Lost to Mike last night. Twice, in fact. It's becoming a trend! What went wrong? In the first game I was utterly decimating Mike's Winterguard and Assassins with my bonded Redeemer and Vanquisher barrage. Daughters, Eiryss, and Anastasia slowed the Assassins on their approach while the Avatar threatened the WGI. I was getting amazing fire rolls, and it was beautiful. I made a mistake leaving my zone open but Mike didn't realize it until his turn was almost finished. Everything was going right until the Avatar charges Beast 0-9. 3mm short. With a charge lane open to an ARM 18 Feora, gg Mike.
Second game Mike was much more aggressive but forgot about Anatastia and I went for a second turn Assassination. Daughters charge Sorcha, two-man CMA on the charge misses, second attack hits and plinks 1. Vanquisher and Choir run up. Should have activated Choir first. Should always activate Choir first. Feora charges up, misses an Assassin, pops feat to collect two focus, firesteps towards Sorcha and kills the Assassin. Ana advances through the forest on the edge of the killbox Sorcha is hiding in and lets the Vanquisher and Daughters go again. Feora is out, Choir is out. One Daughter goes for Eiryss, another Gorman, and the rest pile on Sorcha. All miss. Vanquisher misses a Daughter, scatters into nothing. With a charge lane open to an ARM 18 Feora, gg Mike.
So, that was pretty bad. I couldn't deal with two high ARM, high POW jacks that can charge 11" without a decent infantry screen. Gaze+Run+Enliven is risky with the masses of stupid infantry on the board that can trap for the previously mentioned Jacks. I also need to be using the Vassals to AA the Vanquishers and Redeemer to be taking out as much as that massed infantry as fast as possible. I need a Reckoner. The Reckoner can take advantage of Escort as part of Feora's battle group and has a 12" threat. There are threats faster than that but it's much harder to infantry trap from that far away.
Vanquisher for a Reckoner is a straight swap and would give me a very balanced list, but that's not what I'm going for with this list. I want to be able to decimate low ARM infantry, and the Reckoner doesn't let me do that. The Redeemer+a solo would work, but I think the continuous fire at RNG 16 will be critical in forcing movement in certain matchups. That leaves the Avatar. Not the best option to lose but I'll still have three heavies, two of which are perfectly suited for counter charging. It's going to hurt not having gaze and the free focus. I'm also going to have to make use of Ignite in more cases, costing even more focus.
Anastasia also isn't working out as well as I would want in this list. The nature of the army is very standoffish. Trying to squeeze in as many shots as it can before clashing with the half-charred remains of a mostly incinerated mess. Using Anna when the opportunity presents itself usually requires a very dramatic, unsustainable lunge. Waiting for good chance is dependent on my opponent advancing. Given who eFeora wants to be fighting, I don't think that's a good use of 2pts.
So that leaves me with 5. With the Reckoner in the list, picking up Rhoven seems obvious. This secures the list a spot as an anticryx list, which in turn might free up those points in Harbie's list. Really do like A&H with the big H. The remaining point for a Mechanic seems good with the number of Jacks I'm running. I'd consider using Wracks if I had any, but I don't.
Finally, I've been working on a timer for Warmachine on Android Phones called Timermachine. It has since turned into a comprehensive timing solution for any turn based game that requires multiple timers. It keeps track of and automatically manages game time, secret random game time, variable turn times with multiple warnings, extensions, extension option time. It is mostly finished, working on the polish and adding more features.
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