Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Sunday, March 31, 2024

My Second Steamroller

Seven years ago, I wrote about my first steamroller tournament. Yesterday, I played in my second. The tournament took place at The Portal in Manchester, and was set to be a four round tournament, although we only played three rounds.

I made two lists, but only brought the models for one, planning to play Sparkhammer every time.

Spankhammer
Cygnar - Storm Legion
Grand Melee - 100 pts

PC CARD

Mechanik Adept Sparkhammer
SPELL - Arcane Shield
SPELL - Deflection

7 Courser 1
1 HEAD - Shield Guard
4 RIGHT ARM - Heavy Stormthrower
2 LEFT ARM - Voltaic Punching Spike

7 Courser 2
1 HEAD - Shield Guard
4 RIGHT ARM - Heavy Stormthrower
2 LEFT ARM - Voltaic Punching Spike

17 The General
HEAD - The General
LEFT ARM - Polarity Fist
RIGHT ARM - Quicksilver Mk III

5 Eiryss, Shadow of Retribution

3 Specialist Tyson Vas

7 Zephyr 1

7 Zephyr 2

5 Arcane Mechaniks

5 Storm Callers 1

5 Storm Callers 2

5 Storm Callers 3

10 Storm Lance Legionnaires 1

10 Storm Lance Legionnaires 2

7 Stormguard Legionnaires

PC COMMAND CARD
Break Through
Careful Reconnaissance
Defenses
Infiltration
Old Faithful 

After the tournament, I'd only have changed one thing about the list: The command cards. I'd have dropped Break Through and the Defenses, and picked up the reposition and blessing cards.

My first game was against Pete, whom I'd played a few times before. I've never won a game against him - he's very good. But that was okay, as I hadn't planned to win at this tournament. 

Pete was playing Brinebloods, led by Shadowtongue. He systematically dissected my army, and we played until I was down to deathclock, and his time was relatively low as well. At the end, he was up by two points and had destroyed more than twice what I had in models. I clocked, but I played well, so that made me happy.

My second game was against Mark, with whom I've been good friends for at least 30 years. Mark was running Khador Winter Korps, led by Savaryn. He went first, and at the top of two he feated. His blessed shots which ignored concealment and cover destroyed my army.


After that, I rolled snake eyes on a few important attacks and missed a very important slam. From there, it was downhill for me until he killed Sparkhammer.

My third game was against Dan, who was running a legacy gator army led by Jaga Jaga. It ended up fantastic because it was so close. I sent three stormlances and a zephyr up each flank. My right flank got wrecked when a spitter corroded everything, then gatormen killed the rest. But at the same time, the stormlances on my left flank had arcane shield. After they charged the sacral vault, they were ARM 23, which gave those gatormen a hard time. I nickeled and dimed the sacral vault to death, and the stormcallers blasted a the rest of the gators on that side to death on Sparkhammer's feat turn. So at the same time my right flank was collapsing, his left flank was collapsing, leading to a weird spiral.


This scenario was Wolves at our Heels, so the 40mm objectives were moving forward. Critically, on one turn when I had only a single stormlance remaining on my collapsed flank, I took advantage of that stormlance's unstoppable rule and moved him up and out of melee to contest the 40mm objective, which allowed mine to move further, meaning that I'd gain three points on turn 4.

My lances cleared out the rest of the models at the top, and the zephyr got a charge on Jaga Jaga, forcing a few transfers, but doing no serious damage. Just after that, two gatormen and the wrassler made it over to Sparkhammer. But critically, I'd just hit that wrassler three times with Tyson Vas's electrocutioner attack, making him stationary, and I'd put Arcane Shield on Sparkhammer, bringing his armor up to 20. By the time the two gatormen and the wrassler were done with Sparkhammer, he had three boxes left. If the wrassler hadn't had to shake that stationary effect, he'd have had another attack and I'd likely have lost. As it stood, we both had less than 5 minutes left on clock, and I scored the three points one turn four, bringing the score to 15-9, and I actually won a game. Barely.

The steamroller was a blast - I'd expected to enjoy it, but I had even more fun than I'd expected.

Tuesday, February 20, 2024

Battle Report: Cygnar Storm Legion vs Infernals

 

Battle Report 2/16/2024

Infernals vs Cygnar

This was a game I played with Brian at Tabletop Gaming center as part of a kind of February psuedo-tournament. It was great because I got the chance to see Infernals on the table for the first time. Those models are fantastic-looking.

Cygnar


  • Mechanik Adept Sparkhammer
  • Courser
  • The General
  • Zephyr
  • Specialist Tyson Vas
  • Storm Callers
  • Storm Callers
  • Storm Callers
  • Storm Lance Legionnaires
  • Storm Lance Legionnaires



Infernals

  • Zaateroth, The Weaver of Shadows
  • Desolator
  • Foreboder
  • Lamenter
  • Tormentor
  • Tormentor
  • Hermit of Henge Hold
  • Lord Roget D'Vyaros
  • Valin Hauke, the Fallen Knight
  • Cultist Band
  • Master Preceptor Orin Midwinter
  • Howlers



Deployment

We threw down terrain, rolled scenario, and got Wolves At Our Heels.

I won the roll, chose to go second, and picked the righthand side of the board.

My board edge had a forest to hide behind, open graves, a hill in the middle, and most importantly a giant red Khador wall to hide a caster behind.

The Infernal board edge had a hill, a lake, and a forest.

In the center were two houses and a smoke cloud.

Infernals placed two barriers as defenses. Of note - Cygnar's 40mm objective ended up in a forest, and the Cygnar cache was just behind the Khador wall.



Infernals Turn 1


Infernals run forward. Zaateroth summons a soul stalker, and the howlers take the hill.


Cygnar Turn 1

Already threatened on turn one, Cygnar moves up carefully, trying not to lose any models at the top of two.

Sparkhammer and the sniper stand on the back of the Khador bunker/hill. Any further back, and they have to worry about killbox soon. Any further forward, and they're possibly already in assassination range. The courser shield guard stands just behind, and the General takes a place just in front.

Stormcallers, storm lances, and the zephyr stay far back on the left, because the howlers have eyeless sight and can see through the cloud.



Infernals Turn 2

The infernals reposition and feat this turn. Zaateroth's feat gives his army +3 defense, and if an attack misses, they can be placed 3 inches away.

One AoE spikes and does some damage to a stormlance, but Cygnar takes no other damage.


Cygnar Turn 2

The Zephyr charges a DEF15 howler, and misses a lot, allowing the howler to pop out of range. The stormsmiths miss a lot of shots as well, and then reposition back to the 40mm objective. The howlers' repositioning has brought them into the stormlances' line of sight, so the stormlances charge. The first charge attack needs an 8 on 3 dice, and misses. This allows that howler to position back, and since he's now out of the charging storm lance's melee range, none of the other stormlance attacks are charge attacks, and missing out on those three dice to hit screws everything up - everything misses.

Cygnar takes a number of other shots, and again, due to the feat, everything misses. Sparkhammer decides to take a boosted shot at the soul stalker since he's got a range 16 shot which ignores stealth.  It hits and nearly kills the soul stalker, but nonetheless, it was likely a mistake due to the focus it consumed. Sparkhammer plans to run behind the Khador wall next turn, ending on one focus.

But then I realize that I forgot to pay focus to maintain arcane shield at the beginning of the turn, and to be honest, I take that last focus off of Sparkhammer. Damn it.

(Infernals 1, Cygnar 1)



Infernals Turn 3

The infernals begin planning an assassination.

The foreboder runs around the building, and Zaateroth channels a spell through it, killing a stormsmith.

The soul stalker moves forward three inches using rites of torment, and Zaateroth gives him ghost walk.

Then the soul stalker charges through stormsmiths, through the courser, and through The General, and kills Sparkhammer.

Infernal Victory!



Final Thoughts

  • Ghost walk is strong.
  • I couldn't have kept Sparkhammer any further back, especially since Wolves at our heels has an advancing killbox. But I could have camped more focus, or run him behind that building a turn earlier.



Friday, December 15, 2023

Battle Report: Cygnar Storm Legion vs Orgoth Sea Raiders



Thursday nights at our FLGS, The Portal, are becoming a thing. With that in mind, a friend and I headed over to the store to push models across a table. I brought my newest purchase, the Cygnar Storm Forge Cadre, brand spanking new and still unpainted.

Cygnar (Sparkhammer) vs Orgoth (Sabbreth)

Cygnar



  • Mechanik Adept Sparkhammer
  • Courser
  • Stryker
  • Zephyr
  • Zephyr (proxied by a harpoon-looking thing on an appropriate base)
  • Specialist Tyson Vas
  • Storm Callers
  • Storm Callers
  • Storm Callers
  • Storm Lance Legionnaires
  • Storm Lance Legionnaires


Orgoth



  • Sabbreth, the Eternal Annihilation
  • Tyrant
  • Tyrant
  • Jackal
  • Jackal
  • Jackal
  • Jackal
  • Warwitch Coven
  • Warwitch Coven
  • Therion Vhanek
  • Strike Reavers
  • Vulcar Forge Master
  • Vulcar Forge Master

The terrain was bonkers. A massive plateau in the corner, and next to it a factory of some sort with corrosive runoff abutting a wall. On the opposite side, a forest with a small round gobber brewery, a large crater, and a bunker. In the center of the map, a lava pit, a small wall, and a house on the far side.

The scenario was the preview of Battle Lines - steamroller 2024. Two flags, two 30mm objectives, and two 40mm objectives went onto the board. the flags made the objective terrain pieces the bunker and the small round building.

Deployment



Orgoth won the roll and chose to go first. Cygnar placed its defenses. Two walls were placed centrally, with the primary goal of preventing any model from being dragged by Orgoth's harpoons. The spike trap was placed near the house furthest from the camera.

Orgoth Turn 1

The Orgoth battlegroup runs forward in a clump, with Therion Vhanek staying on a flank behind the pumphouse, perhaps thinking about the objective on the other side of the large mesa.

Cygnar Turn 1



Cygnar runs forward, Sparkhammer casting many spells: deflection, arcane shield, mobility, sunhammer, and inhospitable ground. The cost for all those spells would normally be 12, but with Sunhammer's arcane calibrations, they total only 7 focus. It's at this point that I realize that mobility only helps my battlegroup, and sunhammer and inhospitable ground are unlikely to matter this early. Perhaps I shouldn't have left my caster on zero focus. At least I've got him hidden behind the gobber brewery, flanked by two jacks.

One zephyr sprints up the flank towards the objective behind the plateau. I'm careful to position all my models behind walls and in cover to avoid the two tyrants with harpoons capable of dragging them in. Their defense is very high. For example, the stormcallers in the crater are DEF 13, plus 4 for cover, plus 2 for force barrier, plus 2 for deflection. DEF21.


Orgoth Turn 2



This is the most critical turn for Orgoth, and my opponent agonizes over what to do. Shooting is ineffective with the high defense, my models are out of range of a charge, and running forward feels like suicide.

In the end, he takes a few ineffective shots, and stays hidden.


Cygnar Turn 2



It's the first scoring turn, and it looks like the objectives are mostly uncontested. I'm happy to leave Orgoth in the same difficult position they'd found themselves in last turn, but perhaps I can make it even more difficult.

The stormlances closest to the Orgoth blob move three inches forward, take shots, and reposition back to exactly where they were. The zephyr behind the building likewise takes its shots and repositions back, ending exactly three inches from the objective. In the end, three strike reavers are dead.

All the stormcallers stay hidden, the second unit of stormlances run up behind the central barrier, and the zephyr moves up ahead of the 30mm objective.

Orgoth scores a point for the terrain objective on the round hut. Each zephyr scores an objective, the stormcallers score the bunker terrain objective, and the stormlances behind the barrier score two 40mm objectives for a total of five points.

(Orgoth 1, Cygnar 5)

Orgoth Turn 3



Orgoth is in an extremely difficult position and will have a difficult time not losing this turn. Since they can't contest the objective behind the plateau, they'd need to score four points this turn to not lose, which means getting rid of all three stormlances on the central objectives.

Sabbreth feats and casts a bunch of spells, but the dice do not cooperate. Many models run to contest, but in the end Orgoth is unable to contest the bunker terrain objective, and only scores their own terrain objective. Cygnar scores the bunker and the objective behind the plateau, winning.

(Orgoth 2, Cygnar 7)

Cygnar Victory!



Final Thoughts

  • Having a battlegroup-centric caster with a small control area really hurts an army's scenario play.
  • Cygnar's defenses ended up being a big deal. I took barriers primarily to prevent dragging, but the cover was extremely helpful as well.
  • This is the first time I've played Sparkhammer. I didn't get to try out his full rack of shenanigans, but deflection on models with force barrier is very nice.
  • This scenario has two 40mm objectives right in the center where a single small unit can easily score both simultaneously. Contesting them every turn is very important.

Monday, August 14, 2023

Battle Report: Cygnar Storm Legion vs Khador Winter Corps

Cygnar (Di Baro) vs Khador (Borisyuk)

Cygnar

  • Captain Athena Di Baro
  • Stryker
  • Stryker
  • Stryker (proxied by Ironclad)
  • Legionnaire Officer
  • Legionnaire Officer
  • Arcane Mechanics
  • Stormguard Legionnaires
  • Stormguard Legionnaires (proxied by stormblades)
  • Tempest Assailers



Khador

  • Kaptain Ilari Borisyuk
  • Great Bear
  • Great Bear
  • Great Bear
  • Great Bear
  • Dire Wolf
  • Dire Wolf
  • Arkanists
  • Arkanists



Deployment 


The map had a house, bunker, and forest placed centrally. One side had a lake and a building too far back to be consequential, and the other side had a hill, acid bath, a small pond, and tall grass. Cygnar won the roll, and I chose the side with the forest and bunker blocking the flag and objective, because that seemed to be a huge advantage.

Khador then placed defenses: three spike traps lined up along the center. In retrospect, I don't think you're supposed to place those close to obstructions or obstacles. Whoops.


Khador Turn 1 

Khador lumbers forward with a massive wall of warjacks.


Cygnar Turn 1 


Cygnar runs forward, a line of mechanics hiding poorly behind the forest, two strykers shielding Di Baro, a unit of stormguard sprinting into the bunker, and the tempest assailers making a wall nearby with arcane shield, bringing their armor up to 23.


Khador Turn 2 



Khador lets loose with the freeze cannons, killing one tempest assailer and one mechanic, and freezing the rest. But the stormguard remain safe, and a second unit in the bunker is waiting to come out.



Cygnar Turn 2  


The stormguard in the bunker want to attack, but a Khador heavy is up against the outside of the door, blcoking the way. An officer uses precision strike, Di Baro feats, and the outdoor unit of stormguard charges that khador heavy, wrecking it. Then the unit inside rushes out, wrecking a second Khador heavy. Another two heavys are pretty beat up. A stryker toes the zone and takes another shot.

The stryker hiding behind the bunker puts up a polarity field to prevent a charge from the Khador heavy, and hits it with an electro bombard shot.

The mechanics and tempest assailers remain frozen, but Cygnar scores the first point.

(Cygnar 1, Khador 0)



Khador Turn 3  


Khador strikes back, and despite the protection of Di Baro's feat, all ten stormguard and both tempest assailers die. At the end, two strykers, an officer, and Di Baro herself end up frozen and stationary. Cygnar scores a second point.

(Cygnar 2, Khador 0)



Cygnar Turn 3  



With only the one melee heavy, two ranged jacks, two officers, and two mechanics, it's hard to get enough done. The melee stryker goes in and beats on the undamaged closest Khador heavy, but doesn't kill it. The others take shots, and kill two arkanists. Cygnar gets a point.

(Cygnar 3, Khador 0)



Khador Turn 4  


Proving Khador superiority, the Khador heavy who just took a beating destroys the undamaged stryker who'd just tried to kill him.

The two damaged Khador heavies in the zone take shots at the ranged stryker, and on the opposite end of the field, a khador heavy runs to contest the flag, and the arkanist hides behind the wall.

(Cygnar 3, Khador 0)



Cygnar Turn 4  



The stryker backs out of the zone, then shoots the arkanist so that Khador can't score there.

On the other side, the ranged stryker beats on a Khador heavy with his shield, doing little. The mechanics help as best they can.

(Cygnar 3, Khador 0)



Khador Turn 5 



In a brilliant but risky move, Borisyuk runs forward and puts up a cloud, giving himself stealth.

The zero focus damaged Khador jack contesting the other flag doesn't do much, but Borisyuk scores both the flag and the zone.

(Cygnar 3, Khador 2)



Cygnar Turn 5 



Desperate to get rid of the contesting jack, the officer gives Di Baro reposition 3, then charges. Di Baro herself charges, then repositions onto the flag. And the Stryker whales away. But nobody can kill the Khador warjack.

The ranged stryker on the other side moves up to contest, taking shots at Borisyuk from within five inches to ignore the stealth.

(Cygnar 3, Khador 2)



Khador Turn 6  



The stryker in the zone survives a beating, and his Khador counterpart edges closer to Di Baro. No points are scored.

(Cygnar 3, Khador 2)



Cygnar Turn 6  



The stryker in the zone moves over behind the wall, giving himself better defense from Borisyuk's shots and forcing the Khador heavy to move further from Di Baro if it wants to fight.

The mob assailing the Khador warjack finally gets the job done, and scores a point.

(Cygnar 4, Khador 2)



Khador Turn 7  


Boris edges around the flag and shoots the contesting stryker to death.

The Khador jack runs to contest the other flag. Boris scores another two points for the zone and flag.

(Cygnar 4, Khador 4)



Cygnar Turn 7  



This is it. It's either assassination or take out that Khador heavy. With no breakthrough card and all my shooting troops engaged, it looks like the Khador jack has to die. So after the stryker gets focus from the mechanic and punches away with his shield, Di Baro goes all in, spending all her focus boosting damage.

However, there's nobody left to contest the Khador zone. The mechanic was too far, and the officer was too far even if he wasn't in the forest - an extra two inches from desperate pace wouldn't have sufficed. The stryker might have been able to run into the zone if I'd planned well, but it was after midnight, and I did not plan well.

(Cygnar 5, Khador 6)

(Khador Victory!)



Final Thoughts

  • This was a brutal attrition game, and easily the longest MK4 game we've ever played. Both players took over two hours - this would not have worked if we'd been on a deathclock.
  • Apparently, I cheated on turn 2, as we later found out that models cannot charge out of a structure, like I did out of the bunker.
  • My Khador opponent was kicking himself for not using beat back to get the stryker out of the zone on turn 6 - he could have had a relatively easy victory. Although if he'd gotten more points, I'd have been forced to go for the assassination, and who knows how that might have gone?
  • This was our first game using a bunker. The ability to block troops, keeping them inside, will be a real thing going forward.

Thursday, July 20, 2023

Battle Report: Cygnar Storm Legion vs Khador Winter Korps

Cygnar (Wolfe) vs Khador (Borisyuk)

 


A Cygnar vs Khador rematch. We rolled Recon II as a scenario, and used the Discord bot I created to generate a random terrain placement pattern, which gave us ten pieces of terrain plus scatter. The left side of the field had a small hill, cloud, lake, forest, and an acid pit. The right side had a large derailed train car, a weird rectangular forest, a larger hill, and a building at the edge of the map.

Cygnar Storm Legion



  • Major Anson Wolfe
  • Stryker
  • Stryker
  • Stryker
  • Alexia, Queen of the Damned (proxied by Alexia1)
  • Legionnaire Officer (proxied)
  • Arcane Mechanics
  • Stormguard Legionnaires
  • Stormguard Legionnaires (proxied by various stormblades)
  • Stormguard Legionnaires (proxied by various stormblades)



Khador Winter Korps




  • Kaptain Ilari Borisyuk
  • Medveditsa
  • Great Bear
  • Great Bear
  • Dire Wolf
  • Dire Wolf
  • Arkanists
  • Arkanists
  • Battle Mechanik
  • Battle Mechanik



Deployment

Mark won the roll and chose to go first, and I picked the side with the large hill, which would aid my infantry on approach, plus I could put a barrier on top of it.

We both placed defenses - he placed a spike trap and a fire, and I placed a spike trap, powder keg, and the barrier on the hill.


Khador Turn 1

Khador lumbers forward in an unsightly red blob.



Cygnar Turn 1

Cygnar valiantly advances, blue armor shining, and mostly hides in the hedge. One unit of stormguard hides behind the barrier and gets stealth from a command card.

A unit of stormguard circles the far side of the building, and a stryker with snipe takes cover at the building's opposite corner.



Khador Turn 2

Left with few targets, Khador uses sapper to remove the barrier on the hill, and a warjack with superiority advances through the forest to within five inches and blows the stormguard to smithereens. Another Khador jack hides behind a stump, and a mechanic toes the zone.



Cygnar Turn 2

The stryker behind the building shoots out three arcanists with an AoE, and the mechanic with a power fist. Stormguard advance to protect the jack, and the officer takes the flag.

The other stryker energizes forward, aims and takes a shot at a mechanic on the flag, killing him and an arcanist. The melee stryker and stormguard run forward into the zone.

Wolfe feats, and Cygnar scores one for the flag and one for the zone.



Khador Turn 3

Borisyuk feats, leading to the abhorrent interaction we've always got to deal with when we play these two casters. Each time Khador kills a model, we each get a free attack out of it.

As he kills Cygnar models, most of Cygnar's attacks are electrobombard shots into a stealthed Borisyuk, doing unboosted blast damage each time at dice minus four. This leads Khador to stop killing infantry, and thus some live.

Medveditsa lays into the melee stryker, failing to kill it only due to poor dice. Borisyuk heads to the forest, where its concealment grants him stealth. The Cygnar officer on the flag survives being shot.

Cygnar scores one for the flag, bringing the score to 3-0.



Cygnar Turn 3

I know I can repair the melee stryker and do some serious damage to Medveditsa with Blessing of the gods and Positive Charge, but I only need two points to win. The flag is a gimme, but I spend time trying to figure out how to get the Khador warjack out of the zone. The best I come up with is a throw, which has a 1-in-3 shot of working, given that only a 5 or 6 inch throw will get the jack far enough out of the zone. The Stryker tromps up, throws, and rolls a 6, throwing the jack into the caster. We don't even roll damage, because the game is over, 5-0.

(Cygnar Victory!)




Final Thoughts

  • That throw only had a 1-in-3 shot, but it was a 1-in-3 shot to end the whole game, which is why I took it. I don't think I'd have had a great chance without that.
  • Area of effect attacks are good against stealth models - they auto-miss and always do blast damage.



Sunday, July 16, 2023

Battle Report: Cygnar Storm Legion vs Orgoth Sea Raiders

 Cygnar (Wolfe) vs Orgoth (Horruskh)

 

Cygnar Storm Legion

  • Major Anson Wolfe
  • Courser
  • Stryker
  • Stryker
  • Alexia, Queen of the Damned (proxied by Alexia1)
  • Legionnaire Officer (proxied)
  • Sharpshooter
  • Arcane Mechanics
  • Stormblade Legionnaires (proxied by stormblades)
  • Legionnaire Standard Bearer (proxied)
  • Stormguard Legionnaires
  • Stormguard Legionnaires (proxied by various stormblades)]  


Orgoth Sea Raiders

  • Horruskh, The Thousand Wraths
  • Tyrant (shredder and quad bolt)
  • Tyrant (shredder and quad bolt)
  • Tyrant (thresher thingy and shield)(proxied)
  • Siege Tarask (proxied)
  • Vulcar Forge Master
  • Reaver Commander
  • Reaver Commander
  • Warwitch Coven
  • Warwitch Coven (proxied)



Deployment



The scenario was Split Decision. We placed a building centrally, along with two forests. One side had a wall and a trench, and the other side had a L-shaped wall and a double hill with the flag.

Cygnar places defenses - two spike traps which will never be relevant in this battle.


Cygnar Turn 1




Cygnar runs forward, the stormblades getting an extra two inches of movement from the officer.



Orgoth Turn 1



Orgoth moves forward, and the titans shoot out the three most overeager stormblades. Horruskh hides behind a building.



Cygnar Turn 2



The stryker with the heavy mag bolter and electro bombard shoots the melee tyrant, and then the stryker with the javelin and power fist gets focus from the mechanics and charges the same tyrant, killing it. Incidentally, this is the first time I've made use of the 1-point relentless charge head I'm always putting on my strykers.

Alexia takes her only meaningful action of the game and brings back one stormblade, and then the stormblades run to engage the titans. Two units of stormguard run in behind, flooding the zone, and Wolfe feats.



Orgoth Turn 2



The warwitches put up a dark shroud, then Horruskh feats and singlehandedly kills the stryker that just killed a tyrant. The tyrants kill all the stormblades, the sharpshooter, and an entire unit of stormguard, but as he does so, Wolfe's feat allows for a bunch of shots which kill a raver commander and a bunch of warwitches.

During one of the feat attacks, a shot from the stryker's electro bombard actually hits a DEF17 warwitch, and needs a 3 to kill her. I roll snake eyes on the damage, and then roll 7 twice on the blast damage rolls that need 8 to kill.

The siege tarrask drags in and kills the courser.



Cygnar Turn 3



Cygnar has lost a lot, but I feel like this is my turn. The officer moves up within 10 inches and allows the unit of stormguard clustered on the back porch of the Dijon Rave House to charge through each other. They charge the titans, needing a 5 to hit. Three of the five models roll 4 or less. At least due to an early attack taking out the titan's movement, three hit. No kill though.

The stryker with the heavy mag bolter and electro bombard tries for the assassination and actually lands a hit on Horruskh, doing two damage.

Wolfe moves over to keep his lone remaining warjack in his control area.



Orgoth Turn 3



The titans turn to the last stryker and although only one is in range, they nearly kill it.

Horruskh kills all 5 stormguard singlehandedly.

The tarrask has no targets and lumbers towards Alexia.



Cygnar Turn 4



Not much else to do, so Wolfe rushes into the fray. He charges the siege tarrask, killing it with three attacks, and sidestepping forward. He then casts energizer and moves forward another two inches. This isn't close enough to reach Horruskh, but he hits and kills the Reaver Commander on the flag and sidesteps into range of Horruskh. With two blood tokens from killing two models, he's now POW17 on his attacks, and he kills Horruskh.

(Cygnar Victory!)





Final Thoughts

  • I was quite surprised to win this game. Horruskh was very much taking an unnecessary risk in stepping out, and had he stayed behind the building, I'd have been in trouble.
  • Horruskh's feat is doubly a problem for Wolfe - it grants additional armor during Horruskh's own turn for Wolfe's feat attacks, and stays up during Wolfe's folliwing turn, so it's almost like feating twice.
  • Titans remain a problem.