Battle Report 99 - May Masters Round 2: Vindictus (Exemplar Interdiction) vs. Fiona the Black

Prologue:

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
- Sylyss
- Nomad x2
- Freeboater

Wrong Eye
- Snapjaw
Dahlia
- Skareth

Idrians
- CA
Commodore Cannon Crew
Alexia and the Risen

And I played Vindictus:

Vindictus
- Reckoner x2

Gravus
Knight Exemplar Seneschal
Wrack

Vengers x2
Exemplars x2
- CA x2
Choir (min)

I won the roll off and decided to go first.



Prey went onto Vindictus, and away we went. 

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.


Score 2-0
Advantage Menoth 

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.



Post-Game thoughts:

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.

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 97: Vindictus (Exemplar Interdiction) vs. Rhyas

Image result for vice scrutator vindictus art

Prologue:

Back-to-back Scrutatorial games! Oh yes. 

Same list as last time, still working on the battlegroup and what to do with those Vassels. Current thought is drop a Seneschal and a Vassal and turn it into Gravus and a couple more Wracks.

Vindictus
- Indictor
- Indictor

Wrack
Exemplar Seneschal x2 (proxied by Errants until mine get here)
Vassal x2

Vengers
Vengers
Knights Exemplar and CA x2
Min Choir

This time I was playing a 2016 Scenario (the Pit) against a Legion pairing of Rhyas and Absylonia 2

He dropped Rhyas into me, and off we went. I won the roll off again and slammed going first.

Rhyas
- Scythean
- Angelius
- Protector
- Seraph
- Neraph

Deathstalker x2
Warlord

Swordsmen and CA


Seriously guys, this is the most appropriate sound track for this army I can think of. Just let it run while you read. 




Menoth turn 1:

No serious shooting combined with no less than 3 pieces of Cover on my half of the table means no turn one Feat.

Vindictus casts True Path, moves over to the right, casts Defenders Ward on the Vengers, and camps 1.

Everything else just runs like crazy, staying just out of charge ranges. At the end of this turn, I'm already threatening his deployment zone.


Legion turn 1:

Some unlucky dice means that the only Knight that dies is the one I left out to trigger battle driven. This also triggers Righteous Fury on the Seneschals.

The Angelius gets slipstreamed up, charges the closest Venger, but thanks to Defenders Ward misses its charge and the next two bought attacks.

Beasts run, Swordsmen spread out.


Menoth turn 2:

I upkeep Defenders Ward. Vindictus scoots out of the killbox and casts True Path before Feating.

The right hand Seneschal goes man mode and two shots the Neraph. Oof.

Vengers charge the Angelius, kill it, and Reposition out. I send in one Knight Exemplar to try and kill two Swordsmen with Cleave and Overtake, and he nails both sevens to hit. I didn't miss much this game.

Vengers on the left charge in, and with Impact Attacks and charge attacks clear off several more Swordsmen and the Deathstalkers before (mostly) repositioning into the Feat.

The middle unit of Knights runs up, and the Indictors screen Vindictus.


Legion turn 2:

His Protector frenzies, knocking down the Seneschal.

We now come to the part of the game where we spend like...ten solid minutes trying to figure out how to actually remove that model from the table.

Grievous wounds prevents it from healing, but it still doesn't kill it from my reading of the rules. If you hit it multiple multiple times, it just keeps getting knocked down and stays disabled, and the second you kill a faction model in its command it instantly heals one again.

I couldn't find a quick rules reference at the time, so we played it like that.

**********************Intermission whilst the rules forum is perused**********************

Yup. Wow, that's impressive. So for those interested, you can send all the attacks into the Knight Exemplar Seneschal you want, but it won't die unless you can remove it from play before the boxed step. At that point, if you kill anything within 9 inches of it, it heals a point and doesn't die at all.

Also, he can contest and control zones and/or flags (2016 rules) while disabled, which is not how my opponent and I played that game.

What a crazy model.

Okay anyway, Scythean cast it's animus, whacked the Seneschal, killed the Venger, and sat there.

Swordsmen walked up and killed two (!!) Vengers on the left flank, and the Seraph moved up and shot at the three Vengers it could shoot at.

14/21 is a statline though, and despite some good dice, none of them die.

We played it as though my Seneschal did not contest, although this is apparently wrong, so my opponent erroneously scored a point.


Menoth turn 3:

It's time to clean up. Charging Vengers kill the Seraph and nearly kill the Protector.

Vindictus casts True Path and sits back. Knights Exemplar charge in and cleave through most of the Swordsmen, and the Vengers finish clearing out the zone.

At the end of the turn, my opponent has a Protector on one box, a Scythean and Rhyas, and he concedes.


Victory for the Menite Druids!

Post-Game Thoughts:

After this game, I'm starting to wonder if this list needs some very specific builds to answer it. Control feats ala Haley 2 and other denial effects like Cloud Walls might be the only thing that can really handle it.

It's so fast, and it delivers itself incredibly well. I look at most Cygnar gunlines and just think "turn 1 feat, turn 2 charge you".

Definitely going to be interesting going forward. Both of these games saw me take over massive portions of the table with fairly little loss. I believe this game I lost 3 large based models (90 push ups or sit ups), two small based models (ten push ups or sit ups) and that's it. The game before I lost two large based (60 sit ups or push ups) and 2-3 small based models (ten to fifteen push ups or sit ups) simply because the list was able to come in with an extremely hard alpha and fear little retaliation thanks to the feat.

I'm excited to keep playing this list - now I just need something to pair it with.


Thanks for reading!

Battle Report 96: Vindictus (Exemplar Interdiction, 2017 Standoff) vs. Malekus (The Creator's Might)

Image result for vice scrutator vindictus art

Prologue:

I really like Vindictus. He, Severius, and Harbinger are 99% of the reason I got into Menoth, and the new Exemplar theme force, I feel, really gives him some neat tools. 

If you haven't seen it yet, the new theme force gives you:

+2 inches of deployment
A small or Medium based solo or CA for free for every 20 points of Exemplar models
Blessed Weapons on your Warjacks

I cooked this little number up just before heading out for games tonight, and I have to say it's a nasty looking list. 

Vindictus
- Indictor
- Indictor

Knight Exemplar Seneschal (free and proxied by an Errant)
Knight Exemplar Seneschal (free and proxied by an Errant)
Vassal of Menoth
Vassal of Menoth
Wrack

Vengers
Vengers
Knights Exemplar
- CA
Knights Exemplar
- CA (free)
Min Choir

The list is fast, accurate (MAT 7 is as low as we go here), and hits like a train. It cares not for terrain, and with Vindictus' feat you are almost guaranteed the alpha strike. The only thing I am not quite sold on is the battlegroup and the Vassals. I'm really not sure what I want there yet. 

I paired this with Chandler's Severius 1 list, which I would like to claim more credit for collaborating with him on then I probably deserve, but it's a nasty list and he took it all the way to top sixteen at LVO this year. You can read his analysis and theory behind the list here. (also check out his blog, it's excellent for Protectorate stuff).

Severius 1
- Heirophant
- Blessing of Vengeance 
- Eye of Truth
- Hand of Judgement

Avatar of Menoth

Vassal
Vassal
Vassal Mechanik
Vassal Mechanik
Wrack 
Wrack
Punch Monk
Punch Monk

Rhoven and Co. 
Min Choir. 

It hits hard, it's resilient, and it's weird. It's super hard to play, and it has game into nearly everything. 

My first game of the day was against my regular Menoth opponent, who had a neat Malekus list featuring the new Vessel of Judgement. We rolled up Standoff from the 2017 SR packet, and I won the roll off. With a list this quick, it's just hamstringing yourself to go second, so I chose to go first. 

Malekus (Creator's Might)
- Heirophant
- Reckoner 
- Reckoner
- Eye of Truth
- Repenter
- Repenter

Vessel of Judgement

Mechanik x2
Wrack x3
Vassal 

Rhoven and Co. 
Choir


I can't help but hear the Rohirrim theme from The Lord of the Rings whenever I line two units of Vengers up to play a game. It's such a cool looking deployment. 



Vindictus turn 1:

Vindictus goes first, casting Defenders Ward on a unit of Exemplar's to his left, True Path on himself, and advancing 8 inches. 

Indictors run up next to him, and then everything runs. 

It occurs to me that I actually have to worry about getting shot at turn 1, so I carefully check 17 inches from his Reckoners and 16 from the Vessel before committing my Cavalry models to their final location. 

The Cavalry units get into the circular zones, threatening to murder anything that comes near them. 

The Knights come up the middle and get ready to bruise things. 11 inch threat on them is pretty spectacular. 

I deliberately give my opponent a Venger on the left to shoot at in the trench, hoping he'll proc battle driven. 


Malekus turn 1:

In a surprisingly aggressive move, my opponent runs his jacks up. Malekus uses Open Fire a couple of times after Battle is sung, and he successfully clears off a Venger on the right. (30 push ups or sit ups), triggering Righteous Fury on the Seneschal and Battle Driven on the Vengers. 

He runs the Vessel up max distance - a move which I believe was his only major mistake this turn as it would allow me to charge it with multiple units. 

Enliven goes on the Repenter on the right before it heads into my zone. 


Vindictus turn 2:

I premeasure out a couple of threat ranges, and with True Path I can get two Knights Exemplar onto the Battle Engine, and I can also get all of the Vengers onto it with good placement. 

I upkeep Defenders Ward, allocate nothing, and get to work. 

Vindictus moves up a little bit, casts True Path and Feats. 

The Seneschal on the right goes up and hits the Repenter, triggering Enliven. The jack moves closer to me to Jam, and the free strike and charge attack combined do around half damage to it (pretty mediocre dice there, should have brought it down to one or two). 

The Knights Exemplar activate, pop their mini-feat for mini Hand of Fate and charge. Two go into the Vessel, bringing it down to 2/3 health, the other three that can get there charge the Repenter. 

The first attack leaves it on one, and the officer finishes it off before overtaking out of the way. 

This leaves the Vengers clear to charge into the Vessel, taking it down on the last attack before Repositioning mostly back into my Feat. 

On the right, charging Vengers kill the Repenter and Reposition back into Feat range. 

I move both Indictors in front of Vindictus, and move up the middle unit of Knights cautiously. 

The Choir sings no shooting on the jacks, and I end my turn. 



Malekus turn 2:

My opponent has nothing but bad options here. If he commits, he loses his army, if he doesn't I instantly win on Scenario. 

His Reckoners move up and bash stuff, Eye aims and misses a shot at a Venger. Malekus uses Open Fire to nearly kill the right hand Venger that's outside of the Feat. 

He contests both Circular zones, and I had moved my jacks not quite far enough to hit the Rectangular one, so no points are scored. 




Vindictus turn 3:

The turn starts off with Righteouss Furied Seneschals moving up and half killing AND smiting down both Reckoners. 

Charging Knights and Vengers finish off the downed Jacks, Rhoven, and basically everything of scariness left but Eye and Malekus. 

I score three points as I move my Jacks into the zone, and my opponent concedes with no way to kill enough models to matter and no way to keep contesting in the face of that many weaponmasters and cavalry. 



Post Game Thoughts:

This list is very impressive. It's got excellent damage output, it's incredibly fast, and it delivers itself pretty well. Into most gunlines, this list is going to get in their face too quickly for most of them to shoot their way out before Scenario collapses on them. 

My opponent commented that it was exactly zero fun to play against, and for a list like his, I definitely agree. It punishes most battlegroup heavy builds and lists built to fight battlegroups by being faster than them and being so resilient to a lot of the anti-infantry tech out there by nature of high ARM values and Vindictus' feat. 

Definitely intrigued, looking forward to trying it again. 


Battle Report 93: The Harbinger of Menoth (Vessel CID) vs. Absylonia 2 (Children of the Dragon)







Prologue:

One of the main reasons I originally bought into Menoth's fluff, the Harbinger of Menoth saw some drastic changes between Mark 2 and Mark 3, fading out of the competitive scene and becoming more or less universally bemoaned.

The recent Vessel of Judgement CID changes have brought her back into the fore of my interest when it comes to Warmachine, as Martyrdom + Bastions + Healing all the Bastions sounds pretty good to me.


My pairing was a Harbinger list paired with Vindictus in the Exemplar theme, and my opponent had Rhyas and Absylonia 2 Shredder Spam.

I didn't even really pay attention, as I was playing Harbinger into anything not named Lylyth 3.


I don't think this list is optimized yet, but it's a decent place to start.

The Harbinger of Menoth
- Heirophant
- Devout
- Vigilant
- Templar

Punch Monk!
Vassal Mechanik x2
Rhuper Carvolo, Piper of Ord

Vessel of Judgement

Bastions (proxied by Cinerators)
Bastions (proxied by Blood Pack)
Min Choir

vs.

Absylonia 2 (Children of the Dragon)
- Proteus
- Protector
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder

Spell Martyr x2
Nyss Warlord x2 (Proxied by Deathstalkers)

Blackfrost Shard


Umm...yeah...that's a lot of Shredders. I've seen 3-4 of the little buggers kill heavies under Aby 2 with Kiss of Lylyss up.

We rolled up Spread the Net for our Scenario, and I ended up going first.

I forgot to take a picture of all of my deployment, so basically imagine Harbinger, Bastions, Templar, etc. back 9 ish inches.





Menoth turn 1:

Easy things first, Shifting Sands Stance on the Punch Monk and move him up. The idea is to move him into the left zone and keep him there with Martyrdom and Stance (Spoiler, I forget to move into Martyrdom range like...every turn).

Harbinger casts Crusaders Call and charges into the trench.

Everything else Charges or runs, but most things charge since speed four models get 1 extra inch out of a charge with Call up.



Legion turn 1:

Shredders all run (surprise?).

Absylonia puts Bracer on Proteus and charges up.

The Blackfrost Shard and other solos make a beeline for the left zone, with a couple of Shredders in tow.


Menoth turn 2:

Harbinger can actually have a useful feat turn! I allocate nothing.

Bastions run up, and the Vessel advances. Between its two shots, it kills two Shredders and nearly kills a third. Rolls were a touch low. It takes about 10 damage and gets healed back up to 5 off by the Mechaniks.

The Tharn Bastions run up and screen Harbinger.

The Harbinger activates, moves up, camps a bunch and pops her Feat.

Everything else moves to make it basically impossible for Proteus to get to her without two bastions dying, which isn't happening thanks to Martyrdom.

The Choir sings Shielding (No Spells), and the Punch Monk moves into the Left Zone.



Legion turn 2: 

My opponent surprises me and commits five Shredders to jam my lines up, and my feat leaves all of them on 5-6 boxes. Surprisingly, Bastions go to DEF 15 against charges from living models (11 base, set defense, and Awe) when they're with Harbinger, so none of his charge attacks hit.

Aby casts Psycho Surgery and gets onto her flag, with Proteus and friends in front of her.

My opponent makes a wall of dudes around my Punch Monk, and puts five or six attacks into it, but in vain.

My opponent scores a point.


Score 0-1
Advantage Legion

Menoth turn 3:

Once again, no allocation.

The Vessel moves up, uses Eruption of Faith to destroy two Shredders in front off the Bastions. It then zaps another Shredder and misses an engaged Shredder.

Mechaniks heal it up to about 7 off.

The right hand Bastions go ham, killing four Shredders between them. At dice -2 and four dice damage, they pretty much one-shot the lesser beasts.

My Templar goes in and unjams the Left Unit, and Harbinger goes, casting Guided Hand on them - I thought I was going to be able to clear the zone, but my opponent points out to me that he has a Blackfrost dude in as well.

The left Bastions kill three more Shredders.

The Punch Monk does Shifting Sands Stance and whacks the Shredder next to him. In Hindsight, I should have killed the two Spell Martyrs so that I could move away if I was missed next turn.

I was luckily contesting the flag with a Bastion, so no points are scored.



Score 0-1
Advantage Legion
Legion turn 3:

Aby charges and kills the right hand Bastion, Feats, and Repositions. 

Proteus and friends kill the rest of the Bastions (Grievous Wounds, it's a thing) in that zone. 

Once more the Punch Monk fails to die. 

No points once again. 


Score 0-1
Advantage Legion 

Menoth turn 4:

I start things off with a Harmonious Exaltation. The Harbinger Purifications off Buckler and then the Vessel blasts Proteus for about 15 damage. 

Three charging Bastions finish the heavy off, kill a Shredder, and ding up the Protector. 

Punch Monk whiffs all of his attacks on the Shredder on his side, and a Vigilant caps the right zone for me. 


Score 1-1
Tie!

Legion turn 4:

One of the Warlords connects with my Punch Monk, and Decapitation prevents Tough. 

Aby runs away, and we both score a point. 

Look how scared she is...that's her on the bottom right. 

Score 2-2
Tie!
Menoth turn 5:

The Protector is about a third dead, and I figure a bunch of charging Weaponmasters should be able to take it down. I had forgotten that Children of the Dragon gives Nephilim Unyielding though, so ARM 20 was a bit of a shock. 

I waffle about a bit, and then send the Bastions in. They...almost all miss. 

The Templar walks up and... does a couple of damage. 

The Vessel moves up and draws LOS to the Warlord through the Stealthed up Blackfrost Shard, but it misses both of its boosted shots. The Healing Miracle goes up, and the Mechaniks go repair it up to about five boxes. 

Harbinger moves up away from Absylonia, and we both score again. 


Score 3-3
Tie!

Legion turn 5:

He tosses away a member of the Shard to kill a choir member and tie me up. The Protector flails ineffectually at a Bastion. Absylonia scoots around. 

Both Warlords pile in behind the house, and once more we both Score. 


Score 4-4
Tie!

Menoth turn 6:

I realize here that if I don't decisively take the lead here, my opponent is going to basically be able to take me point for point and then potentially contest the 7th turn to win.

With that in mind, I allocate three to the Templar and run the Choir leader to contest.

The Vessel blasts the Shard member off the table and heals up. Harbinger moves away from Absylonia. Once again, all of the Bastions either miss or bounce off the Protector, as does the Templar. My opponent and I are laughing hysterically about the thing surviving at this point.

I score and my opponent does not.



Score 5-4
Advantage Menoth! (Almost typed Circle out there)

Legion turn 6:

Absylonia runs to her flag. Whoops...The zone on the left gets cleared and the Shredder that's been controlling it all game moves up a bit. 

He scores two and I score 1. 


Score 6-6
Tie!


Menoth turn 7:

Last turn!

I run Harbinger to HER flag. I finally kill the Protector, and I run Bastions to make it impossible to contest my flag.

I run a choir boy to contest the flag and another into the zone, while my overloaded Devout kills the Spell Martyr in one shot.

I score two points.



Score 8-6 
Advantage Menoth!

Legion turn 7:

He cannot contest, but he can make me do push ups and sit ups for our Warmachine Fight Club. 

Both Choir die, as does the Devout, and then I score two more points to his one and the game ends. 



Score 10-7

Victory for the Menite Druids!

Post-Game Thoughts:

In a slow, attrition fight into an army with literally no guns, Harbinger and the Vessel are amazing!

I feel like the Vessel is extremely potent right now, which is great. I'm not sure if it's too strong, it definitely could be slightly too powerful, but it feels meaningful, impactful, and significant - which it should for 20 points. 

Bastions are too squishy, getting one-shotted by a LOT of stuff - only Martyrdom really kept them in this fight. 

The Scenario felt at first absurdly dead and then around turn six became absurdly important - I'm not sure if that is intended or not but while I was comfortably ahead on attrition, I could have lost this game if I had passively just let the game go where it was going. 

Overall, a very interesting game. 

Thanks for reading :)


Battle Report 90: Feora 3 vs. Mordikaar

Prologue:

Still one day to go until the battle engine CID comes out, and so once more I donned the robes of a grand inquisitor.

I decided to play the new hotness and see just how good Incite really is.


Feora 3
- Heirophant
- Eye of Truth
- Hand of Judgment
- Devout

Punch Monk x2
Vassal x2
Wrack
Nicia

Daughters of the Flame
Idrians and CA
Choir (min)

vs.

Mordikaar
- Tiberion
- Despoiler
- Cannoneer
- Gladiator

Paingiver Master Tormenter x2
Void Spirit
Feralgeist
Soulward

Bloodrunners
Beast Handlers (min)

I have played against this list more than I think I have played against any other list in the entire game, but never with anything except Circle, so this was going to be interesting.

We were playing the Pit, and my other buddy had put a big old house in front of one of the flags, so the second I won the roll off I windmill slammed second, taking that (house) side.



My opponent has a lot more heavies than I do, and he can easily tie up my Idrians with Bloodrunners, so I have to force him to come to me by getting ahead on Scenario right off the bat.

With the house in the way, he would eventually have to commit heavies since I have so many sprays, and it would go from there. I felt fairly confident that Eye of Truth wasn't dying to anything but Tiberion in one go, and even then maybe not.

Prey goes on the Cannoneer.

Skorne turn 1:

Bloodrunners and Master Tormenters all Apparate up. Mordikaar goes first, casts Host of Shadows to give his battlegroup ghostly, advances and casts Hollow on the Bloodrunners.

The Bloodrunners all run up and hide behind the house, with a Master Tormenter on either flank.

His beasts run up fairly centrally, except the Gladiator who puts Rush on the Cannoneer. The Cannoneer advances, casts Far Strike on itself and deviates a shot perfectly into three Idrians, killing all three.


Menoth turn 1:

I make ALL KINDS of positioning errors this turn.

Daughters run up and flood the zone, one charging a Bloodrunner and killing it.

The right Punch Monk moves up and goes into Shifting Sands Stance, and the left goes base to base with the house, also in Stance.

Feora moves up to the flag after casting Redline on Hand and sprays the Bloodrunner, missing.

Hand moves up, sprays the OTHER Master Tormenter and I somehow blank and give it the cover bonus in my head, so I have no idea if it actually hit or not. I did fry two Daughters though. *Facepalm*

Idrians just sort of advance and try not to die.

I position Eye so that if he puts anything into the zone, I can probably kill it.


Skorne turn 2:

My opponent upkeeps Hollow. 

Things Apparate.

The right Tormenter charges and kills two Daughters.

Despoiler moves up and within five of the closest Daughter to me remaining.

The Void Spirit charges that Daughter, kills it, a new Void Spirit is formed, and then ports into the Punch Monk, killing it and then killing sprees into Feora and whacks her.

The other Void Spirit walks up to the right.

Mordikaar casts Host of Shadows again, moves up, Revives a Bloodrunner, casts Far Strike, and boosts into the Punch Monk with his last Fury, hitting and killing it. He pops his Feat.

His left Bloodrunner kills my Wrack and Sprints out.

Beasts run up and Screen Mordikaar, and the Cannoneer misses a shot and kills some dudes with blast damage.

Critically, my opponent has not contested my flag with anything, and Mordikaar was unable to make it onto his flag.


Menoth turn 2:

Time to kill as much as I can and score 1 I suppose.

I spend about ten minutes thinking about slamming Eye of Truth into his Despoiler, but I ultimately decide to play the long game.

Nicia walks up and kills the Void Spirit in front of Feora before Sprinting away.

Feora gets Harmonious, walks over, Feats, casts Fire Step to kill a couple of guys and moves back to spray some more. She then Repositions onto the flag.

I kill a few more Bloodrunners and the Void Spirit with Hand of Judgment, and then the Devout charges and kills the Tormenter on the hill.

The Idrians move up and put a 3 man CRA into the Cannoneer, doing 5.

I score 1 point.


Score 1-0
Advantage Menoth 

Skorne turn 3:

I've given my opponent a couple of interesting choices. Tiberion cannot reach Eye, and the Despoiler is too far away from the Beast Handlers to get a free charge. Furthermore, Eye will get the house bonus and be DEF 14 against melee attacks thanks to Ashen Veil.

My opponent runs the Feralgeist to base with Nicia, and then shoots it with the Cannoneer, missing and deviating.

The Despoiler runs to the spot where the Feralgeist was, and Mordikaar moves over, casting Revive a bunch of times.

Tiberion scoots into the zone.

I score another point and my opponent scores 1.

I apparently failed to take a picture of this turn. Don't worry, next turn not much happens placement wise.

Score 2-1
Advantage Menoth

Menoth turn 3:

I check, and Despoiler is outside of Mordikaar's control area. I toss a focus on the Devout for fun and upkeep Redline.

Harmonious goes up and Feora casts Incite

Nicia and the Devout charge in, and leave Despoiler on one box. Ouch!

My Idrians literally miss every attack they make on the Bloodrunners, which is even more embarrassing when Hand casually flames a couple of the blasted Paingivers off the table. 

Eye gets Enliven on him and baits for Tiberion. 

I score a third point, and my opponent a second. 


Score 3-2
Advantage Menoth

Skorne turn 4:

My opponent Enrages Tiberion. The Cannoneer gets Magical Weapons from the Soulward and shoots Eye for a few. 

Gladiator Rushes Tiberion, and the elephant goes in. Eye tanks the charge, Enlivens out, and uses Oracular to ignore the free strike. 

Mordikaar moves over and heals Despoiler for two. 

Despoiler rotates to see Nicia and the Devout hits him with a Defensive Strike, knocking out Spirit. Despoiler fails to hit Nicia, which means he cannot spawn a Void Spirit to contest. 

With me going to four and then instantly to five, my opponent concedes. 


Victory for Menoth!

Post-Game Thoughts:

I think I played the game about as well as I could have here - I force my opponent to commit to me where I would be able to kill him off without losing massive things in exchange. 

Even if Despoiler had created a Void Spirit and we had tied up at 3-3 in the final turn, I would have been able to upkeep Redline, have Eye go in at PS 22 and kill the Cannoneer, cast Incite and kill the contesting Void Spirit with Feora and Fire Step before flaming Tiberion and sending Hand in at PS 22 and a free charge, most likely killing him to clear the zone and go to five. 

The critical thing here was really forcing my opponent to come to me with the Scenario pressure, without that, I 100% think I lose this game as he has more heavies and higher damage output than I do. 



Battle Report 89: Kreoss 3 vs. Feora 3 (SR 2017 CID)

Prologue:

I've been a pretty outspoken critic of the new SR 2017 packet, specifically the pre-measuring changes. The experiences I have been reading about on the CID forums for battle reports have contributed to this negative outlook, as I repeatedly see reports where the Scenario literally did not matter more than forcing engagement to happen.

I figured I had better put my money where my mouth was and get some games in with the new rules, I will indicate CID feedback with different font.

Pre-Game Thoughts:

The terrain set up we used was the Cluster Method:

1. Place a line-of-sight blocking terrain piece touching the center point of the table. 

2. Place a terrain piece within 6˝ of the center of the table and of the first terrain piece placed. 

3. Place a terrain piece within 6˝ of both the first and second terrain pieces. 

4. Repeat step 3 until there are five terrain pieces on the table. 

5. Place all remaining terrain pieces within 6˝ of each other but not within 8˝ of any terrain piece placed in steps 1–4.

This resulted in a table pretty much exactly like the tables I have been setting up since the beginning of Mark III, and it was very nice to see that reflected in the SR packet - I believe this is a step in the right direction as far as terrain is concerned. 

Anyway, I just came off three weeks of playing the exact same Circle lists, and before the battle engine CID hits in two days, I thought I would dust off some Menoth for a change of pace. 

Kreoss 3
- Heirophant
- Reckoner
- Redeemer x2

Wrack 

Vengers 
Vengers
Flamebringers
Choir of Menoth (min)

Vs.

Feora 3
- Heirophant
- Hand of Judgment
- Reckoner
- Vanquisher
- Crusader

Wrack

Flamebringers
Zealots and CA

We rolled the Scenario "Spread the Net" which has a central Circular Zone which can only be controlled by Warrior Models or Warcasters/Warlocks, two side Rectangle Zones which only Jacks, Beasts, and Warcaster/Locks can control, and two flags which are only for Warcasters/Locks.

I won the roll off and slammed going second since it seems like the only way to score points.

My opponent skewed heavily right, and I spread my models out like the Riders of Rohan about to charge into Minas Tirith, but with my Battlegroup opposite Feora since I was pretty sure this game would come down to assassination.

CID Note - only having six Scenarios to roll on was convenient, I did not have to go rooting around for my d8 or my Roll for Scenario app. 




Bad Menoth turn 1:

Everything ran up. Feora cast Banishing Ward on the Cavalry and the Zealots sang for no spells. 


Good Menoth turn 1:

I have literally no reason to go anywhere near him yet, so I load up my Redeemers. 

Left side Cav dance outside of Flamebringer threat ranges, but the Vengers are within charge range of a couple thanks to their extra half inch threat range. 

My Redeemers move up and scatter horribly, only killing one Zealot. The Reckoner cranks his hit roll on the Daughter, but fails to kill her. 

On the right, Kreoss and friends move up to threaten his flag and dissuade him from coming into my zone with...well anything. 

Man I need to paint this list up. It's so pretty on the table.
Bad Menoth turn 2:

He shoots down a single Venger on the right with the Vanquisher after his Reckoner misses his shot (Choir sang Battle). 

Zealots flood into the zone, and Daughter Cav stay where they are. 

Still no reason to commit to anything here for him since even if I score in two zones next turn (practically impossible) he is under no scenario pressure at all. 



Good Menoth turn 2:

Well he triggered Battle Driven and I can charge two Jacks this turn so....

Kreoss loads up the Redeemers with a focus each and the Choir sing Battle.

Reckoner plugs the Vanquisher for a few, and then the Redeemers make up for the previous turn by dropping the hapless Jack to 1 box.

Kreoss gets Harmonious from the Heirophant, pulls a Focus from the Wrack (which blows up) and puts Ignite on the Vengers before backing up.

The Vengers roll in and murder the Reckoner with three of them. Should have put the fourth into the Vanquisher, ah well.

I get two Venger charges on Daughter Cav on the left, connect with one, and Reposition around after the two in the zone kill five Zealots.

Daughter Cav run to gum up the works.

I score 1 whole point thanks to a Redeemer in my zone.


Score 2-0
Advantage Menoth

Bad Menoth turn 3:

He drops Redline from the Vanquisher, and Feora casts Fire Step to get into the forest before Feating and Assaulting a Venger. She kills two and Repositions back.

Hand kills the Venger in front of the Vanquisher, and the Vanquisher connects but does not kill the last Venger.

On the left, all but one Daughter Cav die to either Zealots or Daughter Cav, and the Crusader charges and kills two more Vengers.

I get another point.

Score 2-0
Advantage Menoth

Good Menoth turn 3:

Feora exposed herself, so time to go.

I run the last Venger over to get right behind Feora but not engage her.

Kreoss gets Harmonious, moves up, and Force Hammers her down. He Feats, putting Arcane Ward on himself, Assail on his Reckoner, and Silence of Death on Feora.

Reckoner and Redeemers blast the knocked down Warcaster to death, as they do.


Victory for the Good Menoth!

Post-Game Thoughts:

This list is goofy fun. It's fast, hits like a truck, and looks really cool. 

Onto my CID stuff. 

This Scenario is almost as dead as Linebreaker, but also forces you to come and brawl in the center of the table. You are almost never going to be able to win this on Scenario without first killing off literally 2/3 of your opponents army and/or without getting one or two points up and riding out until turn 7. 

Scenarios this dead are not interesting, engaging, or fun. I would be much, much more interested if it was first person to six wins, but as it was my opponent felt absolutely no pressure despite being down two nil after round two. 

The pre-measurement rules did not come into play simply because I abandoned any real pretense of going for interesting or tricky plays and played it like I would have in Mark 2 with added threat range assessment. Lists like the one I played in this battle report can handle that, lists that are more placement oriented will be in trouble and the rule still feels like it discourages interesting game play and good flow than it creates. 



Battle Report 79: Reznik 2 vs Xerxis 2

I'm running a three list, 8 person cap event this weekend, and my local Skorne player wanted to practice into the three list pairing being brought by one of the Menoth players, so instead of playing Circle like a good Druid I strapped on some Menofixes and brought out the Popes of Nopes.

My opponent's three list pairing is Zaadesh 2 with triple shield titans, Xerxis 2 with Hydra and Tiberion, and Rasheth in the shooting theme.

I was pretty sure Rasheth was never seeing the table against Menoth (thanks Passage!), and I felt like my three list pairing of Amon, Kreoss 1, and Reznik 2 was really bad for Zaadesh.

That being the thought process, I was torn between Reznik and Amon. I ended up dropping Reznik because I've seen him played more and am more comfortable with his list. It also only has two warjacks, so I don't have to remember focus allocation as much!

I dropped Reznik, he dropped Xerxis.


Reznik 2
- Madelyn Corbeau
- Scourge of Heresy
- Eye of Truth
- Devout

Wrack x2
Allegiant of the Order of the Fist
Vassal of Menoth
Alten Ashley

Idrians and CA
Flamebringers
Choir (min)

Against:

Xerxis 2
- Desert Hydra
- Tiberion
- Gladiator
- Shaman

Orin Midwinter
Mortitheurge Willbreaker

Beast Handlers (min) x2

My opponent won the roll off and opted to go first. Baddddddd. The Scenario was incursion.

Idrians chose the Hydra as prey.




Skorne turn 1:

Full speed ahead with basically everything. Ignite goes on Tiberion, and the Shaman casts Desert Storm to keep his models safe from the Idrians.



Druidic Menites turn 1:

Idrians spread out wide. Lamentation goes up, but I was a derp and forgot to allocate a bunch of focus to Scourge, so I have to sing no spells with the choir.

I put Eye of Truth in the Hydra's charge range since I can't really not - that thing threatens 14 inches with Xerxis. I keep Reznik and Scourge away from the Hydra.

The Flamebringers go way left, since I think I can get a solid Scenario push there.

Alten does 5 damage to Tiberion's Spirit and backs the crap up.



Skorne turn 2:

He needs to kill two Idrians to really make room for the Hydra, and this is done by the Shaman zapping one, and then rewinding so my opponent casts Rush first (Lamentation folks, it's a spell) and then moves up and shoots.

Tiberion charges in at two others and murders them dead.

Xerxis puts Ignite on the Hydra and pops his Feat.

Beast Handlers Enrage and Prod the Hydra, which charges in and kills Eye of Truth and three more Idrians.


Druidic Menites turn 2:

Well....the bait worked, so time to see if I can do anything with it. Two to Scourge.

Alten aims and blasts Tiberion, leaving his Spirit on one box.

The Punch Monk charges in his back, but misses the important columns.

Scourge gets Battled, Boundless Charged, and goes to town, killing the Hydra dead. Prey switches to Tiberion, and I get two charges on him. Once again, I forget to use the mini feat.

The two charging Idrians leave Tiberion on six boxes, and a crippled Spirit.

Flamebringers charge and kill a couple of Beast Handlers before repositioning back to control the left flag.

I get one point.


Score 1-0
Advantage Druids! 

Skorne turn 3:

My opponent kills some Idrians with Xerxis, and he Sprints over to the right hand flag after putting Ignite on Tiberion. 

Tiberion lays into Scourge HARD, leaving him on nine boxes after his three initials and crit smiting him away. 

The Shaman moves over and zaps the Daughter Cav on the flag. 

The Gladiator has to Rush himself and charge to kill the last contesting Idrian, and my opponent scores two points. 


Score 1-2
Advantage Skorne


Druidice Menites turn 3:

Well I have a couple of options here. The (probably correct) play is to shake KD, Battle Scourge, Boundless charge him, move Reznik up to curse Xerxis, and then try and kill him. Mat 9, 3 attacks at dice +1 and one at dice -1 should kill him since he's only camping one.

Oddsmachine puts this at 57%.

Instead, I decide to get cheeky and test the limits of the Madelyn/Devout combo.

Scourge gets full focus and shakes KD.

Alten aims and kills Tiberion. Prey Switches to Gladiator.

The Daughters kill the Shaman and reposition back to the flag.

Reznik moves up, pulls from a Wrack, casts Boundless Charge on Scourge, and curses the Gladiator.

Madelyn parlays, and a HUGE mistake here I run my Devout to Reznik's left side.

Scourge murders the Gladiator, and Prey switches to Xerxis.

The Guide charges him and does ten damage O.o

I get another point.


Score 2-2
Tie!

Skorne turn 4:

My opponent has one chance here, and it's my own fault. He can get Orin into range to zap the Devout, and then potentially get two leaps into Madelyn.

He gets his Beast Handlers out of the way and contesting both flags, and Orin moves up after getting Puppet Master.

He misses his shot, re-rolls, and then only gets one leap.

Xerxis kills Scourge and sprints back, getting one point.


Score 2-3
Advantage Skorne


Druidic Menites turn 4:

Alten aims and kills Orin. The Daughter Cav kill all three middle models and control the left flag.

Reznik charges, curses, and kills the three Beast Handlers on the right side before Repositioning into the flag.

The Devout runs to control the middle, and I score three more.


Score 5-3
Victory for the Druids!

Post-Game:

This is a terrifically hard matchup. I made two major errors this game. The first is not going for the assassination run when I had it since I could have gotten Scourge plus a The Flesh is Weak into Xerxis, which probably kills him. 

Secondly, the Devout should have been on the other side of Reznik, and then Orin never has a chance to kill Madelyn. We rolled it out after and Xerxis would have left Reznik on 3 boxes, but still. 

Alten was a BEAST this game, doing 15 damage to Tiberion over three turns and preventing him from killing Scourge. MVP for sure. 



Battle Report 66: Anson Durst vs. Reznik 2



I was playing into my ATC teammate who was running his ATC pairing of the exact same Sevy list and a battlegroup heavy Reznik 2 list, specifically geared up for non-Menoth matchups.

We had discussed this before the tournament, and concluded that he had a snowballs chance against Durst, and I was definitely dropping Durst.

This was an extremely lopsided and boring game, so I'm just going to put down the broad strokes.

He played Reznik.

Reznik 2
- Heirophant
- Scourge of Heresy
- Eye of Truth
- Reckoner
- Guardian

Allegiant x2
Wrack
Vassal
Kell Bailoch
Orin Midwinter

Min Choir
Rhoven and Co.

And my Durst list:

Anson Durst
- Heirophant
- Castigator x2
- Templar x2
- Indictor x2
- Devout

Vassal x2
Wrack x2

Min Choir x2

Theme: Creator's Wrath

I won the roll off and opted to go first. The Scenario was Linebreaker.




Druidic Menites turn 1:

Allocate nothing, and run for the hills.


True Menites turn 1:

Also run like crazy. Monks get Shifting Sands Stance.


Druidic Menites turn 2:

Run everything again, pop Feat.


True Menites turn 2:

He comes in on me, nearly killing a Castigator and crit pitching it six inches back at the flag (which was a problem since his Monk was capping it until that point).

Scourge goes in and nearly the other Castigator.


Druidic Menites turn 3:

I flub some serious rolls here, like missing a Guardian three times in a row needing fours, but I still kill Eye of Truth and Scourge, and cripple nearly everything on the Guardian.

I still have all of my heavies on the board, and he's only got one functional jack, and my opponent concedes before my turn ends.


Victory for the Druidic Menites!

Post Game Thoughts:

This game was more or less won at list selection. Durst stomps all over other battlegroup centric builds, and this game showed that quite well. 

I quite enjoyed this little break from Circle, but I'm ready to get back to my Druids. The number of times I nearly forgot to allocate focus was staggering, and I just felt much less comfortable running a Warmachine faction than I hoped I would. 

This game clinched the whole event for me, which was nice, but I don't think I necessarily deserved it this time around. Round 1 I had to open myself up for a 40% assassination in order to dominate the zone, and Round 2 I won purely based on dice. Not the most satisfying way to win, hopefully I'll do better next time :) 

Thanks for reading!

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.....