Page 1 of 2 12 LastLast
Results 1 to 40 of 59
  1. #1
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default Khador War Journal *now with Pics*

    Having gotten into warmachines in the last 2 months, I thought I'd write some interesting battles I've had within the last few months. Some of the details are slightly fuzzy but I'll try to get the gist down

    Karchev
    +wardog
    +Kodiak
    +Marauder
    +Behemoth
    +Demolisher

    Gun Carriage
    Widowmakers
    Widowmaker marksmen

    Battle Mechaniks 2pt

    Vs Fiona the Black Merc Pirate Army (50 points)
    +Mariner

    Cygnar Longgunners
    Gormen
    Bosun Grogspar
    Doc Killingsworth
    Alex Ciannor and the Risen
    First mate hawk.
    Lots and lots of pirates
    Eiryss
    Nyss hunters full unit

    This was the first time I've faced a huge infantry swarm army. Although the real kicker was the surprise attempted assassination that I did not see coming. He won the roll for deployment and chose to go first.

    1st turn
    -Pirates chose to have all their units run forward as much as possible. This means his Nyss hunters are now past the centre of the board along with Eiryss. Fiona roth mercys the Nyss hunters.
    *I choose My widowmakers move up and try to snipe Eiryss but the cover she's in makes her too damn hard to hit, even with the widowmaker marksman. Karchev tows 3 jacks through the forest; behemoth/marauder and Demolisher, ending with him facing backwards to the enemy while the 3 mechs stand in front. Also I make sure I'm very very well covered from eiryss I then cast sidearms to boost my defence to 15 (17 vs ranged cause of concealment). Kodiak runs and contacts Karchev. Def is now 16/18. Wardog also chooses to run so that he's near Karchev. Def is now 18. Battle mechaniks stay at the other side of the forest. Gun carriage makes a ride-by attack to try and shoot Alex but misses. Deviation kills a few risen and long-gunners but it creates rough terrain ensuring they wont have an easy time reaching me. At this point I activate Behemoth and demolisher, both of whom don't move and rain death down on the Nyss hunters. 7 of them are wiped out.

    2nd turn
    -Pirates run up further. His Nyss hunters and eiryss make short work of the Widowmakers, killing 2 of them and the marksman. Mariner attempts to shoot the widowmakers as well but fails and deviates onto Karchev and bounces. Fiona casts nonokrion brand on longgunners
    *I choose to take the extra focus, upkeep sidearms, and allocate extra focus to Behemoth and Demolisher. Gun carriage has more drive by shooting fun. Although the fact most of his models either a) come back as risen or b)make a tough roll of 4,5,6 makes it really hard to put a dent in his army. I decide 'screw this' and decide to charge Eiryss with my remaining widowmakers , figuring it's better than trying to kill her with a ranged attack and at least this way I'll tie her up hopefully. Behemoth and demolisher focus fire on the mariner and it's cannon goes down. Unknowingly, I've screwed my opponents assassination. I also finally manage to kill the damn idiots who give the 4,5,6 tough save and the steady feature to all pirates thanks to them standing too close to the mariner.

    3rd turn
    -Pirates finally make their move. Fiona allocates 2 focus to the mariner. Gormen hits my carriage with a tarbomb to lower it's def/mat *not that there was any real point...it's def 10 -_-). He charges my gun carriage with multiple risen + hawk. They do not manage to take it down. His long gunners are finally in place and with nonokrion brand on them, they aim for Karchev, ignoring the 3 mechs he has protecting his behind. They then CRA and dual shot to try and take him down. I realise why he didn't try to do this earlier since it's one of those assassinations that you only get 1 chance at. They do respectably well damage wise but Karchev is not just a man. He's a MAN IN A MACHINE. He survives. Fiona recasts nonokrion on Mariner and then it tries to hit Karchev. Unfortunately, it fails to hit def 16 even with the boost, thanks to its crippled gun. Fiona then concedes the game

    Thoughts on this battle: I lucked out somewhat on this battle since I managed to kill/cripple most of his assassination units (Nyss/Mariner) without knowing about his assassination strategy. I just targeted them because a) Nyss, weaponmasters , must KOS, b) Mariner;warjack, the few things that can reliably damage another warjack in his army. Once they were gone, he really only had his long-gunners left which would have been deadly enough with dual shot to any other warcaster but Karchev. Also his pirate army just didn't have the punch to punch through my warjacks plus gun carriage. The very next turn, I would have just focused fire on his long-gunners with Behemoth/demolisher/GC and with 6 AOEs , I'm pretty sure I could have wiped out enough of them to make then a non-threat. He could have feated to make it harder but then I would have Karchev Tow everyone deeper into the forest so that he couldn't be seen. Nonokrion only ignores intervening models but if Karchev is deeper than 3" in forest, then tough luck. Plus I still had a squad of battle mechaniks standing on the other side ready to repair him. Plus 6 pow 14/15 AOEs hurt when you're playing a mass-infantry spam army.
    Last edited by Sining; 02-10-2012 at 05:26 PM.

  2. #2
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    One of my very first games, in which I learnt that Karchev really really shouldn't be in front despite how....sturdy he seems

    Karchev VS Karchev

    Home team
    Karchev
    +wardog
    +Kodiak
    +Marauder
    +Behemoth
    +Demolisher

    Min unit of battle mechaniks

    Other team
    Karchev
    -Behemoth
    -Beast 09
    -Juggernaut
    -Destroyer

    I win initiative and deploy first

    Turn 1
    +I take +2 movement instead of focus. Karchev casts tow , tramples up and brings behemoth/demolisher/marauder with him. Casts sidearms. Kodiak runs so he contacts Karchev. Battle mechaniks and dogs run as well. I try to shoot the enemy but only the behemoth hits and doesn't do enough damage.
    - He chooses to tow and cast side arms as well. His shooting phase fares better than mine as they focus fire on behemoth and manage to wipe out his sidecortex

    Turn 2
    +I take extra focus this time. Battle mechaniks activate to try and repair behemoth. I succeed, managing to repair my sub-cortex which means I can take pot shots again. Karchev tows/sidearms again to get a bit closer and I continue shooting at him. Kodiak runs again.
    -He takes more pot shots at me but fail to do substantial damage this time

    Turn 3
    +I decide this is the turn I'll try to kill him. partially because my opponent has to go home. I take extra focus, feat, cast tow, cast unearthly rage and charge in. I drag kodiak/behemoth/marauder with me. Between those 3 jacks, I make short work of everything else so that all he has left is Juggernaut and Karchev. Wardog runs up so Karchev is at least def 14.
    -He allocates 3 focus to Juggernaut, unearthly rages. Juggernaut walks up to me and critical hits Karchev. 4 attacks later, Karchev is a smoking ruin in the ground.

    Thoughts on this battle: I really should have waited it out, destroying/crippling 1 or 2 jacks with my ranged before going in. That and I should have focused on Karchev instead of wrecking all his other jacks. But then I was still playing with a wh40k mentality. Still, Juggernaut is pretty useful in the right circumstances.

  3. #3
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Khador vs Circle 35 points

    eIrusk
    +Demolisher
    5 man Shocktroopers
    5 man Demolition Corps
    Fenris
    Great Bears
    Kayazy Eliminators

    VS

    eKaya
    +Ghetorx (new epic warbeast in domination)
    +Warpwolf stalker (the one with sword)
    +Gorax

    Shifting stones
    Keeper of stones
    Warpborn skinwalkers
    1 solo which I can't remember and didn't do much anyway

    Terrain is set up but with 1 difference from the usual maps I play. There is an impassable deep water terrain in the middle. Ok....looks like we both can't run towards each other and kill each other that easily. He wins initiative and deploys first

    Turn 1
    -He runs all out towards me but stops most short of the deep water terrain so that 1/2 his units are on either side of it.
    +I move up and stop short of the water terrain as well. I tactical advance the shocktroopers so they can move a fair distance while still in shieldwall formation

    Turn2
    -Warpwolfs move further up while his beasts + caster try to flank me
    +I upkeep TS. I deal with his warpwolfs by charging them with Fenris. My hope is to tie them up long enough so they can't flank me. Fenris kills the two he can reach thanks to berserk attacks. however, this leaves me open to his counter-charge. I prepare myself for Fenris to get dismounted next turn and possibly even die. I cast artifice of deviation which means I can walk into a forest unhindered. I reposition my shocktroopers so that they will eat the brunt of any possible assault from his beasts while moving and turning to face them. Demolisher screens Irusk. I position my eliminators right after shocktroopers, followed by demo corps and then greatbears all the way on the fringe. I try to make sure that he can not run Laris past me for a surprise assassination by leaving not enough space for Laris to go past.

    Turn 3
    -Kaya feats. He charges in with Ghetorix and kills 2 shocktroopers and 1 eliminator. He has to buy extra attacks simply because I make several tough rolls. Ghetorix then teleports back to Kaya (but not far enough, hohoho)Then stalker charges and kills 1 shocktroopers, 2 demo corps and 1 eliminator. This is hurting me a lot. He doesn't pull stalker back as it's pretty much going to frenzy the next turn. This will hurt. He charges Fenris with his warpborn skinwalkers. 1st attack misses. He goes >_< and decides to make a CMA against Fenris. He rolls....3.
    + I do not upkeep TS. I go with Fenris first. Thanks to the wonder of berserking, I wipe out the remaining 3 skinwalkers with Fenris. An 8 point unit for a 5 point one is a pretty good exchange and things start looking up. I feat, cast battle lust on great bears and demo corps and make sure i'm still not within assassination range of Laris now that my frontline has had several big holes punched into it. Great Bears decide they can see ghetorix and they all charge him. Boom, 2 greatbears later and 4 backswings of 4d6 and 5d6 respectively, Ghetorix is dead and the remaining great bear has nothing to do cause none of the others are within reach -_-. Lesson learnt I guess, always always hit with the furthest one first. Democorps go to town on the stalker , along with the shock troopers; who attack it while keeping shieldwall since it was next to them. However, def 16 proves a pretty tough nut to crack for the man-o-wars mat of 7 and I only manage to cripple its body and spirit (the ones that minus 1d6 for dmg and can not be forced basically)

    Turn 4
    -Things don't look so good for Kaya anymore. Gorax passes its frenzy check but stalker fails. Stalker immediately frenzies and takes out 1 democorps and damages another shocktrooper severely. With Ghetorix gone and the stalker looking like it's pretty boned, he's left with only an assassination option. But I'm still too far at the moment so he decides to dogpile the greatbears with Gorax, laris and Kaya. The great bears die, but they die with pride knowing they killed 11points of deadly warbeast.
    +I cast TS on Irusk. I cast battle lust on democorps and shocktroopers. Fenris runs back but is still too far to do anything at the moment. I try my best to kill the stalker and I finally do with the demo corps. Shocktroopers having nothing to do decide to turn around so they're actually facing the enemy.

    Turn 5
    -He charges in with Gorax. Kills 1 demo corps and injures 1 shocktrooper very badly. His keeper decides to walk in as well thanks to the advice of spectators. He casts rock hammer on my injured shocktrooper and hits. It also his him and the Gorax as well. He rolls...and kills himself with indirect damage from his rock hammer. My shocktrooper also dies as well since he manages to roll high enough to kill it (while it was in shieldwall too). Kaya runs the other way to try and flank
    + I upkeep TS. At this point I'm mostly using it to get close enough to cast battle lust and then move away. I cast battle lust on the demo corps. They and Fenris make very short work of the Gorax. My shocktroopers run to Laris simply to tie up the damn beast.

    Turn 6
    - Right...so he's got Kaya and Laris and shifting stones left. To his credit, he doesn't conceed. He kills my shocktrooper before moving Laris behind so he can hide behind Kaya. At this point, I think he's looking for assisted suicide
    + I oblige him. I put 2 focus on demolisher. I move my demo corps up to try and hit him. Both miss thanks to def 16 >_<. I energizer demolisher so it moves up 3. It slams the demo corps next to Kaya. I boost the attack JUST to make sure it hits. The demo corps knocks Kaya down and then I send Fenris charging in to wipe her out. GG

    Thoughts on this game: The VIP of the game is probably Fenris or the great bears. Great bears did kill his unique named warbeast while Fenris basically...took no damage at all. Not very impressed with the eliminators with Irusk. I like their ability to charge through models but can't seem to set it up. It might be a 10inch charge range isn't long enough or they need to played seperately from the army and not cluster together. Either way, think I'll switch them out for a mortar which I can at least cast fire for effect on. eKaya as always remains a very annoying caster to play against thanks to her feat of teleporting her warbeasts out of harms way. Thankfully he misjudged the distance as well as left the stalker behind otherwise I would have had to eat even more losses before making it to him. Meanwhile...demolisher did nothing. Except screen and slam.

  4. #4
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Managed to get a game in the other day. Was playing Khador vs Trollbloods

    Karchev

    Karchev
    +wardog
    +Kodiak
    +Marauder
    +Behemoth
    +Demolisher

    Min unit of battle mechaniks

    VS

    Borka
    +Dire troll mauler
    +Earthborn dire troll
    +Troll axe

    Unit of Troll Champions
    Fellcall Hero

    Turn 1
    - I win deployment so I go first. Most of my troops are in a forest. Karchev takes pathfinder instead of the extra focus. He activates, casts tow, brings the behemoth/demolisher/marauder with him and tramples to within 1" of a short wall in the middle of the map. He casts sidearms, bringing his defence to 15 before adding for cover. Kodiak runs for free to Karchev. Wardog runs to Karchev. Mechanics run within forest.
    + His units run as well. His champions get pathfinder from the hero and run through a forest while his warbeasts + warlock run by the side of it. I can't remember why but for some reason he has no fury left, think he spent it all casting stuff like iron flesh and so on. His diretroll mauler is standing in front of Borka.

    Turn 2
    -This is it. I think there's a chance I can assassinate the warlock and I measure my control zone for Karchev. He's definitely within striking distance of me I think. I choose not to upkeep sidearms. I take the extra 2" movement, allocate 2 focus to behemoth and 1 to Marauder. I cast tow and trample 9" towards Borka. I don't reach him but I turn around and pop Marauder/Demolisher/Behemoth behind Karchev. I pop my feat. Marauder activates and charges the mauler. He chooses to combo slam the mauler, I boost the attk, I hit and I roll 2 for the distance. Luckily, it's enough to contact Borka and knock him down, dealing minor damage as well due to collateral damage. At which point, Demolisher walks up and unloads 2 pow 15 blasts into Borka, killing him. I didn't even need to use Behemoth and the 2 focus I allocated to him.

    Thoughts on the game: My opponent is a long-time Khador player so I'm surprised he didn't see this coming but apparently he never used Karchev. Or fought Karchev. The threat range of the Karchev tow is effectively 9"(trample)+2.5"(base of the model)+7"(charge distance)+0.5" for melee so 19" in total so it's pretty brutal at times if the opponent never sees it coming. It's even worse with a reach jack, which I don't have in this list. Marauder once again proves essential to the list, along with Demo and Big B.

  5. #5
    Conqueror Bunny de Guerre's Avatar
    Join Date
    Nov 2010
    Location
    London, UK
    Posts
    148

    Default

    Just a quick note to mention that you can't change facing during or after trampling, so sadly you're not able to tow and twist with a trample. I guess, though, as it's an upkeep spell, you can do okay with casting it on the turn before, upkeeping it on the following turn and running for the extra speed and turn at the end.

    Otherwise, interesting reports! Poor Borka player though, no fury left is a bit odd when you've got the little Keg Carrier to top him up and provide Stumbling Drunk!
    Mercenaries: we only get paid if we survive. And I like getting paid.
    Currently Playing: Blindwater Congregation

  6. #6
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Ah, didn't know that. Kinda weird cause lots of experienced players were watching the match and no one mentioned anything lol. Still could have made the assassination run though, just that I couldn't have ended up back totally facing the guy.

  7. #7
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    35 point game, Khador Vs Khador

    eIrusk
    +Demolisher
    5 man Shocktroopers
    5 man Demolition Corps
    Fenris
    Great Bears
    Mortar crew

    Butcher
    -Spriggan

    Kovnik Joe
    2x Destroyers

    2x Min Unit of Shocktroopers

    The map is set up so that there's a few forests on my edge and a river in the centre. He wins the roll to go first.
    Turn 1
    -He runs butcher and everything else up.
    +I run my guys into the forest to hide from the enemy destroyers. I cast FFE on the mortar crew with Irusk. They shoot butcher and manage to clip him despite him being partially concealed by a forest. I deal very little damage to him. Demolisher stands in front of Mortar crew, screening it. Thanks to girded, they will not take blast damage and destroyers have a hard time drawing LOS to them.

    Turn 2
    -He runs everyone up again and several units cross the stream. He runs butcher right up to the edge of the forest I'm camping in. Really? Really?? He does not cast IF but camps focus.
    + eIrusk feats, cast BL on the Great Bears. They charge butcher, thanks to now being able to see through forests (Yay). Butcher's armr is at 24 thanks to camping focus, however I roll 5d6 and 4d6 effectively on my BL backswing. Butcher dies before the 3rd great bear even has a chance to swing.

    However, we decide to replay the 2nd round assuming he wasn't so foolish to run Butcher up to the edge of the forest.

    Turn 2
    -His troops run. His butcher makes sure to stay far away from the forest I'm in and casts IF on himself.
    +I upkeep FFE. eIrusk feats, casts BL on ST and DC. Mortar crew tries to snipe down Butcher but fails to hit. Fenris charges in, kills 2 STs and damages a destroyer nearby. (I mostly did this to prevent the Destroyers from being able to fire later on) The DC and STs charge in and finish off the other min unit of STs. Great Bears beat down a destroyer but can't reach the other one. Demolisher moves up.

    Turn 3
    -His ST damages another ST but not badly enough to kill it. His 2 destroyers just barely manage to dismount Fenris; due to being crippled in some systems already. His Spriggan charges and kills off 1 great bear with the other making a tough roll. His butcher moves forward.
    +I dont upkeep FFE. I allocate 1 focus to Demolisher. Irusk casts AOD in the forest and BL on DC. ST kill off his ST. Fenris + surviving great bears destroy the 2 destroyers + damage the spriggan slightly. DC run to/engage Butcher to delay him. I miss because his def is frigging 17 and the 1 time I connect, his armr is still 23 vs pow 14. -_- I don't do nearly enough damage to him. Demolisher runs through the forest.

    Turn 4
    -He upkeeps IF. Spriggan chews up another great bear and a ST. Butcher chews through 2 DC but decides not to buy any more attacks.He's just going to try and kill me with butcher on IF and camping focus. Kovnik Joe shoots with his gun again at Fenris. Misses.
    +I give 2 focus to demolisher. Irusk casts BL on DC. Demolisher slams Butcher. I boost the attk roll. I desperately need this to hit; needing 11 on 3d6. It does. I slam Butcher into one of my ST and he takes 12+3d6 damage. It barely scratches him but thats when I let loose with BL DC and the surviving great bear. A KD Butcher does not stand a chance.

  8. #8
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Managed to get 2 games in

    1st game 50 point list vs Mercs
    Karchev
    +wardog
    +Kodiak
    +Marauder
    +Behemoth
    +Demolisher

    Mechanics Min unit.
    Gun Carriage
    Widowmakers
    Widowmaker marksmen

    VS

    Damiano
    -Nomad
    -Ogrun Bokur

    Steelhead Halberdiers
    Steelhead Cavalry
    Steelhead Riflemen
    Stannis Brocker
    Boomhowler & Co
    eEiryss
    Harlan Versh
    Gorman
    Rhupert Carvolo

    He won deployment and we were playing scenario

    Turn 1
    -His units run. Boomhowler gives trolls extra tough.
    +My units run. Kodiak runs for free while Karchev tow/tramples the rest before casting side-arms. Wardog runs. Behemoth tries to shoot and kills 2 troops. GC moves up and creates rough terrain. Widowmakers snipes at the nomad.

    Turn 2
    -His units run up again. His trolls run up to engage my widowmakers so they can't shoot.
    +This is where I make my first real mistake. Karchev stays where he is with sidearms on. Demolisher/Behemoth shoot and destroy a few steelhead riflemen. GC charges, knocks down/kills a riflemen and then whiffs shooting.

    Turn 3
    -Eiryss moves up and tries to hit Karchev to dispell sidearms. Misses -_- My opponent goes ***. Gorman moves up, hits Karchev with a black oil bomb thanks to frigging deviation. This is the start of my loss. Steelheads charge Karchev and co (both halberdiers and cavalry). This is when I find out how nasty the cavalry can be thanks to the halberdiers. I still survive anyway. Damiano also feats during this turn.
    +I also find out how nasty black oil can be. I would kill Gorman faster but the guy has stealth on him >_< I also made one mistake here that I shouldn't have. Karchev upkeeps sidearms and keeps 5 focus on him. Since most of my unit has lost their movement, I resort to using the marauder to slam the demolisher through several of his troops. True, they can't be moved but I still do damage to them. I kill 2 steelhead halberdiers and damage 2 cavalry as well as dealing 2 damage to my own demolisher. Behemoth is shut down thanks to not being able to make ranged attacks and Karchev can't hit nuts at minus 4 MAT. I try to kill Gorman with deviations from the GC but fail due to his high armr from Damiano's feat

    Turn 4
    -Eiryss tries to debuff Karchev again. Misses because Karchev is now in melee (-4 penalty to RAT rolls). Gorman black oils Karchev again (see where this is going? It's not good) He destroys the GC with the trolls and nomad. More beating on Karchev. Stannis Brocker charges Karchev. Still fails to kill him
    +I finally kill Gorman. It has to do with Karchev casting tow, switching the demolisher and marauders place to the other side where Gorman is and then having the marauder slam the demolisher again. This manages to kill Gorman. Karchev also casts sidearms on himself and camps with 2 focus on him. However, I have 6 hp left. This isn't good

    Turn 5
    -He kills me with Harlan versh and cavalry

    Thoughts on game: Basically I made several big mistakes in the game. No.1 was not finding some goddamn way to kill Gorman faster and first. I probably should have sent all my troops in 1 direction instead of trying to split it up; even if it meant giving up 1 objective for the moment. I doubt his 1 flank would have been able to deal with all this heavy armr coming in. Also, I really should have used Ground Zero when Karchev was surrounded by all those steelheads. A pow 13 blast would have killed most of the halberdiers, leaving only the cavalry alive (unless I had really good rolls) which would have mitigated a LOT OF DAMAGE. Unfortunately, I totally forgot about GZ -_- So yeah, lessons learnt until next time, the battle wasn't unwinnable, I just played really badly.
    Last edited by Sining; 02-03-2012 at 06:07 PM.

  9. #9
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    My 2nd game of the night. 35 point Khador VS Menoth. Haven't played this particular match-up since I first started out


    Karchev
    +wardog
    +Kodiak
    +Marauder
    +Behemoth
    +Demolisher

    Mechanics Min unit.

    VS

    pKreoss
    -Redeemer
    -Reckoner

    Exemplar Cinerators
    Holy zealots with UA
    Covenant of Menoth
    Choir of Menoth

    I lost the deployment roll again. He goes first
    Turn 1
    -His unit runs forward. pKreoss has def war on the cinerators. His covenant casts the anti-KD action so no one within 10" of the covenant can be KD.
    +Karchev takes +2 mov. Kodiak runs to ruins which provide cover. Karchev tows-tramples to the ruins. Plunks side-arms down. He's now def 16. Wardog and mechanics run up. 1 mechanic and wardog hug the demolisher while the rest try to find cover somewhere. Behemoth shoots cinerators. Deals a bit of damage but doesn't down anyone

    Turn 2
    -His redeemer fires at Kodiak. Misses due to kodiak being def 16 (def 12 due to sidearms and +4 from cover). Same thing with his reckoner. His cinerators are still out of charge range but decide to move up normally instead of running. His zealots feat and move up again. They now can only be damaged by feats for this round. Choir sings. Covenant still casts Anti-KD
    +Karchev upkeeps sidearms and camps focus. He can't do much since the only units nearby (zealots) can only be damage by feats. Behemoth shoots the reckoner and deals some damage but does not cripple anything. I'm waiting for Kreoss to come in and use his feat on me but Kreoss decides to play it safe.

    Turn 3
    -Finally covenant decides to cast something other than anti-KD. He casts flames on the reckoner. Zealots try to shoot the marauder but fail to damage it. They eventually decide to kill 1 mechanic. The reckoner initially wants to shoot Karchev but I tell him that Karchev is def 20, is he really really sure he wants to do that? (def 16 with sidearms + 4 from cover). He decides to shoot marauder instead, boosting the attk ; which hits, and then the damage. marauder takes a fair bit of damage but no system is down yet (which is good cause because I need it NOW). Redeemer fires, fails to hit anything again. With girded, I don't really care about blast damage. Cinerators move up, not wanting to run to me but also not wanting to be within my charge range (if only they knew). Kreoss decides to huge the covenant for some reason.
    +I decide to take my chance. Kreoss is behind the cinerator unit but he's out enough that there is a clear charge lane. Marauder puts out his flames. I put 1 focus on marauder and 2 on behemoth. I trample-tow with Karchev and then feat. This time I remember the trample rule (no changing face after movement); although funnily enough the other 2 people watching who have played since MK1 both think it's possible to change face after movement (must be something from MK1??). Marauder charges the covenant, slams it. It goes down and KDs Kreoss as well. I unleash Demolisher and Behemoth on it and Kreoss goes down.

    Thoughts on this game: There were a lot of things my opponent could have done that would have delayed me or really hampered me; like casting purgation/lamentation for one thing or even using his feat to KD me. Or even running his cinerators to tie me up so I couldn't move so freely. They wouldn't have attacked me and would probably all have died next turn but it would have been something (my def in melee was also 20 for Karchev thanks to cover/sidearms/wardog) I guess he was waiting for that one decisive turn to alpha strike but I got my chance first. If I had been KD or purged,I would have just run away to recover first before coming back.
    Last edited by Sining; 02-03-2012 at 06:35 PM.

  10. #10
    Destroyer of Worlds
    Join Date
    Jun 2008
    Posts
    1,089

    Default

    very nice reps, glad to see some Karchev love

    any chance of pics in the future?

  11. #11
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Everytime I write a new report, I keep thinking I should take pics but then when it comes to the actual battles, I keep forgetting -_- Must be the heat of battle
    And I got into Khador for Karchev so he tends to get played a lot. The other caster I'm learning is eIrusk and then hopefully eButcher

  12. #12

    Default

    I really like your eIrusk list. I'm gonna steal it! Good batreps, pics would be awesome.
    "Just because you lost with a list doesn't mean its bad, likewise winning with a list doesn't make it good either."

  13. #13
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Sure, np. If you need it, my 50 pt eIrusk list just adds the new BDF pikeman (13 with BL and precision strike should be sick) and widowmakers in it.

  14. #14
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Managed to get 2 games tonight, my opponent is practicing for SR 2012 and I got roped into one of the scenarios

    1st Game Khador VS Khador 50 pts
    Scenario: Im not sure what it's called. Basically, there's 2 objective markers which have hp and there's a control zone in the centre. You need to kill the objective marker FIRST and then control the zone to get 1 pt. Whoever gets 2 wins.

    My List

    Karchev
    +wardog
    +Kodiak
    +Marauder
    +Behemoth
    +Demolisher

    Mechanics Min unit.
    Gun Carriage
    2x Kayazy Eliminators

    Now I've switched out widowmakers after my last game with them where they basically...did nothing and decided I needed a tarpit unit. Shooting is all fine and well, but dammit, if the enemy can just run up to me and stop me shooting, I'm hosed.

    VS
    Old Witch
    -Scrapjack
    -Behemoth
    -Spriggan

    Unit of Nyss hunters
    Unit of Kayazy w Underboss
    Gorman
    Aiyana and Holt
    eEiryss
    Reinholdt

    He wins the initiative so he deploys and goes first

    Turn 1
    -He runs most units up. Casts Avatar of slaughter on SJ.
    +GC moves up and shoots the Nyss hunters and kills 1. GC is also now camped in front of the objective. Eliminators run. Karchev does the usual tow/sidearms into a forest and Kodiak runs to join him. Behemoth aims for the Nyss hunters he can see and kills 2. Mechanics run into cover. Wardog runs and follows Karchev for the entire game.

    Turn 2
    -More running from him. His Behemoth is now within charge range of Karchev. Spriggan runs up as well. Kayazy assassins do a multi-charge and charge my eliminators and the objective. He wounds the objective but does not kill it. 1 more eliminator dies. He feats. He makes a mistake here and moves Eiryss and a lot of Nyss hunters too close to me. (I think he mistook my demolisher for a devastator and thought I couldn't do special attks)
    +I now can not charge his behemoth. I shoot more Nyss hunters with both GC and Behemoth and kill a few more. 1 unit of Kayazies do not move cause they're within his feat range. The other engages a few assassins. Demolisher opens up and shoots one of the Nyss. He misses but his shot deviates enough that it hits Eiryss and the Nyss as well. End result. Dead Eiryss and Nyss. I do the same thing to the other Nyss blocking me and suddenly Karchev can move again. Karchev quickly runs further into the forest, towing several others with him. The Nyss hunters are almost all wiped out now.

    Turn 3
    -I did not know Behemoth could see through forests because of Augury -_- Thankfully, he realised/decided that Karchev was too far away to hit. Instead, everything decides to focus fire on the GC. First, his spriggan w 3 focus goes into it. Surprisingly GC does not die. Then Scrapjack. Nope still alive. Then 1 kayazy assassin while everything goes to try and kill my eliminators and my objective. Nope, still alive but 1 eliminator dies and my objective is almost dead. Finally big B decides to shoot the GC and finally kills it. He then uses his final shot to hit the objective, hoping to destroy it so he can claim a point. I have nothing in field at this point. No....it survives with 1 hp. His Nyss charge Karchev + a kodiak and deal very little damage.
    +Now that his feat is no longer on me, I go wild. Karchev upkeeps tow , allocates 2 on big Bs main cortex and tows BB, Dem and Marauder. Unearthly rage + feat. Big B goes into the other BB, scraps it with 1 focus to spare. Marauder goes into SJ and combo smites it so that it hits Gorman and kills it. Kodiak runs into the zone to contest it since my objective is going to die next turn. Eliminators run as well. 1 goes to Aiyana to prevent her from moving while another runs into the zone. 2 mechanics go into the zone as well. Demolisher moves up and tries to shoot the old witch. I deviate 1 and hit with another but surprisingly, I catch her in the aoe 4 with both shots and deal quite a fair bit of damage. This is not good for him

    Turn 4
    -He kills my objective and manages to kill EVERYTHING i've placed into the zone. His spriggan takes care of my kodiak while everything else is taken care of by kayazy and SJ. Old witch does something before using a spell to place her within 2" of scrapjack. She does not cast IF. He only has assassins + spriggan + severely damaged SJ left in play
    +He doesn't cast IF cause he's seen me play before so he knows Im going to just slam the marauder into SJ and knock old witch down as well. She's that close by thanks to the positioning of his kayazy assassins (which block her from being put further away as it would be out of 2" from SJ) Instead, he camps focus hoping to survive it. I allocate nothing to anyone. I upkeep tow, take the extra focus instead of movement and move Karchev normally. Just for fun I decide to use fissure on them. *Although this was risky and I shouldn't have done it in hindsight* I miss kayazy assassin 1 and 2. I decide to boost for old witch. I hit. I boost for damage. The old witch dies. Even if it didn't, I still had big B and demo waiting to shoot it.

    Thoughts on game: I actually shouldn't have aimed using Fissure. There was a high chance of catching SJ in the spray at which point it would be knocked down and I wouldn't have been able to pull off the Marauder slam+shoot shoot assassination with Demo and BB. I still won in the end but that was an unnecessary risk. I'm still not sure why he chose to teleport OW nearby SJ instead of just running far far away but he probably knew he couldn't win even if he ran. I would have just swept in next turn and killed everything in the zone + his objective since I still had 4 fresh jacks *counting Karchev as one* or I would have upkept tow, ran (his run speed is 5+5, karchev is 4+2+4), allocated focus to marauder and combo-slammed Karchev into OW and then shot her anyway. It was a fairly comfortably-in-my-favour game since the end of turn 3 and I'm not sure what he could have done to change that.

    Up next: His rematch against me with his pIrusk army vs my Karchev one.

  15. #15
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    2nd Game Khador VS Khador 50 pts
    Scenario: Same scenario as above. My opponent wants to test if his pIrusk army can crack all that armor. Chances are 'yes'

    My List

    Karchev
    +wardog
    +Kodiak
    +Marauder (proxied by Juggs)
    +Behemoth
    +Demolisher

    Mechanics Min unit.
    Gun Carriage
    2x Kayazy Eliminators (proxied by 2 kayazys)


    VS
    pIrusk
    -Spriggan
    -Beast 09

    Winterguard + rocketeers+UA
    Kayazy + boss
    Sylyss
    Great Bears
    Fenris
    Kovnik Jozef
    Saxon Orrik

    I win initiative but decide he goes first. Deployment looks like this



    And on my side


    Turn 1
    -He runs forward. Nothing new here. pIrusk casts IF on the WGI
    +I move forward and shoot with GC + BB. Karchev does the usual tow/sidearms.

    Turn2
    -He moves forward and feats. Orrik negates most of my GC created rough terrain. WGI has bob and weave on them. They attempt several CRAs but deal very little damage. His Kayazy engage my Kayazy.
    +my GC shoots and keeps shooting but IF WG are very hard to hit and even when I hit them, he makes his tough roll -_-. I must have hit 8 of them with all the AOEs I can churn out but I only kill...3. It's a very sad day. Karchev tows/sidearms backwards so he's closer to the GC. Kodiak runs forward to screen Karchev from Beast09. 1 unit of Kayazy runs to pIrusk.

    Turn 3
    -This is where things get a bit weird. He goes crazy over the Kayazy next to him. He attempts to take them out. First,the great bears go. They only manage to kill 1. Next Saxon Orrik tries to shoot them. He misses. pIrusk casts BL on the kayazy and tries to take out the remaining eliminator. He ALSO misses. Finally, out of frustration his beast 09 TURNS around and walks up to my sole eliminator. "Are you serious?" I ask my opponent. Otoh, beast 09 does kill the eliminator. His Kayazy feat and charge my jacks + objective. Deal minimal damage. (or at least not enough to cripple anything) Fenris charges Kodiak. Also doesn't cripple anything.
    +Things DO NOT look good for me. I'm surrounded by mass infantry and I can not move around freely because Kayazy + BL + Backstrike will hurt even for a jack. If I retreat, it won't change much. If I kill Fenris, his Spriggan and beast 09 are in position to charge me next turn. And if I manage to survive and kill those 2, then the GBs are next. This is not a game I can win by playing attrition. I think frantically about what I can do about this game and finally I spot a possible and very hidden assassination vector. It involves Karchev tow + trample + unearthly rage + feat. This would allow me to move out of the cage and into a position where my kodiak can engage his beast 09. If I can do that, I can throw his beast 09 into pIrusk since he's very close by. Normally I would use marauder to do this but his pIrusk is just a bit too far from Beast09 for my liking and it's risky to try and roll that distance on a slam. There's also NO OTHER way I can KD pIrusk except by throwing/slamming Beast09 into him. All other vectors are closed to me. Once I KD pIrusk however, I still will have a problem which is that 2 of his units are still close enough to be engaged with mine. This is not an issue with BB cause he can still shoot when engaged but it IS a big problem with Demo and I will need 4 shots to be sure of killing pIrusk. Finally, I hit upon a solution. My Demo will move normally and BULLDOZE his spriggan away before moving into the spriggans back arc. At which point I'm no longer engaged. Sure, I'll take a pow 18 freestrike but frankly I don't need any systems to be able to do my dirty work since his guns aren't tied to anything. With that plan in mind, I carry it out. Karchev takes a few free strikes from BL Kayazy on the way but he doesn't die and I don't care because at this point, he's just a method of delivery for the jacks. Kodiak does a 2H throw on Beast 09, connects but I decide not to throw at pIrusk but at one of the GBs instead cause he's def 13 and b2b with pIrusk anyway so any throw on him will hit pIrusk. The throw hits. pIrusk is knocked down. Demo walks up, BDs the Spriggan, shoots pIrusk and it's game over.

    What it looked like end of game. The wreck marker next to BB and demo is meant to represent Karchev since Karchev has an issue being b2b with other models due to overhang -_-


    Thoughts on game: This was REALLY a very close one. In terms of attrition, it was not going well for me and I'm lucky I managed to see that one vector for assassination. BL is brutal as always, even on Kayazy. It might have been better if he hadn't gone crazy over that 1 eliminator and charged beast 09 into Kodiak instead. It would have meant switching superiority from Spriggan to beast, but it could have been done.

    Thoughts on eliminators: So far, 2 games with the eliminators and Karchev and they did not manage to kill enough to make their points worthwhile. However, what made them worthwhile was their tarpit factor and the fact opponents just can't walk away from them while I can just run them up to shooty units/warcasters and make it harder for them to move. So yes, I probably will be switching out widowmakers for eliminators
    Last edited by Sining; 02-10-2012 at 10:13 PM.

  16. #16
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Cryx Vs Khador
    So I had my first match against the eGaspy list today. Didn't win it but it was interesting anyway. Could have done better but made a few mistakes along the way.

    As usual, was playing a SR2012 scenairo. I won deployment and chose to go first. As you can see, our units are deployed as such.
    Khador
    Karchev
    +Behemoth
    +Marauder
    +Kodiak
    +Demolisher

    Gun Carriage
    2x Kayazy Eliminator units
    Min unit of Battle mechaniks
    Wardog


    Cryx
    eGaspy
    +Deathjack
    +bonejack *can't recall which*

    Bane knights
    Tartarus
    Bile thralls
    Bloodgorgers
    Pistol wraith
    Warwitch
    Gerlak
    Withershadow combine


    Turn 1
    -I do the usual tow/sidearms shenanigans with Karchev. I move up and shoot with Behemoth/Demolisher and Guncarriage. Do not kill enough things.
    +He runs up, pops caustic mist in front of Deathjack so I can't charge.

    Turn 2
    -Was thinking if I should assassinate but thought it was too risky. It would have involved towing Karchev, using Kodiak to throw his deathjack into eGaspy and then shooting the **** out of him. But I deemed eGaspy to be out of the throw range of Kodiak (more than 6") Of course, in hindsight, I should have gone for it -_-. Eliminators run past his bane knights to his chicken. My FIRST mistake of the game, I thought the bane knights could only be hurt by MAGICAL weapons. I should have just cut through the bane knights with my eliminators. I wouldn't have killed a lot of them but ANY bane knight dead is a good one. GC/Behemoth do more shooting.
    +Warwitch tries to make one of my eliminators hit the other. Fails. Chicken walks away and takes a freestrike. Doesn't do enough damage. Rest of units run up. Bloodgorgers charge eliminators and WHIFF EVERY SINGLE roll. Eliminators live. He parasites my GC and my GC dies to the bane knights. He pops MORE caustic mist again, blocking my LOS.

    Turn 3
    - Eliminators pass horror checks, they run to Gerlag and kill him. Other eliminators decide to kill the warwitch siren for making them turn on each other. This is where I make my 2nd mistake. I shouldn't have camped focus this round as it left me open to a charge from the bane knights. Anyway, BB shoots.
    + His bile thralls kill off 1 pair of eliminators. His bane knights charge BB but don't manage to kill him. Bloodgorgers run to block off a trample lane.

    Turn 4
    -I decide to risk it all and fail horribly. I tow/trample with Karchev, kill deathjack and then I get killed by his bane knights + feat on his turn. GG


    Thoughts on game: Basically, lots of mistakes on my part such as thinking ghostly meant could only be hurt by magical weapons >_< Also, I should not have camped against them on turn 2. I should have taken my army and gone to the bloodgorgers side. Sure, I would contact them but I doubt they can stop or assassinate Karchev and his wall of steel since the bane knights were still on the other side of the map.

    I've discovered there are some armies where camping with Karchev + sidearms works really really well and some where you have to go stomp one side of his army first to win. I should have taken the 2nd turn assasination vector on the chance I could have ended the game then. It would have been risky, but would have been very satisfying.

    Also, Kayazy eliminators actually killed something this game (bonejack + gerlag) so that's good. Otoh, GC did nothing.

    In the end, I don't think this was an 'unwinnable' game and I really could have done better. All lessons to be put to future use.
    Battle pics can be found at my blog at http://sining83.blogspot.com

  17. #17
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default Cryx vs Khador round 2

    Had a rematch with eGaspy last night. My thoughts on the match can be summed up in this way. "This is the most b0rked up terrain placing EVER" I have 8 frigging AOEs with which to whittle down his forces before they reach me and because of the way the terrain is placed (ie. 2 forests with 5 inches between them) and eGaspys caustic mists, it basically means all my shooting is worthless. It's like that time I played against eKaya and her entire battlegroup was stealthed, but that was more understandable cause it was at least an ability and not due to very peculiarly placed forests >_<. Anyway, enough ranting, batrep below.

    Khador
    Karchev
    +Behemoth
    +Spriggan
    +Kodiak
    +Demolisher

    2x Mortars (proxied by other jacks)
    2x Kayazy Eliminator units (proxied by greatbears/widowmakers)
    Min unit of Battle mechaniks
    Wardog


    Cryx
    eGaspy
    +Deathjack
    +bonejack *can't recall which*

    Bane knights
    Tartarus
    Bile thralls
    Bloodgorgers
    Pistol wraith
    Warwitch
    Gerlak
    Withershadow combine


    He wins deployment, he goes first.
    Turn 1
    -He runs. Pops caustic mists. I now can not see anything. His bane knights run into the forest. I can't see them. Deathjack runs into forest ALSO.
    +I run. I can't shoot anything cause I can't see anything

    Turn 2
    -He runs again. eGaspy deathknells my mechaniks and 1 unit of kayazy
    +I tow/trample again to try and contest his point. Caustic mists again prevent me from shooting. I also discover the spriggan needs LOS to use his flares -_-.

    Turn 3
    -He makes contact with me with his bane knights. Lots of damage taken to warjacks but nothing goes down surprisingly.
    +I beat the crap out of his bane knights before using Karchev to tow/trample to the other side of the forest. A big mistake on my part.

    Turn 4
    -He brings deathjack, kills demolisher. Then he feats and kills off Karchev with the feated bane knights. End of Story

    Thoughts on scenario: There's really not much to say about this. I was hemmed in pretty badly and I didn't see many choices because almost every single one would have ended with me taking a charge. Either from deathjack or the bane knights. I originally wanted to try killing off all the bane knights on turn 2 but that would have left me too vulnerable to his feat. In the end, I still got killed by his feat anyway. I was originally planning on shooting the crap out of his army first before engaging but that was before the terrain was set up and I ended up having no LOS at all. I could probably have gone in and tried to control my own zone but that would have left me dangerously in front of the bane knights, which I suppose might have been a better deal.

    Also, probably not going to bother with taking the spriggan in this particular list. While flares are nice, the fact I need LOS to use them basically made them useless as well in this scenario.

    As usual, pics can be found on my blog at http://sining83.blogspot.com/

  18. #18
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Managed to get a 2nd match in last night


    Karchev
    +Behemoth
    +Spriggan
    +Kodiak
    +Demolisher
    2x Mortars (proxied by other jacks)
    2x Kayazy Eliminator units (proxied by greatbears/widowmakers)
    Yuri the Axe


    eSorscha
    +Beast 09
    Great Bears
    The winterguard deathstar with Kovnik Joe + UA + rocketeers
    Min unit of Iron fangs
    Fenris
    Kovnik Markov
    Drakhun
    Saxxon Orrik
    Sylys
    Ragman

    Terrain is fairly standard this time round, although the fact my opponent doesn't have caustic mists helps as well.

    He wins initiative and has me go first so as to see where I'll place my units.

    Turn 1
    -I tow/trample with Karchev. I do not casts sidearms as there's nothing nearby yet. Mortar1 shoots an uhlan. Misses. Mortar2 runs. Everything else runs
    +He runs as well. Kovnik Joe gives the WG tough.


    Turn 2
    -Mortars shoot, miss. Yuri charges, kills 2 winterguards but 1 makes his tough roll. Kayazy run up to engage his WG.
    +He uses most of his WG to spray my Kayazy to death, except for 1. Beast 09 goes up to kill Yuri. 1 Iron fangs charge mortar1 while the others run into the forest. He claims a point as units below 1/2 size can't contest objectives it seems.


    Turn 3
    -Kayazy runs to engage his great bears. I suck a counter-charge from Drakhun (I really forgot he had that ability...mostly because I rarely play against people who use him) but Drakhun fails to hit. Kayazy hits but fails to damage -_-. I open up with Demolisher, mortar 2, Spriggan and Behemoth. The WG are mostly wiped out. Kodiak runs up to claim a point. Karchev tows everyone into the relatively safety of the forest (to block LOS from charges) and I also spend an extra focus to kill Markov with reach.

    +eSorscha feats. This is the turn I need to survive and frankly before this, I had nfi how nasty eSorscha's feat could be. Everything goes into my units. Ragman does his deathshroud thing. 1 uhlan goes into spriggan and 1 into Karchev. Both survive. Before this I had thought I was safe from beast 09 because I was too far into the forest. However, he then pulls a very cunning trick. He uses beast 09 to charge his own uhlan which was engaged to spriggan and uses thresher. With this , he manages to his both my spriggan and the uhlan. Needless to say both die. He then tries to see if he has reach to Karchev but he's out by a hairs width. Phew. That was close. Remaining WG shoot the demolisher with a CRA. Fenris charges Karchev. TL;DR Karchev survived. Also, the great bears backswing the sole kayazy eliminator left on board and all of them miss -_-. He claims another point.


    Turn 4
    -I kill everything in my sight. I put 1 focus on BB. I tow with Karchev just to place BB next Beast 09, unearthly rage, feat then I beat down on fenris and the uhlan next to me. Fenris dismounts out of my reach. Uhlan dies. BB beats Beast09 and kills it in 3 hits. Here's where I made a mistake. Demolisher decides to kill Fenris instead of going straight to contest his point. I should have used my mortar crew to shoot Fenris (and hopefully kill him) instead of using demolisher to do so. Anyway, Demolisher pops Fenris like a wart while mortar crew run up to contest the point. Eliminators fail to hurt the great bears.
    +I totally forget the uhlan has a mount attack. Anyway, with that he manages to kill both members of the mortar crew and claim his point and win the game


    Thoughts: I really need to get used to scenarios I guess. This was an interesting game and it was too bad his beast 09 was out of reach on his turn otherwise he could probably have caster-killed me. I really should have move demolisher up to contest his point but it was a bad mistake on my part. I was already planning on caster-killing Sorscha next turn if I could since I had already destroyed most of his armies ability to hurt me in any way whatsoever (except for the great bears but they would have been easy enough to kill. Or disable.

    Otoh, I went up against a list designed to crack heavy armor like an egg and I survived till the end, so I guess it's ok.

    Pics at http://sining83.blogspot.com

  19. #19

    Default

    Hi Sining, Chee Kiong here. You were right on my thoughts about trying to jam you in the Old Witch match. I did indeed think the Devastator was actually a devvie and thus did that manueveur. I probably wouldn't have done it if I didn't think otherwise.

    In our previous game, the terrain was also heavily in your favour since the forest in the middle doesn't hamper you much but would hamper most other lists a lot. If it was more open, my guys wouldn't be split up and would be able to alpha strike better into your jacks, possibly taking all of them down.

  20. #20
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    You would have won faster if beast 09 had been in reach. Really good move there, I'll have to remember it in future.

    Also, without the forest, there would have been a lot of mortar shots flying over into the WG, which would probably have been a better choice than using it on iron fangs since I'll probably still miss anyway since a 10 on 2d6 is like only 20% of hitting?? but at least I could have probably killed quite a few with deviation. May have sucked a charge from iron fangs unless I put the jacks behind the mortars to block charge lanes or used the kayazy eliminators to better effect like I mentioned after the game. Shouldn't have charged them into the winterguard but gone into the uhlans.

  21. #21
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Managed to get in a few games yesterday. This is the first batrep. This was my first time playing against Legion and I was fairly apprehensive since they have a fairly large reputation.

    Khador
    Karchev
    -Behemoth
    -Kodiak
    -Marauder
    -Demolisher
    Min unit of mechanics
    Wardog

    Legion
    Absylonia
    -Ravagore
    -Ravagore
    -Carnivean
    -Scythean

    Legion goes first

    Turn 1
    -He runs up
    +I run up

    Turn 2
    -He goes into the trenches. Tries to shoot me with his warbeasts but I'm out of range
    +I upkeep tow and think whether I can try to assassinate him. But it seems unlikely because all his warbeasts are blocking me from throwing/slamming him.

    Turn 3
    -More shooting commences
    +I shoot him with BB and repair when possible. Kodiak runs up as a possible bait but I make sure he's still within easy range for me to tow if I need to.

    Turn 4
    -More shooting. He moves up a bit further
    +I decide to stop this shooting match and tow to make contact with him. I feat and cast unearthly rage. I try to throw his ravagore into Absylonia but a horrible strength check on my 2H throw means I fail. This will not be the last time my 2H throw fails me this night -_- Sadly, I only manage to kill his carnivean due to bad positioning on my part (was really really needing that throw to succeed)

    Turn 5
    -I expect to die. Surprisingly I don't. Yet. Absylonia feats and casts blight field. Anyway, he decides to throw my jacks into BB and KDs it. Both Demolisher and marauder are thrown this way. He then destroys Kodiak with bought attacks.
    +I make a mistake here. I tow and unearthly rage when I should have cast side arms instead. Anyway, I can't allocate focus to my jacks to make them stand up cause of blight field. I could tow/trample away but that would be a troll thing to do at this pint. So I go in and kill 1 more ravagore.

    Turn 6
    -He throws BB into Karchev. I get KD and then I get killed. Hence, why I should have upkept side arms simply to prevent myself from getting KD.

    Thoughts on game: Well, this was my first time fighting Legion and I think I was more apprehensive than I needed to be which led to a more cautious play style. That and I couldn't find a good way to reach Absylonia with all the warbeast in the way. Secondly, I really really need to cast side arms more. The defense bonus is easily overcome, however the no KD is very valuable against certain armies.

    Some of the funnier parts of the game were when I failed with my 2H throw, when his scythean threshered my kodiak, and dealt more damage to his own Ravagores than he did to my Kodiak. Also, can't forget when after the match, both the Cryx and Legion player were saying Legion/Cryx are broken.

    Pics at http://sining83.blogspot.com

  22. #22
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Finally had some time to pen this batrep. It's basically my regular grudge match against a regular cryx player as I try means and ways to defeat his eGaspy list. The Guncarriage is in the list as a Legion player wanted to see it in action and I was like 'ah, why not?' and put it in instead of a tarpit unit like boomhowlers.



    Khador
    Karchev
    -Behemoth
    -Kodiak
    -Demolisher


    Mortar crew (represented by Marauder)
    Doomreavers (represented by kayazy assassins)
    2x Eliminators (represented by winter guard)
    GunCarriage
    Wardog


    Cryx

    eGaspy
    +Deathjack
    +bonejack *can't recall which*


    Bane knights
    Tartarus
    Bile thralls
    Bloodgorgers
    Pistol wraith
    Gerlak
    Withershadow combine

    I win deployment so I go first.

    Turn 1
    -I tow/trample most units up as well. Doomreavers try to flank him. Guncarriage heads the other way as well, creates some rough terrain by shooting at the deathjack but it's out of range. Eliminators hide behind guncarriage
    +He moves most things up and casts caustic mist on the pistol wraith so I can't see it. Although considering it can only be hurt by magical weapons, I can't be bothered with it at the moment. He uses caustic mist to block off the clear terrain route for the doomies so that if I want to reach him, I HAVE to go through the forest.

    Turn 2
    -I see a chance and I take it. His eGaspy is fairly close enough that I can try to do an assassination run. I upkeep tow, put 1 on behemoths subcortex. Karchev tows his group by walking normally and then feats with unearthly rage. My plan is to throw something into eGaspy and there are 2 choices here. The bloodgorger or the Deathjack. I choose the deathjack since it doesn't stop when it contacts bloodgorges. Kodiak moves up to death jack. I need a 7 on 3d6 to 2H throw the jack, which I'll then aim at the bloodgorger next to eGaspy and catch both of them with it. I roll a....6. On 3D6. After swearing, I try to use my demolisher to 2H throw the front bloodgorger into egaspy. I hit but it clips the other bloodgorger and stops. "****" I think. "I'm screwed" Nonetheless, I try anyway. I just need an 11 on 2d6 to hit the guy with BB -_-. I roll the die. It's an 11. Yes! I boost the damage and roll pretty well. The 2nd shot misses but scatters enough so that it I chip eGaspy. He's now left with 3 life.


    It's do or die time. My Gun carriage moves up to engage in the fun. This is literally my last hope of killing eGaspy or I die. 1st shot from GC misses and deviates too far. My last shot misses as well but it catches eGaspy in the AOE. My power is 7, eGaspy has 16 armor and 3 life left. I need 12 on 2d6 to kill him.

    And I do.

    Thoughts on game: Man, this was a particularly nerve-wrecking game, especially when I missed that damn throw. It would actually have made everything so much easier since eGaspy would have been knocked down and I would have only had to roll 3 on 2d6 to hit him, which would have made sure he would have suffered through SIX pow 14-15 AOEs. No chance of surviving that unless I was really unlucky. Otoh, I made up for it with that very very lucky double sixes on that last roll. If that failed, I could only have tried to aim for him using the mortar crew but that was too far to reach him I think.

    For some reason, my opponent moved eGaspy out too far which he rarely does. The past few games I've played with him, I've generally found it hard to get to eGaspy at which point my only choice would have been to bombard the crap out of the bane knights so that I killed off at least 90% of them which may force him to feat earlier than needed.

    Pics at http://sining83.blogspot.com

  23. #23
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    This time, the Cryx player wanted a rematch and I wanted to try out a new caster. So I picked eButcher while he stuck with eGaspy. It was a short 35 point match as we both wanted to play MtG after it. There are fewer photos of this game because I sort of forgot 1/2 way through the game to take any more.


    Khador
    eButcher (proxied by MOW)
    -Beast09 (proxied by Spriggan)
    -Wardog

    Great Bears
    Black Dragon Fang pikemen + UA
    Doomreavers (proxied by Kayazy)
    Kayazy Eliminators (proxied by Snipers)
    Fenris


    Cryx
    eGaspy
    -Reaper
    -Bonejack

    Gerlag
    Bloodgorgers
    Bane knights
    Tartarus
    Withershadow combine


    He wins deployment so he goes first.

    Turn 1
    -He runs up. eGaspy casts hellbound
    +I move up as well, making sure to keep my pikemen in shield wall formation. Fenris runs one way, the doomies run the other.

    Turn 2
    -He moves up, uses caustic mist to block LOS to his reaper so I can't wreck it with BDF pikemen AND PRECISION STRIKE. He also tempts me with several bane knights.
    +I ignore the bait, having taken it one too many times in the past. Instead I move normally with the pikemen, beat up a bloodgorger that was too close and perform their mini-feat. My armor is now 22. Kayazy charge his bonechicken, fail to do much to it.


    Turn 3
    -eGaspy casts parasite on the pikemen. Their armor is now 19. He uses his helljack to wreck some pikemen and then bane knights wreck some more pikemen. 2 bane knights charge beast09 but fail to do much to it. A bloodgorger charges the greatbears while others charge the doomies. They fail to kill them. His bonejack decides to walk over from the Kayazy eliminator, taking 1 free strike. I deal 13 points of damage to it and wreck it. His withershadow combine runs forward to block Fenris from running into eGaspy on my turn
    +BDF pikemen get rid of some annoying bane knights. I cast ravager on eButcher. I'm left with 3 focus. I feat and go to town. I wreck several bloodgorgers, baneknights and his jack but I can not kill the bloodgorger that's right in front of my greatbears as it keeps making its damn tough rolls several times in a row. This means my greatbears will have trouble reaching eGaspy later as they can not charge through the bloodgorger. Doomreavers kill some more bloodgorgers and themselves. Kayazy eliminator runs to eGaspy and gets scared. Fenris tries to run past the withershadow combine dude in front of him and is dismounted with the freestrike.


    End result? I have 9 fury tokens. I decide to take the chance. Great Bears run to eGaspy. He has hellbound upkept so everything within 5" of him is rough terrain. All 3 of them run 8" and then another 2" through rough terrain. I give 3 rage tokens to each. They only move 3" through rough terrain but they have REACH which means I can see and beat eGaspy. 2 GreatBears later and 6 rage tokens later, eGaspy is dead.


    Thoughts on game: Probably shouldn't have charged into the jack with eButcher. I had to spend 2 focus just to down the damn thing before I could move on, it was focus which could have been used elsewhere (like making sure the damn gorger blocking my greatbears died) I probably would have survived a freestrike from the jack. Otoh, I'm not sure I would have gotten far with hellbound in play, letting me only move 1/2" every time I berserk.

    Pics at http://sining83.blogspot.com

  24. #24
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    So I had my first game of Warmachine in a month. And against Legion as well. As expected, things didn't go too well for me.

    Khador
    eIrusk
    -Demolisher
    Mortar Crew
    Black dragon fang Pikemen with UA
    MOW Demo Corps
    MOW Shocktroopers

    Legion
    eVayl
    -Seraph
    -Seraph
    -Angelius
    -Shredder
    -Shredder
    Throne of Everblight
    Spawning Vessel
    Spell Martyr
    Spell Martyr
    Shepherd
    Shepherd

    He wins deployment so he goes first. It's a SR2012 scenario where we're supposed to control the zone in the centre.

    Turn 1
    -He runs, casts admonition on 1 seraph and refuge on the other.
    +I cast Fire For Effect on the mortar. I move up to the centre as well, keeping my units in shield wall. My mortar takes a pot shot at his Seraph and hits.

    Turn 2
    -His units move up further. One of his warbeasts tries to take a potshot at the BFD pikemen but is out of range. Meanwhile, I discover his throne of everblight has FLIGHT. ***? How does it even fly. It doesn't have wings.
    +I move up to the centre; playing aggressively for once. My reason for doing so is because I wanted to use eIrusk's feat as a denial move; to prevent him for charging. I cast energiser with eIrusk so that he will be within range of the warbeasts during their activations but I make several mistakes here. I should have moved FIRST then cast energiser because moving first would have let me see how far away I was before deciding how much I need to spend on energiser. Secondly, I run myself dry by casting tactical supremacy on the Shocktroopers so that they can move in front of eIrusk later to shield him.Unfortunately, I also forget that units not on a hill do not block LOS to units on a hill.

    Turn 3
    -He goes first. Most of his beasts are caught within my feat. But somehow I leave a tiny bit of LOS to eIrusk and his Angelius shoots me. I take 5 damage and am on fire due to a critical hit. He sends his throne into my BDF pikemen and kills 2; which I totally forget to make the tough rolls for because they're still within my command range. He then sprays eIrusk. he needs a 13 to kill and somehow he manages to do it. It was an anticlimatic end to the game.

    Thoughts on game: I made a lot of mistakes this game, which I've detailed in the turn summary. Forgetting to make the tough roll was also another big one, since it may have prevented him from getting a corpse token for his throne and would have ,in the best case scenario, meant he couldn't boost his spray at all or could only boost 1 aspect of it. Forgetting about the LOS on hills really hurt too. Either way, i think a lot of this could have been avoided if I had positioned eIrusk just a little bit better since I think the board layout at the end of turn2 was quite in my favor with my troops either forcing him to back off or get slaughtered the next turn to BattleLusted BDF pikemen or BLed Democorps.

    Nonetheless, this is only my 2nd game against Legion; and against the same Legion player as well. It took me 3 losses against the damn eGaspy list before I could even win against it.

    As usual, pics at http://sining83.blogspot.com

  25. #25
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Had another game last night, this time against a former Khador player turned Trollblood player.

    Khador
    eIrusk
    -Demolisher

    Mortar Crew
    Demo Corps
    Shocktroopers
    Black Dragon Fang pikemen + UA

    Trollblood
    Borka
    -Impaler
    -Bomber
    -Slag troll

    Fell caller hero
    Fennblades + UA
    Sons of Bragg


    This ends up being one of the LONGEST games I've played so far. Mostly because of how it ends up being a total war of attrition.

    He wins the deployment so he goes first

    Turn 1
    -He moves most of his units up and casts windwall on Borka and ironflesh on the fennblades. The bomber casts its animus on itself and is now girded.
    +I move my units up and try to shoot the bomber. I'm just out of range and it scatters and hits nothing. I also cast Artifice of Deviation to force him to take a detour.


    Turn 2
    -He moves further up. He doesn't upkeep IF on fennblades but casts it again on them later, so that they don't get -1 speed during their turn. Windwall is recast; same with the Bomber's animus. He tries to shoot but he's out of range with most of his stuff but one shot does 2 damage to a demo corps. My opponent makes a mistake here when he accidentally runs a few fennblades too far out that they leave the command range of the leader but I didn't spot it at this time. Later on, someone mentions it to me.
    +I try to shoot Borka but my deviation misses (the shot automisses due to windwall). This was because his fennblades were too far apart for me to bother with shooting them since I would hit 1 at most and I frankly thought it wasn't worth it to use a mortar to kill 1 fennblade. More units move up. I cast energiser, move both Irusk and the Demolisher up. I then switch FFE onto the demolisher, feat with Irusk and then demolisher activates and shoots the sons of bragg. They manage to make their tough rolls but they're fairly damaged.I minifeat with the BDFpikemen as well.

    Turn3
    -All his units are caught within my feat due to one/several models of the unit being conveniently within my control range. This is where my opponent and I make another mistake again. eIrusk's feat says units can not give orders. This includes running. But my opponent runs his fennblades away from me. Which really shouldn't have happened but I also didn't spot it at the time. *the hindsight of doing batreps -_-) Anyway, he tries to backpedal most of his units back.
    +I kill off 1 sons of bragg with a few shots from the demolisher. *Damn tough* And then I cast AOD to make the river non-rough terrain for my troops and BattleLust on the pikemen. This is when I make a mistake. I misjudged the frigging distance between the pikemen and the Bomber. I try to charge the bomber with the pikemen but I'm just out by a bit. At which point, my pikemen are out in the open and very very vulnerable as the next turn will prove. If I had a better estimate of the distance,I would have just left the pikemen in shieldwall and moved them normally and cast BL on the democorps instead. Anyway, live and learn. I place my pikemen so they at least will block a lot of charge lanes. The democorps do reach the bomber however and demonstrate to him the power of their backswing. Shocktroopers stay in shieldwall.

    Turn 4
    -All my BDF pikemen die except for the UA. I had a stellar first few turns but this one really turns the table on me, making it so I struggle for the win. He kills most of my democorps as well. Leaving 1 near Borka so that he's engaged and thus gets +2 armor.
    +On my turn, I charge with one pikemen and kill 1 fennblade. My democorp kills off the son of bragg engaged with him. The rest of my shocktroopers move up in shieldwall and proceed to attack. I have a cunning plan, more cunning than a fox who took a course in cunning in Harvard. 1 shocktrooper shoots my own democorp in the back, killing him and causing Borka to lose his engaged armor bonus. The rest of the shocktroopers than beat stuff normally and kill off a few fennblades. Demolisher then shoots Borka with FFE on and does 12 damage to Borka which Borka does not transfer out. Mortar shoots Bomber and kills it after Irusks cycles FFE onto it.

    Turn 5
    -He charges my shocktroopers but he just can't get past their shieldwalled armor.
    +I kill more stuff. This has turned into a pure war of attrition. He's left with 1 fennblade and the standard bearer, the slag troll and Borka and his damn keg carrier.

    Turn 6
    -His slag troll charges into my shocktroopers and kill 1 and I manage to make tough rolls for the other one. One of the few tough rolls I make this game. Meanwhile, my opponent is making tough rolls like a madmen.
    +Irusks upkeeps FFE on mortar. I charge the sole fennblade, kill it but it makes tough AGAIN. I cast BL on the shocktroopers. They kill off the remaining slagtroll and then my demolisher shoots the kegcarrier. It kills it but it makes tough. And then I shoot it again. No more keg carrier. Now Borka has 6 hp left and no way of generating fury.

    Turn 7
    -Borka cuts himself, gaining 2 fury at the cost of 2 life. He charges my ST and kills all of them except 1. He leaves that in play to try and gain the 2 armor bonus.
    +I deliberately move my last Shocktrooper away from him, provoking a free strike from Borka and killing it off. Then my mortar crew with FFE upkept shoots Borka and hits. Borka tries to make his tough roll but fails. It's game over for Borka. Either way, I would have continued shooting with demolisher and then Irusk if need be. With only 1 hp left, Borka wasn't a threat to Irusk since he couldn't even cut himself to gain fury.


    Thoughts on game: Well, this ended up being the longest game I've played so far, mostly because we ended up kill off each others armies to almost the last man. It probably would have ended much faster if I hadn't misjudged my pikemen's charge distance and just kept them shieldwalled to annoy the fennblades. By the way, I now find the kegcarrier to be VERY annoying. It's definitely higher up on my 'to-kill' list before Borka now. Free 2 fury every turn? NO WAY.

    Pics at http://sining83.blogspot.com

  26. #26
    Destroyer of Worlds
    Join Date
    Jun 2008
    Posts
    1,089

    Default

    quite a slugfest that, killing the keg carrier is imoral, robbing a man (well troll...) of his drink

  27. #27
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Would have ended faster, but I made some bad moves like misjudging charge distance for my IFP to kill his bomber and forgetting his units can't run out of eIrusks control range because of his feat; which would have made it a LOT easier to kill off those damn fennblades before they killed off all my IFP. Plus he made tough like a madman. I shot the last son of bragg 4x and he made tough for all 4 of them >_<

  28. #28
    Destroyer of Worlds
    Join Date
    Jun 2008
    Posts
    1,089

    Default

    yeah tough can be .... tough..... err... Takedown and similar aren't readily available to many factions so can get annoying thats true.

  29. #29
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default 2xGunCarriage=WTH??

    Just had a 35 point match against a fellow Khadoran. My list? A super-cracky one that basically goes on the basis that if One GunCarriage is good, TWO GunCarriages must be awesome. You can guess the gist from there. I also seem to be the ONLY one in my local meta who plays a GC with any regularity.


    Khador (Me)
    Theme list: Heavy Armor Battalion
    eIrusk
    -Demolisher

    GunCarriage
    GunCarriage
    4 Battle mechanics
    4 Battle mechanics
    3 Shocktroopers
    1 Mortar Crew
    1 field gun (proxied by objective marker)


    Khador (Other)
    pButcher
    -Behemoth

    Winterguard + UA + rocketeers
    Kovnik Joe
    Kayazy Assassins + Underboss
    Sylyss
    Greylord Ternions


    Right. Just looking at the list alone, most people would probably say I'm going to lose. Horribly. We're playing a SR scenario in which we have to capture the other sides objective. Me being me, I forget about the objective 2 turns into the game.

    Anyway, he wins deployment and he makes me go first.


    Turn 1
    -Units move up. GCs move up to create lots of rough terrain. I cast FFE on 1 GC. I cast Tactical Supremacy on the Shocktroopers and they run.
    +He runs his units up as well. Greylords pop smoke on Kayazy. He has IF on his WG.

    Turn 2
    -This is where the fun begins. I upkeep FFE and do a ride-by attack with the GC. The first shot scatters and kills 1 greylord. The second kills more WG with him failing his tough. I then activate Irusk and cycle FFE onto the other GC. Repeat action with him losing more WG and some Kayazy due to deviations. Then Mortar fires, then the FieldGun. Basically, not that many winterguard left at this point.
    +He moves up and tries to take a few pot shots at one GC. He does a fair bit of damage to it.

    Turn 3
    -This is when having 2 units of battle mechanics come in useful. I took 16 damage to GC1 the last turn. After 8 repairs, I'm almost back up to full. Repeat cycling of FFE with the GCs, with me mostly using the FFE shot to hit Behemoth. My goal is to down either his sub-cortex or his cortex. I also feat during this turn. Meanwhile I plant Demolisher in the zone to contest it.
    +Only his Kayazy are caught by my feat but that's okay. Because it means they can no longer try to assassinate me on this turn with their sneaky 'run through models' feat. He moves them up closer anyway while taking more potshots at the same GC.

    Turn 4
    -My mechaniks work their magic again, repairing it to full.However, I make a mistake here and push 1 GC out too far to try and block LOS to Irusk. I shouldn't have bothered since I forgot Behemoth also had arcing fire for a moment. Anyway, Demolisher pulls a sneaky trick and walks into the forest and makes sure he's not engaged with anyone. He then shoots Kayazy no.1, he misses it deviates but hits 2 instead. Both die. He then uses his 2nd shot to shoot Kayazy no.3 and kills it as well. At this point, they fail their command check. I cycle FFE onto the fieldgun to try and Critical: Knockdown Butcher. I hit but fail to get a critical and with Butcher's boosted armor of 22, I don't do much damage anyway.
    +Anyway, Behemoth's cortext is down so he can't charge. Plus he's got rough terrain blocking him all around. Instead, he and the WG kill off 1 of my GCs. Finally. Too bad, I was looking forward to repairing it.

    Turn 5
    -I make another mistake. I charge the last greylord and kill it, which also put my GC too close to the frontline and also positioned it so I couldn't get off 1 shot. I should have moved it normally and then shot just for the 2xAOE. Anyway, FieldGun shoots first with FFE upkept to try and critical Butcher again. I hit but still no critical. Dammit.
    +Winterguards+Behemoth shoot my GC but don't kill it. They also spray Irusk and deal 6 damage to him. Butcher charges my GC and 1shots it.

    Turn 6
    -Right. No FFE to upkeep since it was last on my GC. I decide not to cast it again. Instead, I allocate 1 to demolisher since I'm planning to charge with him later in a do-or-die scenario. Mechaniks charge the WG to see if they can take down a few. Nope, their IFed defense is too high. "Right," I say, "let's trust the dice then". I activate FieldGun and pray for a crit. And surprisingly, it does. I roll double 6, knocking Butcher down. Hohoho. Irusks activates then, casts BattleLust on himself and charges Butcher. Dammit, even with BL on, it's hard to get through armor 22 with pow13. My spectators are advising me to buy and boost instead of buying individually. However, I decide to trust in the dice because if there's ONE thing I've found out about dice rolls is that I rarely get 'average results'. Instead, they're either very subpar or quite good. I whiff 2 of the 4 attacks but I deal a fair bit of damage to Butcher anyway. My Shocktroopers charge him as well. One whiffs while the other deals 1 damage to Butcher. Butcher now has 2 hp left. I walk my Demolisher up and shoot him, forgoing the charge. It's enough to kill the toughest man in Khador. But if that had failed, I still had a mortar crew standing by, plus the Demolisher's 2nd shot.


    Thoughts on game: So um...2 GunCarriages are love? They are fairly annoying if you don't have pathfinder or if you have low armor troops. I made several mistakes in the game but overall, I'm pretty pleased with the result since it was a crack list vs what can be considered a tournament-worthy tier list. Of course, good die rolls didn't hurt either because goddamn, Butcher can be a pain to kill. Maybe if I had democorps in the list but I chose ST because of their survivability and their ability to screen Irusk cause of that same survival. The FG was put in simply because of the crit ability which would be a lot better with FFE and because I only had 2 points left. It was pretty risky charging Butcher like that but it was pretty much all on the line at the point of time. Against anyone else though, I wouldn't have had to struggle so much just to dent his armor.

    Pics at http://sining83.blogspot.com

  30. #30
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default Cheese VS Crack

    Or in other words, Legion vs Khador.

    There's something about Legion that basically gets me. It seems to me like their units have deceptively long and good range attacks and before I know it, suddenly my caster is dead.

    Khador
    eIrusk
    -Demolisher

    GunCarriage x 2
    Min. Mechaniks x 2
    Min ShockTroopers
    FieldGun
    Mortar Crew

    Legion
    Bethayne
    -Belphagor
    -Scythean
    -Angelius

    2x Hex hunters w/ Bayal attached to one
    2x Blighter Nyss Sorceress and Hellion
    1x Spell Martyr


    I win deployment so I go first.
    Turn 1
    -I run most of my units up, including my 2 GCs. I don't bother shooting anything cause all the units are too far away. I cast FFE on Mortar and Tactical Supremacy on a GC.
    +He runs most of his stuff up as well. By the way, the tier bonus of +2 speed for Legion warbeasts in the first round? That's sick -_-.

    Turn 2
    -I upkeep both spells. Mortar tries to shoot something and deviates and kills some hex hunters. Painted GC1 does a ride by attack, moving 0 inches first cause he had 1 unit engaged with me and then shooting everything near him. "Stealth? What stealth?" I deviate but kill off most of the stuff next to me anyway. Then I move 7". GC2 goes and wipes the remaining models of that unit off the board and damages the Sorceress on her hellion. Demolisher moves up to contest their objective. Shocktroopers move away from the FG. FG knocks down the scythean with a critical knockdown. eIrusk moves up to feat and catch the scythean and unit of hexers in his feat.
    +He runs Belphagor up. Casts gallows on me, pulls eIrusk forward 4 inches, feats and then kills me with boosted attack and damage rolls from all his magic using units. He pretty much 2-shot me thanks to some INSANELY good rolls. How good? He needed a 15 on 3d6 to insta-gib me on the 2nd shot and he actually did it.


    Thoughts on game: I hate Legion? Actually, everything was going pretty well until I got hit by Gallows. As usual, my warcaster tends to be too out front but to be fair, I think there are very few other armies which can deal that kind of long-range damage (other than Retribution) in 1 turn. Probably should have left Irusk further afield and risk him charging me or taking a point. It would have been hard but not impossible to kill the Demolisher but would have probably been worth while. And if he didn't kill the demolisher, my mechaniks would have repaired it. I had one side of the board controlled with my 2 GCs which would probably have run around to get to their warlock later on, or their warbeast. Depending on which was easier.

    Pics at http://sining83.blogspot.com
    Last edited by Sining; 04-13-2012 at 08:00 AM.

  31. #31
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default Crack VS Crack

    Had a VERY VERY long game against Cryx. Which ended up being mobile artillery VS army of undead. I also have no idea why people think 2x Gun Carriages are unfriendly. I almost never see people run 1 GC, let alone 2. Unfriendly would be running an IronFlesh caster with Kayazy or WinterGuard -_-

    Khador
    eIrusk
    -Demolisher

    Mortar Crew
    Field Gun
    Min ShockTroopers
    Min Mechaniks x 2
    2x GunCarriage

    Cryx
    Venethrax
    -Leviathan x 2

    Mechanithralls x 2
    Necrosurgen x 2
    BloodGorgers
    Gerlak Slaughterborn

    We play no scenario. I place 2x trench templates given to me by my tier list.

    Turn 1
    -He runs up, with his bloodgorgers leading the way.
    +I start shooting, creating lots of rough terrain for him to go through. He makes a lot of tough rolls for his bloodgorgers and cause of Gerlak, doesn't get knocked down. But none of his units have pathfinder. Irusk casts Artifice of Deviation to slow down more units. All those red markers? Those are signifying spots where 4" rough terrain AOEs landed.

    Turn 2
    -He runs up even further. He allocates 3 focus to each Leviathan. Meanwhile, his leviathans just stand in the forest all day to shoot my GCs. He misses horribly with them. I don't know how. They're DEF 10.
    +I feat with Irusk. I do more ride by attacks and kill off Gerlak slaughterborn.*YES NO MORE FRIGGING NO-KD*. I shoot more Rough terrain into his rough terrain because I heard he likes rough terrain in his rough terrain. Mechaniks repair GC.

    Turn 3
    -All his units but his mechanithralls are caught in my feat. He gives 3 more focus to each Leviathan and proceeds to shoot my GC again. I'm still alive.
    +GC does a ride by attack to move away from the Leviathans range while still shooting more stuff. His necrosurgeons are popping out stuff at an alarming rate. Meanwhile other GC is being repaired. I make a mistake here where I don't leave enough space for my GC to move out so it has to stay where it is. This proves...fatal for the GC.

    Turn 4
    -He finally kills 1 GC with all his Leviathans shooting at it -_- Several units charge the other GC while all the others have to run cause of all the random rough terrain I put out.
    +I kill his units engaged with my GC. Then my GC does a ride by attack. It's very risky but I'm trying to get out of his range or at least force him to come in further to me. Meanwhile, mechaniks run and STs move up slowly to beat/shoot stuff while in shieldwall.

    Turn 5
    -Usually the game ends during this turn. Anyway, he pops more mechanithralls who then kill off my last GC. Poor GC. The Leviathan pops two ST
    +This is when my mechaniks decide they must cleanse the battlefield of those FOUL ABOMINATIONS, the mechanithralls. Apparently mechanithralls and mechaniks have really similar stats. Anyway, I charge his mechanithralls with my mechaniks and i beat quite a few. Lol. I also destroy his necrosurgeons with my charging ST. Meanwhile I try to airburst his damn pistol wraith but miss horribly. Bleh. Should have used the focus to boost airburst till it hit just to be sure, instead of cycling FFE.

    Turn 6
    -Pistol wraith kills off my mortar crew. Leviathans kill off my fieldgun with boosted shots. I fail to make tough for a single one.
    +My mechaniks go up to try and engage his Leviathan to prevent it from firing. The pistol wraith dies to Demolisher.

    Turn 7
    -Man, I didn't even realise we had this many turns. His Leviathan tramples across my mechaniks, killing 2 but I make a tough roll for 1.
    +I allocate 3 focus to Demolisher and then I do something stupid. I cast BattleLust on one of the mechanik units. They're now fearless!! With one additional die on damage rolls. Lol, I charge them towards the other Leviathan. Surprisingly, they do a bit of damage even at -10 to damage.I shoot the nearby Leviathan and do some damage. Demolisher charges it and wrecks it in 1 activation.

    Turn 8
    -This game will never end! He moves Venethrax up
    +I basically start running away from Venethrax. We decide to call it a draw at this point. Mostly because nothing is going to happen. I still have 1 Demolisher, 2x units of mechaniks and Irusk left. But very few things I have are going to be able to go through 22 armor.

    We do play a 'what-if' the game went on longer scenario. TL;DR, his other Leviathan dies. Then Irusk dies. Assuming I don't just run and upkeep Tactical Supremacy on myself every turn.

    Thoughts on game: Eh, was a very very very very very long game. I really need to be able to get rid of the necrosurgeons early on but he hides them pretty well and they can just redirect ranged attacks to nearby minions. Another strategy I could have done was to use my 2GCs to go hunt for Venethrax while everyone else move in that direction as well, which would have left his other units running to catch up, which they would have done eventually.

    Otoh, I at least managed to kill off his entire zombie army this time. Last time I didn't manage to do it but I did kill Venethrax that time. Mostly cause I had Behemoth in the list. Not much I could do against Venethrax at armor 22. My best bet at that point would probably have been FFE on Demolisher and keep shooting Venethrax cause boosted dmg rolls at pow 15 still has a high chance of getting through his armor. And if Venethrax wanted to spend focus to take down Demolisher? Even better. Or I could give him 1 focus to have him try and headbutt Venethrax and keep going until he succeeded or he died. Def 15 and armor 22 is a very hard nut to crack with only Irusk left on the table.

    Pics at http://sining83.blogspot.com/2012/04...-vs-crack.html

  32. #32
    Destroyer of Worlds
    Join Date
    Jun 2008
    Posts
    1,089

    Default

    Nice reps
    friendly/unfriendly this is a WARgame

    As for necrosuregeons, they can only pawn of direct hits (IIRC), so target something next to them and kill them with blast damage.

    The very long game proves the point of playing scenarios

  33. #33
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Scenario wise, he probably would have won since his infantry greatly outnumbered me.

    Hmm, will keep the necrosurgeon thing in mind but my opponent's pretty savvy. He usually spaces all his units out far enough that I only catch 1 guy usually. Unless I deviate and manage to land in the centre of 2.

  34. #34
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default elephants hit hard

    Had a 35 point match against Skorne today. Was pretty interesting cause it was the first time I've played against the faction. All I can say is "Elephants...hit hard..." Also, the sheer number of weapon masters Skorne can field, mind = blown.

    Khador
    Karchev
    -3x Berserkers

    2x Max MOW Demo Corps
    Greylords
    Max unit of Mechaniks

    Skorne
    eHexeris
    -Cyclops Savage
    -Bronzeback titan
    -Titan Gladiator

    Paingiver beast handlers
    Cataphract Cetrati
    Tyrant Commander & Standard
    Orin Midwinter

    He wins deployment so he makes me go first.

    Turn 1
    -I cast tow on Karchev. He tramples up. Everything else runs up.
    +He runs up as well. This is the result of not playing any shooting units at all.

    Turn2
    -DemoCorps run up. Karchev upkept Tow so he has a grey lord run all the way up so he can charge it and kill it. I don't trample because this at least allows me to change my facing. Granted, it at the cost of 1 unit and I would have been better off sacrificing a mechanic for it. Anyway, Karchev Unearthly rages.He then sends 2x berserkers to deal with the Titan Gladiator. They put it into the ground.
    +In response, his units kill off the 2x berserkers and chargers my demo corps, killing off several of them.

    Turn 3
    -I retaliate in kind although I make a mistake here when I choose to have the democorps activate first. I should have moved with Karchev, cast Rage and then have the berserker KD the Titan which would have allowed my democorp to hit him for free. Instead, I miss several times with my democorp, allowing his titan to survive. Anyway, Democorp move to engage the weaponmasters to prevent them from charging. They also block the charge lane to Karchev.
    +He kills off the last berserker and most of my DemoCorps

    Turn 4
    -Democorps keep backswinging. I don't believe I keep missing so often. Meanwhile, mechanics run up in a certain pattern, while leaving a charge lane available for Karchev to hit the Bronzeback later on. Meanwhile, greylords move up and spray the damn beasthandlers because I do NOT want them giving any more STR bonus to the beasts. Surprisingly, I manage to catch them all in 1 spray and kill all of them in the spray. Wow, my grey lords actually did something worthwhile this time. Karchev pops his feat, which means he actually gets to turn around BEFORE moving. This is extremely important since the Bronzeback was originally out of my LOS. He then charges the bronzeback through a maze of mechaniks. 1 Rage later, Bronzeback goes byebye. Meanwhile, I wonder how he'll try to assassinate me since I'm pretty out in the open.
    +Instead of using his cyclops to walk to me like I thought he would, he choses to have his cyclops engage my greylords. But before that, it casts future sight on the warlock. He then tries to beat my greylord...and fails. He buys an attack, rolls 2 less than he needs to hit. That's when he decides to boost, and rolls a....1. Which is the 1 number he can't have if he wants to hit. Anyway, the rest of his infantry finish off the demo corps while the Tyrant charges and threshers. He kills off the mechaniks nearby. Then he buys and tries to kill Karchev. Nope, does not happen. Even when he pops his feat to leech another 3 fury from the cyclops. Karchev DOES NOT GO DOWN.

    Turn 5
    -The obvious happens. His warlock is right in front of a Karchev with all systems operational and Unearthly Rage. Mechaniks attempt to repair Karchev anyway.I take the extra focus, Rage and then hit him. I roll high enough that I pop him with 1 hit, with 1 initial attack left and 3 focus to buy additional ones.


    Thoughts on game:
    Well, this was a pretty painful game for me overall since his units not only had shieldwall, they also had weaponmaster. Ouch. However, he clustered his units too close together which let me hit all of them with the demo corps and take out a few of them. I was pretty careless with the berserkers in the game, throwing them away for less gain than I would have liked. Otoh, for ONCE, my greylords actually did something.

    I think my opponent could probably have won the game if during turn 4, he had sacrificed the cyclops to try and beat down Karchev. It would have died but it could stall karchev and damage him a bit so that his weaponmasters could charge in later and following that, his warlock. But then I may have just blocked their charge lane with either the greylords or the mechaniks and if his last beast died, he had no way of generating fury other than cutting, which meant the game would be in my favor.

    pics at http://sining83.blogspot.com/2012/04...-elephant.html

  35. #35
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    I'm out to test Karchev's tier list, which will be an uphill fight because frankly, Karchev does NOTHING to help all those MOW democorps I'm fielding. Plus I'm really clueless about how to use greylords.

    Khador
    Karchev
    -3x Berserker

    Max. MOW Demo Corps x 2
    Greylords
    Max. Mechaniks

    Cryx
    Scaverous
    -Erebus
    -chickenjack

    2x Mechanithralls
    2x Necrosurgeons
    Withershadow Combine
    Bile Thralls

    He wins initiative so he goes first.

    Turn 1
    -He runs his units up
    +I move my units up

    Turn 2
    -He runs backwards
    +I move forward. I really wish I had shooting at this point.

    Turn 3
    -He moves a few bile thralls forwards and dents the armor on my jacks. Erebus moves forward as well.
    +I tow+unearthly+feat rage to kill Erebus with the berserkers. I try to trample with the last berserker to prevent the threat of bile thralls later on while everything else runs. Here is where I make the crucual mistake, I don't realise that greylords ice cage DOES NOT have the words model/unit. I probably confused them with Sorscha in my mind. Anyway, because of that mistake I ice cage the mechanithalls because my original plan was that if they were stationary, they wouldn't be able to move, hence blocking 1 charge lane to Karchev and blocking the bile thralls as well.

    Turn 4
    -His bile thralls purge most of his units as well as my mechanics protecting Karchev. The chicken runs up. Scaverous than telekinesis Karchev so he's further out. The necrosurgeon spawn their mechanithralls and then they charge on Karchev, killing him.

    Thoughts on game: Hmm, I still have no idea how to use greylords. Also, reading the text on Ice Cage wrongly really cost me. Would have done better to tarpit them with one unit of Demo Corps, which probably would have died and then used Greylords + Karchev to spray the rest of the units standing around. Or sent in berserkers to blow up for the lulz. My Demo Corp worked about as well as expected. They're basically a big threatening hammer that doesn't need much to boost their performance. I also chose to use them instead of ShockTroopers because in a normal game, I would be running them as much as possible instead of moving 4" and then shieldwalling. But since this was my first game with this list, I was a lot more cautious and apprehensive. Especially considering who I was fighting.

    I do miss the shooting though -_-

    Pics at http://sining83.blogspot.com/2012/04...i-version.html

  36. #36
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Jack Heavy vs Not so Jack heavy. Kind of makes me wish I was playing my all-jack list just so that I could see how Karchev does against an all-jack list with an all-jack list.

    Khador
    Karchev
    -3x Berserker

    2x Max MOW Demo Corps
    Max Mechaniks
    Greylords


    Cryx
    Mortenebra
    -Helldiver
    -Slayer x 3
    -Harrower
    -Leviathan


    Warwitch Siren x 2
    Derilys



    Turn 1
    -He runs up
    +I run up

    Turn 2
    -He starts killing some of my MOW democorps with his range attacks but not enough to severely affect me. Meanwhile his helldiver is running in and popping in and out
    +I gather my units closer. The MOW run/charge when possible. I don't kill anything at all this turn

    Turn 3
    - He charges me, kills off a few more MOW demo corps but it's a costly move as he's now within my range. He also kills off my greylords. It's the 2nd game in a row where my greylords haven't done much.
    +I bust a few heads with Karchev + Berserkers + Rage. MOW demo corps surround/charge one jack and it's gone. He's now left with 3 jacks while I'm fresh. Well, except for my MOW, who keep dying.


    Turn 4
    -He kills off more MOW but leaves himself open to the counterstrike.
    +I have the berserkers screen Karchev while I cast tow. Democorps destroy more of his jacks.

    Turn 5
    -Most of his jacks are dead. He sends his warwitch siren to go and block possible charge lanes but he leaves Mortenebra out in front.
    +I tow with Karchev, rage and pop my berserkers so that it has a charge lane to Morty. However, it's being engaged by a warwitch siren and if I move, I'll take a freestrike and lose my movement. I decide to charge the warwitch with the mechaniks, reasoning that heck, I need to kill that witch. The first one misses, the 2nd one misses but the third hits on 10 with 2d6. I need 10 damage to kill the warwitch flat and I manage to roll 4,4,2. The warwitch is now dead. Morty is camping her focus. I send the berserker I allocated 2 focus to towards her. He hits her with his attacks but she can't be KD. I buy 2 more attacks and and I finally manage to pop her. Just for fun, I roll to see if I explode but I don't.


    Thoughts on game: Well, I made better use of my Demo Corps in this game than in the previous game with Cryx, using them as bait; albeit very very expensive bait. Greylords still didn't do anything. I'm seriously starting to think the best target they can pop smoke on in this list IS THEMSELVES. Everyone wouldn't benefit much from the concealment since their defense is almost universally 11 or 10. Maybe they can pop it on the mechanics....

    pics at http://sining83.blogspot.com/2012/04...ortenebra.html

  37. #37
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    Was testing out a new pButcher list, although any list I made with pButcher would be new considering I haven't used the guy before. The list itself is a bit weirder than normal since surprisingly, it doesn't contain MOW , Winterguard death stars or Kayazy Assassins.

    Khador
    pButcher
    -Juggernaut

    Min. IronFang Pikemen with UA
    2 units of Kayazy Eliminators
    Winterguard Rifle corps
    Kovnik Joe
    Min. Croes Cutthroats + Valachev

    Menoth
    Harbinger
    -2x Vanquisher

    Exemplar Errants + UA
    Vilmon
    Wracks
    Rupert, Piper of Ord
    Covenant of Menoth


    Right, so this seems like a fairly hard list to crack. My own is pretty simple. The juggernaut is there for stopping power (P+S 19 AXE2FACE!!), the IFP are there to hunt warjacks if needed. Kovnik Joe is there to boost Riflecorps. Rifle corps are there to shoot people. Same with Croes cut throats. I put Valachev with them simply so they can benefit from Butcher's feat. Granted, the point case for them might be better used getting Kayazy assassins but poison seems like it might come in really useful at times; to say nothing of poison + 1d6 from butcher and possibly +1d6 from charging.

    Anyway, I go first. This time we're playing a SR scenario that involves being able to capture a flag and contest a point at the same time to get a Victory Point. The white circles represent the area we're supposed to contest.


    Turn 1
    -I cast IF on Croes crew to make them more survivable and then run up with everyone else.
    +He runs up with everyone else but feats with Harbinger as well.

    Turn 2
    -I move a few of my troops backwards to avoid the POW14 fire damage that comes from Harbinger's feat. I run the Juggs forward. A lot of my momentum has been killed by his feat.
    +He runs Vilmon to the flag and scores a point.

    Turn 3
    -The deciding round. I try to kill his units so that they can't reach the flag in time and I plant the eliminators near the flag, hoping that basically he won't be able to hit them and kill them. I also try to block his entry into the zone with my rifle corps.
    +His vanquishers put a hole into my wall and his exemplars run into it. That settles contesting the area objective. He then tries to hit my eliminators with Vilmon and some of the exemplars. Nope, misses. He then charges my eliminators with Harbinger and with guidance (lousy autohit weapon >_<) he kills them both, securing himself the win.


    Thoughts on game: Hmm, Harbinger's feat really screwed over my momentum. Before that, I wasn't that worried but now that I've fought Harbinger, I can see why she's strong in scenario games. Her and Old Witch.

    I made a mistake by leaving their flag wide open. Probably would have done better to rush Juggernaut over there to stand over the flag (and I'm also realising why devastators are awesome in scenrio play). Also, forgot Harbinger AUTO HITS >_<. Gah. Also, I'm not sure but anyone know how Cataclysm interacts with stealth? One auto-hits but one auto-misses.

    Overall, I saw more use out of Croes Cutthroats than the rifle corps mostly because the rifle corps hung back a lot due to spacing issues to avoid the vanquisher's AOE. I think I need to test this list again before I can say whether I really want to change anything in it, like switching the cut throats to Kayazy or getting more pikemen.

    pics at http://sining83.blogspot.com/2012/04...-pbutcher.html

  38. #38
    Annihilator taffyjoe's Avatar
    Join Date
    Jun 2008
    Location
    Durham UK
    Posts
    588

    Default

    Nice stuff mate. Harbinger is rough, she's a great 'lock. Consider bringing some long range shooting, that large base is vulnerable.

    Re: always hits vs. always misses. The rulebook is pretty clear - always hits trumps always misses, so Cataclysm will hit stealth. Hope that helps.

  39. #39
    Annihilator
    Join Date
    Oct 2011
    Location
    Singapore
    Posts
    530

    Default

    my riflemen are pretty much my only long range option. Didn't have the extra points for a destroyer

  40. #40
    Conqueror MOZZ's Avatar
    Join Date
    Apr 2010
    Posts
    381

    Default

    Good write ups sir, very helpful. It's interesting to see you use 3x 'zerkers though. Everyone I see wants to run Karchev w/ Beast '09 and Behemoth. Does bringing Karchev with three Berserkers put your opponent off their game enough to warrant giving up character jack bells and whistles?

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •