Forgot to write this down after it happened and since forgotten most of the details. A combination of poor play and poor luck cost me. His Seether missile did an absurd amount of damage to the right column to take out the Avatar's sword arm. Mechanics failed to repair him twice, and that was pretty much it.
Need to keeps infantry back and watch for Overruns. Next time should be easy.
Wednesday, June 15, 2011
eFeora 35pts v3 vs Jay's Kaylessa
Kaelyssa, Night's Whisper
Jay wins the roll off and decides to deploy first. Sentinels line up across the middle with Discordia on the right side and the Griffon on the left. MHSF plop down into a forest on my right flank and MHA on the other side. Archers and Kaelyssa form up behind the Sentinels. My deployment is a loose gunboat with the Avatar and Templar in front, Redeemer in the middle, TFG on both flanks, support and Feora behind.
Turn one Jay advances up into position. I respond by moving the gunboat laterally closer to the MHSF. Redeemer takes its three 16" shots, just short, but with some decent scatter rolls, kills I believe two of the dirty elves and sets a Sentinel on fire. Vassals enlivens my two ARM 21 walls, Choir sings passage, Covenant says no knockdowns, and Choir and Mechanic hang in the back.
Turn two. Jay kills a Vassal and two Choir boys with Phantom Seeking Stormfall Archers. Forgot what the MHSF did this turn, wasn't really important I think? Sentinels and the rest move behind a linear obstacle some 11" away from my line. On my turn I decided it was time to try and wipe out the MHSF with feat. Redeemer turns its incendiary rocket spam on the bunched up Sentinels but with some bad deviations and some really high damage rolls, I was only able to get four fire tokens on enemies. Feora activates, charges a mechanic up field, fire steps, loses her charge target and makes an attack against her Templar to set it on fire. Pop feat, kill 5 MHSF, and sits at ARM 23. Rest of the gunboat gunboats.
Turn three. Jay loads up Discordia with focus and charges the DEF 15 ARM 23 Feora. Miss, miss, hits and despite being dice-6, puts 8 points on the firelady. Sentinels get one charge on Feora, three on the Avatar, and five on TFG. Nothing on Feora, superficial damage to the Avatar, and lose the TFG on that flank. MHA positions herself to charge next turn. Archers and MHSF take out the rest of my Choir and Vassals. My go and I'm poised to wipe out Jays Army. Templar gets 2 focus, Avatar rolls 3. Feora aims and sprays the Avatar to catch three Sentinels and an Archer, misses two of the Sentinels. Templar activates and manages to hit Discordia once in four 6+ attacks. Avatar, inspired by the Templar, flails around ineffectually and leaves Discordia with one point of movement remaining. Redeemer walks over and drops a point blank AOE on a group of Sentinels, setting a few on fire. Oof.
At this point I messed up. Jay asks me if Discordia can headbutt Feora without focus and I said yes. It didn't even dawn on me until I got home that you do need to spend a focus to use Power Attacks. Too used to playing against Khador with all their free power attacks I guess. The headbutt ended up hitting and knocking down Feora. After that MHSF swooped in like the vultures they are and squished her with some good rolling. Without the knockdown Jay still had a shot at winning with the MHA but it would have been dicey and depended on him giving the MHA phantom seeker inside of the Covanent's no spells aura.
--Jay's version--
Patrick and I played a thirty-five point caster kill game after work tonight. Patrick's list was:
And mine was:
Kaylessa
Discordia
Griffon
10x Mage hunter strike force + UA
10x Dawnguard sentinel + UA
4x Stormfall archers
Mage hunter assassin
Retribution won the roll-off and setup centrally. Mage hunters setup left flank in a forest. Assassin setup right, behind some buildings (again). Menoth setup castled, center. Choir made all the 'jacks untargetable (whee!), so Retribution started moving forward to engage in assault. Then Redeemer and Feora started turning up the temperature. Feora ran forward and commenced burnination. EVERYTHING WAS ON FIRE. Oh, it burned.
About half the Retribution army reached the Menoth lines. The remaining archers and mage hunters started popping choir and vassals. Sentinels charged temple flameguard, Avatar, and Feora, dropping the flameguard. Discordia charged Feora (oops!), standing right between the Avatar and Templar, and gave her a few good punches. Not enough. Kaylessa sniped Feora for a few points (and stealing two focus), then turned her attention to Gorman and dropped him.
Avatar and Templar, lessened by the loss of the choir, laid into Discordia, missing too many swings and leaving it standing with one box. Feora flamed all the sentinels, incinerating another three.
Last turn. Discordia rolled the bones and head-butted Feora to the ground. Rar! Kaylessa prep'd to cast Phantom Hunter on the assassin so she could attack Feora *through* the Avatar, but it wasn't necessary. The mage hunters advanced and finished Feora off. Game to Retribution!
Lessons learned:
1. Feora burns! Oh, the horrible, horrible burning. Make it stop.
2. Sometimes a knocked down enemy caster is better than an injured one.
3. Sequence kills with reach weaponmasters to allow them to attack units they didn't charge (but are still in range).
4. Kaylessa can see through stealth! Die, Gorman, die!
5. Stormfall archers remain amazing. Would rather have had four more than Griffon in this match.
6. Patrick strongly recommends Ayana & Holt for Retribution against Menoth.
7. Never give up. Never. Ever. Discordia with one box left won the game.
Tense game! Great advice. Learn so much more, the more I screw up.
Thanks, Patrick!
- Discordia
Dawnguard Sentinels (Leader and 9 Grunts)
- Griffon
- Dawnguard Sentinel Officer & Standard
Mage Hunter Strikeforce (Leader and 9 Grunts)
- Mage Hunter Commander
Stormfall Archers (Leader and 3 Grunts)
Mage Hunter AssassinJay wins the roll off and decides to deploy first. Sentinels line up across the middle with Discordia on the right side and the Griffon on the left. MHSF plop down into a forest on my right flank and MHA on the other side. Archers and Kaelyssa form up behind the Sentinels. My deployment is a loose gunboat with the Avatar and Templar in front, Redeemer in the middle, TFG on both flanks, support and Feora behind.
Turn one Jay advances up into position. I respond by moving the gunboat laterally closer to the MHSF. Redeemer takes its three 16" shots, just short, but with some decent scatter rolls, kills I believe two of the dirty elves and sets a Sentinel on fire. Vassals enlivens my two ARM 21 walls, Choir sings passage, Covenant says no knockdowns, and Choir and Mechanic hang in the back.
Turn two. Jay kills a Vassal and two Choir boys with Phantom Seeking Stormfall Archers. Forgot what the MHSF did this turn, wasn't really important I think? Sentinels and the rest move behind a linear obstacle some 11" away from my line. On my turn I decided it was time to try and wipe out the MHSF with feat. Redeemer turns its incendiary rocket spam on the bunched up Sentinels but with some bad deviations and some really high damage rolls, I was only able to get four fire tokens on enemies. Feora activates, charges a mechanic up field, fire steps, loses her charge target and makes an attack against her Templar to set it on fire. Pop feat, kill 5 MHSF, and sits at ARM 23. Rest of the gunboat gunboats.
Turn three. Jay loads up Discordia with focus and charges the DEF 15 ARM 23 Feora. Miss, miss, hits and despite being dice-6, puts 8 points on the firelady. Sentinels get one charge on Feora, three on the Avatar, and five on TFG. Nothing on Feora, superficial damage to the Avatar, and lose the TFG on that flank. MHA positions herself to charge next turn. Archers and MHSF take out the rest of my Choir and Vassals. My go and I'm poised to wipe out Jays Army. Templar gets 2 focus, Avatar rolls 3. Feora aims and sprays the Avatar to catch three Sentinels and an Archer, misses two of the Sentinels. Templar activates and manages to hit Discordia once in four 6+ attacks. Avatar, inspired by the Templar, flails around ineffectually and leaves Discordia with one point of movement remaining. Redeemer walks over and drops a point blank AOE on a group of Sentinels, setting a few on fire. Oof.
At this point I messed up. Jay asks me if Discordia can headbutt Feora without focus and I said yes. It didn't even dawn on me until I got home that you do need to spend a focus to use Power Attacks. Too used to playing against Khador with all their free power attacks I guess. The headbutt ended up hitting and knocking down Feora. After that MHSF swooped in like the vultures they are and squished her with some good rolling. Without the knockdown Jay still had a shot at winning with the MHA but it would have been dicey and depended on him giving the MHA phantom seeker inside of the Covanent's no spells aura.
--Jay's version--
Patrick and I played a thirty-five point caster kill game after work tonight. Patrick's list was:
And mine was:
Kaylessa
Discordia
Griffon
10x Mage hunter strike force + UA
10x Dawnguard sentinel + UA
4x Stormfall archers
Mage hunter assassin
Retribution won the roll-off and setup centrally. Mage hunters setup left flank in a forest. Assassin setup right, behind some buildings (again). Menoth setup castled, center. Choir made all the 'jacks untargetable (whee!), so Retribution started moving forward to engage in assault. Then Redeemer and Feora started turning up the temperature. Feora ran forward and commenced burnination. EVERYTHING WAS ON FIRE. Oh, it burned.
About half the Retribution army reached the Menoth lines. The remaining archers and mage hunters started popping choir and vassals. Sentinels charged temple flameguard, Avatar, and Feora, dropping the flameguard. Discordia charged Feora (oops!), standing right between the Avatar and Templar, and gave her a few good punches. Not enough. Kaylessa sniped Feora for a few points (and stealing two focus), then turned her attention to Gorman and dropped him.
Avatar and Templar, lessened by the loss of the choir, laid into Discordia, missing too many swings and leaving it standing with one box. Feora flamed all the sentinels, incinerating another three.
Last turn. Discordia rolled the bones and head-butted Feora to the ground. Rar! Kaylessa prep'd to cast Phantom Hunter on the assassin so she could attack Feora *through* the Avatar, but it wasn't necessary. The mage hunters advanced and finished Feora off. Game to Retribution!
Lessons learned:
1. Feora burns! Oh, the horrible, horrible burning. Make it stop.
2. Sometimes a knocked down enemy caster is better than an injured one.
3. Sequence kills with reach weaponmasters to allow them to attack units they didn't charge (but are still in range).
4. Kaylessa can see through stealth! Die, Gorman, die!
5. Stormfall archers remain amazing. Would rather have had four more than Griffon in this match.
6. Patrick strongly recommends Ayana & Holt for Retribution against Menoth.
7. Never give up. Never. Ever. Discordia with one box left won the game.
Tense game! Great advice. Learn so much more, the more I screw up.
Thanks, Patrick!
eFeora 35pts v3 vs Steve's Old Witch
Had an ...interesting game with Steve last night. My first ever against the Old Witch of Khador! It was such a mess of odd events, bad decisions, and poor rolling that my initial conclusion was that we just had a Burn After Reading-like affair, where we were sure something definitely happened but no idea what to make of it. Thinking on it a bit more, there's a fair bit to be learned. Anyway, the Feora list I've settled on for now:
against Steve's
I won the roll off and decided to go second after seeing Steve's general lack of Advanced Deploy. The Redeemer is really only useful against AD Units on the first round. If Eyriss were on the board it would be worth trying to pick her off but with only the Manhunter, I gave it a pass. Steve deployed wide. Going from my left to right, he had Behemoth, ScrapJack, Winterguard (A line of dudes over a foot long!), and finally Mortar on the 10" line with Old Witch behind the Jacks, Joe behind the WG, and Ternions spread out across the whole thing making full use of their CMD 9.
I set up on my left, across from Old With and his Jacks. This gave me alot of space away from the Mortar, Great Bears, and some of the WG. Deployment was the usual brick. Two heavies up front, Redeemer behind and inbetween. TFG off to one side, support and Feora behind.
Steve moves everything up, converging on the right. Manhunter runs up the right flank.
My go I decide to try and shift my army laterally. I failed miserably at this, getting my support bunched up which would go on to cause problems throughout the game. Redeemer manages to kill one dude. Go Redeemer. Hoping to take advantage of the linear obstacle, I run the TFG up.
Steve moves everything up some more. Manhunter gets scary close. Big B and the Mortar try and shoot stuff but miss. They try and shoot stuff but miss every turn for the rest of the game so I won't even talk about Steve's AOEs anymore. Winterguard roll up and obliterate the unit of TFG. Rough. Scrappy goes right.
Support gets straighten up a bit but still isn't here it should be. Redeemer takes some shots and kills another singular Winterguardsmen. Go Redeemer. Forget if I moved my Jacks up or not. Feora roasts the Manhunter with her massive flamethrower.
Here's where it starts getting weird. Behemoth walks up to behind the linear obstacle. Khador's only arcnode runs up suspiciously close to the Templar. Old witch pops feat: Everything takes a POW 14 if they move closer to her and can't charge. Goodness. He arcs gallows at the Templar, hits. It's a d6 drag with a free attack. Steve rolls a 6(!), putting the Templar in a very bad spot. He makes his compelled attack hoping NOT to to do damage, as not to trigger Enliven. With the Templar's shield he's at dice-9, but rolls an 11. 2pts of damage and Templar gets to make a full advance(By the way Steve, I think should have taken a POW 14 here but didn't?) strolling over to within walking distance of the Old Witch. The Templar is in a very good spot. Winterguard and Great Bears curse Scrappy's melee prowess as they run to get in the way of the Templar. Witch pops feat, anything that moves closer to her in her CTRL takes a POW 14 and while within they can't make special attacks or charge.
At this point the game is mine. Starting with the little stuff, just because I can. Gorman tries to move up into the feat, just because he can, but doesn't survive the POW 14. Vassal wonders too close, survives, but realizes he can't special attack inside of the feat. Avatar gazes before moving up to engage Scrapjack. Redeemer goes Bear hunting and actually hits! Kills the one easy and sets the other two on fire. Go Redeemer. Everything finishes except for Feora and Templar. Wanting to clear stuff out of the way and get some fire for feat, I sprayed the Templar. Dice-7 melts off the Templar's flail, completely shutting down my win. Oof. Collect two focus for feat and set three unimportant things on fire. Disappointing.
At this point the game is Steve's. Behemoth wrecks the Templar. Winterguard flail at the Avatar ineffectively. Great Bears charge in to cripple the Avatar. Now I'm in a very bad position. Scrappy attacks the Avatar some more and then Old Witch teleports him back to her.
Feora runs up the left flank behind Big B some safe distance away. Avatar killed the Bears? Or he didn't, I don't remember.
Scrappy Gallows Feora, gets another 6 and drags her all the way over to Big B. Feora's base DEF of 15 will be hard to deal with but she's only camping 2 focus; don't think ARM 19 will be enough. Ternion Ice Cages Feora to bring her DEF down to 13, so much for that. Behemoth turns around. Still needs 7s to hit and surprisingly enough, he's only doing dice-5 damage. Inaccurate and pillowfisted, he still manages to put a good 7 points onto my favorite fire lady.
Somehow I survived. Feora firesteps over Scrappy, burning the ice wizard who froze her the previous turn and threatened some free strikes this, and charges the Old Witch who should not have been so close to the action in hindsight. Game Menoth.
So! What did we learn?
- Really need to practice my lateral shift. If I were facing a faster list, I would have been punished very much for that mistake. Thankfully since we both had attrition heavy lists and I created so much space away from his infantry with my deployment, I had some time to recover.
- Suppose this is more of an experience thing, but I need to better judge which hymns the Choir should be using. Stopping the Gallows would have been big in my favor.
- Need to learn wtf to do with my TFG. In this game they would have best served on the flank to tie up the Manhunter and then run off to engage Winterguard. They still would have been absolutely shredded in one go but it would have been at a more opportune time, where other options would be more desirable.
- Need to learn when to shift gears from offensive to defensive. I /should/ have pulled My Templar back with my Enliven. He was way too far forward. Without Choir support, the assassination run would have been tricky(9+ to hit, need one good hit, probably would have had to clear out a guy with an initial attack). It's so hard to play defensively when the heretic warcaster is so close.
List-wise I'm happy for now, no changes. One thought would be to drop TFG for Nicia and another Mechanic but that would be more just for fun.
Suggestions for Steve: Play 50pts! I really think you need a second heavy but there really aren't points for it. Downgrading Big B would probably be the best bet at 35 but that hurts.
against Steve's
Zevanna Agha, the Old Witch of Khador
- Behemoth
- Scrapjack
- Scrapjack
Great Bears of Gallowswood
Greylord Ternion (Leader and 2 Grunts)
Winter Guard Infantry (Leader and 9 Grunts)
- Winter Guard Infantry Officer & Standard
- Winter Guard Infantry Officer & Standard
- 1 Winter Guard Infantry Rocketeer
Winter Guard Mortar Crew (Leader and Grunt)
Kovnik Jozef Grigorovich
ManhunterI won the roll off and decided to go second after seeing Steve's general lack of Advanced Deploy. The Redeemer is really only useful against AD Units on the first round. If Eyriss were on the board it would be worth trying to pick her off but with only the Manhunter, I gave it a pass. Steve deployed wide. Going from my left to right, he had Behemoth, ScrapJack, Winterguard (A line of dudes over a foot long!), and finally Mortar on the 10" line with Old Witch behind the Jacks, Joe behind the WG, and Ternions spread out across the whole thing making full use of their CMD 9.
I set up on my left, across from Old With and his Jacks. This gave me alot of space away from the Mortar, Great Bears, and some of the WG. Deployment was the usual brick. Two heavies up front, Redeemer behind and inbetween. TFG off to one side, support and Feora behind.
Steve moves everything up, converging on the right. Manhunter runs up the right flank.
My go I decide to try and shift my army laterally. I failed miserably at this, getting my support bunched up which would go on to cause problems throughout the game. Redeemer manages to kill one dude. Go Redeemer. Hoping to take advantage of the linear obstacle, I run the TFG up.
Steve moves everything up some more. Manhunter gets scary close. Big B and the Mortar try and shoot stuff but miss. They try and shoot stuff but miss every turn for the rest of the game so I won't even talk about Steve's AOEs anymore. Winterguard roll up and obliterate the unit of TFG. Rough. Scrappy goes right.
Support gets straighten up a bit but still isn't here it should be. Redeemer takes some shots and kills another singular Winterguardsmen. Go Redeemer. Forget if I moved my Jacks up or not. Feora roasts the Manhunter with her massive flamethrower.
Here's where it starts getting weird. Behemoth walks up to behind the linear obstacle. Khador's only arcnode runs up suspiciously close to the Templar. Old witch pops feat: Everything takes a POW 14 if they move closer to her and can't charge. Goodness. He arcs gallows at the Templar, hits. It's a d6 drag with a free attack. Steve rolls a 6(!), putting the Templar in a very bad spot. He makes his compelled attack hoping NOT to to do damage, as not to trigger Enliven. With the Templar's shield he's at dice-9, but rolls an 11. 2pts of damage and Templar gets to make a full advance(By the way Steve, I think should have taken a POW 14 here but didn't?) strolling over to within walking distance of the Old Witch. The Templar is in a very good spot. Winterguard and Great Bears curse Scrappy's melee prowess as they run to get in the way of the Templar. Witch pops feat, anything that moves closer to her in her CTRL takes a POW 14 and while within they can't make special attacks or charge.
At this point the game is mine. Starting with the little stuff, just because I can. Gorman tries to move up into the feat, just because he can, but doesn't survive the POW 14. Vassal wonders too close, survives, but realizes he can't special attack inside of the feat. Avatar gazes before moving up to engage Scrapjack. Redeemer goes Bear hunting and actually hits! Kills the one easy and sets the other two on fire. Go Redeemer. Everything finishes except for Feora and Templar. Wanting to clear stuff out of the way and get some fire for feat, I sprayed the Templar. Dice-7 melts off the Templar's flail, completely shutting down my win. Oof. Collect two focus for feat and set three unimportant things on fire. Disappointing.
At this point the game is Steve's. Behemoth wrecks the Templar. Winterguard flail at the Avatar ineffectively. Great Bears charge in to cripple the Avatar. Now I'm in a very bad position. Scrappy attacks the Avatar some more and then Old Witch teleports him back to her.
Feora runs up the left flank behind Big B some safe distance away. Avatar killed the Bears? Or he didn't, I don't remember.
Scrappy Gallows Feora, gets another 6 and drags her all the way over to Big B. Feora's base DEF of 15 will be hard to deal with but she's only camping 2 focus; don't think ARM 19 will be enough. Ternion Ice Cages Feora to bring her DEF down to 13, so much for that. Behemoth turns around. Still needs 7s to hit and surprisingly enough, he's only doing dice-5 damage. Inaccurate and pillowfisted, he still manages to put a good 7 points onto my favorite fire lady.
Somehow I survived. Feora firesteps over Scrappy, burning the ice wizard who froze her the previous turn and threatened some free strikes this, and charges the Old Witch who should not have been so close to the action in hindsight. Game Menoth.
So! What did we learn?
- Really need to practice my lateral shift. If I were facing a faster list, I would have been punished very much for that mistake. Thankfully since we both had attrition heavy lists and I created so much space away from his infantry with my deployment, I had some time to recover.
- Suppose this is more of an experience thing, but I need to better judge which hymns the Choir should be using. Stopping the Gallows would have been big in my favor.
- Need to learn wtf to do with my TFG. In this game they would have best served on the flank to tie up the Manhunter and then run off to engage Winterguard. They still would have been absolutely shredded in one go but it would have been at a more opportune time, where other options would be more desirable.
- Need to learn when to shift gears from offensive to defensive. I /should/ have pulled My Templar back with my Enliven. He was way too far forward. Without Choir support, the assassination run would have been tricky(9+ to hit, need one good hit, probably would have had to clear out a guy with an initial attack). It's so hard to play defensively when the heretic warcaster is so close.
List-wise I'm happy for now, no changes. One thought would be to drop TFG for Nicia and another Mechanic but that would be more just for fun.
Suggestions for Steve: Play 50pts! I really think you need a second heavy but there really aren't points for it. Downgrading Big B would probably be the best bet at 35 but that hurts.
eFeora 35pts v3
Forgot to post this. Pretty happy with it so far.
Feora, Protector of the Flame
- Redeemer (Bonded)
- Templar
Avatar of Menoth
Choir of Menoth (Leader and 3 Grunts)
Temple Flameguard (Leader and 5 Grunts)
Gorman di Wulfe, Rogue Alchemist
The Covenant of Menoth
Vassal Mechanik
Vassal Mechanik
Vassal of Menoth
Vassal of Menoth
Wednesday, June 1, 2011
Ran the pKreoss list twice on Monday. Played very poorly both games, totally misusing my feat. The first game was against eHaley and I squeaked out a win there. Second game against Khador didn't end so well. Also played a third game with my pSevvy list against Khador. Still need to figure out what I want to do with the 7pts BoV occupies. Crusader?
Played eFeora vs Steve's Trolls tonight and I've got a much better understanding about how the list should be built and run now I think.Need to slow the fuck down.
Want to try out Testament once I get eFeora worked out.
Played eFeora vs Steve's Trolls tonight and I've got a much better understanding about how the list should be built and run now I think.Need to slow the fuck down.
Want to try out Testament once I get eFeora worked out.
Saturday, May 28, 2011
pKreoss 35pt Pop'n'drop
High Exemplar Kreoss
- Redeemer
- Repenter
- Reckoner
Choir of Menoth (Leader and 3 Grunts)
Exemplar Errants (Leader and 9 Grunts)
- Exemplar Errant Officer & Standard Bearer
Visgoth Juviah Rhoven & 2 Honor Guard
Eiryss, Mage Hunter of Ios
The Wrack (3 wracks)
Vassal of MenothRhoven+Wracks or Daughters?
Friday, May 27, 2011
Three games with eFeora v2
First game was against Maz' Khador. He ran something like:
Overall we both made alot of mistakes with our lists.
Was too aggressive with TFG and Daughters, need to keep them back to give the Redeemer time to do its thing and make use of Set Defense. TFG are amazingly difficult to kill against alot of things when charged. Still, I think I'd rather have Zealots with UA if I had more points or Errants if I had more points and DW.
Was able to hide Feora in a forest and use Gorman to aim sprays. He's immune to fire!
Charging full focus laden, battle-hymned Crusader + Feora were unable to kill Torch. Need to think about how damage breaks down and when to use Ignite.
Crusader with 3 focus gets 5 attacks if its able to walk up and smack someone. If it has to charge, this goes down to 4 attacks with some extra damage on one attack. Pows are base 18 and 14, 20 and 16 with Battle Hymn or Ignite, 22 and 18 with both. Average damage is 7+(POW-ARM) * attacks.
(Battle hymn or Ignite) (walk/charge)
vs ARM 17: 46/39 # Can get away with 2 focus on walk up.
vs ARM 18: 41/35
vs ARM 19: 36/31 # Will have trouble killing on the charge
vs ARM 20: 31/27 # Will have trouble killing
(Battle hymn AND Ignite) (walk/charge)
vs ARM 17: 56/47 # Might be able to get away with 1 focus on walk up, will get away with 2.
vs ARM 18: 51/43 # Will get away with 2 focus on walk up, might get away with 2 on charge(32)
vs ARM 19: 46/39 # Will get away with 2 focus on walk up.
vs ARM 20: 41/35 # Might get away with 2 focus on walk up (32).
vs ARM 21: 36/31
vs ARM 22: 31/27
vs ARM 23: 26/24
So, with Battle Hymn I can kill ARM 17 with 2 focus and I'll have trouble killing ARM 20+. With Battle Hymn and Ignite, I can kill ARM 17-19 with 2 focus and I'll have trouble killing ARM 22+. Seems like Ignite on the Crusader is the way to go. First turn focus allocation becomes 2 to the Redeemer, 2 for Escort, 2 for Ignite. Second turn 2 upkeeps, 2 to the Redeemer, camp 2. Third turn wild fire.
Anyway, won that game. Should have been more careful with Feora, though. He could have won it.
Next two games were against the same person whose name I don't know, at Brookhurst Hobbies. He plays Menoth. The first list was an Amon tier list with:
This was my first game against Menoth and probably wasn't a good representation of the faction. It was a pretty onesided game with the Redeemer nuking the infantry, followed by the Vanquisher nuking the infantry, TFG engaging what was left. Daughters trapping the Enlivened Reckoner and then the Crusader charging to kill it. Covenant trapped Amon in no spells and game was called.
Second game against the same person. This time they used:
Very much like my Sevvy list so I knew what to expect. He played very passively which let me run riot on his troops. Lack of Reach to get around troops hurt here but wasn't too bad. The Avatar was a pain in the ass to kill and could have a problem. Definitely need to think more about using him with DW where he's definitely a problem. The Redeemer did really well in this game. A+.
So far this list stands at 3/3 with 1/1 against Maz and 2/2 against the other Menoth dude at BH.
Kommander Strakhov
- Torch
- War dog
Kayazy Assassins (Leader and 9 Grunts)
- Kayazy Assassin Underboss
Man-o-war Demolition Corps (Leader and 4 Grunts)
Widowmakers (Leader and 3 Grunts)
Winter Guard Mortar Crew (Leader and Grunt)
Man-o-war KovnikOverall we both made alot of mistakes with our lists.
Was too aggressive with TFG and Daughters, need to keep them back to give the Redeemer time to do its thing and make use of Set Defense. TFG are amazingly difficult to kill against alot of things when charged. Still, I think I'd rather have Zealots with UA if I had more points or Errants if I had more points and DW.
Was able to hide Feora in a forest and use Gorman to aim sprays. He's immune to fire!
Charging full focus laden, battle-hymned Crusader + Feora were unable to kill Torch. Need to think about how damage breaks down and when to use Ignite.
Crusader with 3 focus gets 5 attacks if its able to walk up and smack someone. If it has to charge, this goes down to 4 attacks with some extra damage on one attack. Pows are base 18 and 14, 20 and 16 with Battle Hymn or Ignite, 22 and 18 with both. Average damage is 7+(POW-ARM) * attacks.
(Battle hymn or Ignite) (walk/charge)
vs ARM 17: 46/39 # Can get away with 2 focus on walk up.
vs ARM 18: 41/35
vs ARM 19: 36/31 # Will have trouble killing on the charge
vs ARM 20: 31/27 # Will have trouble killing
(Battle hymn AND Ignite) (walk/charge)
vs ARM 17: 56/47 # Might be able to get away with 1 focus on walk up, will get away with 2.
vs ARM 18: 51/43 # Will get away with 2 focus on walk up, might get away with 2 on charge(32)
vs ARM 19: 46/39 # Will get away with 2 focus on walk up.
vs ARM 20: 41/35 # Might get away with 2 focus on walk up (32).
vs ARM 21: 36/31
vs ARM 22: 31/27
vs ARM 23: 26/24
So, with Battle Hymn I can kill ARM 17 with 2 focus and I'll have trouble killing ARM 20+. With Battle Hymn and Ignite, I can kill ARM 17-19 with 2 focus and I'll have trouble killing ARM 22+. Seems like Ignite on the Crusader is the way to go. First turn focus allocation becomes 2 to the Redeemer, 2 for Escort, 2 for Ignite. Second turn 2 upkeeps, 2 to the Redeemer, camp 2. Third turn wild fire.
Anyway, won that game. Should have been more careful with Feora, though. He could have won it.
Next two games were against the same person whose name I don't know, at Brookhurst Hobbies. He plays Menoth. The first list was an Amon tier list with:
High Allegiant Amon Ad-Raza
- Reckoner
Idrian Skirmishers (Leader and 9 Grunts)
- Idrian Skirmishers Chieftain & Guide (Prey: Daughters)
Idrian Skirmishers (Leader and 9 Grunts)
- Idrian Skirmishers Chieftain & Guide (Prey: Gorman)
Allegiant of the Order of the Fist
Allegiant of the Order of the Fist
Allegiant of the Order of the Fist
Allegiant of the Order of the Fist
Vassal of MenothThis was my first game against Menoth and probably wasn't a good representation of the faction. It was a pretty onesided game with the Redeemer nuking the infantry, followed by the Vanquisher nuking the infantry, TFG engaging what was left. Daughters trapping the Enlivened Reckoner and then the Crusader charging to kill it. Covenant trapped Amon in no spells and game was called.
Second game against the same person. This time they used:
Grand Scrutator Severius
- Blessing of Vengeance
- Templar
Avatar of Menoth
Choir of Menoth (Leader and 3 Grunts)
Daughters of the Flame (Leader and 5 Grunts)
Exemplar Errants (Leader and 5 Grunts)
Exemplar Errant Officer & Standard Bearer
The Wrack (3 wracks)Very much like my Sevvy list so I knew what to expect. He played very passively which let me run riot on his troops. Lack of Reach to get around troops hurt here but wasn't too bad. The Avatar was a pain in the ass to kill and could have a problem. Definitely need to think more about using him with DW where he's definitely a problem. The Redeemer did really well in this game. A+.
So far this list stands at 3/3 with 1/1 against Maz and 2/2 against the other Menoth dude at BH.
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