Battle Report 171 - Warmachine Weekend Champions Round 4: The Dreamer (Menagerie) vs. Magnus 2 (Irregulars)

For Day 2 of Champions, we had cut to top four. Jason had snuck in on Tie Breakers, and the other two undefeated players were Jay Larson and Charles Soong. 

I really, really did not want to play Charles this round, since I was fairly certain we'd be playing Standoff and he had Magnus 2, but unfortunately that's how it went. 

Charles and I had a look at each-others lists, and he had Damiano Double Idrians that I wasn't scared of in the slightest and Magnus with five Nomads which I was terrified of. 

He naturally picked that, and I picked the Dreamer since he had no pathfinder outs and Artifice of Deviation is really good into that. 

Unfortunately, he won the roll off and went first, meaning that he was going to get to advance move his heavies and cast Escort and run with them all turn 1. 

Magnus 2
- Freeboater
- Nomad
- Nomad
- Nomad
- Nomad
- Nomad
- Buccaneer

Orin Midwinter
Ragman
Hutchuk
Anastasia
Eiryss 1

Ayanna and Holt
Horgenhold Artillery Corps
Horgenhold Artillery Corps
Kayazy Eliminators
Kayazy Eliminators

The Dreamer
- Phantasms
- Skin and Moans
- Skin and Moans
- Cage Rager
- Cage Rager
- Rattler
- Frightmare
- Crabbit
- Crabbit
- Crabbit

Death Knell

Karianna Rose
Eilish Garrity
Gremlin Swarm
Gremlin Swarm
Gremlin Swarm
Gremlin Swarm

As a side note, I love this Magnus list - it's terrifying on attrition and scenario, and can randomly kill you with Horgenhold Artillery Corps and Kayazy after the Buccaneer knocks your caster down. 

 
 

Mercenaries turn 1:

The Nomads all advance move to the 12 inch line, Magnus casts Escort, and they all run another 12 inches to the 24 inch line. 

Everything else runs at me. 

 
 

The Dreamer turn 1:

I can barely advance without getting charged, but Artifice of Deviation proves invaluable here. 

I set up to receive a charge and I send the Rattler far left having poorly forgotten about the ambushing solos. This is another piece of the list design here that I love - Magnus' feat makes you want to spread out, ambushing Hutchuk and Anastasia plus a couple Eliminators makes that a bad decision. 

 
 

Magnus turn 2:

He can't get a whole lot of charges into me, but he kills the Rattler easily enough and then runs stuff at me. 

He charges over to the left to kill my Gremlin Swarm behind the wall (thanks to a magical attack from the objective) but he misses. 

Magnus comes at me really hard and feats, calling my table edge and his table edge. 

He critically does not have the Cage Rager on the right in it. 

 
 

The Dreamer turn 2:

I think I can get my Cage Rager into his Nomad, but it's too close to tell so I'm going to have to kill my Objective. 

The Dreamer Abyssal Gates the Nomad on the left into my other Cage Rager and turns it around, I kill my objective, and then kill both Nomads. 

I contest all the zones with a variety of Gremlin Swarms, but he has too many magic weapons and I don't think this is going to last very long. 

I score one point and he scores a point. 

 
 

Score: 1 - 1
Tie!

Magnus turn 3:

Magnus allocates everywhere, and he and Orin fail to kill the contesting Gremlin Swarm on the top left. 

He kills the one in the right zone, and with Ragman is able to kill my Cage Rager. 

A whole bunch of Nomads are in my face, and somewhere in here I pop Labyrinth to make him charge me rather than walk into melee. 

Charles scores a point. 

 
 

Score: 1 - 2
Advantage Mercenaries

The Dreamer turn 3:

A note here - I screwed this entire turn up. I killed three heavies and spawned a grand total of ZERO phantasms. 

Why? Well normally I have my dice tray with me and normally my phantasms sit in that dice tray and I can't help remember them. 

This game, they were off the table underneath my player sheet. I need to figure out how to make them more memorable when I don't have my tray with me. 

Anyway, I kill a bunch of heavies but fail to clear the zone, and I am only contesting with a couple small things again. 

 
 

Score: 1 - 2
Advantage Mercenaries

Magnus turn 4:

Charles trivially clears my zones and kills a Skin and Moans, scoring three points. 

 
 

Score: 1 - 5
Advantage Mercenaries

The Dreamer turn 4:

My Cage Rager frenzies, and because of this, I can't clear my zone out. I make a bunch of Phantasms to contest with but he only has to kill two models to clear any one zone. 

 
 

Score: 1 - 5
Advantage Mercenaries

Magnus turn 5:

He kills a couple models and that's the game. 

 
 

Sadly, a loss for the Grymkin...

Post-Game Thoughts:

This was a really hard game, and I made a lot of mistakes. There are a lot of reasons why, but at the end of the day it's on me. 

Phantasms coming in every turn would have drastically changed the game. I could have made it impossible for his heavies to charge mine without investing serious resources, I could have clogged up the zones better, and I could also have had an independent arc node for the Dreamer. 

At the end of it all, I came in third place, getting 3 IG points. This, combined with my 7 from coming in second at Attack X means that I am qualified for the 2018 IG at Lock and Load and I am very excited. 

Charles was an incredibly gracious opponent, and I learned a lot by watching him play. He went on to win in the finals, and I am very happy for him. 

 

Next up, some jank reports and also my one round of the Invitational! Thanks for reading everyone!