Showing posts with label tactics. Show all posts
Showing posts with label tactics. Show all posts

Tuesday, October 25, 2011

Crushing Theorymachine: Kallus

For the first time in over 3 months, I played a game of Hordes/Warmachine! Talk about a long dry spell. It was great to actually throwdown again and especially to field a bunch of models that I'd painted but never played with. Since I'm going to end up writing this post over the course of the day during breaks at work, it's going to be a hodgepodge of random thoughts. So, let's get started!

The Lists:
Me: Kallus, Nephilim Protector, Nephilim Bolt Thrower, Nephilim Soldier, Shredder, 5 Raptors, Anyssa, Forsaken, Blackfrost Shard, 1 Spell Martyr.
Lance: Jarl Skuld, Mauler, Earthborn, Impaler, Runebearer, Horthol, 3 Longriders, 4 Krielstones.

My list didn't really have a solid plan to it. Kallus, the 3 Nephilim, Spell Martyr and the Blackfrost Shard were all models I'd painted but hadn't played on the table since painting them so I wanted to give them all a try. The Raptors and Anyssa were in there simply because I wanted more practice with them. The rest was just logical additions to round out the list. There was a bit of poor planning in terms of leveraging Kallus' stronger features, but I'll talk more about that later.

The Battlefield:
I'm a huge fan of using the random battlefield generator for making maps so that's what I did. (If only there was an iPhone app for random battlefields!) The end result was a clump of rough terrain, water and walls near the middle, and a big forest on the side. I won the initiative and after careful consideration figured that it would be good to go first and position myself near the forest for cover. This also meant that the Earthborn would have to move away from the juicy terrain near the middle in order to engage me, and I certainly didn't want to meet him near that mess.

The Throwdown:
The battle was unfortuantely a bit one-sided. I made effective use of the forest and worked down the longriders while delaying the heavy beasts. This was pretty key, and eventually Anyssa was in the troll backfield causing some additional chaos. This was hugely useful because she was easily in LOS of the Raptors to grant them the bonus and together they took down the remaining Longriders, Krielstones and the Impaler. The Soldier was highly effective as well, with the combination of flight, eyeless sight, and Kallus' Ignite, it made him a fun cruise missile to launch out of the forest and into the Mauler. Unfortunately he wasn't able to take out the Mauler entirely and got snacked. Next round though, the Forsaken managed to blight bomb the Mauler into extinction (one of the first times I've pulled off this maneuver on a beast actually). At this point the troll force was down to Jarl, the Mauler, and a couple Krielstones, whereas my Legion force was only really down

The Endgame:
Eventually the Earthborn came crashing in on my flank into the Protector but failed to kill him. However despite the Protector, Kallus, a rapid Shredder an Incubi and a bonus 2 dice blight bomb from the Forsaken, the Earthborn still lived! However without reach he was pinned back away from Kallus by the Shredder and Protector and was left with few options. Kallus had 2 fury on him for transfers, had tenacity up and was engaged (putting him at def 15, arm 19) and was undamaged. Jarl tried to scoot around and drop a couple shots on Kallus and then the Earthborn trampled over the Shredder to get to Kallus but in the end it wasn't enough. After that it was just mop-up.

Thoughts on Kallus:
I should first point out that I don't generally read the forums at all. Lance told me that the general consensus about Kallus seems to be somewhat negative which I was surprised to hear. I tend to ignore all that groupthink anyway and find what works for me so this battle was a fun test to see if Kallus was really more of an infantry-oriented warlock like I thought he would be. What did I come away with?

1) First, Kallus is pretty amusing to play since he's so darn tough. Between unyielding and tenacity he gets pretty chunky to deal with. This gave me a lot more confidence to just roll him in. I probably would have been far braver with him in this game except that the darn Earthborn was able to steal the POW of his sword and that made things substantially more dangerous.
2) Having Kallus hanging back to provide specific support and then roll in as a hammer afterwards worked pretty well. There was a natural tendancy to push him right up front, but he and the Soldier have the same damage output. Holding Kallus back to throw Ignite and Massacre on the Soldier made more effective use of the damage output overall.
3) Most of his "key" features didn't come up in this game for a variety of reasons. Dark Guidance really eats a lot of his fury for a turn, and with so much ranged support in the Raptors I just didn't have a need for it. However if things had gotten to melee, having the option of throwing up DG could have made a huge difference.
4) The feat is amusing. It means that clearing charge lanes just gets twice as hard on that round. It's sort of like having a backup tarpit. Certainly though, it's a defensive and/or delaying tool and not a smash-your-face tool and I often have trouble leveraging the more defensive feats. This one in particular I found tricky becauase I was never really sure when to expect that the troll line would crash into mine. Against ranged lists it would be even harder to decide on the timing since there's a danger of just getting plinked to death. This leads me to my final thought...
5) When I first read Kallus I immediately though "Oh awesome! I'll want Swordsmen!" However I don't own Swordsmen so I fielded what I had. In hindsight, I think an all-melee list with Kallus could be a real danger. Unyielding only helps if the target is engaged, and a ranged list could just take an all-melee Kallus list apart. Having some ranged options (or something to tie up ranged attackers) is pretty key.

Overall, I dig Kallus and I'm looking forward to fielding him a bunch more. I'm particularly keen to try out Warmongers with him. However all the theorymachine in the world doesn't amount to anything in comparison to actually playing a game.

Tuesday, October 26, 2010

Legion Tactics: Thoughts on the Legion Book

Ok, so there's plenty of reviews of the new Legion book out there, and I have no desire to do another such review. There are plenty of folks smarter about tactics than me. So instead, I'm just going to share some random thoughts about the book having just finished reading it cover to cover.

Things I learned about the world of the Iron Kingdoms:
The fiction was great. Unlike pretty much every other book, I actually read this one entirely, including the military org chart. I have to say that I really enjoyed the story about Bethayne. It was perhaps my favorite fiction since the Apotheosis story. I also enjoyed the explanation of how the Legion manages to raise such a numerous army. The tie in with the Iron Kingdoms history of Morrdh was pretty interesting as well. Lots of little details in it that were just fun to know.

Things I learned about models I already own:
This part is a little embarrassing, but I have to admit that as a matter of reading everything, I discovered some details about models I own that I just hadn't noticed before. Anyway, lesson learned here is that it is worth taking the time to read your stuff a second time to look for abilities that you missed.

  • Carnivore heals the casting warlock, not the model with the upkeep spell on it - Well, actually I learned this when I was looking up clarifications about rules on the PP forums, but it was still good to find out.
  • Harriers have Sprint - In all fairness, I've only ever fielded a Harrier once before. Sprint is pretty boss for them to have since they are so fast.
  • Shredders have Snacking - I probably already knew this, it just never comes up though. Either a Shredder is alive, or dead. Rarely is a Shredder damaged but still alive.
  • Nephilim don't have Blood Creation - Ok, technically I don't own Nephilim yet, nor have I even proxied them. But this was neat. It follows the fluff about the Nephilim, which I must add was super cool as well.
  • Angelius has Overtake - Huh. Really? Somehow I never noticed this. I had to double-check my card. Yep, there it is. Really? Seems like something I would have used before.
  • General Thoughts on Legion:
    It's nice that Bethayne bring some troop support to the army, but even then I feel like Legion units are under supported by their warlocks. I'm certain this is a bias I bring from having played Protectorate before. On the flipside, warbeasts of Legion get to rock the house. I love how Legion got more beasts than all the other factions (mostly due to lesser beasts). One final note is that this book brought more variety and tools to the game for Legion, particularly in the form of ranged and magic attacks. I'm very excited about the possibilities going forward.

    Thoughts on Models:
    One model though eclipses all others at this point: Will Bethayne and Belphagore come with an additional model for the two melded? I'm betting no, in which case I may have to get two of each and bodge together my own melded version. The artwork for Bethayne and Belphagore was very exciting and I'm likely to take the time to shell out the extra bucks to make that melded version.

    Well, that's it. To all you painters out there who are confused by this post, take comfort in knowing that I'll be returning to normal painting posts in a couple more days. Sometimes though my gamer enthusiasm breaks from his chains and just has to speak his mind.

    Sunday, April 18, 2010

    Highborn Tactics: Units

    In this first installment of my thoughts on Highborn army construction, I'm going to focus on unit selection. Obviously there's importance in which caster you pick as well, but I'm going to sidestep that issue for the moment since caster choice has a lot to do with play style preference. I'll just highlight that my experience of playing Highborn spans the following casters: Fiona, Ashlynn, Madhammer, Gorten, and Bart. I have yet to play the other mercenary contracts. Also, for the purposes of discussing unit selection, I'm going to leave out some of the small character units, like Aiyana & Holt. For simplicity sake, anything that I've never personally fielded I've marked with a *, so know that any comments following them are strictly theory-machine.

    Steelheads:
    Steelhead Halberdiers - What is there to say about these guys. They are sort of a basic trooper. Cheap, effective, mobile, and they have reach. Nothing spectacular, and nothing really terrible. I can't say I'm a huge fan of them though, mostly because the models seem like a pain in the butt to assemble and paint.

    Steelhead Heavy Cavalry* - Out of all the Warmachine cavalry, these rank #2 in my book, right behind Cryx. They have a fair amount of damage dishing power. However I've typically stayed away from cavalry due to their being expensive.

    Steelhead Riflemen* - Maybe I just don't get it. Why would I ever field these when I could get a unit of Long Gunners? These guys gain a reroll on CRA attacks and 1 point of SPD and 1 of POW, but lose so much in comparison. I'd rather spend the 1 extra point for the Long Gunners, provided I wasn't going to use my Cygnar unit slot for Gun Mages that is.

    Rhulics:
    Hammerfall High Shield Gun Corps* - I haven't fielded these guys yet, but my initial thoughts are pretty lukewarm. In shield wall, they are tougher than Forgeguard. Their ranged attacks are quite comparable to Steelhead Riflemen. They're pretty cheap. It's just the SPD 4 that makes them a hard sell. Perhaps under the Searforge contract I'll be more enticed.

    Horgenhold Forge Guard - I've tried to love these guys. Under the right circumstances they have been awesome. However they tend to have far too many bad match ups. They're just so blasted slow and easy to hit, and in the new MK2 ranged meta, they just have a lot of trouble making it to the fray. Even at ARM 18, they are easy bait for most things. At SPD 4, they get out-threat ranged by almost everything else. Granted, with Ashlynn's Quicken and her feat, they can really wreck some havoc. However these guys are not first wave attack troopers.

    Pirates:
    Sea Dog Crew - These guys sort of underwhelm me in MK2. If you pile in enough of the pirate solos, they gain a fair amount of synergy. However the tipping point gets pretty expensive. Plus, I find that my Highborn lists have enough toolbox to them already that adding more stuff to coordinate gets complicated. I will note however that I am a huge fan of the Riflemen attachments.

    Press Gangers* - I can't really speak to this unit. They seem interesting, and for so few points, I'd love to work them in. I just haven't mustered up the desire to try them out so no real opinion one way or the other on these guys yet.

    Cygnar Mercs:
    Long Gunner Infantry* - If I didn't make it clear above when talking about the Steelhead Riflemen, these guys are a good choice. They have been a Cygnar staple for years, and having them in a merc list is definitely useful.

    Arcane Tempest Gun Mages - I can't say enough good things about these guys. They bring an element to the army that nothing else possesses. I should note that not including the UA is rather silly, since True Sight grants even more utility that the Highborn contract has trouble mustering. I'd classify these as a staple unit for Highborn contracts.

    Precursor Knights* - In reviewing these guys, I'm suddenly wondering why I would ever field Forgeguard in place of these guys. They have better threat range, equal ARM in shield wall, and with the UA can hit even harder on a key round. The one key advantage of Forgeguard is that they are always that good, regardless of UAs and special rounds. On the flip side, these guys bring spell immunity to the table, which is an interesting feature.

    Character Units:
    Cylena Raefyll & Nyss Hunters - I love this unit. They have been worth their cost almost every battle I've fielded them. They're fast. They're accurate. They're remarkably potent in melee. And they are hard to hit!

    Captain Sam Machorne & the Devil Dogs - I want to like these guys. Probably with a few more games I'll be more positive about them. With the right support (like Ashlynn's Quicken spell) they can bring something interesting to the table. Most of all, Sam has the Pronto jack marshal drive to use with non-Rhulic jack options, which is really useful. However this is a unit that clearly needs good synergy to help them out.

    Greygore Boomhowler & Co.* - Again, another unit I haven't tried yet. On paper though, these guys seem great. I definitely feel like this is a unit that might perform quite well. They bring some of that classic troll toughness to the table, and with a good weapon selection to boot.

    Wrap Up:
    So where does this leave me? Well, there's definitely a couple units I want to try out still. However, there are also some staple units that take precedence. Nyss Hunters and Gun Mages are pretty much my go-to units because of their high defense. With Fiona or Ashlynn's feat up, they are pretty much unhittable. However, I'd love to hear other opinions out there. Combo suggestions, other synergies, etc.

    Thursday, April 01, 2010

    Highborn Tactics: Initial Battle Report

    I was originally just going to write a battle report for a game I played on Tuesday night. However, the post quickly started to grow and take on a life of its own. So instead, I'm going to do a series of posts with my thoughts about the Highborn mercenary contract. This is sort of a departure from my normal painting posts since it deals specifically with the Warmachine game itself, so for any of you visitors out there looking for painting posts, don't fret, I'm still working on painting projects. This is just a cathartic exercise for myself. For this first post in the series, I'll focus specifically on the battle report. Regarding the photo: please note, there was a lot of proxying in this battle since we were both trying out some new stuff that we don't own yet.

    The Setup:
    Mission: Overrun
    Khador (Lance): Zerkova (tier 4), 2 Berzerkers, Marauder, Doom Reavers (6+UA) x2, Greylords, 2 Koldun Lords
    Mercs (me): Ashlynn, Mariner, Vanguard, Devil Dogs (10), Mangler (JM'd by Devil Dogs), Forgeguard (10), Dougal, Bokur

    The Throwdown:
    The Zerkova tier 4 list was crazy. Khador won the initiative and went first, which meant the Doomreavers were on my side of the table on round 1, and the jacks were already touching the control zone. Talk about being in my face. From there things went from bad to worse. The Doomreavers kept making tough rolls and destroying any plans I had to pronto the Mangler around and into the flank. On the other side, the Forgeguard went down like a house of cards. Eventually as I started to thin out the Doomreavers though, the jacks started rolling in and causing even more problems. In the battle of attrition, it wasn't going well for the mercs. However, Dougal and Ashlynn were the stars of the show, surviving long enough to clear out the left flank of Doomreavers and sneak around into the control zone. Eventually Ashlynn survived just long enough (by keeping Admonition up and camping 5 focus) to sneak around, ignoring the jacks, and get a run on Zerkova to finish the job. This was, however, a large piece of luck. At that point, only Ashlynn, Dougal and 1 Devil Dog were left for the mercs, while Khador still had 3 fully functional jacks, a Koldun Lord, a Doomreaver, and a Greylord. I have to point out that originally an abnormal dice roll finisher off Ashlynn beforehand, but we decided to ignore it and play it out, so it's actually a combination win/loss.

    The Dice:
    I think it important to note that Lance's dice rolling was on fire. On the Ashlynn feat round it was almost moot from the number of high dice rolls. Doomreavers were making lots of tough rolls, and generally the luck was with him. I on the other hand had medium to low luck on dice rolls. Not abysmal, but below average. However, the dice rolls alone were not what put the merc army through the meat grinder.

    The Takeaway:
    Zerkova is not a closer, and that's basically what kept me alive. Despite the amazing dice for Khador, that's not what crushed my army. The Forgeguard were completely outmatched by the Doomreavers, with their (at best) 18 arm not affording them any protection against pow 13 weaponmasters. The merc jacks were also pretty outclassed by the Doomreavers. And without enough ranged shooting, the Doomreavers were mostly left unchecked. In hindsight, I think that putting Quicken on the Devil Dogs would have been smarter than putting it on the Forgeguard, but even then the matchup was poor. I was at least hoping to pronto the Mangler into a good position and lay out some serious hurt, but that didn't work out either.

    Next post: Units available to Highborn...