So I technically got three games in last night, which was a lot, but it was more like 2 games, but I'll explain that out in a bit.
First game was vs. Skorne - 500 Points
My list:
Skorsha
Juggernaut
Destroyer
9 Iron Fang Pikemen + Unit Attachment
Widowmakers
Manhunter
His list (guessing on some things):
Xerxis
Basilisk Krea
Cyclops
Praetorians unit (a bunch of guys, bout 6 or 8 of em)
Cataphract Something or other(don't know which one it was, they had reach and there were 4 of them)
Praetorian Ferox Unit (3)
Swamp Gobber Fog Bellows (guys threw down clouds, 2 of em)
Agonizer (Go Tortured Baby Elephant!)
Ancestral Guardian
So this was my third game ever, first playing with more than the battle box. We played straight up caster kill, just because we were both new and didn't want to get fancy. He seemed to know a lot of the units, but said he didn't know all the rules, but he said he had multiple armies, so I dunno. Nice guy though.
Table setup was pretty crowded and I kind of like it that way, more terrain = better. Hills just out of both deployment zones, a forest on the left flank (never used), and some houses that we just had as impassible strewn about the center so it wasn't a big open killing field. I won the roll off and made him deploy/go first. From my perspective, the Agonizer went on the left flank, next to him were the Praetorians more towards the center. Behind them were the Ferox, then Xerxis and the Cyclops were about center. To the right of them was the Krea who was screened by the Cataphract in shield wall. Out in front of them was the Ancestral Guardian, and the Gobbers were more towards the center but also far forward.
I deployed my two Jacks centrally, with skorsha behind them. With the
IFP on my right, but they were ranked a little deep because terrain made me clump together if I wanted to stay close. Widowmakers advanced deployed on a hill to my center/left, and the Manhunter went on the left flank by the forest, hugging it to stay out of
LOS (I forgot he had Stealth and Pathfinder, not that either mattered this game), his goal was to kill the Agonizer and then die.
Game:
His Turn 1:
Everything advances, but doesn't run. He kind of mucked himself up with deployment on the Ferox and he was having trouble getting them out in front of his Praetorians, but leap got them out in front of his guys. Agonizer moved up, but was well out of range to do anything. He drops the cloud effect (5") to block to his Cav and Praetorians. Casts some stuff just to get Fury and that's it.
My Turn 1:
Juggernaut Runs up, but not the full 8, more like 6 so as to not totally out pace the Destroyer who moved up and dropped a boosted shot on his Ancestral Guardian (I just knew it was a Solo, and therefore it had to be a bitch and was thus my best target). I hit, boosted the damage, and left him with only ONE damage left. Doh. :( Widowmakers moved up to try and knock that damage box off, but out of the two guys who had shots on it, they wiffed. The other two dropped shots into his cav and didn't do any damage. I should have realized that I wasn't beating their armor and do the one point. Manhunter saw that he was going to get head off by the Cav or the Praetorians before getting to the Agonizer, so I made him pay for my terrible deployment decision and charged him into one of the Ferox, who he killed. Yay.
The Pikemen used their special order to get the extra move while staying in shield wall, so they advanced around some terrain, so they were just a little bit ahead of the jacks and Skorsha. She cast fog of war for the extra defense, and that was about it.
His Turn 2:
Praetorians move up towards the Jugger, but not too far. The Ferox charge in (not quite enough for the charge) and kill the Manhunter. His other stuff advances, just a bit and I kind of forgot the things he cast because they didn't do a whole lot. The Gobbers moved up and threw the template in front of the ancestral guard so I couldn't hurt it (couldn't see, so couldn't charge or shoot).
My Turn 2:
Not a whole lot happened here since the
IFP couldn't see to charge anything because of the cloud and Skorsha and the Jugg were too far to do anything of consequence without exposing Skorsha. I moved up the Destroyer and since I couldn't shoot the Ancestral Guardian I dropped a shot on his Ferox (I figured why not get rid of the Cav). I actually hit and boosted the damage to kill the one guy, but the leader lived. Jugger moved up a little closer, to try and line something up, but I knew he was taking the charge from the Praetorians, but not the warbeasts (who were way too far back to do anything, odd).
Widowmakers moved to get
LOS and popped some shots off into the Gobbers, who they killed. Skorsha kept up her spell and sat on the rest of her focus.
His Turn 3:
Xerxes moves up a bit to get his whole army in his control area and pops his Feat, which gave them all an extra die of damage.
He passes his command check of the Ferox, who charge two of the Widowmakers. They die but the other two are not engaged, which includes the leader.
Ancestral Guardian charges into the Destroyer and starts whacking, but doesn't really do anything of consequence damage wise, it was too spread out and not enough, despite the fact that he had soul tokens on him.
Praetorians charge the Jugg and manage to knock out his movement. Crap. He comments on how his grunts did so much better than his super-solo and that it was sad. Funny how that kind of thing always happens no matter what game you're playing.
His Krea moves up behind the Cataphract who are still in shield wall. Agonizer moves up and burns all his Fury to make it so none of the Jacks can get Focus. Yay.
My Turn 3:
Payback is a bitch and Skorsha is queen bitch apparently. She gets all the Focus since it can't go anywhere else. First things first, the Widowmakers shoot into the combat with the Destroyer and Ancestral Guardian. The Unit Leader hits, thanks to the aiming bonus, and just does the point of damage to finish him off. The other guy kills off one of the Praetorians to clear a path for Skorsha.
Queen Bitch uses Wind Rush to move up in between the Jugg and the Destroyer, then moves up and turns and pops her feat to freeze everything except the Krea, the Ferox, and one of the Praetorians. Then she casts Tempest at Xerxis to knock him and the Cyclops by him down for two rounds of "I'm going to hit you when I get to you".
Pikemen decide that it's time to really bring some pain and charge the Cataphract. They kill all but one guy whose got 2 damage left.
Destroyer moves up a bit and drops a shot on Xerxis, which does a little damage. I think he said if you're stationary you can't transfer or something like that. I dunno.
Jugg can't really move but his two attacks beat the piss out of the two Preatorians left in melee with him. After muttering something about "You can buy new Preatorians, WHAT ABOUT MY LEGS!?!" he then gets to be the one inch wonder for the rest of the game.
His Turn 4:
Not a whole lot to do here, the Ferox moves over and managed to move/leap around and engage Skorsha from behind, but thanks to Wind Rush he doesn't do squat. He couldn't get all the way in range because then he'd get a free strike from the Destroyer who was also now engaged with him.
The Krea moves over towards Xerxis and pulls off some kind of animus that makes it so I can't allocate focus to my Jacks, again. There goes that charge into Xerxis with the Destroyer.
My Turn 4:
Pikemen are still engaged with that last Cataphract, but luckily he was the one closest to Xerxis, so most of the unit charged into Xerxis without breaking formation with the guy who was still in with the Cataphract since it was all so close. They start doing damage which just about kills the cyclops, who gets maxed out of Fury and then they start hurting Xerxis, who takes a bunch of damage and passes two Tough Rolls to save himself.
The Destroyer swings and misses the Ferox. Skorsha moved up and charged the last Cataphract to make it go away and clear a path for the other
IFP to help out next round, since the guys engaged with him failed to kill it. She took a free strike from the Ferox, but not a whole lot of damage got through. Jugg is still playing Mr. One Inch Wonder, and the Widowmakers pop some shots into the other Preatorians who were left. I come to love the sniper ability.
His Turn 5:
Not a whole lot goes down, Xerxis stands up and whacks at some
IFP and kills them, but I don't really care thanks to the
UA. I don't think it was even half, more like 3 or so I think.
Cyclops stands up and then doesn't do a whole lot.
Ferox tries to jump at Skorsha, but gets a Freestrike from the Destroyer and eats Axe like he loves it.
I don't know what happend with his Krea this turn. I think he moved but I'm not sure. Whatever it was it wasn't eventful.
Agonizer does nothing.
My Turn 5:
IFP Move around Xerxis to make a path for Skorsha to charge if I needed it.
Destroyer is too far to charge but drops a shot on the Krea, who takes a ton of damage but still lives. I pump two shots into the Cyclops from the Widowmakers and since he had two boxes left, he dropped and Xerxis get s his fury.
IFP activate and start doing
CMA's to Xerxis and then he goes bye bye as the Krea can't take all the damage and he finally fails the Tough Roll, Skorsha didn't even have to bloody her weapon.
Result: Win for the Motherland!
It was a pretty fun game, and I think I played well and the other guy made some mistakes. He wasn't playing aggressive enough I think, and he was expecting me to come to him, which I was, but I was fine to take my time about it since I had some decent shooting compared to his...zero shooting. I definitely put the things I learned about Skorsha's "Freeze Feat, then drop Tempest on the
Def 5 models" to knock things down to make sure that the charge I line up on her Feat turn will auto-hit the following turn I get before they can stand up.
I'll post the other battle reports in a few.