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  1. #41
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    Hm, I've done Karchev with Behemoth but not Beast 09. Personally, I find it hard to justify beast 09s point cost because with Karchev, it's unlikely he'll ever use his heavy boiler to run or his aggression to make a full advance so all I'm getting out of 11 points is reach + thresher with pow 19. It's very very nice but it's basically a huge beatstick and most of the time my opponent doesn't cluster his troops enough for me to feel like thresher is worth it.

    I prefer the jacks Karchev runs to be more utilitarian; hence Behemoth, Kodiak, Marauder or even spriggan are good choices. Plus Behemoth with Rage is a lot more dangerous against everything but small-based models than Beast09. Although the 3 berserkers are there simply because I wanted to test out Karchev's tier list and they were the cheapest models I could find (5 points each with Karchev t4) and deal enough damage under rage to be useful, are cheap enough that I don't feel bad when I lose one of them and they can be used to blow stuff up (although that's really a gamble)

  2. #42
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    So yet another Cryx fight. In case someone was wondering, yes, I do play against Cryx a lot. Mostly because one of the regulars down where I game is a Cryx player.

    Right, so I'm testing out my pButcher list again. This time I'm swapping out the cutthroats for Kayazy Assassins to see how they perform. I also took out the eliminators to up my IFP to a full squad and put in wardog and Eiryss with the points.

    Khador
    pButcher
    -Juggernaut
    -wardog

    Winterguard Rifle Corps
    Kovnik Joe
    Black Dragon Fang pikemen + UA
    Kayazy Assassin + Underboss
    Eiryss

    Cryx
    eGaspy
    -Reaper
    -bonejack

    Bile thralls
    Bane Knights
    Tartarus
    Bloodgorgers
    Gerlak

    Right, another SR scenario where we're supposed to control the zone in the centre while capturing a flag with our warcaster. I win deployment so I go first.

    Turn 1
    -I run upwards
    +He runs upwards and casts smoke on his guys. (I seriously seriously hate that spell)


    Turn 2
    -I move up further, moving my juggernaut out into the open.
    +He uses the reaper to drag my Juggs out into the open where he proceeds to wail on it. Nope. Still alive. Bane Knights charge it. Misses with 2 of them and Juggs still has 6 boxes left and all systems but movement are up. eGaspy uses more smoke.

    Turn 3
    -Juggs gets 3 focus to him and wrecks the Reaper. Rest of my unit moves up with some of the pikemen standing forward as a screen to block either the gorgers or the bile thralls. My riflecorps lay down covering fire.
    +He destroys my juggernaut while the rest of his bane knights move upwards. He charges my pikemen standing by themselves and kills them.

    Turn 4
    -My pikemen feat and walk up to stall them.They kill off the bloodgorgers that have come up. My riflecorps lay down more surpressing fire.
    +He runs up with his baneknights to block pButcher's movement. Rest of stuff runs up


    Turn 5
    -My riflecorps lay down supressing fire again to block their charge lane. (Seriously, can someone let me know if this works? The rules just say I need to be able to forfeit an action and nothing about being engaged)
    +He manages to catch a lot of my units in his bile thrall purge due to me being careless. Things don't look good for me. Meanwhile, a lot of my rifle corps and Kovnik Joe die.


    Turn 6
    -Kayazy feat and charge his chicken. Two of them run to engage his bile thralls to stop them from purging. Butcher feats and cast IF on himself. Pikemen charge Gerlak and the chicken. Fail to kill both of them. Seriously wth.
    +Gerlak fails to hit my pikemen. Bane Knights finish the rest of the rifle corps and try to kill Butcher but fail. Gaspy comes up and casts an AOE corrosion spell on them, hitting the chicken as well.
    Turn 7
    -I make sure to kill Tartarus. Now eGaspy has to summon him out if he wants to have a reliable chance of hitting me.
    +Nope, he chooses to kill most of my stuff instead. He runs his bane knights away to try and secure the central point while his bloodgorgers charge me. Still fail to kill butcher. eGaspy charges the underboss and then teleports back. But he's not in range to count as controlling the flag.

    Turn 8
    -I shoot the bane knights with obliteration, killing several of them. I then whack the closest bloodgorger. It's turned into a war of very bad attrition.
    +His bonejack melts from his own corrosion, lol. Anyway, he gets a point during this turn.

    Turn 9
    -I try to obliterate his bane knights to below 50% unit strength. I fail to do so. With no way out and with only pButcher left on table, I see no way to win and concede.

    Thoughts on game:
    Well, I made several mistakes during the game. One was when I should have used my riflecorps to shoot the bane knights instead of trying to suppressing fire them. With 10 rifle corps, I probably could have destroyed what remained of the entire bane knight unit. Not to mention Butcher was still there, as was Eiryss. Instead, I've been conditioned to NOT kill bane knights, a mistake which I will have to rectify.

    Didn't get much use out of Eiryss at all. I need to play her more. She's very useful but that means nothing if I can't play her although IF on her is quite sick.

    I also grouped my units a tad too closely and got most of them purged by his bile thralls. That was a really bad mistake on my part. If not, I might still have had units to take down the remainder of his troops instead of having Butcher surrounded.

    As it is, Kayazy assassins are nice but I'm still tempted to put in cutthroats instead. It's apparently one of those things.

    pics at http://sining83.blogspot.com/2012/05...vs-egaspy.html

  3. #43
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    Another match against someone who has been dubbed the local 'cheese' master. Was somewhat short on time so I played my easiest list which is my 2GC list. There's little need to micromanage armies when you only have uh...20 models on the table and 8 units.


    Khador
    eIrusk
    -Demolisher


    2x GunCarriage
    2x min. squad of Mechanics
    1x min. squad of MOW Shocktroopers
    1x Mortar Crew
    1x Field Gun


    Menoth
    Thyra
    -Revenger
    -Blood of Martyrs


    2x Daughters of Flame
    Choir
    Wracks
    Covenant of Menoth
    Hierophant
    Saxon Orrik
    Madelyn Corbeau


    He wins deployment so he goes first. No scenario this time round, surprisingly.


    Turn 1
    -He runs all his units up, which may not have been the best move because now his daughters of flame are really really close to 7 AOEs.
    +eIrusks cast FFE on a GC and feats and energizers.I move up and shoot. I kill eEiryss with a blast (though I probably shouldn't have bothered. Probably would have been better to wipe out the daughters of flame), kill some of the daughters of flame and then put lots of rough terrain AOEs into play. Demolisher goes up, opens up and destroys more daughters of flame. Same for the other GC but I make a mistake here and overextend it. Guess I was too eager and not thinking straight.

    Turn 2
    -He uses vengeance to move his daughters of flame out of eIrusks control area so that during their activation, they are no longer within his feat area during the start of their activations. He also feats with Thyra so thats more free movement. Thyra stealths herself and casts pursuit on my GC. They move normally and engage my fieldgun and mortar crew. I fail EVERY SINGLE DAMN tough roll I have to make >_<. Seriously, I think the rate at which I make tough rolls is waaaay below the average. Blood of Martyrs charges my GC and kills it.
    +I make a major mistake here. Anyway, I cast BL on the STs. They proceed to cripple the Blood of Martyrs till it only has movement and cortex left and because of the way I positioned them, it can not run away. Demolisher tries to beat the Revenger but I forget it has repulsor shield so I hit once and then get repulsed. GC moves but I forget pursuit is ALL MODELS in battlegroup not just warjacks. That means Thyra gets a free movement. Right towards eIrusk. Uh-oh. Anyway, I try to shoot Thyra despite her being stealthed, and I actually do enough damage that if she weren't stealthed, she'd be dead >_< But yeah, she's not dead.

    Turn 3
    -Thyra takes all her focus and charges eIrusk. With her spell carnage, she easily manages to hit eIrusk and with weaponmaster on, she wrecks him in no time.

    Thoughts on game:
    Well, a lot of ways I could have played this differently. Like I said earlier, probably shouldn't have concentrated on eEiryss on turn 1. I could probably have wiped out almost all the daughters of flame if I hadn't done so and frankly, the epic version wasn't that much of a threat to me. Instead, letting the daughters of flame lived cause my fieldgun/mortar crew to get smacked by them later on, which really screwed me over. Same with sacrificing my GC so early on. If I played a bit more defensively, I probably could have really made my opponent sweat since he didn't have that many units to crack armor and I had lots of methods to crack infantry + armor.
    Also, not knowing about repulsor shield was a bad bad move on my part -_- Same with the issue with pursuit. Hopefully, this won't be a mistake I repeat.


    I am thinking of switching out the shocktroopers for demo corps though. There hasn't been that many instances where I needed their Shieldwall but there have been many instances where I have wished 'Damn, I wish I had backswing + Battlelust'.

    Pics at http://sining83.blogspot.com/2012/05...vs-eirusk.html

  4. #44
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    Quick questions:

    Thought vengance happened at the start of a units activation, so they would still be affected by the feat even if they moved out with vengance?

    With the demolisher, were you attacking with fists instead of guns? Think if you make your first ranged attack using gunfighter, then get Repulsed away, you can then make your second ranged attack anyway?

    Good report though! Keep up the good work

    Cheers,
    Dave

    Quote Originally Posted by Kallas View Post
    Khadorans are slow, take a beating like they want the last cookie and will die before they'll relinquish it. That's how tough they are.

  5. #45
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    Vengeance is start of maintenance phase I think, iirc. I would need to check since I don't have a unit with vengeance on it but that's usually how people play it.

    Was attacking with fists. With 3 focus on demolisher as well >_< Was all set to wreck that little jack but forgot about repulsor shield. Repulsor shield doesn't work on ranged attacks though, so gunfighter works fine on the revenger.

    Gunfighter only works if the demolisher is in 0.5" of his target though since it doesn't have reach. If it's not in 0.5" and its not engaged by anyone else, it can use its 2nd shot as a normal ranged attack I believe since the ruling is you can only make ranged OR melee attacks in your activation and you're still making ranged attacks. However, with the revenger, it wouldn't work because the revenger has 2" reach so even if the demolisher is not within 0.5" but within 2" of the revenger, it would still be engaged and can not use normal ranged attacks cause of engagement and wouldn't be able to use gunfighter cause not within 0.5"

  6. #46
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    Default Angry man vs Witch Coven

    Alright, it's Angry Man vs a bunch of -itches. Who will prevail?

    Still testing out my pButcher list. I was so happy when my opponent took out his list and didn't put bile thralls in it, that I mentioned that. Only to have him promptly swap out one of the jacks and put in bile thralls -_- Note to self, keep mouth shut.


    Khador
    pButcher
    -Juggernaut

    Full Croes Cutthroats + Valachev
    Full Black Dragon Fang pikemen + UA
    Full Winterguard Rifle Corps
    Kovnik Joe
    Harlan Versh

    Cryx
    Witch Coven
    -Deathjack
    -Helldiver
    -bonejack

    Bile Thralls
    Bane Knights
    Tartarus
    Skarlock

    Right, no scenario this time around. I win initiative so I go first.

    Turn 1
    -I run all my units up.
    +He runs most of his units up. He pops smoke in front of Deathjack with veil of mists. He feats as well with the witch coven. This prevents my models in his control radius from seeing beyond 5" mostly. Quite annoying this is.

    Turn 2
    -Right, I try to weather out his feat. Croes cut throats try to shoot deathjack. They only manage to ping his armor due to me not reading pButchers feat carefully. (It's models in control radius not model/unit -_-) My rifle corps lay down suppressing fire while my pikemen move in shieldwall and minifeat.
    +He purges with bile thralls to try and ping my IFP. He does not roll high enough to go through their armor of 22. He does kill a cut throat and dent the Juggernaut though. Deathjack tramples and kills more cutthroats. Damn, those are dying at a quick rate. Although against cryx, they're not that useful. The infernal machined helldiver slams my Jugg into one of my rifle corps, killing it.

    Turn 3
    -First things first. I test for corrosion on my units. Every single one goes out except for 1 IFP. My cut throats continue shooting the deathjack. Not much use with that. Kovnik Joe gives the rifle corps boosted attack rolls. My rifle corps goes up to to shoot the bane knights. I make a mistake here and bunch them too closely together. I didn't need to do that considering that their range is 14". Anyway, I kill almost the entire squad of bane knights with my shooting. My pikemen take down another 1. Harlan Versh proves to be the man of the hour when he sees the helldiver with infernal machine, and then shoots it to death. Meanwhile, that leaves my juggernaut; who had 3 focus allocated to him this turn, with nothing to do -_-.
    +His bile thralls come up to purge most of my rifle corp away. His deathjack tramples upwards so that he's very close to pButcher. He runs his bonejack forward to try and cast stygian abyss on me so that he can shadowbind me on a critical. Nope, doesn't happen.

    Turn 4
    - I allocate 1 focus to Juggernaut and everything else to myself. Kovnik Joe gives the riflecorps fearless and he then goes up to shoot the Skarlock. It dies. Rifle corp move up to try and shoot Tartarus but fail to hit him. Pikemen charge. 3 of them kill the chicken, with the first guy downing the movement of the jack (thank you precision strike!). The rest kill the remaining bane knights locked in combat with them. pButcher sees deathjack, pButcher charges deathjack. Finally, I manage to put the jack down after buying 3 attacks. Almost thought I wasn't going to. With 2 focus left, I cast IF on pButcher and wait.
    +With only Tartarus and 3 bile thralls on the table, my opponent sees no way to win this and concedes.

    Thoughts on game
    Did I mention how much I hate bile thralls? Well, I do. This was a fairly straight forward game to play, although I did make several mistakes during it. 1. Didn't read pButcher's feat carefully. 2. Bunched my rifle corps too close together. If I hadn't, they might have survived to be able to kill off the last few bile thralls.

    Deathjack once again proves to be a huge pain in the *** and I ended up sacrificing the cutthroats to him to keep him occupied. Bane knights without eGaspy at the helm are quite easy to take care of.

    Pics at http://sining83.blogspot.com/2012/05...angry-man.html

  7. #47
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    another nice one

    pButcher although described as a raving lunatic seems a rather flexible caster (and a beast in melee of course)

  8. #48
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    I find pButcher to be rather boring actually. He basically only really casts 2 spells, fury or IF and the situations in which to cast them are usually clear-cut. Which is why I'm going to try fielding him with 3 devastators and a demolisher in a 35 point game

  9. #49
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    So a pButcher vs pButcher list. My opponent wanted to try out his pButcher winterguard list and I wanted to try out my cracky 3 devastators + demolisher list. We both knew what list the other was bringing (well, in so far as I knew he was fielding WGDS and IFP and he knew I was bringing 3 devs and 1 demo) so you could say we're both prepared for each other in a way. I was even discussing with him my kill strategy the night before when he said he wanted to try out his pButcher list and we decided to have it out.

    From the mind that brought you 2 GunCarriages....


    Khador
    pButcher
    -Devastator x 3
    -Demolisher


    pAlexia and the Risen.


    Khador
    pButcher
    -Behemoth
    -Wardog


    Winterguard Death Star
    Kovnik Joe
    Vanilla IFP + UA
    Widowmakers
    Widowmaker marksman


    He wins initiative so he goes first.


    Turn 1
    -He runs all his units forward.
    +I move up normally, partially because I decide to assign 2 focus to Demolisher and I want to cast IF later on so I don't have enough to spare to get all my jacks to run. Originally I thought I was close enough that I could shoot the winterguard (who are pretty far up) with the demolisher and have it scatter somewhere in their centre. End result? It's too far and I only just manage to barely nick 1 winterguard, killing it. IF is put onto Alexia and co.



    Turn 2
    -He moves his winterguard up further and decides to start shooting me. He has issues hitting the risen simply because I put IF on them and he chose to take fearless + tough instead of boosted attack rolls from joe. Anyway, he's now fairly close to me.
    +I upkeep IF, cast Full Throttle. Alexia runs so she's in place to reap souls. Her risen are also blocking charge lanes and the behemoth's path. 1 demolisher charges up to the nearby winterguards, bulldozing them to that he's in a good position to rain of death. I do and quite a few models die. Demolisher clears out some more as well. Rest of my jacks run so that they're in staggered positions so that if BB charges me, he wont be able to engage all of them or 2 of them at once.



    Turn 3
    -He moves up quite a lot. He decides to try and eliminate my opened up devastator. He shoots it with some winterguard. Nope, doesn't do it. Meanwhile, his widowmakers are killing more risen and trying to hit Alexia (Not working either). Behemoth tramples the other way to clear the way for the IFP to charge. He then minifeats with the IFP and charges the opened up Dev. Most of them are out of charge run and only 3 manage to contact the Dev. However, these IFP have fury on them so it hurts quite a bit. However my Dev manages to survive with 4 boxes left and with movement still up. That's pretty much all I need. He reforms with his pikemen but not far enough.
    +This is it. My kill turn. Alexia pops her risen out. Demolisher gets 2 focus. pButcher moves, feats, cast full throttle and then tries to shoot someone. It fails. But that's okay, I wasn't depending on it. Demolisher shoots into the crowd, trying to do glancing damage. He kills some winterguard. More souls for Alexia! Anyway, Dev1 (the one that was open before) charges into the pikemen that are surrounding him.He can't bulldoze them very far but he doesn't need to. He rains of death. Boom, almost an entire unit of IFP are dead. Dev2 charges into the IFP as well. More are dead. Dev 3 charges into the remaining winterguard. Boom, all are gone. So now all he has left on the table is Behemoth, Kovnik Joe, the widowmakers, the marksman and the dog. However, I expect my units to start dying very very soon. Alexia activates and moves up a bit further to try and frustrate Butcher if he tries to cast any spells. 1 risen moves to engage Behemoth; who's now out of pButcher's control area.



    Turn 4
    -Yep. Dev1 dies horribly to a charge from Kovnik Joe. Behemoth can't do much because he can't get any focus from pButcher due to being out of his control area. He kills the risen engaging him though. Butcher charges Dev3 and wrecks it as well. Widowmakers keep trying to shoot the risen and Alexia. Kill the risen but not Alexia.
    +I pop out a LOT of risen. I drop IF. I full throttle the other way and try to engage the widowmakers (MORE SOULS FOR ALEXIA!!) I also cast fury on the risen to up their pathetic damage. Meanwhile Demolisher shoots Kovnik Joe and kills, making sure to stay out of charge range of Butcher. The risen and Alexia run to engage the widowmakers and the Behemoth to prevent them from doing anything (Behemoth is STILL outside Butchers control area)



    Turn 5
    -My opponent concedes since it's very unlikely he'll catch up to me and even if he runs, I'll just ROD him while waiting in the background with my own Butcher. Meanwhile, I'll constantly tie up his Behemoth while my risen prevent the widowmakers from shooting.


    Thoughts on game
    Well...this was more interesting than I thought it would be really. I thought my crack list was really really cracky. May have just been the match-up though since his units were mostly paper thin (except for the IFP). And the BDFP would have been very very dangerous if I had to try and break armor 22. It's still possible but a lot harder.


    Turn 3 was very very good to me though. For one thing, I wasn't expecting my opened up Devastator to survive. That it did meant one more rain of death I could add to the damage otherwise I might have had to leave some winterguards alive. Instead, I was able to fully commit all my resources and wipe all his units off the board. Of course, i was kinda stuck with Behemoth on the other side of the table and my plan was to run all the way there with my 2 jacks and then beat the crap out of it. 3 focus to each. Just charge in, buy attacks. Once BB was gone, i was pretty much safe but my opponent could see it coming and conceded, saving us the time.

    pics at http://sining83.blogspot.com/2012/05...angry-man.html

  10. #50
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    Man, I've played a lot of pButcher lately, despite the fact I find playing him to be very boring. Mostly because I was testing out several lists. And now I finally get to test croes cutthroats in the environment they were meant to be used in. ie. against Hordes and living models, not undead skeletons, bane knights etc.

    Khador
    pButcher
    -Juggernaut

    Winterguard rifle corps
    Kovnik Joe
    Croes Cutthroats + Valachev
    Black Dragon Fang Pikemen + UA
    Harlan Versh

    Circle
    eKaya
    -Laris
    -Warpwolf stalker
    -Warpwolf pureblood
    -Feral Warpwolf
    -Gorax
    -Argus x 2

    Druid Wilder



    Turn 1
    -I run stuff up
    +He runs stuff up while casting shadow pack on eKaya so his units can't be shot at. Meanwhile he contacts my rifle corps by running to them.

    Turn 2
    -I charge towards his pureblood who's out in the open with my cutthroats. Do not manage to kill it but take it down quite a bit. Juggs walks normally. Next, butcher activates. He ironfleshes himself and then feats and casts fury on the pikemen. Kovnik Joe gives the rifle corps boosted attack rolls. I activate the rifle corps and the lone guy engaged with the wolf moves back so that everyone else can shoot him without the ridiculous bonus. He dies obviously and then my rifle corps starts shooting the crap out of his wolf. It dies horribly. Pikemen charge the pureblood while 1 runs to engage the stalker. The pureblood dies a horrible death.

    +My opponent uses his argus to slam the Juggernaut out of the way so it's no longer screening Butcher. He uses the other argus to kill the pikemen engaging the Stalker but then he forgets to do one very important thing. He forgets to feat with eKaya and asks if he can redo it since if he did so, his argus wouldn't be blocking his charge lane to Butcher and he could try to assassinate me. I refuse since it's pretty much a confirmed win if he redoes it and I'd at least like some ambiguity. He charges and kills Juggernaut anyway.

    Turn 3
    -My turn. So because of the strange positioning of his eKaya, my cutthroats found themselves in her backarc at the start of their activation. They thus get the backstab bonus on their damage rolls against her. However, several of them are facing away from her. I activate them, give up movement, use valachev to give them free movement to turn them around while moving them closer. Use their action to shoot her. Apparently thats 10pow+ 2d6 + 1d6 backstab + 1d6 poison = 10+ 4d6 per shot. Needless to say, she dies very quickly.

    Thoughts on game
    Normally, unless it's a game-winning action, I generally don't have an issue with redoing their turns. If he had managed to feat properly with eKaya, I probably would have lost.

    Otoh, I did manage to test out the cutthroats in the environment I wanted and they are pretty amusing at times.

    http://sining83.blogspot.com/2012/05...-pbutcher.html

  11. #51
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    It's actually been a while since this battle was played and my memory may be a bit hazy on the actual specifics. As for why I took this long to write it down...well, I blame Diablo.

    Khador
    eIrusk
    -Demolisher

    Min unit of MOW Demo Corps
    2x GunCarriages
    2x Min unit of Mechanics
    Field Gun
    Mortar Crew

    Trollbloods
    Borka
    -Keg carrier
    -Dire troll bomber
    -Impaler
    -Slag troll

    Fennblades + UA
    Fellcaller hero
    Trollkin champions


    Anyway, I usually just play this list once against most people just to see their reactions when they get hit by 2 Guncarriages with FireForEffect on them. However, it isn't so simple this time... He wins deployment.


    Turn1
    -He runs his units way up
    +Gun Carriages take care of quite a few of the fennblades. I feat with eIrusk, catching his 2 units in my feat. I also try to make sure his other unit, the champions can not move anywhere later on thanks to rough terrain from artifice of deviation.


    Turn2
    -His fennblades insist on coming forward, thanks to vengeance. His other unit can't do much. -2 speed + rough terrain leaves them pretty much stuck where they are. He kills 2 of my demo corps with his fennblades.
    + In revenge, I wipe out almost his full unit of fennblades.



    Turn3
    -He moves up, using his slag troll to shoot and nearly kill 1 guncarriage.
    +Thanks to his combo of Windwall + Girded, I can't really do much to him. I do believe I have found a very hard counter to the 2 guncarriage spam. Meanwhile, my demolisher runs up while I keep AODing his champions.


    Turn 4
    -He finally kills 1 GC.
    +In desperate times, normal men become great heroes. Or at least thats what I say when I use eIrusk to cast battlelust on a group of mechanics and then charge them into his bomber. Surprisingly, they manage to do a fair bit of damage to it. This isn't the first time battlelusted mechanics have proven useful at taking down warjacks/beasts when I need them to. Meanwhile my demolisher runs towards the impaler.



    Turn5
    -He shoots the remaining GC and nearly kills it as well. Meanwhile my mechanics get chewed up by his bomber
    +My demolisher chews up his axer. eIrusk charges the champions but actually fails to kill them. WTH.



    Turn4
    -eIrusk takes some damage from the champions but they don't manage to kill him. Meanwhile the other Guncarriage dies.
    +My demolisher charges into bomber and kills it. My mechanics charge the slag troll and wound it but due to not having battlelust on them (they were too far), they don't manage to kill it. Also, I missed a LOT of attack rolls.



    Turn5
    -Slag troll munches the mechanics. Borka charges my mortar crew, kills them.
    +Demolisher charges the slag troll and kills it. Irusk shoots the fellcaller hero and kills it.


    Turn6
    -Borka kills my fieldgun. We're now at an impasse. He has no fury generation left. He can keep casting windwall but he needs to cut himself constantly for that at which point victory is mine. He has no other units left on board but Borka while I have eIrusk and the demolisher. He decides to see how this goes. He does NOT cast windwall but casts IF on himself.
    + I attempt to shoot Borka with a FFE demolisher and miss. But I also put an AOD on in front of Borka.


    Turn7
    -Borka moves towards me but can't get far due to rough terrain. He has to cut himself again to upkeep IF.
    -I upkeep FFE then I move eIrusk and place two AOD templates right next to each other so that if he wanted to go to demolisher, he would have to go through at least 8 inches of rough terrain. I then move backwards, have the demolisher move backwards as well and continue trying to shoot him. He sees where the game is going and concedes.


    Thoughts on game:
    Okay. This was a lot harder than I thought it was going to be. Windwall + Girded(bomb shelter) is a pretty hard counter to FFE and AOE spams. At least with windwall up, there is still a chance I might do some damage to Borka or the light warbeasts with FFE on. But with Bombshelter on at the same time? There's no hope of that. But on the other side, it meant he was pretty much moving at the slowest possible speed since all his units had to be completely within 3" for windwall to work. I would have charged his warbeasts with my Guncarriage if I thought it could work and if I could hit them with my guns while they were knocked down but it wasn't possible. And since my democorps were taken out very early on, I had nothing that could really hurt the warbeasts; except for maybe battlelusted mechanics -_-.


    Hence, I really had to play the range game with my opponent, although I was lucky he chose not to concentrate on the demolisher for some reason and chose to charge towards my mortar crew. I think he figured that with his bomber dead and with no more bomb shelter, he needed to kill my key range units asap. But this left his slag troll open to my demolisher and once I killed that, he had no more fury generation.

    Pics at http://sining83.blogspot.com/2012/05...-carriage.html

  12. #52
    Conqueror
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    Right, so D3 is down...again. So I thought I'd write up this battlereport which has been waiting for a loooong time (roughly since DiabloIII came out really...)

    Khador
    Karchev
    -Berserker x 3
    -Juggernaut

    Min unit of demo corps x 2
    Greylord Ternions

    Cryx
    eGaspy
    -Reaper

    Baneknights
    Banelord Tartarus
    Gerlak
    Bloodgorgers
    Bilethralls



    He wins deployment so he goes first

    Turn 1
    -He runs his units up
    +I run my own units up, screening Karchev with my MOWs.


    Turn 2
    -He kills several of my MOW with his units.
    +In return, I kill several more of his. I spray his bile thralls so most of them die but not all. Meanwhile my warjacks run the other way to engage his bloodgorgers. I'm trying to avoid his baneknights at the moment or at least until I can destroy his bloodgorgers.


    Turn 3
    -He destroys all my MOW and my greylords.
    +I destroy several of his units but he also keeps making a LOT of tough rolls.


    Turn 4
    -He charges my units and kills several of my warjacks.
    +In return, I destroy his warjack and Tartarus and then Karchev is left on his own. This is not good. I'm out in the open and eGaspy hasn't used his feat yet.


    Turn 5
    -He rezzes his bane knights and Tartarus with his feat and then he tries to assassinate Karchev. Surprisingly, 10 bane knights fail to kill Karchev -_- Even with charge on. However, he still has Gerlak and several bloodgorgers left. As well as a fresh eGaspy while I have a very badly damaged Karchev. With that in mind, I concede.

    Thoughts on game:
    Well, it seems like I would be better off with 2 fullsquads of MOW Demo Corps instead of 2 min units. However, I'm probably much better off not using Karchev's tier list. Needing 2 units of MOW in it is just too expensive, points wise.
    pics at http://sining83.blogspot.com/2012/05...r-vs-cryx.html

  13. #53
    Destroyer of Worlds
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    Yeah karchev does better with say winterguard (well who doesn't?)
    Love the list though 3 berserkers..... drool.....

  14. #54
    Conqueror
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    3 berserkers are fun when they only cost 5 points each. I tried to get them to blow up but failed to -_- Kinda sad about that.

    With all the recent AOE spamachines coming out, I think I'd take IFP over WG simply because of armr 14 and natural def 13. Karchev can't IF those WG after all

  15. #55
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    Khador
    eIrusk
    -Demolisher

    Black Dragon Fang pikemen w/ UA
    Kayazy Assassins w/ underboss
    Kayazy Eliminators
    Great Bears
    Mortar Crew


    Menoth
    eFeora
    -Avatar of Menoth
    -Vanquisher
    -Templar

    Choir
    Exemplar errants


    Right, he wins deployment and ends up going first.


    Turn 1
    -He runs most of his units up
    +I do as well. My mortar crew shoots at his errants with FFE on and kills 2 of them.


    Turn 2
    -He moves his Vanquisher up to shoot at my great bears since they're in such a nice tightly packed formation. One dies and I make tough save for another. He moves his errants backwards, probably doesn't want to lose more of them.
    +My great bears get battlelust cast on them and chew through his vanquisher. Meanwhile my eliminators are running up to tie up his errants. My assassins run to tie up his jacks.


    Turn 3
    -He kills many assassins and the last great bear. He uses Menoths gaze to force the assassins to move towards the Avatar.
    +I battlelust the assassins and pikemen. They put the avatar into the ground while the templar runs away thanks to some spell or effect it had that allowed it to move when damaged.

    Turn 4
    -It's a slow battle at this point as my opponent pretty much just keeps advancing backwards while trying to snipe me. Feora keeps using firestep to kill some units and then teleport backwards.
    +I manage to put the templar into the ground but it's a slow move up to try and kill feora.

    Turn 5
    -He does the same thing as last turn. Firestepping while retreating.
    +I kill even more units. He's left with several errants and his warcaster only.

    Turn 6
    -He firesteps away again.
    +The remaining errants die.

    Turn 7
    -Firestep. Firestep.
    +I finally manage to charge him but whiff on a few rolls -_- TLDR; He doesn't die. Yet.

    Turn 8
    -Firestep. Firestep
    +I charge him again. This time I don't whiff on my rolls and he dies.


    Thoughts on game
    My opponent said he was rather new to the game, having played at most 10 games. He also didn't seem happy with me whenever I exploited his mistakes to my advantage (in a totally legal way) to kill his units. He definitely wasn't happy when I refused to measure my control radius for him to see, because he felt he had a right to check it (mostly because he wanted to see if his crusader was within range of me) when I don't. How do I know that? Because I've played a harbinger player who also refused to measure his control radius for me during his feat turn and turns out players don't need to -_-


    Nonetheless, I feel my opponent made one big mistake here when he chose to have his errants retreat during turn 2. This pretty much killed his forward momentum and why? Because he lost 2 of them during a mortar shelling? I would have pressed on and chosen to force me to fight on two flanks. As it was, I was able to concentrate on one flank and then force myself up. But according to him, he felt really demoralised once his vanquisher died in the 2nd turn because it was supposedly a key piece in his army (being the only piece that can set things on fire I think...) Which led to him trying to retreat and consolidate.

    Pics at http://sining83.blogspot.sg/2012/06/...vs-efeora.html

  16. #56
    Conqueror
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    This is the game in which I find out eHoarluk hurts a lot. No photos for this batrep as I forgot to take them but it's pretty short anyway.


    Khador
    Karchev
    -Behemoth
    -Kodiak
    -Demolisher


    Great Bears
    Fenris

    Trollbloods
    eHoarluk
    -Mulg
    -Diretroll Mauler
    -Earthborn


    KrielStone bearer
    Janissa



    I win deployment so I go first.
    Turn 1
    -I go up with Karchev. A bit too far up in hindsight but I haven't yet fought against eHoarluks insane threat range before so I wasn't as cautious as I could have been. I do make sure to keep my units in the forest so that its hard for the opponent to draw LOS to me.
    +He feats+animus+lots of other stuff and his Mauler makes it up 17" to me. With the fury mechanic and free boosted attack rolls for everything , he nearly kills Karchev.
    Turn 2
    -Mauler dies. But at this point, Karchev is very badly wounded and I didn't bring my usual squad of mechanics. My bad. I'm now effectively on the back foot. I TRY to assassinate his eHoarluk with Fenris by targetting one of the Krielstone bearers near him. I succeed but the guy makes tough which means no berserk for me. Crap. He sends Mulg up with the bond and tries to kill Fenris. Nope, misses. But this means I get to send great bears into Mulg as well but thanks to the high armor + bad die rolls, I don't really accomplish much.
    +He sends Mulg up to try and Primal Shock me. Nope, he fails to kill me but does damage me even further.
    Turn 3
    -Mulg dies but I make a mistake here when I allocate too much focus to Behemoth. That leaves me dry.
    +Earthborn moves up to primal shock me. He finally kills Karchev.


    Thoughts on game:
    I really need to work on getting the feel for Karchev again. I've been using him a bit too recklessly these few times and it shows. Several mistakes I made was a)not taking battle mechanics. All axe to face is good but it always helps to have a healer to fall back on. b)Should have charged him directly with Fenris instead of charging his krielstone. I was worried about the threat range but I saw it was long enough anyway when I finally made the charge. If I had done that, I probably could have squashed him pretty badly in that turn. c)Leaving Karchev dry on turn 3. I have this issue with overcommitting to offence and basically leaving myself dry on defence. This works well if you can screen your leader but it's Karchev with 3 jacks... Plus primal shout apparently does not need LOS to hit, which is even more against me. So no screening means I need more armor.


    On the other hand, this was also against a new player but the attitude shown here by my opponent was basically a lot more fun to play against than the newbie I played against recently.

  17. #57
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    Pics at sining83.blogspot.com/2012/06/khador-vs-khador-training-exercise.html

    So I managed to get a game in last night. Didn't manage to do so last week cause I ended up playing Warhammer Invasion the whole night instead. While I can get a game of Warmachine almost weekly, it's damn rare for me to get a game of Warhammer Invasion in. So yeah, priorities -_-

    Khador (Me)
    eButcher
    -Beast 09
    -Wardog

    Black Dragon Fang Pikemen + UA
    Eliminators
    Eliminators
    Doomreavers + UA
    Fenris


    Khador (Him)
    pVlad
    -Behemoth

    IFP + UA
    Widowmakers
    Widowmaker marksman
    Kovnik Markov
    Min unit of Uhlans


    Anyway, I win deployment so I get to go first. Yay....

    Turn 1
    -I run up.
    +He shoots my IFP and doomies with his widowmakers, killing them. I'm already taking damage before I even engage him. His behemoth misses. Twice. He runs his uhlans away from Fenris and doomies.


    Turn 2
    -I move up my BDFPikemen in shieldwall, expecting to take a few charges from his IFP. eButcher casts boundless charge on 3 targets. I rolled a 6 for focus this turn. This allows doomies 1 and 2 to run in and engage the widowmakers. Doomie 1 kills off 3 of them while doomie 2...fails...horribly.... Meanwhile Fenris and Beast run up to take advantage of Behemoth next turn. I run the eliminators so that is in front of Behemoth and the other are in front of the IFP chargelane. They won't block the chargelane but I'm hoping he'll try to run past them and take a couple of freestrikes. Or try to hit them and kill them which would be better than losing more of my BDFP
    +He takes the bait. He charges my eliminators and CMAs them. One of them dies but the other manages to avoid their attack. Then he reforms with his minifeat. Unfortunately for him, all his IFP are now clustered together and we all know what that means ^_^. Anyway, Behemoth tramples, boosts attack on the eliminator and kills it but takes free strikes from the doomies next to it. It would have trampled through them as well but due to positioning + forest, it can only move 3.5 inches which isn't enough for it clear them. It then tries to whack the last eliminator but fails. Meanwhile the Uhlans move up to try and block a charge lane.


    Turn 3
    -This is it. The kill-turn. First my doomies kill the widowmakers and try to clear the charge lane for Fenris but fail to. Then they try to take down BB and only manage to 1/2 kill him. He has like 10 boxes left. At this point I wanted to try and cast boundless charge on Fenris but my opponent reminds me he has spellward. Doh. So I cast boundless charge on eButcher instead. The extra movement makes it so that I'm just within reach of his IFP on my charge. And with them all stacked so closely...Well...Let's just say I have fun and clear out a whole squad of IFP +UA with eButcher alone. This is all on my feat turn so I at least have 12 rage tokens now to burn through. Fenris charges the lone widowmaker and kills it, adding another rage token. Beast 09 runs to be within eButchers control zone. The pikemen charge the uhlans where ever possible. They don't manage to kill anyone but thats when I start allocating rage tokens. 3 go to beast 09 who will put Behemoth to sleep. FOREVER. 3 goes to Fenris and 1 goes to the surviving Kayazy who runs to Vlad to engage him. And then 1 to 6 different IFP so they can walk up and block charge lanes and beat people. End result? All his units are dead except 1 Uhlan and pVlad. Seeing this, my opponent concedes.


    Thoughts on game
    I think my opponent plays Uhlans too conservatively. When he ran away with them instead of running forward to engage my Doomies or Fenris or Beast09 to tie them up, I was quite surprised. But he likes to use them as a countercharge unit but this left his widowmakers to bear the brunt of the doomies + fenris + beast 09 + eliminators which pretty much left them dead. As expected. I'm not sure the widowmakers actually made back their point cost. Which is a pity cause they're a very effective and deadly unit.


    eButcher as usual is fun to play, especially against units like IFP who have to stick close together usually to get shieldwall. Although I dont think he realised just how ravager + homicidal maniac works so well together. Because of that synergy, I was able to clear out one whole front which left me in a much more superior position. Even without the feat, things would have been sorely in my favor.

  18. #58
    Conqueror
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    Two warcasters; both epic versions and both whose names start with a B. Two go in, only one comes out.

    I'll be honest. I like playing eButcher. His style of randomness injects something I find interesting into games. Plus the homicidal maniac + ravager combo is always fun to pull off.

    Khador
    eButcher
    -Beast 09
    Doomreavers + UA
    Black Dragon Fang pikemen + UA
    FieldGun
    Great Bears
    Fenris

    Circle
    eBaldur
    -Megalith
    -Woldguardian
    Druids
    Shifting stone
    Celestial Fulcrum

    He wins deployment so he goes first.

    Turn 1
    -He moves most of his units up front. Too far front in fact. His druids are on the forefront and he pops smoke to conceal them. Which is pointless since I have almost no shooting units in my army.
    +I roll for my focus. I charge my doomreavers up front and manage to contact his druids. I kill some but more importantly, I force them to take a command check and they fail it.

    Turn 2
    -He move his units forward to try and kill some doomereavers. The rest of my army is too far behind for him to affect. His army is basically too close to mine at this point. He feats with eBaldur to try and make his army more survivable.
    +I charge the megalith with my doomreavers and try to take it down. Nope, no luck on that front. Due to the armor boost from eBaldurs feat, it stays alive. However, the Celestial fulcrum goes down thanks to the pikemen. Fenris charges into the druids and slaughters them thanks to berserk.

    Turn 3
    -He moves in, kills more doomreavers with Megalith and WoldGuardian and then he ground zeroes with eBaldur to kill even more units. However eBaldur overextends himself, expecting to be able to push Beast09 away but because his woldguardian knocked Beast down, he can't be pushed away.
    +I allocate 3 focus to Beast09. He forfeits movement, stands up and then whacks eBaldur with his axe. The first hit critical freezes him, which means eBaldur is now a sitting duck. Another whack later, eBaldur dies.

    Thoughts on game
    Doomreavers are fun. My opponent extended himself a bit too forward and he had a bit of bad luck when his druids failed their command check, causing them to do nothing for one round. Then they were all slaughtered before they could recover, along with his fulcrum. It seems like his fulcrum came too close and couldn't do much before it died. There probably is a way to use it properly, but I'm not too familiar with the fulcrum so I can't say much about it.

    I didn't really find any chance to use eButchers feat, considering my enemy had that few enemy models. So I guess that's one way to screw over my feat. Plus I was trying to keep away from eBaldur and the shifting stones.

    Pics at http://sining83.blogspot.com/2012/07...s-ebaldur.html

  19. #59
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    This was the 2nd game I played with the circle dude in the same evening, mostly because we finished our previous game pretty quickly. He chose to use the same list and I was thinking of it as well but chose to try out Old Witch in the end.

    Khador
    Old Witch
    -Behemoth

    Great bears
    Black Dragon Fang pikemen + UA
    Kayazy Assassins + Underboss


    Circle
    eBaldur
    -Megalith
    -Wold Guardian

    Celestial Fulcrum
    Shifting stones
    Druids

    Right, I win the roll and go first for development.

    Turn 1
    -I try to go for a more cautious development. I do run my units up but I try to make sure they're not close enough for him to shoot. I do cast IF on the Kayazy though and keep it there.
    +He runs his units up as well, running his warbeasts into the forests so I can't see them for a charge. His fulcrum is being screened by his druids again but it's too far for me to reach anyway.

    Turn 2
    -I move my old witch up into position and feat. Most of his forward units are caught in my feat area. In all honesty, this may not have been the best time to feat but it's my first game with the old witch and I'm trying to get a feel for her. I seperate my Greatbears from the rest of my troops so they can hopefully try to flank his army. They're independent enough that they don't need my support. The rest of my army advances.
    +As expected, he chooses to retreat instead of staying still in my feat area. However, surprisingly enough he leaves his fulcrum behind. He uses it to blast several of my pikemen as well as try to assassinate my warcaster. Does not work since Old Witch has a very high defense and she's on a hill.

    Turn 3
    -I would like to say thanks for the meal but I don't. Instead, I just rip apart his fulcrum that was placed there for me. The behemoth charges it and pops it in 1 shot (it had already taken damage from walking into my feat area). I place a cloud effect using the old witchs spell to try and block LOS to my pikemen.
    +Yeah...I kinda forgot to block LOS to Behemoth >_< Anyway, he charges behemoth with Wold Guardian and tries to put it down. He doesn't and then he charges it with eBaldur and tries to put Behemoth down again. Doesn't succeed although Behemoth is now crippled on both left and right arms. He feats with eBaldur to try and stay alive.
    Turn 4
    -Right. Time to try and assassinate eBaldur. First I try to take down his damn warbeasts. I don't have LOS to the megalith cause it's too far within the forest so I use a sneaky trick I learnt from playing with another guy. I charge a pikemen into the forest cause he can see Megalith while the rest charge eBaldur and Wold Guardian. They fail to put either of them down anyway. But now my great bears can see the lone pikemen, they all charge him. The first guy gets a back swing on the pikemen, kills it and hits the megalith with the other attack. The rest get normal backswings on the megalith cause although their charge target isn't there anymore, they didn't fail charge so they get to attack the closest target. Just without the charge bonus but they're still weaponmaster. Nope, still doesn't put him down due to eBaldurs feat. Kayazy all gang up on eBaldur and also fail to put him down.
    +Ground Zero kills most of my Kayazy. Poor Kayazy. Baldur kills some pikemen while Megalith kills 2 of the great bears. The Wold Guardian is still around and kills some other pikemen.

    Turn 5
    -I make a serious mistake here. I try to kill Megalith with the lone great bear and fail. I kill the Wold Guardian. I try to kill Baldur and get him down to 2 hp but then I make a mistake when running away with the old Witch
    +Shifting stones teleport Baldur to me and Old Witch dies.


    Thoughts on game
    Well, I really really should have seen that coming. I knew the distance I was away from Baldur was more than 10" which was in my mind at the time shiftings + 8" and baldurs reach + 2". But I forgot that when using shifting stones, you don't need to place the unit TOTALLY within 8" of it. So in this case, it's really more like...8+1.x"? I really shouldn't have forgotten that since I've played against circle before. Not to mention I could have run further instead of moving there. Ah well.

    If he hadn't managed to kill me this turn, he would pretty much have died since he had 5 worm tokens on him and he was going to take 5 damage cause of that. Unless he stood still and did nothing to cleanse himself of the tokens, which would meant he would be hit by the remaining pikemen + Kayazy again, which would have ensured his death.

    Also, another thing I didn't notice was that he was max on fury for the Megalith so he couldn't have transferred his wounds over to Megalith even if he wanted to. In that case, I could have charged old witch into him and bought/boosted attacks just to kill him. it wouldn't have been difficult at -5 damage. I just need a 7 on 2d6 to kill him. But I guess that's why I need more practice against Hordes, what with unfamiliarity with certain rules and all. That or I need to start a Hordes faction.

    pics at http://sining83.blogspot.sg/2012/07/...s-ebaldur.html

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