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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.

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AiO Battle 04: Insurrection

Bobby Warren
United States
Glendale
Arizona
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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.
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Tue Jun 23, 2015 2:25 am
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Upgrading the 35-point all-in-one army lists to 50 points

Bobby Warren
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Glendale
Arizona
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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.
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Wed Jun 17, 2015 7:55 am
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AiO Battle 03: Cold Death

Bobby Warren
United States
Glendale
Arizona
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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.
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Thu Jun 11, 2015 4:30 am
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Cryx all-in-one army overview

Bobby Warren
United States
Glendale
Arizona
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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.
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Sat May 30, 2015 5:20 am
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Upgrading the Khador all-in-one army

Bobby Warren
United States
Glendale
Arizona
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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.
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Fri May 22, 2015 2:55 am
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AiO Battle 02: Lightning Strikes

Bobby Warren
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Glendale
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Mike and I played again and this time I took Cygnar and Mike got to play the fully-painted Khador. He's still not built his Menoth and I hope he does soon so I can whine about facing the abominations they are.

My 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.)


Mike's 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.)


We each had a forest on our side. There were two buildings, one on each side of the middle of the board to the left and right sides of the board with some fence pieces between them.

Mike went first and he moved up, placing his Widowmakers at the edge of his forest which was on my left, the Winter Guard up to a fence, and the warjacks, Sorscha, and the rest up the side to my right.

I ran my Gun Mages partially into the forest on my left, the Stormguard up behind a fence, and the rest up my right side with the building between our two battle groups.

Mike moved up with the Winter Guard and removed some of the Stormguard. His Widowmakers missed the Stormguard. My next turn I moved up the Gun Mages and removed one of the Widowmakers.

I moved the Stormguard from behind the wall but not far enough to be able to attack them. Mike then managed to thin out the Stormguard, but they survived and managed wipe out most of the Winter Guard, who then whittled the Stormguard down to one model. I had also hit the Winter Guard Rocketeers with the Avenger's gun after thy managed to hurt Siege.

After the Gun Mages finished off Widowmakers they moved towards the center of the table and got off a shot at Kovnik Joe and managed to hurt him.

Siege tried using the Ground Pounder attack from his gun to catch Sorscha who was on the other side of the building, but the cover she got from the building caused the surprise attack to miss. That was the one time Sorscha was threatened.

Mike's warjacks split up around the building. I blocked the Spriggan with the Journeyman Warcaster so the Defender would get into position to hit it. The Avenger moved in to hit the Demolisher. The Journeyman managed to avoid a couple of attacks from the Spriggan before he was demolished. The Spriggan tried one last attack on the Defender.

That’s when the Defender was able hurt the Spriggan quite a bit, crippling the cortex so he wouldn’t be able to use focus. The Avenger did some damage to the Demolisher, but not enough to cripple anything. I decided to run up to the Demolisher with Siege to beat on it, but I failed to disable it and Mike finished off Siege on his turn.

Yeah, I should have moved back and shot the Demolisher and not left Siege vulnerable. I also should have popped his feat before attacking the warjacks with my warjacks. I would have done a lot more damage.

In the end, I cost myself the game, but I wanted to hit with Siege and try and make something happen.

I liked the way the Arcane Tempest Gun Mages worked towards thinning out and eventually wiping out the Widowmakers. If I had played smarter, they would have begun to threaten Sorscha and shifted the game to my advantage.

If I had placed the Stormguard better, I think I would have been able to damage the Winter Guard before they were hit, though the Widowmakers might have done significant damage to them.

Still a lot of fun though I am still unsuccessful when trying to beat the Khador armies.
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Fri May 15, 2015 7:44 am
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AiO Battle 01: Hammer and the Swan

Bobby Warren
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Glendale
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I finally get a chance to play a battle with the armies from all-in-one boxes released by Privateer Press over the last few months. The original plan was to play against his army, but he hadn't had the chance to finish building his Menoth and I had just finished building the Cygnar list. Mike is not a fan of mixing Hordes and Warmachine, so that meant one of us was going to play the unpainted Cygnar against Khador.

I was really interested in trying out either force and know I will be able to play either one at any time. Mike didn't have a preference so we randomly determined side.

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.)


Mike played 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.)


The fist thing which became obvious to me after starting, is I placed my fores poorly and talking to Mike he felt he made errors in placement as well. The center of the board funneled into a space between two buildings, and there wasn't enough room for me to move my Winter Guard through it.

On my Right flank, Mike had his gun mages and I had Lady Aiyanna and Master Holt. Her ability to give them stealth allowed me to pick off a couple of gun mages early on, and when Holt got into melee combat with them it was over.

Mike moved one of his heavy warjacks over to support them and I countered with the Demolisher. He did manage five points of damage on my warjack, but then I was able to destroy it, clearing that side.

Meanwhile, my Widowmakers cowered after taking casualties, but the Winter Guard was able to pack in the hole, and tie up the other Cygnaran. Then they were able to loose their spray attacks and decimate the Stormguard. As the two heavy warjacks moved in from the flank we called the game.

Thinking it over, it probably would have been better if I had played Cygnar since Mike was more familiar with Khador and he hadn't played the game since probably the last time we played in May 2012. That being said, we both enjoyed playing again and getting our feel back for the rules.
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Sun May 3, 2015 5:33 am
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Cygnar all-in-one army overview

Bobby Warren
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Glendale
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Okay, okay. So I broke down and bought the Cygnar box. I am weak, take my money.

Cygnar is the most technologically advanced nation in the Iron Kingdoms. They are nation everyone else wants to be or possess and some might even say they are the good guys. Their armies use lots of gunfire and electrical attacks to soften up the enemy.

They are another one of the armies I have never seen played, though I did look at playing them for a little while when I first got back into Warmachine a few years back.

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

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.)


Warcaster/Warlock

Major Markus "Siege" Brisbane looks to be pretty vanilla as far as warcasters goes. He has decent stats, nice spells, a good feat, and his weapons are good, if not shining examples of warcaster armament. He's armed with "Havoc," a big hammer that is also a Magical Weapon which has the Critical Smite ability which may slam the target directly away from Siege if he rolls a critical hit.

While Havoc is nice, the Rocket Cannon is even better. Besides being able to place a normal shot Siege can make the Ground Pounder attack order which lets him place a 4" AOE completely within the 14" range of the gun and then lets him roll to everything under it with a fairly high AOE power 12 attack.


Abilities

Some figures in the game are so cool they don't need special abilities. Siege is just one of those badasses. That, or he already has enough to do that he just ignores.


Feat

His Breach feat solves the problem I've seen mentioned as Cygnar's biggest: they don't have a way to crack high armor. This halves the base armor value for any enemy model in Siege's control area for the next time that model is hit for the next round. So make sure the big target is within his control area when the move is made to crush it.


Spells

Explosivo turns a normal ranged attack into a 3" AOE and makes the weapon a Magical Weapon for the attack. The limit to this is models not directly hit by the attack only suffer the normal blast damage and do not suffer any other effects of the attack. The attack modified by Explosivo cannot be a spray attack and the attacking model cannot participate in combined ranged attacks. Explosivo only works on the model's next attack and will expire after a turn.

The Force Hammer is an attack that slams the target d6" directly away from the spell's point of origin.

His Foxhole is a 5" AOE anywhere completely in his control area that gives models completely in the AOE cover and they do not suffer blast damage. Models in the Foxhole do not block line of sight.

Mage Sight is a 5" AOE placed completely in Siege's control area that allows models in the battlegroup to ignore forests and cloud effects when drawing a line of sight to models in AOE and it allows the battlegroup to ignore Stealth when attacking those enemies.

Rift causes the area in the 4" area of effect to become rough ground for a round, as well as being a fairly strong attack spell. It can be used to both damage and slow down the advance of the enemy


The Battlegroup

Both of the warjacks have big guns and big melee beat sticks that mess with enemy warjacks.

The Avenger's gun is a Seismic Cannon which has a 4" area of effect and the Quake special ability which knocks down any enemy model hit when there was a direct hit against the target. Its hand-to-hand weapon is a Stun Blade that Stalls a warjack hit it. While a warjack is suffering the Stall condition, its base DEF becomes 7 and it cannot run or charge.

The Defender has a slightly lower armor and slightly higher defense than the Avenger. Its gun doesn't have any special abilities, but it's Shock Hammer automatically does one damage to a cortex box of a warjack it hits thanks to the appropriately-named Cortex Damage ability. The gun would make a good option for Siege's Explosivo spell, adding the AOE to its incredible 16" range.


Units

Something I don't recall seeing before in units that aren't led by a character are special attacks that the leaders of the unit can make. In this army both of the unit leaders have them.

The Arcane Tempest Gun Mages and the Arcane Tempest Gun Mage Officer attachment are the core unit for Cygnar from what I've seen. They are armed with swords and their Magical Weapon which is the Magelock Pistol that can fire special magical ammo. Each time one of the makes a ranged attack they can choose one of the abilities to use for that shot:

• On a critical hit, Critical Brutal Damage gives an additional die on this weapon's damage roll against the model directly hit.
Snipe gives +4" of range to the attack, increasing the range of things they can pick off if the enemy decides to try and be tricky by staying back.
• When hit by Thunderbolt, enemy models hit are pushed d3" directly away. On a critical hit, the enemy model is knocked down after being pushed.

Each turn, the unit commander model can give the Arcane Inferno order which lets members of the unit participate in a combined ranged attack for the activation. The unit commander must be the primary attacker. The AOE of the unit commander's ranged weapon becomes 3” for the attack and it cannot choose one of the special attack abilities.

The Gun Mage Officer has the Attachment [Arcane Tempest Gun Mages] ability. He is also an Officer which makes him the leader of the unit but he will not be replaced by a grunt when he's killed. He also grants the unit Tactics: True Sight which lets the unit ignore concealment, Camouflage, and Stealth.

He's also a 'Jack Marshal which allows up to two warjacks being assigned to him, though this isn't likely to be something you would do when running this list. The officer does not have the ability to give focus to the units but can give them some orders. He also has Rune Shot which lets a warjack controlled him to use one of the special ammo attacks available to the unit when it makes a normal ranged attack during its activation.

The Stormguard has the Combined Melee Attack which lets them focus attacks on a target to gain pluses to hit and damage. They have Immunity: Electricity which is good because their weapon is a Voltaic Halberd which has the Reach (2"melee range) and Electro Leap special abilities. Electro Leap causes a straight up damage check against the closest model to the target within 4" of the model hit, ignoring the attacking model. Sometimes this can be a friendly model and you wouldn't want to be shocking your troops, would you? The unit also has Ranked Attacks, which lets friendly models ignore them when determining LOS, which is really useful when you have an army that loves shooting things as much as the Cygnar army likes to shoot.

The special attack the leader can make is called Electrical Discharge and it can be made after all models in this unit have completed their actions. The leader can make one 3" AOE ranged attack that gets more powerful for each model in this unit that hit an enemy model with a melee attack this activation. The Gunfighter ability is included in the unit so it can make the attack even though it might be in melee combat.

The halberd also give the unit Set Defense which causes enemies attacking from the front arc with a charge, slam power attack, or impact attack -2 rolls against this model, giving them hope of surviving a charge so they can retaliate.


Solos
At least one or even both of these solos appear in just about every list I saw back when I was looking into playing Cygnar and looking over their abilities it is pretty obvious why that was the case and I bet it still is.

"Junior!" That is the nickname for theJourneyman Warcaster which is, as the name might indicate, a Warcaster of the Journeyman rank. You gotta love those clever naming conventions! He is not considered a full warcaster in game terms though he has several of their abilities but I'll skip over the ones that allow him to control a warjack because he won't be doing that in this list.

He is armed with a Hand Cannon and a Mechanika Blade which is a Magical Weapon. Like all warcasters he is Fearless and he has three Focus that he can use to cast his two spells, add extra attacks, or boost his attack or damage rolls.

Junior's Spells

Arcane Bolt is an attack spell that has the same range as his hand gun and is a little less powerful and it costs two focus. I would see casting this only if the target required being hit by a magic attack. Otherwise, his gun is a better option.

Arcane Shield is what I'm talking about! It is an upkeep spell that gives +3 Armor defense to a model or unit. Slap this on someone or something you want to protect and upkeep it the entire game while keeping Junior safe behind the lines because the model(s) with the upkeep spells don't have to be in range once the spell is on them.

The Squire Solo is a little Construct that is Attached to the warcaster and which works like the Energizer Bunny and WiFi repeater all in one. Being a construct, it never flees and passes all command checks. Each of the three remaining abilities work when the Squire is within 5" of the warcaster. They are:

Arcane Realignment lets the warcaster reroll one failed magic attack roll each turn.
Arcane Repeater which boosts the control range of the warcaster by 2", increasing the amount of the battlefield Siege can influence.
Reserve Accumulator lets the Squire start the game off with three unmarked Accumulator Circles. In each Control Phase, after replenishing focus, the warcaster can mark off one of the boxes to gain an additional focus above and beyond his maximum level.

Summing it all up

Versatility is the theme of the army according the included Army Tips & Tricks card.

My first thought when thinking about playing Cygnar is to use the ranged attacks to kill the enemy, which might work against infantry, but against bigger things I wouldn't count on it. It straight melee combat, Cygnar is inferior to the other factions which are more geared to going toe-to-toe, which is why you will need to play to smart. Both the warjacks in this list can hit hard so they can take out the big targets. Their advantage is the turn or two they will be able to use their guns to soften up the enemy before moving in for the kill, and this is how I would look to do that.

All of Siege's spells are useful for this army and don't forget the bonuses that the Squire gives.

• Use Foxhole as both a refuge for the advancing units and warjacks and a way to clear line of sight so those behind them can shoot.
• Mage Sight should be cast on the enemy which is trying to hide from being targeted by the warjacks' ranged attacks so they can be whittled down before being crushed by the Defender and Avenger charging in.
• Rift can be used to cause some damage and to slow down the enemy by placing some rough terrain.
• If something needs to be moved out of the way, Boom! Force Hammer!

And then there is the feat. Triggering it at the right time should mean a lot of big enemies will fall but be sure to be in a good position to hit them hard, because you will only get one chance at the soft underbelly of each target revealed by Breach.

Don't forget the units. The Gun Mages should be used to thin out the ranks of the enemy troops as well as harass the enemy warcaster or warlock so they have to split their time between saving their skin and supporting their units.

The Stormguard can be a powerful force, so make sure to protect them as you advance them. Use them to hold your objectives or engage enemy heavy infantry, but do your best not to let them take the first blow without some protection. They are a hammer. They aren't Tough like Trollkin and only have one wound each, so they might be your best bet for the Journeyman Warcaster's Arcane Shield spell.

Oh, and if the enemy general gets close enough to Siege, let the Major pound it into the ground himself. I hear he likes doing it.

One of the options in the Army Tips & Tricks is to use the Journeyman Warcaster to control the Defender so Siege has more available focus. It's something I might try, but I think I would want to do that after trying out the army with Junior being used as a defensive buff with his Arcane Shield on something and a combat boost/support for where needed.

The general plan for Cygnar is simple, but how to execute it going in is not as easy as the Skorne tactic of setting Molik Karn loose and watching the havoc that ensues. You'll have to evaluate what you are facing and then pick the right order to execute the actions for best success. Because of that, this might be the best list to learn to get the feel of how to best play Warmachine and Hordes.

Modeling Post Script

While I think this army looks great for someone wanting to learn how to play Warmachine, there is one big problem for someone wanting to get into miniatures without having to be expert modelers. The Stormguard are a royal pain to assemble. You'll have to figure out which of the three right arms go with which halberd, then the same for the left arms, then line them up on one of the three bodies.

I ended up with a couple of pretty bowed halberds because the only way I saw to be able to assemble them without having four arms was to glue the arms to the halberd then bend the halberd slightly while getting the arms into place on the figures. Because the keying on the arms and halberds is subject to flashing, sometimes it has to be trimmed and the fit ends up being loose.

But the troopers are the worst of it. The leader comes with a body, two shoulders, two arms, a gun, a backpack, and a coil that connects to from the backpack to a small hole in the gun. The only keying for alignment is on the left hand to the rear of the gun. Everything else is a flat connection, or there is some minor alignment help that has too much variation to be any help at all.

I figured the easiest thing to do would be to glue on the shoulders and then the left arm and gun, then position the right arm so it goes on the gun. This was a bad idea. I was unable to get the right arm to line up at all, even when I tried to use some green putty to adjust the angle of the arm in the shoulder pad. My manipulations cause the gun to break, so I decided to try and start over since pinning the gun wouldn't be too big a problem. Another mistake on my part. When I tried popping the arms off the body they both broke. Generally, I am a fan of the plastic models, but when you have to try and correct something after gluing it becomes a problem.

Luckily, Privateer Press is an awesome company because I wrote them and told them of my problems and they are sending a replacement leader. They offered to replace the halberds as well, but they aren't broke and if I would have been a little more patient I think I could have avoided the bending. I don't know how I am going to assemble the leader because dry-fitting everything before gluing is not an option with how it is cut, and I haven't even thought about getting the backpack in a position so I can run the coil from it to the gun.

The other option would be to go to the Privateer Press web store and order the parts to make an original metal Stormguard unit leader. Not ideal, but it would work.

If you are an experienced modeler, I think you should be okay building the nine troopers and I bet many of you skilled ones will be able to build the leader with none of the headache I experienced. If you have patience and not much experience, I'm sure you will be able to build the nine as well, just be prepared for it to take some time. If modeling isn't for you, then find someone to build them for you or try another box.
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Wed Apr 29, 2015 6:33 am
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Legion of Everblight all-in-one army overview

Bobby Warren
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Dragons in the world of Warmachine and Hordes are not what you see in other fantasy worlds. They are demigods which were created by Toruk and rebelled against them and failed and went into hiding. While Toruk is looking for his hidden spawn, one of them has awoken and is forming an army to march across the continent to face the Cryxian forces of his father, who he plans to kill. The Legion of Everblight is the army of the dragon Everblight. The core of the army is the beasts supported by corrupted Nyss elves and Ogrun.

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

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

Strider Rangers (6) (6 pts.)

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

Warcaster/Warlock

Saeryn, Omen of Everblight is all about staying away from the enemy, though she can defend herself, while the beasts kill, kill, kill. She has a ranged and melee weapon and both are Magical Weapons and cause Grievous Wounds, which removes Tough from a model hit and it cannot heal, be healed, or transfer damage.

Abilities

The only ability that matters for this army list is Force Barrier, which means Saeryn gets +2 DEF against ranged attack rolls and does not suffer blast damage. This means it's just harder to hit her with ranged attacks and that she needs to be directly hit to take damage from (most?) AOE attacks. Her second ability, Channeler [Rhyas] only comes into play when there are more than one warlocks on a side and at least one of the others is Rhyas.

Feat

Holy crap, do I want to play her just to use Foreboding! It prevents models in her battlegroup that are in her control range from being targeted by melee attacks for an entire round. That's the Legion's turn and the opponent's turn!

Spells

A useful protection spell for Saeyrn's units and beasts is Banishing Ward. It is an upkeep spell that cancels enemy upkeep spells on target friendly model/unit and prevents them from being targeted by enemy spells or animi.

Blight Bringer is a huge area attack (5" area) which is centered on target friendly Faction warbeast. Enemies in the area are hit with a corrosion attack and the area remains toxic to enemies for a round.

Breath Stealer is a nice spell for softening up a target. The target model/unit suffers -2 SPD and -2 DEF for one round, both softening it up and slowing it's progress.

Hellfire is a ranged attack spell that also forces the attacked model/unit to pass a command check or flee if it was hit.

A hugely annoying spell, for the opponent, that should always be kept up on one warbeast is Respawn. It allows a warbeast in this model's battlegroup that is disabled by an enemy attack to be resurrected, though in barely functional condition, anywhere within 3" of its current location.


The Battlegroup

Some of the cheese the army is known for are a couple of abilities most of the warbeasts have. Eyeless Sight lets the possessor ignore cloud effects and forests when determining line of sight. It also ignores concealment and Stealth when making attacks. All four of the warbeasts have it.

The Nephilim Bloodseer is the only warbeast that doesn't have Blood Creation. A model with it will never attack friendly Faction warlocks and cannot choose them as its frenzy target.

And most of them are Souless which means it does not generate a soul token when it is destroyed.

The Angelius has the three abilities above and it has Flight which lets it move through terrain and obstacles without penalty and it can advance through obstructions and other models if it has enough movement to move completely past them. When it destroys one or more enemy models it can Overtake and advance up to 1". Its Serpentine so it cannot make slam or trample power attacks and it cannot be knocked down.

It has two "weapons": A flame attack and a tail strike. The Flame Jet attacks a single target with fire attack that has Critical Fire which sets the target on fire with a critical hit. The Tail Strike has Reach and is Armor Piercing halves the base armor stat of hit models that have medium or larger bases and it gains +2 to damage rolls against models with small bases.

The angelius' animus is Repulsion. It pushes enemy models that are within 2" of it directly away from it.

The Neraph has Eyeless Sight, Blood Creation and Soulless. Like the Angelius, it also has Flight and Serpentine. Also like it's serpentine cousin, the Neraph does not have any arms to attack with. It can attack with its head and Grasping Tail. The tail has the Coil ability that, if it hits, means the rest of the melee attacks made by the Neraph against the enemy model hit automatically.

It's Vortex animus has a range of self and enemy models currently within 2" of it are pulled 2" directly toward it. Out of range? Not anymore! The 2" range isn't as useful as it could be, but there are times it will be just what's needed to get the enemy in range. Teamed up with the angelius' Repulsion, it creates a push-me-pull-you which might be fun to try and pull off.

The Scythean also has the four abilities mentioned above. Instead of fists or hands, the Scythean has long chitinous blades at the end of its arms that have Reach and with which it slices and dices anything that gets in its way. It also has Chain Attack: Bloodbath, so if it hits the same target with both its initial attacks with the scythes, it can immediately make one melee attack with this weapon against each model in its LOS and in melee range.

It's not surprising that the animus for this nasty beastie is called Slaughterhouse. It has a range of self and gives the model the Take Down ability which prevents Tough rolls from being made and the dead thing doesn't generate a soul or corpse token.

The Nephilim Bloodseer has Eyeless Sight but has a soul and doesn't care who it munches on when enraged. It also has Flight.

It has Primal Magic which means he can use the animus of any friendly faction warbeast in its command range as if the animus were its own. It also has Telemetry which gives friendly faction models gain +2 to magic attack rolls against enemy models that are within 5" of the Bloodseer.

It's armed with a Gaff, a pole arm with a hook, which has Reach. The model also gets +2 to damage rolls when charging because of the Brutal Charge ability the weapon has.

Witch Blood is its animus and it has a range of self and lasts for a round. When an enemy model casts a spell while within 5" of the Bloodseer, increase the spell's cost by one. Enemy models cannot upkeep spells on models within 5" of this model.

Units

Units? Make that Unit. (Not U.N.I.T.)

The Strider Rangers are called Blighted Nyss Striders in the forces book. They have Advance Deployment which lets them set up after the opponent's initial set-up, Pathfinder which lets them ignore movement penalties for difficult terrain, and Stealth which prevents them from being hit by ranged attacks that are from further than 5" away.

They also have Combined Ranged Attack which lets more than one of them combine their shots for better chances to hit and damage while reducing the number of attacks they have. They are armed with a longbow and a sword.


Solos

Like the Strider Rangers, the Strider Deathstalker has Advance Deployment, Pathfinder, and Stealth. It also has Swift Hunter which lets it advance 2" after destroying an enemy model with a ranged attack. Its Leadership [Striders] ability confers Swift Hunter on Strider models within its command range.

It also has Snap Fire which lets it take a second shot with the longbow if it kills an enemy with it, but no more than the one extra attack. Finally, Sniper which means it can either do normal damage or choose to do one point of damage to the target. It also allows them to select the column/spiral they are going to damage on a warjack/warbeast.

The Blighted Nyss Shepherd is essentially a solo similar to the Skorne Paingiver Beast Handlers. Their Beast Manipulation is a little less efficient but still useful. Its two options when using the ability are:

Condition allows them to place or remove any number of fury points from a warbeast.
Medicate heals d3 damage points and can only be used once per turn on a beast.

The shepherd also has Beast Master which lets it force friendly faction warbeasts in its command range as if it were their controlling warlock, which is really useful when there are four beasts in the battlegroup.

It is armed with a staff that Reach but I doubt that you'd want it to be in combat all that often.


Summing it all up

There's no wonder why this is a beast-centric list with just the one unit. It's because Saeryn's abilities not help units a whole lot. Her best attack spell is also centered on one of her warbeasts.

So what's the plan? Death to the enemy!

The army is very mobile. Because of their flight and eyeless sight, the neraph and anglius make great choices for sending after the enemy warcaster/warlock. If you can pop Saeryn's feat as the beasties go in for the kill, it will make it that much more difficult for the enemy to save their caster.

Meanwhile, the rangers and deathstalker can be used to contain enemy units try and keep them off objectives while the scythian and the nephilim can be used to try for objectives, kill other things, and generally be difficult for the other side.

The Blighted Nyss Shepherds should be kept around the beasts to heal them and control their fury. Having a shepherd near a beast that respawns from the spell would be most useful, especially if a healing can be gotten off before the warbeast activates.

For me, this appears to be the most straight-forward of the armies I've looked at so far.
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Fri Apr 17, 2015 7:05 am
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Trollbloods all-in-one army overview

Bobby Warren
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Glendale
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The Trollbloods are a loosely united band of troll races who are fighting to defend their lands from encroachment by the warring human nations, the duplicitous Circle Orboros, the invading Skorne, and Everblight's expanding plague. The core of the forces are the Trollkin, which stand around seven feet tall and are thicker and bulkier than humans. They command full-blood Troll and Dire Troll beasts. Also part of the forces are their smaller cousins, the Pygmies.

This was the faction I have been most attracted to and have built over time. I haven't played them as much as I had many of the figures off being painted when we were regularly playing. This is another one I don't have the actual army box because I had all the figures already, except for the Dire Troll Blitzer.

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

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.)


Universally Tough

One thing I won't be mentioning in the descriptions is the Tough ability, because all the Trollkin have it. As a reminder, 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. The Dire Trolls do not have Tough.


Warcaster/Warlock

I've played using Grissel Bloodsong, Fell Caller a couple of times in the past and she just didn't work for me. I was going to sell her along with some of my extra metal trolls, if I ever get around to it, but since she is in the army list I'm keeping her.

She's armed with a big mallet and can also create a sonic blast. The club is a Magical Weapon and has Critical Smite, which allows Grissel to slam a model that is critically hit, knocking it away from her d6" and doing slam damage. The sonic blast is an 8" spray attack with a decent power.

Abilities

Fell Calls are songs sung by rare members of Trollkin society that train to inspire warriors to great feats. Bloodsong can make one of the three following fell calls each turn and each model can only be affected by only one call each turn and they last one round.

Cacophony prevents enemy models in Grissel's command range from giving or receiving orders and they cannot cast spells for one round.
Heroic Ballad gives a friendly unit Fearless and then the model(s) can make one additional melee attack during their activations this turn.
Hoof It. A friendly model/unit can make a full advance at the end of this turn after all friendly models have ended their activations. They cannot be targeted by free strikes during this movement.

Feat

Fell Chorus combines all three of Grissel's fell calls into one effect while increasing the range from her CMD (9") to her control area of 12". That's it, that's the explanation.

Spells

Calamity targets an enemy model or unit, is an upkeep spell, and friendly models gain +2 to attack and damage rolls against the target.

Hallowed Avenger targets one a friendly warbeast in the battlegroup and it is also an upkeep spell. When an enemy attack destroys or removes one or more friendly Faction models within 5" of target warbeast, the affected warbeast can charge an enemy model.

The one attack spell is Rift, which has a radius of 4" and a decent power. The AOE is rough terrain and remains in play for one round.


The Battlegroup

Both of the Dire Trolls have the same two abilities. The first is Regeneration[d3] which allows the beast to be forced one a turn to heal d3 points of damage. The second is Snacking which is another form of regeneration. When the Dire Troll takes a model to zero wounds, the model is removed from play and the Troll heals d3 wounds.

A Dire Troll Blitzer is a big troll with a big machine gun attached to its shoulder with a small Pygmy (a smaller genetic cousin to the Trollkin) riding on the back of the Troll and firing the gun. The gun has Rapid Fire [d3] which means that every time it is fired it can make one to three shots. It has Gunfighter and can make ranged attacks against those that it is in melee combat with. It's also a Virtuoso meaning it can make melee and ranged attacks during the same combat action.

The Blitzer's animus is Repulsion and enemies currently within 2" of it are pushed 3" away from the Blitzer. It's got a range of "self" so it can only be used by the Blitzer and the warlock.

The Dire Troll Mauler doesn't need to be armed. Its only ability is Chain Attack: Grab & Smash. Should it hit the same model with both its initial attacks with its fists, it can immediately make a free power attack (double-hand throw, head-butt, headlock/weapon lock, push, or throw) against the poor model it got its hands on. It's animus is Rage and it gives the target model +3 strength for a round.

I was never a big fan of the Blitzer, but looking at it now I appreciate more than I had. I will proxy the figure for now, though if it performs well I will end up getting one. The Mauler has always been a favorite of mine and nothing has changed that.


Units

The Krielstone Bearer and Stone Scribes unit is about support. It's doesn't appear to be in as many required lists as the Choir of Menoth, but still is extremely popular. The unit is Fearless so they won't flee. Sure they have hand weapons and pack a decent punch, but they all about the big stone.

The leader of the unit, the one carrying the huge stone, has the three abilities. The first is Fury Vault which lets the warlock move fury to the stone as kind of a bank, and also leach fury from the stone when needed. The reason it's considered a high-priority buy in army lists is the Protective Aura, which allows the leader to spend one fury point to give friendly faction models within 4" of this it, plus 1" per fury point on it, +2 armor.

Finally, the Bearer has Self-Sacrifice and is able to remove another model in the unit when he would be killed and he heals one wound.

Trollkin Champions are a Fearless killing machine. They have two attacks because of their two hand weapons, have a high melee attack skill, and are Weapon Masters, dealing an extra die of damage with each hit. They also have Defensive Line which increases their armor by +2 when they are in base contact with one or more models in the unit. They have eight wounds each so are hard to put down.

Trollkin Warders have a single weapon and shield. They also have Fearless and Weapon Master plus their weapons have Reach. They are a little slower than the Champions, who aren't exactly speed demons, but have one higher armor. They also have the Battle-Driven ability. When one of them is damaged by an enemy attack, the unit +2 STR and ARM and Pathfinder.

Summing it all up

My initial thoughts when looking over the list is one of worry. They only have two combat units that only have five figures each and no solo support. I thought adding a unit of Fennblades with their Officer & Drummer in place of the Champions, or just the unit in place of the Warders. The advantage the Warder and Champion units have is it takes 40 wounds to fully remove each units, not including made Tough rolls, so they have some staying power.

For me, Bloodsong's fell calls are not as useful as the Fell Caller solo, but a combination of Heroic Ballad and her Calamity spell will give either unit, especially the Champions a major boost when attacking an enemy. Her Cacophony call can annoy and frustrate the enemy. The Dire Trolls appear to be forgotten in her abilities. Hallowed Avenger will let a beast charge out of turn, but that's about it.

The list has some powerful offensive options, can frustrate enemy options, and a Dire Troll Mauler. But I feel it might not have enough figures to cover the battlefield and compete in control scenarios. Here's hoping I'm wrong about that.
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Tue Apr 14, 2015 10:53 pm
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