Battle Report: Cygnar Vs Skorne

Battle Report 06/26/13

Siege vs Zaal

My List:
Siege
Avenger
Charger
Squire
Arlan Strangeways
Journeyman Warcaster
Defender
Archduke Runewood
Boomhowler
Captain Murdoch
Gun Mages
Gun Mage Officer
Black 13th

My Opponents List:
Zaal
Gladiator
Mammoth
Praetorian Swordsmen
Nihilators
Paingivers Beast Handlers
Hakaar the Destroyer
2x Ancestral Guardian

Terrain From my point of view: Forests on the left and right mid table. A forest slightly out of the deployment zone mid in front of me with a wall centered in front of him and one off to my left before the forest.

Deployment:
I deployed first. Gunmages to my far left then journeyman with the destroyer and Strangeways with the charger. Runewood came next with my Boomhowlers and Murdoch manning the center with Siege and the squire behind them. The avenger came next with the black 13th holding the far right flank.

My opponent deployed his mammoth at the center with the nihilators to my right and his swordsmen on my left. His remaining troops filled in behind them.

Turn 1:
Lots of running forward. Runewood threw overcome on the Boomhowlers so they cleared the forest and called out 4+ tough. The journeyman put arcane shield on them as well. Everything else ran forward using the trees as cover.

My opponent ran his nihilators forward with Hakaar and one guardian behind them. The mammoth took up residence behind the wall and puts up counter blast. He’s followed by Zaal. He put Inviolable resolve on the swordsmen and they ran forward past the wall with a guardian and the Gladiator following close behind.

Turn 2:
Allocate 2 to the Avenger and 2 to the Charger. Defender gets the two off of the journeyman who upkeeps AS. Black 13th moves up, Lynch and Watts each pick off a nihilator with 1 rolling tough. Ryan moves forward and drops mage storm in the middle of them killing two and two rolling tough. Hakaar and the other guardian load up on souls. The avenger moves forward and boosts to kill another 3 nihilators and knocks one down. The charger moves forward and picks off a couple of swordsmen. The defender drops a shot into the gladiator doing a small amount of damage. The gun mages move forward into the trees on my left and with 3 getting shots at swordsmen and killing 2. Then the boomhowlers assault forward, leaving one nihilator that’s knocked down and failing to kill any swordsmen due to failed assaults and being short on the charges. Interestingly the mammoth chooses not to counterblast worrying that it will deviate into it’s own soldiers. Strangeways runs up behind my charger and defender and Siege, the squire and the journeyman take up residence at the front of the trees.

My opponent starts his turn by Righteous Vengeanceing Hakaar up and killing a boomhowler. Between the mammoth cannons, Hakaar, and the swordsmen(with last stand on them), I’m left with only Boomhowler on 2 for 12 rolling(even Murdoch failed…). The mammoth also killed off Lynch with blast damage. The gladiator moves forward to the edge of the trees and gets most of its damage healed off by a beast handler. His last nihilator stands up and moves forward.

Turn 3:
Allocated 2 to the Avenger and 3 to the charger. The defender gets 2 again. The remaining Black 13th and the Avenger kill off Hakaar and the last nihilator. Siege puts 4 damage on Kovaas(out of Hakaar) with explosivo. The gun mages move forward and in an awesome display of gun play miss 4 times on the remaining swordsmen and a beast handler but at least manage to finish of the Kovaas. I guess all things balance out though because between the 3 shots from my other two jacks, I leave the Gladiator with about 4 damage in his spirit.

The last couple of swordsmen suicide charge with last stand and kill 3 gun mages, clearing the way for Zaal to send a partially healed, last standed, rushed gladiator in to two shot my charger. The mammoth moves forward to the right of the wall and puts some damage on the Avenger at range not quite taking out any systems.

Turn 4:
I put two focus on the defender and leave the Avenger with none because I’m mistakenly thought the mammoth had a 11 inch charge threat and didn’t want to move close enough for a shot. I’m trying to decide if I want to shoot Zaal behind the wall or the last guardian with the defender and choose the former because I also mistakenly thought that he didn’t have any fury but forgot about the dead titan. I do a bit of damage that goes straight to the mammoth. Strangeways heals the Avenger for 5, who had moved over to the center to hopefully lure out the mammoth. The black 13th takes shots at the guardian but don’t finish him off because I forget to declare my brutal shots. Siege takes a shot at the mammoth for something to do and does a couple damage. My last gunmages move to start flanking on his right and kill off another beast handler.

In a huge surprise, the last guardian gets last stand and Zaal feats. Meaning I have one dead defender. Zaal moves across the wall to avoid the gunmages and Boomhowler and the mammoth moves forward to cover him. He puts more damage on the Avenger but leaves him with his right arm(sword) and his cortex.
Turn 5:
With my Avenger finally in charge range of the mammoth I go for the win. He gets 3 focus and strangeways moves over to fix his movement. Siege moves out of the trees into the cover templates left by my dead jacks, feats and puts a hurting on Zaal with boosted damage. Somewhere around 18 damage at dice plus 7. Now an interesting questing comes up. Since the Siege’s feat specifies “the first time an enemy model takes damage this turn” does transferred damage count?! After some debate we determine that since it is transferred that Zaal is the one that actually suffered the damage so I’m safe to charge the mammoth. Or so I thought, I was unaware that counter blast also allowed a melee attack. Thankfully he actually missed but sadly the avenger is also not up to the task and leaves the mammoth standing. Then I make a big mistake and charge Zaal with Runewood. He does more damage but still the mammoth lives. Now Zaal is engaged and the Black 13th, the journeyman and Boomhowler are forced to target the mammoth leaving him with 2 hit boxes left. Instead of wasting the other gun mages I have them pick off the other two beast handlers.

With few options left, Zaal lasts stands himself! I’m guessing because he was hoping to kill off anyone who charged him and he kills Runewood and heals the mammoth. The mammoth finishes off the Avenger. But it was too little too late.

Turn 6:
Out of hubris I try to kill Zaal with the journeyman but leave him with 5 health so I take a boosted shot with Siege and finish him off.

Thoughts:
1. Last stand is amazing.
2. Zaal’s feat is amazing.
3. Killing the Kovaas is a huge priority. This army gave my ways to kill it in spades which kept it from really affecting the game as you can tell how much it was mentioned in my report
4. Make sure you are announcing what you are doing in a clear voice. I kept questioning what my opponent was doing, especially if I thought beasts were damaged and missing aspects, and I didn’t want to give the impression I thought he was cheating but I’ve been bitten by that before and just wanted to make sure.
5. I just don’t know how I feel about Siege. He has an amazing feat but the only spell I cast all game was explosivo and the only time I used ground pound was turn two and he failed to kill any of the swordsmen he shot at. I used his regular gun the rest of the game because I only needed to kill 1 thing with higher pow. Maybe against more of an infantry swarm list…
6. Boomhowlers are just too damn expensive when you don’t get any tough rolls. Murdoch is great with them for assault though… If you can hit anything lol.
7. I don’t care what anyone says, the charger is great at 4 points. He might be focus hungry but on those turns when you need a couple boosted pow 12s he is amazing. And sometimes you just need a couple boosted pow 12s!

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3 responses to “Battle Report: Cygnar Vs Skorne

  1. After reading my cards after the game I feel the need to let you know that I did in fact end up cheating on the feat turn. I boosted a couple blast damage rolls with Zaals feat tokens. You cannot in fact do this it is only melee attacks and damage rolls that can be boosted. So I don’t think it would have killed your B13 guys. Normally I would say it wasn’t a huge deal but with how hurting Zaal was at the end of the game the B13 could have easily ended it.

    This leads me to my second point and probably my biggest failing as a newer Warmachines player. Don’t always assume you know what your stuff does because you have read the card a bunch of times before a game. Warmachines has a huge amount of rules spread over a huge amount of models, and when the pressure is on in the middle of the game its easy to forget how rules work. Always look at yours and your opponents cards and when in doubt look up a rule.

    This brings me to my third point if you think your opponent is doing something wrong don’t feel bad for calling him out on it. This game is pretty competitive and everyone is entitled to a fair game. I like people calling me out when I play wrong because it shows me that I have been doing it wrong and makes me a better player in general. There is nothing worse than finding out that super cool trick you thought would work (i.e slamming your own model to get a follow up move with a titan gladiator) doesn’t because you were to lazy to read the enemies only text on a card.

  2. I am liking these battle reports, but for someone like me it is hard without pictures. I have a really rough time picturing things, so including a few pictures sure would enhance the post for folks like me. Thanks for writing it up!

  3. Just to point it out: Siege’s feat now (Errata) states “damage roll”, so you played it right in regards of the current rules. Only Zaal has suffered a damage roll at the point the question came up. (Before the errata, both models were considered to have damage, so the feat expired on both)

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