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.


Monday, May 1, 2023

Black Tide Battle Report - Chapter 5: Burn the Bridges

Battle Report: Army of the Western Reaches vs Sea Raiders

This was the 5th scenario in the Black Tide narrative campaign: Burn the Bridges. The idea behind this one is that both armies are fighting in the rushing water beneath the bridge, and the defenders are trying to destroy the bridge to prevent the invaders from transporting their armies across. The tape across the table marks the edges of the water - everything between is rushing water. Not only are models in the water in rough terrain - they all lose pathfinder. This means that the Orgoth cavalry is at a distinct advantage, as they can fly, and the Skorne cavalry is at a disadvantage, as they can now only reposition one inch.

The six objective markers represent six legs supporting the bridge. The defender's goal is to destroy at least four of them. This is done by placing charges - a trooper model base to base with a bridge support can place a charge by taking an action while base to base with it and rolling 2d6. A roll of 9 or higher places the charge. On a roll of 2, the charge explodes immediately. Otherwise nothing happens and you've got to try again. An armed charge will explode at the end of the defender's next turn, giving models time to get clear, which is good because when a charge explodes, the bridge leg is destroyed, and all models within two inches are automatically destroyed. Once the defender destroys four bridge legs, he wins. If he hasn't done so by the end of his sixth turn, the invader wins.


 I would also be using my Siege Oliphaunt for the first time this game, which was exciting.

Skorne

  • Supreme Archdomina Makeda
  • Baslisk Krea
  • Baslisk Krea
  • Titan Sentry (Proxied by a Titan Cannoneer)
  • Siege Oliphaunt
  • Legends of Halaak
  • Paingiver Beast Handlers
  • Praetorian Ferox
  • Praetorian Ferox
  • Venator Catapult Crew



Orgoth

  • Horruskh, The Thousand Wraths
  • Jackal
  • Tyrant
  • Siege Tarask
  • Rhok Harriers
  • Rhok Harriers
  • Ulkor Axers
  • Ulkor Barragers



Deployment

Although each player is allowed to place 4 pieces of terrain, we didn't want to be stupid by placing houses and forests in the river. So one side got an underwater hill, and the other side got a pile of rocks that would act as a wall. Underwater rubble on one side would also grant cover.

The Orgoth deploy to send six Rhok up one side of the board, and Axers on the other. Horruskh aims for the hill. Skorne points a unit of Ferox at each set of bridge legs, and aims the Oliphaunt straight up the center.


Skorne Turn 1

Skorne runs into the river, although the Ferox hold back a bit to avoid being shot at on turn one. The flag falls off my Makeda model, and we decided that she dropped it before heading into the river because she didn't want her flag to get wet.



Orgoth Turn 1


Orgoth run up, the Axers getting Inviolable Resolve.


Skorne Turn 2

The oliphaunt unloads on the Tyrant, doing some damage, and the Tyrant moves forward because of hyper-agressive.

The Ferox walk forward, the moving model stopping at the bridge support and the other two placing far enough forward to attack. The two walking ferox fail to do much damage, but the one in the back successfully plants a charge on the bridge. On the other side, Ferox do the same, and the two forward Ferox kill two rhok harriers, but the rear ferox fails to place a charge.

The catapult kills an axer, and a member of the catapult crew sets a charge on the other bridge pillar. Two down! The legends of Halaak run to the other side of the board, and the Krea put up force auras.



Orgoth Turn 2

The tyrant unloads on the Oliphaunt, doing more than half its boxes in damage. The tarask and rhok kill two ferox, and axers on the other side kill one ferox.


Skorne Turn 3


The oliphaunt backs up to stay out of the axers' charge range. It then heals itself with its rage tokens, shoots at the tyrant and kills a rhok. The unstoppable ferox walk away from the axers, and one is placed close enough to a pillar to try to place a charge, which fails. The other unit of ferox also tries to place a charge and fails, but does kill one rhok.

Legends of Halaak jockey for position. Makeda puts up deflection.



Orgoth Turn 3


The tyrant lets loose with its quad bolter again, pincushioning the oliphaunt. Shield guard from the Sentry helps. The Ulkor barragers help out, but it takes the two rhok harriers to finally move in and finish off the olpihaunt. That still only counts as one!

Ulkor axers and the siege tarask take out the two Ferox who are outside of the range of Makeda's stay death, but she keeps the one on the bridge pillar alive.



Skorne Turn 4

What I'd really like to do here is have a ferox walk to the far side of the pillar, then place another four inches away base to base with the furthest pillar so that I could try to set charges on each. However, the siege tarask is blocking me from doing that, so instead all three Ferox charge the tarask, doing decent damage and killing two Rhok.

A beast handler successfully sets a charge on a pillar, leaving only one.

The Sentry positions to block for Makeda, but I fail to use his animus. The Legends of Halaak position to charge anyone who they want next turn. Makeda casts Force Aura and Deflection. It's a costly but effective combination: +4 DEF vs ranged.



Orgoth Turn 4

Axers charge and kill the sentry. The lone remaining rhok charges and damages one of the legends of Halaak. The barragers kill the catapult because the crew wasn't close enough to use Take Up. The one guy left has nothing but a cannonball, and he's determined to use it, but he's not yet sure how.

The tarask takes out two of the three ferox, and the jackal moves up.



Skorne Turn 5

The last ferox walks around the tarask and makes a last-ditch attempt to place a charge, but fails.

The krea finishes off the final rhok in order to give the Legends of Halaak a charge lane. The Legends of Halaak then charge the jackal, ending with a combo smite slam that knocks it into a wall, so that charge attack actually uses five dice. Damage wasn't super high though.

Makeda backs away from the pillar that's about to explode, and the krea gives her force aura. That guy with the cannonball looks around, trying to decide who to throw it at.



Orgoth Turn 5

The tarask mauls the last ferox, but Makeda won't let it die, using up every last fury point. The warwitches charge, but can't kill it.

Axers charge the Legends of Halaak, but can't kill them.


Skorne Turn 6

The game ends after Skorne's 6th turn, so this is it. We realize that even if I set a charge successfully, it won't explode until after the game ends. Only rolling a 2 will cause it to explode immediately and win the game for Skorne. I roll a seven or something.

(Orgoth Victory!)



Final Thoughts

  • Early on, I did a lot of focusing on the bridge pillars rather than making attacks. My thinking is that if I could destroy the bridge and win, then it didn't matter how many models I'd lost. The issue is that setting charges is totally random and far less than 50%.
  • As ever, the tyrant's ranged attacks did so much work. I hate it.
  • I should probably have skipped the charge on turn 4 and had the ferox try to set a charge.
  • Leaving the catapult crew too far away from the catapult was a mistake on my part.
  • The Legends of Halaak spent a lot of time doing nothing.
  • I wonder if I could have saved my oliphaunt with the stealth card.
  • All things said, this is a really good scenario. Not competitive, but fun.

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.