lørdag 10. august 2024
WTC 2024 Round 3 vs Italy
WTC 2024 Round 2 vs USA Irving
Cygnar Storm Legion Army
Summary
I murdered most of his infantry the next turn with Caine, but was lose on clock and scenario.
I tried a last ditch messy assassination with very little time left, and clocked out.
WTC 2024 Round 1 vs Finland
Khymaera Army
Game Summary
torsdag 8. august 2024
Cygnar First Army snowflake spotted at WTC 2024
tirsdag 24. oktober 2023
Going first advantage of 57%: The math
The results from WTC show that the first player has a 57% chance to win the game. On average any player will win the game 50% of the time, since ties are close to impossible. If it's possible to get a tie, I am ignoring it for this calculation.
The math
The chance that this result happened by chance can be computed using the Binominal Test - you can try it here for yourself: Easy Binomial Test Calculator (socscistatistics.com)There were 292 games played (n), 166 (or 167) games were won by the first player (K), and the chance of winning a game (p) is 0.5. Inserting the numbers show that the chance of the first player getting at least this many wins by chance is .011, or 1.1%. So we can conclude that it is almost certain that the first player win rate is due to going first being better, and not due to random chance.
I am not a professional statistician, but this seems rather straight forward - feel free to inform me if the calculation is wrong.
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| Went second against Lucant, pushed off scenario |
Discussion
Every single player I have talked to during the WTC agrees that going first is a huge advantage. One just said "don't even look at the table or matchup, always go first". The problem is as follows:
Most armies can run units (almost) to the middle of the table turn 1, leaving the opponent the choice of not grabbing much - if any - table space, or getting alphaed top of 2. Both are bad.
Many armies can run, then defensive / control feat plus run, scoring zones on their side while leaving the second player scrambling to not lose on points top of 3.
I had several matches at the WTC where I knew that if I won the die roll I had good chances, and if I lost I was already in trouble. And that was exactly what happened, if I went first I had a fairly good time (even if I lost - I am not all that good), but going second was brutally hard.
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| Going first against Borka |
I even had one game where I had to move AD units backwards bottom of 1 to not get charged. It’s ridiculous, Steamroller has to be fixed for Mk4. Mk4 is otherwise amazing though, best edition ever, miniatures are awesome, keep it coming.
Just fix Steamroller, please!
onsdag 1. februar 2023
Kraye, Pincushion, and Trencher Express Teams: The math
torsdag 22. desember 2022
Kraye vs Irusk - 50pts
Lightning Shroud is back after a very long covid + divorce + moving + changing jobs + new gf + lots more break!
I started playing a bit of Mk3 Brawlmachine, and now Warmachine Mk4, after Guild Ball was unceremoniously killed off by Steamforged.
Cygnar - First Army - Kraye - 50pts
Khador - Armored Korps - Irusk - 50pts
Deployment
| Deployment. It sure does not look even :D |
Round 1
Irusk hands out Iron Flesh to the front line Shocktroopers and runs up the middle.
Kraye plays Arcane Forces and tags the Shocktroppers with Pincushion. He then casts Admonition on himself. Kraye, one Defender, and a Sniper kill one Shocktrooper and deal 7 damage to the next one, but the last Sniper is half an inch too far away to finish it off.
| Cygnar, Round 1 complete |
Round 2
Battle Mechanics fully repair the hurt Shocktrooper. Melee MOWs run up. Bombardiers shoot my Cyclone and kill the Best Boy, who I should not have left near a jack. Irusk feats, camps 5, and repos into the central trench.
I think a little about whether I can just shoot Irusk to death, but probably not - I need a 13 to land Pincushion, and even then it seems dicey.
So, it's feat and yoyo time. Jacks take turns killing all the Shocktroopers and one Bombardier, then nimbly step away again, mostly out of melee threat ranges. One sniper picks out a Man-O-War that happened to tough. Most of the tough rolls fail, poor Irusk.
Rangers plus one Sniper kill all the battle mechanics. God, they are so maneuverable now. I score the right zone with a Defender. Attrition is looking very good, game should be mine unless I screw up (spoiler alert).
| Cygnar, Round 2 complete |
Round 3
Irusk shoots two Rangers and the Kovnik kills the last one. The two remaining Bombardiers charge damage the Defender in the right zone. My sniper in the zone is splatted by the Devastator.
I activate my Jacks and kill off every last Man-O-War grunt except one Demo Korps. Unfortunately I leave the Defender in charge range of Irusk, and the Cyclone in charge range of the Kovnik - which I totally did not have to do. Points are now 2-2.
| Not much left - but I had repoed forwards too aggressively... |
Round 4
The Man-O-War has only 1 box left and gets sniped, freeing up the last Defender. Engineers fill him up with full focus. Kraye charges Irusk and leaves him on a few boxes, the Defender then smashes Irusk's head in. Victory to the boys in purple!
| Death of a Kommandant |
Wrap Up
I think I played this OK until the misplacements in Round 3. Clearly I cannot win a straight up fist fight, so hit and run and win attrition while trying to not lose on scenario seemed solid.
Rangers were better than excepted. Reposition on units is sick, and allows them to Mark Target without immediately losing the whole unit.
Snipers were MVP, killing off so many 1-point MOWs.
The list is really fun to play, and extremely maneuverable. 4 dice drop lowest kills Man-O-Wars, getting Pincushion really helps Kraye into high armor lists.

