Friday, August 20, 2010 

Ride the Lightning!

Summer Rampage kicked off at our store today, and I managed to get a couple of good games in. I'm still in getting back into the swing of the game, but I had a far better showing this week than last time. My first list was all about trying out some of the new toys my faction has (most notably the Firefly and the Stormblade Storm Gunner), and the matchup looked something like this:

My Army (50):
  • Epic Nemo
  • Squire
  • Thunderhead
  • Stormclad
  • Firefly (x2)
  • Stormguard (Max)
  • Stormblades
  • Stormblade UA
  • Storm Gunner (x2)
  • Stormsmith (x3)
Ian's Khador:
  • Epic Butcher
  • War Dog
  • Juggernaut (x2)
  • Kodiak (x2)
  • Marauder
  • Spriggan
  • Doom Reavers
  • Grey Lord Escort


You could call it a theme list, although the inclusion of the Storm Blades invalidates it as a eNemo tiered list. The idea was to build something completely lightning-proof, so I could wade in with Thunderhead pulsing and units flinging electroleaps without fear of hurting my old models. In fact, the squire is the only model that is not lightning immune in the entire list, and hopefully I can keep him far enough back that it won't matter.

That's a lot of Khadoran heavy armor...

The Game Plan: I intended to deploy the two fireflies on the flanks and run them up field, hoping to set up early game triangulations with the stormcallers and take advantage of eNemo's Elite Cadre. Nine POW 12 damage rolls that cause disruption every turn is nothing to sneeze at. The Stormclad will get Lightning Shroud, making him a POW 19 wrecking machine, while the Thunderhead will get Failsafe, adding much needed +2 armor and ensuring he stays in the fight until the end. Polarity Shield goes on the Stormblades, as I really wanted to make sure they get their assault order off, and the Stormguard already have Set Defense. I should have more than enough melee with lots of arcing electricity to take care of troopers, and I have high enough POWs that they are even a threat to 'jacks. I need to keep heavies disrupted to minimize their effectiveness, and use lightning bounces (even if it is off of my own infantry!) and stormcalls to take out stealthy or high defense models. This is not a assassination list, it is an annihilation list: Instead of going right for your caster, I'm going to try and kill your whole army, and then your caster.

How did it work out? The list played well, and worked (for the most part) the way I hoped. The Fireflies let all three stormcallers get triangulation attacks off on the start of the second turn, and they managed to kill off an entire unit of doom reavers, with the exception of the Koldun Escort, who went on to make SEVEN tough checks in a row. I forgot to give the assault order, so my Stormblades only got off a regular charge, but at POW 15 they were able to inflict impressive damage, serious crippling two Khadoran heavies. Everything else worked as expected: My heavy 'jacks did their job, and (with infantry support) they could take out Khador heavies quickly without too much problem (although I let the Thunderhead get into melee, which is something I wanted to avoid). My stormsmiths were able to keep almost everything disrupted, which took off quite a bit of pressure.

The Epic Old Man will tolerate no bullshit!

What I didn't count on was eButcher. We don't have a ton of Khador players locally, so I don't get much practice against them, and I have never played against eButcher. His feat turn is absolutely miserable. He almost single handily wiped out my army, and then his rage tokens allowed his jacks to clean up almost everything else. I was left with eNemo, a couple of stormsmiths, a single stormblade and a firefly. So, I did the only thing I could do - I pulled a point of focus off of the squire, and I charged the Butcher! (Remember: Nemo's weapon has powerful attack, so one focus automatically boosts both attack and damage rolls.) I hit the Butcher with four boosted POW 13 attacks, and took him down to about 4 wounds, I feated, used focus matrix to take the three focus off my remaining Firefly, and used it to finish him. I stood there stunned... The old man had just melee soloed the Butcher!

These are the models the Butcher managed to kill on his feat turn.

Thoughts on the List: I didn't run this list with an arc node, which meant Nemo needed to buff his jacks early and upkeep them, which worked out okay. I also didn't take a Journeyman, which is normally automatic - while I missed the armor buff, I'm glad I didn't give up one of the fireflies to get him - the mass of triangulations was more than worth the trade. I do wish I could fit Strangewayes in - I hate spending so much on the Thunderhead and not having a way to keep it patched up. That being said, I don't think I would change anything at this point - the list played great and was a ton of fun. I'll definitely play it as-is a few more times before I make any adjustments. My final lesson: Don't underestimate an eNemo assassination! With a squire and 'jacks on his feat turn, eNemo can make EIGHT POW 13 attacks, boosting both the attack and damage rolls. If Nemo can take out the Butcher on his own, he can take out anyone.

My second game was supposed to be a quick 35-point pickup game that ended up going almost three hours. It was my first chance to face off against Lord Carver, a pair of War Hogs, Rorsch and Brine, and a bunch of Farrow Brigands. The offensive output of the farrow wasn't awesome, but they have great survivability: Carver has a solid spell selection, and the War Hogs are melee monsters, and with the tough rolls on the farrow the whole army was just a pain to kill - and it took a long time. Our lists looked something like this:

My Army (35):
  • Prime Stryker
  • Squire
  • Lancer
  • Ol' Rowdy
  • Journeyman
  • Sword Knights (Min)
  • Sword Knight UA
  • Centurion
  • Trencher Commandos (Min)
Josh's Thornfall:
  • Lord Carver
  • War Hog (x2)
  • Rorsch & Brine
  • Farrow Brigands (Max)
  • Farrow Brigands (Max)




It's ironic that a model with Batten Down the Hatches would die to being knocked down and buried under commando grenades, but that is how this one ended. As can happen in Hordes vs. Warmachine, once his War Hogs were down, his fury dried up, and he was forced to either play offense or drag it out the eventual loss. For me, MVP honors were split between Ol' Rowdy, who just owned the middle of the board with counter-charge and grudge, and my trencher commandos, who took out a whole unit of farrow brigands without suffering a casualty. They are truely awsome.

A good start to the rampage - I left the store last night the top of the league ladder... I'm sure that will last until about...now. Still, it's fun to be on top, even if only for a moment.

Oh, yeah - 13 days until PAX!

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Sunday, August 15, 2010 

Full-Spectrum Geekdom

PAX is only 18 days away, and my geek is in overdrive - and what a great time to be a geek!  StarCraft 2 is finally out, and is every bit a polish and fun as I hoped it would be.  I've been spending a good amount of time with ol' Jimmy Raynor trying to bring peace and prosperity to the colony worlds.  

Getting back to the painting table, I finally finished up my trencher cannon crew, leaving only one more chain gun crew before I've finally finished all of my basic trenchers (10 trenchers, officer, sniper, 3 grenade porters, 2 chain gun crews and a cannon crew!)  I still have 10 trencher commandos, 3 scatter gunners and 2 master gunners to go, but they are going to have to wait for a while.

Trencher Cannon Crew - almost done with trenchers!

I've got two Fireflies put together and primed, so they may be next to hit the table.  After reading the Mercs book, I also picked up Rutger Shaw, Taryn di la Rovissi and a Nomad to make a three-model mobile jack-wrecking crew.  It probably isn't the most powerful combination, but for 9 points it's a quite of bit capability for a Cygnar army, and more importantly, I just loved the fluff behind those two characters, and wanted to put them on the table.  (Plus, it is kind of fun to reproduce the cover of the old Iron Kingdoms Character Guide.)

I thought all the warmachine news from GenCon looked promising.  I'm not sure what I think of the War Engines yet, but knowing the Privateer Press folks, they will be cool.  I love the idea of upgrade kits to turn the standard plastic kits into character jacks.  I was also completely stoked for a new Cygnar Morrowan warcaster.  Ever since Bobaferret went to work at the mothership I've been harassing her to convince them to give me a Morrowan heavy warjack, and now it seems like that might just happen!  My speculation: she'll be an anti-magic troop caster, but we'll see.

I'm starting to whittle down my short list of board games to take to PAX for late-night gaming.  Last year Battlelore was a hit, so that one is automatic.  I finally broke out Small World with the kids today, and it was a blast!  It does everything that I want from a convention game - it plays well with as few as two people or as many as 5, it plays relatively fast, and it can be easily taught to new players within just a few minutes, so I'm thinking it makes the cut as well.

Small World - watch out for those damn Flying Halflings!

And finally, I just finished reading Leviathan by Scott Westerfeld, and thought it was a great read. The book tells the story of an alternative WWI history, where the Germans and Austrians developed walkers in the place of tanks, while the Brits depend on genetically-engineered creatures, including a gigantic airship created from a massive hydrogen-filled whale that lends the book it's title. It is a fantastic steampunk adventure, and I couldn't stop thinking about what a great big-box board game it would make. Playing the Clankers vs. Darwinists in a battle for Europe would be a blast.

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Sunday, August 01, 2010 

Taking My Lumps

This week I managed to sneak in my first Warmachine game in over a month, and only my second in almost two months.   It seems that time away from the dice will make you soft, and when you get soft, Warmachine will shit you out dead with zero warning.  I have apparently become marshmallow-soft.

I went into the game with a general plan for my list, but once we started rolling dice, I forgot damn near everything.  My order of operations was horrible, I messed up the basics basics (like ordering shield wall on my Precursors) and I forgot to pop eHaley's feat during turn two.  And again on turn three.  Or at all.

A really bad picture of a really bad game.  At least I'm consistent.

I finally rallied near the end, and in a well executed turn I almost took out Ashlyn by using Thorn to channel telekinesis, pulling Ashlyn out of the woods she was hiding in, and spinning her around for the back shot.  Unfortunately, it took two attempts (boosted) to land the spell against her DEF23 (+2 for Concealment, +2 for elevation, +2 from Quicken), which means I didn't have enough left to cast Temporal Acceleration on the Defender to get the double-tap.  He hit her (now a reasonable DEF 17) and took her down to 1 wound, but without a second shot I couldn't finish the job.

I was so frustrated with my game that I was about ready to just leave my minis on the table with the note that said "Free Army."  I ended up packing them up anyway, and the next day I just couldn't stop thinking about all of the mistakes I made, and all of the opportunities I missed.  Funny thing is, rather than being demotivating, it had exactly the opposite effect.  I was suddenly consumed with thinking about the game again - lists to play, ideas to try, on and on... Since then, I've been back at the hobby table, assembling and painting like mad and getting ready to get my A-game back.  I had football coach back in the day that was fond of saying, "Boys, you can't love to win until you hate to lose."  I guess that's the hallmark of a great game:  Winning is fun, but losing is motivating!

At the painting table, I'm trying to finish up the last of my trencher weapon crews.  While I still need to get to the commandos, I really, really need a break from painting trenchers.  With all the UAs and weapon attachments in MKII you can find yourself looking at a 15-model unit, and with that many models it becomes easy to get bogged-down and burnt-out painting such large bunches of the same thing.  To get back on track, I'm going to get these weapon crews done and move off to painting some singles, and hopefully get some variety back.  It's time to paint warjacks and solos and have some fun with it.  I'm even considering (GASP!) using a commercial painting service to do some of these big units that I just don't want to paint (although I haven't been able to bring myself to pull the trigger yet.)

In other news, I finally ordered a big batch of fleet-scale fighters from Studio Bergstrom for use with my Firestorm Armada ships!  These little ships look great, and have an amazing amount of detail considering that each one is only about 3/8 of an inch wide.  I plan to mount 3 each to a 20mm square base to represent my various wings.

From left to right:  Assaulter, Bomber, Fighter, Interceptor

Finally, we are only 32 days away from PAX Prime!  I've had all of my arrangements made for months, but as it gets closer I find that I'm getting really excited.  I'm signed up for several sessions of D&D, and looking forward to playing in my first mini-campaign.  We had a great time last year, and took a suitcase full of games.  Now I need to decided what gets to go along this time around.  Let the games begin!

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