok to the ground. Together with some Charger shots both the heavies die. On the right hand side, Lances and Stormblades clear out almost everything. The Captain caps the center flag.

2-0





Maddox is outside the threat ranges and there is not much Maelok can do at this point. Maelok spends all his fury doing as much damage as he can.

3-0




The Chargers take aim and execute poor Maelok.





Post Mortem


This was a new list for Merete, and she forgot to use Mortality (and Venom sprays are great against Stormblades)!

I think this matchup is in Maddox' favor. I outthreat the list both in range and melee, and my feat punches through Maelok's feat. I would think the list is better against other Cygnar lists that rely more heavily on shooting. Removing 8 box ARM 16-20 Posse is not easy at range, and Minions punch really hard when they get in with the +5 POW swing from Rage + Mortality.

lørdag 1. april 2017

Battle Report #90: Maddox vs Morvahna2

For the last game of the day I face Morvahna2. Her feat is that she can return pretty much all her killed infantry and cavalry to the game, so clearly she is a very heavily attrition focused caster. I decide to see if Maddox can deal with this.

Morvahna the Dawnshadow (75 points)



Morvahna the Dawnshadow (Morvahna2)
* Gorax Rager
* Warpwolf Stalker
Bloodweaver Night Witch
Tharn Ravager Shaman
Death Wolves
Shifting Stones
10 Tharn Bloodtrackers
2x5 Tharf Wold Riders
4 Tharn Ravagers
* Tharn Ravager Chieftain

Major Beth Maddox (75 points)


Major Beth Maddox (Maddox1)
* Squire
* 2x Charger
* Ironclad
Journeyman Warcaster
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
Stormblade Captain
2x5 Storm Lances
6 Stormblades
* Stormblade Infantry Officer & Standard

Deployment


Jonas wins the die roll and deploys in a long line. Prey goes on my Stormblades.

My plan is to use the large obstruction near my zone to hide Maddox, use the left hand Lances and center group to harass his zone, and otherwise just try to kill as much as possible and clear by zone if I can.




Round 1


Circle dudes and dudettes run up the table. Morvahna casts Fog of War to make it harder to hit stuff.




I decide to get things started by moving up a Storm Lance and hit it with electricity. A couple of Bloodtrackers die. Stormblades minifeat and get Dauntless Resolve. Left hand Lances get Arcane Shield. Right hand Charger gets Snipe, and shoots away two of the Wold Riders. Assail goes on the Ironclad.




Round 2


His forces mostly run to engage. Three Stormblades go down.




The heavies are mostly not in range, so I hold my feat, and start killing stuff. Most of his frontline disappears.




Round 3


Morvahna feats and brings back pretty much all her Wold Riders and Ravagers. The models I did not kill wipe out a lot of my Lances, I have only 4 left now.




I am unsure about what to do. Try to kill the front line again, or go for Morvahna? I decide to go for the assassination, which turns out to be clearly the wrong play. I miss a lot, but even if I had rolled better I doubt I could have done it. I should have played conservatively and cleared models instead.




It's getting pretty late and I seems to be losing the attrition game, so we call it a night.

Circle wins by attrition!

Post Mortem


I think I have fair chances if I go for attrition play instead of that assassination, but Morvahna has a very grindy list so I would estimate that the matchup is fairly even.

mandag 27. mars 2017

Battle Report #87: Maddox vs Gunnbjorn

Once again, up early on Sunday morning for some WARMACHINE. For the first game, I am facing Mats playing Gunnbjorn. I have faced him once with Caine2 before, which was terrible. Maddox is not as reliant on shooting.

Major Beth Maddox (75 points)


I have just glued Brickhouse together, so I decided to give him a spin. I also replaced the Ironclad with a Hammersmith. And Arlan with 2 Storm Gunners. It's try out new models day!

Objective: Bunker
Theme Force: Storm Divison

Major Beth Maddox (Maddox1)
* Squire
* Brickhouse
* Hammersmith
Journeyman Warcaster
* Firefly
Major Katherine Laddermore
Stormblade Captain
2x5 Storm Lances
6 Stormblades
* Stormblade Infantry Officer & Standard
* 2x Storm Gunner

Captain Gunnbjorn (75 points)

Mats is channeling his inner whelp

One real danger with facing this list is just dying to random sprays and shots. POW 16 sprays are lethal, and Gunnbjorn has some solid threat ranges.

Objective: Fuel Cache
Theme Force: The Power of Dhunia

Captain Gunnbjorn (Gunnbjorn1)
* Dire Troll Bomber
* Dozer & Smigg
* Earthborn Dire Troll
* Mountain King
Janissa Stonetide
2x Northkin Shaman
4 Krielstone Bearer & Stone Scribes
* Stone Scribe Elder
Dhunian Knot

Deployment


I win the roll and decide to go first. We deploy, and then I got a frantic call from my wife telling me she had left the coffee machine on.




One hour later, the game continues.

Round 1



I start largely outside his threat ranges. Stormblades minifeat, but that was probably a turn too early. I should have waited till next turn.




A Storm Lance was too close to the Bomber and dies. A Stormblade is sprayed away. Gunnbjorn feats.




Round 2


I jam in a couple of Lances to try to delay him a bit. Maddox toes into the zone and camps a lot.




Mountain King Kill Shots Maddox for 8 damage. Dhunian Knot is so good in this list. Rerolling poor damage rolls at will makes this so much more dangerous!

Gunnbjorn fails to contest, which makes me pretty happy. If I can just keep that Mountain King out of my zone, and not die, I am pretty sure to win by scenario.

1-0





Round 3



I feat and both my heavies go into the Mountain King, who dies. Some charging Stormblades finish off Dozer. I charge one Storm Lance into each heavy to try to stop them for getting into zones.


2-0






Gunnbjorn with Puppet Master manages to hit Maddox with a shot, but no crit. I am down to 5 boxes. A whelp runs in to contest the right zone.




Round 4


I kill the Bomber and clear the zone. Brickhouse moves into my zone to remove the Earthborn next turn if he runs in to contest.

3-0




One last ditch attempt from Gunnbjorn to kill me. Maddox is slammed out of the zone, but lives at 2 boxes.




Gunnbjorn cannot prevent me from killing the objective and capping my zone next turn, so we call it a game.

5-0

Cygnar wins by scenario!

Post Mortem


One thing I definitely should have played differently would have been to cast Dauntless Resolve or Arcane Shield over on Maddox. I was already doing great on attrition, so why risk dying to a lucky spike?

I felt I played this one correctly. It's much easier for me to contest and clear zones, and since the Mountain King has no threat extenders and I can one round it, my heavies can just keep him out of my zone.

Brickhouse was actually pretty good here. Carapace helped a lot against this ranged heavy army.

A challenge for this Gunnbjorn list might be the low volume of attacks. One spray, two Bomber bombs, a Bombard shot and Bazooka are 5 really hard hitting shots, but I have so many solid models it's hard to remove enough.

I like that Gunnbjorn list, and the feat is crazy good against most other Cygnar lists. It definitely felt bad to spend two turns just getting shot at in the beginning, before I could start getting work done. Now I know how all of you non-Cygnar players feel!

onsdag 22. mars 2017

Tactica: Major Beth Maddox

Welcome to my second tactica! This time it's Major Beth Maddox. I have been playing her for a couple of months now, and have been enjoying it immensely.




Overview


Maddox is the Cygnar Mk3 battle box caster. She is a mostly melee oriented, and cracks armor really well, which is fairly rare in Cygnar. She has little personal presence herself, so she will probably be fighting from the backline, capping points and buffing her army. Her main strength is a great collection of upkeep spells that buff both jacks and units, as well as a strong melee damage feat. She had no control abilities and little assassination potential, so she is likely at her best played for attrition and grinding the enemy down. Her high Warjack points and good synergy with Storm Division have put her into the top rank of Cygnar warcasters.

Abilities


The most useful ability on Maddox is that she has Crit Disruption on her Storm Strike. Note that the chance of landing this is lower than you might think. The chance to Crit a DEF 12 jack is not 44% (the chance of rolling doubles on 3D6), but 18% (since quite a lot of those doubles, like all double 1's and double 2's, are misses). You should probably not expose Maddox to land this, but if you can keep her safe then by all means go for it.

Maddox does not want to be in the front lines, which makes Quick Work and Critical Cortex Damage pretty much useless. These abilities can be very occasionally useful in the late game, if there are but a few models left.




Spells


Maddox' spell list is pretty much all upkeeps.

Assail gives +2" movement, which is vital to deliver Cygnar melee jacks. If you have multiple melee jacks then it might be a good idea to put one Assail on one of them. Then you can hot swap during the turn to give +2" charge to two jacks. If you run only one melee jacks then you can possibly wait and see if it becomes necessary.

Dauntless Resolve is a fantastic unit buff. You want to cast this on turn one and have it on something pretty much all the game. +3 ARM and Tough is even better than Arcane Shield, the only downside is that you cannot buff a warjack with it. If the game goes long then Maddox herself becomes a good target for this spell, 15/19 gets hard to deal with when there are only a few models left. The spell has great synergy with Storm Blades + Officer, since the unit will become ARM 21, Tough, and immune to Knockdown for one turn.

If you feel your Storm Lances are more important to deliver, and the enemy has shooting that threatens them, then having all ARM 20 Storm Lances might be better.

Electrical Blast is almost useless. Maddox is never going to sport a Lancer, and you have to be dangerously close to the enemy to land this RNG 8 spell. POW 13 AOE 3 with a chance to disrupt is not much for 3 Focus, and if you want to be sure to hit and damage that means spending almost the entire stack. If for some reason you are that close to the enemy, you probably want to camp those 3 Focus instead.

Onslaught is very good. Global Pathfinder on the charge is great, and Maddox is the only one who can do this in a theme force. One big weakness to Cygnar theme forces is having almost no pathfinder, and Maddox fixes this.

Snipe is a good spell. Maddox is not a strong gunline caster, so it's probably not a good idea to base your list on it. It can be cycled on a pair of Chargers or Defenders, or give a unit of Storm Blades or Storm Lances extended threat range.



Feat


Maddox' feat is a simple damage boost that gives +3 POW and Beat Back to all melee attacks to models in her Control.

This type of feat gets better the more attacks you can affect with it. This means that armies with a high volume of attacks and higher melee threat ranges will get more mileage out of the feat.

Lists that can remove Maddox' units at range, or that can control the game and delay engagement until she has lost a lot of models, make the feat significantly worse. Try to avoid playing in such a way that only a few units are affected.

Note that the feat affects Mount Attacks, so if you can impact a few models with a charging Storm Lance, then you get more benefit. POW 15 impacts do damage to almost everything. This makes Storm Lances a strong unit to run with Maddox.

Tactics


Maddox has a good statline, but no defensive tricks at all. Do not play her further up the table than you must. Use cover, and hide behind obstructions. If she gets knocked down she dies fairly quickly. It's usually better to just pretend the abilities on her card do not exist, than to try to get something out of them and die.

Maddox is pretty straight forward and predictable, so the amount of crazy plays you can do are probably fairly limited. The most interesting options are with Stormblade Captain, which can allow you army to do otherwise impossible things. Tactician not only allows you to escape positioning mistakes - it allows you to play your entire army as one huge Storm Knight brick, with ranks upon ranks charging through each other. This completely negates the common play of leaving a few front line melee models while the rest of the army is ready to charge next turn. Laddermore is often the best model to charge with first - she will then be in a good position to buff all the other Storm Lances, and hidden behind a sea of dudes at the end of the turn.

Storm Knights ready to charge through each other

The result of the charge


While Maddox is best in melee, if you out threat your melee army opponent and have stronger shooting, there is nothing wrong with switching gears and playing a gunline for a round or two instead. If you can force your enemy to run in to engage, you are probably having a great time! I have shot heavies right off the table with a barrage of POW16 shots.


Maddox playing gunline and shooting heavies at range

Theme Lists


Storm Division is the obvious choice with her. It allows her to take the best melee units for free points. She can easily take 60 points of Storm Knights for the max bonus, or 40 points with a heavier battlegroup.

Sons of the Tempest has no synergy and is a trash theme anyway. Heavy Metal gives benefits for having a large battlegroup, which she does not support well. Running outside theme seems weak when she can take some of her best options in Storm Division and get another 16 free points to boot.

Army Choices


Maddox is an all round caster and can probably work reasonably well with most models. Her limited Focus pool indicates that she should run a small and efficient battlegroup. She has more and stronger unit buffs than Warjack buffs, and wants a large volume of attacks for her feat. She should therefore run a lot of units.

Army Choices: Essential


Journeyman Warcaster is great for protecting one of Maddox' units, and she allows you to take another of Cygnar's great light ranged warjacks

Squire is important too. Maddox is focus strapped, and having 14" control helps a lot to keep your entire army in the feat.

Major Katherine Laddermore and Storm Lances are not only great models in themselves, but they synergize well with her feat and can be taken in Storm Division.

Stormblade Captain is fantastic when you can get him for free.


Army Choices: Strong


Brickhouse is interesting. The bond can win you games outright if you are lucky enough to crit slam, and Magno Lock can be a terror against Khador and Protectorate 1" melee range heavies. With so many other things to shoot at against Maddox I doubt the Carapace will do much. Brickhouse has less focus efficiency, power and threat than Stormclad, though. If you are playing ADR then he should be a great option.

Ironclad is a good cheap beatstick which is much easier to apply with Assail. Hammersmith has lower threat, but more options for shenanigans.

Stormclad has great focus efficiency since you are probably using a lot of Storm Knights. 12" threat with Assail starts to get into the range where you really start getting the drop on other heavies, and POW 22 under feat with a free charge is enough to kill almost anything smaller than a colossal.

Charger is a good ranged jack that also helps with the Cygnar matchup. A pair are good for Snipe cycling.

Firefly is great with all the assaulting Lightning shots your list is likely to include. He is good on Journeyman Warcaster since he is almost as efficient outside control as within.

Storm Blades are usually not all that great, but Maddox and Storm Division gives them the tools to get up the board, live, and hit like a truck. POW 16 assault shot with Firefly + POW 18 charge is pretty bonkers.

Arlan Strangewayes helps out with Maddox' low Focus, as well as clutch repairs.

Finally, the Stormblades have a home

Army Choices: Optional


These are choices which are more debatable, but can be fun and/or useful.

Centurion and Defender are better jacks when they get more melee threat.

If you are playing out of theme, Trencher Infantry can allow Maddox to play further forward and POW 14 charges are pretty decent under feat. Ragman is great for melee armies.

Acosta is great fun in Storm Division - but he does not benefit from the feat and upkeeps, and since you cannot increase his defense in this list he will probably just charge something and die.

Army Lists


I am pretty sure the Storm Division builds are the strongest now, but I have added some vanilla builds as well.

Major Beth Maddox - Storm Division (75 points)


There are multiple variants here by swapping around jacks in the battlegroup to make it more or less melee focused, swapping Arlan for Acosta, and/or taking some Storm Gunners.


Major Beth Maddox (Maddox1)
* Squire
* 2x Charger
* Ironclad
Journeyman Warcaster
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
Stormblade Captain
2x5 Storm Lances
6 Stormblades
* Stormblade Infantry Officer & Standard

Classic Beth Maddox (75 points)


Use Sniped Trenchers to hide your army while you get it up the table, then use Ragman + the feat to murder stuff.


Major Beth Maddox (Maddox1)
* Squire
* Stormclad
* Stormclad
Journeyman Warcaster
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
Ragman
5 Storm Lances
10 Trenchers

Maddox & The Devil Dogs (75 points)


Thanks to Timothy Fletcher Baer for this one.


Major Beth Maddox
* Stormclad
* Hammersmith

Major Katherine Laddermore
Lanyssa Ryssyl, Nyss Sorceress
Ragman
Archduke Alain Runewood, Lord of Fharin
Rhupert Carvolo, Piper of Ord

5 Storm Lances
10 Captain Sam MacHorne & the Devil Dogs
* Captain Jonas Murdoch
* Freebooter

Pairings


Since Maddox is mainly a melee army it's a good idea to pair her with a control caster or a ranged army. I pair her with Nemo3, but Kara Sloan and Haley 2 might be just as good.


lørdag 18. mars 2017

Battle Report #83: Maddox vs Stryker1 (Internal affairs IX #1)

For the first round I get matched against Jarle (http://www.courageofcaspia.com/), so it's going to be a rough start to the tournament! His lists are Stryker1 double Stormwall and Haley2 robots. Both have a lot of electro immune. I think Nemo3 into Stryker1 is almost an automatic loss, so I decide to drop Maddox. Jarle drops Stryker1.

Major Beth Maddox (75 points)


Objective: Bunker
Theme: Storm Division

Major Beth Maddox (Maddox1)
* Squire
* 2x Charger
* Ironclad
Journeyman Warcaster
* Firefly
Captain Arlan Strangewayes
Major Katherine Laddermore
Stormblade Captain
5+5 Storm Lances
6 Stormblades
* Stormblade Infantry Officer & Standard

Commander Coleman Stryker (75 points)


Objective: Bunker
Theme: Heavy Metal

Commander Coleman Stryker (Stryker1)
* Squire
* Firefly
* 2x Stormwall
Captain Arlan Strangewayes
Journeyman Warcaster
* Charger
Lieutenant Allison Jakes
* Charger

Deployment


I win the roll. I doubt I will be able to win the attrition game here, so Maddox goes on the right side in order to try to score in my zone. 






Round 1


I move up. Dauntless Resolve on Stormblades, Arcane Shield on left flank Lances, and Snipe on one Charger.


I do a classic mistake. In WARMACHINE it's usually better to commit, or not commit. I keep my right side Lances far back so I won't get much use out of them, while the left side Lances are near enough to be shot up by Chargers and Stormwalls.






The barrage of shots kills 4 Arcane Shield Storm Lances. 4 Covering Fires go down.




Round 2


Maddox goes into the zone and infantry goes in to jam.




One intrepid Storm blade refuses to die. More Lances die. Stryker feats and goes into the zone.


0-1






Round 3


I score my first point. Ironclad goes just outside the Stormwall charge ranges.

1-1




Clear zone, pod.

2-1




Round 4


I am running out of models. I kill a pod, contest, score. Chargers put some damage on the objective.

2-2





Clear zone, Stormwall moves closer. Arlan repairs the objective.

2-3




Round 5


I am very low on the clock. I Feat and charge in but the Stormwall lives.

3-3





Zone is again cleared.

3-4





I just have 2 seconds to activate and kill the pod with Maddox before I run out of time. I would never have been able to score again after this turn, though, since there would have been a Stormwall in my zone.

4-5

Evil Cygnar wins by deathclock!

Post Mortem



I think this is pretty difficult for Maddox. Stormwalls and Chargers are good for dealing with her infantry, and Stryker's feat means I do very little for one turn. I should have played the first turn differently - either committing harder, or keeping outside 19".

There is also another play I could have done, by putting models on the edge of my zone to interfere with podding. That forces a Stormwall to go into my charge ranges in order to pod.


Update: Jarle has now also posted a battle report about this match.


And then, burgers for lunch with Jarle & the visiting Swedes.