Showing posts with label Legion. Show all posts
Showing posts with label Legion. Show all posts

Thursday, May 22, 2014

50pts Bethayne (Legion) vs Grim1 (Trollbloods)

Got a chance for an impromptu game mid-week last week and busted out Grim1... because I could, I guess? I wanted to try him with Long Riders again, and Nyss. My opponent wanted to run his bethayne tier and see how it rolls. The Bethayne tier is legit, but cornercase. Anything that can deny magic/magic attacks will shut it down. It's two units of hex hunters that can capitalize on her feat, and two Nyss Sorceresses on Hellions, which are actually kind of annoying solos to deal with.

His list:

Bethayne
*Angelius
*Angelius
Hex Hunters
Hex Hunters
Black Frost Shard
2x Shepherds
2x Hellions

My list

Grim1
*Runebearer
*Bomber
*Impaler
*Stormtroll
Nyss
Fennblades w/UA
Long Riders
Fell Caller

He won the rolloff and deployed first, with the ability to redeploy the hex hunters because of tier.



I stayed center, and he redeployed the hex hunters back to a more normal state of things. Tricky legion players.



And everything ran. Angelius hauled up the board, Hex hunters all ran, Hellions all ran. One of the Hex hunter units got Carnivore, and an Angelius got Blood thorn.



I opened with farstriking the Bomber, who walked up, and chucked a bomb downfield at the right Angelius, and was just out. So it drifted, did very little. So he chucked one at the left, boosted to hit, and hit directly, doing about a spiral of damage. Grim1 moved up, with farstrike down, and put a shot into the right angelius. Then Cross country landed on the Riders. Fenns got pathfinder and ran to screen and get upfield. Stormtroll trudged in behind, and the Long Riders hung out in the woods.

The Nyss moved up 7'', and finished making Bethayne pay for getting her beasts so far up the board. 2 CRAs later, and the left Angelius was gone.



Did you see my screwup? It's right there.

Bethayne has Gallows. That bloody spell that pulls a person d6 if it hits? My opponent ran a Forsaken up, and Belphagor (Bethayne's ride), then arced through both of them. Grim1 got pulled in, and what was left of the first Angelius landed on him and killed him in the first AP hit.



Shortest batrep ever. Thoughts on the game.

1. Obvious mistake was obvious. I'd read the card. I knew she had gallows, and I didn't think to look at arc nodes. I just assumed Grim was far enough out of range. I had the opportunity to drop Fenns all around him and block things just like that from happening, and I didn't. Definitely dropped the ball on that one.
2. On the other hand, Nyss CRAs are awesome. That was fun. Killing an Angelius off the bat is legit. I think I was about to lose a lot of Fenns to the feat turn, and maybe some Nyss, but a lot of the punch was gone, and I had the shooting to take down the other one too.


So yeah. Silly short game, but it's there. Watch out for gallows, right?

In other news, I've got a unit of Warders and a unit of Burrowers on the painting table right now, plus my fancy Impaler.  Trying to get them all playable for the weekend.  I've been vassaling them both, and have enjoyed them a lot.  The Warders take a bit to get used to.  They out threat the Champions, but move up the board slower.  They're doing good with Madrak2, but it makes his slow brick even slower.  Burrowers, however, are amazing, and a blast, and employing the little guys almost wherever I want in the field, and getting Blood Fury on them, is hilarious.

Thursday, May 1, 2014

50pts Thagrosh2 (Legion) vs. Madrak2 (Trollbloods)

Back when I first started doing batreps, one of the first guys I started playing in the area on a regular basis was Legion, and we played all the time. I think I played 80% of my games against his Legion in particular. We hadn't gotten to play for awhile though, and in that time, I transitioned from Cygnar to Trollbloods. We finally got a chance to catch up on a Warmachine game last weekend.

Thagrosh2
*Typhon
*Scythean
*Carnivean
*Seraph
*Shredder
*Shredder
*Shredder
*Shredder
Shepherd
Shepherd
Feralgeist

For my own part, I brought my Madrak2 list. I considered pGrim, simply because my opponent said he's smashed every pGrim list he's seen, but I felt like I'd rather have Madrak for this go around. It's probably a pretty good thing, because as you saw earlier, I brought pGrim for the next game and go figure. Got smashed.

Madrak2
*Runebearer
*Impaler
*Bomber
Champions w/UA
Champ Hero
Fenns w/UA
Fenn Kithkar
KSB w/UA
KSB Hero Kithkar Fell Caller Chronicler of Scorcery.
Not really. I lied about that last guy.
Janissa Stonetide. Truth.

I'm loving the Champion module right now. It works very well, takes a lot of punishment, and between Skaldi and the Hero, clears it's own charge lanes quite efficiently. They also allow me to not have to bring heavy hitting beasts. The beasts in my Madrak2 lists are generally pillow fisted in melee, and half of the time, the Impaler doesn't even kill a model. Or even try. But with blood fury, everything else hits fantastically hard.

Anyways. My opponent won the rolloff, deployed central. He's got four heavys, 9 medium based models and a caster who scares 2 of the latter. Deployment is pretty straightforward.

Mine's pretty practiced at this point. Fenns to the left, Champs to the right to take advantage of the hill.



Typhon makes a run for the hill to my left, setting up to kill all of my Fenns by himself because he can. Seraph moves to support him, and the other two beasts make for the woods that very conveniently allow my opponent to play aggressively forward.

Thags puts Dragon's Blood (I think) on Typhon, and hangs onto everything else. Shepherds move up and clear fury from running, and it's my turn.

I'm up. I don't take pictures, but you're not missing much. Moses gives Madrak Harmonious Exaltation, and Madrak moves up. He casts far strike on the bomber for one, because why not, and dumps fury to the stone. Bomber moves up, chucks some bombs that deviate from anything useful, and the Impaler riles. The stone moves up and pops aura so I know where to put my Champions, and Janissa drops a wall in front of the whole mess. Then, conveniently, having an idea where the aura is, I place half of my champions outside of it brilliantly.

Good job, Jedi. The Anakin part is showing through.

Fenns run, and everything else shuffles in. I prepare for the Typhon sprays.



Sure enough, the Typhon sprays come. Thags upkeeps Dragon's Blood on Typhon, and Typhon moves in, and instead of worrying about Fenns, he sprays the Champions instead. 3 sprays later, he's damaged the three under the aura, and forced a tough check on the nearest, but otherwise, his dice hate him. He did catch a Fenn in that mess, and kills him, so I get Vengeance, but that's it.

Seraph moves in, takes a few shots, and finishes the nearest Champ. Thags move into the woods and feats. If your're not familiar with his feat, everything gets to make a full advance and a melee attack after everything has finished activating. It's kind of like Stryker2, but for battle group only.

The Carnivean moves in, and sprays, and finishes two of the Champions on the left. The Scythean moves up, nothing more. Shredders go rabid and run to engage Champs, including one who cleverly runs to engage Skaldi. No countercharge for me. All in all, one engages a Fenn and forces a tough check. Another toes into the wall near Madrak and the Bomber. A third engages the left champions, and the fourth is Skaldi's.

Shepherds move up and do their thing, and the Feralgeist runs forward. Feat kicks in, and everything but the Scythean runs and hides in the woods. Instead of moving in and engaging my lines further (Which I would have liked) they hide in the woods and force me to come to them. Sneaky.



First things first. Vengeance is nice, and I manage to kill one of the Shredders engaging my Fenns, and get some better positioing, but I still need to clear the Shredders off of the Champions. The Hero charges across near the Scythean, and one-rounds the Shredder there, so that's something.

Harmonious Exaltation from Moses again. Kithkar charges across and murders the Shredder engaging the Bomber. Impaler moves up and farstrikes the bomber. The Bomber moves up and throws twice at Typhon. First misses and does nothing, but the second hits and does 13 damage I think, but it's on an off column so it doesn't remove any aspects.

Madrak moves up, puts more fury to the stone, drops Blood Fury on the Champs, and hangs onto 2 transfers.

The Fenns charge now. Two charge across to whack the last shredder, while the rest spread out, trying to fill area and distract Typhon. Unfortunately, they block the charge lanes for my Champion on the left to charge into the Beasts, so that plan is out.

Instead, the Blood-furied Champions focus on the Scythean instead, and charge him. Three weaponmaster blood fury attacks later (5 dice at -6 I think...) and the Scythean is gone, and my Champs are conveniently clumped together. I've also left a nice avenue for Thagrosh to reach Madrak2.



The Carnivean begins by advancing, and swinging at a few Fenns between Thags and Madrak. He kills them both. Thags charges forward at a third one and murders him, creating an Eruption of Ash, an ability his weapon has. The AOE3 doesn't reach anything else, so that's good. And I minifeated the turn before with the Fenns, so they're fearless.

Thags then casts Scourge, and attempts to hit the Bomber, in an attempt to KD Madrak, which would be bad. However, the Bomber is DEF16 behind the wall. Thags misses, and the deviation scatters to directly in front of the wall, somehow finding the ONE spot in my army where it touches NOTHING.

He's committed too much at this point though, so the Seraph moves up, rolls and gets a whopping total of two shots, missing both of them. Typhon activates, and he ignores cover at least, but only barely gets Madrak in range, and nothing else. He fails to hit and do damage both until the last one, and even then, only triggers enough to force Grim Salvation and take away a KSB dude.

Shepherds move in and do their thing.

At this point, it's pretty much a done game. In an effort to move through the turn faster and end the game for my opponent, I skip the Vengeance move on the Fenns, and move right into the important part. Fell Caller gets +2 on the Champs, Madrak upkeeps Blood Fury (not in that order) and Champion Hero moves into Thags first, threshering Typhon and Thags both, doing damage. That's followed by the Champions walking to Thags. Even with two transfers, 9 weaponmaster attacks easily destroy Thagrosh. (4 champions with 2x attacks and the Hero)



If that hadn't worked immediately, I would have gone ahead with the Vengeance move and played the turn as normal, and probably killed Thagrosh regardless. At that point, it was getting the game done and over with so we could move to other things. With Thags up as far as he was, it wasn't going to be much of an issue.

Thoughts:

1. With the exception of a funky Mangled Metal game, that's the first game I've had against Thags2, and it was meh. I really expected a lot more carnage. He focused a lot on the Champions on feat turn, and only managed to kill two, and on top of that, gave me an easy Vengeance, killing just 1 fenn for me. He didn't focus on them at all with typhon like he could have. Sure, he'd of lost a beast to the Champs, but he he had several more. On his next turn, the assassination was a lost cause against Madrak2, but the Champions had him so worried, he risked it. I felt like they were gone, with the Carnivean in their back arc and an assault spray. I was pretty sure that was the end of them, but the 5 dice monsters had my opponent jumpy. I think that was the main reason I won that one as easily as it seemed like I did.

Otherwise, really good game, enjoyed getting to see Thags2.

Sunday, March 30, 2014

50pts, Kallus (Legion) vs. pGrim (Trollbloods)

It was a busy weekend. Not quite tournament, but a lot of games. I had a second game with my Legion opponent from the batrep I posted Saturday morning, and I was fortunate enough to get 2 more games in later Saturday. There's a eMadrak vs. Reznik, and a proxy-heavy eDoomy vs. the new Menoth caster, Reznik2. We'll go chronologically though here. My legion opponent had another list he wanted to try, and that was Kallus. If you're unfamiliar with Kallus, it's because he's got a common Cryx problem. He's a decent caster in a faction of amazing ones. You rarely hear of Kallus when there is Lylyth2, Vayl1, Vayl2, Thag1 and Thag2, so on, so forth. No matter your playstyle, there's a legion caster that does it aggressively and competently. Kallus is also an infantry caster in a beast-heavy faction, a fight that the twins Rhyas and Saeryn have as well. The goal of these batreps aren't to brag about how good I did, or he did, but so that A) You can point out my mistakes and say hey, jedi, you suck at reading the rules, and B) You can learn about these two casters and when someone drops them on the board across from you, you're not completely clueless. I can count on one hand the times I've fought Harbinger, but thanks to Marx's batreps, I've kinda got a clue as to whats going on.

So, Kallus. He's also male, which I think is unique to him and Thagrosh in Legion... so there is that. For starters, he grants unyielding (+2 ARM for engaged models) to friendly models in his CMD. His four spells are Flashing Blade (Selective Thresher attack), Ignite (+2 Damage and crit fire), Eruption (POW14 AOE that stays in place) and Dark Guidance (Extra dice to attack rolls for faction models.). His feat grants +2 DEF to soulless models, and friendly warrior models killed in his control area become incubi. So, units hit accurately, with some decent damage, and expect a lot of bodies on feat turn. He tarpits crazy well.

Kallus
*Carnivean
*Scythean
Beast Mistress
*Shredder
*Shredder
*Shredder
*Shredder
Nyss Shepherd
Nyss Legionairres w/UA
Nyss Hex Hunters w/UA
Spawning Vessel

I dropped pGrim. I had no idea if that was a good idea or not, but I wanted to vary my casters up a bit. Jarl wouldn't have been bad for this list, but I felt like pGrim would be ok. My pGrim list is pretty janky though. See, I just got Mulg, and I really wanted to use him, I didn't even care if the list was functional, I just wanted him in there. So yeah. pGrim can do work too. One gun is RNG13 and adds +2 SPD for a beast charging the target hit, and the other gun is a RNG8 snare gun that KDs a target. His spells are great too. Cross Country gives Hunter and pathfinder to a unit/model. Marked for death removes incorporeal and stealth and drops DEF by 2. Lock the Target, if it damages the target, will prevent any running, charging, special attacks and all that on the model, and Return Fire is a cost 1 spell that lets a model fire if anything I have is targeted. I also realize I just got that wrong, and though the model the spell is on has to be targeted. That means... well, idk if it would have changed anything, I don't think he shot at me. But yeah. Good to know. Anyways. I really like the Earthborn on pGrim, but since I had Mulg, I reaaally wanted to use him instead. Besides, SPD4, +3 for Charge and +2 for Reach, plus another 2'' for Grim's rifle, and I can sling a SPD4 Beast out for a threat range of 11''. Add in Mulg being wounded and he's Relentless, adding in +2SPD to that. So yeah.

pGrim
*Mulg
*Bomber
*Impaler
Fennblades w/UA
Long Riders
Chronicler
Sons of Bragg

I won the rolloff, chose to go first. Fenns to one side, beasts to the other. My opponent matched me exactly and we set off.



First off, the beasts ran and generated fury up to 3. pGrim put Cross Country on the Long Riders, Return Fire on the Bomber and camped 3. The Fenns ran 12'', the Chronicler put "Tales of Mist" on them (concealment and can't be targeted while KD). Sons of Bragg move up and do +4 tough like the Boomhowlers. Long Riders sprinted for the woods.



Did you know that Hex Hunters are crazy fast? SPD7. I moved 12'' up the board and these losers sprint 14'' and tie me up. Crazy fast. And they didn't kill any fenns either. The least they could have done was give me Vengeance, but no.

The Legionairres move up and clump together, taking advantage of Defensive Line (+2 ARM B2B), and the Beast Mistress moves up and between her and her little army of miniature t-rexes, spams 8 Shredder animuses, Tenacity. +1DEF and ARM. Not bad. 11pt module, but seems neat.

The two beasts move up. Kallus moves up and gets Ignite on the Hex Hunters, in fact, I think he did that first.



No vengeance and my Fenns are tied up. Exactly what I didn't want. I really hoped I was far enough out of range of getting tied like that, but no. So I think about it for awhile, pull in fury and upkeep Cross Country. My Long Riders push farther into the woods, setting up for the flank attack next turn. Mulg walks up, and crunches a Hex Hunter engaging the far left Fenn.

The Impaler far strikes the bomber, and walks around Mulg. The Sons of Bragg move up, fervor (+2 to hit in melee and ranged, +2 damage), and Tor very carefully sprays the three Hex hunters engaging my next Fenn, kills all three, and the spray doesn't even touch my Fenn.

Then the Bomber shuffles forward, and chucks a bomb at the Hex Hunter UA, who is stealthed. Which is cool, I'm down with that. The blast deviates PERFECTLY back and to the left, and kills a couple of Hex Hunters, and leaves 1 box on the UA. Not bad. Bomber throws again, obviously misses because of Stealth, drifts AGAIN PERFECTLY back and to the right this time! Kills four hex hunters, leaving the UA and two in the front, all three promptly failing CMD.

Luck, dudes.

The Chronicler moves up and puts Hero's Tragedy on the fenns (If a warrior model hits, after the action is resolved, he's KD). The Fenns minifeat (Legionairres are Fearless I think so no worries there), and charge into the Swordsmen. Between the +1 DEF, +1 ARM on most of them, Unyielding, and Defensive line, these dudes are ARM20. I manage to kill 2 of them, and that's it, but still. Now my Tarpit is where I want them to be, and not vice versa.




So, the tarpit didn't work. My opponent is in damage control somewhat, but not too bad. The terms aren't his, but he's still doing ok, and my Fenns are going to struggle to do anything. He drops Ignite, and moves his Legionairres around, opening lanes and getting better positions. He doesn't want to kill a Fenn and get KD quite yet, but he'll take the Vengeance to shuffle.

The Carnivean starts off, and moves forward, spends a fury, and pushes the Scythean forward an inch, which I have never seen before. Kallus moves up, feats, and puts Ignite on the Scythean. He also casts Dark Guidance, which is an awesome spell. So now, the Scythean can't charge, run, anything, but he can move, and with Reach, has it. So he walks up, and I warn him. "Hey, Mulg has protective fit."

"Right, where he walks in and makes an attack."

"Yeah, everytime you hit."

"That's stupid."

So he changes his mind, and walks towards Mulg instead. He manages to kill Mulg, which is really sad, and has a bit to spare, so he swings at Grim, and I transfer to my Bomber, and kills it's spirit. And that's it for the Scythean.

The Legionairres charge, and three of them go after pGrim, hoping to finish him, but they're just out, by a hair's breadth, all three of them. The rest of them annihilate the Fenns that were engaging them, and then mini-feat with Iron Zeal, which stands them all back up and gives them +4 ARM, as if they needed it.

Also, the Spawning Vessel gets enough souls, and spawn ANOTHER shredder, and sends it careening into pGrim. Maybe that's what damaged the Bomber, I don't remember. But pGrim was pretty engaged at the end of the turn.



So now it's my turn. I lost Mulg, I'm losing Fenns, but I think I'm still ahead. However, I love assassinations, so I work through some pretty basic order of activation math. I have my Impaler, my Bomber, and maybe a few charge attacks with the Fenns, and I think I can kill Kallus, who's sitting on 2 transfers. I have easy access to Knockdown, I have my feat (-3DEF and SPD for enemy models in my Ctrl), so it's not too bad. Unhappily, my Bomber is engaged by one of the Legionairres that charged pGrim, and pGrim is engaged by a Scythean and Shredder. So, I pull in fury, cut for one or whatever I need, and upkeep Cross Country. The Long Riders charge, three of them at the Carnivean, and 2 at the Scythean, slamming him into the wall and knocking him down, leaving him on very little. The other three inflict mild damage to the Carnivean, but don't reach impact range, so no slam.

Happily though, pGrim is no longer engaged, by the Scythean, but I still have the Shredder, and I'd like the Scythean to be dead too. Tor assaults the Shredder, Wrathar with reach slips in behind him, and Rhudo runs over and makes faces at the Scythean who was out of his melee range. The Sons do Fervor again, and between Tor's spray, and the three attacks, murder the Shredder, freeing Grim finally.

Almost there. I debate about activating my Fenns first, but I go ahead and open with Grim. He spends 2 to farstrike himself, aims, feats, and I seriously debate about boosting. I need a 5. They say to boost if you absolutely need this to hit, but for a 5? If I had a fury left, I could far strike the Bomber, and which I really need to do sincethe Impaler doesn't have enough to farstrike them both. So, I finally get brave enough to roll it.

I get a 7.

KDs Kallus. He then spends a fury to heal the Spirit on the Bomber so that he can force him, and puts Farstrike on him. Now, with the Fenns, I want to charge, but he reminds me that Kallus has Unyielding, so I pass, and focus on the Legionairre engaging the Bomber instead, and manage to kill him, creating an incubi which I kill with another Fenn. Think that was the only incubi I created too lol.

The Impaler starts off, throws, connects, and does a crazy amount of damage. My opponent decides to keep it. I have 2 attacks left with the Bomber, and he has 2 transfers. Game over. I don't have much of a choice, but at the least, I might kill off the two beasts and keep Grim alive. So the bomber hits, boosts damage. POW16 is dice even, and Kallus transfers 15 or 16 damage to his Carnivean, leaving him at 5 boxes. The Scythean is at 4. I buy a second shot, hit, and boost damage again, and get another cranked damage roll. Easily enough to kill the Carnivean and Scythean both and have enough left over to polish off Kallus.



Thoughts on the game.

1. My dice were on fire, and not just damage rolls, but my deviations. Those bomber deviations were amazing, and perfect. I couldn't have aimed them better.
2. The list was a recommendation from another Legion player, who plays the Hex Hunters behind the Legionairres. I think this was the first time my opponent had tried this one, and I benefited from the unfamiliarity. The other way to do it is to tie the Legionaires into the front lines, and feat. Then, I struggle to kill them, when I do, I deal with Incubi. On his turn, he has left over legionairres, a bunch of Incubi, and a full unit of hex hunters with Battle mage. I suffer up to 4 waves of attacks, which is pretty brutal. Fenn Blades with Vengeance mitigates it some, but not that much.
3. I really like pGrim, but mainly because he lives and breathes assassination... and I like that.

Anyways, hope you guys learned something! Point out problems, errors, comments, crits, you name it.

Sunday, October 27, 2013

Double Batreps, Legion vs. Cygnar

  I've got a lot that's happened warmachine wise in the last two days.  We'll start off with the batreps, because getting pictures together of the other stuff will take a bit longer.  First off, I built a dining room table.

  We then armed it with chairs, our stoneware and fake flowers.  We're pretty happy with it.  It also gives me a place to play Warmachine.  However, if I damage the table, my wife probably won't be happy.  On top of that, a 4x4 table was a bit crazy for an apartment our size, we thought, so it's only 3.5x3.5.  I need a bigger area than that.  So yesterday was spent applying all of the stuff I've seen Poppabear on the forums and Ray Burns doing on his blog (http://rayofpaintstudios.blogspot.com/, great place), and built myself a folding table.

  That's another blog post.  Probably the next one.  It's nothing crazy right now, but I have more plans for it.  However, the important stuff is that it folds in half, has felt glued to the bottom so it doesn't scratch my table, and successfully fielded four armies over the course of two games last night, on top of supper for three people, God bless my wife.

  I also got to use all the terrain I made months ago.  Finally got it spraypainted and some stuff glued down. I think some drybrushing and touchups and we'll be good to go.  Anyways, on to the report.  All this to say is that last night, I got to play Warmachine on a full-size table with all the terrain I could need, in my home.  

  It was awesome.

  So, Scott shows up, my wife cooks inchiladas, they were delicious.  We eat real quick (she was pretty aghast when I told her that we probably wouldn't be setting up the table to eat on first, we'd just jump right into the game), and we throw down our lists.  My lances were painted to a stage that they were playable (haha) and so pCaine it was for me.  That and I've only played pCaine against Legion one other time, and it wasn't Scott.  If my Cygnar list can beat Scott's legion lists, I usually feel pretty decent about them.

  On Scott's part, he dropped pLylyth because he's really been wanting to try out dual raptor units.  And he has this 134$ Archangel model he hasn't found a list for.  So we both had colossals and lots of cav.  Very fun game.

  pCaine
*Stormwall
*Squire
Journeyman Warcaster (The red model on my side of the table.  My wife painted it beautifully the other day)
Full Tempest Blazers
Min Stormlances
Full Boomhowlers
*Jonas Murdoch
Black 13th

I got to go up against:

pLylyth
*Archangel
*Carnivean
*Seraph
Min Raptors
Min Raptors
Raptor Solo gal.  Whatever her name be.

  We rolled off, I won and chose to go first.  We deployed to either side, and opened the ball.


  The only major downside to playing at home is the lighting is not that great in the dining room at night.  Just saying.  I may try to alleviate that in future games, but for now, between the yellow light and yellow wood, there's not much help for it.  Speaking of yellow wood, look at that table.  Haha.  Wait'll it has modular terrain built in.  Speaking of terrain, are those trenches you ask?  Why yes, yes they are.  I figured I'd be the only guy to ever own terrain with trenches that aren't just templates.  They don't count for elevation, though I think next time they will, but the trench itself is +4 cover.

  Anyways.  I divided up my cav, dropping the Lances behind the Boomhowers and we were off.  Black 13th got into the woods, the Boomhowlers ran and Jonas gave them go-to-ground.  pCaine tucked into the trench and got Blur on the Blazers and Snipe on the Stormwall.  Journeywoman dropped Arcane Shield on the Lances and got into the trench next to Caine.  Blazers got into the woods, and Stormwall moved up and threw templates out.


  All the Cav!


  Scott moves everything up as well, slipstreaming a few things with the Seraph for the extra 2+ movement.  Lylyth puts Spiny Growth on... the Archangel, who returned the faor, I think, and then moves b2b with him, and the Raptors all run up.  If you haven't seen Raptors yet, they're poorly named reindeer that basically Tempest Blazers with poison and weapon master.  They're not quite the toolbox the Blazers are, but given the circumstances, they can be better.  They worry me, to say the least.  Especially on pLylyth's feat where everything gets boosted attacks.  

  

    So, pLylyth base to base with a DEF13 model means one thing.  Electro leaps!  But it's kinda chancy at dice minus 4.  I'm not sure if I can get the hit with the RNG8 Lances, especially since they have to go through the forest.  So Stormwall moves up, shoots at the Archangel for little to no damage.  pCaine upkeeps Blur and drops Snipe, and Deadeyes both the Lances and the Blazers, and puts Snipe to them, thanks to the focus from the Squire.  The Blazers move up, and four of them hit the Archangel, and lylyth takes all of the electro leaps.  I only manage to do six or seven damage though.  I don't think the Lances can all get hits, and she's got a transfer still.  So I abandon that idea and light cav onto the hill.

  The Lances move up further, and the Boomhowlers shuffle up.  A few takes shots at the Carnivean but even though one hits, it doesn't do much.  The B13, however, do much better.  Scott got to learn to respect them this game.  Lynch aims, damages one decently with his shot, Watts shoots and hits with one, does damage to another Raptor.  Ryan, the money maker here, shoots, and misses.  He deviates 1'' to catch the two damaged raptors and kills them both.  Haha.

  They proceed to fail their CMD too.  

  Journeywoman upkept Arcane Shield, incidentally, and that's pretty much that.  So... I think I could have done better this turn?  Maybe been able to shoot the Raptors with the Blazers, but the woods may have stopped me there.  Who knows.  


    So, yeah.  the Feat.  pLylyth hanging out behind the wall moves up, and shoots a Boomhowler.  Hits, kills, doesn't tough. She does it again, and misses I think, but the next shot hits and kills him. And he doesn't tough.  She feats and gets back behind the wall.

  Seraph rolls strafe and gets... 3 shots?  Shoots and hits two or three Boomhowlers, and they all fail their tough.  This isn't cool.  50% chance of tough, guys.

  The Raptor Solo gets another one.  The Archangel rolls three shots and shoots one at the Blazers for kicks and giggles even though they're DEF20 right now (I love Blur)  It deviates and hits a Lance, but at ARM20, does nothing.  The next deviation kills a Blazer, and the last one gets spent on Boomie himself, and kills him.  That sucks.  There's six left, and the Carnivean moves up and sprays two or three and I think they might tough.  It's rolls were pretty bad there.  But it's in my way now.

  The Raptors on the left though, they do much better.  They walk up and start swinging on my blazers, leaving me with one, who passes CMD.  His Raptors on the right fail theirs again, so that's something I suppose.


  He should have pretty nearly annihilated the Boomhowlers, so I'm glad they're still kicking.  The Blazers are hurt, but the Lances are in a good spot to do some serious damage.  However, the Archangel is in prime charge range of the Stormwall.  I can charge him this turn, tie him up, let the Journeyman drop Arcane shield on him and let him tank.  The Lances will either finish the Raptors or get in to help Stormwall, but I'm thinking Lances.  pCaine can move up and feat before that too, then teleport back.  The Boomhowlers still have Jonas, so they'll assault the Seraph and Carnivean.  I'm hoping to really cripple Scott's list this turn.  

  So we start with the Stormwall.  He gets three focus, and Caine pulls another off the squire.  I open the ball with Stormwall, and he charges the Archangel.  He hits four of the five times I swing at him, and takes the Beast down to about half.  And then the electro leaps go into... pLylyth.

  She takes two of them, but has to transfer the third, and the fourth kills her.  Game.  At that point, with four more electro leaping shots from the Lances and Blazer, she would have died, it just didn't dawn on me until after Stormwall tangled with the dragon.

I forgot the picture too, but the only difference is the Stormwall is b2b with the Archangel.

Thoughts.  Scott asked me what I thought of the list.  If it was bad dice or not well played.
1.  Archangel is the best screen Lylyth has in this list, but anytime a Hordes caster goes base-to-base with a beast and I have five to twelve electro leaps, it's going to hurt.  If he'd get past putting her base to base and give it just a quarter inch, it would have gone to the Seraph instead.
2.  Archangel ties up too many points.  Dual Ravagores would have murdered my Boomies or Blazers.  Even a Scythean would have worried me with the ability to ignore tough (not that it mattered this game...)  But Archangel is 20 pts and he shot... seven times in the whole game. He killed a Blazer, and a few boomhowlers.  That's definitely not his points back.
3.  Raptors are terrifying, especially with all boosted rolls.  That's pretty serious, and has the potential to annihilate any kind of screen that I have, except in maybe a Kraye list or something.  They essentially get brutal shots for living models.  That's horrifying against Cygnar.  I think the list can work, but not when 20pts are tied up in the Archangel.  
4.  I didn't get to use my lances :(

  So the next game, Scott wants to redeem is Rhyas list that I smashed with a turn 2 Kraye assassination a few weeks ago.  I considered switching to my eStryker list since I have a full Nyss unit now, but meh, I like pCaine.  So I keep him.

  pCaine
*Stormwall
*Squire
Journeyman Warcaster
Full Tempest Blazers
Min Stormlances
Full Boomhowlers
*Jonas Murdoch
Black 13th

  Scott brought:

Rhyas
*Typhon
*Seraph
*Shredder
*Shredder
Swordsmen w/UA
Swordsmen w/UA
Warspears w/UA
Warmongers
Warmongers Solo
Succubus

I think I'm messing this list up.  He had a Ravagore in there last time, and I don't see it here.  So we roll off, and I win, but decide to go second, hoping to get some shooting off even though the tier bonuses that Rhyas has gives Stealth for everyone first turn.

  We also keep incursion.  We thought about changing it up, but wanted to get into the next game, so we just ran with it.  I almost cut templates for outflank, but meh.


  

  Lots of 8 wound AD infantry.  Not any fun.  Also, look at the cool terrain?  It's neat, but models don't stand on it very well at all.  

  Everything runs.  The Warnouns push as far up as they can.  Rhyas gets to the wall, casts Dash so everyone gets another 1SPD, and puts Rapport on the Typhon so that he gets her MAT/RAT stats and can be transferred to once for free.  Seraph slipstreams some stuff because apparently Legion beasts aren't fast enough already, and yeah.

  Oh, and the Warspears pick Stormwall as the prey.  Which I'm ok with.  I have a Journeyman for that, and I'd rather the Stormwall tank the prey attacks rather than the Blazers which can't tank anything.



 The Boomhowlers are stacked in the back in the picture above because they didn't sit on the terrain at all.  It was horrible, so we drew the front line with empty bases and worked with it.  Caine keeps his focus, hops into the ditch, puts snipe on the Stormwall, Blur on the Blazers and I think Deadeyes the Boomhowlers...

  The Black 13th moves up, because they can, and Lynch opens fire with a flare.  He shoots at one of the warmongers on the right, misses, and it deviates to hit two of them anyways.  Ryan hits them with a magestorm and hurts them both, and Watts doesn't have range. Or misses.  Or doesn't kill them.  I don't remember.  At this point, I was just glad that I was remembering she has 2 shots.

  Stormwall moves up and shoots one dead, and throws templates in front of the warspears hoping to slow them down some.  He puts a pod out as well.  The other big gun misses.

  The blazers are all out of range, so they hang out in the woods.  The Boomhowlers, with Jonas, assault, and get as far as the barricade.  They're able to finish off the two in the flare template, but are outside of 5'' for everyone else, barely.  So they hang out with Fell Call (50% chance of tough).  Lances get behind the trench, Journeyman gives the Boomhowlers Arcane Shield and that's turn.


  Scott sees a shot as assassination and starts moving for it.  Rhyas reaves in her fury, charges out and hits the closest Boomhowler.  She hits him easily, and he toughs, so she feats, which allows her to go anywhere base to base with him, and swing at something again.  So she does, moves to the next guy, hits him.  He toughs.  So she buys, hits him again.  He toughs.  She buys one more, and he toughs.



  Haha.  Making up for sucking at tough rolls last game.  She has Sprint, so she runs away and that's it for her.  The Warmonger solo charges in, and he kills the first one, who finally fails his tough. but the second one toughs again against the feat attack.  

  At this point, he debates long and hard about the assassination.  He needs 11.5'' to get to Stormwall, hit, flip around with the feat to the back of the base and go after Caine.  He debates, and debates, and finally decides against it.  It was a good call.  We measured after the round and he'd of been a quarter inch out of melee range.  So Typhon sprays some stuff, including the Boomhowlers, which tough a bunch of times.  Seraph rolls and gets 3 strafe shots, kills a boomie but nothing else.

  The other Warmongers charge in and they hit, beserk, and get the feat attack.  Between me toughing every other one, (The first two guys toughed seven times between the two of them), he takes them down to half, but they pass CMD easily.  One Warmonger hits the Black 13th, and kills two of them, leaving just Ryan, who passes CMD as well.

  Warspears move up, realize they need 13s to hit Blazers at this point, so they chuck everything at Stormwall, who takes some decent damage.  Maybe two fifths of his boxes.  Swordsmen all run up and get in the way and that's turn.

  

  
  I step up to the ball.  Caine keeps his focus, pulls one from the squire, and upkeeps Blur, but not snipe.  Ryan kills the swordsman she's engaged with.  Caine then moves up out of the trench, casts Deadeye on the Blazers, and the Lances, and keeps the last two.  Then he feats, needing sixes for pretty much everything.  He does decent, killing several swordsmen, putting boxes out on the Warmongers, but while the to-hit rolls were decent, the damage rolls weren't as good and I don't thin things out as much as I want to, even though he gets a shot at pretty nearly everything.  It's not bad though, and I actually get to use his feat, which is the second time that's happened.  He teleports back behind Stormwall and that's it for him.

  Blazers move up, kill the Warspear UA which eliminates Prey, and kill another Warspear, but can't do much else even with Brutal.  Stormwall shoots Typhon twice, puts templates out, and forgets to do the Stormpod, which was stupid.

  Lances assault.  No... nope they didn't.  They should have, because they would have nearly killed what Typhon had left, or seriously hurt him, but no, they didn't.  They do ridebys, all three hit, but don't manage to do more than a few boxes.  They get back behind the trench when they're done.  Journeyman gives Stormwall Arcane Shield, shoots at a swordsman and misses, and that's it.  I managed to clear out a ton of infantry though, so we'll see if it's enough.


  Rhyas pulls in her fury.  The Swordsmen charge in, one runs to Watts but gets no attacks because of the run.  The others get into the Boomhowlers, and one kills Boomie who fails his tough, and the others don't do much better.  Two more make the run to engage the lances.  The Warspears assault the Blazers and Stormwall, and...

  Oooh, I just figured out another spot I screwed up.  Moving on.

  The spears don't hardly do anything, and neither do the melee attacks.  Without prey and against ARM22, they're pretty hopeless at  -9 on the dice.  The Warmongers keep working on Boomies, who I'm almost out of.  Typhon pushes in, takes POW12, and sprays Stormwall three times, and hits Caine with one of them.  The other two miss against DEF17, which is really good, because the last one that hit left Caine with 2 boxes.

  Stormwall, however, doesn't take any damage from the sprays either.  The Seraph shoots down a Lance, sits on the flag (The left one went away turns ago) and a Shredder runs and takes the other.


  At this point, I'm about to lose, and I'm realizing where I seriously messed up.  In my last turn, instead of running the DEF15 in melee, DEF18 against shooting, blazers back into the woods, I should have engaged the Warspears.  And an assault with the Lances would have been good too.  Now, they're in my face, and I can't do anything about it.  I can shoot Warspears all day long, maybe kill a few, and Typhon will definitely die against PS20 fists, but unless I can contest both flags, he'll take another 2 points on my turn, and be at four, and simply have to end his turn to win with 6.  So I do the important stuff,  Stormwall gets three focus.  Watts makes a run for it to contest the flag, takes a free strike and dies.  Caine tries to shoot some stuff, and gets a Warmonger.  He puts Deadeye on the Lances, the Blazers... and I think that's it at the moment.  

  The Blazers shuffle around because he managed to engage my Lances with the Nyss Swordsmen in the last turn, so I have to handle them.  So two move back and shoot electro leaps at my immune Lances, needing sevens on three dice to hit.  

  One misses..  The other hits and kills a Nyss, but the other misses...  The other three has Blazers kill a Warspear, but don't manage to kill another.  So the Lances assault run.  One goes after the Seraph and takes it to half health by himself, contesting that flag, and the other one tries to run and get within 4'' of the Shredder.  He dies to a freestrike, and that's game, since I can't contest the other flag, and Rhyas only has to dominate it, which she does easily.


  That other flag is waaaaay off to the top (It was our right).  Pictures don't quite get it.

  Thoughts:

  1.  Scott played this one pretty well, and the Rhyas list did what it was supposed to. That being said, I botched it.  I should have moved the Blazers into combat on the feat turn, and the Lances should have assaulted.  That would have easily contested the one flag, leaving me a bit more time to get to the other one, and on top of that, kept Stormwall free for another round to push forward.  I botched that one pretty badly, again, by not pushing forward.  I'm too used to trying to keep Blazers alive that I don't even think about it.
 2..  Otherwise, everything in my list except me did fantastic.  Boomhowlers are MVPs, making Scott kill them about twice to three times as many as they needed to be killed.  It was awesome.
 3.  I love my table, and the terrain was fun.  I'm pretty excited about all this stuff. 
 4.  I've never fielded an Journeyman except with eStryker, and an ARM22 Stormwall or ARM20 Lance is stuff that stays alive.  I'm having a much better success rate with AS on units with boxes than I am units without them.  ARM18 Stormblades have yet to impress me.  ARM19 Boomhowlers do a bit better, but ARM20 lances or ARM22 Stormwall makes people cry.

  Speaking of the table, I'll be posting later this afternoon with:

 1.  The table and kinda how it got built, plus dirty pics of the Garage from whence it came.  
 2.  Completed Stormlances.  You saw them get played.  I've got the finished product with better pictures.
 3.  Completed Journeywoman.  That red girl running around putting Arcane Shield on stuff.  My wife painted her, one of the reasons I included her in my list that night because A)  I think she did a great job and B) My wife was with us most of the night watching and I wanted her to see her model played.
 4.  Completed Nyss.  This surprised me.  I was in the middle of a Vassal game with Sevensins when my wife suddenly got into a craft-making kinda mood, and simply sat down and started glueing together Nyss.  That's a surefire way to get out of the crafty mood, if you ask me.  The only thing worse than glueing Nyss would be the new Convergence Angels I think.  She tanked through it though, and we decided to paint them.  A 10 man unit gets painted Waaaaaay faster between two people, and they turned out pretty slick. Anways, they'll be here later today.

  In other news, I played my first Trollblood game yesterday.  Sevensins, who will not be allowed to pick out maps ever again, rolled with one that's basically funnels everyone into the same 12'' in the middle that's 80% rough terrain.  And then we brought Trolls and Pygs to fight on it.  Brilliant.  Anyways, I played eDoomshaper vs. Lord Carver, bringing Mulg, a Mauler, max Fennblades and a Chronicler against a Road Hog, War Hog, the shooting pygs and Sevensins's favorite solution to everything, Slaughterhousers.

  Those things are a pain, and everything moved at half speed for like, eight turns.  But between Vengeance Fennblades, a goading Mulg with Wild Aggression and a refuging Mauler, I managed to clean out all of his infantry, and his.. War Hog, whichever doesn't have the gun.  He killed my Mauler with Carver after it finished his Hog and engaged him, but wasn't able to kill Mulg with three slaughterhousers, so he trampled in, killed one with the trample and goaded into Lord Carver.  Four fury later with one to spare, he simultaneously killed the remaining Hog heavy warbeast and Carver himself.

  I think in the near future, I'll be selling my circle.  I'm not terribly clicking with them, and I simply can't get interested enough in them to paint more than the constructs.  The Trolls have always been far more aesthetically pleasing to me and I love the fluff with them.  I think I'll be getting into them before the end of the year or slightly after that, but without buying the battlebox.  Probably start with an Axer and an impaler, Mulg, a magnetized Dire-troll kit, eMadrak, eDoomshaper, Borka, Fennblades and or Kriel Warriors, and then Janissa and a Chronicler.  Which is quite the list, but we'll work up to it.  I want to top off my Stormlances at some point too, and maybe get the Silver Line Stormguard, but who knows.  I have Boomhowlers too, so they'll help with the infantry side of things on the Trolls until I get into them all the way.

  Anyways, that's all I've got, thanks for reading!  Cya later today!





Saturday, September 28, 2013

Kraye (Cygnar) vs. Rhyas (Legion)

  My frequent opponent has a tournament coming up, 50pts tier.  He's been tossing around a lot of list ideas and one of them he wanted to test out was Rhyas's tier.  We met up at our LGS (I haven't decided if it's friendly or not) and set up our lists.

  Scott's looked like this:

Rhyas
*Ravagore
*Typhon
*Seraph
*Shredder
*Shredder
Swordsmen w/ UA
Swordsmen w/ UA (I think.  Tier bonus, I believe)
Warspears w/UA
Warmongers (Proxied by the Warspears on the right side when you see the picture)
Warmonger Solo
Succubus

  Of my two main casters, eStryker and Kraye, I generally have better luck with Kraye against Legion.  He matches their speed, brings accurate shooting or accurate melee, and can change it up midgame.  My normal list has Kraye, Minuteman, Avenger, and Stormclad, Rangers and Blazers.  Lately though, as much as I love the Blazers, I've been swapping them for the ATGM.  Three reasons.

  1)  Main reason is the threat range on my Stormclad is 17'' with reach, full tilt from Kraye, and feat.  The setup key is the Avenger.  On a direct hit, he knocks down a 4'' AOE, which is great.  You might say that the Stormclad is already boosted to hit though on everything, because of Kraye's feat.  That's true, but on a caster kill, I really like the caster down so hits are pretty nearly automatic.  It also makes it much easier to shoot the target if that's needed as well.  The maximum range on the Avenger though, is 14'', including moving him.  Jack marshalling him to the ATGM though, gives him Snipe.  Now we're at 18'', and we can still boost to hit.  Plus, I normally bring the Trencher Master Gunner for Artillerist, and any Ranger bonuses.  That makes a normally RAT4 jack pretty accurate, even shooting at a DEF16 caster.  Toss in Snipe so it can aim, and we're talking.  Normally though, the Jack doesn't get to aim.  It's got to move 3'' just to reach out and touch what the Stormclad wants to kill.  Before I marshalled to the ATGM, that couldn't happen.  The Gun Mage UA solves that.

2)  Scenario's pretty rough on Kraye, and five models from a normally fast unit like the Blazers doesn't help too much.  I haven't decided if the ATGM are better for Scenario or not, but they seem like they could be. 

3)  They're two points less than the Blazers, which lets me fit a Squire in.  If I want.  With the Avenger Jackmarshalled, Kraye only has 2 jacks, and 6 focus generally works for that.  Seven focus is better though.

  So, my list was the following:

Kraye
*Stormclad
*Minuteman
*Squire
Rangers
ATGM w/ UA
*Avenger

  I just realized I brought a 35pt list to a 50pt game...  I'm not even kidding.  I don't know how I messed that up.  We got there, and he wanted to do 50pts, and I knew it, and I grabbed my Kraye list off of Warroom and went at it.

  Nevermind the fact that it said 35pts at the end.

  I feel like an idiot.  Welcome to the first batrep of a new blog, everyone!  Wooohooo, Jedi's a moron.  Yeah...

*sigh*  Here's a picture...  I didn't have my Sony, so the pictures aren't quite the quality that's the norm for me.


  Gee, I just feel brilliant right now.  Anyways, we'd rolled off, and he won, so he elected to go second.  The Rhyas Tier is really nice because if gives his Warnouns AD.  For a slow unit (Compared to the rest of Legion), that's really nice.  The Warspears, in particular, are annoying with the ability to Prey, and assault.  They preyed my minuteman, Scott being fully aware of what that guy can do under Kraye.

  So, turn is to me.  I'm looking at the board, and absolutely nothing is amiss.  It's completely normal for Kraye to run 1/3rd the number of the opposing force.  I'm a little bit concerned, but it's a lot of models to deal with, I've never played Ryas, and that's a lot of 8 wound medium based units to deal with.  On the plus side, I have a lot of guns.  My main concern is that I'll move up, he'll move up, I spend a turn shooting down a unit, won't kill all of the Warmongers that'll beserk and kill most of my infantry, leaving me just a battlegroup to handle what's left of his warnouns, the caster and her battlegroup.  Hopefully the Minuteman can get a unit of swordsmen.  We also chose incursion for a scenario, but we don't have the flags in place yet.

  I roll off.  Stormclad gets a focus, and that's it.  Avenger runs up, Stormclad runs up, Kraye gives the Minuteman Full-Tilt and he runs for free way way away from the Warspears.  I can't get into their lines turn one with him, but maybe turn two if he can survive.  So I hide him behind the "forest" on the right.  The Rangers move up to hug the hill, ATGM spread out, everything kinda wary of Typhon's spray.  Kraye camps three focus.  That's turn for me.



  Pretty standard, really.  I hand back the tape measure (I'd forgotten mine) and he runs everything up.  He asked what the threat range was of the Stormclad, which is 17''.  He kept his Warmongers back a little, guessing, but moved his Warpears just as far.  In fact, they assaulted my Rangers.  Most were out of range, and at DEF17, were having a hard time hitting, even with the +2 RAT from the Warmonger Solo.  They killed one Ranger on the hill and that was it.

 The Swordsmen all ran and stationed themselves behind the warnouns, making me wish I had enough points to fit Electro-leaping Tempest Blazers into the list...  Rhyas moved up and tucked in behind the Warmongers, and leashed Typhon up behind her.  She then cast Occultation on the Warmongers.  The Seraph gave somebody an extra 2'', may have been Rhyas, I'm not sure.  Shredders moved up on the flanks and Scott gave me back the tape measure.


  That's a lot of models to deal with.  Full Tilt is still on the minuteman, and if I give him easy rider, he can wander through the forest, jump, and definitely hurt some troops, maybe even Rhyas, because she's awful close...  In fact...  

  I measure control range.  The Warmonger directly in front of Stormclad is 14'' from Kraye, tucked in behind the Warjack.  That's 12'' from Stormclad.

  I asked Scott how many Fury Rhyas had on her.  Five, he said.  There probably wasn't a chance of me killing her with Stormclad.  Not with four attacks and five transfers.  However, dice plus 5 damage was probably the best chance I was going to have at his beasts.  High enough rolls and I could easily kill two, maybe three beasts this turn.  Even if I lose Stormclad, that's a pretty decent trade.  Kraye drops the Full-Tilt upkeep on the Minuteman, gives Stormclad 3 focus and keeps the other four.

  The rangers move up.  One runs, so nobody shoots.  He sprints across and lands near Typhon, trying to be 5'' from the Warmonger you see right behind the purple upkeep token.  Right behind him is Rhyas.  The ATGM move up, and five of them are within range of the same Warmonger, who, incidentally, is 5.5'' from the Ranger.  Dangit.

  But, at RAT7, the ATGM hit him four times, and one crits.  Which is exactly what I need.  See, I'm trying to set up an easier shot for the Avenger.  Unfortunately, four shots kills the Warmonger, and the Avenger has to hit a standing one.  Great job, guys...

   Kraye drops Mage Sight out there, and full-tilts the Stormclad.  Then he rides up, shoot Rhyas with a Ride-by and gets behind the forest.

  The master gunner artillerists him, and I use the snipe shot from the Atgm.  Happily, the Warmonger to the left is in range, and in Mage Sight now too.  RAT4, +2 for aiming, +2 from the Artillerist, aaaannd +2 from the Ranger who's actually close enough to mark this one.  I need not snake eyes.

  I roll a one, and a four.  A hit.  KDs Rhyas, Typhon, and the Warmonger.  I boost damage on Rhyas, and get four, five damage.  Typhon shrugs it off and the Warmonger survives.

  The Stormclad, however, charges.  I don't even Feat Kraye, I'm saving that in case the Minuteman needs to do something next turn.  Kind of an insurance plan.  Stormclad travels 13'' and tucks right into the bases of the two Warmongers and easily has reach on Rhyas, who is KD for DEF7.  Not snake eyes to hit.

  Stormclad does Impact attacks to the Warmongers, then swings at Rhyas and hits.  Dice +5 and does fourteen damage.  Enough to kill her.  She transfers and kills the Shredder with points to spare and takes them back on her for a few more points.  The Focus he had comes back to her, so she transfers the next damage to Typhon, which hurts him considerably.  I use the shield on the KD warmonger and kill him, and buy another attack with the blade.  It hits, and again, does enough damage to kill Rhyas.

  Scott looks up.  "Good game, I screwed that up." he says.


  "I thought you had five fury on her." I said.  

  "I misunderstood.  I had five fury out there on her beasts.  Rhyas only had one."  

  Heck, that's even better.  With two more attacks, I definitely would have killed another beast, if at the very least the Shredder.  Both the Seraph and Typhon would have been hurting.  I still would have been in trouble though, with that much infantry.  So I'm glad it happened how it did, but none theless...

  Thoughts:

  1.  I think the ATGM are going to stick around.  A 18'' threatrange on the Avenger is incredible.  I love it.  It really makes this list shine.  It also handles stealth much better instead of relying on Mage Sight for everything.
 2.  Stormclad is awesome.  I didn't even do the Electro leaps.  It would have probably killed the Warmonger next to her and some of the Swordsmen behind her, but it didn't need to, Stormclad handled her just fine.
3.  I can't believe I forgot 15 points...
4.  Scott was way far up, but even if he'd been back two inches, I had Kraye's feat to go yet.  He needed to be back about three or four to really be out of range.  At the very least, Rhyas needed to be back an inch or two.

  Overall, pretty happy with the game, though it was really short.  I kinda felt bad because Scott didn't really get in the Tournament practice he was looking for, but at 35pts... probably wouldn't have gotten it anyways lol.  I'm a moron.

  Tune in some more!  I've got a couple of Vassal Reports and some painting progress in the next few days.  Hope to see you guys around!