Thursday, June 5, 2014

Vanilla drips forever (Talisman)

Two games of Talisman were played in Oulu, one with four players and one with five players.

Game 1:
Characters were Wizard, Troll, Elementalist and Vampire Hunter.

Only a few pointers I remember from the game:

- Wizard was unlucky enough to perish on his pursuit of Crown of Command. New character was the Dervish.
- Elementalist seemed like he might win, but waited a little too long.
- Troll got stuck early in the middle space of Highlands. And he got stuck there for long. And of course he drew Craft 1 monster there, and lost to it many times in a row.
- Vampire Hunter was the first to reach Crown of Command, but then Troll got there too and smashed the hunter to bits.


Game 2:

Characters were Thief, Elementalist (again!), Amazon, Chivalric Knight and Gladiator.

Elementalist had some poor luck in the beginning and decided to avenge the Amazon. He died in the attempt, and new character was the Swashbuckler.

I have always been saying that maybe, maybe Thief is at least a little better character if there are at least five players. Well, truth be told, he was. Game didn't go horribly badly from him and he stole some good items, but he didn't really gain any Strenght or Craft points. Still he wasn't a very good character, but at least playing him didn't feel like a waste of time. Yes, I played him.

By a clever use of Toadify and winning Lord of Darkness by 8, Amazon flew to the Crown of Command early in the game. Other players had had very little progress, so it looked like a fast win for Amazon. Gladiator tried to challenge Amazon on the Crown of Command, but Amazon was dice +2 against him. Thief, too, died to influence of Crown of Command, but then there were the Swashbuckler and Chivalric Knight.

What seemed to be a fast win for Amazon turned out to be a game dragging on for all eternity. Swashbuckler and Chivalric Knight were exceptionally lucky in getting to the Chapel to heal themselves full. They could actually play this game, though there was a character on the Crown! Also after a nice start Amazon starte rolling 4+ very, very badly.

Random spell took all Amazon's gained Strenght away, so either other character might win the game if they only got to the Crown somehow. That never happened, not within the 2 hours the three characters were playing all by themselves. Finally Chivalric Knight's and Swashbuckler's luck ended - Knight was the first to go down, and the very next turn Swashbuckler bit the dust.

That was pretty anticlimatic and prolonged ending. We didn't use alternative ending because I thought with five players the game would take forever to play. I didn't really see it coming that the game took eternity to play nonetheless.


Wednesday, June 4, 2014

The Featless Ones

This one is actually the last game of Warmachine in Oulu, but I believe this one will be faster to write up than the other.

Anyway, it was a 35 point game.

My list:

Morvahna the Dawnshadow
- Pureblood Warpwolf
- Feral Warpwolf
- Winter Argus

Maximum unit of Wolves of Orboros + Unit Attachment
Shifting Stones + Stone Keeper
Blackclad Wayfarer
Gallows Grove
Ravager White Mane


Opponent had:

High Executioner Reznik
- Castigator
- Reckoner
- Repenter

Daughters of the Flame
Maximum unit of Exemplar Bastions
Minimum unit of Choir of Menoth
Vassal of Menoth
Hierophant
Saxon Orrik

Scenario was outflank and Protectorate got to start the game. Since we played quite late at night, the lightning wasn't too good for pictures without flash. Of course I didn't use flash and all the pictures are horribly shaken and stirred. I'm including only the least shaken picture to give some kind of impression of the board we used.

Game opening was when opponent under-estimated the 11" threat range of Wolves of Orboros. I, on the other hand, over-estimated it. Pureblood Warpwolf tried to go and remove a couple of Bastions, but it got only in melee with one. Because of that only two Wolves got to charge Repenter, maybe two Daughters of Flame were charged by Wolves and one or two got into contact with Bastions. Ah well. At least Repenter lost its flame thrower.

Castigator had run far into the control zone on left, and Reckoner was staying a little behind with Enliven on. That was pretty much a piece trade going on there, but I was worried because Pureblood was on right and only Gorax and Feral Warpwolf and a few solos were there to tackle two protectorate heavies.

Shifting Stones teleported Feral Warpwolf next to Castigator, warped for strenght and started beating. In my experience it's quite rare for a heavy to wreck another durable heavy in one activation, but this time Warpwolf did it's job. Scales of Fate from Morvahna most probably made the Castigator go away.

Well, it was no suprise then that Reckoner came and shooed Feral off the board with tha big baton. Bastions, who had Ignite from Reznik, almost killed Pureblood, too. It was left alive with, what, three or four damage boxes?

Next turn Gorax beats the Reckoner with all its fury, and then Morvahna charges it. That Life Trader is a bit excessive rule on the Dawnshadow, I dare say. She wrecked the Reckoner and backed off with light cavalry movement. Things didn't look so bad any more, though I lost Pureblood next turn, too.

Bastions and Daughters of Flame were duking it out with Wolves of Orboros with neither side being able to make the final push. Carnivore was on Wolves of Orboros so it didn't matter too much as long as they kept healing Morvahna.

Reznik goes all ballsy and whatnot next. He upkeeps Ignite, camps five focus and runs to left zone. Crap, crap, crap. There was now Arm 22 warcaster with what, 17 or 18 boxes? sitting on an objective, and I had lost all of my heavy armor cracking power. And he still hadn't used his feat to drain all Fury away from his control area.

Gorax tried to scratch Reznik a little, but all it managed to do was one point of damage in with all four Fury spent.

Well, what the heck. Morvahna charges in. Ram knocks Reznik down (why does Morvahna have easy access to knockdown when she can re-roll everything of importance?) and then Morvahna starts whacking the tank with her P+S 12 stick. Did I say Life Trader feels a bit excessive rule on Morvahna? Well, thanks to it Morvahna kills Reznik with last possible attack and with two damage boxes remaining (from re-rolls and Life Trader).

Damn it.

I love the mechanics of Morvahna the Dawnshadow, high risk high reward -play has always tickled me from the right spots, but when she has such ability to make whole army re-roll any unfortunate dice screw situations, does she really have to have such personal melee power too?

I wonder if I'm going to complain about Morvahna the Dawnshadow every time I play with her. We shall see.

Follower lover (Talisman)

I'm writing up the last game of Talisman now that was played in Vaasa with three players. It's still relatively fresh in my memory.

Characters were the Grave Robber, Bounty Hunter and Sage. We used only the side board expansions this time.

Every character got a decent start, but the Bounty Hunter was above everyone. He got five gold early in game and went to city to get a flail. That he got, for free that is. Some lucky event let him take an item from armoury free of charge. Five gold were spent on magic ring. So we were looking at Strenght 6-7 Bounty Hunter with a flail at around turn 10.

Things evened out a little when Bounty Hunter picked up gremlin follower. Whenever he used an item, it would explode and cause a damage on 1-2, not work on 3-4 and gremlins explode themselves on 5-6.

Grave Robber on the other hand found a talisman straight out of adventure deck and some decent +2 strenght in battle weapon. Things took a turn for the worse for him, too, when he found probably the most horrifying follower ever that's in the whole damn game. Old Man of the Sea was the name, and it takes away your gained Craft and Strenght points at rate of one per turn! If you have none, then you lose life instead. You can get rid of him at the tavern and you gain the Craft and Strenght points lost from him, but... really? If you get that one early in game you have at most four turns to reach the tavern or you just die.

Luckily Grave Robber had one Craft point, and when he was trying to get to tavern he gained another.

Sage found some good items, but the game was more merciful on him. As we weren't using the day/night card it was a little annoying when he turned into a lycanthrope. I guess the sage didn't attract many disciples after that.

After such a random start where two characters almost died, game went on steadily. Grave Robber started gaining Craft and Bounty Hunter got rather disturbing amounts of Strenght. Sage almost didn't get to fight at all, though he had quite impressive fighting capability thanks to some good items.

Grave Robber tried to reach the Crown of Command first, and that put some pressure to Bounty Hunter. Well, I guess it put pressure on Sage too, but he had gained only one point of Strenght during whole game.

It looked like Grave Robber would inevitably win, because Bounty Hunter didn't even have a talisman when Grave Robber started rolling 4+ on the Crown.

Then amazing things started to happen.

Turn 1: Bounty Hunter defeats Eagle King and gets no other reward than Arnkell. That's one of the few items that speed up Inner Region immensely. Hunter teleports to lake of visions in the outer region and takes a quest to visit Cursed Glade.

Turn 2: Bounty Hunter lands on same space as Sage and gives Tricks and Treats to him and takes Phoenix potion in exchange.

Turn 3-4: Bounty Hunter reaches Cursed Glade, finishes quest and teleports to Warlock's Cave, gaining a Talisman.

Turn 5-6: Bounty Hunter reaches Plain of Peril.

Turn 7: Bounty Hunter uses Arnkell to teleport to Valley of Fire.

Turn 8: Bounty Hunter wins the game. He has 1 life when he enters Crown of Command.

Well, technically Bounty Hunter didn't win on turn 8, but because there was no chance to get even a draw and Sage had gained one Strenght and two Craft points now.

In turns 5-6 Sage also made a serious blunder in not remembering to check what card was there on the top of adventure deck. Of course it was the Tornado that could still have ruined Bounty Hunter's game, but instead it threw all the important items Sage had all over middle region.

Sage tried to cycle spells to get something that would affect the outcome of the game, but nothing came up.

Tuesday, June 3, 2014

Way too much to remember! (Gloom)

I was visiting friends in Oulu and Vaasa for about a week. I got to play a lot of different games, and I didn't have too much time to write the games up as they were played.

Well, luckily I got some pictures for Warmachine and some memo's about Talisman, but I also had Gloom with me.

Four games were played in total, and really... it's impossible to remember detailed stories what happened in the cruel and dark world of Gloom.

However, I'm trying to write something about them.

In Oulu I played two four player games with Unhappy Homes and Unwelcome Guests expansions.

First game had the Woeful Widow unwelcome guest, and later even that *%#* cat was unfashionably late from the party.

Families involved were the Blackwater Watch, Hemlock Hall, Artistes Le Canard Noir and the Malone Mob.

I have forgotten especially much from this game, but one very disturbing tale popped back into my mind. I would have rather forgotten that one.

Cousin Mordecai of Blackwater watch... I mean, the little kid... was seduced by a strumpet, and subsequently got married magnificiently. Once his bride died, he got married again.

Family of Hemlock Hall were the most victorious... I mean, the most miserable family of everyone involved.

Second game we had Artistes of Le Canard Noir, the Slogar Family, Malone Mob and Dark Dens of Deformity. We took two Unwelcome Guests in the second game, and they were Unhappy Holmes and the Poor Relations.

From this game I remember even less, except that the outcome was a draw between Malone Mob and Dark Dens of Deformity with 140 points each. That was the very first draw ever in my games of Gloom. I guess two families can live equally horrific lives, then.

Oh, except that there was quite an infighting in the circus for the place of ringmaster after Darius Dark died. The live members of circus were poisoning each other during Teatime Terror.


In Vaasa I got to play two games again, and they were three player games.

First game had Dark Dens of Deformity, Slogar family and the Hemlock Hall. Unhappy Holmes was the Unwelcome Guest of this game.

Samson O'Toole, the bearded man was trying to escape the law during whole game. That *(#¤ cat was unfashionably late again, this time for the circus. Darius Dark, the ringleader was first circus member to die, yet again. He took an overdose of morphine and disappeared into the fog, never to be found again.

Mr. Giggles, the skeletal clown was seduced by a strumpet, got married to her, but she died of disease during wedding ceremony. Whatever the disease was it took Mr. Giggles a few turns later.

Hemlock Hall scored a sad, sad victory in this game.

In the second game families were Artisted of Le Canard Noir, Hemlock Hall and Slogar family. That )@%& cat was the unwelcome guest this time.

It looked like Hemlock Hall would win yet again, because they got the cat and soon the cat was dead, and some other family member died miserably, too. Together they gave 95 points already.

Yucky things happened at the Slogar family. First the brains were boiled in a broth, and next the little Slogar kid fell ill from a foul meal... did she eat that broth? Well, doesn't really matter, since soon after she was eaten by bears. And, well, there is the teddy bear in Slogar family. I guess something went wrong in the tiny brain of the fluffy bear when beggars beat it earlier in the game. That's hars, faminished beggars taking their frustration to an innocent teddy. Though it wasn't innocent for long.

The naked model of the Artistes died early in the game, and, uh. That wasn't a pretty thing that happened there, either. The butler of Hemlock Hall turned out to have some special interest in Marie, and took off to foreign lands with her... late body.

Rousseau, the painter, made a career of painting some interesting pieces of art. First he was terrified of a special topiary he painted. Next he painted up some tigers, whose mere presence taunted him from the picture. Last but not least he painted a bog... and drowned there.

A bishop was a big fan of the androgynous actor Simon Simone and blessed him, and even gifted a dress for him. Bishop probably mistook the biological sex of Simon. Simon wasn't offended, though. On the very contrary, he found this dress to be a perfect chance to begin life anew. After all, at that point he was the last surviving member of his family. What a perfect time for a new identity. Simon was last seen on the coast.

This time it was Slogar family that won the game, and with that gorefest inside their family, I'm not too surprised.

Thursday, May 29, 2014

End to Nexus Psi

Last Sunday I got to play Deadzone, and we finished up the Nexus Psi campaign we had started earlier.

Plague had iniative to choose next scenario, but apparently there was no other choice except Intel Run.

This wasn't bad at all, since it was a 50 point game, which meant I could construct a list completely from my own models! Whee.

Game 1: Intel Run

I believe my strike force was something like:

General with 7+ ranged value and 3-2 command.
2x Stage 3A's with various advances (with extra ammo)
Plague Hound (with Brawler)
Stage 3A with HMG
Plague Swarm

This campaign was fought with Rebs, but I don't dare to try to remember the exact army list used.

This time a little more happened during Intel Run than last time around. First of all almost all of the ammo crates (one of which had the intel objective) went to plagued side of the map.

I screwed a bit my deployment when I didn't take into account that neither plague swarm or my plague hound of death, doom and carnage couldn't even check if ammo crates had the required intel.

Plague swarm was tormented by some blast weaponry, but the aforementioned plague hound ran to chew the head off from a sergeant of some kind. After the game this kill get another rank for this little doggie, so in next battle it was a 6 point model! But I'm going too far ahead.

After some heavy gunfighting on the other side of board one of the Stage 3A mutons revealed intel. Since most of the rebels had gone down (either hugging ground or in a bit more permanent way) from the many Blaze-Away attacks game ended quickly when Rebs fell back before my bloodthirsty hound ate them all. Well, there might have been some other reasons, like the intel being in a very hard place right next to escape zone, but I'm sure they were just afraid of the hound.

Slowly I'm starting to realise why plague loves cover so much. Cover actually gives penalties to defender when doing Blaze Away attack option... and plague doesn't really use any other method of attack except melee and Blaze Away. That's a little bit annoying, but hopefully that changes even a little bit when plague enforcer and strider are released.


Game 2: Ambush

Second game was ambush scenario, where Rebs had 100 point strike force and plague had 95.

As I forgot to take any pictures at all during last game, I tried to make up for it in this one. First two pictures are from deployment phase at a different angle. Being fully three dimensional game it can be difficult to get a proper picture that shows both sides, and no, all of the Rebs aren't even showing in these two pictures.

There was a large ruined building at the center, which meant multiple stories for deployment. Funny thing, though - if there had not been such a building, deploying a 95 point force legally could have been problematic.

Anyway, anyway. Do you see the Teraton Brawler in second picture? Well, probably not unless you're familiar with the game, but it's the large based model down on right, showing its back to the camera. That big fellow has a one-use frag grenade.

Now... being a fully three dimensional game, all kinds of explosions affect the target square and any other squares too that are next to it. Even above, and diagonally.

Here, let me show another picture that's showing the situation only after first activation made during whole game! Oh wait, no, it was the second activation, actually. Kraaw warrior had attacked one ethereal earlier. If I remember it right, Teraton's grenade caused four 4+ rolls for all but two of plague models to survive. Both my beautiful 6 point plague hound and a stage 3A muton in target cube exploded into bits, and every other plague model was at least pinned, many were pinned and damaged. Kraaw warrior died, too. What did that Teraton use, really? A mini-nuclear detonator?

Uh, oh. Well, plague started getting up. Two boom stick Stage 3's on top of the building were quite effective, and they did kill something in the north-east corner. Possibly some kind of a commander and/or a human soldier?

HMG specialists one the other hand were much less effective and wasted their extra ammo doing pretty much nothing. Possibly one pinned Rebel Sorak, but I have to say it looks very standing to me in the picture. The other one might have pinned or suppressed Teraton, but that was all for nought when Stage 2A charged the beast and failed to do anything other than to tickle it to stand again.

Other plague hound charged to back up Stage 2A and made much more impressive attack rolls than the mutated monstrosity, but sadly the Survive/Fight rolls for Teraton were rather good, too. Later it doubled plague hound's attack and killed Stage 2A with resulting attack. Thanks, doggy.

In next picture Stage 3A muton with spotter ability ran to engage a rebel yndij that had come to shoot at one of ethereal generals. The yndij is just out of picture, behind the house. The little rebs started to slowly die off to grenade fire from boom sticks and Blaze Away from HMG's, but plague had lost most things that might even scratch the Teraton. Teraton had quite a bit of weight on its shoulders.

Finally Teraton whacks the dog and charges to ethereal in the basement, killing it. After this the battle card deck started to give some blessings for plague to this Teraton-situation. Two "distract" cards would keep the thing down for at least two rounds, and one of the HMG's managed to suppress it. The muton version of HMG had this acid spitting mutation, and, well, after some three-four activations worth of drooling on the Teraton, the monstrosity was killed by a lucky roll.

Last act of the battle was fought in the west side of map. Grogan, who was annoyingly resilient, was the last Reb model to die.

I'm not sure what went wrong for Rebs after the first devastating grenade attack? Well, most Shoot actions did pretty much nothing and I remember there was at least one failed command action for them. For the Shoot actions, it really pointed out again why I'm starting to think that plague, as a faction, cares too little about terrain penalties. In the whole 95 point strike force there was exactly one model that suffered from shooting into cover - the HMG with acid spit. Well, sure, generals and Stage 3A troopers take penalties if they use Shoot action, but since you pretty much just enrage all of them at the start of game you're not going to use much 2 dice Shoot action with them anyway - not when you can easily sprint + move into melee with 5 dice against enemy models.

But these thoughts come mostly from facing Rebs. Blaze Away probably isn't going to do so much damage against factions that have a little more armor or toughness, but 5+ ranged skill with 4 dice and no penalty from enraged status really does damage to the little peeps. Much more than honest shooting, anyway.

So. Nexus Psi fell to plague. So, what world is next?



Saturday, May 24, 2014

Sold my soul

I just had to play with my newly painted Warlock. I guess there is no turning back now that I got, if the forums are to be believed, one of the more overpowered warlock of Hordes if not the most overpowered warlock. Oh, wait! I can still construct sub-par lists.

It was a 50 point game, and my list was:

Morvahna the Dawnshadow
- Pureblood Warpwolf
- Feral Warpwolf
- Woldwatcher
- Winter Argus

Maximum unit of Tharn Ravagers + chieftain + shaman
Bloodweavers
Shifting Stones
Swamp Gobbers Bellows Crew
Blackclad Wayfarer
Ravager White Mane
Gallows Grove

I know that's probably quite sucky epic Morvahna list. After all Pureblood and Bloodweavers make Purification redundant, or vice versa. Next I got Swamp Gobbers when I have Fog of War. I wish I could explain this... but I cannot. Oh, and of course the list has way too few infantry units, but that part was somewhat intentional.

Opponent played:

Siege
- Defender

Arcane Tempest Gun Mage Pistoleers + Officer
- Cyclone
Rangers
Maximum unit of Greygore Boomhowler's
Lady Aiyana & Master Holt
Eiryss2
Journeyman Warcaster
Squire
Pendrake
Reinholdt

Scenario was Rally Point, and Circle got to start. Morvahna cast Carnivore on Pureblood Warpwolf as I realised that it kind of sucks on Ravagers and Bloodweavers strike with effective Mat 8 with gang bonus anyway. Fog of War was cast, too. Cygnar had Arcane Shield on Greygore Boomhowler's.

Woldwatcher moves a bit forward and shoots a Ranger, who is fertilized into a forest. Bloodweavers charge the rest of Rangers, who traditionally fail their command check from massive casualties. I thought I'd be quite able to contest my zone with Pureblood Warpwolf, Winter Argus and Bloodweavers... and Morvahna's feat. Rest of my forces spread to enemy zone.

Tharn Ravager White Mane charged to Eiryss, killed her and bought another attack and killed a two Boomhowlers right next to him and Sprinted to engage trollbloods in the ruin terrain. Opponent did fail all of the 4+ tough rolls, but still I was quite happy with White Mane's performance. Why don't I use the old beard more often?

Well. I'm not entirely sure what happened next. Def 17 Argus died, the whole unit of Bloodweavers died and suddenly I got only the Pureblood there. Well, okay, I should have seen Stealth and Concealment ignoring Gun Mages coming to hunt Bloodweavers, but still... Even Def 17 Arm 16 uninjured warbeast went down.

Greygore Boomhowlers had charged Ravagers and killed one of them, as well as the White Mane.

I think this was the first time I ever got to deny Tough rolls with Entropic Field. Gallows Grove teleports a little bit. I somehow remembered that it had Command value of 4 or 5, but it was a pesky 3. Only two Boomhowlers were within range.

Blackclad Wayfarer killed one of the trollbloods who weren't get to make their Tough rolls, and then Feral Warpwolf warped for Speed and killed two more Boomhowler's. Up until now they had failed all of their Tough rolls.

Pureblood Warpwolf advances and I think it used it's own animus on itself as I was going to use spray on Arcane Shielded Siege. When Pureblood had finished it's movement I saw that Aiyana & Holt were lined up quite nicely. I might be able to make some damage to Siege, but damage to warcaster wouldn't be a real casualty, after all, and Kiss of Lyliss was scaring me. So spray was aimed at a gun mage, and both Aiyana and Holt died to death howl.

All in all that was probably a mistake, trading a 9 point warbeast to a 4 point character unit. But at least there was a big scary target for Cygnar to deal with.

Woldwatcher charges to gun mages who finished the farthest member of Bloodweavers. It kills one of them, fertilizing a little more forest.

Then Ravagers charge all over the place. Chieftain and Shaman and unit leader deal with all trolls who were still standing around Feral Warpwolf, and one Ravager even gets a charge off against one of the trolls who were beating the old guy White Mane. One Ravager charges to Cyclone, and one to second gun mage near Woldwatcher.

If Greygore Boomhowler's hadn't already had enough bad luck on their part, next they failed their massive casualties check. And now that they were fleeing, they weren't contesting the zone any more. Shifting Stones teleported Morvahna to clip control zone a bit, and Circle got two control points.

Next turn Siege uses his feat, and despite some really bad rolls the blue guys still managed to shoot every single Ravager off the board. That was pretty harsh blow since now Morvahna had, what, three models to bring back with her feat? Blackclad Wayfarer, Gallows Grove and White Mane.

Since Cygnar had missed a few targets with double 1's and such, Pureblood Warpwolf didn't get as much attention as I was afraid. I don't remember who or what dealt damage to it, but it still had Mind and Spirit fully functional. Greygore Boomhowler's rallied, so Circle didn't gain control points.

On my turn I realised that I was actually losing the attrition here thanks to losing full units in one round. Pureblood Warpwolf didn't frenzy and it decided to attempt to chew focusless Siege a little bit. Then I noticed that it had lost Body branch. Warpwolves can regenerate, sure, but Pureblood already had three fury from last turn. Well, it regenerated and tried to attack unboosted with all initial attacks. One attack hit and dealt some damage in.

Feral Warpwolf warped for Strenght and charged objective. It was destroyed, so now there were only three trollkin standing in between scenario victory for Circle.

However, the damage dealt to Circle last turn had been excessive. Only Woldwatcher and Morvahna herself were the only moving pieces that could do anything to them. Woldwatcher walked and shot 6 points of damage to Boomhowler and then Morvahna used Blood Sacrifice. Gallows Grove fit to the ruin terrain behind trollkin. Then Morvahna charged the three stooges and killed them. It was a little disturbing to find that Scales of Fate functions even on herself.

Ah well. Siege does seem to be a good caster against Morvahna2, but Boomhowler's failing their Command check on turn 3 probably tipped the scales for me.

Monday, May 19, 2014

My Revenge on the Warmachine Community

I do have some pet peeves, I admit it.

One of them is nicknames people give to warcasters and warlocks. And other units too, maybe.

If the nickname is a straightforward abbreviation then there's no problem for me. But if they twist and mangle the original name in attempt to be funny, I get annoyed.

Way back in first edition of Warmachine I was already tormented by Asphyxious being shortened to Gaspy. All the sleepless night I spent because of that horrific nickname.

Well, another one has appeared that equals Gaspy.

It's Goatvahna. I guess that's better than seeing her name in many possible way to mistype Morvahna, but still... it's Morvahna, damnit!

Right. So here was supposed to be some kind of revenge? I finished painting my Morvahna2. Pictures are cruddy, but hopefully the main idea can be seen anyway. You call her Goatvahna? You get a Goatvahna!

By the way. If anyone knows any good courses or camps or things like that where I can practice my revenge skills, I'd be more than happy to hear from them.

Sunday, May 18, 2014

Blackclad Stormclad

Last Thursday I played a Warmachine game.

It has been a long, long time since I played Morvahna the Autumnblade. I also wanted to test my newly painted Winter Argus.

My list 50 point list:

Morvahna the Autumnblade
- Wold Guardian
- Gnarlhorn Satyr
- Winter Argus
- Woldwyrd
- Gorax

Maximum unit of Wolves of Orboros + Unit Attachment
Shifting Stones + Stone Keeper
Swamp Gobbers
Blackclad Wayfarer
2x Gallows Grove
Druid Wilder
Lord of the Feast
Reeve Hunter
War Wolf

I was against Cygnar with the following list:

Jeremiah Kraye
- Centurion
- Stormclad

Arcane Tempest Gun Mage Pistoleers + Officer
- 2x Hunter
Rangers
Lady Ayiana & Master Holt
Captain Arlan Strangewayes
Journeyman Warcaster
Reinholdt
Squire

Scenario was Destruction, though yet again, it mattered not.

Circle started game and first picture is from the end of Circle turn 2. All the rangers aren't showing, but they're there on the hill left in the picture.

I screwed up with Harvest here, as I was thinking of shooting everything I got at the one ranger War Wolf is engaging to gain 1 Fury for transfer. I was thinking that two Rat 6 attacks with a boost should be able to hit at least once on a def 16 target. Well, once it did hit, but I was shooting at a completely wrong guy, because I was trying to maximize potential kills.

Well, Morvahna was furyless for a turn, then.

Restoration was on Lord of the Feast and Wolves of Orboros had Regrowth.

Next turn is a curious turn. For starters, Cygnar removes both Gorax and Woldwyrd from board with a few amazing damage rolls. Then charging Centurion removes about 80% of Wold Guardian'¨s damage boxes, and after Kiss of Lyliss, Master Holt & Kraye Gnarlhorn Satyr is left with only two damage boxes. If we'd count total damage boxes of my beasts, I lost way over 50% in one turn.

Well, my two heavies were left alive, though, so maybe all was not lost.

Wold Guardian rams Centurion and causes as much damage as possible to the warjack. Wolves of Orboros declare a charge and use Power Swell. Two Wolves charge the downed Centurion, a couple charge Stormclad, a few charge Aiyana & Holt and three charge Kraye himself. Thanks to Poweful Charge Kraye drops down to 5 hit boxes, but doesn't die yet.

Winter Argus does the only meaningful thing it did during whole game. It wrecked what was left of Centurion with two sprays and froze Stormclad with a critical hit.

Because I¨'m a bit worried that Morvahna would die next turn, I try to do a desperate thing and spray Stormclad with Blackclad. Result wasn't that good, though. Nothing was ever done to the Stormclad, but Blackclad killed three Wolves of Orboros.

Next Cygnar unloads every shot possible against Morvahna. Sacrifical Pawn and some atrocious attack rolls saved Morvahna. I guess amazing damage rolls of Cygnar's turn 2 took back a few double and triple sixes now, when average on three dice seemed to be two.

At first Kraye freed himself from melee with Arcane Blast, and then he noticed he had Parry. That might have been two more carbine shots at Morvahna, but I doubt that would have killed her, since there was a Shifting Stone and Stone Keeper still within 3" of her.

Next Morvahna regrowths as many Wolves as possible, and five make a charge against Kraye. They do one big Combined Melee Attack against Arm 20 Kraye. Damage roll was enough to bring him down.

I guess the biggest game-changer here was the fact that Wold Guardian refused to die to Centurion.