Battle Report 98 - May Masters Event Round 1: Vindictus (Exemplar Interdiction) vs. Issyria (Defenders of Ios)

Prologue:

As those of you who regularly read my blog know, I've been on a bit of a Vindictus kick lately, so when I had a chance to go to Mox Boarding House in Bellevue to play in a Masters Event, I naturally jumped at the chance to play him a whole bunch.

The main problem was what to pair him with. I felt like my Vindictus list could handle almost everything except Deneghra 1 in Ghost Fleet and Haley 2 in Storm Division.

To that end, I got Chandler to Dojo with me and we came up with this:

Heirarch Severius (Creator's Might)
- Heirophant (free)
- Blessing of Vengeance
- Reckoner x2
- Sanctifier
- Vanquisher
- Devout

Vassal x2 (free)
Wrack

Choir
Rhoven and Co.

Main idea here is that the Sanctifier plus Severius' feat pretty much wreck Ghost Fleet, and this list has some decent game into Haley 2 just by nature of spell immune jacks with Oracular.

The event had 13 players, which meant definitely three rounds, with a possible fourth.

With that in mind, I was pretty sure I was just playing Vindictus every round and praying for no Fourth round.

The Faction Breakdowns were:

3 Menoth
3 Legion
3 Cygnar
1 Mercs
1 Ret
2 Circle

Into most of this, except the Cygnar players potentially, I was dropping Vindictus and not looking back.

Vindictus (Exemplar Interdiction)
- Reckoner x2

Knight Exemplar Seneschal (free)
High Exemplar Gravus
Wrack

Vengers x2
Knight Exemplar x2
- CA x2 (free)
Choir (min)

It's fast, it punches hard, it's hard to shoot at or alpha onto.


Game 1 I got dropped into Ret. My opponent was running Issyria and Vyros, and we were on Entrenched.

I already knew I was playing Vindictus, and my opponent dropped Issyria. He won the roll off and chose side.

Issyria
- Sylyss
- Hyperion
- Banshee
- Chimera

Lyss Healer
Arcanist x3
Houseguard Thane
Ghost Sniper x2

Heavy Rifle Team
- Soulless
Houseguard Halbardiers
- Soulless
- CA

He gets his advanced move with the Halbardiers and off we go.





Menoth turn 1:

Well...basically the plan is to run up just outside of walk and smack range, Feat, and alpha next turn.

Vindictus goes first and casts Defender's Ward on the painted Vengers, True Path on himself and pops his Feat.

Everything screams up the table, claiming all of the table space I could want. Both units of Vengers are completely inside the feat, and the Knights Exemplar are behind them as a counterpunch.

I can charge into his Deployment zone from here.
Ret turn 1:

The Halbs get Inviolable Resolve put on them, and the Banshee gets Admonition. 

The Banshee whiffs a shot into the right unit of Vengers doing four damage to one, and Hyperion misses, but drifting blast damage manages to kill Venger outright and also destroy the other one.

Halbs all Shield Wall up.


Menoth turn 2:

The game plan is now to draw the line of engagement so far on his side of the table that Vindictus can take the zone and never get contested.

True Path goes up, Vindictus moves into the zone.

The right Vengers charge into Hyperion and do....like 10 damage. Impact attacks murder the Rifle Team.

Admonition triggers, preventing the left unit from charging him as well.

I send the left unit into the Banshee, getting three charges. My opponent takes a free strike, triggering Battle Driven, and at dice -3 the Banshee takes 9 damage from the three charges.

A few Halbs die to charging Vengers.

Knights Exemplar pop mini-feat and charge in, cleaving through a few guys.

The Reckoners make a bunker for Vindictus.

I set the right unit of Knights to be a counterpunch for whatever happens to the Vengers.


Ret turn 2:

My opponent loads up his jacks.

Hyperion sweeps and kills all three Vengers.

Banshee kills a couple of the other unit, and the Chimera charges in. My opponent doesn't boost anything, and all attacks miss thanks to Defenders Ward. 

Halbs move up and...kill nothing, even with mini-feat.

I get one point.


Score 1-0
Advantage Menoth

Menoth turn 3:

I upkeep Defenders Ward again, and allocate a couple.

True Path goes up, and the Reckoners move forward to shoot Hyperion a couple of times.

The Seneschal charges the Chimera, triggering Admonition again, and the Banshee moves up to block charge lanes to the Hyperion.

Knights charge and wreck the Banshee.

Gravus moves in and destroys the objective, and I can't kill the couple of Halbs in the zone (dice continue to be unimpressive), so I only score two.


Score 3-0
Advantage Menoth


Ret turn 3:

Hyperion gets loaded up.

In the left zone, Halbs flail at my models, still not taking enough out.

Issyria Ancillary Attacks Hyperion after she Feats and casts Blinding Light on the Knights, and gets the Crit, RFPing four Knights Exemplar and the Seneschal.

Unfortunately, he doesn't have enough fury to cast Crusader's Call, so the Hyperion can't charge my Reckoners, nor can it or anything else get in the zone (Crusader's Call wouldn't have fixed that).

In an effort to get max points, he tramples over my Knights and buys an attack into the CA.

I get a fourth point.


Score 4-0
Advantage Menoth

Menoth turn 4:

Drop all upkeeps, allocate two to each Reckoner.

I ask my opponent if he minds me killing stuff for army points, and he acquiesces.

Two battled Reckoners kill Hyperion, and I'm finally able to clear the left zone for two more points.


Victory for the Menite Druids!


Post-Game Thoughts:

This game showcased many of the strengths of this list. Set the line of engagement in my opponents deployment zone, have wave after wave of alpha strikes, and leverage my crazy threat ranges to insure that I always come out ahead on trades.

With the turn one feat, my opponent literally had 2 guns that could interact with my army, and that's going to be the case with most factions/lists - just no way to do anything to you to prevent you from charging them the next turn.

Even with extremely poor dice rolls, I still was able to just pour enough attacks into the hard targets to 1) keep them far away and 2) kill them eventually.

On to game two!

Battle Report 72: ATC Round 2 - Wurmwood vs. Issyria

Prologue:

This round was into Tom Guan's team, which I knew was going to be very hard.

Unfortunately, Tom didn't take the Circle bait, so no epic rematch here, and I get paired into a really gross Issyria gunline, with Rahn as a second list.

I drop Wurmwood, he drops Issyria.

Wurmwood
- Cassius
- Loki
- Pureblood
- Gorax
- Woldwyrd x3

Shifting Stones x2
Sentry Stones x2
Min Bonegrinders
Bokur and Shamblers


Issyria
- Hyperion
- Chimera

Elara 1
- Discordia

Arcantrik Force Generator (AFG from now on)

Mechanic

Mage Hunter Strike Force and CA

The Scenario was The Pit, and I won the roll, going first.


My opponent straight up admitted the MHSF were there to contest

Circle turn 1:

Full speed ahead! Everything moves up and gets as much cover or LOS blockage as possible.


Ret turn 1:

My opponent runs his Chimera up and casts Blinding Light on my left unit of Sentry Mannikins. Ick.

Hyperion and AFG run up, and Discordia Imprints and sticks herself between them.


Circle turn 2:

I HAVE to kill that Chimera or the game is over. Blinding Light on Wurmwood is GG.

I have to put two Woldwyrds and a few sprays into it, but the thing dies.

I should have probably popped my Feat here, but I delay thinking that the majority of my forces are safe. I forget Issyria has Arcane Vortex, so I try and Stranglehold Hyperion before realizing my plan is doomed to fail and Dark Pathing him back to me.

I keep everything important behind the Sentry Stones.

Ret turn 2:

Issyria feats and moves back to Ancillary Attack Hyperion, who gets his crit and removes half my Shamblers.

Hyperion activates and kills both Sentry Stones and dings up my Woldwyrd.

The AFG aims and kills the left Woldwyrd.

Discordia moves over next to Hyperion after spraying down a bunch of things thanks to Elara's Speed of Death. (Or Silence of Death, whichever it is).

MHSF contest my flag.


Anddddd my opponent killboxes themself and I get to points.


Score 2-0
Advantage Circle

Circle turn 3:

I think I can probably kill Discordia with Loki this turn. I also remember I have a Gorax and deploy him at the back edge of the table.

Loki goes first, hooks Discordia and all but kills her before casting Evasive. 

The Shambler unit charges Discordia in the back and does the last few damage.

A Shifting Stone ports up, and Wurmwood activates. He casts Hellmouth on the Stone, killing a bunch of MHSF. He then casts Curse of Shadows on the AFG and Feats.

My two remaining Woldwyrds leave the Battle Enging on about 5, and the Pureblood spray doesn't quite finish the deal.

I get a third point.



Score 3-0
 Advantage Circle

Ret turn 3:

He thinks good and hard for a minute before loading up Hyperion. His plan is to slam Loki with the AFG and then to trample up and kill him with Hyperion. 

The AFG aims and needs an unboosted 7 to miss Loki in the forest. He misses, and Loki dodges away behind the wall. He shoots again, misses the 9, and Loki moves to the other side of the wall, well away from Hyperion.

Strike Force Contest again, and Hyperion shreds my remaining Shamblers with guns. 


Score 3-0
Advantage Circle

Circle turn 4:

I upkeep Curse of Shadows and it's time to go to work. 

The AFG dies. Loki moves up and hooks Elara, killing her. 

The Pureblood murders the close Strike Force. I try and Hellmouth the remaining Force on the hill, but they refuse to die. 

I run the Bokur up in front of Hyperion so he can't trample without wasting his Ancillary Attack on him. 

I score a fourth point. 


Score 4-0 
Advantage Circle

Ret turn 4:

My opponent loads up Hyperion, and Ancillary Attacks after Issyria gets on the flag. The attack misses. He moves Hyperion over, and is just out of range for Starburst on Wurmwood. His little gun shots don't kill him, and my opponent ends his turn rather than contest once more. 



Score 5-1
Victory to the Druids!

Post-Game Thoughts:

I should have feated a turn earlier, and the game really came down to the unboosted seven my opponent needed. If he hits it, I think I lose. Because he didn't, I had massive threats on the table still. 

My team lost this round 1-4 sadly. 


Battle Report 65: February Masters Round 2 - Severius 1 vs. Garryth

"The Pope of Nope"
For round two, I was paired with my PG mentor, the man who really helped me see what running events and fostering community growth was all about. I would have made far more mistakes and done a much worse job without his guidance at the beginning.

He was playing Ret, and as is his custom, one of his lists had two huge based models in them. His pair was Garryth double Hyperion and Thyron with a bunch of weaponmaster ugliness.

I knew I wanted no part with Durst into Thyron, and I felt like Sevy was reasonably okay into both lists, so I dropped Sevy.

My opponent dropped Garryth.

Garryth
- Hyperion
- Hyperion

Arcanist x3
Eiryss 2
Narn
Mage Hunter Assassin x2

I was playing Sevy, and this is the list that Chandler has been refining for months. He recently piloted it to the second day of the LVO masters event.

Severius
- Heirophant
- Blessing of Vengeance
- Hand of Judgment
- Eye of Truth
Avatar of Menoth

Vassal x2
Mechanic x2
Wrack x2
Allegiant x2

Min Choir
Rhoven and Co

We were playing Extraction, and I won the roll, choosing to go first.

Yes, I forgot to deploy the Mechanics, I know.




I wasn't 100% confident that I loved my chances here, but the Fuel Cache cloud coupled with the forest on my objective could keep Sevy relatively safe.

I just needed to wait out his Feat and counter. The Hyperions die to a jack and a half on average, so if I can keep them alive long enough for that to happen, I might be okay?

Druidic Menites turn 1:

Vision goes on the Avatar, Defenders Ward goes onto Eye of Truth, and everything runs.

The fire forest in the middle coupled with the other forest on the right on my opponents side means that I should be able to keep the Avatar from getting charged by a Hyperion. If they trample, Avatar survives no problem.


Retribution turn 1:

My opponent puts Sentry on the right side Hyperion, Mirage on Garryth, and runs at me.

Eiryss moves up and strips Defenders Ward off of Eye (whoops, haven't played against her in so long!), and repositions back.


Druidic Menites turn 2:

Well I kind of have a plan. Avatar is going to pop Gaze and run behind the forest on the right. I'm going to arc Ashes to Ashes at him and blast Eiryss and Narn off the table, leaving just a trampling Hyperion to get to him.

I'll keep Eye of Truth and Hand back, using Hand to spray Eiryss and hopefully kill her.

Seems okay.

Avatar pops Gaze and runs.

I move up Blessing and chuck Ashes to Ashes at the Avatar, and only roll one bounce. That bounce, at dice +1, doesn't kill the MHA.

I throw another one at the Avatar, and kill the MHA, but only do a couple to Narn. Uh oh.

Hand moves up and misses Eiryss, and then I'm an idiot and move Eye of Truth into charge range of the left Hyperion. *Facepalm*

Yeah so many mistakes.

I move both Monks up and use Shifting Sands Stance.


Ret turn 2:

My opponent upkeeps his spells, and his Sentry shot scatters onto both Monks perfectly, forcing tough rolls on both. One of them makes it, and the other dies.

Both Hyperions get loaded up.

The MHA on the left charges Eye and I ignore the attack with Oracular.

He moves Eiryss up and kills his own MHA, and then repositions back so that Hyperion can charge in.

Arcanists make the Hyperions hit even harder, and the left one charges in and slaughters Eye.

Narn charges Avatar and does about 8 damage. The other Hyperion tramples up and buys an attack, which I use Vision to avoid. His second attack does 12 damage.

My opponent moves Garryth up, barely catching the Avatar and pops his Feat.


Druidic Menites turn 3:

I'm in so much trouble.

There's only one bright spot, and that's that I can catch Garryth in my feat, reducing his control area to 8 inches and making it okay for the Avatar and Hand to use Focus.

Avatar rolls a 1 for Focus. Typical.

I allocate 1 to Hand, and then charge the left Hyperion with Rhovens buddies. Dice start to go off the rails, and I end up doing about 15 damage with them.

The Monk also charges the Hyperion, doing another 3 or four.

Heirophant sings Harmonious Exaltation.

Sevy moves around the cloud to the little niche between it and the forest. He pops his Feat, and then starts throwing Immolations at Hyperion. Since Hand is right there, these are POW 15 spells, and I do a fair amount more.

Choir sings Battle on Avatar and Hand, but can't get Blessing.

Hand moves up and takes down the battered Colossal with a focus to spare.

Avatar gets a free focus from the Vassal, and then nearly kills his Hyperion (dice +3 is okay I guess), and Blessing moves in and does some more damage, leaving it on 8 boxes. If I'd been able to Battle up Blessing, or if the Avatar had rolled one more focus, the Hyperion would have gone down.

I end my turn, somehow in a good position despite my disastrous placement from the turn before. Sometimes the dice gods love you.


Ret turn 3:

Garryth drops Sentry, but upkeeps Mirage and moves closer. He allocates one to the Hyperion.

Mega Mittens kills off the Punch Monk and a Rhoven bodyguard.

Hyperion gets healed, powered, and damage amplified, and murders Avatar dead.

Garryth runs and engages Sevy. Uh oh!


Druidic Menites turn 4:
Well..Garryth is camping two and he needs to die.

Hand gets Battled and also gets a free focus from the Vassal. He moves over and sprays the objective. I need an 11 to hit Garryth, and I nail it, doing 5 damage through a focus.

Sevy gets Harmonious from the Heirophant, pulls a focus from the Wrack, and is able to put enough Immolations into Garryth to kill him on the last one.


Victory for the Druidic Menites!

Post Game Thoughts:

Dice. That's the only reason I won this game. I positioned poorly and paid for it, and only the ridiculousness of Eye of Menoth added to some very good dice allowed me to claw this one out. 

It took me a good 20 minutes to relax down from this game, it was a real nail biter. 

On to round three.....

Battle Report 48: Kromac 2 vs. Elara 2



Happy 2017 everyone! (Yes I realize it's January 4th or January 5th depending on where you are, bear with me.)

After reflecting on my Kromac 2 list from last time, I decided a couple of very important things. 

1) Ghetorix isn't really necessary in the list. 
2) The Mist Riders, while very cool, aren't as good as Sentry Stones because...
3) I should be playing two Ogrun Bokurs in 99% of my Circle lists AND
4) I need double Hunters Mark in the list - it's too important. 


With that in mind, I badgered Chandler until we came up with this:

Kromac 2
- Storm Raptor
- Stalker 
- Feral

Blackclad x2
Ogrun Bokur x2 (Cliented to the Stones)

Sentry Stone x2

And I then promptly left the bag with the Feral and one of the Blackclads at home! So this game I have a proxied Feral (the Pureblood) and I've got Lanyssa instead of Blackclad number 2. 


My opponent had a proxy or two of his own:

Elara 2
- Helios
- Imperatus
- Phoenix
- Moros
- Chimera

Mage Hunter Assassin x2
Arcanist x2

Min Rifle Corps and CA


We rolled up outlast and I ended up going first, fine with me!

Central deployment again. He has less in the way of damaging shooting than Malekus did, so my Raptor can play pretty central which is nice. 

Me: Look at the absurd angles I have to photograph from to fit you in bird!
Storm Raptor: Silence slave, look how freaking pretty I am!
My opponent skewed Helios off to my left and put his heavies on the right, an interesting play for sure. 

I think it would have been better most likely to put Helios centrally to influence more of the table, but I could be wrong there. 

Stormy: Look! I even made it into that picture too! Photo bomb!
Me: *sigh* what have I done....
Circle turn 1:

Sentry Stones activate and get fury and port up.

Awakened Spirit goes onto the Storm Raptor, and Vengeful goes on the Feral. Kromac charges up the table.

I premeasure a landing spot for the bird and make sure not to put anything there so he can run 14 inches. 

Everything else runs up, I put one Hunters Mark  solo on each side. 

I gave up on trying to fit everything into one picture, so most of my turns with the Storm Raptor involved will have two photos - just feeding the bloody things ego.

Left Side


Right Side

Ret turn 1:

Scything Touch on Imperatus and everything runs to stay outside of my threat ranges. 

I really don't like how Elara's entire list threats as far as my Stalker does with Hunters Mark. That's a really good Feat over there. 


Circle turn 2:

Well...I've got to bait him out and not lose too much on the backswing. 

That basically means the Stalker is Imperatus bait. 

The Storm Raptor still can't shoot at much without getting charged next turn, so it backs up. 

I create "Fort Feral" on the hill, and then move the Bokur, Lanyssa, and Stalker up to the wall so as to deny the Mage Hunter Assassin an easy landing spot when she charges the Stalker. 

The Blackclad hangs out behind the forest and farther than 11 inches from the left hand MHA. 


Left


Stormy: You sacrificed the Stalker but saved me? You must love me the best!
Me: Whatever you want to think thunderbeak.

Ret turn 2:

The prospect of getting at least a partial alpha is too good to resist and Elara pops feat after fully loading Imperatus. 

The Rifle Corps CRA the Bokur and leave him on one box. 

The MHA charges to the Stalker's left and....misses her seven. 

Imperatus charges in and leaves the Stalker on about 10 boxes because DEF 16 effectively is pretty good. 

The Phoenix charges in and also fails to kill the wolf, leaving him on 3 boxes but on fire. 

On the left side of the table, Helios moves up threateningly, but can't quite get the angle he wants to pull my Feral out. 

Left

Right
Circle turn 3:

Fire doesn't go out, and with Scything Touch the Stalker is only ARM 15, so he dies. 

Kromac, angered beyond reason, pops Feat after dropping his upkeeps and charges Imperatus.

At this point, we realize that my opponent's warroom didn't actually add Imperatus to the list when he had tried to in list building, and as a result my opponent had an extra Imperatus on top of the 75 point list he had there. 

Since it was already pretty well into the game, I just decided to see how I could do even playing 22 points down. 

Turns out, Kromac can kill Ret heavies really well, and he camped a couple at the end. 

The Sentry Stone on the right killed some Rifle Dudes. 

The left side Sentry Unit got out of the Feral's way, and it went in and murdered the Aspis super dead before putting Primal on the Storm Raptor. 

The Blackclad moved into Helios' back arc and got Hunters' Mark on him.

The Storm Raptor, now a Mat 9, PS 22/21/21 monster charged Helios and put him down with Fury to spare. He bought an attack on Moros and missed. 

Left



Right

Ret turn 3:

Elara loads up the pair of lights and Apparitions up. 

She charges the Mannikin closest to her, kills it, casts Scything Touch for free, and Teleports back. 

Moros goes and Paralyzes the Storm Raptor. Between the two lights, they drop the Raptor to about 20 health. 

The Phoenix flails at Kromac but doesn't do anything, and the Rifle dudes shoot the Sentry Stone but don't kill it. 

Left

Right
Circle turn 4:

The Storm Raptor frenzies into the Chimera and does a few damage. 

The Feral murders the Chimera easily. 

Kromac murders the Phoenix easily. 

Sentry Stones flub their attack rolls on Riflemen and make a forest to block LOS from Moros to Kromac. 

Left

Right

Ret turn 4:

Moros gets loaded up again. An Arcanist moves up and gives him +2 damage, and the little jack takes down the bird. 

Rifle dudes shoot at Kromac, but don't do much. 

Me: See Stormy? Without you, I can take ONE picture and get all of it
Stormy: Yeah, but it's not as pretty without me in it!

Circle turn 5:

I screw up my premeasuring and fail a charge with Kromac. 

The Feral charges Moros and kills him easily. 

The left Sentry Stones fail to murder the Arcanist, and the right ones fail to kill Riflemen again. 
three points!


Score 3-0
Advantage Circle

Ret turn 5:

The writing is on the wall, and the Riflemen go in to contest, as does the Arcanist. 


Score 3-0
Advantage Circle

Circle turn 6:

Sentry Stones finally decide to hit things, and Kromac goes in to kill the last Rifleman, leaving Ret with literally Elara left. 

I score 3 more points. 


Score 6-0

Victory for the Druids!


Post-Game Thoughts:

I don't think the Storm Raptor is a competitive model, but it can definitely kill some things. 

That being said, trading my 38 point gargantuan for a 34 point colossal isn't the greatest thing ever, especially when the math says that a Feral with Primal and Kromac Feat does 6 damage less (still about 15 more than needed to kill Helios by the way). 

It's still a gorgeous model though, and it was pretty neat to actually see it do stuff this game before dying horribly to....a PS 13 light *sigh*. 

Ah well, it's a lot of fun on the table and you'll be seeing more of Stormy in the next batrep. 

Thanks for reading!