Warbeasts/jacks in Mark III

Mark III has been a whirlwind so far and I don’t know what other player’s experiences have been but I have seen a slew of lists featuring very heavy battle groups. I think everyone expected more jacks with the new power up rule but I’ve also come up against and played quite a few beast heavy lists. I don’t know how much of this is people still holding on to old mentalities, especially with Skorne or Legion, or if the new edition boosts them as well as it does jacks. It seems like Skorne and Legion took a huge hit to their ability to run lots of beasts with the changes to the condition rule and Trolls didn’t really gain anything new to help. There was a decrease in fury and threshold stats almost across the board. I would love to hear player’s theories on this phenomenon or if maybe what I’ve been seeing is an outlier to the true new meta. For now I’m going to focus on some of the jacks/beasts that have stood out to me for better or worse.

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Casters in Mark III

Post I made about General Mark III changes

So we’re a ways into Mark III and I wanted to jot down some of my thoughts about casters that I’ve played and have played against so far. I feel some of the changes have really shaken up the meta and brought some new casters to the fore while also making some old mainstays very interesting.

I’ll start with Trollbloods as they are my mainstay faction and I’ve played nearly all of them in the new addition. I’m not going to go over them all. Just the ones I’m really excited about or feel have changed the most.

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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!

Touring the Iron Kingdoms – Cygnar

A special thank-you to Jason Hobbs (ZeeWulf) for sending me a copy of his notes he took during this seminar.  With his and my notes, I reconstructed the seminar.

Continuing our rundown of the Touring the Iron Kingdoms seminar, we have followed our mercenary band into Caspia.  From there, they will travel through parts of Cygnar on their way to divided Llael to deliver their documents.

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My First Taste of General Adept Nemo

I had focused almost exclusively on Trollbloods in preparations for Lock & Load so recently I’ve been delving back into Cygnar. Tonight I wanted to start with some short and sweet battle reports from my newest caster – General Adept Nemo!

My 50 pt list:

eNemo +6
Thunderhead 12
Centurion 9
Lancer 6
Squire 2
Runewood 3
Journeyman Warcaster 3
Charger 4
Stormguard 9
Strangeways 2
(x2)Stormsmith Stormcaller 1
Black 13th 4

I am coming from Trolls and one of my favorite warcasters is eDoomshaper so eNemo just seemed like a good fit. And his focus matrix makes it an easier transition to Warmachine from Hordes.

Game 1 vs Dwarves Scenario Outflank

General Ossrum
3 Grundback Gunners
Grundback Blaster
Tactical Arcanist Corps
Long Gunners
Hammerfall high Shield Gun Corps
Thor
Avalancher
eEiryss
Rhupert Carvalo
(I think that was everything but might have missed something because of how quick the game was over)

I go first:
Turn 1:
Put Arcane shield on Stormguard and Failsafe on the Thunderhead. Everything pretty much runs. I forgot to allocate focus so hurray for focus matrix!
He moves forward(gets advance deploy for solos because of high born contract) promptly removes arcane shield from the stormguard with Eiryss. I realize that upkeeps might be a chore in this one. Prontos the avalancher and hides Thor behind a wall. The avalancher fires a hailmary shot at my army in the trees and misses. Does no damage. The rest of his army moves towards his left zone and prepares to unleash CRA hell upon me.

Turn 2:
Upkeep Failsafe. Forget to get focus off of the Squire. So I know I need to get rid of Thor to neutralize the avalancher(or at least make him less effective) so I load my charger up and manage a lucky shot to kill him behind the wall. Thank you powerful attack! I need to kill of Eiryss so I move a Stormcaller forward to fry her. Under eNemo’s Elite Cadre I’m feeling pretty good needing a 9 to hit her and a pow 12 damage roll. Roll an 11 on the skill check. So I then need to move Lynch forward to kill her with a brutal shot. Luckily I manage to take her out but the rest of them are out of range. I move most of the stormguard into my right zone to provide some cover for my jacks. Nemo goes and energizes the jacks forward to make sure Thunderhead is in range of the infantry, drops 3 on TH. Then because I don’t want to get CRA’d to death I move over into some trees on the left side of the map. This proves to be my fatal mistake. The TH moves forward and fries a couple high shields and an arcanist. Centurion moves forward and does PS.

So my opponent promptly puts 1 focus on each of his gunbunnies. Walks them forward and with powerful attack(damn you powerful attack!) hits 2 out of the 3 of them and bye bye Nemo.

Thoughts: I could have easily kept a lot more focus on Nemo and I could have moved him behind the trees but I was so worried about the CRA units(who could possibly take 2 shots a piece with a minifeat and long gunner awesomeness) that I completely forgot about the awesome Dwarven light jacks.

Game 2 vs Cryx Scenario Supply and Demand

eAsphyxious
Two bonejacks
Desecrater
Cankerworm
Satyxis Blood Witches
Satyxis Raider Captain
Bane Thralls
Bane Thrall Officer and Standard
Bane Lord Tararus
Winthershadow Combine
Skarlock

My opponent and I whittled each other down pretty good until I was left with a Centurion holding the center with PS up and eNemo hiding behind a forest from Asphyxious thinking I was pretty safe. None of my models were in his range or LOS so I’m thinking I play the waiting game and finish cleaning out his forces in the center zone and win by scenario or draw big A in. My opponent shocks me by charging his last jack to get within 6 inches of eNemo and pops his feat. 1 Tartarus and 1 Raider Captain shot later, Nemo is pushing up daisies.

Thoughts: If you are playing eAsphyxious and you have a caster with Polarity Shield, it should be on something every single turn. Your caster if nothing else. If I had I probably could have kept the zone just between Nemo, the Cent, and the Lancer I had left and it would have been very hard for Asphyxious to do anything about it. My opponent utilized an avenue of attack that I didn’t anticipate and capitalized and I’m grateful for the lesson learned.

Game 3 vs Khador Scenario Supply and Demand

eIrusk
Conquest
Iron Fang Pikemen
Iron Fang Kovnik
Man-O-War Shocktroopers
Battle Carriage
Sylys Wyshnalyrr

By the fifth turn things were looking pretty bleak for me. I was left with a heavily damage TH engaged by two Shocktroopers and a IF. My lancer had almost been destroyed by the conquest who was contesting and closing in on Nemo. The charger was left but in a bad position to provide assistance. I had nothing left but a desperate hailmary.

I should preface this turn by saying my opponent had accidently moved forward to hide behind a piece of terrain that looked like it would provide cover but we had determined was merely a hill before the game.

With my forces dwindling I knew I had to put a hurting on Irusk from what few ranged options I had left. I dropped 3 focus on the Charger from my journeyman but because of the angles couldn’t get a shot on Irusk so I decided to try to get TH loose. I manage to kill the pikeman but he rolled tough, at least he wasn’t engaging, and do absolutely nothing to the Shocktrooper. Arm 21 in shield wall is hard to deal with. I activate nemo and drop 3 focus on TH along with Failsafe and take a shot at Irusk needing a 10 to hit. Boost and roll a 6. Well that’s no good. The TH moves away from the Shocktroopers but stays within 6″ of Irusk. I take my licks from the troopers but he’s still standing. I pulse and hit Irusk at dice minus 3. Time to start doing some damage. Roll and …. a 1 and a two. Well crap, at least I still have 2 more auto-hitting attacks with 1 boosted at dice minus 1. First roll I boost and … 1, 4, 3. 7 damage leaving Irusk at 10. I feel that the dice gods just do not want me to get a win tonight. I take my last attack and roll a 6,5 doing just enough to kill him after he fails his tough check. Whew!!

Final thoughts:
1. I’m too used to the security of fury transfers. I need to start planning on either hiding my caster or keeping focus on him to mitigate random damage.
2. I LOVE eNEMO! He is so much fun and lightning is one of the reasons I got into Cygnar and he brings it in spades!
3. Elite Cadre Stormcallers are awesome for dealing with pesky stealth solos and “hidden” targets.
4. Stormguard might not be an elite front line unit but I love them. I love reach and set defence can come in really handy. Plus you can pulse from TH and not worry about hurting them.
5. eAsphyxious is really, really good in a great players hand. He isn’t broken but you have to constantly be on your toes and you have to analyze every possible threat.
6. Gun bunnies are awesome!
7. Irusk combined with the Iron Fang Kovnik is a wicked combination. I wonder how long it will be before we see multiple units running around.
8. Missing charges on a conquest needing anything but double 1’s with a lightning shrouded Centurion is no bueno!

I plan on having more detailed reports in the future but for my first try I wanted to get all 3 in and wanted to just get my feet wet!

Hello All New Poster Here

Hey all, newest poster on Sustained Attack here. I’ve been I the game for a little less than 2 years now and I’m still really enjoying it. I play Trollbloods mainly and dabble in Cygnar. I love the different challenges and game play they provide and enjoy the differences between Warmachine and Hordes. I’m hoping to provide a different perspective being mainly a Hordes player and hope to provide some interesting reading. What really lured me in was the chance to exercise my creative side a bit and to inundate the poor masses with my blasphemous philosophies and idle musings. I’m planning on focusing on BatReps and opinion pieces but if you stick around, I might throw in a original short story or two. Guess we’ll see…