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Showing posts with label Cygnar. Show all posts
Showing posts with label Cygnar. Show all posts

Tuesday, 12 February 2019

Game 304: Garryth2 vs Siege1


Game 304 – Vs Stuart Cargill – Cygnar – 10/02/19

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
Max House Ellowuyr Swordsmen
-House Ellowuyr Swordsman Officer & Standard
Max House Ellowuyr Swordsmen
-House Ellowuyr Swordsman Officer & Standard

His List:
Major Markus “Siege” Brisbane (Heavy Metal)
-Squire
-Charger
-Charger
-Charger
-Charger
-Triumph
Storm Strider
Storm Strider
Captain Arlan Strangeways
Journeyman Lieutenant Allister Caine
-Ace
Min Field Mechaniks

A couple of casual games this Sunday, and with the final rules for Garryth2 releasing on the Friday it seemed pertinent to give him a try out. I built a list that I thought would be fun to play and have some interesting interactions, plus I hadn’t put the Ellowuyr Swordsmen on the table for a very long time. First up was Stuart with an infantry blending Siege1 list, poor Ellowuyr… Stuart wins first turn and we get moving.

Caine puts Fire for Effect onto Siege, who in turn puts down a Foxhole which he walks into. The Chargers all run up the table along with the right Strider, but the left holds back a bit, concerned about the pressure from the AFGs.

Garryth casts Occultation on the left unit of Ellowuyr and moves up into the trench in my zone where he would stay for the entire game. Everything runs up the table, being as aware as possible of Electro-Leaps.



A mispositioning of Moros means that Triumph is able to get his Sentry shot on him, dealing decent damage, before the Cygnar forces open up. The results were bad, but not too bad. There are a lot of ways for that list to see through Stealth and so I lose more Ellowuyr than expected (mostly to a FFE Ground Pounder). In total I lose 11 over the two units and take a bit of damage on my Jacks.



Garryth Feats and uses his Armour Piercing shot to more than half kill the Charger on the left, with a couple of charging Ellowuyr finishing it off. I deal quite a lot of damage around the place but don’t take out any other models, leaving the left Strider on around 7 bokes and the right on about half. I could definitely have directed and ordered my attacks better (I forgot about the Black Penny element of the Feat) in order to finish something off fully, but I’ll just have to face the consequences of that. I score twice to lead 2-0.



This is Siege’s Feat turn, but the pressure I’m putting on him means he can’t push up too far to apply it. The Storm Striders both charge in, the right dealing considerable damage (but taking a pretty nasty free strike) and the left committing all its resources to making sure Eiryss dies. The rest of his shooting finishes off both Harpies and all of a sudden my right flank is looking a bit rough. 2-1 to me.



I briefly look at a plan to score 4 and win, but abandon it fairly quickly. Instead I focus on attrition, and manage to finish off both Striders and another Charger, really cutting down Stuart’s offensive power. I score my left zone (I can’t afford the shot to remove the Gobber in my zone) to lead 3-1.



Stuart’s dice don’t help him out this turn and despite throwing a lot of attacks he can’t remove the DEF19 Ellowuyr in the right zone, allowing me to keep contesting over there for another turn. He is also starting to run out of contesting models on the left, and this turn throws a Charger and the Squire in to slow down my scoring. Moros is finished and Stuart starts the slow grind through the AFGs. 3-2 to me.



Similarly to Stuart I have run out of models to contest his far zone, so the CPs are going to start rocketing up. I kill both contesting models on the left, and all but one of the Gobbers. I make a mistake leaving the 2 remaining Ellowuyr within 4” of each other on the right. I cast Occultation on my objective, to force Stu to cast Mage Sight if he wants to shoot at it. 5-3 to me.



Due to my misplacement Stuart is finally able to clear the right zone and both score it and contest mine with the last Gobber. The AFG keeps taking damage, but Carapace is holding it together pretty well. 6-5 to me.



At this point I’m pretty sure I win if I survive, and so Garryth starts aiming for Stealth. I kill the last Gobber to remove any chance of Stu scoring the right zone without running with Siege and put some damage into the objective and Triumph. 8-6 to me.



At this point Sturat is just trying to keep parity on scenario. He reduces the front AFG to 3 boxes and shoots at my objective, narrowly failing to take it out. 9-7 to me.



All I’d been looking for in the past few turns was to start a turn 2CPs up. This allows me to slam the Charger out of the zone, shoot off the objective and run the Lys Healer in to Stuart’s zone to contest. I score 3 to win 12-7 (bottom of 6)



VICTORY

This was a great game, and it was really good fun to get an exciting new caster on the table, even if I didn’t really use many of his tricks. I just managed to get ahead and stay there over the course of the game, despite Stuart playing around my Feat really well. He probably put too much weight on killing Eiryss, as she was always going to struggle to do anything too relevant, but sometimes that’s what she has to do in the list.

Thursday, 17 January 2019

Game 295: Issyria vs Sloan


Game 295 – Vs Phil Rothwell – Cygnar – 12/01/19

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:
Captain Kara Sloan (Heavy Metal)
-Squire
-Firefly
-Firefly
-Hunter
-Hunter
-Hunter
-Hunter
-Minuteman
-Minuteman
-Minuteman
-Minuteman
Captain Arlan Strangeways
Journeyman Lieutenant Allister Caine
-Ace

With my first round finishing fairly quickly I had a bit of time to wander around the other games and see what people were playing. I got to Phil's game just as he was completing a Sloan assassination, and realised that having dropped Vyros2 from my pair there was now the potential for a real Sloan problem. Naturally I faced Phil in Round 2, and with me going first we got moving.

I think Spread the Net as the scenario really helps me here, but only if I can get far enough up the table early on. As such I push forward as far as I can, keeping the things I hold dear out of threat as much as possible. Admonition goes on the Phoenix and Inviolable Resolve on the Sentinels in what is largely becoming auto-pilot. The Hunters were to my right so I should definitely put IR on the Trident there. Issyria sits in a trench with Force Wall on her. At DEF22 she should be ok until Phil can start aiming.

Phil opts not to Feat this turn, and just put chip damage into me where he can. He regrets the decision when he rolls high and leaves the right Trident on just 2 boxes. I breathe a sigh of relief. 4 Sentinels die: 2 because I tempted Phil into triggering Vengeance and 2 because I positioned them like an idiot.



Phil asked the key question just a couple of activations left in his turn. “How far does Imperatus threat”. As it is, after a Slipstream he threatens one of the Hunters, and within a single Side-step of Sloan. There is work to be done though, as Phil scrambled well after realising his situation. I need to clear out 2 Minutemen to make it work, but the Destors and Trident manage this between them, clearing the route for Imperatus. I'm after S&P 8s to hit her, and after spiking the first damage, I boost the second initial and finis her off.



VICTORY

Glad I found a way out of this one, even at the hand of a slight positioning error by my opponent. I don't really know how I win this one if Phil doesn't give me a way in as I would lost most of my army on the next turn. I was able to take out 4 lights almost by accident on my turn, and could easily have made it 5 or 6 if I'd been trying, which may have given me a good enough position to grind through it. I'd say it required more testing but I really don't want to play this again! Onwards to Round 3.

Friday, 21 September 2018

Game 266: Vyros2 vs Siege1


Game 266 – Vs Rudolf Edlmayer – Cygnar – 16/09/18

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 Markus “Siege” Brisbane (Heavy Metal)
-Squire
-Defender
-Defender
-Triumph
Journeyman Lieutenant Allister Caine
-Ace
Journeyman Warcaster
-Charger
Lieutenant Allison Jakes
-Charger
-Defender
Max Field Mechaniks

Final round of the WTC and we are up against Hungary, with me matched up against their Cygnar player. I know that Siege has been revitalised by Caine0, but haven’t had a chance to play into him yet. That being said, against a full on gunline on Spread the Net I felt pretty confident. I won the roll to go first and got moving.

Vyros casts Deceleration and everything runs up the table in 2 groups, a pod of 3 on the left and the main bulk of the battlegroup on the right. Solos move up to prepare to dash to flags on later turns.



One Griffon if a bit too far forward and gives Triumph his Maintenance Phase shot, and the rest of the guns open up dealing some decent chunks of damage. The Journeyman puts Arcane Shield on Caine who in turn puts Fire for Effect on Siege.



I think I can start work on some of the Journeymen here to make some jacks inert and remove some of the useful upkeeps. I shoot off the Journeyman and put a shot into Caine, but leave the latter on 3 boxes. I run my 2 damaged jacks on the left to engage as Siege doesn’t have many activations with which to clear it. Vyros’ and Siege’s Feats interact in an interesting way; whilst normally I would Feat this turn with Vyros to take a few Feat moves, Siege wants to damage everything a bit with his Feat, and so mine wouldn’t do much. Holding it until the turn after where Siege will be finishing things off is far more useful.



Siege takes out the 2 engaging jacks and then Feats and opens up with his guns into my jacks, not killing any but damaging them pretty badly. A Defender charges into a Manticore, taking it out. We both score our zones to start at 1-1.

This turn was what I had been planning for all game. I score both flags and my zone, taking out the Defender and the contesting Mechanics from the central zone. I Feat to try and protect my lead and hope I can just survive the turn. Vyros takes out Caine with Lock the Target. I lead 5-1.



Rudolf continues the attrition but even though he gets Vyros knocked down, he never really has enough to threaten an assassination. I manage He contests everything and shoots Lanyssa off the left flag but can still only score his zone, as I do to move to 6-2.



I just need to contest the left zone to win, but I decide to kill Siege with Vyros for style points. I win on assassination and 9-2 on scenario.



VICTORY

Having played this matchup now I don’t think I win it on any other scenario, but with going first on Spread I was just able to score enough points and survive long enough to take the game.

The team won the round 5-0 to finish on 3-3 for the weekend. We were slightly disappointed with the overall result but the three rounds we lost were all incredibly close and could have gone either way.

I loved my first WTC experience, the whole event was incredibly well run and I met so many great people. I can’t recommend it highly enough to anybody. If you don’t make a national team, get into the Solo Masters and just soak up the atmosphere.

Thank you to my team mates Andy, Brett, Ben and Matt – it was a pleasure to be on a team with you guys and despite a few marginal results I think we can all be really proud of how we played. Congratulations too to the England Lions and Knights teams who finished 4th and 3rd respectively, showing just how strong Warmachine is in the UK right now.

I’ll be taking a brief break now until the CID drops, but it is the UK Nationals 3 weeks after the WTC, so I’ll need to be back up and running for that. Thank you all for reading, and if you have any questions or comments please don’t hesitate to get in touch.

Game 258: Vyros2 vs Haley3


Game 258 – Vs Brett Wilkie – Cygnar – 13/09/18

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)
-Ironclad
-Thorn
Captain Maxwell Finn
Commander Anson Hitch
Patrol Dog
Ragman
Trench Buster
Trench Buster
Trencher Master Gunner
Alexia Ciannor & the Risen
Trencher Express Team
Trencher Express Team
Min Trencher Infantry
-Officer & Sniper
-Rifle Grenadier
Max Trencher Long Gunners
-Officer

Every time I play against Haley3 I wonder what would have happened if I commit harder to wherever the Long Gunners are. My usual play is to use terrain and distance to keep them out of the game as long as possible, but then I often find myself underwhelmed by their damage output into ARM20 jacks. This seemed as good a time as any to try it. Brett went first.

Echoes are summoned and Tactical Supremacy cast.

I run up, 5 jacks up the flank with the Long Gunners on it. I had committed to this plan before the game, but the set-up of Brett’s first turn made it really tempting to go to the other side of the building and push from there. Deceleration is cast.



A combination of guns and Trencher charges makes a real mess of my left flank, and had a missed Domination from Haley hit things would have been even worse, so I decide that the “run at the Long Gunners” plan is probably a failure. Worth a try though.

We play the game out anyway, and I decide to go for an assassination on a zero camp Haley. Manticores need 13s to hit but I’ve got a few shots at it and after one of the Manticore shots lands and spikes damage, Vyros is able to take her out with a Twister.



VICTORY

Worth seeing if that kind of play would work, and it definitely didn’t even though it opened up a lucky assassination. Back to the original plan of trying to keep the Long Gunners quiet as long as possible, and deal with the threats mentioned in the last game’s summary.

Game 257: Vyros2 vs Haley3


Game 257 – Vs Brett Wilkie – Cygnar – 13/09/18

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)
-Ironclad
-Thorn
Captain Maxwell Finn
Commander Anson Hitch
Patrol Dog
Ragman
Trench Buster
Trench Buster
Trencher Master Gunner
Alexia Ciannor & the Risen
Trencher Express Team
Trencher Express Team
Min Trencher Infantry
-Officer & Sniper
-Rifle Grenadier
Max Trencher Long Gunners
-Officer

On the Thursday morning of WTC week I went to go and get some culture in Warsaw. It is an incredible city and I recommend anyone going to visit. Then the afternoon came and I went back to the apartment for some more practice games. First up was my team mate Brett with Haley3. This is a matchup that we feel I will have to take fairly often, so any practice is useful. I think that Brett’s version of Haley is stronger into me, as the Express teams get a lot of control work done. Brett win the first turn and we get moving.

The Echoes are cast, Tactical Supremacy is put onto the Trencher Infantry and everything runs up the table.

Vyros casts Deceleration and I advance up the table, using the central cloud and the forest on the left to screen my advance. Vyros throws a Twister at the long gunners hoping to get a good scatter but it moves away.



Brett repositions his forces, takes a few shots with the Express Teams and contests the two left zones with Haley Past, and the right with the Patrol Dog. He goes for a Dominate play against a Griffon, but misses the attack, so there is no Temporal Flux out for a turn.



I realise a mistake that I had made last turn and suffer for it here. Vyros being behind the wall means that I can’t charge and take out Haley Past, and so I have to build a fort of Jacks to protect against her. Vyros tries to take out Ragman with a Twister but leaves him on a box. I take out a few Trenchers and, more importantly, a Trench Buster without committing too much. 0-0



Brett takes out one of my forward Griffons and puts up Temporal Distortion. Some guns and a couple of charges from Thrall Warriors take out my objective, allowing the Ironclad to score the right zone and give Brett a 2-0 lead.

I look at an assassination this turn, slamming Thorn over Haley and then shooting her with Vyros and the Manticores, but I misallocate, forgetting to give the Aspis a focus to boost with, which takes it off the table. Instead I go for a sub-optimal attrition play, taking out Past Haley and the objective, as well as the second Trench Buster. Had I properly committed to attrition, I could have taken the Ironclad as well, but my indecisiveness let me down. I level at 2-2.



Brett kills 2 more Griffons and again scores the right zone. I still have enough jacks to feel well in the game but need a big next turn. 3-2 to Brett

The target for this turn is taking out both warjacks, and hopefully pulling back the attrition game to let me grind the game out. Again here I should have made a bigger play for Ragman, but needed Easy Rider to get the left Manticore into Thorn. Sadly I missed my second attack allowing him to Dodge away. I take out the Ironclad and the score remains 3-2.



Alexia and Haley past both come in under Ragman and the attrition game finally falls apart. At the end of the turn I only have a single Griffon left.



I go for a very long odds assassination on Haley which doesn’t come off. I concede.



DEFEAT

This game got out of control early on and I could never quite pull it back. Had I taken out Ragman earlier in the game, or had Vyros better positioned bottom of 1 I could have possibly had enough momentum to get through the game. There are 6 threats (disregarding shooting) in most Haley3 armies. Thorn, Ironclad, 2x Busters, Alexia and Past Haley, and I find that you need to take out either 3 of them, of 2 and Ragman to be able to grind the game out. I was always slightly behind that curve and it made enough difference to lose me the game. It was a useful practice game though, and I feel that it is still a very close matchup between the 2.

Game 255: Vyros2 vs Siege2


Game 255 – Vs Brent Simon – Cygnar – 12/09/18

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:
Colonel Markus “Siege” Brisbane (Gravediggers)
-Ironclad
-Triumph
Captain Maxwell Finn
Patrol Dog
Ragman
Trench Buster
Trench Buster
Trencher Master Gunner
Lady Aiyana & Master Holt
-Captain Jonas Murdoch
Max Trencher Commandos
-Officer
-Scattergunner
Trencher Express Team
Trencher Express Team
Min Trencher Infantry
-Officer & Sniper

I travelled to Poland the Wednesday before the WTC started, and stayed with around a dozen of the English players in an apartment close to the centre of Warsaw. In amongst a bit of casual culture and great food we found time for plenty of practice games on some hastily thrown together boards. My first of the week was against Brent Simon of Swan Fearing fame. Brent had no intention of playing the pretty round Haley3/Vyros2 match up, and so dropped Siege2 into me instead. Brent won the roll and opted to choose sides, giving me first turn.

The early part of the game plays out similarly to a Haley3 game, but with respect given to the greater threat ranges and melee hitting power of Siege’s troops. I cast Deceleration and run up the table, leaving just a couple of Jacks within Feat and charge range, accepting that if Brent wanted to exchange his Feat for them that I would probably be in a decent position in the long run.



Brent puts up Rage onto the Commandos and Hallowed Avenger on the Commandos. He puts a few shots into my army from the Trenchers and Express Teams dealing a bit of chip damage. The Trenchers on the right push forward fairly aggressively with the Commandos on the left held back more in reserve.



I build Synergy with one Griffon in the centre before using the 2 on the right to take out most of the Trencher unit. Vyros Feats, anticipating losses and recasts Deceleration. I put down 2 Covering Fire templates to make any long range charges from the Commandos difficult to work.



I lose the Griffon in the centre to Triumph and one of the pair on the right is taken out by a knockdown shot from the Express Team followed by some further shots and charges. We each score our zones to start scoring at 1-1.

I start to push hard on the left, hoping to take out a decent number of Commandos whilst building Synergy before going into the Ironclad with a Manticore to take it out. I try to throw a Twister into the bunched up Commandos, but it scatters away, and the Griffons slightly underperform and are only able to take out 3, leaving a lot of the Fury unit alive. I do take out the Ironclad though, so that is at least one threat removed. We both score our zones again. 2-2.



Brent Feats with Siege and has a huge attrition turn, taking out all 4 remaining Griffons and the Manticore that had taken out the Ironclad. The Commandos used their minifeat to charge in, but between Reposition and Siege’s Feat they are able to make a lot of additional movement to push up the flank. Brent scores 3 points to move the score to 5-2.

The game is realistically lost at this point and I am playing for pride, but manage to take out Triumph with my second Manticore and contest all the zones, bringing the score back to 5-3.



Brent just needs to clear the three zones and contest mine to win the game on scenario, and does so fairly easily with his remaining pieces. He wins 8-3.



DEFEAT

I think my main mistake in this game was treating it too much like a Haley3 game, when realistically they play very differently. Against Haley for example, trading as I did for the Ironclad on turn 3 would have been a worthwhile move, as she has relatively fewer avenues of melee damage. With so many Commandos left alive though it was definitely a mistake that cost me the game. I should have redeployed harder to the right flank where things were going reasonably well, and held down the left as best I could with one or 2 Griffons and Covering Fire from the Manticores. It was a useful practice game though, and though not many WTC players were using this particular pair it was useful to see how the game played out.