$3.00

Bobby's Games

I will be posting monthly recaps of my gaming which I have been doing in GeekLists. I'll also be commenting on games on occasion, though I can tell you that I will be behind the curve because I just don't get to play the new games as soon as some people do.

Archive for Warmachine

1 , 2 , 3 , 4 , 5  Next »  [6]

Recommend
4 
 Thumb up
 tip
 Hide

Help Bobby learn to play Menoth, or “Forcing an idiot focus!”

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
Since I am getting back into playing Warmachine and trying a new faction, I thought I would ask for some help. I posted the following on the Privateer Press forums and thought I would cross-post here with some minor edits.

Help Bobby learn to play Menoth, or “Forcing an idiot focus!”

I’m looking for advice on how to best learn to be an effective Protectorate of Menoth player. They look like the best faction to learn the intricacies of playing of the game and for recognizing and using the synergies of the game. I've never been good at staying with one faction or warcaster to really learn how to play and hope I can use the launch of the new edition to get better experience and learn how to make the game work for me.

About my experience.

I never played Warmachine MK1. I bought some mercenary figures, but after having some issues with building some of the warjacks, I opened the infantry models and was completely irritated by the sheer number of parts for the grunts that I gave up painting and building minis for a long time.

By the time of Warmachine MK2, I had come back into minis for smaller games, like Malifaux (speaking of difficult minis). A friend mentioned how most of the warjacks were now plastic. I got sucked in and we played it occasionally. I focused on Khador, with some Rhulics, then picked up some Gatormen and then a lot of Trolls.

I picked up the two-player box and was going to give the Protectorate figures to a friend out of state when I visited but he wasn’t interested. I ended up giving them, with a Choir and Vassal, to a friend here while another friend gave a bunch of old Cryx to someone else to try and get some in the board game group interested. It worked a little. The Menoth player’s family growth led to us seeing him less and less, and the others just weren’t as committed. That meant I played games against one guy who had played since MK1 most of the time and usually got my rear handed to me. Not that I am complaining. Well, except about Thagrosh 2 and MK2 Everblight. Khador I was happy to lose to, but I hated seeing him bring the Legion.

When the all-in-one boxes came out, I had extra hobby money available and ended up getting all of them. I got the core eight built and painted and ran out of steam at the Retribution which is mostly built. The idea was to have full armies that would get some of the slightly interested parties to play. (Protectorate-related, I also grabbed the two-player figures again because they were cheap and used the extra bits from the all-in-one to make Templar instead of a second Vanquisher.)

In the end I managed to get in six whole games with the boxes.

I recorded all my plays on the Board Game Geek.

All my Warmachine games played:
https://www.boardgamegeek.com/plays/thing/67254?userid=1269

All my Hordes plays:
https://www.boardgamegeek.com/plays/thing/74771?userid=1269

A new edition

Now is Warmachine MK3 (which is still not approved and in the database). I am ready to play with people outside of my group. This might fail because I generally have a problem playing against tournament players because of their bad behavior. I just want to have fun. I also am easily irritated by a lot of people. I am not a real social person.

My problems learning the game and playing it well was the limited pool of players. I never learned how to best use the tricks of the system to my advantage. I really wanted to like the Trollbloods, but couldn’t make them work for me. I found the Krielstone to be a huge area of irritant in the middle of my forces that didn’t feel like it gave enough benefit for the points. But all the Troll players love it always take it. Trolls looked like the Protectorate of the Hordes side of things to me, which is another reason why I am going to try Menoth.

Since I already had a good start with the all-in-one and two-player figures, I thought it would be a good learning experience to play Menoth in a Journeyman league since they were all about the stacking buffs. Plus, I already had a bunch of warjacks, the Choir and a Vassal, and their awesome Exemplar Errants. I had also picked up a unit of the Knights Exemplar.

I picked up some extra figures for the league and because I can’t always help myself on eBay, but am at a spending stand-still for a little while. I’d like to use what I have for now. I’d also like to stay with Malekus when I have the chance to switch casters, just so I am forces to work out better strategies with him. One of my issues with the game is it is easy to drop one caster to move onto another because there is always something greener over the fence.

Some thoughts on the Protectorate of Menoth

Not having a lot of accurate range seems to be the biggest issue facing the faction, especially with Cygnar and the good guns that Khador has in MK3. While there are some good Protectorate warjacks with ranged weapons, they look to be hard to integrate in the Journeyman league because of the way the points are added. I suspect that having a character warjack or two might also be important for the faction down the road. Overall, I like the MK2 box over the new one but believe Malekus can be a useful warcaster and the Castigator is a decent second heavy for him to have in his battle group.

The Journeyman League


The battlebox game looks a little tough. I have a slow heavy that is not as good as the other factions’ heavies. Malekus is not a big spell caster so the arc node (which Khador and the Rhules have not prepared me to play) isn’t much of a help, but he looks like he might be one of the better melee casters in the group from the battleboxes.

I have limited experience using light warjacks other than the gun bunnies that are position and shoot.

After skimming the forums, it looks like I would want to use the terrain to force the other players to move into me, hopefully goading them into a funnel so I can take on one at a time. Or have a free-for-all and engage their jacks/beasts and hope Malekus can eliminate their caster.

Khador looks like the toughest match in Week 1. I have their battlebox and Koslov is not a good one-on-one match-up with Malekus. My thought would be running Repenter around the heavies to try and do some damage (or kill him outright) before Makekus could take him on.

Week 2

I was initially going to add a Devout, but looking at the box and the challenges, I am leaning towards adding the Crusader for some punch. I’ll still be slow, but only Cryx looks like they can add a heavy.

Week 3

The Choir and a unit of Knights Exemplar look like my best option. I thought about adding a minimum unit of Exemplar Errants, but they just aren’t as useful as they used to be. This is when the army starts to feel like it is meant to. I have the Choir to help the warjacks.

Week 4

I plan to reduce the Choir to a minimum unit, add the Exemplar Cinerators, the Vassal, the Vassal Mechanik, and the Covenant.

Week 5

I was originally planning to add the Reckoner. I was running a point short because of the Devout but since replacing it with the Crusader, I now have 15 points to work with instead of 16. Unfortunately, 15 points doesn’t seem to be enough to work with to deal with my dearth of ranged attacks, unless I want to toss in a Redeemer for 11 to get the inaccurate ranged attacks. Luckily, I will have some time to see what is being played before making the final decision.

Week 6

I was going to add a minimum unit of Exemplar Errants but now I am not sure and will probably have a better idea after a couple of weeks of the league.


Advice?

This is where you come in. Any advice on playing the box? Are there tricks I should use and traps I can avoid? I plan on posting my experiences and what I learned, so hopefully the experienced folks will tell me how I am being a huge idiot and how I am doing it wrong or how I could improve on what I am doing.

Thanks in advance to anyone who has read this and is even thinking about offering advice.


Available Forces

Just as a reference for anyone who cares, here are the forces I have to work with here in the desert.

Unpainted figures are in italics. I just picked up another battlegroup from the two-player box for less than the cost of a new heavy – these are not included and are unassembled.

I don’t want to spend more money unless I really have to. Things I am currently willing to buy and might on a whim in the near future are some Wracks, a second Mechanik, and maybe a second Vassal. If I make it through the league and am still playing, I will look at other ways to expand as well. I picked up Amon because of all the jack-heavy lists I’ve seen with him and because the store had him and he was not too expensive. I am a little impulsive on my purchases.

Warcasters: Malakus, Kreoss1, Severius1, Amon.

Light Warjacks: Devout, Redeemer, Repenter x2 (1 unpainted), Revenger.

Heavy Warjacks: Castigator, Crusader, Reckoner, Templar, Vanquisher.

Units: Choir of Menoth, Daughters of the Flame, Exemplar Cinerators, Exemplar Errants w/Officer & Standard, Knights Exemplar x2 (one unpainted).

Solos: Covenant of Menoth, Exemplar Errant Seneschal, Hierophant, Knights Exemplar Seneschal, Paladin of the Order of the Wall, Vassal Mechanik, Vassal of Menoth.

Mercenaries

Units: Dannon Blythe & Bull, Herne and Jonne, Horgenhold Artillery Corps, Horgenhold Forge Guard, Lady Aiyanna & Master Holt, Ogrun Assault Corps.

Solos: Eiryss1, Eiryss2, Gorman Di Wulfe, Lord Rockbottom, Rhupert Carvolo.
Twitter Facebook
12 Comments
Mon Jul 25, 2016 2:56 am
Post Rolls
  • [+] Dice rolls
Recommend
6 
 Thumb up
 tip
 Hide

The return of steam and fury!

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
Warmachine and Hordes are back on my radar. (The latest editions are not yet in the database.)

Privateer Press released new editions late last month, retooling the game. Besides the core rulebooks for each game, they released a battle group starter box for each of the main armies that includes a warcaster or warlock and their battle groups and decks of army stat cards, which update all the released models to the new edition.

The awesome thing about these starters is they literally come with everything a new player would need to learn to play the game and have a small starter force with which to use when playing. Included in the box is a digest-size rulebook, which has all the rules. The book doesn’t include the fluff that the full book has nor does it include the huge chunk of army stats included in each book.

The box also has 10 focus/fury tokens and three spell tokens that are the same quality as the tokens they sell for each faction, though these are generic. The down side is they are a dark gray and any writing on the spell tokens with an erasable marker is going to be hard to read. There is also four dice (a nice quality), a laminated paper ruler, a 2’ x 2’ map that can be used when playing a smaller game (like battle box against battle box), a training manual which has a bunch of scenarios laid out to teach game concepts, and a faction-specific booklet.

The map is two-sided and has marks on one side that correspond to the training manual scenarios so it can be used to walk through the training using the models. The training manual has paper templates spray and area effect in it that are used in the game. These can be copied or cut out.

The faction booklet has a short story, tactics advice for using the figures in the box, a recommended army list to grow the force into, and a second army list using many of the same figures with a different warcaster/warlock. There is also a section on how to paint the figures to match the official studio style.

The starters retail for $40, which is 20% less than the previous starters which really only included the figures and none of the other goodies. I know a lot of people that would pay $15 or $20 just to have the rules digest. They are an amazing deal and really do included everything someone would need to learn to play the game.

I’ve picked up five of the faction decks and broke down and bought the Khador starter because I wanted to get their new warcaster. I built the figures the day I got them and they are in the mail to be painted.

Mike and I have been talking and e-mailing about the new edition, just as he’s also been reinvigorated to play Guild Ball and has bought another faction for that game to try. So it looks like I will be playing some miniatures in the future. From famine to feast.

I’m even considering playing with the unwashed masses (i.e., you and the rest of the public shake) if the Game Depot runs events.

One thing I learned which might interest experienced players. If your store ordered the pre-order launch kit they received a box of cards for the units that they can give out when they sell a figure so people buying the figures which were produced before the current release can get the current cards for the models. So when buying from your FLGS, ask if they have the current cards for figures.
Twitter Facebook
2 Comments
Fri Jul 8, 2016 3:10 am
Post Rolls
  • [+] Dice rolls
Recommend
5 
 Thumb up
 tip
 Hide

Painted minis and too many armies!

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb

As anyone (you know, the three of you) who regularly check out my musings knows, I've been buying all the limited army boxes released by Privateer Press for the Warmachine family of games. All of them. Eleven of them.

There's one problem with getting so many miniatures. I gave up painting a long time ago. I can do it and am not too bad. I was even paid a couple of times to paint for others. But I came to hate doing it. So now I pay people.

Currently, and for the last few years, I've been using Ken of Rogues Gallery Productions. I found him when I bought some figures off someone on eBay and asked who painted them because one of the figures needed touching up. He does really nice table-top quality paint jobs at a very fair price.

Over the years we've chatted through e-mail as well and he's a great guy. I'm pretty sure he's not a BGG user, so I wanted to toot his horn here and direct any of you who were looking for minis painters over to his Facebook page.

I know he's looking for more work right now as he finishes up my Circle Orboros army for Hordes along with some extras from the Two-player Battle Box. Those are the pictures I've spread through here which I just pulled off his page.

When these are done and in my sweaty hands, I will have the core eight factions painted with three more to go. I have a couple of minor things to finish building the Retribution of Scyrah army, the Convergence of Cyriss and Cephalyx armies are sitting in the boxes demanding to be built. I looked at some of the Cephalyx figure in blisters on the wall at the store this past weekend and really, really don't want to mess with the abundance of tiny metal arms on a few of the figures.

Ken's also painted Dreadball, Warpath, Guild Ball, Relic Knights, Pathfinder figures we use for the card game and some others I am sure I am forgetting.

I've also used regular BGG poster Michael Jordal for a couple of figures (awesome job!) and Euen McMurry, who painted most of my Trollbloods figures and a Malifaux crew. You couldn't go wrong with hiring any of them to do your painting.
Twitter Facebook
3 Comments
Wed Oct 14, 2015 8:43 am
Post Rolls
  • [+] Dice rolls
Recommend
9 
 Thumb up
 tip
 Hide

Awesome Terrain

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
I was looking for some neoprene mouse material to make myself some terrain to use for Guild Ball to represent rough ground or slick ground since most 3D terrain can make it hard to move figures or can eve make it impossible for some to stand on. Plus, the neoprene would be easier to transport.

Someone on the Guild Ball forums pointed me to the Neoprene Terrain and Zone Kit for Warmachine and Hordes Kickstarter which ends in about a month and they plan on shipping in November.

You can choose to order just the terrain or the zones, or combine them and save a little cash.

I just wanted to point it out for the more casual mini gamers who might not have heard it about it yet.

The terrain is pictured below.

Twitter Facebook
4 Comments
Wed Sep 2, 2015 3:46 am
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

AiO Battle 05: Fell Call of the Wild

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
Another battle using the army boxes.

I played the Trollbloods all-in-one army box force list:

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

Shawn played the Khador all-in-one army box force list:

Forward Kommander Sorscha Kratikoff (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War Dog (1 pt.)

Widowmakers (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Rocketeer (x3) (3 pts.)
• Winter Guard Officer & Standard (2 pts.)
Lady Aiyanna & Master Holt (4 pts.)

Kovnik Jozef Grigorovich (2 pts.)

Shawn wanted to play and I suggested the Khador army as being pretty straight forward, so he ran with them. I suggested some changes in his set-up and he ended up having almost everyone in the center, with the Widowmakers on one flank in a forest with Aiyanna and Holt by them with the intent to run up the flank. I was also bunched in the middle, though Trollkin take up more space than men.

Shawn ran the Demolisher up and tried to wipe out the Champions which were advancing up the middle. The nice thing about Trollkin is you can do 20 points of damage past his armor and he might still survive. Mine did, even after being wounded some by the Winter Guard and Widowmakers. He then found out how nasty Champions can be with Grissel's feat which gives the models extra attack dice, especially when the target is down a lot of armor. Scratch one Demolisher.


The Spriggan was in battle with the Warders and fared a little better, still having the lance arm left.

Over by the Demolisher, the Winter Guard also suffered at the hands of the resilient Champions and the Widowmakers were eliminated. The Blitzer managed to take out Holt and get in a pot shot on Sorscha, doing a fair amount of damage. It was looking hopeless, so Shawn charged Grissel with Sorscha, using up precious focus to maneuver so she could make the charge. In the end, she didn't have enough focus and Grissel had more than enough fury to prevent damage. Sure, the Blitzer had to die, but it was worth it as I finally scored a win with Grissel.

Sure, it was against someone who never played, but it was a win.

I am still not a huge fan of the Krielstone Bearers, but my biggest issues when playing these guys is making sure the beasts are free to roam. Having a bunch of 40 mm-based troops takes up a lot of space on the table and I never position my forces to give the beasts the room to wreak havoc on the enemy.

I will play a different army next time. Since I was teaching, I really wanted to play something I was familiar with. I would have played Cygnar, but I wanted to play the alternate list with pHaley and Thorn which needs the Aiyanna and Holt from the Khador list, so that was out. I believe I will either play Skorne or Cryx the next time.
Twitter Facebook
0 Comments
Wed Jul 8, 2015 2:30 am
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
0.05
 tip
 Hide

AiO Battle 04: Insurrection

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
This time I was playing Nick during what I hoped would be a day where several of us played multiple games, but it just ended up being Nick and I playing a game because real life and Father's Day weekend interfered.

I played the Trollbloods all-in-one army box force list:

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

The Retribution of Scyrah had just released and I hadn't quite finished building it, so Nick wanted to try out the Cygnar all-in-one army box force list:

Major Markus "Siege" Brisbane (-5 pts.)
• Avenger (9 pts.)
• Defender (9 pts.)
• Squire Solo (2 pts.)

Arcane Tempest Gun Mage Unit (6) (6 pts.)
• Arcane Tempest Gun Mage Officer (2 pts.)
Stormguard Unit (10) (9 pts.)

Journeyman Warcaster (3 pts.)

So Grissel was leading a force trying to force out some Cygnar forces that were encroaching on the territories that a Kriel claimed as their own.

When we set up, our deployment areas were a little small because the table we were playing on was not quite four feet by four feet. This is a pain when all the troop figures in a faction have 40 mm bases! I definitely felt crowded and suspect Nick might have as well.

He deployed his Stormguard in the center, the Arcane Tempest Gun Mages to my right, and the battlegroup to my left. Across from his battlegroup I deployed the Champions, then the Krielstone Bearer squished behind them and to the right. I deployed Grissel there with the Warders in the center and the two beasties to the left.

The entire battle amounted to a standoff in the center between the Stormguard and the Warders which did an admirable job standing their ground until Siege popped his feat and all hell broke loose. He dropped a ground pounder on Grissel and almost killed her in one shot. That turn Nick eliminated all but one of the Warders, three of the five Champions, and damaged the big beasties as well. The next turn he finished off Grissel with a shot.

I was definitely not used to playing a Hordes faction. I forgot that I could transfer damage from Grissel to a beast for a focus point and that would have let her ignore the big hit from Siege's attack on his feat turn. Another mistake I made was not keeping the Champions in base to base contact which gives them +2 armor which might have saved a model or two.

The Krielstone Bearer still doesn't seem worth the four points to give one unit +2 armor for a turn, and Grissel is just not my kind of warlock. I also did a poor job of positioning my beasts because they never really got into the fight nor made much of a contribution. Not having a way to ignore the terrain was also a hindrance. An Axer with their animus sure would have helped.

I'm looking forward to playing the Trolls again and trying out some of the other Hordes factions, specially the beast-heavy Legion of Everblight list. Alex was watching and stated a desire to play his Everblight again. It might be a while before we have another Warmahordes-friendly Saturday where a group can play, but I hope to play a few games here and there before we try another one.
Twitter Facebook
0 Comments
Tue Jun 23, 2015 2:25 am
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Upgrading the 35-point all-in-one army lists to 50 points

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
Here are the 50-point lists for the four base factions from both Warmachine and Hordes. I had done a detailed post on Khador for their 50-point list and their alternate 35-point lists and that was way too much work! So I'm posting the lists and commenting on them.

The ones which are red are the units that were added to the all-in-one box to bring it up to 50 points.

Warmachine factions

Cygnar

Major Markus 'Siege' Brisbane (-5 pts.)
• Avenger (9 pts.)
• Defender (9 pts.)
• Squire (2 pts.)
Alexia Ciannor & the Risen (Leader and 9 Grunts) (5 pts.)

Arcane Tempest Gun Mages (Leader and 5 Grunts) (6 pts.)
• Arcane Tempest Gun Mage Officer (2 pts.)
Black 13th Gun Mage Strike Team (4 pts.)
Rangers (5 pts.)
Stormguard (Leader and 9 Grunts) (9 pts.)

Journeyman Warcaster (3 pts.)
Reinholdt, Gobber Speculator (1 pt.)

This is an expensive list to get to 50 points: Alexia Ciannor ($64.99 retail), Black 13th ($16.99 retail), Rangers ($30.99 retail), and Reinholdt ($5.99 retail).

The Black 13th is another effective ranged attack unit, the Rangers would help the ranged attacking units, Alexia can be a machine that cuts through units like a hot knife through butter, and Reinholdt can give Siege an extra shot with his cannon. I still can't see buying all of this to boost the list to 50 points. I can see getting Alexia at some point because I didn't realize how good the unit could be for only five points.


Cryx

Wraith Witch Deneghra (-6 pts.)
• Leviathan Helljack (9 pts.)
• Nightmare Helljack (10 pts.)
• Nightwretch Bonejack (4 pts.)
• Nightwretch Bonejack (4 pts.)
• Skarlock Thrall (2 pts.)

Bane Riders (Leader and 4 Grunts) (11 pts.)
Bane Thralls (Leader and 9 Grunts) (8 pts.)
• Bane Thrall Officer & Standard (3 pts.)

Pistol Wraith (3 pts.)
Warwitch Siren Solo (2 pts.)

All that is added is the warjack and a couple of solos. Nightmare gains Stealth while in Deneghra's control area, so it's a good match. The Pistol Wraith is a solo-hunting machine, and the Skarlock Thrall is attached to Deneghra and can cast one of her spells each turn.

This is a list that I could easily see upgrading to the 50 points if we end up playing at that point level.


Khador

Forward Kommander Sorscha (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War dog (1 pt.)

Kayazy Assassins (Leader and 9 Grunts) (8 pts.)
Kayazy Assassin Underboss (2 pts.)
Lady Aiyana & Master Holt (4 pts.)
Widowmakers (Leader and 3 Grunts) (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Officer & Standard (2 pts.)
• 3 Winter Guard Infantry Rocketeers (3 pts.)

Kovnik Jozef Grigorovich (2 pts.)
Widowmaker Marksman (2 pts.)
Yuri the Axe (3 pts.)

I talked about this list in a long posting on expanding the Khador box. I already own the Widowmaker Marksman and Yuri and had planned on getting the Kayazy Assassins at some point, so I'll likely be upgrading this when I am done getting the army boxes and having them painted. As a 50-point list, I like what all three of the additions do for the list.


Menoth

Grand Scrutator Severius (-6 pts.)
• Redeemer (6 pts.)
• Reckoner (8 pts.)
• Vanquisher (8 pts.)
• Hierophant (2 pts.)

Choir of Menoth (Leader and 5 Grunts) (3 pts.)
Exemplar Errants (Leader and 9 Grunts) (8 pts.)
• Exemplar Errant Officer & Standard Bearer (2 pts.)
Holy Zealots (Leader and 9 Grunts) (6 pts.)
• Holy Zealot Monolith Bearer (2 pts.)

Exemplar Errant Seneschal (2 pts.)
Initiate Tristan Durant (3 pts.)
Rhupert Carvolo, Piper of Ord (2 pts.)
The Covenant of Menoth (2 pts.)
Vassal of Menoth (2 pts.)

The Exemplar Errant Officer & Standard Bearer is a nice addition though I suspect it means the wrath of God will rain down on the unit from the word go. I guess that could be a good thing since it means other things won’t be targeted.

The Holy Zealots and their Monolith Bearer make a nice, inexpensive unit of rabble that also sets things on fire and have the ability to get tougher when one of them is killed. They seem like a nice addition to the list as a tarpit to slow the progress of the enemy.

The Covenant of Menoth is a solo and it gives crazy protection to the friendly figures in its command range or stops enemies in the range from casting spells. All-in-all, it's an awesome addition to the list. I see more and more why Menoth is all about the buffs.

Initiate Tristan Durant is a journeyman warcaster and really should be assigned a warjack. Unlike the Cygnaran basic journeyman, Durant’s spells work on a model in his battlegroup alone, so I would want to assign one to him. I just don’t know which one it would be.

If I had bought this box, I could see myself looking into adding the additional models to bump the list to 50 points. The only additional model not used in the alternate 35-point lists is Durant and those add a warcaster, a warjack, and a mercenary (and I have both mercenaries already). See, I should have bought this one as well!


Hordes factions

Circle Orboros

Kromac the Ravenous (-4 pts.)
• Warpwolf Stalker (10 pts.)
• Ghetorix (11 pts.)
• Gnarlhorn Satyr (8 pts.)
• Gorax (4 pts.)

Tharn Blood Pack (10 pts.)
Shifting Stones Unit (Leader and 2 Grunts) (2 pts.)
• Stone Keeper (1 pt.)

Gallows Grove (1 pt.)
Gallows Grove (1 pt.)
Blackclad Wayfarer (2 pts.)
Lord of the Feast (4 pts.)

Ghetorix is a another Warpwolf which is better melee attacker than the Stalker and it can be bonded to Kromac. The Gallows Groves are terrific solos that Kromac can use to channel spells and prevents enemies from healing and making Tough rolls. The Blackclad Wayfarer can help fury management by allowing friendly models charge or make slams without being forced. The Wayfarer is also has a magic spray attack.

This would be a pretty easy to expand and everything additional works with what is already there.


Legion of Everblight

Saeryn, Omen of Everblight (-5 pts.)
• Nephilim Bloodseer (5 pts.)
• Angelius (9 pts.)
• Neraph (7 pts.)
• Scythean (9 pts.)
• Zuriel (10 pts.)

Blighted Nyss Striders (Leader and 5 Grunts) (6 pts.)
Spawning Vessel (Leader and 5 Grunts) (3 pts.)

Blighted Nyss Shepherd (1 pt.)
Blighted Nyss Shepherd (1 pt.)
Strider Deathstalker (2 pts.)
Strider Deathstalker (2 pts.)

At first glance this looks like a relatively inexpensive list to bring to 50 points, until you consider that you'll have to purchase some lesser warbeasts to add during the game as the Spawning Vessel creates them. So this is a pass unless I come into a bunch of mini-beasts. Zuriel looks like an awesome addition and a second Deathstalker can’t be a bad addition, so it’s possible I could change my mind.


Skorne

Supreme Archdomina Makeda (-5 pts.)
• Basilisk Krea (4 pts.)
• Molik Karn (11 pts.)
• Titan Gladiator (8 pts.)
• Aptimus Marketh (3 pts.)

Cataphract Incindiarii (Leader and 5 Grunts) (9 pts.)
Paingiver Beast Handlers (Leader and 5 Grunts) (3 pts.)
Praetorian Keltarii (Leader and 9 Grunts) (8 pts.)
Praetorian Swordsmen (Leader and 9 Grunts) (6 pts.)

Tyrant Commander & Standard Bearer (3 pts.)

Like the Trollbloods, they had only two large beasts in the initial box, but at least they got another warbeast in the Basilisk Krea. The Krea get plus points for having Eyeless Sight and causing Paralysis, but negative points because its animus targets itself and its Flank bonus doesn’t work in this list. Still, it seems like a decent enough beast. The Tyrant Commander & Standard Bearer is like having an über-powered Kovnik Joe because the Commander’s orders work on all friendly faction units or models.

The Keltarii are decent-enough models, but I still have nightmares from trying to assemble the Stormguard and these guys look like they might be just as cantankerous to assemble. I really don’t want to put the Keltarii together, so I’m likely to pass on expanding this box, though if they are a lot of fun to play I might change my mind.


Trollblood

Grissel Bloodsong, Fell Caller (-5 pts.)
• Dire Troll Blitzer (9 pts.)
• Dire Troll Mauler (9 pts.)

Kriel Warriors (6 pts.)
• Kriel Warrior Caber Thrower (Leader and 2 Grunts) (3 pts.)
• Kriel Warrior Standard Bearer & Piper (2 pts.)
Krielstone Bearer & Stone Scribe (Leader and 5 Grunts) (4 pts.)
• Stone Scribe Elder (1 pt.)
Trollkin Champions (Leader and 4 Grunts) (10 pts.)
Trollkin Warders (Leader and 4 Grunts) (8 pts.)

Fell Caller Hero (3 pts.)

I didn't like the Kriel Warriors when I used them in the past and mine are for sale. I would rather have seen the Fennblades plus UA and a Trollkin Sorcerer in place of the Kriel Warriors. The Fennblades have one less armor, but one more point of MAT and speed as well as having reach, doing two more damage when they hit and Vengeance, which lets them advance up to 3" and make a normal attack during the maintenance phase if they any member of the unit was destroyed or removed from play in the opponent's turn. Plus you would get the Sorcerer added, which is a handy little solo. The other loss is two less bodies, but I like the ability advantage over the numbers advantage.

The Stone Scribe Elder is a good single-point addition to the Krielstone Bearer unit and I was surprised that the Fell Caller wasn't used in the initial list because the bonuses and abilities it gives to the others is awesome.

In fewer words, I won’t be making this 50-point list or one of the alternate 35-point lists, which uses them. I might build the other list at some point, if I decide I would like to play with Grim Angus as the warlock.
Twitter Facebook
0 Comments
Wed Jun 17, 2015 7:55 am
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

AiO Battle 03: Cold Death

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
Nico and I got together to play a game. He has been a Cryx player every time he has played, so it was obvious who he would play.

I played Khador all-in-one army box force list:

Forward Kommander Sorscha Kratikoff (-6 pts.)
• Demolisher (9 pts.)
• Spriggan (10 pts.)
• War Dog (1 pt.)

Widowmakers (4 pts.)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts.)
• Winter Guard Infantry Rocketeer (x3) (3 pts.)
• Winter Guard Officer & Standard (2 pts.)
Lady Aiyanna & Master Holt (4 pts.)

Kovnik Jozef Grigorovich (2 pts.)

Nico played the Cryx all-in-one army box force list:

Wraith Witch Deneghra (-6 pts.)
• Leviathan Helljack (9 pts.)
• Nightwretch Bonejack (4 pts.)
• Nightwretch Bonejack (4 pts.)

Bane Riders (Leader and 4 Grunts) (11 pts.)
Bane Thralls (Leader and 9 Grunts) (8 pts.)
• Bane Thrall Officer & Standard (3 pts.)

Warwitch Siren (2 pts.)


I set up the board with a terrain feature in quadrant of the board, with one of them on the Cryx side being shallow water. The others were all forests. I didn’t put anything in the center of the board and that really had an effect on the game.

First, I had the extreme advantage in shooting and it made Nico and I both hesitant to try advancing through the middles of the field, but the terrain in the middle-area of each of the quadrants really forced us to congregate in the middle of the table.

I tried charging the Leviathan with the Spriggan while managing to scatter some AOEs from the Demolisher into the Bane Thralls. The Demolisher did his job, but the Spriggan ended up a bit short. The Leviathan and Deneghra managed to severely damage the Spriggan while the Bane Riders came to realize why the Demolisher is such a tank. Denegrha popped her feat, which left the Khadorans stationary.

The remaining Bane Thralls took out Master Holt while Lady Aiyanna was harder to hit. The Riders were unable to hurt the Demolisher too badly, thanks to poor rolls, and the Spriggan was finished off while Deneghra moved back to get out of the line of sight of the mostly-intact Winter Guard.

The Winter Guard then moved in, did some damage to the Leviathan while another group targeted one of the two remaining Bane Riders, boldly shooting into melee because they knew that they couldn’t harm the Demolisher, took out one of the Riders. Snezhok (a.k.a., Snowball), the War Dog, lined up and charged the other remaining Bane Rider and finished it off before bringing back a nice, large bone for Sorscha to throw for him during play time. She then moved up to make sure Deneghra was in the range of her feat, which she activated then cast Boundless Charge on the Demolisher, which then activated and charged, turning Deneghra into a pile of bone dust and goo in one hit.

We plan on playing again soon, with Nico keeping the Cryx, which is fine with me, and my playing one of the other all-in-one lists.

He needs to rely more on the Bane Thralls being hard to damage with ranged attacks and use them as a screen as they move to engage the enemy in melee combat. I think he should also have used the Bane Riders to charge into and try to eliminate the Winter Guard.
Twitter Facebook
0 Comments
Thu Jun 11, 2015 4:30 am
Post Rolls
  • [+] Dice rolls
Recommend
4 
 Thumb up
 tip
 Hide

Cryx all-in-one army overview

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
For the Cryx death is not an ending but a beginning. They are followers of the Toruk the Dragon Lord and masters of death. The whispers of their raiding parties strike fear into the hearts of townsmen and even the mighty armies of the Iron Kingdoms, because no one wants to become fodder for the experiments of the Cryxian Necrotechs or undead thralls in the armies of Cryx. Not all of their forces are undead. Some are servants and others slaves, though all but one of the non-'jack models are undead in this army list.

I've got limited experience against Cryx and just about everything in this list is new to me. Please let me know if there are errors or if you see something that the list can do that I didn't see.

Here is the contents of the all-in-one army box:

Wraith Witch Deneghra (-6 pts.)
• Leviathan Helljack (9 pts.)
• Nightwretch Bonejack (4 pts.)
• Nightwretch Bonejack (4 pts.)

Bane Riders (Leader and 4 Grunts) (11 pts.)
Bane Thralls (Leader and 9 Grunts) (8 pts.)
• Bane Thrall Officer & Standard (3 pts.)

Warwitch Siren (2 pts.)


Much of the army is Undead which means they will never flee and are not living models. You know, because most non-fashion models are alive!

Warcaster/Warlock

Wraith Witch Deneghra is the experienced version of the character which you might see referred to as eDeneghra. She's armed with a Magic Weapon that has Reach. The weapon has the Dark Banishment ability which allows Deneghra to place the hit enemy anywhere completely within d6" of its current location, plus 1" for each focus point Deneghra has.

Abilities

She's Undead and she can Cull Souls which means she gains one soul token for each living enemy model destroyed within 2" of her. When she replenishes focus during her next Control Phase each soul token is replaced by one focus point which lets her increase her focus beyond her focus stat. Also, because of Parry, Deneghra cannot be targeted by free strikes.

While she may be dead, she's still dead sexy! Her Seduction ability is an action that lets her take control of a living enemy non-warcaster, non-warlock warrior model in base contact with her. It allows her to make the enemy model make a full advance then make a normal melee attack.

Wraith Walker lets Deneghra gain Incorporeal, basically turning her into a ghost that can only be effected by magical weapons, magic attacks, animi, spells, and feats and makes her immune to continuous effects. She cannot gain Incorporeal two rounds in a row.


Feat

Web of Shadow is all about staking out the enemy for sacrifice for a round. When it is set off by Deneghra, enemy models currently in her control area suffer Shadow Bind, which gives the model -3 DEF. On top of that, the model can only change facing when it tries to move!

Spells

Deneghra has a bunch of spells which she can cast for the cause. The first, Curse of Shadows, is an upkeep offensive spell. The target model or unit suffers -2 armor and cannot make free strikes. Other models can advance through an affected model if they have enough movement to move completely past its base.

Ghost Walk makes the target model or unit Ghostly for one turn. A Ghostly model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. They cannot be targeted by free strikes.

Hellmouth is an area effect attack that does nothing if the caster fails to hit. If she does hit, all models within 3" of the model are pulled to it and then every model within 3" suffer a full power 12 damage roll. There is no half-power AOE here, buddy!

Another upkeep spell in Deneghra' s arsenal that targets enemy models or units is Marked for Death. The target enemy -2 defense and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. It also makes the target a shining beacon for friendly faction models which can target an affected model regardless of line of sight.

Pursuit is yet another upkeep spell in her spell book. It targets an enemy model or unit. If that target advances during its activation, immediately after ending this movement one model in Deneghra' s battlegroup that is in her control area can make a full advance.

Venom is a corrosive spray attack. It causes the Corrosion continuous effect.


The Battlegroup

The Leviathan Helljack has four crab-like legs which makes it different from most other heavy warjacks. Because of this it has Pathfinder, which is always a plus and it is Steady which means it cannot be knocked down. It's also Amphibious, which means it can move through water without penalty. It's armed with a Spiker gun and a Crushing Claw.

The Crushing Claw works like a normal fist or hand while the Spiker has a rate of fire of three, allowing it to fire up to three times a turn. The first time it fires would be part of the initial attacks and focus would need to be spent for the second and third shots to be taken. The Spiker has Burst Fire which gives it +1 to damage rolls against medium-based models and +2 against models with bases larger than medium.

The two Nightwretch Bonejacks are pretty basic light warjacks. They can attack by bashing, which might damage infantry and it has a gun called the Doomspitter. The Doomspitter has the Blaster ability which allows a point of focus to be spent to make the attack an AOE 3" attack instead of attacking a single target.

What sets the Nightwretch apart from every other warjack in the all-in-one boxes is it has an Arc Node. Arc Nodes allow warjacks to channel spells from their warcaster. The warcaster is the source of the spell, but range and line of sight is measured from the Arc Node so it effectively adds to the range of the spells and makes it easier for the caster to get a line on a target.


Units

The Bane Riders are the only cavalry unit in the all-in-one boxes and they have one of the highest armor values for units in the all-in-one boxes. They are Undead and have the Ghostly ability, which lets them advance through terrain and obstacles without penalty. They can advance through obstructions if they have enough movement to move completely past them and cannot be targeted by free strikes. They are armed with a cleaver which has Reach and Brutal Charge which gives them +2 to attack damage rolls and because they are cavalry they get +2 to their attack rolls, so they are at a total of +2 to both hit and damage!

Because they are cavalry, they have some special abilities. When declaring a charge, the cavalry model can ignore intervening models with a smaller base. If they come into melee range (1/2") of a model while making a charge, they attack with their mount and can destroy the smaller model, but can also end up being blocked or targeted by free strikes if they don't destroy the model. They can also make ride-by attacks, where they declare the target, move up to it, attack it, then finish their move.

The leader model has the Curse [Bane Riders] which allows it to target an enemy model or unit within its command range and Curse it. A friendly Bane Rider model charging a cursed model gains +2" movement and +2 to attack rolls against any cursed models. Curse lasts for one round and can only be used once per activation.

Bane Thralls are a fairly tough core unit that is just made stronger by the addition of the Bane Thrall Officer & Standard unit attachment. All the models are Undead and have Stealth, which prevents them from being hit by ranged attacks that are from further than 5" away. Any target within the melee range of one of the thralls also comes under the influence of Dark Shroud which reduces their armor by 2.

They are armed with a huge axe with which they are Weapon Masters and that makes them do an extra die of damage when they hit. So what does the officer and standard add? The officer gives the unit Dead Rise, which doesn't make a lot of sense until you see that the standard gives the unit Tough. Tough when a model is killed, it can make a Tough roll and is not killed if a 5 or a 6 is rolled on a single die. The figure is instead knocked down. Dead Rise lets knocked down models stand up during the Maintenance phase (at the beginning of the turn) and removes the stationary condition from models in the unit. So the unit just gets tougher to kill and can ignore effects that make them stationary.


Solos

Warwitch Siren Solo comes armed with a Shadow Blade which is a Magical Weapon that has Reach and Shadow Bind. Shadow Bind lasts a round and causes a model hit to suffer -3 defense and only allows it to change facing when it would normally move.

She has Stealth and her Magic Ability [7] is used for one of three abilities:

Power Booster is a special action that targets a friendly faction warjack within 5" of the siren. If the target has no focus points, it gains one focus point and if it was Disrupted, it is no longer Disrupted.
• The Siren has the same Seduction ability that Deneghra has.
Venom is a special attack which has a spray area of effect. Models hit suffer corrosion damage and the Corrosion continuous effect.

She also has Parry which means she cannot be targeted by free strikes.


Summing it all up

I wouldn't try and go toe-to-toe with the Khador warjacks or the heavy beasts of some of the lists because this list doesn't look to have that real heavy hitter which can crack armor and damage them. Deneghra can help out a lot because she can reduce armor with her spells, and the Nightwretches extend her range because of their arc nodes.

The Leviathan can be a nasty hitter, but remember that you will be running one heavy warjack against at least two heavies, unless you're up against the Convergence of Cyriss box, so you'll be outnumbered. Keep it safe until it's time to strike.

On the other hand, the Bane Thralls should be able take out a warjack if they are able to charge it because of the Dark Shroud's armor reduction and the extra damage from their having Weapon Master. The Bane Riders can hit hard, but knocking out a heavy jack might be a bit much to expect, especially since their own bases will end up blocking preventing too many others from being able to attack the same target.

Another way of reducing armor on targets for all your models is to first engage them with a Bane Thrall, whose Dark Shroud will reduce the target's armor for everyone.

The Siren works as a mini-Deneghra. Her weapon's Shadow Bind will make a model hit easier for someone else, to come in and hit the target, and if their armor has been reduced then they will also be easier to kill. Power Booster can be used to keep a Nightwretch moving along by removing effects on it and giving it a point of focus to spend and her Venom attack is a strong spray that can be used to clear out units

What the list really looks to do well is kill off the enemy meat shields to clear the way to kill the enemy warcaster. Also, because of all the Stealth in the army and the Tough nature of the Bane Thralls, they should also be pretty good at holding and contesting objectives in scenario play.
Twitter Facebook
1 Comment
Sat May 30, 2015 5:20 am
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Upgrading the Khador all-in-one army

Bobby Warren
United States
Glendale
Arizona
flag msg tools
designer
What are you looking at?
mbmbmbmbmb
I thought this was going to be short and then I kept typing and typing and typing...

Each of the all-in-one boxes comes with a card that has a suggested number of buys to take the army from 35 points to 50 points. There are also two alternative 35-point armies with different warcasters, some units from the all-in-one list, some from the 50-point list, as well as some additional figures to round out the alternate lists.

This is what is on the Khador card and some thoughts about them.

The items listed in blue are the units/models suggested by Privateer to make the list 50 points and the red ones are additional models suggested to make the alternate 35-point lists.


50 point list

Forward Kommander Sorscha (-6 pts)
• Demolisher (9 pts)
• Spriggan (10 pts)
• War dog (1 pt)

Kayazy Assassins (Leader and 9 Grunts) (8 pts)
• Kayazy Assassin Underboss (2 pts)
Lady Aiyana & Master Holt (4 pts)
Widowmakers (Leader and 3 Grunts) (4 pts)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts)
• Winter Guard Infantry Officer & Standard (2 pts)
• 3 Winter Guard Infantry Rocketeers (3 pts)

Kovnik Jozef Grigorovich (2 pts)
Widowmaker Marksman (2 pts)
Yuri the Axe (3 pts)

The Kayazy Assassins have the Stealth, Backstab, Gang, and the Parry abilities. They are armed with a sword and nothing else. A rundown/reminder of their abilities. Stealth means ranged attacks beyond 5" miss; Backstab gives them an extra damage die when they attack from behind; Gang gives them +2 to hit when attacking a model in melee range of another model in the unit; and Parry allows them to move freely in the melee range of enemies because they can't be targeted by free strikes.

Sounds cool, huh? But wait, there's more. The Kayazy Assassin Underboss is the unit attachment and he whips his backstabbing rogues into shape. The best thing he does for them is bestows Tactics: Duelist which gives the unit +2 defense against melee attacks. He also has Kill Stroke which he can use once per game. Kill Stroke allows the unit to move through models if they have enough movement, ignore intervening models when declaring a charge, and bestows the same ability as Parry. So the enemy warcaster is shielded by a wall of troops and warjacks? No worries, he's still dead when the boss says he's dead! He's also Tough, but doesn't share that ability with the rank and file. How do you think he survived long enough to be the boss?

The Widowmaker Marksman is better version of the Widowmakers. He has Stealth and Swift Hunter, which lets him advance 2" after destroying an enemy model. He also bestows Swift Hunter on any Widowmakers within his command range.

Yuri the Axe is a stone cold killer. He has Advance Deployment, Fearless, Pathfinder, Camouflage, Elite Cadre [Kossite Woodsmen and Manhunters] (ignored in these lists), and Treewalker. He's armed with a big axe and has Reach and Weapon Master with it along with the ability to make a special attack called Thresher.

Advance Deployment lets him set up after normal set-up and up to 6" beyond the normal deployment zone. Fearless means he never flees; Pathfinder means he can move through rough terrain as if it were normal terrain; Camouflage means he gets +2 defense when he has Concealment or Cover; and Treewalker allows him to ignore forests when determining line of site and, while he is in a forest, he gets +2 defense against melee attacks and can move through other models as long as he has enough movement.

Weapon Master means he gets an extra die of damage when attacking with his axe. The Thresher special attack allows him to make an attack against every model in his line of site and within his 2" Reach.


Alternate 35-point List 1

Supreme Kommandant Irusk (-5 pts)
• Spriggan (10 pts)
• War Dog (1 pts)

Kayazy Assassins (Leader and 9 Grunts) (8 pts)
Kayazy Assassin Underboss (2 pts)
Widowmakers (Leader and 3 Grunts) (4 pts)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts)
• Winter Guard Infantry Officer & Standard (2 pts)
• 3 Winter Guard Infantry Rocketeers (3 pts)

Widowmaker Marksman (2 pts)
Gorman Di Wulfe, Rogue Alchemist (2 pts)


Supreme Kommandant Irusk

This is the experienced version of Irusk. He's armed with a hand cannon and a sword that is a Magical Weapon.

Abilities

Irusk has three really useful abilities, beginning with Martial Discipline. It allows friendly living faction warrior models with small or medium bases ignore friendly faction warrior models in this Irusk's command range when determining line of site, and lets them advance through friendly faction warrior models in his command range if the model has enough movement to do it.

Total Obedience gives living (non-warcaster) models in his command range the Tough ability.

He also has Warjack Bond which lets him bond with the a non-character warjack in his battlegroup (the Spriggan in this list). The warjack gains +2 defense and cannot be knocked down. Since it is bonded, it can also be allocated an additional point of focus.

Feat

Desperate Ground Friendly Faction models currently in Irusk's control area ignore cloud effects and forests when determining line of sight and they gain Pathfinder. Knocked down models immediately stand up. Enemy models/units beginning their activations in his control area suffer -2 speed and cannot give or receive orders. Desperate Ground lasts for one round.

Spells

Airburst is an offensive spell that targets any model in Irusk's control area, ignoring line of sight. Airburst also ignores cover, concealment, elevation, and Stealth. All models hit suffer the same power damage roll, so nothing is halved here.

Artifice of Deviation is a 5" area anywhere completely in this model's control area. Friendly models in the area gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the area as rough terrain and the effects last for one round.

Battle Lust gives a friendly faction warrior model or unit Fearless and an additional die on melee damage rolls for one round.

Energizer allows Irusk to spend up to 3 focus points to cast it. Models in his battlegroup that are currently in its control area can immediately advance up to one inch for each focus point spent. It can be cast only once per turn.

Fire for Effect is an upkeep spell that lets a friendly facito0n model boost the attack and damage rolls of its first ranged attack each activation.

Tactical Supremacy is an upkeep spell that lets the target model or unit advance up to 3" after all models have ended their activations on Irusk's turn.

The solo model, Gorman Di Wulfe, Rogue Alchemist is a popular dude. He's used in this alternate list as well as one of the alternate Menoth lists. He's armed with alchemical grenades and stiletto. He has Immunity: Corrosion Immunity: Fire, Stealth, and an Alchemical Mask which lets him ignore gas effects as well as ignoring cloud effects when determining line of sight and resolving attacks.

As a special action he can place Smoke Bombs which are a 3" area cloud effect that's center point must be within 1" of Gorman and remains in play for one round.

Whenever he makes a ranged attack, he chooses one the following effects for the attack:

Acid Bomb: Models in the area are hit and suffer corrosion damage and the Corrosion continuous effect.
Black Oil causes no damage. Instead, models in the area are hit and suffer Blind for one round. They cannot make ranged or magic attacks, suffer -4 MAT and defense, cannot run or charge, and must forfeit either movement or their action during their next activation.
Rust also causes no damage. Instead, warjacks in the area are hit and suffer -2 armor for one turn.



Alternate 35-point List 2

Vladimir Tzepesci, the Dark Champion (-5 pts)
• Spriggan (10 pts)

Kayazy Assassins (Leader and 9 Grunts) (8 pts)
• Kayazy Assassin Underboss (2 pts)
Kayazy Eliminators (Leader and 1 Grunt) (3 pts)
Widowmakers (Leader and 3 Grunts) (4 pts)
Winter Guard Infantry (Leader and 9 Grunts) (6 pts)
• Winter Guard Infantry Officer & Standard (2 pts)
• 3 Winter Guard Infantry Rocketeers (3 pts)

Widowmaker Marksman (2 pts)


Vladimir Tzepesci, the Dark Champion

Like both Sorscha and Irusk, this is the experienced version of Vlad. He's armed with a Magical Weapon sword that has Reach. It also has the Balefire ability, which adds an additional damage die against undead models. Cryx beware!

Abilities

Blood Trials: When Vlad suffers damage points from an enemy attack, he gains one blood token. During your next Control Phase replace each blood token with 1 focus point.

Defensive Strike: Once per turn, when an enemy model advances into and ends its movement in this Vlad's melee range, he can immediately make one normal melee attack against it.

Might of Kings: When Vlad is first damaged, he gains + 1 speed, strength, defense, and command for the rest of the game. If he is reduced to 10 or fewer unmarked damage boxes, the bonus increases to +2 for the rest of the game. If he is reduced to 5 or fewer, this bonus increases to +3 for the rest of the game. These benefits remain even if Vladimir heals. To stop cheesy tactics, if a friendly model damages him with an attack, Vladimir loses Might of Kings for the rest of the game.

Feat

Blood Legacy lets Vlad choose d3 + 3 friendly faction non-character warrior models currently in his control area. Those models gain +3 added to their speed, strength, MAT, RAT, defense, armor, and command for a round.

Spells

Vlad is an upkeep spell machine.

Assail is an upkeep spell that targets a friendly faction warjack and then it can charge or make slam or trample power attacks without spending focus. The warjack gains +2" movement when it charges or makes a slam or trample power attack. Models slammed by the target warjack are moved an additional 2".

Hand of Fate is an upkeep spell. Target friendly faction model or unit gains an additional die on attack and damage rolls. The lowest die from each roll is discarded.

Martial Paragon is an upkeep spell which Vlad casts on himself. Vlad gains an additional die on melee attack rolls and he cannot be targeted by free strikes.

Razor Wind, which is the same spell Sorscha has.

Transference is an upkeep spell. While in Vlad's control area, friendly faction non-warcaster warrior models can spend 1 focus point on this model to boost a melee attack or melee damage roll during their activations.

Wind Blast: Vlad places a 5" area anywhere completely in his control area. Cloud effects overlapping the area expire. Models suffer -3 RAT while within the area. The area remains in play for one round.


Kayazy Eliminators are a small, two-woman unit. They have Stealth, Acrobatics, Duelist (like the tactic given by the Underboss), Gang, and Side Step. They are armed with two Assassin Blades which they can use the Combo Strike special attack, combining both their power plus the strength of the model into one attack.

Acrobatics lets them move through other models as long as they can get completely past them as well as being unable to be targeted by free strikes. Side Step lets the model move 2" after it hits with either an initial or special attack and also prevents them from being hit by free strikes when they are making the advance.


Conclusion

I don't know if I would build the two alternate 35-point lists. I like having more than one warjack. Warjacks (and warbeasts) are why I was interested in the game in the first place.

I will likely buy the Kayazy Assassins and Underboss to make the 50-point list once I am done with the rest of the armies. I can see using the Kayazy's to get into melee with units and even small beasts and warjacks and really messing them up. The Widowmaker Marksman just makes the Widowmakers a little better than they already are, and Yuri can clean up units, small beasts and annoying solos himself.

Irusk looks like an awesome warcaster and his spells and abilities really do help the infantry-heavy list. If I pick up the Kayazy as I probably will, he'd be all that is missing from the alternate list. I can see myself using him in normal games from time to time, so I just might end up having everything for the list after all. While I like adding the Widowmaker Marksman, I think have Kovnik Joe would be a better choice in most cases. However, Irusk will give the Winterguard, and every other living model in his command range Tough so it might work out.

Vlad also supports his infantry but doesn't give Tough, which helps the Winterguard be their best. He allows them to be more effective if he puts Hand of Fate on them. The Kayazy Eliminators are a nice addition, but could have been replaced by Yuri from the 50-point list for a similar effect on the overall list.

I prefer the original list over the two alternate lists but can see playing them. Should we graduate to 50-point lists, I can see trying out the one suggested.
Twitter Facebook
0 Comments
Fri May 22, 2015 2:55 am
Post Rolls
  • [+] Dice rolls

1 , 2 , 3 , 4 , 5  Next »  [6]

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.