Tuesday, May 17, 2011

Battle Report: Morvahna v. Kaelyssa

Kaelyssa lowered her runespear cannon and stood in disbelief, ignoring the clamor of the battle around her as the Tharn battle-shrieks and skinwalker howls mingled with the terse shouts of her Mage Hunter officers while they tried to restore order to their ranks.  Her target, the coppery-haired woman with the beautiful, twisted smile gave her a mocking quirk of her lips, unfazed from her attack, having transferred the injury to one of her warbeasts. Just in front of her, her Griffon strove to keep the frenzied white Warpwolf from tearing it to pieces, and the heavy thump of the Phoenix's tread behind her mixed with the whirr of its halo cannon recycling. 
   The druid woman chanted and green, circular, jagged runes revolved around her outstretched hand before the ground under Kaelyssa split open and erupted in a thick, wild tangle of vines and plant growth tipped with long, razor-sharp thorns. Without her power field to protect her, Kaelyssa leapt out of the way, but not before she found herself bleeding from over a dozen wounds. As her feet hit the ground and she staggered, the wood-and-stone form of the druid construct, ablaze from the flame of the Phoenix's cannon, rushed forward. The inscribed runes on its stone surfaces glowed with an arcane wash of green energy that it drew directly from a ley-line of Orboros before unleashing it in a blast of primal power. In its wake, plant life exploded in a rush of verdant growth. The elemental energy caught Kaelyssa with all the force of a giant's fist, and as she fell, the last thing she remembered was the sensation of being ensnared within a wild tangle of grasses and sharp-thorned vines...

The Lists (35 points):
  • Morvahna the Autumnblade
  • Pureblood Warpwolf
  • Gorax
  • Woldwatcher
  • Tharn Bloodtrackers
  • Wolves of Orboros
  • Wolf Pack Leader + Standard Bearer
  • Wolf Lord Morraig
  • Warpborn Skinwalkers
  • Swamp Gobbers
  • Kaelyssa, Night's Whisper
  • Phoenix
  • Griffon
  • Stormfall Archers
  • Mage Hunter Strike Force
  • Mage Hunter Commander
  • Mage Hunter Assassin
  • Ghost Sniper x2
  • Nayl
  • Narn, Mage Hunter of Ios
  • Eiryss, Mage Hunter of Ios

Initial Thoughts:
Initially this was supposed to be a 50 pt. game against Tim, so I had made my list earlier in the day - a Baldur list I was looking forward to trying out.  Unfortunately, Tim was already engaged in what was meant to be a short 15-pt. game that ran much longer than anticipated by the time I arrived at the store. Since I still wanted to get a game in, we settled for a 35-pt game to see if we could get that done. This meant having to come up with a new list on the spot. Deciding that I wanted to run something different, and because I've only tried Morvahna a handful of times, I pulled her out as my caster of choice and opted to run a mostly infantry-heavy list with only a few warbeasts (1 heavy and 2 light... a definite change from my usual choices) to go for less fury management.

((Apologies - Sorry, again, had no camera with me to take pics))

Deployment:
Tim won the roll, then opted to give me the first setup. Terrain was sparse. A hill on the left of my deployment zone, some ruins between the hill and Tim's deployment zone, and a forest on the right side between the two deployment areas.
Morvahna went in the center, with the Pureblood on her left, the Gorax on the right. To the far right, I set up my Wolves in a tight "brick" formation, just behind the Swamp Gobbers who would cover them. Morraig set up on their right-hand flank. On my left, I set up my Skinwalkers in a line formation.
For my AD, the Bloodtrackers set up on my left, just next to the hill and within 6 inches of Morvahna and far enough away from the Skinwalkers. The Woldwatcher deployed to the center and a tad to my right, to provide some cover.

For Tim's set-up, he placed Kaelyssa slightly off-center to my left, between his Phoenix and Griffon. Nayl and Eiryss went just ahead of her. The Stormfall archers set up to the rear on my left, with the Mage Hunter Strike Force and Assassin in front of them, just within a couple inches of the ruins.  On my right, Narn and both Ghost Hunter Snipers set up just behind the woods.
-  I declared the Mage Hunter Strike Force as the Bloodtrackers' prey.

Round 1:
I started by activating Morvahna. She cast Restoration on the Skinwalkers to give them the armor buff, cast Regrowth on the Bloodtrackers, held onto her last fury and advanced. The Pureblood and Gorax each ran slightly forward ahead of her on either side and each riled for an additional fury point. The Woldwatcher advanced more towards Morvahna and slightly ahead, but staying within 2" of her, then activated its Earth Blessing animus on itself to stay rooted in place and taking on its Stone Form for 21 armor.
   The Swamp gobbers advanced on a diagonal towards the center of the board and laid down a 5" AOE cloud of swamp gas. The Wolves of Orboros ran up behind the cloud to use it for cover, while Morraig rushed up past them and into the forward edge of the cloud to gain Stealth, thanks to his and his wolf mount's Prowl ability.
   The Bloodtrackers ran forward to place the ruins as cover between themselves and the Mage Hunter Strike Force, while the Skinwalkers then rushed up alongside, but out of melee range (to avoid terrifying my own unit).

Tim went. The Mage Hunter Strike Force advanced, partially using the ruins to cover a third of his force. With the Mage Hunter Commander leading them, however, I'd forgotten the whole unit had Phantom Seeker, which meant the ruins covering my bloodtrackers effectively didn't exist as their crossbow bolts fired right through the walls. The majority targeted the bloodtrackers while three targeted the skinwalkers. Bolts flew... in the end, every shot missed my bloodtrackers except for one killing shot, while the three fired at the skinwalkers missed or couldn't penetrate their heavy armor. (Tim had some terrible rolls here).
   The Stormfall archers advanced, but kept back and didn't fire, likely because they either couldn't draw a bead on my forces or were out of range.  The Mage Hunter Assassin darted around the ruins to the far left, trying to come about in a flanking maneuver.
   Eiryss and Nayl advanced somewhat up the center of the board and towards my right in a cautious advance. Eiryss put a Phantom Bolt into the Pureblood Warpwolf for an automatic 3 pts. of damage, something which put him in a foul mood.
   Kaelyssa activated, casting Phantom Hunter on her Phoenix (to allow for more targeting without LOS shenanigans) and advancing slightly behind Nayl and Eiryss, holding onto her Focus to keep her Power Field running for the armor boost.  The Griffon and Phoenix advanced on a course towards my warbeasts, but couldn't get into range.
   On the far right, Narn and a Ghost Sniper took up positions in the forest, getting ready to target Morraig and the Wolves while the second Sniper managed a run and rushed Morraig to bog him down.

Round 2:
Morvahna leached fury, upkept her two spells and regrew the dead bloodtracker, bringing the unit back up to full strength.
    The Pureblood Warpwolf activated first. Realizing from our previous game that Tim was trying to get Nayl  into range of Morvahna, and that such a move would almost certainly kill me if she lost her fury, I was determined to stop that from happening. Nayl's stealth meant he was too far away to target with the Pureblood's death howl... but Eiryss wasn't, and Nayl was in a perfect diagonal line away from her. A quick check of Morvahna's control range indicated I could get within sight of Eiryss to target her... the Pureblood regenerated a point of damage and then loped forward before letting out a flesh rending howl. The spray caught both Eiryss and Nayl as intended, two boosts apiece meant both were hit, and the howl warped both to shreds. At that point, Tim realized my maneuver had crippled him far more than I'd initially intended... Kaelyssa was within 8" of Nayl, which meant that when the soulless elf died, he stripped her of all her focus, instead!
Now came the matter of how to free up Morraig. Thinking it over for a little bit, I charged the Gorax at the Sniper keeping Morraig tied up. The initial charge missed, but the follow up caught the elf and dashed him to pieces. With the enemy model no longer engaging the wolf lord, Morraig charged the Ghost Sniper and Narn. Morraig's blade killed the Sniper and then cleaved Narn in twain (whereupon I forgot that I could've moved Morraig another 5" afterwards thanks to his Light Calvary rules) leaving the Wolves free and clear to advance on that side of the table, which they promptly did, still under the cover of the swamp gobbers' gas bellows.
   Morvahna then activated and popped her feat, Seeds of Destruction, while moving up to place the bloodtrackers and several of the mage hunter strike force in range. She ditched two fury, leaving her at one, and stayed close to the woldwatcher. The watcher moved forward to close any charge lanes towards my caster, then used its animus and stone form yet again.
   Now the warpborn skinwalkers ran forward to put themselves into melee range of the Mage Hunter Strike Force (and to hopefully block the Griffon's advance by giving Tim a potential target) which had the advantage of striking terror into the unit as they failed their command check. With the Mage Hunter unit now fleeing in terror, the Bloodtrackers charged the targets they could see while one charged the Mage Hunter Assassin to stop (or at least bog down) her flank - she failed to connect. Two Mage Hunters died to the bloodtrackers, whereupon they each immediately exploded in a tangle of vicious vegetation that took out several more adjacent Mage Hunters, thanks to Morvahna's feat, and provided forests that now blocked a good number of my forces from the Stormfall Archers' LOS.

Tim then activated, still smarting from his loss of focus for the turn, which meant he had nothing to allocate to his warjacks and couldn't upkeep the phantom hunter spell. Deciding as he usually does in such situations to go for a make-it-or-break-it maneuver, he set to his activations. I had thankfully prepared myself for the possibility he would try something like that.
   His first action was to charge several of the Stormfall Archers at the Warpborn Skinwalkers. While they passed the command check to enter melee, they were unable to do any damage to the now Armor 20 heavy infantry. The rest moved up and positioned themselves to attack when they could once the forests disappeared next round. The Mage Hunters activated, but failed to rally.
   Tim advanced the Griffon up to engage the Pureblood Warpwolf and connected with its shield, doing minimal damage to the warbeast. The Phoenix then activated and advanced to the side to get LOS on Morvahna, then fired its Halo Cannon at her. The attack connected, whereupon the Woldwatcher used its Shield Guard ability to leap in front of her and take the shot, suffering only minimal damage but catching fire by the blast.  Not to be dissuaded Kaelyssa moved up slightly and fired her runespear cannon at Morvahna and connected, whereupon Morv transferred the damage to the Gorax in her stead and activating its Pain Response. With that, Tim's actions were over.

Round 3:
Morvahna again leached fury, but I had too much. Rather than leave one point on the woldwatcher, I left a point on the Pureblood, reasoning it was likely to pass the threshold check. That would go against me as the Pureblood frenzied, whereupon it launched itself against the Griffon and proceeded to batter against its shield for little effect. I upkept Morvahna's spells and considered what to do next.
With the Pureblood therefore "out of commission" this turn, I considered my options before activating.  See an opening for an assassination run, I took it since I wasn't likely to get a better shot at Kaelyssa with her power field down and in range before her 'jack came after me next turn.
Morvahna advanced to put Kaelyssa within range, then cast Eruption of Life at the elf. I boosted to hit (and good thing I did, too), then debated whether to boost the damage before doing so. It was a gambit, as it would leave Morvahna without fury. The damage did a fair amount to Kaelyssa, but the Elf was still standing, and now I was within a good charge lane for the Phoenix and Griffon. With nothing else to lose, the woldwatcher, still ablaze, advanced to close the charge lane, then targeted Kaelyssa with its Elemental Blast. Again I boosted to hit, just making the roll, before boosting the damage.
Kaelyssa went down.

Conclusion:
Something of a bitter irony for Tim, having fallen victim to the exact ploy he had meant to use against me - and not even something I had known would occur. I had thought his own models were immune to Nayl's Arcane Annihilation death throe, but evidently not according to the wording of the effect. I'll admit that between that and the poor die rolls he got, the game turned against him pretty quickly. It just wasn't his game this night. I'm pretty sure from now on I'll never see Nayl anywhere near his caster again.

On my end, I'm very happy with just about all the models I fielded, even if the Wolves of Orboros did nothing this game besides advance in ranks. I've finally seemed to get the hang of the Warpborn Skinwalker, having now learned the hard way how to use them as intended, to tarpit enemy models rather than to really destroy them. Getting to use their Terror ability was an unexpected treat, though.  The bloodtrackers are even more fun when I can run them with little fear, knowing I can usually regrow the unit, regardless of how many get shot down.
Looking back, I also realize the Swamp Gobbers probably weren't that great a choice for this game, since Retribution, like many Cygnar gun-line lists, can gleefully ignore concealment effects and go right for the covered units, anyways. But for one measly point, they didn't ruin my list, either.

This game marks the first time I actually remembered the woldwatcher's Shield Guard ability, and planned on using it from the get-go. However, I'm a bit annoyed with myself for somehow all this time having overlooked the fact that Morvahna has Sacrifical Pawn. D'oh! Next time, I plan on trying to get her into the thick of things and see if I can have her cut loose with her Harvest spell.

I think I may try running Morvahna a little more often to get a better hang of her, though I'm bound to come across an anti-upkeep list that'll make short work of my forces soon enough. Still, she makes for one nasty caster...

Wednesday, May 11, 2011

Battle Report: eKaya vs. Kara Sloan

 The Lists (30 pts.):
  • Kaya the Moonhunter
  • Laris
  • Feral Warpwolf
  • Pureblood Warpwolf
  • Warpwolf Stalker
  • Tharn Bloodtrackers
  • Captain Kara Sloan
  • Triumph
  • Charger
  • Hunter
  • The Black 13th Strike Team
  • Major Katherine Laddermore
  • Stormguards

Initial Thoughts:
Having played Jeff's Cygnar once before (and having had Kaya's battlegroup blown to smithereens that last time), I had a rough idea of what I would be facing. That said, I opted to play a list I thought would be fun,  deliberately trying to make certain I did not build a list to specifically counter him (I gave him the option of facing Kaya or Baldur - he didn't care which). I remembered from last time that I would have to run my models more aggressively instead of trying to hang back and try my usual hit-and-run tactics if I was to avoid absolute defeat... it only got me killed in bits and chunks last time. I debated whether to use the Bloodtrackers or a Blackclad Wayfarer and Shifting Stones + Stone Keeper.  While the latter seemed better focused to do what I wanted, I really wanted to run an offensive unit since I hadn't for the last few games I'd played... I just wasn't sure the Tharn would last long enough to be of any use - lately they seemed to act mostly as cannon fodder. Throwing caution to the wind, I took the "Chicks With Sticks" anyways, figuring they had an above-average Defense that should mean roughly a 50/50 survival rate and besides... I just find them fun to use. So I set to overriding my usual mindset of semi-defensive play and prepared to adopt an offensive style that would mean charging Jeff's gunlines so he'd only be able to get off a single volley, maybe two... I reckoned the Warpwolves were resilient enough to be able to take it to the face and survive to dish it out in return.
The Stormguards and Katherine were a slight surprise to see in his list... I'd soon see how I did.

This was a completely casual game, so we took a long time debating our choices and actions, there were a few takebacks, and I asked another player who stopped to watch to please refrain from giving me his possible tactical advice. Overall, it made for a very interesting (and fun!) game, with the tide of battle shifting back-and-forth several times. By the game's end, I no longer cared if I won or lost - at least I'd had a good time! 


Deployment:
Jeff won the roll and opted to take first deployment. Arrayed on the field were a hill in the center, two forests on both my sides of the board, and some ruins on either side of the table, one near the middle, the other just within Jeff's deployment zone to my left.
Jeff deployed his stormguards to my left, Kara and her 'Jacks in the center, and Katherine and the Black 13th on my right.
I deployed Kaya and my beasts in my center: Pureblood,  then Kaya, the Feral and Laris B2B, then the Stalker a tad off to the side.

Jeff AD'ed his Hunter to my far right in support of the Black 13th, and I placed my Bloodtrackers to my left near the forest and declared his stormguards to be their prey.


Round 1:
Jeff ran the Stormguards forward, advanced his 'jacks, Katherine, the Black 13th (with the Hunter hanging back behind them), and ran Kara as far forward as possible, getting her to the top of the far side of the hill for an excellent vantage point of the battlefield.

In response my Bloodtrackers ran into the forest to come out on the edge of the far side, hanging back in concealment and out of the Stormguards' charge range. The Stalker warped for Prowl, then ran forward into the forest on the other side, coming out on the edge so he had LOS, but stealth thanks to the forest.
Laris ran to the same forest, taking cover within the forest edge and behind a boulder. Kaya cast Shadow Pack, then cast Forced Evolution on the Feral Warpwolf, and used the last of her fury to Spirit Shift herself next to Laris and behind the cover of the boulder.
The Pureblood warped for Spell Ward and the Feral warped for Armor Spikes, and together both rushed the hill at a run, getting just to the edge so they had some cover behind it. I planned on making the Feral a target since it would be hard to hit, while I hoped to get the Pureblood into a perfect death howl position on the Stormguards, and if I was lucky, Kara.

Round 2:
Kara cast Refuge on herself. Taking aim at the Pureblood, she fired her magelock rifle and scored a nasty hit on the warpwolf, whereupon refuge activated and she raced off the hill and behind Triumph. Triumph aimed, negated the Pureblood's stealth from Shadow Pack and opened fire with a boosted attack, also striking the unfortunate warbeast. Katherine then charged forward, up over the hill, and unleashed a voltaic blast from her lance's accelerator into the Pureblood before finishing him off with her assault with her voltaic lance. Scratch one Pureblood.
The Black 13th advanced again. Lynch fired his beacon flare at the Stalker, illuminating the beast and negating his stealth. Ryan and Watts opened fire with their weapons set for Brutal Damage. One shot hit the Stalker, doing decent damage to him. The Hunter then charged and engaged the Stalker, but failed to hit.
The Stormguards, realizing they were likely to be within range of a gang of angry warrior-women, skirted from the left side to the middle to act as a barrier between my forces and Kara.

Kaya activated, upkept her two spells, then cast Lightning Strike via Laris on both the Feral Warpwolf and the Stalker. The Stalker then activated and proceeded to tear the Hunter to pieces with its great sword and claws. The 'jack finished, the Stalker leaped forward straight into the midst of the Black 13th via sprint.
The Feral, meanwhile, looked to avenge its fallen packmate. Skirting to the left side of Katherine, making certain to leave a clear charge lane for the Bloodtrackers if necessary, the Feral maintained its armor spikes and proceeded to rip Laddermore's mount to bloody gobbets. Katherine dismounted just out of range of the Feral's claws and bite.  Laris took the advantage to charge forward and bring Katherine down to 1 health box... dammit, so close! He then Spirit Shifted back to Kaya.
With nothing left to do, the Bloodtrackers advanced. One attacked Katherine and finished the dragoon off. The others were just within range to lob several spears at the Stormguard. Two men fell to the Tharn javelins. So far, I felt the exchange had worked somewhat in my favor, despite the loss of my Pureblood. But now I was worried what would come next...

Round 3:
Kara upkept refuge and distributed focus. Then she activated her feat, Firing Squad, and attacked. Boosted ranged attack rolls all-around. Ouch. A well-aimed shot from her rifle, Spitfire, tagged the Feral up on the hill and did significant damage. Triumph took the granted attack from her hit, but automatically missed due to Shadow Pack. The Charger moved up onto the hill and opened fire on the Feral, also landing another hit and wiping out the Warpwolf's Spirit spiral. Uh-oh. Triumph missed on the second granted attack as well (thank you, Stealth). Then the warjack activated, aimed, and fired... and thankfully, missed.  The Stormguards charged up the hill and engaged the Bloodtrackers. The Bloodtracker leader died in the attack, as did a second. The Stormguard leader fired a voltaic blast from his sword that thankfully missed the grouping of bloodtrackers and deviated off to the side, missing completely.
The Black 13th maneuvered to place all of them within Kara's control range and opened fire on the Stalker... somehow, I'd forgotten all 3 members had gunfighter. D'oh... With all weapons set for Brutal Damage, Ryan's shot hit, Lynch's hit but failed to penetrate the armor, and Watts connected with only one of her two pistols. The damage was still pretty bad on the Stalker, with his Body Spiral gone and other damage scattered over him. But... he was still alive!

My turn now came, and now the issue of too much fury came into play. Kaya leached all the fury from the two warpwolves, but left 1 pt on Laris, figuring he was least likely to frenzy... whereupon the dice gods decided to go for a laugh and I blew the threshold check by one lousy point. Laris frenzied and rushed the Feral, taking a good-sized bite out of the warpwolf's haunches. Damn!
Kaya upkept her two spells, then had to consider how this was going to work...
The Stalker activated, regenerated his body spiral, warped for Berserk and attacked the Black 13th. The result was brutal. The initial strike killed Watts, then moved onto Lynch, killed him, then got a third attack that missed Ryan. The rest of the initial attacks missed the surviving member of the team, and I opted not to run the Stalker hot for fear of another frenzy the following turn.
Kaya activated, and proceeded to heal the Feral and the Stalker, 2 pts. apiece, restoring the Feral's Spirit spiral. The Feral activated, regenerated more of his own damage, and I took stock of the situation.... I wanted the Charger dead, but the Stormguards were an immediate threat to my Bloodtrackers. I went for broke, The Feral warped for Strength, then leapt at the Charger, seized the warjack in both hands, and flung it at the three nearest Stormguards. All three were crushed under several tons of metal, and the Charger fell to the ground. The Bloodtrackers activated, killed the remaining Stormguard, changed the prey to the fallen Charger and one charged it, ramming her spear into the innards and doing some minimal damage.  It was getting close, now.

Round 4:
Kara let go of refuge. After taking some time to determine his actions, Jeff activated his forces. The Charger climbed to its feet. Ryan attacked the Stalker and winged him with a Brutal Shot for two damage, reversing the healing Kaya had promoted. Then Kara activated, took aim, and with a single boosted shot of her magelock rifle, put a final boosted spell-scribed shell in the warpwolf stalker's head, killing him. Jeff debated whether to have Triumph slam the Feral or not, before finally firing again on the Feral and injured him instead, but not enough to down the wolf... just make him very close to dead, with ruined Body and Spirit spirals...
The Charger advanced and attacked the nearest Bloodtracker. A backhanded swipe of its hammer easily killed her.

Kaya upkept her two spells. The surviving Bloodtrackers then activated. Out of the Charger's reach, they advanced as far forward as they could, targeting Kara and throwing their javelins. One managed a lucky strike and struck home for seven points.

Laris ran forward, around the hill. Kaya activated, moved up and out into the open, in clear view of Ryan. She healed the Feral's damage Spirit spiral, then channeled a Dogpile on Triumph, but missed by one point. Knowing that if this failed I probably wouldn't get a second chance, Kaya still held onto her last fury point for a transfer that might save her life if she needed it, but I hoped I wouldn't. Measuring Kaya's control range indicated Triumph was just within reach of the Feral's charge range...
The Feral activated, regenerated his damaged body spiral so he was running 'at full capability,' and going for broke, kept his warp for Strength and declared a slam on Triumph. Rushing forward he boosted his slam, and rammed full-tilt into the warjack, sending it flying backwards and right into Kara...
...Doing EXACTLY enough damage to finish her off with the collateral damage.

Whew!

Conclusion:
It was a long game since we were taking our time, but damn, it was fun. Jeff played very well, and it got iffy as to who was gonna survive, especially as he started doing lots of damage to my warpwolves. The Bloodtrackers pleasantly surprised me, which they seem to do whenever I seem to think it's a mistake taking them.
Off-hand, I don't think either of us made any real mistakes. Shadow Pack saved my rear several times, despite Jeff's ability to counter it since he generally had to stand still to get the benefit, which allowed me to continue to advance. Forced Evolution, Armor Spikes, and the hill made my Feral Warpwolf one tough cookie, which saved him just long enough to get the finishing slam. Jeff managed to still do a lot of damage, and had a couple rolls shifted in his favor, I would've very likely lost.

I have to admit that I really enjoy games like these. The outcome is always in doubt, and it doesn't feel like you made some sort of rookie mistake that results in you getting wiped out on the second turn. If the new Unbound rules promote this sort of feeling even more, then I can't wait for a chance to eventually try it.
Next week, a 50 pt. game against Tim...