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.

 

Thursday, June 29, 2023

Battle Report: Cygnar Storm Legion vs Khador Winter Korps

Cygnar (Wolfe) vs Khador (Borisyuk)

After all the story campaign shenanigans, Mark and I were glad to get together for an old fashioned Steamroller. We both brought MK4 armies, which felt like a novelty at this point.

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)



Khador Winter Korps


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



Deployment

We each placed four pieces of terrain. Mark placed three forests and a tree stump. I placed a house, lake, tall grass, and a graveyard which would act as rubble. Then I won the roll to go first, and Mark chose the side with the lake.

We both had brought defenses. Mark placed his spike trap in the zone, a barrier up against a forest, and a fire beside the building to prevent me from running through that small opening. I placed a spike trap near my flag and objective, a barrier centrally to hide behind, and a powder keg which I planned to use to get rid of the spike trap.


Cygnar Turn 1

Cygnar runs forward, placing snipe on the courser and arcane shield on the stryker.



Khador Turn 1

Khador runs up, one heavy taking the barrier with a mechanic, and on the other side, heavies get Iron Flesh and Superiority, and edge the zone just out of Cygnar's range.

Khador uses their Sapper card to remove Cygnar's Powder Keg, so that the Stryker can't throw it into the spike trap and remove it.



Cygnar Turn 2

Cygnar immediately uses the sapper card to remove the Khador spike trap in the zone, then the stormblades run to engage and spread out, the intent being to jam up the Khador heavies and prevent them from getting through, and allowing for a stormguard countercharge next turn. The second unit of stormguard on the opposite flank readies to charge anyone in their range, or failing that to charge the objective.

The three Cygnar warjacks put some damage on Khador heavies, the stormblade legionnaires get tough from a True Inspiration card, and Wolfe feats.



Khador Turn 2

Borisyuk feats, and the warjacks attack. The combination of the two feats is a beautiful mess, and queued out-of-turn activations quickly get sloppy. I'm nearly certain we got the correct number of activations, but we probably did some in the wrong order.

When the dust clears, Khador jacks have taken some damage, but all the stormblades and all but three stormguard out of the two units are dead, and Cygnar is left with no melee presence.



Cygnar Turn 3

With no apparent way to deal with all that red metal, Cygnar is left looking for assassination angles. Borisyuk has no focus and no cover, but is fairly far away. The courser gets a lucky armor piercing shot on Borisyuk, leaving him on one box, and because none of the Strykers are in range, one Stryker takes out an arkanist, which allows for an AoE from the second Stryker to include Borisyuk. The boosted blast damage ends the game.

(Cygnar Victory!)




Final Thoughts

  • If I hadn't been able to kill Borisyuk that last turn, I'd have been done for. My warjacks were entirely ranged. This may need to change in the future.
  • At the end of this match, we realized that Borisyuk can give himself stealth every turn. Future games will be different.


Monday, June 19, 2023

Battle Report: Orgoth Sea Raiders vs Skorne (Unlimited)

Orgoth (Horruskh) vs Skorne (Makeda2)

After how badly I'd been getting destroyed by the Orgoth recently in the Black Tide scenarios, we decided to take a break and play some vanilla Steamroller.

 

Orgoth Sea Raiders

  • Horruskh, The Thousand Wraths
  • Tyrant
  • Tyrant
  • Tyrant
  • Siege Tarask (proxied)
  • Vulcar Forge Master (proxied)
  • Reaver Commander (proxied)
  • Warwitch Coven
  • Warwitch Coven



 



Skorne (Unlimited)

  • Supreme Archdomina Makeda
  • Basilisk Krea
  • Bronzeback Titan
  • Molik Karn
  • The Wastelander
  • Cataphract Cetrati
  • Legends of Halaak
  • Paingiver Beast Handlers
  • Praetorian Ferox
  • Swamp Gobber Bellows Crew
  • Venator Catapult Crew



Deployment


 A burned out Khador building was placed in the central zone, and a wall near each outer zone. One zone had a small building spewing some kind of acid into a pool, and the Orgoth side had a gallows obstruction, a building, and a hill. Orgoth won the roll and decided to go first.

Orgoth deployed centrally. With no solos other than The Wastelander, I knew I'd be going for something other than a points victory. I set up the bellows crew to protect the catapult Ferox to sprint down the left, and beasts to go for the close zone.


Orgoth Turn 1

The reaver commander runs up to the objective, the siege tarrask runs towards the far zone, and the rest of the Orgoth horde lumbers down the center.



Skorne Turn 1

 

Fully aware that anything I place within the range of Titans on turn one won't make it to turn 2, I move the Ferox far less than their full speed, and carefully hide them behind a wall.

The catapult runs up and hides behind the edge of the Khador ruin, and the gobber blows smoke just in front. Cetrati sprint up the center and Makeda moves in behind, casting Deflection and Storm Rager.

The wastelander hides behind a building beside the acid, protecting the Krea and Molik Karn, and the Krea puts up Force Aura. The Bronzeback Titan runs up to the objective and the beast handlers move up behind to heal him in the unlikely event that Orgoth can reach that far with shots.



Orgoth Turn 2

The tyrants move up, and the first one nearly shoots the Bronzeback off the table, leaving him on three boxes. The second easily finishes it off, shoots the gobber who dropped smoke, and gets upset that there are no more targets in range.

Then Horruskh feats for extra armor.



Skorne Turn 2

Skorne makes its first and only attack of the battle, firing the catapult at a tyrant, hoping to hurt some warwitches with blast damage. Zero damage to anything.

The Ferox and Legends of Halaak run to engage, and the Cetrati slowly run up the center. The lone bellows crew member moves up and drops smoke, which Makeda hides behind. The krea moves in to help with a force aura.

Molik Karn is left in a tough spot - if he doesn't hide, the tarrask will drag him in and eat him. Perhaps I should have let that happen. Orgoth score a flag for one point.



Orgoth Turn 3

Orgoth does a bunch of stuff in the center and kills a bunch of models. Then a tyrant shoots out the objective and the siege tarrask runs to the zone.

That's one point for the objective, one for the zone, and one for the same flag, bringing Orgoth to 4.

Horruskh runs into the Orgoth zone for the win. Skorne never got an alpha.

(Orgoth Victory!)




Final Thoughts

  • When a Tyrant can one-round an ARM19 heavy at extreme range, I worry that there might be a balance issue.
  • This was my final attempt to fight Orgoth with the Skorne. I'm now convinced that victory is not at all possible.

Monday, May 29, 2023

Black Tide Battle Report - Chapter 6: Salt the Earth

Battle Report - Cygnar vs Khador

This was the 6th scenario in the Black Tide narrative campaign: Salt the Earth. In this scenario, The defenders are trying to destroy houses before the invaders can loot them. I'd be playing invader here as Cygnar, and my opponent's Khador would be the defender.

The rules for Legacy Storm Legion had just come out, so I was eager to field some of my old models. Unfortunately, the only Nemo I had access to was Nemo2, AKA worst Nemo.

My opponent ran his MK4 Prime jack-heavy list, with a lot of stuff proxying Dire Wolves.

Cygnar


  • General Adept Nemo
  • Centurion
  • Cyclone
  • Defender
  • Dynamo
  • Ironclad
  • Ironclad
  • Captain Arlan Strangewayes
  • Field Mechanics
  • Gobber Tinker



Khador


  • Kommander Valerii Savaryn
  • Medveditsa
  • Dire Wolf
  • Dire Wolf
  • Dire Wolf
  • Dire Wolf
  • Arcanists
  • Arcanists
  • Shock Trooper Pikemen
  • Shock Trooper Pikemen



Deployment

 
After the eight houses for the scenario were placed, we placed additional terrain, and ended up two forest surrounding a pond in the center, and a burned-out Khador house on the right, directly next to the Rhulic dijon rave house. A smoke cloud lies on the edge of one forest - perhaps a tree is on fire. A Khador bunker placed centrally would provide elevation, and a patch of lava abutted the Crucible Guard petrochemical plant.

I deployed with repair models lined up to loot buildings, and my opponent deployed with his models set to wreck all the buildings.


Cygnar Turn 1

Cygnar runs forward, putting Fail Safe on the centurion, Electrify on an ironclad, and Polarity Shield on the other ironclad.



Khador Turn 1

(no image)

Khador walks forward, as our belief is that you cannot charge buildings. A dire wolf tears down a house, and a second dire wolf and Medveditsa tear down the Crucible Guard petrochemical factory, and a second house. The shock trooper pikemen try to wreck a fourth house, but without a charge they do little.



Cygnar Turn 2

Dynamo shoots out one pikeman, and uses the reposition command card to move back into Nemo's control area. An ironclad moves up, confident in his polarity shield to protect him. The defender puts a few damage on a dire wolf, and the centurion activates his own polarity field. The cyclone puts a few damage on a different dire wolf.

Arlan Strangewayes loots the dijon rave house, and both the gobber tinker and the gobber repair crew move into position to loot next turn.



Khador Turn 2

A great bear advances on the house with gobber tinkers hiding behind it, and unloads with a full stack of focus, leaving the house on five boxes. The pikemen beating on the house on the opposite flank of the battle have even less luck, having done a total of only 6 damage over the two rounds of their assault. The rest of the Khador jacks retreat behind the forest and fog cloud.



Cygnar Turn 3

The gobber tinker loots his house, and the gobber repair crew loots theirs, much to the frustration of the dire wolf who'd nearly destroyed that house. Now Cygnar has looted three buildings and Khador has destroyed three.

Dynamo puts some damage on a direwolf by edging around the forest a bit, and the cyclone rolls well and puts a good amount of damage on the dire wolf who'd failed to destroy his house.

The defender takes a shot at a dire wolf, doing more damage, and the centurion repositions slightly.



Khador Turn 3

The pikemen furiously tear into their house and do one more point of damage. Meanwhile, three happy gobbers emerge from a house with their ill-gotten gains and are greeted by a very angry dire wolf who kills them all.

The rest of Khador runs. No attacks; they just thoughtlessly advance into Cygnar. A rock wall is created to protect some of them a bit.



Cygnar Turn 4

Well, if this isn't Nemo's feat turn, I don't know what is.

After Arlan gives out a focus and the tinker runs back to loot the final house, Nemo slides over, casts a boosted electrical blast which disrupts a Dire Wolf, and a Galvanic Bolt which misses. If it had hit, the tractor field might have saved Nemo's life. Nemo then pulls all the focus off all his jacks (7 focus)! and feats, maxxing out all of their focus. Then he casts energizer and an inconsequential electrical blast.

The Cyclone gets five shots and blows up the damaged dire wolf who'd just slaughtered all those gobbers. The ironclad with electrify kills a dire wolf and ends up with lots of focus left over that he can't use. The other ironclad finds itself with no targets and runs around the forest towards Savaryn. The defender had wanted to get into melee, but the rock wall prevents him, so he joins Dynamo in just shooting. The centurion lays into Medveditsa and has trouble doing much to the armor 23 monster.



Khador Turn 4

Khador is down to three heavies, and Cygnar still has six. So it's assassination run time.

A dire wolf walks up and beats on the ironclad until it's nearly dead. Three pikemen move up and finish it off, leaving just barely enough room for Medveditsa to sneak through and murder Nemo. Two initials hit and allow for the smash and grab headbutt. The POW 14 headbutt kills Nemo. Medveditsa used no focus.

(Khador Victory!)

Final Thoughts

  • If I hadn't used that reposition card on Dynamo early on, I could have used it to save Nemo.
  • Better yet, if Nemo had used his Energizer on turn four to move himself two inches, he could have lived. Too often, I forget that a caster is part of his own battlegroup.
  • I really was doing very well right up until the moment Nemo got assassinated.