Thursday, April 27, 2023

Black Tide Battle Report - Chapter 3: Breakout

Battle Report: Army of the Western Reaches vs Sea Raiders

This was Scenario 3 from the Black Tide narrative campaign: Breakout. Two 3 inch wide trenches cross the table, and no terrain can be placed between. So this is some serious Iron Kingdoms trench warfare. The Skorne side had some walls, one with rough terrain making the wall annoying to use, and a Crucible Guard petrochemical plant placed centrally. The Orgoth side had two buildings and a small forest.

Skorne 

  • Makeda2
  • Cyclops Raider
  • Titan Gladiator
  • Baslisk Krea
  • Praetorian Ferox
  • Praetorian Ferox
  • Praetorian Swordsmen
  • Legends of Halaak
  • Catapult
  • Keltarii



Orgoth 

  • Kishtaar
  • Tyrant
  • Tyrant
  • Tyrant
  • Warwitch coven
  • Maulgreth
  • Ulkor axers
  • Reaver Standard



Deployment

This scenario has a number of special rules. The flagbearer allows a single warrior model to carry a flag, which is dropped if that model dies, and can be picked up. If the flagbearer moves forward, models behind it get an extra two inches of movement. A Ferox is the Skorne's flagbearer, and the Orgoth flagbearer is the one with the big flag.

Flags score one point, holding your own trench gets you one point, and holding the opponent's trench gets you three points. Destroying the opponent's flag by killing the flagbearer and ending up next to the dropped flag token gets you two points.


Orgoth Turn 1

The Orgoth run forward into the trench.



Skorne Turn 1

The keltarii and a unit of Ferox rush forward in the center, the Ferox running to jam the Tyrants and hopefully prevent those damn quad bolters from getting any shots. The rest of Skorne hunkers in the trench.



Orgoth Turn 2

Ulkor axers charge, killing the titan gladiator and threatening Makeda. The titans kill two ferox and a number of Keltarii.



Skorne Turn 2

The Ferox kill the Ulkor axers and a Ferox repositions onto the flag. On the other end of the board, a Ferox runs for the uncontested flag. The swordsmen run to contest the Orgoth trench. This should ensure that Skorne scores three and Orgoth scores zero this turn. Then, as an afterthought, the Legends of Halaak charge the Orgoth flagbearer and kill it. The flag token drops at the keltarii's feet and is destroyed. Oh - that's another two points. I guess I win?

(Skorne Victory!)



Final Thoughts

  • I think the five points in a single turn surprised us both. These narrative scenarios aren't really meant to be super competitive anyway.
  • The Ferox and their movement shenanigans are always awesome.
  • I hate Tyrants and their stupid quad bolters.


Friday, April 7, 2023

Black Tide Battle Report - Chapter 2: Sea Assault

Battle Report: Army of the Western Reaches vs Winter Corps

This was the second scenario in Privateer Press's Black Tide campaign: “Sea Assault”. I would be playing Skorne as the attackers, and my opponent playing Khador as defenders. The win condition was for the attacker to simultaneously control two flags before turn six.

Skorne (Army of the Western Reaches)

  Skorne Deployment

  • Supreme Archdomina Makeda
  • Titan Cannoneer
  • Cyclops Savage
  • Basilisk Krea
  • Legends of Halaak
  • Cataphract Cetrati
  • Venator Catapult Crew



Khador (Winter Corps)

  Khador Deployment

  • Kaptain Ekaterina Baranova
  • Great Bear
  • Great Bear
  • Battle Mechanik
  • Magziev Zariyah Volkova
  • Arkanists
  • Shock Trooper Pikemen
  • Shock Trooper Pikemen



The players took turns placing terrain, so the terrain ended up being a row of buildings. He mostly placed these buildings, while I placed a wall where I planned to put my catapult crew, the Khador burned-out building to hide my caster, acid to screw with his troops, and some water to make it difficult for him to use the red shipping container as cover. He then placed defenses: spike traps and two powder kegs.

I didn't realize until afterwards that I'd missed some photos.

Deployment

Deployment

Khador deployed near the closer two flags, ignoring the third one near the acid. Skorne deployed with the catapult ready to head for the wall, the Legends of Halaak ready to flank around the undefended side, and all else going up the center.


Skorne Turn 1

End Skorne Turn 1

Skorne runs up, endeavoring to stay just outside Khador's range, and I make my first mistake when I place the cyclops just outside the range of the basilisk krea's force aura.



Khador Turn 1

(no image)

One of the Khador jacks moves up and lets loose at my cyclops raider, and I realize at this point that the raider should actually be a savage, and I replace the model. Thankfully, it had done no shooting at this point, so we joke that it pointed its weapon at Khador and tried to pull the trigger on a sword, only then realizing that it wasn't a gun.

The cyclops loses about half its hit points to incoming Khador fire.



Skorne Turn 2

End Khador Turn 1

Khador has done well to stay out of charge range of the cetrati, so they just reposition in prep for a charge next turn, confident in their DEF13 ARM19 to save them. The cyclops raider backs up and is medicated by the beast handlers. The Titan Cannoneer boosts a shot into a shock trooper, killing him. Makeda and the Legends of Halaak continue to hide.



Khador Turn 2

End Khador Turn 2

The Khador barrage intensifies. The great bears' deep freezers land a crit freeze on the cetrati, freezing them and the catapult, and killing two members of the catapult crew. Makeda uses fury to stay death on cetrati who would otherwise have died.



Skorne Turn 3

End Khador Turn 2

Frozen cetrati and catapult make this turn a nothingburger. But the cetrati play a card and gain stealth.

The beast handlers heal the cyclops savage to full health, and it advances to retaliate on anything that might charge the frozen cetrati, and the krea moves up to protect the savage with a force aura. The cannoneer, with no targets, edges around the other side of his structure to try to get something in range. The Legends of Halaak sprint for cover behind a building, keeping the flag in range.



Khador Turn 3

End Khador Turn 3

Ekaterina feats, and a great bear moves up and wails away at a cetrati, and Makeda keeps it alive. The other great bear continues trying to freeze Skorne, but Skorne has donned their long underwear and resist the cold. Honestly, it was bad dice - the odds were that a crit freeze should have happened. The other great bear continues tromping through the water, but it's slow going.

The shock trooper pikemen move up and attack the cyclops savage, and one gets a crit with his blasting pike, doing insane damage and nearly killing the cyclops.



Skorne Turn 4

End Skorne Turn 3

I've kept too much fury, and the krea frenzies, running up to bite the savage in the back. The savage gets enraged by the beast handlers and lays into the pikemen, killing one and damaging another.

Due to Ekaterina's feat, the cannoneer has no targets in range. The catapult slides way over along its wall, which gets it a line of sight to the great bear standing in the water. The shot hits, and the resulting blast damage takes out the support solo standing behind the cargo container.

Cetrati charge the great bear, doing less damage than I'd hoped, but taking out its cortex. The Legends of Halaak position to charge the great bear that's standing in a lake.



Khador Turn 4

(no image)

Khador plays Tried & True, fixing the great bear's cortex. The great bears all try to freeze things again, but Khador's dice will not cooperate.

The pikemen blast the hell out of the cyclops savage, exploding it into a million pieces.



Skorne Turn 5

End Game

The krea paralyzes the two pikemen, then the beast handlers charge, killing one. The Legends of Halaak charge a great bear, doing minimal damage and slamming it back an inch. Even if they'd killed it or slammed it back further, the pikemen are still contesting.

This is Skorne's second-to-last turn, so there's some desperation. The cetrati use a breakout card and walk over to attack Ekaterina. They need eights to hit, so I'm hoping for one of the three to hit. Somehow, all three do, killing the caster.

(Skorne Victory!)



End Game

Final Thoughts

  • My dice were hot, especially in that assassination run. My opponent's dice were only truly bad a couple times, but those were important times, and his rolls for crits should have come up far more often than they did.
  • I also inadventently cheated, since we thought Makeda was able to Stay Death out to 14 inches, whereas it should have been only ten inches.

Wednesday, April 5, 2023

The Siege Oliphaunt: A Skorne Siege Animantarax Proxy

 




Even though we're in MK4, and the legacy factions seem doomed, Skorne is my only non-Cygnar faction. I'd been wanting a Siege Animantarax for a long time, but outside of overpriced fully painted models for sale on EBay, you can't find a Siege Animantarax anymore. So I decided to make a proxy.

After a bunch of hunting on Thingaverse and similar sites, I found an excellent elephant model. And it was free! This post is to chronicle the saga of my construction of this proxy.

Monday, April 3, 2023

Black Tide Battle Report - Chapter 1: The Light Goes Out


Black Tide Battle Report - Storm Legion vs Sea Raiders

My friends and I recently got together to play the new Black Tide campaign, and we were excited about it. Little did we know...

The Orgoth would, thematically, be the invaders. The invader goal was to destroy the tower within the first six turns. The tower had ARM20 and 40 boxes.

Alternating terrain placement was... interesting. The invaders placed a wall, the defenders put a giant lake on his side of it. Twice. Defenders also put rough terrain on top of his hill. Also, lots of spike trap defenses would make it difficult for him to get to the tower.


 

Cygnar

  • Captain Athena di Baro
  • Courser
  • Stryker
  • Arcane Mechanics
  • Stormlance Legionnaires
  • Stormguard Legionnaires
  • Legionnaire Officer
  • Sharpshooter



Orgoth 

  • Kishtaar, The Howling Silence
  • Tyrant
  • Tyrant
  • Warwitch Coven
  • Assault Reavers
  • Reaver Commander



Orgoth Turn 1


Orgoth run forward onto the hill, and toeing the trench.



Cygnar Turn 1


Still out of range of nearly all weapons, Cygnar runs forward as far as possible, the stormguard getting desperate pace for an extra two inches. We can't let them shoot the tower! The courser ends up barely in range, and takes a mag-bolter shot at a Tyrant, doing no damage.



Orgoth Turn 2

The two Tyrants let loose with quad bolters, destroying the tower in a single turn. Game over.

(Bullshit!)



Final Thoughts

  • Either this scenario isn't balanced, or it was balanced for factions that aren't Orgoth. It is my belief that Orgoth have more high damage ranged output than any other faction.