Showing posts with label hordes. Show all posts
Showing posts with label hordes. Show all posts

Thursday, May 17, 2018

Blood, Souls, and Fashionable Gator Boots - Cycle 4 Batreps


Good day to you fellow wargamers and I hope you are faring well in whatever it is you are doing!  We are back here today with another batrep post starring your potentially favorite tactical game of steam-powered robots and angry beasts: Warmahordes!  I had the privilege of being able to play some really cool gents for our local Journeyman League and this time I actually took more than 2 pictures.  I’m really excited to go over the games so let’s get right to it, shall we?  This might be a nice long post since I’ve got three games to cover this cycle, so get a nice drink and get comfy for the ride ahead!


So the first thing I wanted to mention is that my list-making has been craptastic this League.  The caveats of not being able to change my list at all in conjunction with forgetting about the Mk3 theme list push has left me with only one option to go for my Cryx and that is the Infernal Machines theme force.  Truthfully it wouldn’t have been so bad if I had planned it out but due to forgetting that themes were a thing I chose my models poorly and subsequently I’m catching up.  So I had to adjust my warcaster to meet the needs of my list and so I switched out Bane Witch Agathia for Warwitch Deneghra, as I’m going to need the “Queen of Debuffing” to help my poor undead minions out.  So here’s my current Cycle 4 list:

·         Warwitch Deneghra
o   The Withershadow Combine
o   Deathripper
o   Slayer
o   Reaper
o   X2 Ripjaws
·         Pistol Wraith
·         Mechanithrall Min. Unit
o   X1 Brute Thrall
·         Necrosurgeon and Stitch Thralls
·         X2 Soul Trapper


Had I planned this list out I would have avoided taking the Withershadow Combine and instead of a Skarlock Thrall, and I would have been spending more points on the Mechanithralls and Brute Thralls and instead of Ripjaws maybe a Defiler or a Nightwretch.  While I like the potential Ambush rule being used on a unit of Mechanithralls with Brutes, the giving of Hyper-Aggressive to my warjacks is not really that great when my ‘jacks are paper thin and break easily.  Ultimately it was my fault for not paying more attention when designing my list and so any derision has been my fault only, I’ll own that.  So for me, this theme is meh right now, but I’m determined to make it work!  Eventually, I’ll have it working but until then I made due with what I have.

My first game was against Mark and his Khadoran force chock-full of Winterguard infantry, led by the Supreme Kommandant Irusk.  Initially, I felt intimidated by the number of troopers he had on the field, and placing them in a brick formation around Irusk gave me pause as I didn’t feel like I had enough bodies of my own.  Not to mention his 3 warjacks coming down the field as well, all those hitboxes and ARM 20s were not appetizing.  It was going to be a test to see how well I could debuff his forces and whittle them down before they could crash on me like a tsunami of angry Khadorans.
The first turn was full of movement followed by turn 2 of cautionary placement and preparing for the inevitable melee.  Mark kept the majority of his infantry in the back and let his Decimator take the first hit from my Mechanithralls.  With the onset of Parasite, the amount of damage coming from combo-smite was impressive, but the follow-up attacks from Mark cleaned them out pretty quickly.  I think in this game the Necrosurgeon only managed to bring back 3 zambos before the unit was wiped out.  Meanwhile, on my right side, I moved up my Ripjaws along the flank to keep them far away from his jacks, knowing full-well that one hit would cause them to crumble immediately.  Early on I cast Crippling Grasp on his closest unit of Winterguard as they would jam the rest of the unit down with their decreased SPD stat.

After several Venom sprays and a "get over here" shot from the Reaper

Trying to clear out his warjacks
It was about turn 3 that I remembered that Deneghra also had Venom and realized that spell was my only counter against his infantry horde.  Mark took out a Ripjaw and my Deathripper without batting an eye (DEF/ARM 14 and 20hp does not last long) and leaving me with only 1 arc node to play around with.  I put Parasite on his Marauder, but not before it had a chance to deal some real damage.  This turn I popped my feat as well as I knew I would need that sweet -4/-4 to his Infantry as I cast multiple venoms.  I managed to clear out a good chunk but the Tough granted by Irusk left a lot of bodies unharmed.  I was able to do some serious damage to his Marauder as well but that Juggernaut was ready to replace its role and I was running out of options fast. 

The hard fought bloodbath

Mark’s Juggernaut was doing some real work on my left side as he quickly took out the Slayer and started putting the hurt on the Reaper.  I was running out of options so I resolved to try and assassinate Irusk with Deneghra.  It took me a turn of positioning and keeping his Juggernaut busy, but eventually, I was able to jam it up long enough for the Reaper to take it out (with the help of Parasite).  I was then able to rush on in and take out Irusk for the hard-fought victory against the Motherland!  Mark was an excellent person to play with and the game was difficult on both ends, definitely one of those “it’s anyone’s game” type of match.

My only chance to take out Irusk
My next game was against Scott’s Skorne and Lord Tyrant Zaadesh leading the massive beef wall that was his beasts.  This matchup was difficult for me for many reasons including the aforementioned list difficulties, but also Zaadesh was able to maintain Battle Lust which left a bubble surrounding each of his beasts where he could counter-charge anything of mine that moved within 6” of his.  Compound that with the animus from the Titan Sentry allowing him to make strikes back if attacked put me in a pretty rough position of hesitancy.

Deployment
So Scott laid down a couple of Burning Ash clouds which effectively neutered my ability to engage him first, which only further compounded his defense and limited my options.  Scott sent out one of his Cyclops early on but left his big beefy boiis in the back.  I was left with assaulting this lone light beast and hope the counter-attack wasn’t too bad, or I would let him rampage through and hope that it wouldn’t leave me unable to engage his heavies.  I went with the former option and went in for the kill.  A good shot from his Cyclops Raider took out half of my Slayer’s hitboxes, and thus crippling move and one of his arms.  That hurt more than just the lost health as it also neutralized my alpha Combo-Strike + Charge + Deneghra combo before he had the chance to get in the fight.

Initial advances
On my right side, his Gladiator and Bronzeback worked their way through my Ripjaw and Mechanithralls with relative ease, mere momentary roadblocks towards the march on my caster.  The only consolation was that my Necrosurgeon did some work and kept the 6 Mechanithralls up almost all game.  On my left flank, his Sentry engaged both Ripjaw and Reaper with some solid damage to both jacks.  I had a gamble and hoped that it would pan out as I was quickly running out of options.  I cast Ghost Walk on the Reaper, who I also fully loaded up with focus as I then moved him up into the woods nearby and took a shot at Zaadesh.  It was a hit and I was able to drag the little bugger closer in for some damage! 

Me taking the bait
Unfortunately, while I managed to score a nice combo off Zaadesh had some fury stacked on him and the counter-attack from him, 2 attacks specifically, took out the Reaper without blinking an eye.  At this point all of my heavy hitters were down and out, leaving little offensive bite to take on his beasts.  I had one chance, but in reality, it was more of a Hail Mary dropped in a prayer to win this game.  The mechanithrall farthest on the left took out the Beast Handler, leaving Deneghra a shot at being able to charge Zaadesh.  I managed to hit and deal some damage but let’s be honest folks, the Queen of Debuffing is no fighter and Zaadesh had fury on him to transfer the damage.  After my failed charge I conceded the game to Scott as my lovely lady was dead-center of the board surrounded by angry elephants.

The stifled advance of Cryx against the meat of Skorne

Last ditch effort
My last game for Cycle 4 was against Richard and his Gatormen, specifically running a nice Barnabas 2 list chock full of corpse tokens.  Hoo boy, this was going to be rough because a) his list was definitely superior in synergy and efficacy and b) I knew very little about his models except for a few exceptions here and there.  After deployment I moved my forces up on the two flanks, trying to spread my threat as best I could.  Richard responded in kind my deploying his forces in such a way that he had a central base to support his flanks but was able to send out countermeasures for what I had lined up.  Specifically, anti-infantry towards my infantry and anti-jacks to my jacks.  The first turn was what you expect happened as we ran and got into better positions for the next turn.  One thing I want to throw out so it’s not repeated was that he maintained was the spell Execration of Blackest Night which caused a -2 to all attack rolls within 10” of Barnabas.

Up against the Gators
This was a rough game for me but I gave it all I could!  I had some bad rolls early so threats that might have been neutralized or mitigated were not and I was left to spend more effort to trade pieces than I would have liked.  I was able to take out the Blackhide Wraslter, but at the cost of my Reaper taking his charge (which was ridiculously awesome for Richard, sad news bears for me) and committing a fully focus charged Slayer to take down.  Meanwhile, my Ripjaws were useless despite Powerful Attacks I only managed to get 1 crit off of the Boneswarm.  Deneghra couldn’t cast debuffs to save her life.  My Brute Thrall took out the Totem Hunter but that’s about it.  Meanwhile, Skarath was wiping out Mechanithralls left and right with his sprays and Counterblasts.  He had a perfect counter to every move I made, it was like a dance of perfect death.  Even on my feat turn, it made little difference, my debuff helped a little bit but without the weight of additional spells I just could not capitalize on this opportunity.

After the first turn runs!

Taking the Gator hit...not that well
Next turn Richard charged Barnabas in and let me tell you, where Deneghra is not a fighter…Barnabas is a murderer.  So one thing about Richard’s list was that he included a Boil Master & Spirit Cauldron.  This cauldron was pumping out special sauce like it was no business.  Big Shaq would have been impressed with the level of sauce.  Corpse tokens were flowing like Willy Wonka’s chocolate river.  These gators were so fed on spicy corpses that they were looking like Homer being force-fed donuts in Hell.  Barnabas came in and slaughtered my remaining jacks and then he popped his feat.  Oh lawdy, this feat made me sweat.  So I did some damage right…Barnabas used all his fury…I was thinking “yeah I can maybe get him”…nope.  Richard used that feat, swallowed up his Farrow minions, some boney boiis and not only regained his fury but also healed up all that damage I had to manage to pull off on his Boneswarm.  So now I had one fat and angry Gator Boii with only a barn and the Withershadow Combine in between him and my sweet gentle Deneghra.  On my right flank, my Mechanithrall unit was being a nuisance but that’s about it.  His Boneswarm hot on Denghra’s heels, my only saving grace was that he could not hit a 10, which would have ended the game.

Trying to make some headway

Aaaaaaand Barnabas came in the fight.
Once again I found myself in the hot seat of “my only chance” and I put Ghost Walk on Deneghra and walked right through the shack right on the other side.  I managed to get Crippling Grasp on Barnabas and tossed Black Talons on him, which I managed to get the crit effect and Shadow Bound his reptilian self.  The Withershadow managed to get a couple good hits on him but not enough to get a transfer, but enough to get him down to 4 hitboxes.  Sadly the revenge of the angry Gator Boii ended the game for a victory to Richard.

The last attempt to snipe out Barnabas
I won’t lie all of these games were difficult and hard fought, which I can say is primarily due to Deneghra and her ability to debuff like no one else.  Each opponent played well and I learned a lot from the games played.  I think one core issue was that I spread my forces over-confident in their ability to hold their own, but forgetting that 12/12 zombies are not effective meat-shields.  Especially since I only have 6.  I think once I catch up in the next cycle or two my list will be a little closer to where I want it.  Not having the bodies leaves my threat limited to key pieces and ones those are gone I had little option left.  1 Brute Thrall isn’t intimidating, but if I had 6 on the field it might be a little different.  20 Mechanithralls move from annoying to difficulty, especially with the recursion mechanic with my Necrosurgeon and Gollums.  So for next game, I think if I stick with overwhelming force in one area versus spreading them out I might have better luck.  We’ll see.


Well, folks that is all for these three games.  I hope this has been an interesting read for you all and I look forward to bringing some more batreps in Cycle 5.  With more zombies!  More debuffs!  Extra tears!  Until then fellow gamers may your dice be kind and your opponents kinder!


Monday, August 15, 2016

Feel like a late posted batrep? Why yes please!

Good morning/evening/night/whatever fellow war gamers and welcome to another exciting battle report!  I'm your host here at Wargamer Ramblings and I hope you have been having a fantastic time doing whatever it is you are doing!  I know for me it's been a lot of model assembly from GenCon but that's a post for another time!  Today I wanted to post up the battle I had with my local Cryx guru Kevin with my first true Mk3 game, 75pts and the SR2016 Incursion scenario!  Let's get started!

The scenario
For reference here was my list (mind you I am rusty with PoM, like really rusty, so it might not be the best list):

  • Severius 1
    • Devout
    • Reckoner
    • Blessing of Vengeance
  • Knights Exemplar w/ UA
  • Knights Exemplar w/ UA
  • Full unit of Exemplar Errants w/ UA
  • Exemplar Errant Seneschal
  • Vassal of Menoth
  • Wracks
  • Covenant of Menoth
  • Min unit of the Choir
Also here is what I remember Kevin taking though it might not be 100% accurate (if it isn't, sorry Kevin!)
  • Deneghra 1
    • x2 Deathripper
    • Nightmare
    • Madeylyn de Corbeau
  • Min unit of Carrion Thralls
  • Max unit of Carrion Thralls
  • Max unit of Croe's Cutthroats
  • Max unit of Satyxis Blood Witches w/ UA
  • Max unit of Cylena Raefyll & Nyss Hunters
All right so I will level with you all.  This is a really late batrep.  Like two weeks old.  I've been busy with GenCon, work, wife duties, and assembling new models to put this up.  So this is what I remember:

My deployment sucked.  I essentially put my force into two blocks whereas Kevin spread his out and favored my left flank.  In doing so our first turn was mostly with moving into better positions while I ended up taking a couple of his Carrion Thralls out with some Errant crossbow bolts.  The second turn however is when it started to get sticky for me.  For one Kevin was able to jam up my movement with Carrion Thralls.  While not particularly deadly they served their purpose, to keep me in place.  I did not move very much this game sadly.  The loss of Pathfinder and my poor deployment skills really put a damper on my game plan.
Bad PoM, bad deployment!
When I was able to move up Kevin was able to take advantage of his ranged units but also having stealth.  Without many options of my own I couldn't really retaliate.  If I did manage to move up Kevin was ready and either shot them up before they could get a charge or he was able to tie my units up with cheap/hard to hit models.  Kevin was able to move around my left flank so freely you'd think it was American territory over there.  My Reckoner took a solid couple hits early on and he was pretty much out of the game in terms of being useful, so instead of trying to accomplish something with him I let him rot away.  On my right side the Errants and subsequent follow up with the Knights did their best to clear the troops but he had so many!  So many bodies.
I just managed to clear out those cursed birds!
Eventually Kevin was able to secure two control points, the center and left side, and put me in a poor position.  I had used my feat to clip Denny's counter-feat I felt was coming up but it didn't matter at this point.  My unit were jammed up, I couldn't move through the small forest quickly enough, I was fighting a battle of attrition and the attrition won.  I had played into Cryx's strength without realizing it until afterwards.  The last turn of the game Kevin was sitting on 3 control points and all it would take was a "activate-everyone-not-do-anything-I-win" kind of thing and I couldn't assassinate Denny.  She was too far away.  He had the jacks block my path and I couldn't move through.  Thus I conceded like a gentleman and took my loss well.  Cryx victory!
My poor options at hand
That didn't go as planned hmm...
So my first real PoM Mk3 fight went...well...rough.  I definitely need practice not only mechanically but with list building and deployment.  I felt that maybe with some different units I might have had a chance but not having pathfinder on the Errants sucks ass.  Vindictus anyone?  Anyways it was a great game with a great opponent and once again gave me a lot to think upon.  If anyone has had any recent games let's hear about it, until then take care everyone and happy gaming!

Monday, July 25, 2016

Quick break with a couple of MKIII battlebox games!

Good morning ladies and gentlemen of wargaming and welcome to another episode of Wargamer Ramblings!  Today I am taking a break from my faction reviews of Mk3 (well the factions I play that is) and I wanted to share a couple of games I had not too long ago with some of my buddies up in Wise.  Let's get to it!

We all decided that we would test out our new battleboxes for Mk3 and so my first game was with Josh and his Circle.  I brought up Trolls and the Protectorate boxes and allowed him to choose which he would face off, which ended up being Trolls.  So I brought:
  • Ragnor the Skysplitter,
  • Troll Impaler
  • Troll Bouncer
  • Troll Axer
Josh's box consisted of:
  • Tanith the Feral Song
  • Pureblood Warpwolf
  • Gorax
  • Argus
So we roll off, Josh wins the roll and has me deploy and go first while he chose his side.  Deployment and first turn were honestly nothing special.  We only had 4 models per side and so deployment was center for me, slightly to my right for Josh.  First turn I ran up and Josh did the same.  Now the first 'real' turn of the game is where it went interesting.  Since in Mk3 you can premeasure anything for any reason I went ahead and measured out if I could potentially hit his Pureblood with my Impaler and if I manipulated some animus casting then I could make a shot.  So I activate my axer first, toss Rush on to the Impaler for the extra 2", and then activate the Impaler moving him up 7".  Then I cast Far Strike on myself, boost to hit....
Impaler was MVT
...and BOOM!  Not only do I hit but I get a critical and send the Pureblood flying back into/past Tanith for 6".  Josh was not happy and even though I didn't do a lot of damage it set his plan back a turn.  So his turn was spent re-positioning models to get ready for what he originally wanted to do.  So on my next turn I notice that if I moved at a different angle I could possibly do the same thing again.  Well Josh saw what I was going to do and unfortunately for him I lived out his fears and my Impaler got another critical slam!  The Pureblood flew right back on top of Tanith, knocking them down again!
Pretty much Josh's face
After that Josh had a hard time trying to figure out what to do, it seemed like what was going on in his mind was that every move he would make meant another spear to the face.  Eventually Josh moved his beasts into a position where he might be able to avoid the Impaler while trying to charge the Axer/Bouncer trolls.  Prior to the Gorax/Argus charges he had Tanith fire off Jaws of the Earth on the Axer but I Shield Guarded it on to the Bouncer nearby.  Instead he had the Argus move up, use its animus to lower the DEF of both to 5, and then proceeded to put some boxes on the Bouncer and Axer.  Josh was able to kill off the Axer, but Ragnor came around the side and hit the Gorax with Shockwave allowing the Impaler to toss a spear right into Tanith dealing a lot of damage.  A couple of more turns of finishing off his beasts and chasing Tanith led the Trolls to a victory!
A couple of turns before victory!
Next up I played my Protectorate versus Mike's Khador battlebox.  Our lists were:

  • Malekus, the Burning Truth
  • Catigator
  • Revenger
  • Repenter
  • Lord Kozlov, Viscount of Scarsgard
  • Decimator
  • Juggernaut
Mike won the roll off and he chose to deploy and go first.  As with most battlebox games the deployment and 1st turn are not that exciting.  We both deployed centrally with Mike moving up and taking the hill while I waddled up the field.
See? Not exciting just yet.
Now it was my turn to feel what Josh felt in the game before.  The Decimator took the first shot of the game at my Revenger and cleanly crippled the right arm.  Not good.  My return fire, which consisted of a flame thrower, put his Juggernaut on fire but against Khador armor a POW 12 is hardly any concern.  I had to endure another round of fire from the Decimator before the Juggernaut came down from the hill to charge my Castigator.  Let me tell you, a Fury empowered Juggernaut charge is not going to tickle.  So the Castigator almost became castrated with one hit alone.  Mike positioned the Juggernaut in a way so that it was also engaged with the Repenter shutting down anymore flame thrower attacks for now.
Oh dear...this hurts....
Not only were things looking grim from the 'jack perspective but Mike then popped his feat and charged in with his caster, who does not tickle when he hits.  He was able to put more damage on the Castigator and then Side-Stepped behind him to get a good clear lane of potential charging to Malekus the next turn.  So come my turn and I have a choice, not a good one though.  I can either let him charge me, or I charge him and hope for the best.  I went with the latter and popped my feat so that maybe, just maybe, I can put the torch to him and put Kozlov on fire.  As far as Malekus's melee prowess it was umm...lacking.  On Mike's turn he took a few hit boxes of damage from the fire but nothing extraordinary much to my dismay.  

Oh no, this isn't good at all.
Kozlov and Malekus continued to trade damage here and there, mitigating some attacks outright with the new focus mechanic, until he brought the Decimator into the fray.  That sucker hit me hard and put me close to getting annihilated.  Lord Kozlov followed up and brought Malekus to 4 health and 1 focus point while he had two.  Mike took a gamble as he had 2 points left to try and take Malekus out this round.  First attack missed and with baited breath I wait for the second attack to come through.  As you can imagine I had myself pegged for death as I had 1 focus, 4 health, medium armor with a weapon master Khadoran caster.  Mike rolled...
pls no mike, mike pls
...DOUBLE 1's! Oh the glory be!  Malekus had a chance now that Kozlov had no focus!  I took a risk by moving the Repenter out of combat with the Juggernaut resulting in a crippled flail but still with the flamethrower!  I aimed into melee with no fear of hurting Malekus, since ya know he's immune to fire and all, and managed to get a couple more points on to Kozlov.  Malekus made a couple of boosted attacks for both accuracy and damage and took down the Viscount for the second win.
Rather my lack of one...
I got a taste of Mk3 with these two games but it still feels like the game I've come to know and love.  The subtle but impactful changes they've made to the game have changed the tempo and the feel in some ways.  For example the new focus mechanic made it less of a "Oh you have ridiculous armor because your camping therefore making this game last longer" and more of a decision making process to see what damage you will let through and which you'll mitigate.  It also made me think differently in keeping my warcaster alive and weighing out what actions to take and still keep some focus to reduce some damage.

Overall they were both great games and it was a lot of fun.  I definitely look forward to future games from here on out and I am interested in what people will bring to the tournaments (instead of Harbinger + 1 lists).   That's it for the games folks, tune in next time to pick back up with the last bit of Protectorate changes and until then take care everyone!

Monday, May 2, 2016

Game day and an end of an era

Good morning fellow gamers and welcome to a long awaited post.  It certainly has been awhile but truth be told I've not done anything worthy of posting.  I've taken a small hiatus from painting, I've had no games, and I've not assembled any models.  I don't think I've even really read up on any news related to gaming.  Suffice to say I've recently had some gaming done, last Saturday in fact, as part of the end of our Journeyman league.

I ended up playing 3 games, only one of which I was able to get some pics with my phone (it was being used as the deathclock for the first 2).  So I'll be brief with the 3 game synopses.

First game was against Josh and his Circle army, we played the Outflank scenario and I went with pDenny and he with pKromac.  My list focused on having a lot of bodies on the field with the ability to spawn more models (mechanithrall/necrosurgeon + bane thralls/BL Tartarus).  Josh was anticipating more of a jack challenge and so brought some heavier beasts with him and not so much in the way of infantry.  Suffice to say pDenny's debuffing easily took care of his Gnarlhorn and Warpwolf Stalker, eliminated his Trackers, and had him concede the game.  At one point his Stalker had a -6 to his ARM (Dark Shroud + Crippling Grasp + Feat lel) and the look on his face?  Priceless.
Mike vs Josh next to my game
Second game was against Sam and his Trollbloods.  This time I went with Scaverous versus pMadrak as Sam was still learning the game overall and I figured I'd like to try Scaverous with a full army and without the Ripjaws and Leviathan.  Sam had positioned Madrak up front without a wall to block incoming spells or shots.  So all in all it was a quick game with Scaverous hitting him with a Feast of Worms followed with Telekinesis to allow Erebus loaded with focus to charge in for the win.
My setup for the last game
My last game was against Courtney and her Retribution.  She decided to try a different warcaster and went with Garryth while I went ahead and took pAsphyxious.  Suffice to say her list was not prepared for a scenario and so she had some difficulty holding the objectives.  We ended up playing Incursion as she was not used to scenarios and we felt that it was a good "starter."  I do have to give her Mage Hunters some credit, they did not die out as quickly as I had hoped.  I have to give my mechanithralls credit, three of them took out her parasited Phoenix in one charge move (much to her annoyance).  Eventually Courtney took a gamble to charge Gaspy and secure a win, and honestly she would have if she were not an inch short.  Subsequently with a fully loaded pGaspy (who still had his feat up btw) he was able to stab Garryth to death and secure the win.
Mid-way through the game
So with that the Journeyman League ended but also my last game of Mk II with it as well.  Since Mk III is around the corner I have resigned my current Warmahordes gaming, as many have done as well in the community.  What a wild ride it has been.

I started getting into Warmahordes a little bit after Mk II came out.  Mike and I both viewed the game with hesitancy as we weren't too keen on steampunk.  With some disillusionment from GW, the availability of the starter rules from PP, and the relatively cheaper buy-in price we started proxying some models from 40k and tried out this game.  It was a blast!  I still remember Terminators being my warjacks and a space marine captain as my warcaster.  Mike dabbled in Circle before coming to terms with his Legion heritage and I was drawn by the Protectorate's deliverers (ironic since they aren't that great of a unit in Mk II).  Since then we invested heavily both in money, time, and heart.  There's something to be said about a game like Warmahordes that inspires an entire community to come together as it has, and it's one I am proud to be a part of.
When you find that game that just treats you right
So with the coming of Mk III I've got to say I've been very pleased with how Mk II has been for me.  While not perfect there were many a good game had because of the clearly written rules.  I've met plenty of great people, had a lot of good conversations, and great memories with this game.  Hell even my wife started playing (which says a lot if you know her).  So I bid a fond farewell to Mk II (kind of brings a tear to my heart) and I look forward to Mk III.  It might be a crazy ride in the future as well but I am sure it'll be a good one.
How it feels to say goodbye to a cherished edition
How about you all out there, how do you feel about your career in Mk II and the upcoming Mk III?  Let me know what you think and I bid you happy gaming and great die rolls.  Cheers!

Friday, April 15, 2016

In today's gaming news...

Good morning fellow wargamers and welcome to another set of Ramblings.  Here today I wanted to put in my 2 cents about one of the more recent news events that has been released in wargaming: the announcement of Mk III for Warmahordes by Privateer Press!  Ooooooooooooooooh snaps!  It also is getting released in June...of this year! Say whaaaaaaat?  Craziness I know, so let's talk about it!

The soon-to-be-previous edition of Warmachine was originally released early in 2010 and since then the game has grown quite large.  Since then each year has brought out a new book furthering the story, releasing new models, and adding new unit types to the game.  Since 2010 we now have Battle Engines, Colossals, Gargantuans, a new faction, a relatively poorly reviewed video game (sorry PP :( ), new warnoun types like a warnoun unit, and continued support from Privateer Press. 

Ah yes Warmahordes!

As a game it has evolved over time to being considered by many to be a solid choice to get into and has been growing in many different avenues.  From the hyper-competitive tournament scene to the local slow-grow metas, Warmahordes has filled out that spot in many player's hearts for a game that was just clear on the rules, quick, fun, and brutal.  As a veteran player of wargames my personal interest started as Gee Dubs made it clear that they did not care about the hobby but the profits.  While I do understand that these guys need to make money to keep going and ultimately they are all businesses, I at least want to have the illusion that the company is interested in keeping the hobby alive and well.  That and Gee Dubs kicked their prices to the point where I would need to sell an organ to start an army these days.

So now here we are at the cusp of Mk III.  Already PP has released some information about changes we can expect as far as rules go in a recent podcast of theirs as well as from the forum.  Point costs are being changed to help reflect accurate point values for smaller models, the focus is coming back to the Jacks/Beasts, pre-measuring, and more!  With that in mind here are my top three wishes for Mk III:
Re-vamping the Warnouns
Pug3 on Cavalry option
I agree with PP on their site that the Warnouns serve as a central part of your army and whichever one you choose is going to reflect a different play-style/personality/etc.  The thing that bugs me is that despite best efforts there has been a power creep in the Warnouns to where some are just not really viable choices for use.  There's something to be said if you brought the Testament of Menoth versus Butcher3.  Could you win hypothetically?  Sure.  Will you have a good probability of winning?  Probably not.  Ignoring the effect of matchups I think ultimately what I want is having a relatively equal playing field for all of the faction's Warnouns so that I don't feel like I have screwed myself over by taking someone versus the obviously viable choice.  I think every faction has the community choice of who is the worst and who is the best and honestly I'd like to see more diversity from a re-vamp.
 
Keep the options open

One appeal many players have for this game is the steam-powered robots or giant monsters that smash everything around them.  While I appreciate PP doing what they need to in order to bring the focus back on the battlegroup I also hope that they do not try to pigeonhole or punish players who might want to try running small battlegroups.  Currently some casters are considered the "infantry" specialists and I would like that to remain if possible.  It's too early to tell if they are going to make infantry/units so costly that you can only take 1-2 but I would like it to remain around 3-4 personally.  I think it's what makes this game great is that the different casters bring their own playstyle and I just hope that the ones who love their troops more than the jacks/beasts don't lose out during the effort to bring back the jack. 
 
Don't let older units "die out"
Dinopugs are still viable solos
 
The best way I can explain what I mean by this is my anecdotal example.  The unit that got me into Warmachine and my first faction of choice were the humble Deliverers of the PoM.  I got excited about the idea that these civilians used rockets to rain death down in the name of their god.  If I remember right it was the first infantry unit I purchased also.  Then I found out through time, gaming, and research that they were just...meh at best.  I heard the phrase "yeah you can take that but X or Y does it better so why take A?"  I've heard, read, and even said that phrase about more than the PoM's units, and I'm sure that mains of other factions have their own story like this.  I'm not saying every "old unit" is useless (have you seen the Exemplar Errants lol?) but I guess what I'd like to see in Mk III is that every unit has a chance of belonging somewhere in their faction lists.  PP made the unit for a reason, I'd like that reason to stand the test of time.
 
I'm sure I can come up with other wishes and hopes but with it being so close to release time in June I'm just excited.  My friend Josh had found some info that they knew about this edition for 3 years! Well with that length of time studying, tweaking, twerking, making dank memes, and doing their best I think this will be a fine change.  Still there's always the chance that things get dicked up, so here's hoping PP that the new edition is solid like we all hope for and here's to more years of not being THAT guy in terms of companies!
 
Cheers.




Tuesday, March 15, 2016

Lazy Saturday Game Time

Hey all folks, it's been a hectic week for me and I hope it's been good for you all!  Over the weekend pSam came down from Wise to get a couple games in so I took some pictures and figured I'd talk about how things went down!


He brought his Skorne up against my Scavvy battlebox.  I was facing up against Naaresh, a Bronzeback, and 2 Cyclops Savages.  I had played Sam and some Skorne before so I knew from the beginning I would have to do something about that Bronzeback.  We set up the table and I favored a deployment towards the center with a Ripjaw off to the side.  Sam deployed slightly to his right but kept everyone close together. 

First turn I made sure to move on up and put Death Ward on Scavvy, Sam moved up and started his upkeep of Lamentations making sure for the rest of the game I was keenly aware of its area of effect.  For my next turn I moved my Ripjaw on my right up some more in an effort to cause Sam to redirect a beast to it, or ignore it and let me arc spells through.  My other Ripjaw went up to the center obstacle and was in prime position to arc some stuff up.  I forgot to allocate focus to my Leviathan and so I was only able to get 1 shot off to a Savage, though the one shot did manage to cripple his body.  I arced Icy Grip onto his Bronzeback.  Sam charged my Leviathan with his Savage and he charged my Ripjaw with his Bronzeback.  The Savage barely plinked my jack but my poor Ripjaw was gone.

On my following turn I noticed that Sam had ran his beasts pretty hot, the Savage was full and the Bronzeback had 4 fury on it.  Naaresh could only leech 1 point off of his beast in his next turn...hmm...So I did a throw and tossed the Savage away and then I hit the now-not-in-melee Bronzeback with telekinesis to look straight at Naaresh.  Oh and moved him a couple inches closer. Muahahahaha! The Savage frenzied and being knocked down could only move towards the Bronzeback.  Then the Broneback...the beast I was counting on to fail...to frenzy and charge Naaresh...made his damn threshold check! Expletive language!  Ah well.





The rest of the game was a lot of cat and mouse mechanics and movements.  I was able to keep his Bronzeback from doing a lot with Icy Grip and my remaining Ripjaw made sure he couldn't move at all with Vice Lock.  My Leviathan was sort of stuck in that position where he needed to shoot but Sam kept him in melee (didn't help that he had a crippled melee arm either).  Eventually Sam went in for the assassination with Naaresh and even though he failed to kill me the charge turn, he did the second go around.  Scaverous couldn't deal enough damage on his own to counter-assassinate and therefore lost the game.





Next Sam and I tried our hand at 9th Age.   We were pretty excited to get this game in because we both had fantasy armies that were collecting dust otherwise.  We took to the field 2000 points and I brought my Dread Elves and he his Undying Dynasties (read: Dark Elves vs Tomb Kings).  I realized we didn't have access to decent fantasy terrain so we just used some Warmahorde zones as hills and forests.









Honestly I don't think I can give a play by play.  Sam ended up winning by 200 VP's but we learned a lot of things about our armies and the rule set.  For one terrain plays very differently than it did in WHFB 8th.  Also I found out that even though I am cognitively aware of tactics I am to do with the Dread Elves (i.e. flank with certain units, movement, etc), I found out that I am going to have to practice more.  I was too aggressive and my deployment a bit awkward so I ended up losing some serious units.  My Dread Knights with the attached Prince however?  Amaaaaaaziiiiiiiiing.  They alone made sure I didn't lose too hard.  Sam I think learned about the importance of kitting his characters with some magic items as well as the rules in general.



Overall it was a really fun day and it was good to get in a league game followed up with 9th Age.  I am going to have to really crack down on the rules for our next match up because in retrospect I would have done many things differently.  Ah well, I hope you all have had a good week and until next time happy gaming!