This one I'm going to call a failure due to building a list without considering my opponent's abilities, bad target selection, and good target selection on my opponent's part. My feat felt incredibly weak without more guns, my front lines fell apart trivially, and I never felt like I had enough focus to do even half of what I wanted to do. I won't say Mechanithralls are bad with Denny2 (they might be absolutely amazing) but I will say that they're basically dead on sight against Caine2. Though on a good side, I am happy with my threat range estimates, as I did manage to get up the board with minimal casualties.
Wraith Witch Deneghra
Mechanithralls (Min Unit)
Skarlock CommanderMechanithralls (Min Unit)
Skarlock CommanderNecrosurgeon and Stitch Thralls
Captain Allister Caine
Reinholdt, Gobber SpeculatorCaptain Arlan Strangewayes
Gun Mage Captain Adept
ChargerRangers - Leader & 5 Grunts
Storm Lances - Leader & 4 Grunts
Deployment - http://prntscr.com/dfgad5
My thoughts on deployment - I want to jam up the center of the board with Mechanithralls. The first wave WILL die, but the second wave should be able to hit fairly hard with Denny's debuffs. Sepulcher has better mobility on the left side, since I confirmed that he can't sit between the buildings and flags. Unfortunately, the Stormwall beats out the Sepulcher in both firepower and range. Deathjack can hold the right flank by himself and shoot Hellmouth at his front lines before charging in. Machine Wraith is sent with the Deathjack to threaten any jacks that are sent against the Deathjack.
Cryx Turn 1 - http://prnt.sc/dfgbrd
I start by throwing 2 focus onto the Sepulcher, then walking it forward, and firing a pot shot at the rangers. 1 in 36 chance of nuking two of them on deviation, but it doesn't happen (need the right direction and 6" deviation, so 1/36). Mechanithralls run up with 4.2 inches between the first and second waves, to prevent trick shot and lightning arc shenanigans. Walking arc node #1 hides in the forest to survive until next turn (wow do I want Pathfinder right now), while #2 sets itself up on a hill with Deathjack to get that nice anti-shooting bonus. Machine Wraith runs as far as it can while the necrotechs advance towards their respective jacks. Deneghra just inches up with the necrotech and calls it a turn. I kinda wish I had something to do with her focus on turn 1, but oh well. Note - it should be 3 focus on Deathjack still. Forgot to add it on activation, but it made no difference this turn. Also note that in the future, I need to leave room in my second lines for the necrosurgeon grunts - as is, their ability doesn't reach the front lines, which is VERY bad.
Cygnar Turn 1 - http://prnt.sc/dfgfs6
Rangers walk forward into a classic staggered gunline and proceed to fire on the mechanithralls. They drop one, cut the Brute Thrall's hit boxes in half, and utterly miss the third. Stormwall, Sentinel, and Charger cluster into the middle of the field, all just outside of the Sepulcher's maximum range. Journeyman throws an arcane shield onto the Storm and hides behind it. Caine walks behind his jacks, throws Fire For Effect on GMCA, Heightened Reflexes on himself, and calls it a day. Storm Lances move forward, prepared to charge, but out of Deathjack's and Mechanithrall charge range. Meanwhile, the GMCA hides behind a forest; daring the Machine Wraith to move.
Cryx Turn 2 - http://prnt.sc/dfgjga
Only 1 focus is allocated to the Deathjack - nothing to Sepulcher. Nightwretch #1 (left) runs as far as he can, with the forest impeding his progress. I then activate Deneghra, walk into the killbox, and arc a boosted Hellmouth onto the rangers. It clears out three of them. She ends her activation on one focus, just in case I forgot a gun range. Left side mechanithralls charge forward. Brute Thrall breaks another ranger, but the front mechanithrall fails to hit one. Sepucher then runs forward just far enough to get its guns in range next turn while only being in range of one of the Stormwall's guns (instead of all three). Did not fire for deviation, since there was a 50% chance of doing minimal damage to his jacks, and a 50% chance of outright killing my front line. On the right side, I have deathjack throw a second Hellmouth onto the Storm lances. It clusters them horribly, but rolls minimal damage. I follow it up with a Nightwretch gun and mechanithrall charge, all of which fail to deal any significant damage. Maybe I should have debuffed their armor instead of the Rangers. Finally, I advance the Necrosurgeon and Necrotechs to keep up with their proper models.
Cygnar Turn 2 - http://prnt.sc/dfgqve
I would like to point at at this point in time that I do not like Rangers and their ability to mitigate my DEF. That said, the turn starts with Caine walking and putting a bullet into every zombie head in his sight before teleporting backwards. Between him and the GMCA, I lose my entire front line of Mechanithralls and both Brute Thralls. The good news is that this put 3 body tokens on each Necrosurgeon. The bad news is that whenever the Storm Lances charged (now freed of being jammed), they destroyed my Nightwretch and ran over the grunt holding the body tokens. Deathjack mitigates the assault (and avoiding shots from the enemy jacks) by virtue of 15 DEF standing on the hill but loses his right arm on the charge attacks. They also break the necrotech behind him. Stormwall advances and flattens a few more back line Mechanithralls. It then somehow fails to kill the second Nightwretch, which is limping along with a single cortex box. He ends the turn with both of us contesting both flags and most of my army gone. I then realize that this was BEFORE his feat.
Cryx Turn 3 - http://prnt.sc/dfgvqt
Ok, not all is lost. I still have a small bit of recursion, my feat, a couple of guns, and bott jacks relatively unharmed. Deneghra puts 2 focus on the Sepulcher and activates first. She walks forward (into suicide range basically) and pops her feat. She debuffs the Stormwall's ARM then holds on to the last of her focus. Nightwrech advances and fires onto the Stormwall with a boosted attack roll (so....2 dice and 1 dice on damage). Doesn't do any damage, but it does apply Denny's feat for the -3DEF. If I can just remove the Stormwall, I might be able to keep Deneghra safe for 1 more turn and then starting rampaging with the Sepulcher and Deathjack. Sepulcher charges Stormwall with its 4" melee range. With the -2ARM debuff, it breaks most of the Stormwall's armor boxes.... but doesn't manage to break a single system; let alone scrap it. Not good. My necrosurgeon puts a wall of mechanithralls in front of Deneghra to hopefully hold off any charge attacks and screen her from a couple of bullets. Deathjack goes on a rampage against the Storm Lances, killing two of them and healing up his right arm. With everything else out of range, DJ uses his remaining two focus to spray two more Lances. Oh what I wouldn't give for overtake on DJ.... I then end my turn by running the Machine wraith into his back line. Not much accomplished this turn since I focused so much on the Stormwall and failed to really harm it. I should have done everything I could to make Caine stationary and backed off Deneghra.
Cygnar Turn 3 - http://prnt.sc/dfgzmn
Sentinel and Charger remove two of the models in front of Deneghra. This opens up room for a Ranger to get in debuff range. Again, I don't like these rangers. The Storm Lances charge to put some damage on Deathjack (still alive) and remove one of Deneghra's camped focus alongside 4 of her hit boxes. Caine then steps forward, pops his feat, and unloads. In that turn he's able to kill two mechanithralls (build up his damage), slaughter Deneghra through her remaining focus, and chunk the Sepulcher for 40 damage. Game over.
I'm sure I could have played this MUCH better... but damn was I doomed form the start by bringing Mechanithralls against Caine2. Trying to bring down a colossal with my Sepulcher was also a huge mistake - I should have just unloaded with its 3 guns to spread out Deneghra's feat. I wasn't tracking her Incorporeal state, which would have prevented some Storm Lance damage, but would have done nothing against Caine's feat turn.
Next game we're both going in a completely different direction - battle of the titans. Darius vs Terminus. If this doesn't end with the two casters slugging it out while surrounded by scrap metal I'm going to be very disappointed.