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Thursday, 12 July 2018

Retribution Initial CID thoughts – Week 1


Retribution Initial CID thoughts – Week 1

I haven’t been posting much recently since I’ve been on WTC lock down, but with the Retribution CID finally going live yesterday I thought it as good a time as any to put a post up with my thoughts. As ever, all opinions are my own, but please feel free to let me know if you disagree.

Lord Ghyrrshyld, the Forgiven
At the end of last year I ranked all 12 Retribution casters and put my blog’s namesake right at the bottom of the pile. That won’t be the case any longer. A new Feat and a rewriting of his spell list has made him a genuinely interesting looking choice that I will definitely be looking to test at some point. The 4 new spells he’s picked up are Dauntless Resolve an amazing defensive upkeep, Freezing Mist for the cloud wall Ret always wanted, Hand of Ice a straight up armour debuff and Light of Wrath as a dual purpose nuke and Stealt removal/DEF debuff. Wow, it is an incredible spell list. He also keeps Ghost Walk (Yay) and Revive (Meh). His Feat has been reworked too, now causing stationary to enemy models when they destroy a model in his control, as well as collecting souls from fallen models to be used as Focus next turn. It is still early days, but he looks great to me and I can’t wait to get him on the table.

Ravyn, The Eternal Light
Another caster being given a new lease of life with the CID. Gaining Sprint and Weapon Master really lets her get some work done without immediately dying afterwards, and her new spells Countermeasure and Open Fire are really strong, though the latter may run into the issue of being able to shoot into deployment zones on turn1 that has always been toned down in previous CIDs.

Daemon
A reduction to 14 points is actually pretty decent, and is enough to make me start to look at putting some paint on mine. The gun has some interesting uses, and can move your own models around a bit, and Blessed weapons are always useful. Not going to grab any headlines during the CID cycle, but a good change.

Gorgon
Went down a point. Still rubbish.

Hyperion
Range 12 on the Starburst is a nice buff. I still refer the defensive abilities and utility of Helios but this is certainly an improvement.

Hypnos
Unlike some of our character Jacks, Hypnos didn’t get released into any themes, and as I’m not a fan of Ossyan this change doesn’t affect me too much. Still, a point drop is definitely a good thing.

Imperatus
Regular readers will know that I play Vyros2 in Forges a LOT, and until fairly recently have had Imperatus in the list. I dropped him a couple of months ago and honestly haven’t looked back. A MAT buff and pint drop probably doesn’t get him back into the list, as I don’t think he solves Vyros’ problems, but him having the Legions theme opened up to him does present some opportunities with a threat extending caster like Elara or Thyron, possibly even marshalled onto a Scyir for some really impressive threat ranges.

Moros
Moros has always been hamstrung by Garryth, but at least now has a place without him in Shadows. A speed boost and Parry help as well. Some interesting assassinations might be possible with that gun

Phoenix
Always felt a little overcosted at 18 points, so a drop along with a MAT buff is a great change. It has a lot of rules on its card but can never use all of them, so feels pore appropriately costed now.

Dawnguard Trident
The big shock inclusion for the CID is our second battle engine and it brings a whole lot to the party. It gains power tokens in the same way as the Storm Strider, and can us them to boost its Momentum melee attack, it’s 3D3 range 12 Pow 13 guns or, most excitingly, place a nearby model 2” in the same manner as Slipstream in Legion. I think this thing maybe has one too many rules, and may not make it through CID in this capacity, but there is a lot to be excited about here. PP have warned about a long wait for the actual model but it looks like it will be worth it.

Destors and Destor Thane
As anyone who frequents this blog often will know, I am already a big fan of Destors, and these changes make them really very potent. It makes their infantry clearing a bit more reliable, their support removal super reliable, and helps them dink a few more points off heavies, but where it makes a huge difference is when they go up against light jacks and on assassination runs, where the extra reliable hitting POW 14 will be a huge deal. I still don’t think that max units is the way to go with them, but as support units they look like they will now be doing a lot of work.

Invictors and UA
Not the most glamourous of changes here, but Reposition 3 and a point reduction feel like exactly what these guys needed. They are one of the very few units that I have never put on the table, but am tempted to do so now, especially under a caster that can boost their ranged output.

Sentinels and UA
Sentinels were easily worth 18 points, this seems like a very odd change. I’ll take it though…

Battle Mages, Artificer and Magister
All of the Shyeel models gained Set Defence as a new standard rule, with the Battle Mages and Artificer losing Force Barrier to compensate. Obviously for the Magister this is a straight buff, which is great, but for the rest the picture is more complicated. I think that this is a real loss for the Battle Mages, who relied on Force Barrier to deliver themselves, but they have at least dropped a point and become FA:U, which leaves some interesting options. The Artificer gained the ability to give Force Barrier to a unit within 6”, which is an interesting change, especially with it being opened up to the Legions of Dawn theme. These are interesting changes that feel like they need a lot of looking at going forward.

Mage Hunter Infiltrators
Up a couple of points and gain Combo Strike. An interesting change, and would certainly mix up the Elara2 list I was running a bit back, they would get up to P+S 16 with combo strike, gang and Scything Touch which is a pretty respectable number. I like Infiltrators a lot, but mainly liked them for being very cheap. Now that they’ve lost that tag it will need to be seen if they can get enough work done to justify the extra points.

Mage Hunter Strike Force Commander
Now gives the unit magic ranged weapons. Pretty cool. Will help against Gremlin Swarms, Machine Wraiths and the like, as well as giving a few more options into Menoth. A nice change.

Stormfall Archers
Became a Houseguard unit. Means they can gain buffs from the Thane to ignore Stealth or gain Desperate Pace. Useful.

Defenders of Ios
Just changed so that instead of just all Halberdiers gaining Advance Move, one melee unit gets to move for each Houseguard unit taken. In simple terms: take Rifle Teams or Stormfalls, Advance Move Ellowuyr or Ryssovass. A nice change.

Forges of War
Threshold for free cards moves up to 30, but you can now take a Shyeel unit for free. This is a pretty big change and allows a lot of extra stuff, I’m not sure it’ll stick. Also we can take Elara1 now, so that’s something.

Legions of Dawn
Gained Imperatus and some support solos. Still looking like this will be our first major CID theme. Having access to the Lys Healer is good though.

Shadows of the Retribution
Gained Moros and the Lys Healer, and can now take command attachments for free, which may convince me to get Eiryss3 onto the table at some stage. It’s a shame there is no Artificer in here but I can understand why.

So that’s our lot, I like the changes on the whole and I think it will open up so many options within the faction. The obvious things are the reworked casters, but there are bound to be so many great combinations that are now opened up. Go, play games, test things and report back to the CID forum. This is a great opportunity.

Tuesday, 10 July 2018

Game 221: Kaelyssa vs Borka2


Game 221 – Vs Ste Passey - Trollbloods – 05/07/18

My list:
Kaelyssa, The Night’s Whisper (Legions of Dawn)
-Helios
Arcanist Mechanik
Eiryss, Angel of Retribution
Dawnguard Sentinel Scyir
Dawnguard Destor Thane
Dawnguard Destor Thane
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer
-Soulless Escort
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer
-Soulless Escort
Min Dawnguard Destors

His List:
Borka, Vengeance of the Rimeshaws (Storm of the North)
-Trollblood Runebearer
-Earthborn Dire Troll
-Dire Troll Mauler
-Pyre Troll
Valka Curseborn, Chieftain of the North
Fell Caller Hero
Min Krielston Bearer & Stone Scribes
-Northkin Elder
Northkin Bear Handler & Battle Bears
Northkin Bear Handler & Battle Bears
Northkin Fire Eaters
Northkin Fire Eaters
Max Northkin Raiders
Min Pyg Lookouts

Got a game in against the club against Borka2, who seems to be gaining a lot of popularity recently. More commonly seen in Dhunia theme, but I liked the look of this list from Ste. Ste wins roll to go first.

Borka fuels the stone and everything runs up. Pygs and one Bear unit is in Ambush.



Kaelyssa Feats, puts up Blur on the left unit of Sentinels and Refuge on herself. I move up, keeping most of my army out of threat range of the Fire Eaters



Ste takes out roughly half of the right unit, opting to leave the left alone so as to not trigger Vengeance. Raiders jam hard into my lines. Both Ambushers come onto my right flank. Borka feats.



I take out what I can with my Sentinels (under Iron Zeal) and Helios so as not to trigger the Feat. I don’t do particularly well though and only take out some Raiders, 2 Bears and 2 Fire Eaters. 0-0.



Ste cleans up on the right flank but again doesn’t want to trigger Vengeance on the left. The Earthborn and Borka himself combine to take out Helios, but leaves Borka on no Fury.



I can pretty easily get all 3 Destors and Kaelyssa’s gun into him, and that will come close, but I try desperately to find some more attacks. I take a Free Strike on a Sentinel trying to get in but he dies to it. Kaelyssa shoots at Borka, taking a few boxes of, before the Destors go in, rolling well to take him out to the box.



VICTORY

-      Probably quite lucky to win that one but was unluckly to lose Helios to some pretty hot dice
-      Pleased again with how well the list dug itself out of a problem
-      Raiders are an amazing jamming unit. AD, Def13, Tough. They were a real problem for my list.
-      Borka2 is legit, but Iron Zeal managed to deal with the list pretty well

Game 220: Vyros2 vs Skarre1


Game 220 – Vs Mark – Cryx – 30/06/18

My list:
Vryos, Incissar of the Dawnguard (Forges of War)
-Sylys Wyshnaylrr, The Seeker
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon      
-Griffon
-Aspis
-Manticore
-Manticore
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
House Shyeel Artificer
Lanyssa Ryssyl, Nyss Sorceress
House Shyeel Arcanists
House Shyeel Arcanists

His List:
Pirate Queen Skarre (Dark Host)
-Skarlock Thrall
-Stalker
-Stalker
-Stalker
-Deathripper
Wraith Engine
Wraith Engine
Bane Lord Tartarus
Machine Wraith
Scrap Thrall
Soul Trapper
Min Bane Riders
Max Bane Riders
Cephalyx Overlords

Round 3 is Vyros2 vs Skarre1, a tough matchup with few magical attack but one that might have game. I go first.

I respect the Stalkers to an extent but can’t afford to sit out of their threat so I put Griffons into their threat range.



Mark moves up but stays out of threat of my warjacks with all but the Battle Engines, preparing for a turn 2 Feat.



I can get to one of the Stalkers by charging into the back of a Hunter’s Marked Wraith Engine, so I build up Synergy and go for it. The plan works well and I take out the Stalker, Feating to protect against the Skarre alpha strike.



Mark can get a Feated and Dark Guidanced Bane Rider and Wraith Engine to Vyros, and takes him out.

DEFEAT

-      I could have protected against the assassination, but it would have required a lot of forward thinking. The only model available to block the WE landing spot was Lanyssa, and she had to be basically my first activation and I just hadn’t seen the danger.
-      Had Vyros taken out the Machine Wraith that would have removed the possibility of the Rider attack, and maybe the scales would have turned in my favour a bit.
-      Regardless, I am starting to get somewhere with this match up, and was really pleased with how I dealt with the Stalker
-      1-2 wasn’t exactly great for the event, but I learnt a lot about my lists and they were all incredibly useful games

Game 219: Kaelyssa vs Kallus2


Game 219 – Vs Paul Cooper – Legion – 30/06/18

My list:
Kaelyssa, The Night’s Whisper (Legions of Dawn)
-Helios
Arcanist Mechanik
Eiryss, Angel of Retribution
Dawnguard Sentinel Scyir
Dawnguard Destor Thane
Dawnguard Destor Thane
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer
-Soulless Escort
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer
-Soulless Escort
Min Dawnguard Destors

His List:
Kallus, Devastation of Everblight (Children of the Dragon)
-Azrael
-Zuriel
-Nephilim Bolt Thrower
Blighted Nyss Shepherd
Blighted Nyss Shepherd
Blighted Nyss Warlord
Blighted Nyss Warlord
Spell Martyr
Min Blighted Nyss Hex Hunters
-Bayal, Hound of Everblight
Max Blighted Nyss Raptors
Max Blighted Nyss Raptors

Round 2 and I drop Kaelyssa to counter the Primal Terrors drop that I was expecting, and instead got my first experience of Kallus2. Paul wins the roll to go first.

Kallus puts up Brand of Fire and everything runs up the table.

A couple of Raptors have advanced a bit too far and are in range of Kaelyssa to shoot so she Refuges herself and removes a couple. Kaelyssa Feats and everything runs.



I had intermingled my 2 Sentinel units to make is difficult for Typhon, but he manages to take out a couple from one unit, with the Raptors taking one or 2 more. Hex Hunters run to jam.



I take out most of the Hex Hunters on the left, and charge 4 Sentinels into Raptors on the right, hitting and killing 2 of them, leaving another out of command. I charge a load of Sentinels into Zuriel but can’t take him out. Both units Mini-Feat to protect against Kallus’ Feat. 1-0 to me.



Paul attempts an Overtake assassination getting Zuriel to Kaelyysa, but he can’t clear out enough Sentinels to risk it, so just continues the attrition and puts as much damage into Helios as he can. 1-1.



I am in a good position for a strong attrition turn, and the focus is to take down both heavies. Vengeance and the Scyir take out Zuriel and Helios walks up to take out Azrael. This frees up my remaining Sentinels and Destors to clear the remaining Raptors, leaving Paul with just the Bolt Thrower, Kallus, one Raptor and support. 3-1 to me.



Paul has no option but to go for the last gasp assassination, but has to dodge a lot of free strikes to get there, and he dies to a punch from Helios.



VICTORY

-      I don’t think Kallus2 is one of Legion’s stronger casters, despite initial excitement
-      I don’t think I’ve ever assassinated someone in their own turn before, so that’s exciting
-      Solid outing for the list, with everyone having work to do, though mass Def14 plus has proven to be a concern


Game 218: Vyros2 vs Haley3


Game 218 – Vs Daniel Bearup – Cygnar – 30/06/18

My list:
Vryos, Incissar of the Dawnguard (Forges of War)
-Sylys Wyshnaylrr, The Seeker
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon      
-Griffon
-Aspis
-Manticore
-Manticore
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
House Shyeel Artificer
Lanyssa Ryssyl, Nyss Sorceress
House Shyeel Arcanists
House Shyeel Arcanists

His List:
Major Prime Victoria Haley (Gravediggers)
-Hammersmith
-Thorn
Captain Maxwell Finn
Commander Anson Hitch
Patrol Dog
Ragman
Trench Buster
Trench Buster
Max Trencher Commandos
-Officer
Min Trencher Infantry
-Rifle Grenadier
-Rifle Grenadier
Max Trencher Long Gunners
-Officer
Alexia Ciannor & The Risen

Played a 3 round Steamroller to clarify my lists for NWTC. Round 1 is the very close matchup of Haley3 vs Vyros2, so I’m pleased to get another practice game into it. Dan wins the roll to go first.
Haleys appear, Tactical Supremacy cast on the Infantry, everything else runs up.

Covering Fire is put up in front of the Commandos, Deceleration is cast and I get up the table as aggressively but safely as I can.



First round of shooting comes in from the Trenchers, spreading around a load of damage but not really taking anything out. Future Haley becomes Corporeal and so is a big target for next turn.

I’m looking for a big early attrition turn and do pretty well, taking out all but 1 of the Commandos, a few of the Infantry, Finn and Future Haley, recasting Deceleration and Feating. I lead 2-0.



Daniel’s retaliation is pretty decent, with the Hammersmith taking out a Griffon, the shooting taking out another and Past Haley taking out the Aspis. Feat moves manage to keep me largely contesting so Daniel only scores one to move the score to 2-1.



I push on with the attrition game, taking out both Jacks and Past Haley, along with a few more infantry models and one of the Trench Buster. The second Trench Buster toughs though, leaving it alive at the end of the turn. 3-2 to me.



Daniel feels forced into the assassination, shooting at me with Haley Future, Prime Haley and the Long Gunners, leaving Vyros on 8 boxes and a transfer. The Trench Buster then charges in and kills Vyros.



DEFEAT

-      This matchup is always close and this was no exception.
-      Without the Trench Buster toughing the assassination would have comfortably failed and I’d have been in a great position
-      Want to play the matchup a few more times to get 100% comfortable with is

Game 217: Kaelyssa vs Goreshade1


Game 217 – Vs Rob Tilsten – Cryx – 23/06/18

My list:
Kaelyssa, The Night’s Whisper (Legions of Dawn)
-Helios
Arcanist Mechanik
Eiryss, Angel of Retribution
Dawnguard Sentinel Scyir
Dawnguard Destor Thane
Dawnguard Destor Thane
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer
-Soulless Escort
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer
-Soulless Escort
Min Dawnguard Destors

His List:
Goreshade the Bastard (Black Industries)
-Deathwalker
-Reaper
-Seether
-Slayer
-Slayer
-Slayer
-Slayer
-Slayer
-Nightwretch
-Nightwretch
Machine Wraith
Machine Wraith
Machine Wraith
Necrotech
Orin Midwinter, Rogue Inquisitor
Black Ogrun Ironmongers
Min Steelhead Halberdiers

I have been wondering whether my Kaelyssa list can handle Gaspy3’s Slayers, and was presented with a similar list, but run by Goreshade1 to act as a bit of a testing ground. Rob won the first turn.

Slayers run up the table, hiding behind the building on the right where possible.

I stationary and disrupt the Reaper, blocking in a couple more Jacks, before getting up the table myself, staying out of threat of the Slayers.



An Arc Node runs up allowing Goreshade to kill Eiryss. Goreshade Feats and sends his Banes into my Sentinels and Destors. Rob then throws a real curveball at me and runs up all the Slayers to jam me, setting me a real puzzle for next turn



I’m pretty sure that there is an assassination on here, so use my Vengeance moves on the right to clear off the Sentinels. Helios pulls Goreshade forward before Kaelyssa shoots to remove his Focus and kill off Deathwalker. It is pretty dicy with the Sentinels but I don’t need to his many 8s, and thankfully the last attack takes him out.



VICTORY

-      Not too much to learn from this, I almost wish I had foregone the assassination to see how the attrition played out, but I panicked a bit with all the Slayers in my face
-      Pleased with how I engineered the assassination, it is quite often an option with this list