Intercessor Kreoss +5
-Vanquisher -8
-Reckoner -8
Avatar of Menoth -11
Min Choir -2
Vassal of Menoth -2
Gorman di Wulfe -2
Max Vengers -11
Daughters of the Flame -5
Nicia, Tear of Vengence -3
Paladin -2
My opponent this week was Nick, the owner of Solid Ground Studios and all the lovely bases they make (http://solidgroundstudios.co.uk) using his skew Legion list. His army consisted of Kallus with a Ravagore and a Succubus, along with two max units of Warspears with UA, two minimum units of Warmongers, a maximum pot, a set of Swamp Gobbers and a max unit of Gators. This is a bit of an unusual Legion list but given it's full of pretty meaty infantry and has only lost one game so far it's a pretty safe bet to be honest. If nothing else there's a real psychological edge to seeing quite that many Blighted Ogrun on the other side of the board, I can assure you.
Nick won the roll to go first and so I selected the table edge with the least terrain that would swamp down my pathfinder-light list. We were playing 2014 Outflank in a goodbye to Steamroller 2014 (since the new rules for 2015 had only just come out and neither of us had had much chance to read them over). Nick deployed his force centrally while I put my Daughters, Reckoner and Avatar on one flank with Vanquisher, Vengers, Nicia, Gorman and Kreoss on the other. For both of our first turns the majority of the turn was taken up with running everyone further up the field while getting upkeeps out. Kreoss put Holy Ward on the Daughters, Ignite on the Vengers and Warpath on himself, while Kallus gave one of the Warspears Ignite on the Legion side.
Moving into the second turn things started to happen for Legion. The Warspears assaulted the Vengers, killing two and hurting a third. The other spears and mongers moved up into the zone while the gators moved up into the other. The warmongers on the other flank charged the Daughters but couldn't meet their boosted DEF 17. The Ravagore moved out of the forest he'd been hiding in and managed (seeing through Gorman's smoke) to get a shot on Kreoss, who was sat on zero focus after dishing out his upkeeps. The shot hit and with a boosted damage roll he managed to put 10 damage on my caster at the top of turn 2 and giving me a sad face.
On my turn the Vanquisher softened up the Warspears, hurting/setting two on fire and outright killing one. Then the Vengers charged the Spears that had assaulted them, completely destroying two and getting some disappointing damage rolls on the others but putting some hurt on them nonetheless (to be honest I may have forgotten some of my buffs etc. the clock was putting pressure on me and I messed it a little). This activated my Warpath, allowing the Reckoner to side step the obstruction that was between it and the Ravagore. This set the Reckoner up for a charge on the heavy beast, which he promptly did and between the assault shot, the charge attack and buying a second (I'd only allocated 2 to it) I managed to kill the Ravagore in one round, somewhat making up for the offensive shot on the last turn. The Paladin moved into jam the zone, the Daughters joined together to charge the two Warspears in the zone and combined their attacks to kill them. Across the board Nicia charged a Warspear but didn't manage to get the kill to activate her sprint ability to get to safety, even with her second attack.
On the Legion turn the pot spat out a Harrier who put up it's auto hit animus and flew over to Nicia and bit her head off without any difficulty. The remaining Spears charged the remaining Vengers and polished them off. Two of the members of the other Warspear unit charged Kreoss and managed to reduce him to 4 boxes between their charges and assault shots. The Gators moved up with the last monger in the flank zone and swung at the daughters, but even with the cold blood reroll they only managed to kill one of the girls. The unhurt unit of Warspears and a couple of the gators managed to wreck the Reckoner in retaliation for the fallen Ravagore. Kallus threw his feat up to mitigate some of the damage coming in the next turn. Killing my Vengers had left the zone clear, scoring him the first control point.
On my turn the Avatar charged the Gators and Warspears, hoping to clear the zone, allowing me to move Kreoss in to Dominate and edge a scenario win. Unfortunately he had only rolled 2 for focus, and failed to kill one of the models, meaning my redemption shot was a bust, but still seriously hurting his jam units. The daughters ran into some gators but didn't have the P&S to crack their ARM, even with combined melee. The Vanquisher moved in to contest the zone and killed one of the two Warspears engaging Kreoss with a shot, hurting the other and setting him on fire. Kreoss then used a ride-by attack to finish off the Warspear and then moved further into the back field, feating to put Holy Ward on himself while camping a full stack.
On the Legion turn the gators managed to kill most of the unbuffed Daughters, and the mongers put a few points on to the Avatar. Kallus put Ignite on the unit of Spears nearest Kallus and then put up Dark Guidance, using his full stack, and leaving Kallus flapping in the wind in a direct line from the Avatar, throwing all his chips in. The two Incubi that had had spawned from the feat then charged Kreoss but couldn't hit his DEF 16, followed by the last two Warspears, who missed their assault shots. The first Warspear took his first swing, but only took Kreoss down to 1 point. The final Spear cracked his neck, rolled his Blighted shoulders and plunged his spear straight through the Intercessor with a powerful thrust, netting the win for Legion.
After the game Nick and I had a discussion about the list and I asked his opinions on what I should do moving forward. We agreed that the list needs to be more balanced, especially in a two list format. The list is great for armour but doesn't handle infantry well at all. For my next practice I'm thinking about making some more drastic changes. Starting with swapping out the Avatar for a max unit of Errants with UA to offer a bit more jam and crowd control to the list to make it more balanced, maybe even changing up the merc and solo load out too. I'll probably make another post with some list ideas next week.
Until then may all your dice roll be 6s. Apart from command checks. And skill checks. And checking continuous effects on your warcaster. And... You know what. Just be lucky.
-M
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