Showing posts with label Warmachine. Show all posts
Showing posts with label Warmachine. Show all posts

Monday, April 25, 2016

Basic Necessities for Painting Part II: Advanced Assembly

 By Advanced, I mean more than just pouring glue on stuff til the Nyss quit falling apart.  We'll cover some more detailed expectations of the models you're dealing with and some further insight into assembling a clean model.  For a final touch, and to keep Part III from being too unwieldy, we'll cover attaching the model to the base and the priming, and the pros/cons to priming before or after assembly/basing etc.

  Let's rehash.  I posted probably six articles in August, and have done nothing since.  Things got busy, but it's time to push this particular series through.  So, I listed the following:

1.  Glue
2.  Exacto Knife
3.  Pliers
4.  Greystuff

  Pretty simple.  That's more than enough to build a model and put it on the table.  But lets go from fielding a model, to cleaning a model and having it completely prepared for a good paintjob.  We can break this into further categories.  Cleaning, Attaching/Pinning, Priming.

  Further tools we'll need is a pinning drill, bits, and pins to go with it.  GW and PP both manufacture a drill kit and PP's pins and bits are probably the best for the job without running around and getting them from multiple other locations.  A vise can also be handy but I haven't used one yet.


  Cleaning

  One of the major downsides often brought up in PP's resin style of manufacturing models is the horrible mold lines left behind in models.  Warders have been particularly denounced in this regard, mold lines in the middle of faces and etc.  Recent molds have been vastly improved, but this does nothing for older sculpts.  The exception to this has been Convergence.  The Convergence sculpts have been pretty rough. So, we need to recognize these seams and deal with them.

  It's pretty easy to identify a mold line.  It's usually a raised seam along a model.



  In both cases it's pretty easy to recognize.  Sometimes, the mold itself wasn't aligned perfectly, so one edge is offset from the other.  Those are a bit harder to deal with but it can be done.  

  So, the Exacto knife is the first way to deal with this.  Cut off the biggest pieces, in some cases a cylinder port where the resin was filled in.  This is particularly bad on Colossals/Gargantuans.  So, once we've cut this stuff, we can sand it.  Instead of actually getting sandpaper, start with scraping your blade on your knife across.  Sometimes this can scratch off a seam, and in particularly tight places with no lateral movement for a sanding motion, it's the best thing.  If that doesn't work, Hobby Lobby and other such stores have sanding sticks.


  Get some.  They're sweet.  Some different styles but the main thing about most of them is they have different grit on either side.  They're pretty cheap and generally easy to find.  If your local hobby store (Michaels, Hobby Lobby, Hobbytown, etc) support model kits at all, E.G., tanks, planes, cars, they'll have these sticks.

  Pliers are also nice to have for the cleaning.  I like to keep the tabs on the model until I'm ready to glue it to the base,  However, at some point, I have to cut that tab off and that takes some significant force.  If you have a lot of fragile bits on the base, then don't glue them on before you cut that tab off.  However, if you cut it off early, you'll get a lot of fingerprint oil on the model that you should ideally clean off before painting the model.  On the resin ones, that's not nearly as important.  On the metal ones it becomes significantly more important.

  For actual washing, soapy water and a blowdryer is pretty standard.  Scrub as much as you can carefully but attempt not to lose parts down the drain because that makes this process significantly more difficult.

  Actual Cleaning/Assembly

  Someone gifted me a Goreshade1 resculpt model at a convention recently, and I'm not a Cryx player, but it's a really pretty model, and a small diorama throughout this series would help to serve a lot of points.  So we're going to cover tools as we just did, and then move into the process where I can show what we're doing and worrying about.

  So, here's the model we got.


  My final vision for this model is to utilize the strolling stance he has, and have him and the deathwalker casually walking down from the rocky bluff, with three or four bodies laying about.  Some Alexia blisters or something.  Have the deathwalker strolling from one of the bodies specifically.  

  The terrain will be pretty varied.  I'd like to get rocks, insulation foam, tree bark, ballast and all kinds of stuff involved so I can cover a lot of different techniques.  It'll be probably desert based but I may change my mind.  Haven't decided for sure yet.  That's the next article, and it's taken probably six months for this one.

  So, let's build this guy.  We're going to stay pretty stock, no modding.  Just clean edges.


  Right off the bat, theres some extra flashing on the pointy things.  I'm going to break off the flashing and sand those points a bit.  The bottom of the cloak has similar issues but the sanding stick fits in there just fine.  The main thing is cut the big chunks of flashing.  Clean it with the sanding stick.


  Here's a particularly large piece of flashing on the hilt.  There's a little more on the back edge of the blade tip, and then there's a fine line down the front of the handle too.  So I'll hit that largest offender with a knife.


  That'll leave a small edge, so I'll hit it with the rough grit on the stick, and then the softer grit.


  I also took the knife to that flashing at the blade tip and scraped it off.  I sanded it with the light grit to finish it off. 


  Now you see the edge running down the handle.  Just a thin line but it's frustrating because of the amount of detail.


  I scraped very selectively with the knife and then sanded lightly.

 

  That piece is done.  I'll touch up the bottom of the cloak the same way.

I'm planning on washing the whole model anyways, so I'm going to cut off the feet tabs now.  Get it set against your cutting bad and rock the model back and forth carefully to work your blade through the metal and then sand the rest.


  Finally, there's a thin line on top of the shoulders of the torso.  I'll sand them lightly.  The spikes on the backpiece were the same way.  Only one was noticeably bad flashing.


Assembly

  Alright, so now we're into the assembly side of things.  If you're going to clean them, soak them in soapy water, brush them with a toothbrush, blow dry them or let them sit on a paper towel.  Pick it up tomorrow after they're dry.

  Now, let's do the girl first because it's one joint.  There's little to no weight going to be held at this joint, so we're not pinning it.  On all metal models though, I usually greenstuff the joints.  So, you'll need your favorite glue and your favorite sculpting material.  In my case, it's the loctite professional liquid super glue in a long necked blue bottle.


  And greenstuff, just your typical GW or Galeforce 9 tubes of blue/green material.  The PP grey/brown stuff is also extremely good, but it doesn't come in the large tube quantities like the green/blue stuff does.  So, roll a little ball of the grey green stuff, and have your favorite sculpting tool nearby to use it to set it in there and let's get this started.


  Here's the joint.  Most of PP's miniatures have that nice little square knob to line things up the way they envisioned.  I've definitely cut them off before so I could do what I want, but this time we'll stick with what they want.


Here, I cut just a tiny bit of green stuff off and I'm going to put it in that slot.


  Put a very fine drop of glue in there and set the arm.  Resin models set extremely quickly.  Couple of seconds.  Metal models do not.  I've held metal to metal for over a minute before.  Abby2 will have you looking at quitting the hobby entirely.  The greenstuff helps a lot to hold the part together and give it a lot more stick while it sets.  Scoring the joints with the knife helps too but most of the time this is unnecessary.


  And there she is.  I'll set her aside and move onto the main show.  Goreshade himself.  His arms specifically are much more weight at a small connection point, unlike the girl's arm.  These, I will pin.  Especially the arm that has the skull with the giant trail behind it.

  So for this, I have the GW drilling kit with the PP pinning kit.  A dremel is nice for bigger pinning jobs, but at this diameter, it's too much.  I'm going to drill dead center in the joint squares.  Put the knob against your palm and twist the drill.  This particular model likes to unscrew the drill from the palm setter, instead of spinning like it's supposed to, so pay attention to that.  Don't give yourself too much bit out of the tip because you'll break it pretty quickly with the amount of pressure you have to apply as you drill.


  I drilled about an 1/16'' to 1/8'' inch into both joints, and then cut a probably 3/16'' bar and made a small ball of green stuff.  I'll stick the pin into the socket with the green stuff, add some glue and stick the other end in.


For the leg/torso connection, I'm just going to greenstuff.  It's not holding weight at a bad angle or anything.  Same with the backpack and the second half of the trail coming off of the skull.


  The cloak, I thought, stuck up under the backpack and would have lots of surface area to glue to.  I was wrong.  It actually comes off the lower edge of the backpack and doesn't touch the torso at all.  So I did a noodle of greenstuff along the top of the cape and glued it in.  I had to hold it for awhile, but it wasn't bad.


  Then I had to go back in and cut the excess greenstuff out.  It's easier to do while it's still pliable, but you also don't want to break the cape loose.  So do the large chunks while pliable, and fine tuning after it's dried and solidified.
  
  Then I did some final greenstuff on the trail joint since the joint didn't flow well at all and left a visible seam.

 

  And here they're assembled.



  One day, when MKIV comes out, I'll do the second part of this series, which will be basing.  We're not basing these guys to their plastic bases because I want to do a far more comprehensive basing tutorial than what two bases would provide.  As I said before, we'll have a chance to look at lots of different basing material, techniques and we'll probably do a little bit of painting on just the terrain too so it's ready to go before we attach the painted miniatures in the third article.

  That's it for now, hopefully this has given you some insight on the finer details of assembly for the hobby.  Any comments or questions can be sent to me here, or on my twitter feed.  Thanks for reading!

Friday, April 8, 2016

The Hunters Grim and playing them w/ Trolls today

EDIT:  THIS IS MARK II INFORMATION.

  It's entirely possible that you already know that, given the dates, but even if this popped up on your google search while you looked for Grim2, again, be well aware that this is an edition change away.  While Grim2 did not change much into MK3, the rest of trolls did, so take that into account when you read this article.

  Do I plan to update this article?  Not whatsoever.  As far as I'm concerned, PrivateerPress has thrown their game out the window and has no interest in a competitively tight ruleset, and has repeatedly demonstrated that attitude.  There will be no more PP related batreps or strategy articles on this blog until that changes.

  I'll be playing something else.


  Hunters Grim, or Grim2.  The second incarnation of Troll's favorite Anti-Cryx caster.  There's really no in-between with him.  Either you love him and his playstyle, or you wish you had Grim1.  I'm in the first camp.  Every time I play Grim1, I wish I had Grim2.  Grim1 does some things much better, and probably has the best control feat in trolls that's an actual control feat, not "You can't actually hurt me, so don't come here.".  

  Some of Grim2's problem when he first came out though was that Trolls really didn't have a lot of things he wanted.  Burrowers and the Bomber was an auto include, but Scattergunners were really the only other major ranged unit that got any benefit from his feat, and even then, the snipe really only was for Grim and his cohorts.  He didn't make Bushwhackers or Sluggers much more competitive, and he really slid off to the side again til probably the last year and a half.

  When I began picking him up, I was getting drug all over the place by Cryx and needed a solution.  My problem with Grim1 is that he's very very good at two things, and has a control feat, and he can deal with stealth things very easily, and he can lower DEF like nobody's business.  The problem I had is that A) He had to get up the board to do it, and thus risk himself though the feat helped, and B) Any ARM skew whatsoever and Grim1 is in trouble.  I have seen lots of Grim1 builds that had Mulg in it, which makes sense, but since most of the time I'm running my pairing with one of the Doomshapers, Mulg is usually taken with one of them.  So, in developing this Grim2 list, let's talk about what we're covering in the list pairing.

  Until last December, I had Runes.  Runes is pretty well known, does a lot of things well.  If it wasn't Runes, it was a form of Meat Mountain, but usually Runes.  Runes murders most Hordes armies, is very good against shooty Warmachine armies, and has a great tankiness to it that makes it very difficult to root out of the zone.  What it does not like, however, is better control presence, lots and lots of infantry, and weaponmasters specifically.  

  So, Cryx basically, though Runes has enough AOEs to try and make it work, but I still found myself getting swarmed and losing key pieces easily to three or four small based models.  Menoth is hit or miss.  Cygnar is hit or miss.   Also, the mirror matchup was an issue unless it was just Runes on Runes which is horrible.  Menoth's biggest deal for me was weaponmaster spam.  None of that, then we were fine, but otherwise it was a Cryx problem kinda thing.  Haley2 also concerned me a lot because of how trivially she controls Mulg.  Time Bomb, Dead-eyed ATGM and feat.  My favorite things are simply going to get pushed around the table and frustrate me.

  In December, Doomshaper3 dropped, and my tastes have changed a bit.  Time Bomb from Haley still hurts, weaponmaster still hurts, but Mulg doesn't get knocked down anymore, or pushed around.  Druids can't pull my stuff around anymore.  I run the Mountain King and I can remove support all day.  All sorts of things.  Doomshaper3 is my guy.  The Harby matchup is now an issue though because in our meta, Paladins are a thing, and Harby Tier takes like 5 of them.  So Mulg and D3 are the only models that can deal with it.  It's a playable game, but I don't feel like I have the volume of attacks to kill Paladins under Martyrdom.

Enter the Hunters Grim.  Grim2 solves a lot of these issues.  Whereas Grim1's game gets flipped if there's armor involved, Grim2 can debuff it just fine.  Grim1 has to get way up the zone to do things, but Grim2 can hang back, make sure his stuff is in control, and then reform on top of that to a safer spot.  Secondly, the little trapper thing is pretty legit too.  As long as it's not a super high-ARM beast, or a warjack in general, Grim should be ok.  As far as warjacks go, there's not many that can get through Grim's DEF16 on 3 focus without some serious help.  Grim2 definitely stays within the Trollblood bounds of "Difficult to assassinate."

Secondly, Grim2 gets snipe out faction wide and turns the ranged game up quite a bit.  +4RAT is very common in Grim2 lists, and +6 RAT is entirely possible.  RAT10 POW16 burrowers are crazy, man.

What makes him even more playable now though, you ask.  Well, let's look at them.

Highwaymen.  Highwaymen are hit or miss for a lot of players.  Strictly playstyle preferences.  Without any help whatsoever, they are 20 RAT5 POW10 shots.  However, I think that's the wrong way to look at them.  They're actually 10 RAT7 POW12 shots, and that's extremely legit.  They threaten 14, but any caster with movement buffs or range extension helps them with that.  Grim2, I feel, is the best caster for them.  Gunnbjorn likes them too with Snipe, but that's it.  They're good with him, but Grim2 I find only needs snipe on them once and after that it's not an issue.  Between Mirage and Snipe, they can threaten 20''.  That's not bad at all.  Stack Mortality on them and now we have 20 RAT9 POW12 shots under feat.  CRA?  Ok.  10 RAT11 POW14 shots.  There's not many casters that survive that.  

Grim2's feat turn is usually turn two, maybe top of three.  At that point, I have a decision.  If they've made any mistake, I kill their caster.  If they've made no mistake, I might still kill their caster.  If the caster is straight up unkillable (Read: Hordes and lots of transfers.  I've killed Butcher3 and Denny3 both), then I kill everything else.  If Denny1 has hid way outside of my range, I kill all of her infantry.  I leave her with nothing.  Highwaymen adapt to that very easily with CRA.  I could choose to do 4 POW17s even with them, but if there's a lot of infantry on the table, 20 POW12s do a lot to remove it.  Grim2 loves these guys and they love him.

Braylen Wanderheart.

There's only a handful of casters that run her with the HWM, IMO.  Grim2 can be one of them.  Grissel2 and Calandra are the others because of how they can enable the backstrike bonus.  In Grim2's case, it's Mirage.  The Highwaymen can be placed behind things they're engaged with, or outside of melee and walk around.  However, she doesn't play into my gameplan with Grim2 very well because I usually feat going in, and that makes or breaks the game most times.  She's also 3pts of support in an already support intensive build.

One day, I want an Ocean's 11 list with Grim2 or Calandra, and she'd make that.

Dhunia Knot.

These guys are my current favorite addition.  Most of my Grim2 list has models from the last year and a half, and the Knot is no exception.  Grim2's major lynchpin in my opinion is Mortality.  Mortality is Cost 3 and boosted.  It's essentially Cost 4, and if you miss, you're done.  You've done nothing for your army ARM wise, they're down 2 RAT, and you're on 1 transfer because you upkept Mirage.  I've missed so many boosted 8s with Grim2 it's not even funny.  The Knot fixes a lot of that.  And for two more puppet masters, I can get one onto the Bomber and help him out, feel better about not boosting to hit on one of those attack rolls, and the other puppet master goes to the HWM or Rok, maybe get that crit freeze on the assault.  In fact, the odds of that crit freeze landing go up quite a bit.  
A lot of players look at the odds of an assassination and move on.  They only consider it if the chips are down.  Even then, the odds are long and they might be able to pull an attrition swing.  The Dhunia Knot does a lot to skew those odds in your favor.  My specific Grim2 list has a lot of the tools in place (I can't wait for him to be back on ADR) that enable so many assassinations, but those tools can easily make or break the rube goldberg machine that has to go down perfectly in order for it all to happen.  The Dhunia Knot makes those far more reliable with Puppet Master on 3 different models.  I faced down a double Judicator Durst list with Grim2, and won.  When I needed to remove any piece in the list, I can get a a rerollable boosted Mortality from Grim2, followed by a rerollable boosted (L&E) quake shot from Hutchuck or Krump, stacked with 3 POW16 shots off of a Glacier King who can either A) Reroll those snakeeyes to hit, or B) grab that die that rolled a 1 in a boosted damage roll that actually got a total of 11, and maybe get a four or a five now.  The odds of your army pulling through on assassination runs that rely on key components are incredible now, thanks to this unit.

Lynus and Edrea.

  The runebearer was in this list for a long time, trying to get Mortality down to a Cost 2.  Lynus and Edrea are a better answer to that I believe.  Something Grim2 lost when he upgraded incarnations was that he handed the knockdown gun off to a pyg that couldn't boost it.  Lynus helps with that quite a bit.  He can put it on the Pyg, he can put it on Grim2 and make Mortality cost 3 w/ boost, he can put it on Hutchuck for that boosted Rust, you name it.  Very adaptable model.  Again, helps the non-warcaster parts of the puzzle put their weight in reliably.  I remember playing Cygnar, and how many times the game came down to whether or not Eiryss2 landed that focus stripping shot or not.  No more.  She'll be boosted from hereon out guys.

Hutchuck.

  Also brand new, Hutchuck brings Rust to the game.  Speaking of the same game, with Hutchuck against double Judicator on Durst.  Between Mortality and Rust, I removed the Colossal from the game trivially.  Grim2 is basically my Warmachine drop against non-super shooty lists, and Hutchuck is great for that.  Quake is also a nice addition, and I like having more than one in the list.  Sometimes Grim2's pyg doesn't get there.

Glacier King.

  I'm not a super Glacier King user yet.  I think he's good, I think he does a lot for trolls, but I still prefer other things.  On Grim2 though, he's very good if you can manage his fury (Swamp Gobber Chef).  He brings a degree of Board Control that Grim2 didn't have before, and he tries to anchor the game for you a bit too in the end game.  He buffs Grim's DEF great as well, and does the same for the HWM.  He'd seem like a shoe-in, but when he came out, Denny3 was super popular in my meta and the Glacier King straight up couldn't hit her, KD her, or anything.  I went back to Bomber/Rok, and have continued to be very happy with that battlegroup.

Speaking of Rok

  I know he's not a new option but I rarely see him, much less on Grim2 and he deserves an honorable mention.  I don't play Rok through most of the game, but it's fairly common that he's able to help clear jam units out of the way on feat turn with the spray, or sometimes land the crit stationary on the caster (thanks Dhunia's Knot), but if the assassination goes downhill or we turn to the attrition game, Rok is an amazing endgame piece.  Mirage to disengage or get him further up the board, a free charge, Mortality + Primal?  He's easily the biggest bully on the board in the endgame.  Especially if everything went well on the feat turn.  

  Sure, Mulg maaaaay be better, or maybe a second Bomber.  Generally though, I hit a game where there's a crazy hard target that I really struggle to shoot off the board (A colossal usually), and Rok threatens it enough that it has to stay back.  It can't come wreak havoc or apply scenario pressure because Rok will end it.  And if things really get pear shaped, my Bomber gets primal and now he's a very capable heavy too.  

  Rok goes in all of my pairings, and usually on Grim2.  It's hard to pass up.  

  Fire Eaters

  These guys are in everyone's lists right now.  They're amazing, and under Grim2 they're no different.  They are great for Mark Target, they're fantastic for attrition games, they love mortality, they're just good all around.  They're currently not in my Grim2 list, oddly enough, but I find they don't contribute too much to the overall assassination plan.  They're almost strictly an attrition tool.  A really good one, but attrition.  It's not often a 6'' spray will reach back and touch the caster.  Still very good, still worth considering in your list.

Building Grim2 lists

There's a few playstyles for Grim2, and the plethora of new solos and units help to really define what you can do.  I think Grim2 can play a very strong attrition list, or a very strong assassination list.  My particular variant currently is a very strong assassination with a decent attrition game.  Last week it got put to the test against a full-camp Butcher2 with Gorman's cloud on him.  He was DEF16, ARM25.  Even with Mortality, the Burrowers were dice -9.  In that particular situation, I would have preferred to go attrition, and wait til Butcher rolls lower Fury or spends some of it but my opponent had successfully placed me in some strong scenario pressure so I went for it and pushed the Dhunia Knot to the limits.  Killed Butcher with 3 Dygmy rolls to go.

  I've seen Grim2 lists with Blitzer spam anchored by Dozer's Veteran leader.  I've seen lists with tons of melee infantry that just want Mortality, and the feat just kind of works for him, maybe the scats.  I've seen some minon heavy lists, and I've see some other goofy stuff too.  It really comes to your playstyle.  Right now, I want Grim2 to be fast games, turn 2 or 3, shoot the caster and pack the tray.  I'm not even counting on mistakes.  You can play your caster very safe, and I'm ok with that, I'll kill everything else.  Eventually though, unless you just feed me your whole army, the caster has to come out and play and at SPD6, RNG17 w/ Snipe, there's not many places where I can't start pinging you.

  I've had a couple of lists for Grim2 that I've really stuck with, but I've had Highwaymen in there since they came out.  The current incarnation is:

Grim2
*Rok
*Bomber
Fell Caller
Witch Doc Croc
Max Fenns w/ UA
Max Highwaymen
Max Burrowers
Dhunia Knot

  It's really simple.  Fenns usually get mirage unless I feel like the caster is going to play it safe and hide.  Then the HWM get mirage.  If the Fenns get it, they run way up and stagger so that hopefully only the front two or three get nailed.  Between Vengeance and Mirage, it's a 5'' non-linear movement that can clear some chaff.  

  Burrowers usually burrow turn 1.  Definitely if I'm going second.  Turn 2 is when I like to feat.  If there isn't much blocking LOS to the caster (a Warjack is actually best case scenario), if he's not camping a huge ton of Focus and is high ARM to begin with, and if he's not got any tricks that backfire on me, I'll go for it.  Warlocks are a bit scarier.  I do have the volume of attacks to do it though.  If a list could assassinate the Legion Twins, I think it'd be this list.  

  So, if he's hiding behind a jack, Mirage gets upkept, Burrowers come up, Vengeance triggers, Fenns do some stuff and then we negotiate Order of Activation.  Ideally, the Fenns/Fell Caller can remove what's in the way, be it a screening unit, a shieldguard, whatever.  The goal is for the Burrowers to activate after Grim and get the feat bonus.  Sometimes they can't, and they just have to go up and try to clear it themselves.  Dhunia's Knot will go on all the important pieces at the beginning of all this, and then we'll go from there.  Ideally, Grim2 goes before the burrowers and feats, lands Mortality and shoots the guy once.  Krump KDs the jack in the way if he needs to before Grim goes, but otherwise, KDs the caster hopefully.  Then everything else goes.  Bomber, Rok, Burrowers, HWM.  It's very rare that a caster survives all of that. 

  The HWM are actually some of the more key pieces in the last.  With mortality, they land a pair of POW22s on the caster and finish off a lot of things.  Fenns don't seem like they do a lot in the list, but if all they do is keep people from shooting my Highwaymen, I'm a happy camper.

  If I can't touch the caster, then I may or may not feat.  Either way, Grim2 goes early, gets Mortality on the best thing and reforms.  Fenns tangle up in the lines, and HWM/Burrowers remove infantry from the board as much as possible.  The list seems to attrition very well, and I really think a lot of it is the high volume of reliable attacks that HWM can land on mortalitied targets.

  The other thing is the Witch Doc Croc.  Haven't talked about him a lot.  He's legit.  He's there for Awe, and fearless Burrowers.  He's been very key in a lot of matchups, and since we have a Harby issue in our meta, I don't see him going anywhere.

  Possible things I may change in the list.  The Fell Caller might go away.  The only thing that reeeaaaally needs Pathfinder are the Fenns and they get it on the turn it matters anyways.  I also really like the +2 to hit, but the Fenns hitting things isn't crucial to the list.  It's very nice, mind you, but it's not make or break and if it is I have the Knot for that.  3pts to something else would be nicer, I think, and in this case, probably Lynus and Edrea.  Hutchuck is a fantastic consideration, and I'm very tempted because Rust + Mortality is crazy.  But having a free Mortality boost, or a boosted KD shot, or so many other things is really tempting.  Also, Edrea gives me another magic attack which can be nice as well. 

  Everything else in the list performs very well, and has time and again done well.  I'm pretty confident into most Warmachine matchups that I can at least make a game of it with Grim2.  I tried him with the GK for a bit, but I had a really difficult time anchoring the late game with him at MAT5 and Denny3 was very big in the meta at that point.  I could probably get away with it now, but the biggest thing that helps is the gobber chef.  Before, the GK wanted to run full, and Grim2 wanted to camp a few, and the GK can't pass frenzy checks pretty much ever.  So that was out.  With the chef, I might could make it work now, and it'd give me a few more points to play with.  I'd still have to camp 2 all the time or cut for fury but it'd be doable at that point.  Idk.  It's an option.

  Anyways, I hope that this has been an insightful view to the new Grim2 lists available and if he's a caster that you're looking at getting into, I hope this helps broach your options.  The Hunter's Grim is a very adaptable, capable caster unit that can play nearly any style of game.  The tools are all there, and Grim2 himself can contribute every turn.  It's a fun game and keeps things interesting.  Hopefully find out for yourself.  

  Enjoy the weekend!

Monday, November 23, 2015

Kromac2 vs. Doomshaper3. It's apparently my favorite matchup.

  I've played several games with Doomshaper3.  Five of those have been into Circle, three of those into Kromac2 specifically.  Kromac2 is not the preferable matchup.  Lately, I've been dropping Grim2 or Doomy3, and against my opponent's Krueger2 or Kromac2, I dropped Doomy3 again and he brought Kromac2.

  Again, I've played this matchup a few times.  Most of my Doomshaper3 games, actually.  I played it Thursday against a friend, and we played over Destruction.  Because I forgot my Mountain King, I played out of tier with Rok and Lanyssa.  A rushed Rok charging a Hunter's marked Ghetorix goes a long way.  On my feat turn Rok killed Ghetorix and the objective, the Axer cleared a few things and Mulg killed the Gnarlhorn and the only gallows grove, then weathered Kromac2 on the next turn, admonitioning away from the Stalker with 14 boxes left.  Doomshaper charged Kromac2, getting the crit smite and KD, and Mulg finished the game.  It was also his first game with Kromac2 and he was still figuring out his list, though a Bounding Ghetorix is a major issue for me.  I'm afraid next time he'll have a Blackclad for that sweet +4'' charge range on his favorite reach heavy.

  This game, my opponent already had the Blackclads, but no Gnarlhorn.  His list was:

Kromac2
*Ghetorix
*Gorax
*Stalker
*Pureblood
*Rotterhorn
Druids w/UA
Stones w/UA

  Mine is the same that I've played 90% of my games with Doomy3.

Doomshaper3 Tier III
*Mulg
*Axer
*Mountain King
Max KSB w/UA
Max Burrowers
2x Whelps

  I roll the rolloff, elected to go first.  Scenario was Recon.  The grey zones are "Tall Grass".  It's apparently a thing.  Provides concealment, but is not rough terrain.


  Burrowers burrow.  Axer rushes Mulg, charges up.  Mulg runs to the right of my objective.  Doomshaper rushes Mountain King, casts Implacability, dumps the rest to the stone and charges forward.  KSB runs and pops aura.  Mt. King runs his full 16'' up the board.


  This almost costs me.  He begins by pushing Ghetorix forward with the Stalker.  The Druids move around and pop clouds, leaving a charge lane for Ghet.  The stones port around into a large triangle.  Kromac feats, getting up the board a bit and putting Awakened Spirit on Ghetorix. The right Blackclad charges a druid, kills it, casts Hunter's Mark at the King and falls short a good half inch, meaning that Ghetorix can't get there.  We measure it for kicks and giggles, and even with Hunter's Mark, Ghetorix is just out even with a push from the Pureblood.  Still, it almost got me.  He also didn't deploy his blackclads on the line and hung them back a bit, which bit him.  

  Anyways.  Stuff mills about.  Can't get to me this turn, and he doesn't want to lose much to me on my turn, so he hides Ghetorix behind druids and such along with his other beasts.


  I really want to kill Ghetorix.  I really feel like if I don't kill a heavy on my feat, I'm losing the game. I have to trade the offensive aspect of the feat for something.  Doomshaper moves to the zone by the objective, feats, and does Signs and Portents for infantry.  Implacability goes up, and Admonition goes on Mulg.

  The Burrowers move up and try to shoot out just one blackclad, but needing boxcars, I roll 11 twice but can't get it done.  Otherwise, I think I had range to Ghetorix with the King, but I just can't get there.  Not enough room to trample even, and Mulg is on the wrong side.  He probably had range to get to the Druid on the other side of the zone, and then goad over to clear a way for the King, but it seemed like a pretty ballsy maneuver that would lead Doomy wide open.  So instead, Axer moves up, rushes the King. The King assaults right, kills a stone and blackclad with the Assault spray, kills the Druid and then kills the Druid UA with the Killshot.  No teleporting at least.  Druids pass CMD from Mountain King being terror causing.  Mulg moves up.


  Ghetorix charges forward to the Burrowers on the left and kills one.  They pass CMD.  Pureblood sprays three Burrowers, but 2 tough.  Stalker gets lightning strike onto Kromac.  Kromac primal howls, kills one in front of him but it toughs, again.  So he hits, toughs again.  Third one kills it, leaving him on one transfer.  Burrowers pass CMD from both Kromac's terror, and casualties.  He runs to the wall near Ghetorix.  Druids move up and cloud, and the Rotterhorn goes into the zone.  Stalker runs up a bit and toes into the concealment.  Gorax does the same.  Stones teleport to block lanes to Kromac and contest the zone somewhat.


  Pull in fury, leave one on axer but it passes frenzy check.  My opponent isn't giving me any whelps.  Doomshaper moves to the other side of the objective, did not upkeep admonition.  Cast Implacability, and puts three or four to the stone.  Does free animi this turn.  Stones pop aura and do +1 STR.  Burrowers move up and do tarpit things but nothing hits.  Mountain King steps into the group of Circle models and sweeps with a free Amuck.  He kills the objective in one attack, the druid and hurts the bird.  I buy an attack on the stone keeper and boost the hit, killing him.  The killshot spray goes into Kromac but does nothing,  Axer moves in, boosts the hit on the bird and boosts damage, finishing him.  

  Mulg goes for Kromac, staying out of the Druid clouds, but cant dodge Primal howl.  He hits Kromac2, but never gets the crit, and forces only one transfer.  I killed the bird before attacking him, and he picked up a fury from that, so that was a mistake.  I do score 3 CP though.  1 for objective, 2 for dominating.


  Gorax primals the Stalker, and the stalker goes all in on Mulg at ARM21.  He leaves Mulg on exactly one box, and surrounded by whelps.  Kromac2 Lightning strikes himself, kills all of the Whelps and contesting Burrower for free with heart eater, kills Mulg and sprints into the zone.  Ghetorix moves over, clears out the burrowers around the last druid, and sprints into the zone too.  The Pureblood runs to engage the king.  Mulg was full on Fury, and so is the Axer and the King.  I have to pull the fury off the King, which means that the Axer will probably frenzy, blocking a charge lane to Ghetorix.



  So now we have an issue.  The Axer frenzies and does some damage to the Mountain King but not horrible.  I don't think the King can kill Kromac on 3 transfers and needing even just 9s to hit.  I don't think he got Primal howl in there.  I certainly wasn't confident in it.  But if I can remove Ghetorix, and the druid, Kromac doesn't contest.  The other option to sprint to the flag and hope that I can tie him up but I have even less confidence in that.

  So my KSB activate, do +1 STR and shuffle around to hit the Druid and Ghetorix to no avail.  Then Doomshaper3 charges Ghetorix, boosts the hit and gets the Crit Smite.  I slam him 3'', but because it's a medium base slamming a large, I only slam him 1.5'', which barely leaves him in the zone, albeit KD, but still out of reach of the Mountain King.  The damage does ok, but not much.  So I amuck the King, and then blow the last 5 fury on Strangleholds.  The first damages him, but the second boxcars on him.  The effects don't stack, but at this point I'm nickel and diming him him to the point where I hope an assault/killshot will finish him. 

  The leftover burrowers on the left walk over, and pickaxe him because I'm desperate, but even at dice -9, inflict four or five points on him.  Then the guns.  The first two don't do much, but the last one boxcars again and actually kills Ghetorix.  At that point, the King walks in and sweeps the Druid, hits, kills, and that's game.  I dominate for 5CP.  


Thoughts on the game:

1.  I don't like relying on the King to finish the game.  Especially against things like Primal Howl or druid clouds.  However, his ability to remove support from the game has been key several times and I really missed him in the game I played without him.
2.  Should have upkept Admonition on Mulg.  I still don't think he'd of survived but it would have been nice to make it a bit more difficult.
3.  I need to be more careful with that first move.  Sure I can run 16'', but if I had lost the King to Ghetorix turn 1, it'd of been a bad deal.  Even at ARM23 (KSB and tier benefit), Ghetorix is hitting at dice even on feat.  Granted, average dice and I think the King still survives since he doesn't get the second initial but it's still tight.  Not something I want to bet on.
4.  He did feat too early too.  If it'd been later, like when he ran into the zone, there'd of been issues.  Both of our feats seemed somewhat wasted but mine was definitely a timewalk.  Just not much he can do against it.  

EDIT:  5.  I wrote this late at night and forgot about one of the major points in the game.  The biggest issue with D3 is that he doesn't speed his army up outside of Tier Turn 1, and being outthreated forces him to feat defensively.  If he feats defensively, he loses the offensive power of the feat which is absolutely needed for med-high DEF models, E.G., any Circle beast with Primal Howl, or worse, Primal Howl and Druid clouds.  MAT3 Mulg is unhappy, and MAT1 Mountain King is nearly unusable.  My opponent exploited this pretty well and just timewalked it, losing like, a druid and a stone to my feat.  Pretty decent.  After that I felt like I was on my back foot attrition wise.  I was able to clear the zone and score the first three points which applied solid scenario pressure, but I was only just barely able to kill Ghetorix, and idk if the King would have killed Kromac.  I don't think so.  Granted, I would have tried the same crit smite from Doomshaper to knock Kromac down and my chances go way up, so it's there, but still.  If I had failed there, it was game.  

  Against a list that out threats me, I think I want to go second.  Let them run, I get my positioning exactly how I want, but out of threat range even if it means everything is just basically walking.  Next turn, I clear the zone, score first and score 3 pts, and now he can't clear me out of the zone on my turn during feat, meaning I can probably finish it and dominate for the last 2.  That's the idea.  

Overall, fantastic game.  Seemed pretty close to the end, but I don't know that either was favored as much.  I don't like Blackclads handing out Hunter's Mark, and he played it very well leveraging his threat ranges.  I think this game convinced him to pull the Pureblood for a Gnarlhorn just for Bounding and the Counterslam.  Counterslam isn't particularly useful in this matchup but Bounding is brutal.  Something I was glad he didn't have.

Doomshaper3 has more options than meets the eye.  This is the second game that Crit Smite from Doomshaper has been the key moment.  He's mat5, but with Fury 7, he can try it like four times.  When I need it, I need it, and he delivers so far.  

Hope you enjoyed the batrep.  Kind of surprising to see 2 out so close to eachother, but this wasn't hard to write up.  Pretty straightforward, low model count.  Enjoy the holidays!



Tuesday, April 29, 2014

50pts Severius2 (Menoth) vs. Grim1 (Trollbloods)



My PG pulled me in for a game, wanting to work with his eSevvy list. Normally, my PG plays trollbloods, but sometimes he falls to the darkside and brings Menoth instead. He brought:

Severius2
*Reckoner
*Reckoner
*Crusader
*Crusader
*Blessing of Vengeance
Choir
Vassal
Vassal
Errants w/UA
Wracks
Heirophant
The Book
Vassal Mechanic

...I think... I imagine he'll swing by and correct me.

For my list, on the other hand, I wasn't sure what list he was bringing, and I wasn't sure what I had to bring. It was kind of a tossup between Jarl and Grim, (I had just played eMadrak), but the winning choice was whoever had the War Wagon in their list, which happened to be pGrim.

Grim1
*Impaler
*EBDT
War Wagon
Fennblades w/UA
Long Riders
Chronicler
Fell Caller
Sons of Bragg

I've been trying to get that War Wagon painted now for two months, so regardless of how well it did, I was excited to field it. We rolled off, and my opponent rolled a 7 with tier, and deployed first. Fairly straightforward, his list being pretty symmetrical. Errants were AD, so they ended up out in front after I finished.

My Fenns went to the left, Long Riders to the right, hoping to use the forest as cover with Cross country.



My opponent starts the ball by allocating a focus to each jack. Everything runs, and Severius gets Holy Ward onto the Errants for a DEF bonus.



The Impaler moves up, puts far strike on the War Wagon. War Wagon moves up and drifts his AOE into the Errants and kills one, which self sacrifices. The Fenns run up, and the Chronicler gives them Concealment. Grim moves up, puts Return Fire on the Wagon, and Cross Country on the Long Riders. The Riders move up, and the Sons of Bragg run as well.



Severius upkeeps Holy Ward. I think. The Choir move up and battle everything, and the Vassal gets Admonition onto the Blessing of Vengeance. The Errants shuffle/aim and shoot down a number of Fenns, a few of whom tough. Severius moves forward, feats, rolls a 6 for d3, and takes over four Long Riders and two Fenns. He then lands Fear of God onto my Fenns, through the KD guy. The Fenns just turn around and walk, swinging at other Fenns. Three Long Riders run across the map into enemy lines, and turn for the backstrike bonus, while the fourth rider runs back to about 6 inches inside my deployment zone.

The Reckoner and Crusaders on the right proceed to walk up and smash 2 of the long riders, the third one toughing. The left Crusader blocks lanes with the Book (no knockdown there) to Severius, and the left Reckoner takes a shot at the Fenns. The Fire of Salvation moves forward into a good position for next turn, and it's back to me.






Oh, and the Long Riders rode waaaay up into the flank, and on my opponent's turn, he blocked them with the Vassal Mechanic and choir members.

So, back to my turn, I'm down to the last chance assassination, which is pretty sketchy. The Long Riders move in, and the one in the back kills the Mechanic, and the other guy impacts and kills 2 choir dudes in front of him, leaving the EBDT room to walk around the Crusader, as I've now learned :P

The Fell Caller charges the Reckoner hopelessly, does some damage, but again, nothing great. The Sons move out of the way for Tor, Fervor, and Tor assaults, hoping to get range on Sevvy, but comes up shy. The EBDT walks around the Crusader, picks up the Reckoner, and pitches it across the choir and into Sevvy, hitting, but only doing maybe 3 boxes of damage. He then spends the rest of his attacks punching the Crusader.

Grim moves to the side, fires a shot off, hits, and needs a 16 to kill He does not roll a 16, and leaves Sevvy on 6 boxes.



The Reckoner gets 3 focus, walks up and smacks Grim into the ground.



Overall, reaaally good game. I got shot to pieces, but learned a ton.

1. The Feat isn't as bad as I took it. Like, I really struggled with how to counter that feat, and really, there isn't a way. It's 6 models, and unless it's Champions, it's only going to kill 6 models. That's 10+pts, sure, but Madrak's come from worse.

2. Grim sucks against Menoth. No magic shooting except Grim himself, Menoth doesn't really care about -3 SPD, so on, so forth. On top of that, I'm no good at landing Marked for Death. Madrak2 would have been a better match, especially since Grim can't do much against 4 heavy jacks.

3. All that being said, I put my Long Riders up too far. Knowing Sevvy had to come up to get them in his feat, I should have pulled them back and forced him to come out and play. I also mismanaged my Sons badly, and if I had moved them closer to the action, I may have gotten the hit with Tor's spray, and that could have been the make or break of the game for me. Also, charging with the War Wagon was dumb. I should have screened it with the Chronicler and Fell caller, and saved the Wagon for the assassination run.

Good game though, and looking forward to the next one.