Sunday, 27 December 2015

Sword<Pen<Brush - Fishermen Guild Ball Custom Goal

So I've decided to add Guild Ball to my list of current games, mainly to give me a break from all the Warmachine and Hordes I've been playing recently. I decided to take up the Fishermen since their ascetic appalled to me the most. I decided to start my Guild Ball journey with a custom built goal. 

Since my job is so dull I spent a few days sketching out ideas for it. I was originally planning a kind of 'desert island' with a palm tree and maybe a bucket for the ball to go into. I had some ideas about it but it didn't feel right. It felt more 'pirate-y' than 'fishery'. So I scrapped it and started again with a new idea. The new plan was to make a kind of 'crows' nest. I made some plans I was happy with and found the right parts for the job in my bitz box. 


Next I threw them together. The stick formed the mast, with the wheel as the base. The standard bearer shafts were cropped down to make the supports for the chaos space marine shoulder spikes that formed a banister for the crows nest. The fourth shaft then added to an old banner to make a nice flag which I topped with a spare bird. I then used the heads of a couple of nails and some old chain to add a square of plastic to form the target for the goal. This ended up looking like this: 


I then got my hands on one of Solid Ground Studios' decking bases and some little extras to finish it off. Then I painted it all up in my Fishermen colours:


I'm actually pretty pleased with how it came out. It looks kinda like what I wanted but nothing's ever perfect. Just got to get the rest of the team sorted now!

I did get the ball done though!



Keep an eye out on the Facebook page for the latest photos as they come if you're interest!

-M

Wednesday, 16 December 2015

Tourney Tales - 2015 JML mini tournament

Welcome back everyone. This week my local Press Ganger, Dave, decided to run a mini-tournament to cap off the Journeyman League that had been running recently (check the archive for more of my experiences in that). The format was 2 35 point lists, one with one of your journeyman casters and one with your starter battlegroup, not necessarily in the same list. We also had some pretty fancy seasonal boards to play on too. The tournament was broken down into two 'pods' of 4 players. Basically the winners of the two games from the pod would face each other and so would the losers, deciding the rankings that way. My JML score got me into the top pod of players! So the two lists I decided to run were:

List One
eVayl +6
Machinations of Shadow - Tier 4
-Seraph -7
-Scythean -8
-Angelius -8
-Angelius -8
Shepherd -1
Max Spawning Vessel -3
Max Legionnaires -6
Objective - Arcane Wonder

List Two
Saeryn +5
-Scythean -9
-Scythean -9
-Angelius -9
Max Spawning Vessel -3
Foresaken -2
Foresaken -2
Spell Martyr -1
Spell Martyr -1
Deathstalker -2
Deathstalker -2
Objective - Fuel Cashe

Game One

My first game was against Alan, one of the other Legion players in the JML. His two lists were a pThagrosh and an eAbby list. I decided to go ahead with the Saeryn list since there was a lot of Melee in his two lists. He'd seen my Saeryn list and realised his Melee heavy Abby list would be pretty badly hamstrung by the feat and so decided to throw down pThagrosh. The list included a Scythean, Seraph, Shredder and a Raek along with two shepherds, two Deathstalkers and a max unit of Warspears with UA. This list had plenty of shooting to overcome my feat but not enough to be too overwhelming. The first round scenario was Outflank. I got the first turn and started by running everything up the board, swapping my Scytheans around to deny prey from the ogrun. Saeryn put out Banishing ward on herself and Respawn on a Scythean.


Alan then followed suit by having his army run up, mainly heading towards the zone on my right to fill that up. Thagrosh threw out Draconic on the ogrun to boost up their hitting power. Thagrosh hid behind an obstruction for some added cover. 


On my turn I had my Scytheans advance into each zone and then had my Angelius charge the Seraph but it was half an inch out. Then I had Saeryn advance up and feat, catching all of my beasts to give them a little safety and then burned out a martyr to put Breath Stealer onto the opposing Scythean. 


With my Angelius exposed Alan had almost all of his army shoot to try and take it down. Most of the force aimed and took pot shots, doing a ton of damage but, even with the entire force, he didn't quite manage to clear it, leaving it on 3 boxes with nothing left that could shoot, much to Alan's frustration. The Raek on the other flank shuffled to actually get toe in on the zone to contest. 


On my turn I had the Scythean on my left charge the Raek and slaughter it, gaining control of the zone. Saeryn healed up the aspects on the Angel who then charged and polished off the two Ogrun in the zone with an armour pierce and an extra attack, securing that control too. The Deathstalkers took some shots on the Warspears but had trouble with their high ARM. The Foresaken each gobbled up a helping of Fury. Then I ended the turn up to two control points. 


Alan took the exposed Scythean as an invitation and charged it with his own. After some pretty decent rolls he managed to destroy it but it respawned to get out of the way. The Warspears charged to get into the zone more and managed to roll high on an assault into one of the Deathstalkers, splattering it. The Seraph rolled low again on its strafe and didn't get much in. Thagrosh feated back the Raek who advanced into the pot and then put tenacity onto the Scythean in the zone. 


On my turn I had my freshly respawned Scythean advance into Alans but apparently his was better trained than mine and rolled super low on damage and couldn't really get the job done. The other Scythean made up for it, though and killed a couple of Warspears, the Foresaken using its fury to tear apart another one. The last one (the UA) was frustratingly hard to clear and the spawned animused charging harrier didn't polish it off and neither did the blightbringer that clipped it. My damage rolls really letting me down his turn. In a last ditch Saeryn moved up stupidly and used some of her last fury to flick a knife at him, cranking the to hit in Melee and finally killed him, leaving me with 4 control points and no transfer targets. 


Alan started his turn by having his Deathstalkers advance up and take shots. They both hit her high DEF and put a few points on her. The Seraph reared up, getting ready to polish her off just as dice down was called. I was literally seconds away from a loss but I was saved by the bell and won the game with 5 control points!

Game One: First Tiebreaker Win

Game Two

With my win in game one I was paired with the winner of the other round one game which was, of course, Nick whose beautiful terrain we were battling over, who'd managed to win his game against Ben's Skorne two tables down. As it was D&C1 we were both locked into our other lists. This left me with Machinations of Shadow. Nick had played his Goreshade list on the other table and so that left me to deal with his evil, evil pDenny list. It included a Skarlock, a Slayer and a Deathripper in the battlegroup along with a Machine Wraith, a max unit of Nyss Hunters, the Devils Shadow, Rockbottom, Dougal and Wrong Eye and Snapjaw. I played against this list several times in the league and it destroyed me very well whenever I played into it so this was the list I'd been dreading. 

The scenario for round two was Destruction and, despite my +1 I lost the roll to go first. Nick chose sides, picking the more defensive terrain, giving me first turn. I started the game by running everyone up the board to claim some real estate, putting Admonition and Refuge on the two angels respectively as well as Occultation on the Legionnaires. The Seraph and Scythean advanced up to near the zone in the nearby forest. The Legionnaires and Spawning Vessel plodded up the centre of the board. 


Nick followed suit by having his Nyss run out, spreading themselves across the front line followed up by everything else. Denny herself advanced up with the Devil's Shadow to hide behind the nearby wall. Wrong Eye and his pet advanced up to the nearby hill and Submerged themselves to avoid any shooting malarkey. 


On my turn the Seraph advanced up and killed the front two Devil's Shadow with its gun and the Scythean shuffled further into the forest. The Legionnaires ran to gum up the zone a little followed by the pot. The Angels just shuffled around on my flank pulling in a little while Vayl snuck up behind the obstruction to get cover. 


On Nick's turn he had Denny move out of her wall and into the open so he could feat, managing to catch the majority of my models (only Vayl and the Vessel avoided it) he then proceeded to have his shooting take out a couple of my legionnaires (bringing back the two dead Devils Shadow) and spot remove one of my Angels, putting some serious hurt on the other one what he was at it. The Machine wraith ran into the zone to be incorporeal and contest like a pain. 


Under Denny's feat my army was pretty bad but I saw an opportunity on Denny since she was actually exposed. I had my Legionnaires and pot shuffle around to expose a lane and then spawned a harrier to be Vayl's channeler. Vayl moved up to exactly 10" away and pinged it in the back. Then she feated and threw a free obliteration at Dougal, hoping to clip Denny in the Blast. The AOE is smaller than I thought and so missed her, simply splattering Dougal. I bought another one on a Nyss and hit, killing two Nyss and getting boosted blast damage on Denny. Unfortunately my dice weren't amazing and I only did a little damage. The Seraph advanced up Strafed into her with two shots, actually managing to hit with one despite the reduced RAT, but the damage roll wasn't great and she was left with 12 boxes. My surviving Angel pulled back and the Scythean shuffled deeper into the forest to end my turn. 


My assassination run hadn't been very successful but luckily I hadn't exposed myself too much and I'd used my other feat spells to put Occultation on the Pot, Admonition on Vayl to give her a smidge  more protection and Refuge on the Scythean. So on Nick's turn he took the safe route and moved a bunch of stuff into the zone, including both of his jacks, locking out the scenario until he could wipe out the rest of my army. He also managed to slaughter a bunch of legionnaires along the way too. Denny hopped back behind the wall. 


On my turn I had the remaining legionnaires clear out a path for the Harrier I spawned to move up and be another node for Vayl at the end of the turn. The Scythean charged up and destroyed the objective and killing a devils shadow before refuging back. That scored the first control point of the game. The Angel then flew over to the other flank settling near Vayl. The Consul herself through out her oraculus and got channeler to boost an Oblit into Denny. I boosted the hit and managed to get exactly enough to hit her even behind the wall. My clock ended but I was able to take the damage roll. I couldn't boost since I was sat on nothing now and my clock was over. The dice came out too low to polish her off. 


With Vayl camping nothing Nick started his final plan. Snapjaw charged up and killed a legionnaire to free up the arc to allow Denny to double boost a Scourge into her. The damage roll came up big and left me on 3 boxes and knocked down. The Nyss were next to move up and put Vayl down with a big CMA. Again, though, Dave called dice down seconds before my loss and, since I'd taken out the Objective last turn I was up by one control point and won the game. 

Game Two: First Tiebreaker Win

Post-Games 

These were two really close games that I managed to get a win despite being on the very precipice of stupid losses. I felt like I played fairly solid games up until the ends of both games but luckily I managed to luck my way into wins. Regardless this made me the overall winner of the tournament, deserving or not! I was completely wiped out by this point but I thoroughly enjoyed myself. I was pretty pleased, not just with the result, especially since I didn't feel I particularly deserved the wins, but with how great a time I had. I'd had a long day and was a bit under the weather so I was expecting to not have the best time but I really enjoyed the games and it was enthusing to play. 

I'm planning to take a bit of a palette cleansing break from Warmachine for a while. In fact I just picked up Fishermen for Guildball! I'm actually really excited to play a new game so expect some posts about Guildball coming soon!

As always thanks for reading, and don't forget to check out the Facebook page and 'like' for regular post updates, photos and more at www.facebook.com/Mitsuharuonminis 

-M

Tuesday, 8 December 2015

Mitsuharu on Minis - Saeryn and Rhyas, Talons of Everblight vs Ravyn, the Eternal Light

Welcome back for my latest battle report! This week I'm continuing with my test games with Saeryn and Rhyas. These guys are pretty fun to play but they are a bit of a headache on the table and it is a lot of maths. I haven't changed the list up as I want to hone my gameplay with them first. If you missed it that list is:

eTwins +2
-Zuriel -10
-Nephilim Protector -5
-Seraph -8
-Naga -5
-Shredder -2
Max Spawning Vessel -3
Max Raptors -10
Max Croak Raiders -8
Objective - Bunker

This list, as I've said, is the one used by Trevor in the latest chain attack and I haven't changed it up at all from there. I'm not convinced it's a great list and it still feels like it lacks punch but I'm still playing on. 

Pre-Game

My opponent for this week was Rik, who I've played several of my battle reports against in the past, using his Retribution. His list consisted of Rayvn with a Banshee along with Elara with a Hyperion, a max unit of Riflemen with UA and a housegaurd thane, a unit of Stormfall archers, two assassins, Narn and Nayl, an arcanist, and two Magisters. I wasn't very happy seeing a colossal across the table since I already felt I lacked punch in the list but I'd have to make do. The scenario I rolled up was Fire Support and I got the initiative, taking the first turn. Just a warning in advance I totally spaced out during this game and only remembered to take photos at the end of my own turns! So sorry about that. Hopefully I can describe it well enough to make up for it!

Deployment 

I deployed first with my Spawning Vessel centrally flanked by the twins. The protector, Naga and Seraph deployed to my right with Rhyas while the shredder, Zuriel and the raptors deployed on my left along with Saeryn. Rik placed his Hyperion in the middle of the board screening Elara, the arcanist and Ravyn. The banshee just off to the side of it. The Riflemen deployed to my right while the Stormfall archers went on my left. I then advance deployed my croaks on my right flank and Rik put his assassins out on the diagonally opposite edge. 


Legion Turn One 

On my first turn I had pretty much everything run forward to take board presence, putting out Occultation on the Croaks and Banishing ward on the twins, spamming out some Tenacities on the croaks and Raptors. The Naga got into the forest to trigger his prowl and the croaks and raptors spread out.

Legion: 0 Ret: 0


Retribution Turn One

The retribution turn was very similar with everything running up the board. The riflemen spread themselves out to get positioned for next turn. The assassins ran behind the obstruction to get some cover and the jacks ran themselves up the board. Ravyn, meanwhile, put snipe on the Archers. 

Legion: 0 Retribution: 0

Legion Turn Two

With my turn I was able to start killing some angry elves. The frogs hopped up (get it?) and threw some darts at the riflemen, but their to hit rolls were decidedly mediocre and missed most of the shots, thoroughly murdering the ones they did manage to tag, though. On the other flank the raptors moved up and killed Nayl and a Stormfall archer as well as missing a bunch of shots on the assorted assassins before light cav-ing back again. The Naga and Seraph shifted around in the forest, staying out of the way. The pot continued up the board to be a collection tool. The twins threw out tenacities on the croaks and Rhyas advanced up to the nearby wall. The protector dropped safeguard on Rhyas to round out my turn. 

Legion: 0 Ret: 0


Retribution Turn Two

The retaliation came pretty hard as Ravyn sniped the Hyperion and feated. The riflemen, who got firing solution from the Thane, then fired a bunch of shots into the croaks, killing the 4 they hit. The Magisters managed to take out one more, forcing a command check which they promptly failed. The Hyperion then fired on one of the pot attendants that I'd left clumped together and next to Saeryn. The blast killed 5 pot attendants and (with a boost) did 5 damage to Saeryn which I transferred to Zuriel. He then took his other shots against Zuriel and the protector, but missed stealthy Zuriel and only did a few points to the other Nephelim. On my left flank between the Stormfall archers and the assassins charging in 4 of my raptors died, the Banshee taking out the last one to remove the unit from the table. 

Legion: 0 Ret: 0

Legion Turn Three

That hurt! The croaks pulled back a little and then passed their second command check, getting back into the game a little late. The Naga aimed at of the Magisters but got snake eyes to hit. The Seraph pulled back, getting away from the approaching riflemen. Zuriel charged the nearby banshee but only got middling dice and so did a poor job of removing its high ARM value. The pot spawned a harrier and it animused and charged, killing an assassin. Rhyas pulled back slightly to get a marginally better position behind the wall. The rest of my models in the centre tried to spread out a little. The protector put safeguard up again on Rhyas. 

Legion: 0 Ret: 0


Retribution Turn Three

On the retribution turn the attrition game was clearly going in the angry elves' favour. The riflemen moved up again and, with the Thane, killed another pair of croaks. Hyperion took its big cannon shot on Rhyas and missed, the boosted blast rolling low again but I still decided to transfer anyway, putting it into the Seraph. His other shots didn't do a whole lot of damage anywhere. The Banshee took its return attacks on Zuriel, cranking the initial damage roll to halve his health but came up short with the other attacks. Then the combined assassins came in to take him out but couldn't quite close the deal, leaving him at the end of the turn with only a couple of boxes but alive. The stormfalls continued up the board but essentially didn't have any targets this turn. Elara, Ravyn and the arcanist moved up behind the Hyperion. 

Legion: 0 Ret: 0

I actually got a photo this turn!

 
Legion Turn Four

At this point things were looking bleak but I still had a chance since Ravyn had moved up. I did some control area maths and I felt it looked a little short. Then I had an idea. I started the turn by having the protector move up and make a push, winning (barely) to get her an extra inch forward. The seraph then moved up, using slipstream to place her another 2", butting me about 11.5" away. Perfect. The twins activated and Rhyas charged Ravyn, Saeryn moved up near the Hyperion, keeping her in formation. I boosted the initial, doing a bunch on damage on the charge. I bought and boosted a second, only doing a bit more damage, leaving her with 5 boxes. I bought the last attack and boosted again, getting the critical decaptitation which pushed my ok damage roll into being more than enough to finish her off and win me the game!

Legion Assassination Win


Post-Game

This was a fun game, even when getting my whole army murdered by shooty elves. I'm still enjoying the twins but I think if I keep playing them I'm going to change up the list. It feels really pillow-fisted as is. I might consider dropping the Naga for the Blackfrost Shard and maybe swap out the Raptors for something more powerful or maybe harder to shift. I still wouldn't want to play these guys on a clock though, there's way too much maths and too many options of what to do with them! They are still pretty fun and definitely a very different gameplay style. I wouldn't recommend them for a serious competitive event but for funsies these two are a good pick. 

As always thanks for reading, and don't forget to check out the Facebook page and 'like' for regular post updates, photos and more at www.facebook.com/Mitsuharuonminis 

-M

Tuesday, 1 December 2015

Mitsuharu on Bat Reps - Saeryn and Rhyas, Talons of Everblight vs Hoarluk Doomshaper, Shaman of the Gnarls

Welcome back to the latest Mitsuharu bat rep! This week I'm continuing my test games with the twins, Saeryn and Rhyas. I'm still using the same list with them and trying to put them though their paces. The list is the one recently used on Chain Attack with no changes as a starting point for them:

eTwins +2
-Zuriel -10
-Nephilim Protector -5
-Seraph -8
-Naga -5
-Shredder -2
Max Spawning Vessel -3
Max Raptors -10
Max Croak Raiders -8
Objective - Bunker

It's a solid list and there might be some changes worth making but I want to keep trying this version out for a bit before fiddling with it too much! However I do now have my Croak Raiders fully painted! (Check out the Mitsuharu on Minis Facebook for photos)

Pre-Game

This week I managed to get a game in with our local Press Ganger Dave. He's a damn good player and almost exclusively plays dirty dirty lists. Case in point this week he decided to play Runes of War. No big surprises in the list construction (the tier doesn't really allow it) with Doomy taking Mulg, an Earthborn, a Mauler and an Axer in his battlegroup, along with four units of Runeshapers and a max unit of Krielstone bearers with their awesome UA. We rolled out the scenario and got Recon but since this is all I ever seem to play lately we rerolled and got Incoming, which I haven't played much of, this being my third game with that scenario. I won the roll for initiative and took the first turn. 

Deployment

I set up with my battlegroup central, around the Pot and my Raptors off on my left flank. Dave then set up with his battlegroup central and his Runeshapers in pairs on either flank. The Croaks then advance deployed in the middle of my side of the table. Dave then put out a pair of walls, one central and one on my extreme left flank. 


Legion Turn One

I started the game by having the Raptors run up the flank. The twins gave Occultation to the croaks and advanced up the board before spamming tenacity onto the front rank of Croaks. The Seraph and the Naga ran to get into the nearby forest. The pot slogged its way up the board to spread its influence in the middle of the board. The Croaks all ran up into my friendly zone. Zuriel flew up and riled to get some Fury on the board. Finally the Protector stuck his Animus on Rhyas, ending my turn. 

Legion: 0 Trolls: 0


Trolls Turn One 

Dave started his turn by having the rune bearers run up the board, some of them chucking stones but getting nothing done. Janissa moved up to the tier wall and used her dirt magic to make another wall in front of it, making a Mulg sandwich when he moved up into it. The other Dire Trolls chugged up the field up near the objective. Doomshaper hiked his skirts up and jogged over to the wall with Jannisa. He then put transmute on Mulg and dumped fury into the stone. The stone then moved up and pumped out their aura, adding combat warding to the mix. 

Legion: 0 Trolls: 0


Legion Turn Two

On my turn I started to shoot some Runeshapers. On my left flank the Raptors shot and killed all three of the closest Runeshapers, all failing their tough checks. They then light cav moved into the zone. The Croaks then advanced further into my zone and lit up another three Runeshapers, all of them failing their tough checks too and oiling another two of them. The Seraph then shot another oiled Runeshaper, easily killing it and he again failed his tough check. The pot continued up the board with the twins who were hanging back a little. Zuriel hid behind the Croaks and the protector dropped its animus on Rhyas again. 

Legion: 0 Trolls: 0


Trolls Turn Two

On the Trolls turn the Runeshapers on my left flank advanced up and chucked rocks at the Raptors, managing to kill two of them, clearing out the zone. The Axer on that flank put up his Animus and ran out into that zone too. On the other flank the two remaining Runeshapers charged the Croaks and dropped two tremors. Which both hilariously missed. Mulg charged up for free from Fuel Cashe and killed two Croaks and wrecked my Objective, scoring the first control point. Doomy activated and gave fortune to the Earthborn and then moved up behind a wall Jannisa stuck up, getting his toe in his own zone to secure the second control point with the domination before feating. The Earthborn then charged in and killed a handful of Croaks, despite missing multiple times even with the rerolls. The stones continued to make their way up the board, maintaining their bubble. 

Legion: 0 Trolls: 2

Legion Turn Three 

In my turn I had the raptors polish off all put one of the remaining Runeshapers before taking their extra move into the zone to contest. The remaining Croaks oiled and chucked sticks at Mulg but failed to harm his ridiculous ARM. I was fairly hamstrung by the feat but contemplated the assassination run on Doomy. It wasn't looking very good, though. Zuriel advanced into the Earthborn but ended up doing more damage to himself from the feat than he did to the Troll. The Pot bearers moved up to get in Mulg's face. The Seraph backed away, hiding behind the forest for keep its animus in play. Rhyas and Saeryn kept out of the way of the Dire Trolls as much as possible and Saeryn put the protector's animus on her sister. The Shredder advanced into the Earthborn to prevent a charge into Saeryn. 

Legion: 0 Trolls: 2


Trolls Turn Three

On the Trolls turn Mulg destroyed a ton of the pot attendants with his smashy stick. The Axer killed a Raptor but the Runeshaper on that flank couldn't get the job done. The Runeshapers on the other flank essentially just made a nuisance of themselves while the Earthborn, with the help of the Mauler, trashed everything in his zone including Zuriel, securing the third control point for the trolls. Doomy pulled back behind the wall in his backfield while the Krielstone Bearers ran to encircle him along with Janissa. 

Legion: 0 Trolls: 3


Legion Turn Four

This turn I decided I needed to try for the assassination because I thought I might just have the range to get Rhyas in. I started by having the Raptors continue up the extreme flank and one managed to get a shot off on Doomy but couldn't quite clear the range of the wall and so ending up missing. The pot hopped up and spat out a stinger who moved up and sprayed the Krielstone unit, hitting three, but failing to kill any since they finally managed to pass a tough check, meaning I couldn't clear out my landing zone. I charged the Seraph anyway to slipstream Rhyas and couldn't even get the range to manage that. Instead Rhyas charged the Krielstone guys and Jannissa, flashing blade to kill them all out of spite more than anything. Essentially everything else did very little. Including actually contesting, meaning that the Trolls went up to 4 points at the end of my turn and 5 at the end of Dave's automatically winning him the game. 

Trolls Scenario Win


Post-Game

I don't feel that I played this game particularly well, especially towards the end (that last turn was just stupid, not that I had many good options at that point). Especially since Runes is such a shitty match up. I did learn some things from this game about the list, though. First off the list has very little staying power and quite easy to remove from the board. Conversely it doesn't handle high ARM very well. Overall that kind of makes Runes a nightmare match up. Yay. Still I'm still having a fun time learning to get to grips with the enigma of the twins. If you're practicing please regard this report as a helpful 'what not to do'. If you like please imagine me skipping merrily through a minefield setting off the terrible explosions so you don't have to. You are welcome. We'll have to see how I get on next time. It does feel like this list style is basically totally assassination geared, though it can totally handle infantry at any rate! Stay tuned to find out!

As always thanks for reading, and don't forget to check out the Facebook page and 'like' for regular post updates, photos and more at www.facebook.com/Mitsuharuonminis 

-M

Tuesday, 24 November 2015

Mitsuharu on Bat Reps - Saeryn and Rhyas, Talons of Everblight vs. Major Haley Prime

Hello everyone, despite the hiatus for a while there I am, in fact, not dead and I'm back for another Battle Report. I finally got the last of the models I needed to complete my eTwins list and, since I've been looking for something fresh to play, I decided to put them on the board. I was struggling with what they wanted in their list but after their coverage on Chain Attack I decided to play '"Trevor's" list' from the episode. It was a solid list and he played it well (better than I ever will anyway) and it's as good a starting point as any. So what that list included is:

eTwins +2
-Zuriel -10
-Nephilim Protector -5
-Seraph -8
-Naga -5
-Shredder -2
Max Spawning Vessel -3
Max Raptors -10
Max Croak Raiders -8
Objective - Bunker

The list isn't too complicated. Both the Croaks and the Raptors enjoy Occultation from Rhyas while being able to do plenty of damage on their own. The Protector gives no knockdown on the animus for Rhyas while tenacity is real nice in any list. The Seraph is important for the slipstream animus but can also strafe as needed. Zuriel is the heavy hitter but also works as a channeller for Saeryn and had Stealth from Rhyas. The pot helps keep beasts on the table for the greedy Twins who need lots of fury produced to keep them ticking over. Sadly, for the first time since I started Legion this list forced me to put unpainted models on the table, to my shame. My Croaks didn't arrive in time for paint this week but will be done by next time!

Pre-Game

This week I managed to get a game with veteran gamer Will who's not had a chance to play many games recently but was graduating to 50 points with his Cygnar force. Since I was practicing with eTwins he decided to play Hayley3 in his tier 3 list. It was made up of a Grenadier, Centurion and Thorn in the Hayleys' battlegroup, with a second Grenadier with a junior and then consisted of a bunch of Trenchers, with a min unit of Trenchers, a min unit of Commandos with two scattergunners, two chaingun crews, a mortar crew, two master gunners to accompany the Grenadiers and Maxwell Finn. These are some uncommon units and models but with the dig-in skew there's a lot of bodies and all of them have plenty of chance for really high DEF. We rolled out Recon for the scenario (this one seems to come up a lot for me for some reason!) and Will won the roll for initiative, taking the first turn. 

Deployment

Will set up with his battlegroup spread across the centre of the board, with the rest of his army advance deploying. I had the raptors on my left flank near the forest, my battlegroup in the middle and the pot dead centre to make the most of collection. The Trenchers then deployed with the commandos on my right flank with Hayley's Grenadier while the junior's Grenadier set up on the opposite flank with the regular Trenchers, the trio of gun teams in the middle to take advantage of the armoury objective. My croaks then set up in the space I'd left for them on the right flank. 


Cygnar Turn One

Will started the game by having everyone slog forward up the board and anyone who was able to dug in. Thanks to advance deploy they were still a decent ways up the board and starting to be in my face. The Hayleys put Tactical Supremacy on themselves and the junior put Arcane Shield on Thorn. 

Cygnar: 0 Legion: 0

 
Legion Turn One

My first turn was probably my quickest this game and still took ages. Twins takes some thinking. The Raptors ran up the board and hid behind the forest on that flank, the Naga and the Seraph riled and ran up. The twins activated and put out 6 Tenacities on the Croaks between them as well as Rhyas putting Occultation on the Croaks and Saeryn putting Banishing Ward on themselves. The Croaks then ran to spread out across the flank and Zuriel ran up followed by the Protector who put safeguard up on Rhyas. The pot shuffled up to sit comfortably in the middle of my stuff. 

Cygnar: 0 Legion: 0


Cygnar Turn Two

On the second Cygnar turn Will continued to have his Trenchers advance and dig in to maintain the DEF. Thorn ran right the way across the board, almost up to my objective, allowing Hayley to arc Repudiate onto the Croaks, knocking off occultation and putting 3 damage onto Rhyas which she did not like. The Grenadier on that flank as well as the commandos cleared off 6 of the croaks with shooting, when he realised that Zuriel had stealth and deflated his original plan. On the other flank the other grenadier took a pot shot at a Raptor and rolled exactly 5 damage to kill it. He then took a pot shot on the pot and killed 4 of the 6 attendants. Will'd forgotten to actually move the Hayleys but had upkept Tactical Supremacy so they shuffled up a little. 

Cygnar: 0 Legion: 0

Legion Turn Two

With most of my Croaks dead my right flank was looking pretty sad. Plus I had Thorn right up there in my face. He had activated disengage so it was going to be tricky if I missed him, which was likely. I had the now full pot drop out a harrier. That harrier charged into Thorn's back, hoping to limit his potential movement, but animused anyway for the auto hit, doing 4 points of damage despite needing high dice. Zuriel then advanced into melee after receiving Wraithbane from the Naga and took swings on Thorn. I crippled the shield early, making my damage more impactful but by the time I was full on fury I still had 1 box left to remove. So the Protector advanced up and knocked it off. Trying not to clump up too much I then had Saeryn advance up and then back to slipstream him out a little. The twins then spammed out Tenacities and Rhyas put solid ground on herself. The Raptors shot at the Trenchers but failed to hit any of them, light cav moving back. The frogs on my right flank, with not much left, threw some flaming spears at the Commandos, killing two of them. At the end of the turn Thorn was dead but I was sat on no camp on either of my casters. 

Cygnar: 0 Legion: 0


Cygnar Turn Three

On the following Cygnar turn Will had the commandos charge the remaining Croaks, killing all four of them but giving corrosion to all of his own guys at the same time thanks to vitriol. Mwahahaha. (Oops - it's been pointed out I made a mistake here and Vitriol only triggers if they don't die. First time using them. My bad) The regular Trenchers continued up the board, digging in yet again. The Grenadiers continued to blast away at my list, killing another raptor with exactly 5 damage again, removing the last of the Attendants from the Vessel and wounding the Seraph. One of the scatters landed squarely on Saeryn but even with a boost he didn't do any damage (phew!). The gun crews took a bunch of shots into the objective but thanks to impervious flesh they couldn't do a whole lot of damage to it. The Hayleys continued to advance up the board, Hayley Future took some shots into Zuriel thanks to true sight, but couldn't break his high Arm. 

Cygnar: 0 Legion: 0


Legion Turn Three

On my next turn I had some questions to answer. I felt that, thanks to corrosion, I could ignore the Commandos this turn. Zuriel advanced up and took a spray on Maxwell Finn, completely missing him even with the boost. He then bought a second spray (yes, ROF 2) on the Grenadier on his flank, killing the master gunner behind it. Saeryn and Rhyas activated and Saeryn channeled Blood Rain onto the Grenadier, boosting it, taking out the left arm, with the cannon, and the blast took out the commando giving him an extra shot. Perfect. Saeryn then pumped out some Tenacities. Rhyas advanced up with slipstream and pulled Zuriel back, ending her movement in Thorn's wreck marker, B2B with the objective. Bit further up than I'd been doing but with four transfers I felt OK about it. The raptors moved up, one advancing into Melee with a trencher but still missing both attacks, as did the two shooting Ulk. The Naga moved back to hide behind the wall. The Seraph stood still to aim and managed to kill the two Trenchers B2B with the Grenadier using all of his fury on a full strafe to get it done. 

Cygnar: 0 Legion: 0


Cygnar Turn Four

On the Cygnar turn the combined gun crews all targeted my Objective and managed to clear it off, gaining a victory point and leaving me not contesting the Zone as Rhyas was the only model in there. The Grenadier on my left managed to polish off the Seraph, costing me the useful animus but filling the pot again. Hayley's future incarnation took a bunch of shots at Zuriel, managing to take out his body with some boosts thanks to the feat they popped this turn. Hayley Prime advanced into the zone to dominate. On my left flank the engaged trencher took a desperate swing and managed to kill the raptor with exactly 5 damage again. Sigh. The Hayleys shuffled around a bit with Tactical Supremacy then Will ended his turn going up to 3. 

Cygnar: 3 Legion: 0


Legion Turn Four

I was now seriously down on victory points but Hayley had moved into Rhyas' threat range, charmingly. I started by taking two threshold checks with my Nephilim who both passed. Zuriel advanced up and sprayed through the forest to catch Prime Hayley. Both sprays covered her but I couldn't hit even with boosts. Never mind. I was only hoping for a cont. fire cherry on top. The Vessel produced a shredder who advanced up to give Saeryn a charge target that would keep them in formation and still let her activate. The Naga advanced up and gave Wraithbane to Rhyas to avoid the Temporal Flux The twins then went, Rhyas cast Onslaught to give herself pathfinder on the charge and went into Hayley prime, followed by Saeryn into the Shredder. Rhyas hit her weapon master charge attack despite set defence and did 10 damage to the warcaster. My plan if Rhyas didn't pull it off was to feat and tag Saeryn in for more attacks, but first I cast flashing blade, boosting the hit and polishing off the last boxes with a huge weapon master damage roll, getting me the assassination win. 

Cygnar: 3 Legion: 0

Legion Assassination Win


Post-Game

I've got to say this is probably my favourite game I've played in a while. Both of our lists were really complicated, particularly our casters, but that complexity made it a really interesting game. I enjoyed the toolbox element of my list and having the excess fury to use most of it. Though it is a nightmare trying to keep up with it all. I also felt like this was a really great crucible for the Twins and I even managed to break my losing streak with the assassination. I'm really looking forward to getting this list on the table again (though I definitely wouldn't want to play it on a clock!). This has really invigorated my passion, which had been flagging a little lately!

As always thanks for reading, and don't forget to check out the Facebook page and 'like' for regular post updates, photos and more at www.facebook.com/Mitsuharuonminis 

-M

Tuesday, 3 November 2015

Mitsuharu on Bat Reps - Thagrosh, the Messiah vs Grissel Bloodsong, Fell Caller

Welcome back everyone! It's my latest battle report! This week I continued my test games with Thagrosh2, using the same list. If you're wondering or you've forgotten that list looks like this:

eThagrosh +3
-Scythean -9
-Scythean -9
-Scythean -9
-Shredder -2
-Raek -4
-Naga -5
Foresaken -2
Foresaken -2
Max Legionnaires -6
Incubus -5
Objective - Fuel Cashe

I think the list is really solid and does what I want it to well. The Scytheans are powerful tools in the list and the Naga and Raek answer questions pretty well for the list. I actually really like the Legionnaires and Incubus package. They're really great for jam and the Incubi can come out of pretty much anywhere with attacks. 

Pre-Game

This week I was playing my friend Mike who's recently had a bout of illness but thankfully is back in full swing again this week. Despite a brief sojourn into Khador he was back playing his 'home' faction of Trollbloods. He was trying out a new list and one of the first I'd seen him bring fully painted and they were looking pretty great. The list featured pGrissel and Mulg as the battlegroup and then was focused on infantry with two max units of Warders, a max unit of Long Riders a min unit of Krielstone, two fell callers and two Champion Heroes. This is a meaty list and there were a lot of wounds and high armour to get through. Urgh. The scenario I rolled was Outflank and I won the roll for the start of the game, deciding to go first. 

Deployment 

I set up with my Legionnaires and Naga to the left of my deployment zone, with the rest of the battlegroup to the right of centre. The Foresaken went on each flank. Mike set up a Fell Caller and a unit of Warders on each flank, the battlegroup and Stone central with the long riders spread out across the front line. 


Legion Turn One

I took the first turn and ran my Legionnaires, spreading them out and putting Dragon Blood on them for the extra armour. The Naga ran into the forest to take advantage of prowl. The three Scytheans ran up the board to take up some real estate. Thagrosh chugged up the board and put out a couple of Tenacities, getting one for himself from the Shredder. 


Trolls Turn One

On the first Troll turn the fell callers chucked out some pathfinder and let everything run slowly up the board, hampered by the terrain. 


Legion Turn Two

My second turn came around and I was concerned about wandering into threat ranges and giving away the alpha so I played very conservatively. The Scytheans on my right flank shuffled around but didn't really move too far up. On the other flank the other heavy inched up the board. The Legionnaires, though, ran up to take up a bunch of real estate in the zone to my left. They're in the list as the cannon fodder road bump so I don't care if they die anyway. Thagrosh continued his way up the board towards the safety of the nearby wall. 


Trolls Turn Two

On the Trolls turn Mike had the Warders on my left charge a couple of the legionnaires, the rest of them running up to the zone, ending up with two of them dying, giving me one incubus and Vengence. The Long Riders continued up the board, but didn't move too far into my threat. On my right the Warders continued to slug through the forest gumming up that side of the board. The stone and Grissel continued up the centre, hiding behind a nearby wall along with Mulg. 

Legion: 0 Trolls: 0


Legion Turn Three

On this turn I had a choice. I was confident that I could clear the two Warders in the right zone to dominate early and get a decent lead but it'd leave my beasts on the left out in the cold. In the end it was too tempting to pass up. I took my Vengence moves and a few attacks but did very little work, then the incubus popped up. The Naga moved up and took a shot at one of the Warders but didn't have an impact. The Legionnaires opened up a lane for the Scythean and took a couple of CMAs into the Warders and a champ hero but only did a little bit of damage. The Scythean then charged, getting on two Warders and killing them both with the animus. The Foresaken on that flank ate up the fury from the Scythean, filling her up but leaving him on one since she already had a couple on her. Thagrosh then activated and threw up Manifest Destiny before charging into the zone camping one after putting out Tenacities. The lead Scythean on my right activated and charged the two Warders in the zone. With the animus and Manifest destiny he managed to kill them both to secure my domination. I then had the Raek, my third Scythean and Shredder move up to cover my caster a little. 

Legion: 2 Trolls: 0


Trolls Turn Three

Mike opened his turn by having pGrissel use her feat, giving out a bunch of extra moves and extra attacks. In my left zone the three Warders charged the Scythean and killed it easily. A Long Rider and the Champions  managed to kill a bunch of Legionnaires, giving me three more incubus and Vengence for next turn. Mulg ran up towards the zone followed by the rest of the long riders. The Warders ran to get out of the forest they were locked in and then, thanks to the feat the Warders jammed into the zone, the long riders piled into Thagrosh and Mulg advanced into the zone. 

Legion: 2 Trolls: 0


Legion Turn Four

I was now thoroughly jammed up and needed to get some work done to free up my caster and not die horribly next turn. The Legionnaires took their Vengence but didn't achieve much and then I spat out another 3 Incubi. The Naga frenzied and chomped a warder, who passed their tough. In the heavy zone Thagrosh activated and put up manifest destiny and the Slaughterhouse animus then feated, taking a swing on the centre Longrider, missing despite the extra die drop the lowest. The big fist did some more damage and then I bought another couple of Rapture attacks, only actually killing one guy, but dropping an eruption of ash and doing a little more damage. The nearby Scythean turned to get all of the Longriders in Melee and bought until they were all dead as well as the champion he was engaging. The Raek managed to kill one of the Warders and the other Scythean cleared off the remaining Warders. On the other flank the legionnaires and Incubus managed to force a tough check on the Chanpion and killed the one wounded Warder. For my feat movement the zone was now cleared and so my two Scytheans and Raek jammed into Mulg, hoping he wouldn't be able to get to Thags, doing a reasonable amount of damage. The Shredder advanced up to block off the charge lane to Thagrosh. 

Legion: 2 Trolls: 0


Trolls Turn Four 

Mike felt that with the loss of his infantry on the right was too bad for him to come back from, (which I wasn't sure about) and then decided to try for an assassination. He had a Fell caller from the left flank to advance up and spray Thagrosh, cranking the roll for ten damage. He then had the champion clear off the legionnaires locking down the Long Rider, giving me Vengence and my last incubus. The long rider then ran to get position on Thagrosh next turn but was killed by a big roll from the Foresaken free strike. Grissel advanced up and put out Hoof it on Mulg and then sprayed the Scythean, catching Thagrosh again. She missed the Foresaken but hit Thagrosh and the Scythean, boosting to get another few points into him and doing a bit more damage to the Scythean. Mulg activated and did a throw on the Scythean, hitting and passing the check despite me rolling a 6, chucking him at Thagrosh, knocking them both down and doing some damage to them both. The final fell caller also moved up and sprayed over to catch Thagrosh, missing but killing the Foresaken and catching a few points into Mulg. The turn ended with 5 health left on Thagrosh. 

Legion: 2 Trolls: 0


Legion Turn Five 

On this turn the end was in sight. It was clear that the game was wrapping up and I had several different ways to win this turn. To start the Raek and Scythean engaging Mulg frenzied, but both did a decent chunk of damage. Like a good player I focused on the easier zone first, having the incubus clear out the stragglers, taking the control. The Naga advanced back into Thags' control and shot the Stones' UA, killing him. That done I then went for the stupid option. If I focused on clearing out the zone I win. If I throw out manifest destiny I could probably get the Scythean with animus into the zero camp Grissel and win. Instead I did neither, opting for the most cinematic approach of having Thagrosh put up the Raek animus and charging over Mulg and into Grissel. I boosted the hit on the charge with Rapture but missed. Then I took the fist attack. And missed. My final attack got double boosted and did hit but did nowhere near enough to kill her. The last Scythean activated and advanced into Mulg and the Fell Caller, the only troll models contesting, chain attacking on Mulg and killing him and forcing a game winning tough check on the fell caller. Which he passed. I'd failed to clear the zone or get the assassination and cost myself the game. 

Legion: 3 Trolls: 0


Trolls Turn Five 

The trolls turn was pretty straight forward. Grissel activated and splatted Thagrosh in the face with her hammer, winning Mike the game. 

Legion: 4 Trolls: 0

 
Post-Game

This was a great game and it felt like it swung back and forth throughout. I was a little disappointed in myself after the game since it felt a little like I'd managed to snatch defeat from the jaws of victory. Especially since I had so many better options to take the game instead of going for the assassination. I also should really have camped after missing my first two attacks and hoped to survive the retaliation. I also realised while writing this that I completely forgot the Blood Spawn rule that would've given me another lesser in the final turn and would've given me a great opportunity to finish off that Fell Caller, too! Kicking myself now! This was only a friendly game though, and in the end I went for the more dramatic, cinematic option. I'd like to think I'd play more conservatively in a competitive game! Regardless, though I enjoyed the game. For some reason I'm not really connecting with Thagrosh. It feels like his style is a little boring, though I do like having Greater Destiny Scytheans! Maybe I'll try a different warlock next, only one way to find out, though! Tune in again!

As always thanks for reading, and don't forget to check out the Facebook page and 'like' for regular post updates, photos and more at www.facebook.com/Mitsuharuonminis 

-M