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Showing posts with label Cryx. Show all posts
Showing posts with label Cryx. Show all posts

Thursday, 7 March 2019

Game 312: Ravyn vs Deneghra3


Game 312 – Vs Duncan Harradine – Cryx – 22/02/19

My list:
Ravyn, The Eternal Light (Defenders of Ios)
-Fane Knight Guardian
-Hyperion
Arcantrik Force Generator
Arcantrik Force Generator
Dawnguard Trident
Dawnguard Trident
Arcanist Mechanik
Fane Knight Skeryth Issyen
Lys Healer
Eiryss, Mage Hunter of Ios

His List:
Deneghra, the Soul Weaver (Slaughter Fleet Raiders)
-Satyxis Blood Priestess
-Nightmare
-Nightwretch
-Scavenger
-Deathripper
Axiara Wraithblade
General Gerlak Slaughterborn
Ragman
Max Black Ogrun Smog Belchers
Max Black Ogrun Boarding Party
Max Bloodgorgers
-Jussika Bloodtongue
Sharde Dirge Seers
The Devil’s Shadow Mutineers

Game 3 on a Friday evening and I’m up against regular opponent and former Pressganger Duncen. I decide it is the perfect time to try out the silly list I’ve had planned for a while. Ravyn with 5 huge bases and a load of solos designed to keep her alive. It isn’t subtle, but I love the way it looks on the table. If you’re looking for high level tactical play, this battle report isn’t for you. Duncan won the first turn and we got moving.

Deneghra puts up Grave Wind on herself and gives the Bloodgorgers Ghost Walk to get them through the water in front of them.

Ravyn casts Snipe on herself and walks up to shoot into a group of bunched up Trolls with a Blaster shot, killing 3 and Swift Hunting back. She switches Snipe onto a Trident which moves up and kills another. Everything else just runs up to take board position.



Duncan puts out Mortality on the right Trident and Hyperion. He charges a Bloodgorger into the former, dealing minimal damage, and shoots into Hyperion, rolling well to deal 25 points or so. Nightmare runs through the building to engage Eiryss. Deneghra Feats to give herself a big next turn.



Ravyn Feats, and the shooting begins. She starts things off herself by walking up to kill a Bloodgorger before firing a Blaster shot into the rest of the unit. This is the first time I’ve used Ravyn since the rules change and she is so much fun now, as she Sprints back to safety. The rest of my army deals decent damage into the Cryx, taking out Ragman and decent chunks of the infantry, including all of the Dirge Seers at the back. I knock down and Disrupt Nightmare, dealing with him for a turn. 0-0



Duncan has a strong turn, putting Mortailty back out onto the right Trident and Hyperion, before throwing attacks at them until both were dead. He scores the left zone to lead 1-0.



I shoot more stuff, finishing off Nightmare and almost clearing the right zone, but Jussika just wouldn’t die, but thankfully isn’t in the zone to stop me scoring. 2-2



Duncan keeps pushing up, this time taking out my left AFG with the Boarding Party. He scores twice again to lead 4-2.



I remove most of the Boarding Party and move my Trident over to the left to help out, clearing the right zone with the two Fane Knights. Unfortunately I don’t move either of them to the flag, or Ravyn into the zone, and so I don’t score and Duncan goes 5-2 up, winning easily next turn.



DEFEAT

This game wasn’t really about the result and was an absolute blast to play. Some real errors from me all over the place including completely forgetting about Swift Hunter on my Feat turn, and not scoring any points in my last turn. I want to play this list more, but don’t think it’s particularly competitive. I might take it to York alongside my Helynna list and have a lot of fun through the event before concentration on competitive lists from there. I’ll just have to not tell my WTC captain…

Game 311: Helynna vs Terminus


Game 311 – Vs Becky Red – Cryx – 22/02/19

My list:
Magister Helynna (Forges of War)
-Chimera
-Discordia
-Manticore
-Manticore
-Manticore
Dawnguard Trident
Dawnguard Trident
Arcanist Mechanik
Arcanist Mechanik
House Shyeel Arcanists
House Shyeel Arcanists
-Soulless Escort

His List:
Lich Lord Terminus (Dark Host)
-Barathrum
-Slayer
-Nightwretch
Wraith Engine
Bane Lord Tartarus
Machine Wraith
Machine Wraith
Max Bane Knights
-Bane Knight Officer
Max Bane Warriors
-Bane Warrior Officer & Standard Bearer
Max Bane Warriors
-Bane Warrior Officer & Standard Bearer

It isn’t long now until the York event where I have to play Helynna so I wanted another practice game or two to get back into Rhythm with her. Bex wanted to try out the new Bane Knight Officer and so the leftmost unit of Bane Warriors are Knights. With Bex winning the first turn we get moving.

Terminue casts Malediction on himself and everything runs up, pushing over to the left flank under the protection of the forest and the theme benefit clouds.

The sheer number of Banes in this list is pretty intimidating, but right now I can afford to get up the table aggressively to try and exert some scenario pressure. I don’t have any cheap throwaway pieces to contest with so I need to take a strong opening position.



Becky pushes up further through the forest, moving her Machine Wraiths over to the right flank to contest and score the flag and my zone in later turns.

I want to start scoring as much as possible, and so concentrate on clearing the Banes out of the central zone. A Manticore and Discordia get the job done, allowing me to put down 2 Covering Fire templates down, before moving out of threat with Rhythm of War. I score to lead 3-1.



At this point Becky commits her force en masse, running through to engage my lines with the Bane Knights and some of the Warriors, holding back with others to charge into me next turn. One of the Machine Wraiths runs to the flag to contest, and so we both score our own zones to move to 4-2

I need to score 3 uncontested points to win, which realistically means m own zone and flag, and either the flag or central zone to win. The flag would be easier, so I arc a Force Strike from Helynna, taking out the machine Wraith. From here it is a matter of clearing out the Banes around my flag, which I manage before moving into Becky’s zone with Rhythm of War. I win 7-2 on scenario.



VICTORY

Becky was probably a bit slow to move towards the scenario elements in this game, and underestimated how easily I would be able to remove the Machine Wraiths. From there it was a matter of keeping the pressure on and killing the Banes as they came forward, which was honestly pretty satisfying

Saturday, 23 February 2019

Game 308: Garryth2 vs Deneghra1


Game 308 – Vs John Tavernor – Cryx – 17/02/19

My list:
Garryth, Eye of Vengeance (Defenders of Ios)
-Harpy
-Harpy
-Moros
Arcantrik Force Generator
Arcantrik Force Generator
Arcanist Mechanik
Lys Healer
Eiryss, Mage Hunter of Ios
Heavy Rifle Team
Heavy Rifle Team
Max Ryssovass Defenders
Max House Ellowuyr Swordsmen
-House Ellowuyr Swordsman Officer & Standard

His List:
Warwitch Deneghra (Slaughter Fleet Raiders)
-Satyxis Blood Priestess
-Nightmare
-Nightwretch
-Ripjaw
Axiara Wraithblade
Eilish Garrity, the Occultist
General Gerlak Slaughterborn
Max Black Ogrun Smog Belchers
Max Blighted Trollkin Marauders
-Jussika Bloodtongue
Max Bloodgorgers
Cephalx Overlords
Sharde Dirge Seers

A couple of games on a Sunday afternoon, the first testing my slightly adjusted Garryth2 into Cryx, in particular into a Deneghra Slaughter Fleet list. John won the first turn and we got moving.

After my Advance Moves John runs everything forward, staying mostly out of my pretty significant threat ranges.



John had accidently positioned one model (an Overlord) in my threat range, but that’s all Garryth really needs. I move up, put down a Mage Sight and cast Road to War, before taking the shot and removing the model. This allows the left Harpy to move forward and kill one of the Smog Belchers that had previously been out of threat. Everything else runs up.



Deneghra arcs a Crippling Grasp onto my Ellowuyr and the Smog Belchers open up into them with their guns, building a cloud wall in the process before Repositioning back. The Bloodgorgers run up behind and toe the zone. On the right John moves up fairly cautiously, and redeploys Nighmare to help out on the right.



This needs to be Garryth’s Feat turn, but I don’t think I can afford to aim for the extra Control Range. This is because I want to put down a Mage Sight on the two models that are in the zone to allow me to start scoring on the left. I shoot one off with Garryth before opening up with my guns on the left, taking out the objective, clearing the zone, and shooting the Arc Node off the Ripjaw. On the right I take out as many Marauders as I can, and am able to take out Jussika due to a mispositioning by John. I score to lead 2-0.



John decides to mostly hold off on my Feat, just using his guns to deal what damage he can. He does charge in a couple of Marauders, some being taken down by my Feat and some dealing damage into my forward Harpy, taking out the gun. John takes out my objective to close to 2-1.



I expected a defensive Feat from Deneghra last turn, but John clearly wanted to hold it for the offensive benefit as well, so I have this turn to deal as much damage as I can. I do a pretty decent job, with Mortality going on the Marauders and allowing my Ellowuyr to reliable Cleave through them. I fail to take out the Ripjaw but leave it on a single box and out of Deneghra’s Control range. On the right the AFG and Ryssovass are slowly grinding away, crucially taking out the second Arc Node. The score stays 2-1.



John does Feat this turn, clipping most of my army, but he doesn’t really have enough models left to capitalise on it. He takes out Moros, the rest of my Ellowuyr (apart from the Prey buffer at the back) and most of my Ryssovass. John clocks this turn, the time taken to play round my Feat really took it’s toll. We decided to play on regardless as the game is interestingly poised. John moves into a 3-2 lead.



At this point the game will be decided by who can keep contesting the zones the longest, so I just clear out what I can, scoring the left zone to level at 3-3. The two remaining Rysovass charge Nightmare and cut out it’s Cortex, significantly reducing it’s threat.



John clears the right and central zones, contesting the left to move 5-3 ahead on the top of turn 5. I need to pull this back quickly but I think I have time on my side.



I shoot off all the models in the centre and left, leaving John with only one model that can really ever contest the left again. I score twice to close at 5-5 again.



John needs to clear my whole HRT unit in the centre, and with the Overlord failing he has to commit Deneghra to within 14” of Garryth to do so. He does remove the unit to score the zone again to lead 7-5 on the top of 6.



I am confident that I can grind it out from here as I can shoot off Eilish with a Harpy and from there John can never contest the left again. Moving the AFG into the central zone would shut down him scoring that, meaning the right would be his only avenue, and I would have enough models around to contest it long enough to win. But with Deneghra in range of Garryth I can’t refuse the assassination. The AFG moves to within 5” of the Overlord and slams it into the Caster. After a Mage Sight, Garryth’s Armour Piercing shot leaves her on a couple of boxes, and the Harpy moves in to finish her off.



VICTORY

I’ve never been one to love the long grindy games that really appeal to some people (I’m looking at you, Haley3 players), but Garryth2 seems to be really good at them, and I finally have a caster that I’m enjoying in that style of game. I really like the list now with the second HRT and one of each melee unit, and the Ellowuyr are doing just enough to keep their place for the time being. John was a great opponent through this game, and it was nice to get revenge for the SR final I lost to him at the start of the year.

Thursday, 17 January 2019

Game 297: Issyria vs Scaverous


Game 297 – Vs Chris Young – Cryx – 13/01/19

My list:
Issyria, Sibyl of Dawn (Legions of Dawn)
-Imperatus
-Phoenix
Dawnguard Trident
Dawnguard Trident
House Shyeel Artificer
Arcanist Mechanik
Arcanist Mechanik
Eiryss, Mage Hunter of Ios
Min Dawnguard Destors
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer & Standard Bearer
-Soulless Escort

His List:
Lord Exhumator Scaverous (Black Industries)
-Deathjack
-Deathripper
-Erebus
-Malice
-Ripjaw
Aiakos, Scourge of the Meredius
-Kharybdis
Machine Wraith
Warwitch Initiate Deneghra
-Nightmare
Sea Dog Deck Gun

For day 2 of the Southport Steamroller we have split into 4 man pods based on the results of day 1. This leaves me in a pod with a Circle, Cygnar and Cryx player to fight out for final positions. The first game sees me against Chris and his Hateful8 Scaverous list. Chris won the roll but chose to give me the first turn and we got moving.

Inviolable Resolve on the Sentinels, Admonition on the Phoenix and everything runs up the table, being careful of the threat ranges of Deathjack and Kharybdis.



Chris puts up Death Ward on DJ, and Escort on Aiakos before everything runs up in a rough V formation.



Chris was really careful with my threat ranges until his final activation with Deathjack, which he placed in melee threat range of the left Trident. With both heavies in range of Cryx heavies and my Feat allowing me to see through clouds, I can get in and deal a lot of damage. By the end of the turn I have taken out Deathjack, Erebus and Kharybdis, and Malice is knocked down and Disrupted. Chris concedes.



VICTORY

Chris didn't appreciate the threat ranges of the army and knew he had lost the game to a pretty devastating alpha. There isn't really too much to say about this game other than the fact that Smite is the rule on the Trident that seems too much, it had Ram at one point in CID and honestly that would be the more balanced rule. Onto the final.

Game 290: Issyria vs Aiakos2


Game 290 – Vs Lee Dowbekin – Cryx – 28/12/18

My list:
Issyria, Sibyl of Dawn (Legions of Dawn)
-Imperatus
-Phoenix
Dawnguard Trident
Dawnguard Trident
House Shyeel Artificer
Arcanist Mechanik
Arcanist Mechanik
Eiryss, Mage Hunter of Ios
Min Dawnguard Destors
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer & Standard Bearer
-Soulless Escort

His List:
Captain Aiakos (Slaughter Fleet Raiders)
-Satyxis Blood Priestess
-Harrower
-Reaper
-Deathripper
Axiara Wraithblade
General Gerlak Slaughterborn
Min Black Ogrun Boarding Party
Black Ogrun Ironmongers
Max Black Ogrun Smog Belchers
Max Blighted Trollkin Bloodgorgers
-Jussika Bloodtongue
The Devil’s Shadow Mutineers
Scharde Dirge Seers
Cephalyx Overlords

Game 3 for my new Issyria list and I’m up against my first really troop heavy opponent. Lee has switched up his list form the last time we played, adding in some tricky ranged elements in the Mutineers and Overlords, so I would need to play around those. I win the first turn and we get moving.

In what is quickly becoming a pattern the Phoenix gets Admonition, the Sentinels get Inviolable Resolve and everything runs up the table. I am careful to keep Issyria within 3” of Imperatus, because I know how much Lee likes to White Squall things.



True to form, Lee runs up his Arc Node and attempts to White Squall Imperatus. I do like it when a plan works. On the left the Smog Belchers build a cloud wall and the rest of Lee’s troops move up into position.



As mentioned above, Lee has a number of tricky elements in his new list, so I decide that it’s worth Feating early to remove them, and then worry about the Marauders and heavy jacks later. I manage to take out all of the Mutineers, Overlords and Dirge Seers as well as the deathripper and 2 each of the Smog Belchers and Boarding Party. By not triggering Vengeance on the Marauders I’ve ensured that not many of them will get into combat, and Gerlak is far enough back to not be too much of a concern next turn.



This turn I learn that the Harrower has Thresher. I had disrupted it last turn so didn’t think I had to worry too much, but the speed boost from Aiakos’ Feat means that it can get into a pocket of Sentinels, killing 5. Other than that Lee is only able to deal incidental damage, but does take out 2 of my Destors. Nobody scores.



One thing I hadn’t appreciated before this game is how useful Admonition would be in terms of getting off a good Combustion with the Phoenix. I do so this turn, and take out 4 Marauders. I commit Imperatus to kill more and narrowly miss out on clearing the zone. On the left the Sentinels aided by the Trident do their job and clear the 2 Heavies. I score the left zone for a 1-0 lead.



Lee thinks he may have an assassination angle on me, and manages to get Aiakos in position, but it requires White Squalling the Artificer. Issyria says no. 1-0

The Artificer Slams Aiakos into the building, almost killing him, so I finish him off with a charging Arcanist for style points.



VICTORY

A trickier game due to the way Lee positioned things but with relatively short threat ranges on his part I was able to keep stripping away elements of his army whilst keeping relatively safe. Once Admonition was switched onto Issyria she shouldn’t ever die to Aiakos, though I should have put Inviolable Resolve on her to make her immune to being dragged in just in case. Tridents were great, again.

Thursday, 3 January 2019

Game 284: Goreshade4 vs Skarre1


Game 284 – Vs Andrew Devine – Cryx – 2/12/18

My list:
Lord Ghyrrshyld, the Forgiven (Defenders of Ios)
-Chimera
-Harpy
-Harpy
Arcanist Mechanik
Eiryss, Mage Hunter of Ios
Fane Knight Skeryth Issyen
Ghost Sniper
Ghost Sniper
Heavy Rifle Team
Heavy Rifle Team
Min Houseguard Halberdiers
-Houseguard Halberdier Officer & Standard Bearer
Max Houseguard Halberdiers
-Houseguard Halberdier Officer & Standard Bearer
Max Ryssovass Defenders
-Soulless Escort
Max Ryssovass Defenders
-Soulless Escort

His List:
Pirate Queen Skarre (Slaughter Fleet Raiders)
-Satyxis Blood Priestess
-Stalker
-Stalker
-Stalker
-Stalker
Aiakos, Scourge of the Meredius
-Kharybdis
Axiara Wraithblade
General Gerlak Slaughterborn
Misery Cage
Ragman
Min Black Ogrun Boarding Party
Min Black Ogrun Boarding Party
Max Blighted Trollkin Marauders
-Jussika Bloodtongue
Scharde Dirge Seers

Time for the second Steamroller in a weekend, this time off to Sherwood to a fantastic event run by Simon Robinson. There were 2 separate 16 man Steamrollers taking place, with the fields split in an attempt to keep regular opponents apart. Round 1 saw me face Andrew Devine, fast becoming a regular opponent after facing him at both Blood & Oil and the UK Nationals. As per the previous occasions, he dropped Skarre1, with me delivering on my promise to play Goreshade4 more. With me winning first turn, we got moving.

I decide that clouding up is more important than Dauntless Resolve in this match up, mainly for the -2 to hit that the Stalkers would suffer should they jump into my lines. Other than that, everything runs or Shield Walls up the table.



Andrew pushes up with his standard deployed troops, pulling back slightly with the Stalkers to keep them out of threat ranges, preparing to push into my lines next turn.

This is a pretty obvious Feat turn for Goreshade, as Andrew will want to get work done in melee next turn. I move up and take some shots into the Boarding Party, taking out one and dealing some decent damage to others. I have the shooting advantage so can afford to hold back a bit.



I had been pretty careful to make sure Kharybdis couldn’t see anything to charge into Goreshade, but had (not for the first time) forgotten all about the objective. Skarre Feats on a lot of models before sending a fully powered Kharybdis into me. And I got lucky. Andrew rolled the boosted 12 to destroy the objective, and the jack became Stationary. Game on. I think it did bother my opponent a bit as he made a couple of mistakes killing models resulting in 2 stationary Stalkers. Andrew scores 3 CPs to lead 3-0.



Bit close for comfort, but I’ve survived at least, now to deal with the attrition and scenario. I have a lot of souls from Goreshade’s Feat, and so between him and my troops in the centre I am able to take out the Stalker and Kharybdis. Each unit of Ryssovass manages to remove the Stalker on their flank and the guns continue to pick away at the Boarding Party. I score my own and left zones to close to 3-2.



The attrition game swings again as Andrew deals a lot of damage to my right flank with the Marauders. He contests mine and the left zone to move 4-2 ahead.

I have taken the left flank, a feat completed by Skeryth removing the last Stalker, so this turn is mostly repositioning to bring more troops over to win in the centre. I finish off the Boarding Party and make a start on the Cryx support, but miss quite a few attacks, including failing to remove Ragman. 4-4.



Andrew does really well this turn to take out a lot of my central troops with his support, and I’m starting to feel under real pressure. I am still up on clock though, so if I can keep level I think I can grind this game out. 6-4 to Andrew



I remember that Goreshade has clouds, and use them to decent effect, blocking off any charges from the Marauders and leaving them alone to avoid triggering Vengeance. I take out Gerlak and the objective, finally taking a 7-6 lead.



With clocks running down photos start to become a bit ragged, but in summary Andrew simply runs out of contesting models, whilst I am able to keep contesting the right zone and keep Goreshade safe behind clouds. I eventually win the game 14-8 on scenario at the top of turn 7.



VICTORY

Nobody wants a grind like that as round 1 of a 4 round event, but it was such a great game. Andrew was a great opponent and so unlucky not to take me out early with the Kharybdis assassination. I really like this Goreshade list, and it feels like it will reward reps. It is a bit rough on clock due to the sheer number of models and interactions, but I should be able to get used to that. On to round 2 after an incredible buffet lunch. Seriously, go to Simon’s events.