The Bodger Bowl Video is finally finished! Apologies on how long this took – it was inexcusable. But, it is finally finished!
A special thank you to Nequiter for allowing the usage of their music in the video.
The Bodger Bowl Video is finally finished! Apologies on how long this took – it was inexcusable. But, it is finally finished!
A special thank you to Nequiter for allowing the usage of their music in the video.
Last Wednesday, during our open play Warmachine night at Rook’s Comics and Games, I played a Syntherion list against two opponents. It was interesting, and I wanted to talk about the experience.
This is a Tier 4 The Great Machine, which gives Algorithmic Dispersion Optifex solos Advanced Deployment, Syntherion’s spells are reduced by 1 on his first turn, the Corollary begins with 2 focus (one for each Optifex Directive unit in the list), and the Galvanizer is free.
The goal of this list is pretty obvious – use Synergy to kill heavy things/high defense things, and use the PA and Mitigator in tandem for a kill shot (knockdown from the Mitigator, making the PA’s job of dragging/punching much easier).
For my first game, I played against a Trollbloods player playing a fairly standard Borka list. It was a tough matchup (see what I did there?) but he won on scenario. Turns out, I wasn’t aggressive enough with Syntherion. So, despite my learning from previous games, I needed to be more aggressive with him.
I was hoping to get a good feeling for the Prime Axiom in these games, and in this one it did well, but I can’t help but wonder if it wouldn’t have been better to have two Monitors or Inverters and another galvanizer for the points. Bigger synergy growth, more chances to help use that sweet, sweet focus induction. More bodies to kill the hordes of heavy infantry…
I played against a Skarre2 list from one of our local Cryx players. I will fully admit that I have a blind spot with Skarre2. I find her to be the hardest matchup for me, no matter what I am playing. That said – it was a relatively close game.
Syntherion’s grind was in good form, although missing 7s on boosted attack rolls (more than once!) made it hard to get the Synergy chain going. In the end, a slight misplacement of Syntherion after Skarre’s feat turn meant that he could (barely) get Death Jack to me, and he (barely!) killed Syntherion (1 damage point of overkill).
Again, the Corollary makes this faction sing. I am going to be writing up something about the Corollary and why it is so important, but it was easily the biggest help I had during the games. An extra 2-3 focus every turn is HUGE.
The Prime Axiom continues to be somewhat underwhelming. It is a cool piece, but with Syntherion, I would almost always rather have the extra ‘jacks to get the synergy chain built up larger. I am going to continue to play with it, and try and get a better feel for it, but I am wondering if it is really better being replaced by more ‘jacks.
Last Sunday (the 2nd of March) during our usual open play at Rook’s Comics and Games, I played an Aurora list for two games. I wanted to talk about some of my thoughts regarding this list, and some of the things I learned from the games.
The purpose behind this list is that the heavy infantry, with True Path and Transference, are able to move up relatively quickly (7″ walk with shield wall and pathfinder for the Reciprocators, for instance). They hold the line and attrition while Aurora looks for an opening. The Eradicators can deal with infantry swarms pretty well, while the perforators, with a 10″ assault, can do some serious damage on medium based infantry and lighter Warjacks/Warbeasts. They are even a serious threat to some Warcasters.
This list was an interesting matchup. The heavy beast spam was tough to deal with, and he tied me up very effectively. As my opponent mentioned, I need to work on my maneuvering of my medium-based infantry (I am used to playing medium base spam with Xerxis, where maneuvering matters WAY less).
My opponent used his feat to kill off my infantry and jam down my throat – I then countered back with Aurora, killing his Scythean, Angelius and Rake (which an Angel was engaging). The fact that Aurora basically took them from full to dead in one turn was really impressive.
The other big thing was the corollary/Diffuser combo. The corollary can completely power two diffusers (boosted shots, and damage) every turn, and have a focus floating around during that for the Cipher to get a second shot. As long as all four of them ran near each other, I could end with a focus on the corollary, which meant it was allocating 2 the next turn (to a diffuser), inducting one (to the other diffuser), and getting one back from the Cipher (or second diffuser) after they were all done with the focus.
I ended up winning on Scenario because he just couldn’t get enough into the zone once I killed all of his heavies (the remnants of the Eradicators finished off the Seraph the same turn that Aurora finished off the other three beasts, leaving only a Naga).
In game 2 I played a newer player in the local meta, so I made a point of calling out Aurora’s tricks to him. Specifically, the feat/refuge/flashing blade assassination trick. He did a very good job of not giving me an avenue to Morvahana 2 the whole game.
I feel I did much better with my heavy infantry maneuvering that game, and did a good job keeping things tied up in the right spots. Beyond that, it was a pretty tough matchup for the opponent (given that I had no living models other than Aurora), so lots of Morvahna’s tricks just didn’t come into play.
Aurora in this list was a blast to play. Transference made it so that I could boost key rolls (in game 2, it allowed me to wipe out the last of his units, reducing his ability to respond effectively).
I will say that keeping her back is key (as I have mentioned previously about CoC casters), but I will say that her ridiculous feat threat range makes that OK. The Corollary adding to her CTRL area helps that out too, increasing the range of True Path and Transference.
I cannot say enough good about the Corollary, way more than I can fit into this report. That said – I cannot wait for it to come out in April.
I will say that Aurora is a very effective ‘caster, in or out of her theme force, and gives us some super maneuverable armies in a faction not as known for quick movement.
Cryx vs Cygnar
Points: 50
Scenario: Encroachment (3 evenly spaced flags on the center line, one goes away at the end of turn one)
My thoughts: Running a Terminus list I’m a bit worried if the middle flag is taken away, otherwise I’m good!
Cryx List played by meatkat (70 models!):
Cygnar List played by Squelch:
My thoughts: Once again lots of shooty but I haven’t really had too much of a problem with Stormstriders in the past. Game time!
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I deploy with the Bane Knights (who are now assembled!) positioned on my right flank (picture left) to go through the rough terrain and everything else grouped around Terminus. Pretty standard. Across the table I see the two Stormstriders taking up the center with Thunderhead on his right flank and Thorn on the left.
From turn one I start taking heavy losses, I lose a helldiver and the middle flag is phased out leaving me stuck with too many units outside the tough bubble! Turns out the Stormstriders can do a little more damage than I imagined. In fact a lot more especially when they start the game with tokens. As you can see from above I’m suffering heavy losses the entire game from those two. Things on my left flank (picture right) don’t go much better. You can watch Thunderhead and the Black 13th march up the board sucking up my units like a vacuum. On my left flank the Knights were chewed up by the gun mages and Thorn.
My opponent played Haley to her full potential, waiting until I was just about to get off my massive infantry charge before feating essentially rendering my third turn useless.
The last picture up there you can count out my units, there are only 20 of the 70 left! That’s an average of 17 models removed a turn. When you factor in my stitch thralls and tough that’s closer to about 25+ models killed a turn! Needless to say I was on the ropes. As I finished up my (crippled) third turn I could see he would be scoring two points no matter what I could do next turn and my only hope was to somehow get Terminus over the Stormstriders and pull an assassination on Haley.
Heading into my fourth turn I was down 2 control points to 0, death or glory, charge in Terminus! Flight took my opponent by surprise as Terminus lofts himself over a Stormstrider and berserks into the unit of Mechaniks, collecting a few souls. Unfortunately I’m about .25″ inches out of engaging Haley, who is sitting on no focus. Luckily I’m positioned right next to a Stormstrider with Repulsor Field. Oh happy day! A whack on the Stormstrider pushes me into melee range with Haley and thanks to Malediction I was able to one hit Haley with the exact damage roll I needed (11 on 3 dice).
My thoughts: Talk about snatching defeat from the jaws of victory! I got pretty lucky on that one. Flight saves the day, I think people understand the part about flying over other models, but they don’t remember the ability to ignore other models when declaring charge targets. Squelch played a damn good game.
Lessons learned:
Cryx vs Legion
Points: 50
Scenario: Font of Power (4 impassible 5″ templates around one objective that you have a caster base to base with and no 4″ contesting to get a point, first to 3 points win)
My thoughts: Not my favorite scenario type with this list (I prefer when I can completely swarm my objective to hold it, then contest the enemy objective with a few McThralls to get victory points) but shouldn’t be anything I can’t handle.
Cryx List played by meatkat:
Legion List played by dbsmash:
I’ll skip the epic play-by-play about every detail of what happened each turn, I think you can see pretty well from the above montage. The sad unassembled models are the Bane Knights, the other unpainted ones are the two units of Bane Thralls. The pics start at the top of Turn 2 (Cryx went first) and is missing the result of the last turn, which I will describe in more detail.
First though, as aside talking about other games I’ve had with Terminus. Usually they end up with my opponent exhibiting the three stages of Terminus loss:
I have Terminus pushed forward perhaps a couple inches too far forward, but completely surrounded by Mechanithralls. Legion finishes off the poor desecrator, which so far hasn’t managed to hit a thing despite boosting. The spray beast (Carnivean) sprays and wounds 6 of my Bane Knights, I roll 5 tough rolls! Next the AOE guy (Ravagore)nukes in front of Terminus, wounding 5 McThralls. I fail 5 tough rolls leaving a nice hole for the dragon beast with a surprise armor piercing attack (Angelius) doing a mighty 15 damage (boosted at dice+4)! The rest, they say, is history.
My thoughts: Doh! This seems a familiar loss. History repeats itself! I had chalked the last one up to failed Tough rolls, but this time I’m going to have to figure out how to stop this sort of thing from happening again.
Lessons learned: Don’t stick 5-6 McThralls in front of Terminus and expect that to be enough to hold the ground. The #1 rule of a terminus list is: take lost of undead infantry, the second must be: don’t ever expose Terminus with less than 30 ARM. I’m thinking a min unit of bane knights/thralls or perhaps a pair of hell divers. They are all about the same cost but the hell divers can be offset with Terminus’ jack points, sport 2 more defense and a bunch more wounds and can’t be trampled. They are a bit slow though, and won’t allow Terminus to get up the field very quickly. Though maybe that isn’t such a bad thing since that’s about the only time he seems to get himself in trouble. Thoughts?