The third round of Attack X, and Jaden gets to experience the Testament of Menoth for the first time!Read More
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This is a pretty exciting and new step in my Warmachine journey - I haven't ever tried to produce something like this before, and it was a very interesting process, one that I fully expect will get easier and create better results on each subsequent report.
A couple of points - yes, not we are not playing fully painted. This footage was originally just intended to be test footage to see if the set up worked (hence the goofy lists).
Furthermore, only two of my regular opponents have fully painted armies, and I can only play Circle fully painted (and even then, not always), so there will be unpainted models in these reports - sorry :(
I realized after I had uploaded the report that I had neglected to include the army lists, so here they are:
- Eye of Truth
Cleansers and CA
Zealots and CA
- Bolt Thrower
I had commented to my opponent that I didn't think a Lylyth 3 gunline was likely to kill Malekus since most Legion warbeasts have fire typed ranged weapons. In typical fashion, he decided to try and prove me wrong.
Hopefully you enjoy this report, I certainly had fun making it. I'd love constructive feedback on the format if there is any to be had.
It's kind of neat that the finals of an event is the one hundredth battle report for this blog.
I'd spoken about my pairing philosophy with the other players at the event, and how Severius was my Cygnar drop.
That was, at least, until I saw that my opponent was running Nemo 1 as his pairing with Haley 2, and I knew I had to take my chances with Vindictus into this particular Cygnar pairing.
Nemo 1 completely neuters Severius' game, disrupting his entire army, charging from farther away, and doing massive damage in both melee and range.
Fortunately for me, my opponent dropped Nemo 1, and I won the roll off, allowing me to go first.
We were playing Outlast, and we were both aware of how bad a matchup this was for him.
Menoth turn 1:
up, run everything up to outside of charge ranges. Very simple, but threatening his deployment zone.
Same plan as normal, Vengers charge in first and then Knights clean up afterward.
on the left Vengers.
Cygnar turn 1:
Things move up. A Firefly zaps a close Venger on the right, leaping three times and killing a KE, a choir dude, and doing nothing to the Reckoner.
Dynamo doesn't do much on the right, DEF 14 really saving these guys.
His Centurion gets
pops Polarity Field, and runs at me after Nemo
Menoth turn 2:
Feat turn! Also time to kill a couple of lights, if possible.
Reckoner shot into the middle Firefly half kills it. Knight Seneschal charges into the Firefly and whiffs hard.
Vengers charge in, the one on the left half killing the blue Firefly, the other few killing off the middle Firefly.
Vengers on the right get into the Firefly there and kill it, repositioning back.
Vindictus pops Feat and sits safely behind the Reckoner.
I have the Knights Exemplar on the right as a counterpunch for the Stormclad should it come in, and on the left to go into the Centurion once Gravus removes
Cygnar turn 2:
My opponent gives out a lot of focus.
Nemo extends his control and feats, only disrupting the right Reckoner.
Nemo blasts the Seneschal, disabling but not knocking him down thanks to Gravus.
Dynamo fails to kill either of the unengaged Vengers, but does trigger Battle Driven.
The Centurion moves around, dismounts Gravus, and kills the Venger leader. The Seneschal heals a point.
He moves the Stormclad up to contest on the right.
Menoth turn 3:
I have an assassination angle here, and I decide to go for it.
The Knight Exemplar Seneschal charges and slams the Lancer out of the way from the Vengers charge path.
Vindictus moves to the right, casts
, and camps a bunch.
Two charging, Battle Driven Vengers put Nemo down.
Okay yeah...this list is pretty amazing into a LOT of matchups.
The threat ranges are huge, the damage output is extremely high, and it is extremely hard to alpha.
Bad matchups - Fiona, probably Haley 2, I expect Nemo 3 also poses some problems, but these are all holes that can be filled or at least patched over by I believe Sevy 2.
I'll write up a bit more of a tactica in the next few days, but suffice to say that I think I will be playing this list quite a lot.
Thanks for reading!
My opponent had Ossrum and Fiona, and I felt like Sevy was probably the right drop here. He has a great play into Ossrum since he basically has no magical guns, and he has a ton of infantry clear for Fiona.
But...I came to play Vindictus, so Vindictus I played. Spoiler alert, this was a terrible idea.
Fiona the Black
- Nomad x2
Commodore Cannon Crew
Alexia and the Risen
And I played Vindictus:
- Reckoner x2
Knight Exemplar Seneschal
- CA x2
I won the roll off and decided to go first.
Menoth turn 1:
I already felt pretty far on the back foot here. Fiona has a spell to give a unit a better version of the Errants Self-Sac, she can give something magical guns to get through my Feat, and she has a ball-busting feat.
Add to that Star-Crossed and I was in for some serious trouble.
I put Defenders Ward on the left unit of Vengers and put True Path up, hiding Vindictus behind the cloud from Fuel Cache.
Everything ran, staying outside of Idrian charge ranges.
Mercenaries turn 1:
Broad strokes, this was a complicated turn.
Idrians put a big CRA into a Venger and leave it on one box. The Commodore cannon finishes it off.
Everything runs up, and the Idrians get the self-sac spell.
I was expecting a Feat here, but he has not and suddenly I'm on the back foot.
Star-Crossed is up.
Menoth turn 2:
Star-Crossed seriously messes with me here, as Vengers need sixes to hit the impact attacks on Idrians.
Gravus goes in and gets the hit off on an Idrian, dispelling the upkeep self-sac.
As a result, I only get one charge into Snapjaw and a couple of charges into the Freeboater.
On the right, I get four charges into the Nomad, but I roll trip 1's on a charge and leave it on 7 boxes.
I move up models to control flags in case he decides not to contest.
I popped my Feat here.
Mercenaries turn 2:
Through a complicated series of killing his own Idrian leader model to promote to a new leader, he is able to contest the right flag.
All of my right hand Vengers die, and the left flag is narrowly contested by a Risen.
Fiona moves out of killbox and pops her feat.
Menoth turn 3:
I spend a ridiculous amount of effort killing the two contesting models, control both flags, and prepare to lose most of my models.
Star-Crossed and Fiona's feat mean that I can't get anything done at all.
Mercenaries turn 3:
He creates a Risen, which charges the left Reckoner and does 12 damage. Skareth sprays down four KE's on the right, including the CA.
His Nomad easily kills the left hand Reckoner, and the Freeboater finishes off Gravus and a Venger.
By this point, my opponent is down to about three minutes on his clock.
Menoth turn 4:
I pop mini feat with the left unit of KE, charge in and...do almost nothing. The Nomad takes about 1/3 damage, the Freeboater even less.
I can't clear the right flag either, and I begin to start playing for clock by spacing out contesting models everywhere.
The Rest of the Game:
Several turns go by in quick succession here, and I didn't have time to take pictures.
I send contesting models in every turn, running Vindictus away with Defenders Ward up, and eventually my opponent clocks himself with only a Reckoner and Vindictus left on my side.
Wow. This was a horrible matchup, just absolutely atrocious. The list doesn't really have straight up MAT buffs, and Star-Crossed and dice manipulation just wrecked my ability to do anything.
Also, Dahlia is a big, big problem for this list, as she straight up prevents my threat ranges from being absurd, and that's kind of the point.
I always feel a little scummy playing for time, but this game literally came down to me forcing my opponent to make a bunch of attacks in order to have a chance at winning the game on Scenario.
Also, I kept Vindictus really, paranoidly safe, and that was more or less the key.