About a week ago I played yet another Warmachine game (damn, two within a week! Crazy stuff.)
It was a 35 point game with random scenario. I was still continuing with Kaya, and my list was:
- Feral Warpwolf
- Pureblood Warpwolf
- Scarsfell Griffon
Maximum unit of Wolves of Orboros + Unit Attachment
Shifting Stones + Stonekeeper
And opponent had:
- Ol' Rowdy
Arcane Tempest Gun Mages + Officer
Minimum unit of Greygore Boomhowler & Co.
Scenario was Destruction, and Cygnar got the start. First of all, all the trees, uglyns and wold constructs you can see in the pictures are objectives for scenario, not part of any particular army list. First picture is taken from the end of Cygnar's second turn, and as you can see, Cygnar really started the aggressive play. Pretty much everything ran full speed forward.
Since yo-yo games with Kaya, Pureblood and shifting stones had worked so well last game, I decided to attempt such shenanigans again. This time I was targetting def 15 stuff though, and results were not all that great.
Also there was a serious blunder included. I charged Ol'Rowdy with Feral Warpwolf, warping for Strenght. Serious blunder was that it charged away from Kaya's control range, which turned a p+s 17 charge attack & 4x p+s 17 attacks & p+s 16 attack into a p+s 17 charge attack and two other initials without possibility to boost as needed...
Wolves of Orboros tried to make up for the warpwolf mess-up, but they made only minor damage here and there. Actually most notable thing they did was to down Greygore Boomhowler himself with only one attack. He did pass tough roll, however.
Well, I didn't want to lose both of my heavy warbeasts just like that, so I decided to activate Kaya and use her feat. Warpwolves were relocated to mid-field, and then Kaya herself jumped to Scarsfell Griffon for a little better safety (or so I thought...)
Then, next. I had a reminder that Gate Crasher doesn't need a target, it's just a placement effect, really. So despite Kaya being deep within the safety of a ruined building, I actually had to worry about getting assassinated. Most of opposing army just shuffled around, and then Caine started moving forward.
Since you have to place Caine "completely within" 8 inches instead of "within" 8 inches was the fact that saved Kaya. It was so close. Well, then Caine just crashes next to Scarsfell Griffon that had foolishly come out of its nest, and butchers it to last feather.
Other damage done was mercifully little, but I had lost Druid Wilder, which was probably the most hardest blow. Also damage I had done to Cygnar was at most "minor".
Next Circle turn was even more bitter mess-up than the earlier feral charge. And it included Feral Warpwolf again, to be honest.
First Pureblood is teleported and it takes a shot at focusless Caine. Sadly a miss.
Argus bites a couple of gun mages down, which was rather impressive.
Then Kaya activates and shoots a boosted Spirit Fang at Caine. Obviously a miss again. I wanted that to succeed to cut 2" away from Caines movement to ruin another gate crashing party at Kaya when she cast Spirit Door to teleport to Feral Warpwolf... Oh wait... that beast is just a little out of control range.
Well. She teleports to Pureblood instead. Only an amazing dice screw would buy me yet another turn after this one...
Now Feral Warpwolf is within control range, so it charges Ol' Rowdy. If memory serves it wasn't even destroyed.
Then it's Cygnar turn again. Defender takes an aimed shot at Kaya, an hits, and POW 15 sure hurts an ARM 13 model.
Then gun mages activate and take aimed shots at Kaya.
End of game, Caine didn't even have to come in for the final shot.