And last Tuesday I played two games of Warmachine with Circle of Orboros.
They were both 35 point games, and here is my list for the first game:
Mohsar the Desertwalker
- Pureblood Warpwolf
Druids of Orboros
And opponent had:
Maximum unit of Long Gunners + Unit Attachment
Maximum unit of Horgenhold Forge Guard + Jonas Murdoch
Scenario was Fire Support. Now when I'm looking at the picture, I notice a horrifying error - there is seven members in the Wolves of Orboros base unit. I was never that good in math during school, but I didn't know I was that bad.
Anyway, Circle started game and first picture is taken from the end of Cygnar turn 1.
Pureblood Warpwolf had Mirage. On my next turn Pureblood advanced, used its animus and started spraying up the forge guard. I don't think it missed even one shot.
I didn't know what the heck to do with Wolves of Orboros, so I attempted to run them as far as possible, trying to engage even a couple of Long Gunners. Well, one Wolf got to engage them, so all in all it was a royal mess-up. But that's fine for a dirty cheater.
Ah well, then Gallows Grove teleports and Mohsar casts Crevasse on Gorman diWulfe, killing him. This was where I realised how awesome Gallows Groves are with Mohsar as he gets to ignore whole lot of stuff with Eyeless Sight. Mohsar also put up a pillar of salt in front of Pureblood Warpwolf.
I was quite confident at this point, but I guess I forgot to think that it'd be enemy turn next, and from now on I'd have to deal with Temporal Barrier.
Despite all of Centurion's best efforts it just couldn't destroy Pureblood Warpwolf next turn.
All but two Wolves of Orboros die to shooting by Long Gunners, and because of my mistake that should've been just one Wolf remaining.
Journeyman Warcaster shoots down Gallows Grove, and that was the worst of it.
Well, if I'd be able to destroy Centurion on my next turn the rest of Cygnar would have hard time destroying at least Megalith. So, Mohsar activates, tries to charge but that was just denied because of Temporal Barrier. He then just advances, casts Curse of Shadows on Centurion and shoots his spray, and then teleports over a Druid of Orboros.
Pureblood Warpwolf warps for strenght and starts beating. However, it is the last attack that drops shield. Movement is also gone, but not either Cortex or the spear.
Megalith advances and casts Crevasse on Centurion, but either deals no damage or doesn't break cortex or spear. Damnit. I was about to bring Megalith closer to melee, but then I realised that Mohsar would probably get shot by an impressive Combined Ranged Attack by Long Gunners. It had to back off to block Line of Sight to Mohsar.
Then Pureblood Warpwolf is butchered, and so is Argus and almost all of the druids of orboros, and the remaining Wolves.
Haley had not cast Temporal Barrier, but this was of little consolence.
Megalith charged to Centurion, destroyed it with one attack and continued to kill whatever was within its reach (or, in game terms, within 0.5" melee range) and then it cast Crevasse to some random model. I was wondering if I should try to assassinate Haley with Sands of Fate shenanigans, but when I counted up useable Fury I could have got in only a couple of attacks, and Haley was after all def 16 arm 19 target at the moment.
I don't remember exactly where an when control points were scored, but the situation there was that in the last picture Cygnar has three control points, and Circle goes to 2 from dominating a flag.
Mohsar had something like 5 damage boxes left and Megalith had also taken some damage, but still if Cygnar could just get rid of the two Shifting Stones I ha brought to contest left flag, Cygnar would win with scenario.
And, well, there was a warcaster and almost a full unit of Long Gunners over there.
I guess the major turning point in the game was my inability to destroy either cortex or melee weapon from Centurion. Also I should've probably been more aggressive with Megalith and go to harass Long Gunners.
Since last game went to the last minutes of deathclock, we decided to play another game with same board, same sides and same scenario to reduce set-up time.
This time my list was:
Kaya the Wildborne
- Pureblood Warpwolf
- Feral Warpwolf
- Scarsfell Griffon
Minimum unit of Tharn Ravagers + Chieftain + Shaman
Lord of the Feast
Black 13th Gun Mage Strike Team
Maximum unit of Horgenhold Forge Guard
Reinholdt, the gobber speculator
This game was hilarious in a few ways.
Circle got to start the game again, and picture is taken from the end of Circle turn 2.
Here Lord of the Feast outrageously outperformed yet again - it destroyed half of Horgenhold forge guard and gave a few damage points to Siege himself. However, when you look at the right side of the board you can see that Ravagers don't even want to fight. They're pacifists, really, though they look like big brutes. I mean, everyone hates them. And the few of us who don't hate them and take them to battle... then they fail even where they're supposed to be good at.
Three ravagers got a clear charge against Black 13th. Three MAT 9 P+S 15 + 3d6 attacks later not even a single blow had landed in its target. Well, sure, they did need 6+ on two dice to hit. Maybe they were just really unlucky and didn't misbehave on purpose.
Well, then was a "yikes" turn.
Siege dropped a foxhole on the two warpwolves, taking away Kaya's screen. And, heh... Yeah. Something you don't see quite often happened.
Kaya took 23 points in from a single attack made by Defender. Kaya did have one Fury left for transfers, and thank the Devourer wurm she did.
Hunter tried to shoot Kaya too, but didn't kill her.
Ironclad tries to charge Pureblood, but fails to get within range.
So, Kaya survived.
Next Pureblood advances and makes a double-handed throw against Ironclad to throw it away from Kaya's charge lane.
Blackclad Wayfarer casts Hunter's Mark on Siege and scores a hit.
Three ravagers in melee had been butchered by Black 13th puny little members. However, now Shaman, Chieftain and the unit leader charge in. MAT 10 and two MAT 9 attacks and a possible electro leap later... only one hit and kill, scored by the MAT 10 chieftain. No, this couldn't be bad luck any more. Those Ravagers weren't even trying.
However, then Kaya measures control range a bit and sees that she's easily able to charge to Siege.
Second attack even scores a critical knockdown. Well, Kaya isn't exactly a pro when it comes to caster kills against any heavier targets. But Lord of the Feast had scored a couple of damage in, and Kaya hadn't used her feat, so she had about 12 Fury for use. I don't remember if she upkept Occultation or healed Feral or Pureblood.
Last damage roll was outrageous, something like 5,5,6.