Showing posts with label minions. Show all posts
Showing posts with label minions. Show all posts

Wednesday, July 31, 2019

Ropecon 2019 Steamroller

Here's the games from Ropecon Steamroller tournament.

Only two days prior to the tournament the rules changed to use Oblivion update instead. It went fine as far as I can tell, but because of this I'm not even trying to put together opposing lists. The hassle of rule update in middle of event had TO to let in themes both from Oblivion and pre-Oblivion.


My lists:

[Theme] Black Industries
[Scaverous 1] Lord Exhumator Scaverous [+27]
- Corruptor [14]
- Deathripper [6]
- Deathripper [6]
- Inflictor [13]
- The Withershadow Combine [9]
Aiakos, Scourge of the Meredius [0(4)]
- Reaper [13]
Darragh Wrathe [9]
Necrotech [2]
Pistol Wraith [0(5)]
Soul Trapper [1]
Warwitch Siren [4]
Warwitch Siren [4]
Mechanithralls (min) [6]
- Brute Thrall (3) [0(6)]
Wraith Engine [15]


[Theme] Scourge of the Broken Coast
[Goreshade 1] Goreshade the Bastard [+27]
- Harrower [16]
- Helldiver [6]
- Leviathan [16]
- Reaper [13]
- Seether [13]
- Stalker [8]
- Satyxis Blood Priestess [0(4)]
Axiara Wraithblade [0(6)]
Satyxis Raider Captain [0(4)]
Warwitch Siren [4]
Black Ogrun Ironmongers [6]
Satyxis Raiders (max) [16]
- Satyxis Raider Sea Witch [4]


Game 1:
First game was against Circle Orboros. Tharn theme with Iona.

It was a brutal and mostly one-sided game. I probably picked the wrong list here anyway.

As I was still thinking Bloodweavers had Dispel as one of their attack options, I didn't slap Death Ward on Wraith Engine. Since it wasn't warded against death, five ambushing Bloodweavers destroyed Wraith Engine from full hit boxes down to zero. Two of them also charged a Deathripper and destroyed it. At least it eases my pain a little that when you consider how Bloodweavers were rolling the dice, it would've mattered little if Wraith Engine would've had Death Ward on.

Wolf Rider Champion single-handedly breaks Movement system off from Reaper - after it had missed twice with harpoon attack.

Another Wolf Rider Champion puts a heavy dent on Inflictor. Some system broke. It even had Death Ward on. However, having a broken system was on me. I forgot I could've decided the column.

But it's rare to see dice that are on fire like this. I suppose it's bound to happen sooner or later.

I spent quite a bit of time trying to figure out a way to assassinate Iona. Getting node close enough to cast Telekinesis on her as well as three Brute Thralls, but the arc node I would've needed went down with two charging Bloodweavers. I measured if I'd be able to get a node via Corruptor shot, but I couldn't see that far to the forest anyway.

I just did not know what to do, so I tried to stack some souls on Scaverous and wait for a turn and hope opponent makes a small positioning mistake. But opponent scored a point with Iona on my turn, and then four from both circular zones, flag and destroying my objective.

Not my most magnificent game.

Game 2:

Second game was against Khador, Vlad2.

Table was a nightmare to all but Dark Host. Which I didn't play.

I picked Goreshade as my list, as I thought I might be able to hit Vlad's feated models with Gang Fighter.

Opponent did have Greylord Adjunct to offer Behemoth Eyeless Sight turn after turn. This mitigated my Shadowmancer quite a bit. Also Vlad being able to upkeep two spells for free made Lamentation lackluster.

I thought I had placed Helldiver to wrong side of the board. So it was by accident that I had a contestant on rectangular zone on my right.

Vlad uses his feat on five models - both Eliminator units and a lone Kayazy assassin. Eliminators on right just ran to engage my Warwitch Siren. River being rough terrain robbed them of their charge.

Another unit came to tie up Satyxis. And did they tie up Satyxis. Kayazy Assassins attacked Harrower, that had been seriously damaged by Behemoth already. But Harrower didn't die, it just lost Cortex.

Cryx managed to clear all the assassins from circular zone and contest rectangular zone on right with Helldiver that popped up.

Satyxis Raiders, Axiara and Satyxis Captain all tried to do some damage in to Eliminators on left, and succeeded. Just to deal random damage points in. Not to kill anyone.

Yuri the Axe charges from woods and kills a bunch of Satyxis Raiders. Eliminators continue to kill them. Marauder cannot charge contesting Helldiver, so it positions itself so that next turn Helldiver won't be able to contest and be outside of Marauder's threat range. Warwitch Siren dies to another unit of Eliminators and I'm left with few warjacks that are seriously damaged.

Thanks to some lucky rolls I clear the circular zone with ease. Axiara Wraithblade runs to the flag, and Goreshade with Deathwalker is on the zone. That's two points.

Stalker charges Yuri, and Satyxis finally remove one of the eliminators.

I try to position my jacks so that next turn I'd be able to go to rectangular zone on the right that was about to fall to Khador.

But a miracle happened there. Marauder did the combo-smite thing and slammed Helldiver four inches or something. This was phenomenal luck. Because Helldiver was still contesting and was outside of threat range of Kayazy Eliminators. One inch more or one inch less and I'd have lost the zone.

Vladimir tried to remove Helldiver with Razor Wind, and failed.

Devastator wrecks Stalker and a mechanic comes to contest circular zone.

After removing contestors with Reaper, Seether charges Behemoth to tie it up. Seether had only one arm and no cortex, so damage wasn't spectacular. I spent quite a bit time on deathclock trying to figure if I should try to assassinate Vladimir. I would've probably tried that if both Axiara and Harrower wouldn't have missed. But they did.

When I'm looking at the game pictures now, it's absurd that Harrower survived that long. After Marauder wrecked Helldiver, Harrower still stood contesting. Behemoth took down Seether. Kayazy Eliminators charge last remaining Iron Monger, and position themselves to contest both the flag and the zone.

Goreshade takes care of the Eliminators and Axiara positions herself to the flag. Leviathan shoots enemy objective down and Reaper runs to contest the zone.

Behemoth comes to contest zone, Vlad wrecks Harrower and Devastator bulldozes Reaper off.

Reaper comes back for more, Blood Priestess runs to contest rectangular zone and Goreshade and Bane Warriors wreck Behemoth.

It was the last round, and one of first, if not the first game in my Mk3 tournaments that had to be resolved with tiebreakers. I had lead of three control points, so a victory for Cryx.

Game 3:

Last game I was against Blindwater Congregation. First time in Mk3.

I wanted to try if Scaverous would be able to score an assassination, but I should've thought about the position of objectives. Opponent picked anchor objective, and with this 5" template of shallow water with protection from ranged attacks had Barnabas1 in a safe spot.

I managed to kill Wrastler. A big mistake was to charge Sacral Vault with ambushing Mechanithralls. I thought three Brute Thralls ought to make a dent in the battle engine - and sure they did... but I had not paid attention at all that there was Gobber Tinker around. Who repaired for six. Yay. Then the thing shot all Brutes in one turn, and what were Mecanithralls to do when their only target was protected by this soul storm thing?

I charge Wraith Engine to that Sacral Vault, and poor rolls still have the thing standing. Well. At least someone was contesting enemy rectangular zone.

I had some trouble contesting flags. Swamp Gobber River Raider scored a point for enemy, and a small bottleneck had my heavy warjacks in a difficult position to do anything other than kill a couple members of Gatormen Posse.

Hilariously enough Wraith Engine didn't... oh wait, it did die.

But it took the combined efforts of Sacral Vault, Ironback Spitter, Gatormen Posse, Bull Snapper and even a charging Mist Speaker. And since they just couldn't do it, Barnabas destroys the thing with a spell.

But losing the engine was my downfall, and slowly and steadily opponent grinded control points to victory.

Looking back now the match-up doesn't look as horrible as it felt. Game was probably playable - I just succumbed to some silly mistakes and being too fixated on assassinating Barnabas.

Sunday, September 24, 2017

Figures actually DO paint themselves

Remember all of those who told "motivational" half-jokes about how your minis ain't gonna paint themselves no matter how long they sit on the paint station.

WELL THEY LIED!

I got undeniable footage over how Bog Trog Trawlers gather paint on them despite no effort whatsoever on my part.


Saturday, September 13, 2014

How to play attrition under time constraints?

Answer: you don't.

But that's what happened last Monday.

I played a 50 point game of Warmachine with following list:

Asphyxious the Hellbringer & Vociferon
- Erebus
- Cankerworm
- Deathripper
- 2x Helldiver

Maximum unit of Bane Thralls + Unit Attachment
Maximum unit of Satyxis Raiders + Sea Witch
Bane Lord Tartarus
Satyxis Raider Captain
Necrotech & Scrap Thrall
Machine Wraith
Warwitch Siren

I was against a Blindwater Congregation. A very special treat, or at least it still feels that way.

Maelok the Dreadbound
- Ironback Spitter
- 2x Bull Snapper

3x Maximum units of Gatorman Posse
2x Gatorman Witch Doctor
Wrong Eye & Snapjaw

Scenario was Process of Elimination, and I think the Blindwater started the game. However it went, the first picture is from the end of Cryx turn. Erebus has Ashen Veil and Scything Touch is on Satyxis Raiders. Only shooting opponent had was the Ironback Spitter, and Satyxis are immune to blast damage anyway, and all the Gatormen Posses (possii?) could go undead whenever they wished. So Ashen Veil seemed a bit useless in this game.

Anyway, Gatormen did a cautious charge next, three of them coming up close. The three Gatormen killed four Satyxis.

The unit which is harassing the middle board is the one who has +2 arm & undead spell going on for them, and the most middle gatorman of all even has Spiny Growth on.

First Erebus tries to use Combo-Strike on the middle Gator, and you'd think that P+S 22 + 3d6 should do something to, well, arm 22 target. Attack is a hit, but the bugger stays alive with two boxes remaining.

Then Bane Thralls do an awkward run/charge, which kills one Gatorman. Then Satyxis Raiders charge, kill one of the Gatormen but the Arm 22 Gatorman still stands, even after getting -2 arm from Dark Shroud. With one box remaining. They had even used Power Swell, and that caused the death of an objective marker. Oh, that confirms that minions started game.

Well then. It's up to Asphyxious to kill that doubly undead target, and he charges, hits, and either fails to roll 7+ with 3 dice or the gator passes Tough check.

That was a terrible turn. Really... I mean... really? Three Gatormen stalled my whole damn army! Well, Asphyxious had used up his feat. One turn too early, I think.

Next turn a lot more gatormen enter my front line and kill a few Satyxis, who then fail their Command check. Ah well, I can't complain, they have passed it twice in a row before this. (Yes, that was sarcasm right there.)

Snapjaw and probably those few gatormen there kill objective from left, so it's 1-1 with control points now. Looked like it'd be a long, long game after these lines had been formed and warfare devoled to trench war - in melee.

Feat yield five focus for Asphyxious, and I'm wondering if I should try an amazing assassination attempt - either slam gatorman to Maelok or slam Spitter away with Helldiver. But since I couldn't figure out how to do both I didn't try anything foolish. There were too many critical points to completely fail everything. Looking back now, I should have tried anyway.

Instead I tried to remove any and all Gatormen and try to win with scenario, and keep a keen eye on a possible opening for assassination. Deathripper, Cankerworm and Helldiver contested left zone and tried to take care of Snapjaw and/or Wrong Eye. If I remember right Cankerworm made a really high damage roll with the armor piercing attack against Snapjaw, but Helldiver missed or didn't cause damage to Wrong Eye.

Machine Wraith boasts to kill Gatorman Witch Doctor in the fields, and nearly lives up to its words - it was either three or four points in.

When I'm counting it from the pictures it looks like I managed to kill two gatormen with Asphyxious' post-feat turn. That's... that's horrifying.

Anyway, opponents starts securing the control zone on the left. I think Asphyxious did have some kind of Focus camp for armor boost, but they're not in the picture... surely I didn't leave Asphyxious in the middle of enemy army without focus in this situation? Perhaps I did.

But in the middle of enemy turn the store closes. Well, not close as in "we got locked up inside", but we had to pack our stuff and get going.

Well, it's a second draw during Mk2, and the earlier one years ago was because of exactly same reason.

I have a very personal pet peeve with draws. As I keep quite highly detailed spreadsheets about my games, including many different forms of win/loss/draw ratios it's frustrating how draws skew those statistics. They make many records unfeasible for direct comparison.

What can I say? Boo hoo.

Sunday, August 3, 2014

Ropecon Steamroller 35 - Kaya the Wildborne

The main event for me was Steamroller tournament on Sunday. There was a 50 point Iron Gauntlet style tournament, too. However, I wanted more games in and in Iron Gauntlet I would have played only three games and in Sunday's tournament I would get four.

I'm writing this tournament in two parts, and since I played two games with Kaya the Wildborne and two games with Morvahna the Dawnshadow, I thought I'll make one post for each warlock instead of a chronological order.

Tournament was 35 points with 40 minute deathclock, and otherwise rough schedule, too.

This post will handle my Kaya games.

My list was:

Kaya the Wildborne
- Feral Warpwolf
- Warpwolf Stalker
- Scarsfell Griffon
- Winter Argus

Tharn Bloodweavers
Swamp Gobbers
Druid Wilder
War Wolf
Lanyssa Ryssyll
Feralgeist


First game was against Minions, and it was the very first game in this tournament. It was Blindwater Congregate lead by Rask. The list:

Rask
- Bull Snapper
- Ironback Spitter
- Swamp Horror

2x Maximum units of Gatorman Posse
2x Croak Hunters

Scenario was... Incursion. Three times in a row Incursion with exactly the same flag disappearing. I dare to say Incursion is biased.

I believe Blindwater started game, and first picture is from the end of Minion turn 2. Rask has used his feat, so there wouldn't be too much charging around.

I thought I might warp for Berserk with Stalker and trample to beat Gatorman Posse. Stalker spent all available Fury on him to desperately buy attacks against crocodiles, but no. Not today. Three Furies worth of attacks yielded just two dead gatormen.

Feral Warpwolf warped for speed and tried to do the same, but could not get within melee range of anything. That qas quite disappointing. Tharn Bloodweavers try to make up for it by running to engage all the Gators. Maybe that would buy me time next turn, or maybe not.

If I'm not entirely mistaken, the Winter Argus sprays one of the Croak Hunters dead and uses its animus. Lanyssa Ryssyll then advances to engage the other Hunter, but doesn't kill the frog.

Then I get to do something I've always dreamed of with Kaya... I cast Spirit Door four times in a turn. First to pull Stalker back to safety, then Feral, then on Kaya to teleport to friendly flag and then on Feral Warpwolf again to block line of sight. I actually scored one control point this way, but as Kaya was going to be entirely without Fury, I didn't bring her to dominate.

Then it was Blindwater Congregation again, and Gatorman Posse (both of them) kill Bloodweavers entirely, as well as charge Winter Argus and Warpwolf Stalker. Damage rolls were high, and re-rolls against living targets really help against Defense 14-15. But worst thing was that Swamp Horror single-handedly killed Feral Warpwolf.

Stalker wasn't quite contesting the middle flag, so Minions scored one control point. It was 1-1 now.

I try what I can. Lanyssa tries to free Winter Argus from melee, but fails. Druid Wilder advances to the farthest corner of Kaya's control area, and Winter Argus then takes a free strike and goes to kill one gatorman who was engaging Warpwolf Stalker. I realised that I wouldn't be able to spray them both dead. First, it would have been difficult to get to Wilder's command range, and second the Gatormen were on a hill. Badly positioned spray could have also killed Warpwolf Stalker who had only a few damage boxes remaining.

So, instead Warpwolf Stalker just whacks the one Gatorman still engaging him dead. Stalker would have really been needed to deal with Swamp Horror, but as it also had Spiny Growth on, Warpwolf Stalker might have actually broken systems.

So... the question was - could Kaya and Scarsleff Griffon kill an Arm 19 heavy warbeast alone?

Hah, of course they cannot.

Swamp Gobbers charge Gatorman Posse and Feralgeist comes to contest middle flag. Come what may.

Gatormen and Bull Snapper kill War Wolf and Scarsfell Griffon. Much to my suprise Kaya's defense 16 was too much for Swamp Horror - she survived!

Ironback Spitter spits Warpwolf Stalker dead. So... I have three models remaining now. Don't remember about Lanyssa though.

Nothing important happened on Circle's last turn - Winter Argus contested middle flag, and then Kaya died.



Game 2:

Second game with Kaya the Wilborne was against Circle of Orboros. Opponent had following list:


Cassius the Oathkeeper & Wurmwood, Tree of Fate
- Gorax
- Warpwolf Stalker

Druids of Orboros
Maximum unit of Nyss Hunters
Maximum unit of Farrow Bone Grinders
Shifting Stones + Stone Keeper
Shifting Stones
2x Gallows Grove

Scenario was Close Quarters. Since Nyss Hunters don't ignore Stealth, Kaya found good use for her Occultation spell. I had quite a lot of Stealth going on there, as Stalker warped for Prowl. I think Cassius started game, and first picture is from the end of Kaya's turn 1.

Nyss Hunters mostly just came to harass Kaya's warbeasts on left, and that was it.

Then it's Kaya's turn, and War Wolf charges and kills one of the Nyss Hunters. The problematic one. Then Stalker warps for Berserk and tramples. Trample misses both Nyss Hunters, though. And its performance there at the enemy flag isn't very convincing either, as only one Nyss and one Shifting Stone breaks down.

Tharn Bloodweavers kill the two trampled Nyss Hunters in the woods and a Gallows Grove that came too close. Scarsfell Griffon teases Nyss Hunters... but damn it, there were still so many of them alive! Perhaps opponent used two minimum units? (Har har.)

Winter Argus attempts to spray one more Shifting Stone away, but even with two boosted POW 12's it didn't break.

Kaya calls Warpwolf Stalker back and hides behind a cloud from Swamp Gobbers. Feral Warpwolf tries to look menacing there at the friendly flag.


Next turn Cassius almost kills Kaya with two boosted Hellmouths. That 3" sure is a long distance... eww. Anyway, this meant that opponent used almost all of his resources there, and other casualties were quite low. However, dehydration from terrible climate and tiredness from the weekend started to kick in during this game - despite my low model count my clock was already running out.

Hastily Warpwolf Stalker warped berserk and trampled again, this time clearing a whole bunch of models. Scarsfell Griffon continued to torment Nyss Hunters, and Winter Argus tried to get a critical hit on Warpwolf Stalker. Didn't get it with three dice, but it did freeze a Shifting Stone with only two. How cool is that?

Kaya used her feat and destroyed a Shifting Stone and Gallows Grove, teleported away and healed beasts what she could. Feral Warpwolf ate the last shifting stone there at my friendly flag, and then I just hoped for best.

Warpwolf Stalker died to Warpwolf Stalker, hah. Opponent was running out of time, too. Still Cassius got time for one more Hellmouth, which dropped at least Feralgeist and Lanyssa Ryssyll.

Looked like I would still have one more turn, but I just couldn't figure out a way how I'd get to Cassius or Wurmwood. Now if only Scarsfell Griffon had had reach... Oh well. Feral Warpwolf kills enemy Stalker, and that all that's worth mentioning. Next turn opponent kills all Kaya's beasts so she has nothing to transfer to, and then Cassius and Wurmwood play some leapfrog together, and suddenly Kaya is fertilized into a wood.

I think both of these games with Kaya were more entertaining than those two with epic Morvahna even if I lost them. Well, one of the contributing factors is probably that I've never played against Rask or Cassius, and I always take a special pleasure in fighting against new warcasters and warlocks.


Thursday, May 8, 2014

Rautarouva day 1

So, last weekend I was in a Warmachine tournament. I was a 50 point Steamroller with 55 minute Deathclock rules as it was in 2012 or so. Basic character restrictions were there too if I remember right. At least I built my lists as if they were restricted.

I didn't quite finish my Kraken, but it didn't look too work-in-progress either. And I wanted to play with that thing. So my lists were:

List 1:
Mortenebra & Deryliss
- Kraken
- Nightmare
- Ripjaw

Maximum unit of Bane Thralls
Bane Lord Tartarus
Warwitch Siren
Pistol Wraith
Ogrun Bokur

List 2:
Wraith Witch Deneghra
- Kraken
- Reaper
- 2x Nightwretch

Minimum unit of Bile Thralls
Minimum unit of Soulhunters
Darragh Wrathe
2x Necrotech & Scrap Thrall
Gorman diWulfe

First game was against Circle of Orboros. I don't remember which warlocks opponent had, but in the end game was Mortenebra vs Mohsar the Desertwalker.

Opponent probably had this list:

Mohsar
- Ghetorix
- Megalith
- Gorax

Shifting Stones + Stone Keeper
Shifting Stones
Maximum unit of Tharn Bloodtrackers + Nuala
2x Gallows Grove
Gatorman Witch Doctor
Celestial Fulcrum

In the first picture Nightmare is hiding behind Kraken. Nightmare's prey was one of the Gallow's Groves, and Bloodtrackers targeted Bane Lord Tartarus.

Mirage was on Bloodtrackers and Spectral Steel on Kraken.

Next is Circle's turn, and Primaled Ghetorix charges Kraken. Kraken doesn't become a wreck, though second picture is a bit misleading. The upper half has been removed because those tentacles covered most of the area where important things were happening...

Celestial Fulcrum proved to be really annoying to get rid of. Slowly it whittled down Bane Thralls, and because I placed some of my models too much forward, I lost Warwitch Siren to blast damage roll. On my next turn only one Bane Thrall gets in a charge against Fulcrum and deals damage not worthy of mentioning.

Mortenebra fixes Kraken and casts Terminal Velocity, and Deryliss casts Overrun on Kraken. Kraken kills something, don't remember any more what, and Nightmare makes the Overrun move. Nightmare uses Imprint and advances to beat Megalith. Ripjaw had also tried to do that earlier but to no avail. Megalith was still standing.

Looking at the picture I'm not sure why on earth Tartarus has advanced there, but since Mohsar is the adversary, my guess is that there had been Salt Pillars.

Well, then Megalith beats Ripjaw down, and Gorax comes and finishes what was left of Nightmare. Celestial Fulcrum continues to fry Bane Thralls, and Bane Lord Tartarus is backstabbed by the Bloodtrackers.

Kraken destroys Megalith and possibly some Bloodtracker, and Kill Shot finally removes Gatorman Witch Doctor from board. That gator had been a pain, since he/she had made Terminal Velocity almost a useless spell. Celestial Fulcrum took in two more Bane Thrall charges and one attack without a charge... and still the rock was nowhere near breaking.

I don't remember what destroyed Kraken in the end - probably Mohsar and Gorax together. Most if not all bane thralls died there and then, and the remaining Bloodtrackers took out Ogrun Bokur. Clock was ticking, and just about all options looked bad.

Well, Deryliss casts Overrun on Mortenebra, who then charges Gorax. She succeeds in killing the ape-something and advances in base contact with flag. I think she was focusless at that point.

Just about all models come to shoot at her. Fulcrum and Mohsar most notably. Mohsar had taken some damage before, and now he had cut himself down to two hit boxes remaining. Mohsar couldn't do anything to Mortenebra, but then Celestial Fulcrum hits like a ton of bricks, dealing 11 points of damage to Mortenebra and setting her on fire!

Then it's Cryx turn again, and fire doesn't go off. Fire dealt 4 damage to Mortenebra, so she was sitting on just one damage box and on fire. Mohsar was on a hill with two hit boxes remaining, but Mortenebra couldn't move at all, thanks to those damnable shifting stones!

So... Either two attempts at a Doom Spiral, or just one Void Gate. I opted for Void Gate, and spent 5 Focus to cast it boosted. Since the old man was on a hill, Mortenebra needed 9+ to hit. Still way more than 50% chances of hitting, right? Well... it's a miss. Deviation distance is, however, only two inches, so Mohsar still got a POW 7 blast damage roll with a damage boost.

Mohsar disappeared into the Void when I started the last minute available to me on the Deathclock.

Damn good game, though I felt like I played very badly. It was pure luck that Kraken survived for so long, and I lacked a decent plan to take out Megalith. I just pushed my half-dead Nightmare and Ripjaw against it, hoping for good rolls that never came.


Game 2: Wraith Witch Deneghra vs Warwitch Deneghra.

Looks like I got pictures only from the beginning of this match and the very end of it.

Opponent had a curious Warwitch Deneghra list, something like:

Deneghra
- 2x Deathripper

Maximum unit of Bane Thralls
Maximum unit of Croe's Cutthroats
Maximum unit of Nyss Hunters
Minimum unit of Bile Thralls
Skarlock Thrall
Master Gunner Dougal McNaile
2x Pistol Wraiths
+ 2 points I can't find?

Scenario was Incursion, and I guess I was happy that the leftmost flag disappeared, though there was a healthy population of Nyss at the rightmost.

Opponent played well in keeping pDeneghra out of eDeneghra's feat range. However, the first picture from this match shows the Web of Shadows. Wraith Witch is just in front of Kraken, quite badly out of sight.

Darragh Wrathe and Soulhunters try to go to harvest some Cutthroats, and I guess they do well enough, considering that there is no scenario focus there any more.

I'm not entirely sure, but I think that Kraken managed to drop arc node from the rightmost Deathripper.

Since I couldn't catch the other Deneghra with my feat or gain upper hand with attrition or anything, I decided to try to rush rightmost flag with Deneghra and Kraken and whatnot, and hope for the best that my troops near middle flag could do, well, something. Pistol Wraiths, by the way, are did a fine job at keeping Kraken at bay.

I guess the game went otherwise fine, but I just couldn't kill Nyss fast enough to start scoring points soon enough. Some pointy eared bunch was always contesting the flag, and finally the other Deneghra rushed through the middle flag and cast Crippling Grasp on Kraken. Reaper defied all odds and survived quite a few rounds of charging bane knights, so I guess I can't really complain about the Celestial Fulcrum of last game.

As I said I'm missing all the pictures from the middle, so in the next picture is the round where I got my first two control points. Opponent has just wrecked Kraken and Deathripper is coming to contest the flag.

On my turn I've ran out of troops, but at least I can get myself to 4 control points by using Dark Banishment on the Deathripper.

But damage roll doesn't knock off Arc Node.

Next turn it's Scourge + 3 charging Bane Knights for Wraith Witch.


Game 3: Mortenebra vs Dr. Arkadius

I think I was playing against Arkadius' tier force:

Dr. Arkadius Mad Science tier 4
- 3x Razor Boars
- 2x Road Hogs
- 3x War Hogs

Maximum unit of Farrow Bone Grinders
Maximum unit of Farrow Brigands

At least that's the only way I can fit the whole list inside 50 points.

Five heavy beasts is pretty damn intimidating. Even when I got two hard hitting warjacks and a unit of Bane Thralls I wasn't sure if I would ever be able to kill them all.

First picture is from the end of minion turn 1. Mortenebra casts Terminal Velocity. Kraken gets Overrun, then Nightmare charges the Road Hog that came a little bit too close. Kraken kills a couple of razor boars and Nightmare backs off from the Road Hog. Road Hog was left with something like two or three damage boxes left, which could be bad news for Bane Thralls next turn.

Thankfully Warwitch Siren rolls an absurd damage roll with Venom which kills the spray hog.

Bane Thralls destroy the rest of Razor Boars.

And then I just hope I won't lose Kraken.

Thankfully I don't, though it loses both arms, but not Cortex.

Well, then! Kraken is allocated full 3 focus, and 3 is saved for Terminal Velocity. I don't remember if Spectral steel was dropped and Nightmare was allocated 1 or not.

Mortenebra uses her feat, casts Terminal Velocity and advances to repair Kraken. Dice came out as 5 and 6. What? Really? You call yourself the Master Necrotech?

Well, luckily something manages to trigger overrun for Nightmare, though probably it was bad play on my part to bring even Nightmare to die.

Ripjaw and Bane Lord Tartarus kill the other Road Hog, and Bane Thralls try to kill as many brigands as possible. But all in all that feat turn was completely wasted.

And on the piggy side of things - Mortenebra loses all of her warjacks in one turn. What the heck just happened? Things were looking quite good, but then Mortenebra messes up her repair check and Kraken does pretty much nothing.

Well, all is not lost. Bane Lord Tartarus curses some farrow's and Threshers three bane thralls more, and then Bane Thralls activate and the war hog with yellow hood, drill and nomad's sword falls to charging Bane Thralls.

Deryliss casts Overrun on Mortenebra, and she charges to rightmost War Hog... and kills it. She advances to Kraken's wreck with Overrun. I had been able to bring some Bane Thralls to Kraken's wreck, so Mortenebra was quite nicely protected there from one non-reach heavy war hog.

War Hog goes to kill Tartarus - more banes at this point would be quite horrific indeed.

Remaining Bane Thralls and Ogrun Bokur all try to punch the big pig, but they merely tickle the bacon.

Deryliss casts Overrun on Mortenebra yet again, and she charges the last remaining War Hog, kills it and Overruns next to Dr. Arkadius. Well, she mostly fails her attack rolls, and Arkadius has one more turn. There's about 20 seconds left in my Deathclock.

Arkadius casts Crippling Grasp on Mortenebra, and that was pretty much all he could do. His only damaging spell requires living Friendly warbeasts and his combat syringe only works on living models. I hope epic Arkadius at least carries a small knife with him or something - situation was pretty much comparable to Rasheth in melee with 0-1 Fury. Nothing could be done.

Few Bone Grinders that were still alive tried to shoot Mortenebra in the back and succeeded, but they just quite didn't one-shot an uninjured warcaster.

I wasn't aware how little Arkadius could do in melee, so I was suprised to actually get one more turn with my 20 second clock.

I've had plenty of tournament games where I have only a few minutes left on my clock, but this time the clock literally started beeping the last 5 seconds, when Mortenebra finally succeeded in landing the final blow to Arkadius.

All three games in the first day were quite amazing. Next day there were two more rounds, but those games will have to wait.

Tuesday, January 7, 2014

Showcase Mushrooms

Well, for a change it's time for a Warmachine painting blog post.

I don't usually do those, because they're nothing "out of the ordinary". They are what I paint most.

But this project is somewhat special. Models for Blindwater Congregate are probably my most ambitious attempt at painting and basing miniatures, and over a year after their purchase, Bog Trog Ambushers are finally done - a full unit of ten.

On my other armies there will always come a point where I start rushing things to get the pieces finished. Bases for my larger armies of Cryx, Skorne and Circle of Orboros have become quite repetitive without any kind of unique touch.

But with Blindwater Congregate each and every base is and will be one of a kind. The models from Blindwater Congregate come from magical mushroom forest. I think I've posted Wrong Eye & Snapjaw here on this blog, too. Some minions can probably be seen from the pictures in battle reports.

Now, however, is the first time I can place a full unit of little fish men with large mushrooms down and take a picture. They are packed closely and not scattered all over the board, so the volume of oversized mushroom looks the way I want. Damn, I'm proud. I guess I could be even more proud if it wasn't for my atrocious photography skills, but no matter how bad lightning I managed to arrange, the mushrooms are still visible.

Few more models and I will probably take an army picture of all the mushroomed models up-to-date.

Tuesday, July 30, 2013

Iron Arena at Ropecon 2013


26.-28. of July was time for Ropecon gaming convention.

I think this was the biggest year for Warmachine there - there were lots of tournaments (at least planned) and Iron Arena going on.

I played two games in Iron Arena and took part in the 50 point main tournament.

I'm writing up the Iron Arena games first now, as I'm still visiting people.

First game on Friday was against Lord Carver and some happy pigs.

It was a 50 point game, and I played with Iron Lich Asphyxious with following list:

Iron Lich Asphyxious
- Nightmare
- 2x Nightwretch
- 2x Helldiver

Maximum unit of Mechanithralls + 1x Brute Thrall
Necrosurgeon & Stitch Thralls
Minimum unit of Bile Thralls
Darragh Wrathe
Bloat Thrall
Skarlock Thrall
Gorman diWulfe
Ragman

Opponent played something like this:
(Not sure about exact army composition)

Lord Carver
- Gun Boar
- 2x Road Hog
- War Hog

2x minimum unit of Farrow Brigands
Minimum unit of Bone Grinders
Slaughterhousers
Rorsh & Brine

There was some scenario that I don't remember any more. Anyway, first picture is taken from the end of opponents turn number X. Either first or second.

Lord Carver had been casting Batten Down the Hatches more than what is healthy. Iron Lich used his feat right next turn, and he charged closest Road Hog, cast Parasite on it, took a few hits against Road Hog and cast Breath of Corruption on close Brigands. I would have liked the shot to miss for a better chance to hit multiple pigs, but what can you do when you just roll 11+.

Then Asphyxious teleported away, and Darragh Wrathe cast Death Ride, hoping to get more Mechanithralls within charge range. Well, the 1" didn't probably help much, but two thralls got the charge and beat the beast with a whopping p+s 17, thanks to Scything Touch. Road Hog was left with just a few damage boxes, which was slightly annoying. Now I needed to bring Nightmare to the fray, which probably meant an end to Nightmare.

And Lord Carver used his feat, so it really did mean an end to bad dreams. Cankerworm went to scraps too, so all melee warjacks were gone in one sweep.

Rorsh and Brine went to contest left zone, and fool as I was, I thought they'd be some easy bacon.

Next turn Asphyxious used the good method of charging in, casting Parasite and teleporting away. Then Ragman and a ton of Mechanithralls with Scything Touch came to finish War Hog.

And despite all Cryxian forces tried to do, they just couldn't get rid of Rorsh. The smelly little pig just defied all efforts to turn him into a sausage. Luckily Warwitch Siren managed to score a hit on Brine, Shadow Binding it to place. Things could have gone really ugly.

Cryx started to win attrition when Rorsh finally bit the dust and there were only a handful of brigands on the board plus Road Hog and Gun Boar.

There was, however, a short moment when everything could have fallen apart. Asphyxious ran to left zone, trying to dominate it.

Otherwise it worked well, but opponent almost pulled off an assassination.

Road Hog, combined ranged attacking Brigands and Lord Carver himself who cast Rift on Asphyxious, and a Fire damage roll later Asphyxious was standing with only two hit boxes. Eww, way too close!

But then Ragman's Death Field and Asphyxious did their thing, and Lord Carver was put down.

It was my first game against Lord Carver, and first game against minions overall. And a good game it was.


Game 2:

On Sunday I played a 35 point game with Cryx against Cryx.

My list was:

Venethrax
- Seether
- Malice
- Ripjaw

Maximum unit of Mechanithralls + Brute Thrall
Necrosurgeon & Stitch Thralls
Minimum unit of Bile Thralls
Skarlock Thrall
Machine Wraith
Ragman

And opponents list was a rather tough one:

Warwitch Deneghra
- Defiler

Maximum unit of Bane Thralls + Unit Attachment
Maximum unit of Bane Knights
Bane Lord Tartarus
Gorman diWulfe
Skarlock Thrall
2x Pistol Wraith

I think the scenario was Ammunition Run, and Cryx won the starting roll (damn, what an awesome pun of sorts! I can even spoil the report a little more: Cryx won)

Anyway.

Best thing I could try to do here was to screen my army with Venethrax's feat and hope no banes would get into contact with the helljacks.

It did work out to some extent, but Deneghra's feat denied bile thralls' purge attacks too, so situation on round 3 looked very grim - almost all my infantry gone, only helljacks remaining.

Venethrax had been upkeeping Lamentation, because a lucky hit from Malice had dragged Defiler to its death. If Deneghra wanted to cast any of those horrendous spells, she would be paying premium price for them.

When Gorman threw Black Oil on Malice, all of my hopes for a desperate assassination were gone.

I just tried to screen Venethrax with Seether and Malice and hope for a chance to jump.

But alas, it was not to be. Venethrax fell to a swarm of various Banes. But not until he had survived them for three turns.

I know it was rather stupid in the first place to pick Venethrax against Cryx, but that's what I like to do. Stupid things, heh.

I actually got a few convention dice, a bandana and a gift voucher for these small efforts at playing Iron Arena, which was an amazing bonus.