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![[Post New]](/s/i/i.gif) 2011/07/28 06:16:20
Subject: Vaul's Circle Batreps
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Sickening Carrion
Auckland, New Zealand
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For people not familiar with my youtube page, i've done a lot of 40k/fantasy batreps in slideshow/audio form, now i'm doing hordes.
www.youtube.com/user/vaulsc
New reports being added all the time, but for those of you who prefer to read text and look at pics at your own pace, here you go;
10/07/11 Kromac vs Durgen @ Cityguard, 35pts (non scenario)
1. My List & Deployment. There are two proxies here, the feral is actually a stalker, and the skinwalker is actually a Gorax.
- Kromac
- Warpwolf Stalker
- Pureblood Warpwolf
- Gnarlhorn Satyr
- Gorax
- 3x Wolfriders
- Shifting Stones
2. Another game against Glen & his mercs.
- Durgen Madhammer
- Reinholt Gobbo Speculator
- Avalancher
- Driller
- Crowe's Cutthroats
- Kayazy Assassins & Underboss
- Rhupert the piper
- Trollblood Gunner guy and his girl
- Aiyanna & holt
Excuse all the horrible typos there, can't be bothered looking them all up.
3. I go first. Kromac does his usual upkeep kickstart: Wild aggression on the stalker, resolve on the wolfriders, warpath up in his control area. The wolfriders have preyed Crowe & co, so they head over through the forest. Thanks to being hunters and having the light cav rule, i'm confident that they can pick away at crowe's unit without retaliation, even though he has stealth. The stalker prowls the edge of the forest while everyone else sets up on the hill with the shifting stones.
4. In the responding Mercanary turn, Durgen has been a daredevil, advancing right to the edge of a central hill... possibly in range of the stalker if warpath and the gnarlhorn's bounding animus are factored in. But it's a very close call. Crowe has sent 3 of his men up in front of the wolfriders. I feel that this is normally a good strategy, especially against other armies/lists, but the wolfriders love this sort of situation as they can just move within the stealth range, throw their javelins, and then move back.
I in fact handle this by activating the wolfriders first to kill one of them, then use the stalker (warped for ghostly thanks to the pureblood) to rush in, kill the other two, then use warpath and sprint for a cumulative 9" return at the end of his activation.
5. Jumping forward a couple of turns for this photo, Durgen's forces had essentially moved forward and taken some pot shots at Kromac himself, also popping feat. This didn't work, and in my turn i've gone aggressive, smashing Aiyanna & Holt with the Gnarlhorn, then warpathing up to the avalancher. The stalker zoomed up to wreck the driller, then warpathed over to durgen himself. He had the help of the primal animus to do this, so he'll only have one frenzy strike at durgen, at best. But at least it helps to hold Durgen in place under threat of a Pow20 Free strike, so I can deal with him later.
The wolfriders have assaulted the next wave of crowe's men, killing them, but this time moving up to the next wave with their light cav move, rather than backwards - so that in the following turn Crowe will have to fight them instead of running over to help Durgen - this will buy me time to seal the deal. The Pureblood attempted a spray but only succeeded in knocking the trollblood merc down. Kromac hangs back behind the stones.
6. The game turns into a brawl with Durgen's men hacking into the Circle Warbeasts, causing a lot of damage but not finishing anything. Durgen himself uses some focus to smack the Stalker so bad that he loses his body aspect. In this image you see my response - the stalker frenzies into durgen but having lost body, doesn't hurt him as much as I would have liked. The wolfriders kill Crowe's men but Crowe himself fails a command check, so I send one rider over to Durgen to keep up the pressure.
Kromac pops his feat. I do this because I can't see him needing to go assassin in the next two turns, but my beast are so badly hurt and down on spiral aspects that the best use of all my extra fury is healing. The pureblood goes ghostly, kills a couple guys with the spray, then the stones 'port up to block charge lanes back to him. The Gorax moves around to Durgen but doesn't have enough range to start hitting him. The Gnarlhorn contines punching but doesn't get a lot done besides heavily damaging the Avalancher.
7. The Mercs take down the Gnarlhorn, Stalker and Gorax, but since i've been healing and protecting the Pureblood with some stones, i'm able to put Wild Aggression up on him. He walks over the wall to Durgen, without charging, warps for strength, and takes him out! Win to the Circle of Orboros.
Automatically Appended Next Post: new game up with Mohsar.
Game 1, vs Daryl's Cryx, 35pts. So far Daryl has the Cryx battlebox with pDeneghra and the light warjacks, he's bolstered that with a Deathjack and unit of Bane Thralls in order to hit 35 points already. It's a straightforward way to get involved in the game at that level asap, but this kind of setup won't start to get really mean until he's got the bane thrall UA and tartarus in there as well. Dropping some of the smaller jacks for some powerful cryx/merc solos will make a difference too.
I'm still practicing with Mohsar here, although Kromac does great against pDenny due to his Bestial spell. All about Mohsar for the moment though.
1. I've sent my wolfriders (not pictured) around the left flank, while my main army heads up, looking to use the forest to split the cryx forces a bit and generally harass with ranged and prevent retaliation with pillars until I can see a dedicated assault option. Both the bloodtrackers and wolfriders prey on the bane thralls.
2. This tactic works quite well, severely injuring the warjack on the hill even with his elevation bonus. Sunhammer also is paying dividends this game, with Daryl fielding no less than 5 warjacks total.
3. Once the Bane Thralls get in close, I send the bloodtrackers at them, but not before using geomancy to debuff them with Curse of Shadows. This works a treat, with the girls wiping out the entire unit and with Nuala giving them quick work, pDenny takes a few jav hits as well.
4. The Cryx retaliate, with pDenny using her feat (maybe a bit late?) and killing all but 3 bloodtrackers. My Wolfriders are stuck in combat with a lone bonechicken miles away across the table. However i'm able to limit pDenny's moves with pillars of salt, and eventually send a primal'd feral warpwolf in to scrap the Deathjack. Sunhammer had softened him up a fair way, too. After this, deneghra committed herself and was laid low.
Good learning game in general for both of us, a number of rules q's came up too that we were able to get answered, so this will be a stepping stone to higher level play later on.
Automatically Appended Next Post: Great practice game with Josh this week, 30pts for the upcoming call to arms event in wellington next month.
http://www.youtube.com/watch?v=xzkt37Ponps
eKaya (Circle) vs Xerxes (Skorne)
Circle Orboros:
* eKaya & Laris
- Warpwolf Stalker
- Pureblood Warpwolf
- Gnarlhorn Satyr
- Gorax
- Druid Wilder
Skorne:
*Xerxes
- Titan Gladiator
- Rhinodon
- 5x Cetaphract Cetrati
- Vorkesh
- Harkaar
- 4x Paingivers
We're doing a revelation scenario for this one, with Josh deploying first and taking first turn. You have to score 3 points to win this one, but you can't score more than 2 from each objective - so you gotta get em both at some stage. Both of us move forward, wondering when our feat turns are gonna be.
Besides from some successful 'muzzling' from eKaya, my first advantage appears when the gnarlhorn delivers a bonecrushing slam onto the rhinodon, choosing not to follow-up, leaving the 'don outside of xerxes control area, knocked down, and in a forest. Plus Gnarly is in objective range. One to me.
Josh camps up on the other objective and feats. But I choose not to attack this round, since I know he's gonna have to come after the other objective later, and I can afford to let him waste his feat turn, without losing the game.
The next turn though, Josh still moves out, and i've got a feat up my sleeve. So this is the position of play before I go for it. Luckily all the big stuff is in range, so a lot of violence ensues despite the high skorne armour.
Only two Cetaphract and Harkaar survive amongst the Skorne vanguard, but they're angry. They counter attack, but unfortunately do minimal damage.
Despite all of my efforts to dominate this game, Josh still spots a way that he can win. We're both on 2 scenario points and i've somehow left only laris next to my objective at the end of the turn. The Titan Gladiator was in melee with the pureblood and Gnarlhorn, but Xerxes moves in and slams the pureblood out of the gladiator's way. Then a paingiver comes in to heal it. Finally, the Gladiator puts up rush and charges past the gnarlhorn and (knocked down) pureblood at Laris. If he kills Laris i'll lose!
But the heroic Gnarlhorn gives him a meaty knuckle freestrike and takes out his mind aspect. The Gladiator can't hit Laris on only 2 dice and in the following turn I carve Xerxes with my Stalker.
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This message was edited 2 times. Last update was at 2011/07/28 06:48:33
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![[Post New]](/s/i/i.gif) 2011/07/28 20:40:28
Subject: Vaul's Circle Batreps
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Wraith
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You did a very good job in your first game of protecting your stones from your pictures. Too often Circle players get to aggressive with them going for movement tricks and it gets one of them killed leaving them hanging.
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![[Post New]](/s/i/i.gif) 2011/07/31 14:03:04
Subject: Vaul's Circle Batreps
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Regular Dakkanaut
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great reps and a wonderfull paintjob on those beasts
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![[Post New]](/s/i/i.gif) 2011/08/01 03:37:38
Subject: Vaul's Circle Batreps
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Omnipotent Lord of Change
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Keep up the great work Vaul, really enjoying the Hordes coverage as I start up Skorne myself
- Salvage
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![[Post New]](/s/i/i.gif) 2011/08/07 07:57:16
Subject: Re:Vaul's Circle Batreps
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Sickening Carrion
Auckland, New Zealand
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Thanks for the Feedback. Detailed audio/slideshow coverage of this next one here:
p1 - http://www.youtube.com/watch?v=b0-5QHW8JhU
p2 - http://www.youtube.com/watch?v=yaWmd_LfVDA
Kromac vs pSeverius:
Circle vs Menoth, Incursion scenario.
* Kromac
- Pureblood WW
- WW Stalker
- Gnarlhorn Satyr
- Gorax
- Shifting Stones
- Tharn Wolfriders
* pSeverius
- Blessing of Vengeance
- Crusader
- Vanquisher
- Hierophant
- 4x Choir of Menoth
- 6x Holy Zealots + Monolith Bearer
- 10x Temple Flameguard + TFG Officer & Standard
- Vassal Mechanic
- 3x Wracks
Below: Both armies deploy centrally, with Menoth to take first turn. Terrain features a village of buildings and some hedges.
1 -
Below: After both sides have taken their first turn, spreading out to potentially contest any of the three objectives, the flag on Circle's right flank is removed as per this photo.
2 -
Below: The Vanquisher moves in for a long range shot at Kromac (who has no fury saved), but is out and misses with the scatter. The Blessing of Vengeance attempts to arc a Severius spell but is again slightly out of range of Kromac.
3 -
Below: The Warpwolf Stalker charges in at the temple flameguard. Even though they have defenders ward, shield wall, and their iron zeal minifeat up, the Stalker is in there with wild aggression and berserk, rolling high enough dice to wipe out most of the infantry in his reach range. He is then able to lightning strike back as Kromac had previously cast this on him. He's run up his max 4 fury doing so.
4 -
Below: The Menoth retaliation achieves little, so the warbeasts head in again. The Gnarlhorn severely weakens the Vanquisher, So the Stalker is able to charge in, one-shot the damaged Vanquisher, warpath up further, claw the nearby choir member, and spend his 4 fury points buying sword attacks onto the crusader. With Primal on him this is enough to trash the crusader as well. The wolfriders move out to pick off a couple of flameguard, who are their new prey target (it had previously been the vanquisher).
5 -
Below: Severius moves out behind his building, and the remaining flameguard run to protect him, blocking charge lanes. The menoth plan is to survive the next turn, and hope that the blessing of vengeance can arc spells onto kromac if he doesn't put up bestial, or to give that jack enough focus to take kromac down either way. It is a desparate hope but if enough goes right, it might work if the remaining few zealots are in there to help. The warpwolf stalker will auto-frenzy next turn (into the shifting stones) which will buy severius some time. Blessing of Vengeance (not pictured) had run into melee range with Kromac this turn.
6 -
Kromac drops all upkeeps except warpath, and is able to move around in range of the Gnarlhorn to cast wild aggression on him. He takes a free strike from the Blessing of Vengeance, but transfers this to the gorax, killing it - but not before that gorax also activates and casts primal on the Gnarlhorn as well. The Pureblood kills a flameguard model, triggering warpath on the Satyr to put him within charge range of the menoth warcaster.
In he goes, taking two free strikes from the flameguard. One lashes out and cripples the spirit aspect, denying any forced boosts or bought attacks. But with primal and wild aggression, the Satyr only needed two attacks to snap Severius like a twig. Fun times.
7 -
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![[Post New]](/s/i/i.gif) 2011/08/07 16:37:16
Subject: Vaul's Circle Batreps
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Rotting Sorcerer of Nurgle
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Thx for the bat reps. Always nice to see.
Did you do some Warhammer 40K video game commentaries? If so, cools, I'm a fan too.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2011/09/07 10:42:37
Subject: Re:Vaul's Circle Batreps
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Sickening Carrion
Auckland, New Zealand
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Mohsar vs Terminus
50pts, Circle vs Cryx, Non-scenario
Not quite the best matchup in my mind, on the one hand I am practicing for an upcoming 50pt tourney where you can take two casters, so I wanted to simulate a situation where i'd drawn a cryx opponent by playing one of my regular cryx-playing buddies and taking a list along to combat him... but on the other hand i've been wanting more practice with Mohsar - should really have tried Kromac or eKrueger for this one I think. Or Cassius! (although I don't have the model yet). Cassius' might well have been awesome with hellmouth against the 30+ tough infantry that Terminus was fielding.
Mohsar
- WW Stalker
- Megalith
- Woldwarden
- Gorax
- Druids
- Druid overseer
- 10x Bloodtrackers
- Nuala
- Shifting Stones
Terminus
- Deathjack
- Max Bane Thralls + UA
- Max Bane Knights
- Max Mechanithralls
- 2x sets of Necrotect & scrap thrall dudes
- Darragh W
- Tartarus
- Gorman D W
- Withershadow Combine
1: I've taken my first turn, the photo shows the responding Cryx turn 1. He's generally moving out, although there are a few pillars out in front to slow him down very slightly. I've begun the game by making two general strategic errors (at least in my own belief) 1) taking Mohsar against all that infantry backed up by Terminus' 'tough' command area - and 2) Setting up the blood trackers on the left flank, preying the mechanithralls.
If I were able to go back and play this better, I would have dedicated the bloodtrackers to taking out as many of the Banes as I could, while sending the Wolds over to the left flank, slowing the Mech Thralls down with undergrowth etc, while repeatedly trying to use crevasse against them for the remove-from-play effect. But even then things would have been hard. Crevasse only works if you box the target model... not if that model passes a tough roll, which he did time after time.
What ends up happening is that half of the Mechanithralls are picked off by the Bloodtrackers, with their friends the 'corpse token collectors' also taking some hits but passing tough rolls. They then proceed to revive and some of them charge the girls. I have anticipated this with my def14, but forgot that they attack twice... i'm too used to them bashing my warbeasts with combo strike, so I keep thinking they have one attack each.
This puts me in a situation where i've gone with a refused flank on the right (with pillars and retreating, cloud-hiding druids to try and slow the advance of the banes), but on the left where I intended to be strong, i'm getting a beating. And in the middle, Terminus is heading over and camping focus, with a look in his eye that suggests that he's about to feat.
2: I carefully watch my opponent's second turn, as he moves into position to really take me apart. It was a nervous affair, as he waited until his last activation before making the decision I was most interested in: what was to be done with Terminus himself. The big boy moved right into the centre of the battlefield, behind a few Bane Knights, and clipping the edge of a Gorman Cloud. Then it was my turn, and knowing that my chances of winning the game on attrition were extremely low, I began to devise a plan to kill his Warcaster. But we're talking about a DEF 14 (16 in cloud) caster with ARM 24 (fully camped focus) and 20 damage boxes. Technically he has tough as well!!!
The photo below has been taken after activation #2
Activation #1 - Bloodtrackers. At this point, there are several bane knights in between Megalith and Terminus, and part of my plan will involve Megalith moving towards Terminus, or having the Druids move Terminus towards Megalith. So i'll need to use the Trackers to help clear the way. I charge with what's left of my unit, after a mauling from the mechanithralls and those Bane Knights that were close enough last turn to rush over to me past some pillars of salt. Some tough rolls are made, but crucially i'm able to take out the ones engaging Megalith himself, and then make a couple of 'quick work' throws. Then I get to use Reform to reposition the unit a little bit to allow for what's coming next.
Activation #2 - Mohsar. The bloodtrackers had been able to deal with two Bane Knights that were engaging Megalith in his front arc, but not a third and fourth Knight that were a couple of inches back, one of which was half way in between Megalith in Terminus before this photo was taken. Mohsar used Sands of Fate to take the place of a Bloodtracker and then use his Spray to destroy that Knight, while the other one nearby passed his tough roll. That's when this Photo was taken, so you can see one of the Knights with a black-star token to show his Knockdown. Mohsar is able to use his remaining fury to cast Curse of Shadows onto Terminus, an important phase of the plan since it brings Terminus down from an invicible ARM 24 to a still lofty but not invulnerable ARM 22.
Activation #3 - Druids. Here come the hard part. I know from measuring my control area that Terminus is 6" away from Megalith. That means I can't move up to Terminus and throw him - something i'm seriously considering at this point because it means I might get him in range to charge with the Warpwolf Stalker - who is about 16/17" away right now. With Primal, the Stalker is always the backup, default Circle Orboros plan to dealing with this situation and why you always take a Gorax. A MAT8 POW20 Stalker has a chance against someone like focus-camping Terminus.
What I need to achieve, is for the druids to either force bolt terminus far enough forward so that the Stalker is within 11" for a reach charge, or for them to at least bring him closer by an inch, so that Megalith could alternatively try a two handed throw in the general vicinity of the Stalker.
I Set the druids up. The Overseer is going to have the best shot at it with Magic Ability (8), but will still need an 8 on two dice to hit DEF 16 in the cloud. Thing is, if any of the bolts work, he'll be out of the cloud and the remaining druids in the unit will be hitting on 7's rather than 9's. I have 7 attempts including the overseer though.
The overseer misses. The next Druid misses needing a 9. The Druid after that hits! Terminus is out, and with my remaining rolls I score a couple more hits and now he's a lot closer....
3: Things are going well now.
Activation #4 - Megalith. I'm already engaging Terminus, so I simply move Mega around a little bit to make way for other models, and then start swinging. I chose not to put my animus up, because with a natural MAT 7 I figured I could take the risk and just boost to hit, only needing a 7 on three dice, and then after that weight of stone would do the rest (in terms of DEF debuff duty). This proved to be the right choice - I hit him, and then boosted damage, rolling a 5, 5, 4!!! Great result... that is effectively a 30 if you add Megalith's P&S, so with Curse of Shadows, even Terminus with 6 focus camped still takes 8 damage boxes. Only 12 to go. I smacked him again doing a few more points.
Activation #5 - Woldwarden. Unluckily, i'd made a mistake here, and blocked the Warden's path to Terminus' new location with my druids, who had been setting up for optimal force bolt placement. I actually tried to Trample through my own druids here, figuring that was legal, but rolled a 1,2 when trying to hit my own druid. My opponent said that meant the Warden couldn't cross over them? Not sure about that but I took his word for it and Geomancied Crevasse at him instead, boosting damage - 1 point inflicted.
Activation #6 - Gorax. Primal on the WW Stalker. Rawr!!!
Activation #7 - Shifting Stones. Get out of the way of the WW Stalker. Get down! Get to the chopper!!!
Activation #8 - WW Stalker. Charge Terminus. Barely in range by like half an inch. Terminus is already in a bad way, having lost half his damage boxes, and with his DEF and ARM reduced to manageable levels. First hit Boxes him. He reminds me that he can make a tough roll.... I curse and splutter but he fails the roll.
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![[Post New]](/s/i/i.gif) 2011/09/28 08:14:07
Subject: Re:Vaul's Circle Batreps
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Sickening Carrion
Auckland, New Zealand
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Seriously recommend watching the youtube clips for this one;
p1 - http://www.youtube.com/watch?v=EaX6so_xKrg
p2 - http://www.youtube.com/watch?v=uGtQOGs61Uk
Cassius vs eStryker
Circle vs Cygnar, Diversion Scenario
*Cassius
- WW Stalker
- Megalith
- Woldwarden
- Gorax
- Druids + UA
- Max Bloodtrackers + Nuala
- Shifting stones + UA
- eStryker
- Ol' Rowdy
- Stormclad
- Lancer
- Stormstrider
- Sword Knights
- Arlan Strangeways
- Journeyman warcaster
- Runewood
- Rheinholdt
- eEiryss
- Black 13th
My first game with Cassius, against a regular opponent who is going back to one of his most familiar casters - eStryker. He's working on a new Stormstrider model, so that's the main reason it's in his list. You'll also see a proxy model; a stormblade grunt representing runewood.
Cassius gets a lot of bad press, most people rate him low, i've seen at least one tournament winner rate him 7/10, but how he fares for others should always take a back seat to how you are able to use a caster with your own playstyle.
1. Radial deployment for this one, note we are using a couple of markers to represent the control zones, i've drawn some circles in the picture to roughly show them, and our 'flags' are represented by the wrong base sizes, they should be medium and not small, but this was all I had on hand. Cygnar to take first turn.
2. Situation after a turn each side. The circle army is either all stealthed up or hiding in/behind vortex clouds. The black 13th try a magestorm in that direction, but it lands out mid-field (that's the blue template). My main point of interest at this stage his the stormclad, far enough forward for me to force bolt it over, and deal with it without much retaliation. That will be the plan for the next turn.
Not pictured, but below this photo - blood tracker unit runs wide around the flank, not within threat range of anything, but if the cygnar army doesn't advance very quickly, they'll find themselves surrounded and flanked late in the game. They have preyed the Stormstrider.
3. Thanks to curse of shadows (and probably primal, I can't quite remember though), the stalker has crushed the Stormclad that I reeled in, and had fury to spare. I made the bold decision to lightning strike him towards the enemy line instead of pull him back. The reason for this was that I knew it would create a traffic jam for his troops since i'd be engaging the Stormstrider, so he'd waste some important activations and hopefully I would take a lead on position while maintaining even material pointswise.
My opponent over-reacted as I hoped, sending in runewood (depicted by a stormblade), and stryker himself. With some unlucky rolling, Styker even calls in his feat, which of course nails the Stalker but doesn't achieve too much else. Bit of a waste this early, so I was celebrating.
4. With the stalker gone, but Ol'Rowdy clear enough of the wall (after being moved by Stykers feat from the last photo), the druids force bolt him over. 'The devouring' kills Runewood. The plan here is to use Cassius to use curse of shadows, then bring over a nearby Woldwarden to combo smite him away, then feat, leaving him knocked down in a forest, too far away to walk over and smack the tree - it'll be through the forest (feat).
- I must note at this point that the tree was replaced after the photo was taken, I wanted it further to the left, so I could move my warden in its place and smite rowdy backwards -
At this point I make a critcal error - I decide to boost the damage rolls on the Warden's hits, instead of the attack rolls. My thinking was that since I only needed 4's to hit (megalith with nearby with animus up), it would be a safe enough bet, and if I put the fury into straight damage, that would probably cripple him anyway. Of course I rolled snake eyes on one of the attacks and failed to slam him, leaving him within striking distance of the tree when he took his turn. I didn't take out a cortex, either.
My opponent then made a mistake to make up for mine. I'd crippled his hammer arm, and he didn't realise he'd be auto-hitting the tree, so without thinking, just assumed he wouldn't be able to confidently hit the tree enough times to win, and didn't assign any focus - obviously he could have though. The damage he did almost killed me regardless...
Bit of a learning experience for both players here, I have only been playing hordes 3 months and for some reason thought that crippling a warjack arm stops it from using the attack altogether, but really it only loses a dice on the blows. With this noobery asside though, the game continues.
5. Starting to clean up at this point. The Bloodtrackers have swept in from my left flank, destroying the Storm Strider - it had arcane shield from the journeyman, but I cursed it. I'm picking off sword knights, collecting souls, and most of my army is intact. Stryker picks up camp and relocates what he can salvage of his retinue over to the opposite side of the table from the trackers.
6. With the win on the horizon, I make another blunder. He's got the remants of his sword knights threatening me, so I moved cassius and the tree up to hellmouth them. I forgot that hellmouth wont' generate any soul tokens for the tree, and I took the soul tokens off of it to unseen path up, hellmouth, and get back again. This leaves me in a situation where the only thing between the tree and stryker is a line of druids, clouds, and about 16 inches.
My opponent takes a real good look at the board, his speciality seems to be finding a way to assassinate my caster whenever i'm dominating on material. It seems to be a frequent feature of our monday night games. The black 13th magestorm megalith, which allows the shot to hit, and kill a couple of druids in the AOE. This technically shortens the range for counter magic? Styker is able to velocity close enough thanks to this, his other friends having killed more of the druids, and in his new position he is able to charge past the druid/cloud line to the tree.
Win to Cygnar!
Learnt a lot from this game, and really enjoyed Cassius. Two main thoughts,
1 - He's quite a good caster if you can plan ahead well enough to not let the tree come under too much pressure. I made some very easily fixable mistakes, which hopefully won't come up again. I'm letting myself off here since it was the first game! I also later realised that I could hellmouth my own shifting stone in future to make the spell easier to hit with. The stone will probably survive most of the time, and I won't need to use a fury to boost the hit roll. That'd give me two spare to unseen path cassius back to safety. He doesn't need to bring the tree up to collect the souls because the spell won't create any.
2 - For my list I was simply copy/pasting from what I use with Mohsar and eKrueger. I realised later that Geomancy isn't as great with Cassius as it is for those two casters, because you can't Geomancy hellmouth, and really you'd only need one guy to manage his other spells, not two. That frees up 9 points if I drop the Woldwarden like I plan to! I'm looking forward to trying the list with a Woldguardian instead, or possibly Wolfriders/blackclad/Gobbers (possible sacrifical soul gobbers), or Woldstalkers/LOTF.
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![[Post New]](/s/i/i.gif) 2011/11/09 09:06:35
Subject: Re:Vaul's Circle Batreps
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Sickening Carrion
Auckland, New Zealand
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eKreuger vs J Kraye - 50pts, Revelation Scenario.
*eKreuger
- Warpwolf Stalker
- Megalith
- Woldguardian
- Gorax
- Druids
- Max Bloodtrackers w/ Nuala
- Shifting Stones
- Blackclad wayfarer
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* J Kraye
- Ironclad
- Stormclad
- Defender
- Hammersmith
- Stormstrider
- Black 13th
- Arlan Strangeways
- Gorman Di Wulf
- eEiryss
My first game against Kraye in general.
1: Cygnar takes first turn, I move forward with my druids putting down vortexes and screening the beasts and caster behind them. I don't want a feated, fult tilted jack coming in and killing any of that. The bloodtrackers have preyed the stormclad, if it dares move up to far, they'll all race up and throw ten javs at it, likely destroying it: anything but snake eyes to hit, and then every hit doing 11 + 10.5 on average.
2: My opponent has other ideas. Moves his stormclad from one corner of the table to another, fult tilt running twenty inches. This puts him in a spot to bypass my stealth, by shooting his own electricity immune jack in the back with his storm strider, arcing the electricity through. Some average rolls see four trackers dead, and a stormclad threatening me from a totally different angle.
3: Left flank, some telekenesis and force bolt activity sees the ironclad moved around just enough that my stalker can charge it without facing a wall impediment. With primal, I roll well enough to scrap it. Looking ok on this flank for now.
4: I've teleported my Woldguardian over the wall in a previous turn, and he wails on the stormclad who (at the time) had been turned around exposing his back arc thanks to telekenesis. The stormclad was left with about 2 boxes. The return attacks from it and cygnar troops firing into combat (def9 guardian + 4 combat bonus still only 13..) saw it survive with again.. about 2 boxes. Very tight.
A heroic black clad wayfarer charges the jack, finishing the last two boxes, freeing up the woldguardian to move up and do... very little. It lacks some crucial aspects and is still holding on to 3 fury, I had been hot after my previous turn.
5: Another nasty left hook from full tilt. The hammersmith charges in and correctly positions exactly to hit the stalker twice, and slam it into megalith, knocking both models down. The Stalker dies from the impact. A hideous play.
6: The remaining trackers have failed their command check, gorman has sneaked in to black oil the knocked down megalith and nearby gorax, and the druids have very little they can accomplish. My woldguardian isn't able to be healed with the stones too far back, so there's only one thing left for it - go for Kraye.
Megalith is able to use a last ditch geomancy to telekenesis Kreuger up, who flies over the wall and shoots for Kraye.
He's def 14, 16 in a forest. He's camped one focus, for a total of 18. Seven fury for the attempt, I need to hit with the first shot to let sustained attack do the rest - slightly above average chance needing 10 on 3 dice.
It hits, 6 fury left to go ahead. Boost the damage roll on the first attack, a very generous roll well above ten scored.
Buy an auto-hitting second attack, a poor roll this time, from memory between 6-8 rolled.
Final attack bought and boosted, I do remember needing 13 on those three dice, so the game had been brought within a reasonble chance of victory despite some mistakes on my part and some generally bad situations.
End result - a triple one on the dice, no matter - I conceded it there, but it could easily have been the other way around.
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![[Post New]](/s/i/i.gif) 2011/11/09 09:40:31
Subject: Vaul's Circle Batreps
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Rampaging Reaver Titan Princeps
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Very cool game! Shame about the circle loss but i love a game where there is lots of movement trickery!
Btw, Megalith cant be knocked down as he's "Steady".
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![[Post New]](/s/i/i.gif) 2011/11/09 09:49:28
Subject: Vaul's Circle Batreps
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Sickening Carrion
Auckland, New Zealand
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Good call, i'll remember that next time. Might even decide to actually use my feat next time as well, although my opponent was positioning his guys very well and I kept telling myself to save it each opportunity I got.
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![[Post New]](/s/i/i.gif) 2011/11/09 13:21:43
Subject: Vaul's Circle Batreps
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Twisted Trueborn with Blaster
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I always liked your 40k and fantasy reports. Its nice that you are keeping it all up. Any games against retribution?
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![[Post New]](/s/i/i.gif) 2011/11/09 13:52:27
Subject: Vaul's Circle Batreps
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Rampaging Reaver Titan Princeps
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Dont forget that as eKrueger's feat reduces SPD by 2, affected models cant charge, slam or trample, definitely worth bearing in mind.
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![[Post New]](/s/i/i.gif) 2011/11/09 14:32:38
Subject: Vaul's Circle Batreps
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Regular Dakkanaut
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Just thought i would say you did a very nice paint job on your circle army can i ask what colors you used to paint them
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![[Post New]](/s/i/i.gif) 2011/12/07 02:11:51
Subject: Vaul's Circle Batreps
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Fixture of Dakka
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Hey man, just wanted to say how much I have been appreciating your reports, here and on youtube! Just started up Hordes with Circle, and your battle reports have really been a huge help!
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![[Post New]](/s/i/i.gif) 2012/01/23 04:39:39
Subject: Vaul's Circle Batreps
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Sickening Carrion
Auckland, New Zealand
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Mohsar vs Bethayne & Belphegor - 50pts, Diversion Scenario
A more detailed youtube slideshow/commentary: http://youtu.be/pVkkD1cNtyk
*Mohsar
- Megalith
- Warpwolf Stalker
- Gorax
- Celestial Fulcrum
- Max Bloodtrackers
- Max Wolfriders
- Shifting stones
- Stone Keeper
*Bethayne & Belphegor
- Shredder
- 2x Stinger
- Harrier
- Max Hex Hunters
- Hex Hunter UA (bayal)
- Max Raptors
- Max Striders
- Strider UA
- Blackfrost Shard
- Swamp Gobbers
- Anyssa Ryvaal
- 3x Spell Martyrs
1 - My opponent is trying out a very, very infantry heavy Legion army for this one. He doesn't like the B&B tier list so much (although myself I like it), as he feels that B&B help infantry quite a lot and wants the striders or raptors in there as well. My Mohsar list has undergone a lot of re-thinking since my last even with him and i've decided that since i'll often be in situations where my second list is Kromac, I won't really need the druids in my second list, especially with Mohsar. This has allowed me points for the max wolfrider unit - ideal for Mohsar and i'm surprised I didn't try them earlier. Swapped the Wold Guardian for the Celestial Fulcrum; it's balanced and average, but you can sometimes shield it with pillars or if you've saved up 3 fury, it's great against a CoS target. Really enjoying it so far.
This matchup will require a fair bit of cagey play - he doesn't have any heavy hitters, but if i'm not careful I could lose a lot of my fragile stuff very quickly to his feat turn and excellent long-range units.
2 - After the Hex Hunters go into the centre and then take a mauling from a Mohsar 'sands of fate expedition' (spray/crevasse), the Legion troops generally head for their flag, pivoting the army movement around a large, dominating house-obstruction in the middle of the table. There's no way I can cap this flag, but i'm slightly ahead on attrition. He's only send a couple of lesser beasts and spell martyrs around to the opposite flag, but i've got to be careful there too as he still has his feat in hand.
3 - My opponent is unable to snipe one of my shifting stones thanks to stealth (a rare legion list with no beasts for eyeless sight), so I make the move to teleport my stalker over to go beserk on his infantry. Unfortunately a made a huge blunder here, as Anyssa Ryvaal was way out of reach range, and the best I could do was to kill two hex hunters and two striders. A bad trade for me, but on the upside, that's probably all I will lose in the next turn as things are going ok in the centre and on my other flank. I would have loved to kill Anyssa because it would have taken away one of the problems my wolfriders have to deal with if they head around that flank (they are her prey), so they'll have to stay in reserve for the time being.
4 - Bethayne pops her feat, and with the help of a spell martyr, uses gallows twice to pull Megalith in and try to put some hurt on him. Due to a lot of sub-par rolls in general, megalith is fine and is only dragged 4+1 inches on the two rolls. He takes a CRA from the remaining striders (5), Bayal charges him but is half an inch short, a raptor attacks but only scratches him, and even Belphagor can't really get any good damage on him.
In my responding turn, the Fulcrum goes nuts and wipes out the raptor and Bayal who are next to Megalith, and some of his other troops, while Megalith tears Belphagor in half.
5 - On the left hand flank, a lone stinger is on my flag, the bloodtrackers miss him, and mohsar teleports over to kill him but misses as well! I plant down a single pillar to give him some protection, and camp three fury. However my opponent is so far behind on attrition elsewhere that he simply concedes the game. After his other raptors killed my Stalker, the wolf rider unit launched a long-ranged assault (that's where they move 12" and then throw their javs, without making it into combat) killing the rest of them, putting me in a great position on his stronger flank.
Automatically Appended Next Post: ernshmagl wrote:Just thought i would say you did a very nice paint job on your circle army can i ask what colors you used to paint them
http://youtu.be/5cBxIhqhL_Q
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This message was edited 1 time. Last update was at 2012/01/23 04:42:47
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![[Post New]](/s/i/i.gif) 2012/01/24 17:48:22
Subject: Vaul's Circle Batreps
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Beast Lord
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I like these reports, very easy for me to understand and it helps me figure the game out (just starting). Also, great paint job on those models.
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![[Post New]](/s/i/i.gif) 2012/02/27 02:59:37
Subject: Re:Vaul's Circle Batreps
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Sickening Carrion
Auckland, New Zealand
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eBaldur vs eNemo - 50pts, Revelation Scenario
A more detailed youtube slideshow/commentary: http://youtu.be/qA9nG16HgIk
* eBaldur
- Megalith
- Woldguardian
- Woldwarden
- Woldwyrd
- Celestial Fulcrum
- Druids + Overseer UA
- Shifting Stones + Stonekeeper UA
- Shifting Stones
- Blackclad Wayfarer
* eNemo
- Thunderhead
- Stormclad
- Centurion
- Cyclone
- Sword Knights
- 3x Stormcallers
- Squire
- Jnr Warcaster
- Arlan Strangeways
1 - Basic plan is to try to wear the Cygnar force down on attrition, hopefully getting some positional advantages with the Druids and shifting stones, so that Baldur gets more out of his feat turn than Nemo does. It won't be easy though, both armies are quite tough, but Nemo can potentially dish out more damage. I begin by laying down the vortex cloud 'wall', keeping the Druid UA back behind it out of sight (he's important to stop the rest of the druids from being fried by the thunderhead/stormcallers).
2 - At the end of Circle turn 2, the guardian has been teleported over to the right hand objective and is contesting it (as well as bashing the centurion quite badly). Megalith and the Fulcrum have teamed up on the sword knights, clearing most of them up. The druid UA has ducked a swing from the stormclad thanks to some luck, but on my left flank there isn't much hitting power. The woldwarden managed to miss one of his attacks against the Stormclad, failing the crit smite (into obstruction) attempt. eBaldur activates last, slaps down a rock wall, and feats. If the Cygnar could clear out a few of those troops, the stormclad might be open to an assassination run here, but it's a long shot. eBaldur has roots and two transfers, and it would be tricky to get the Stormclad over to the other side of that wall, even with energizer. Had the Druid UA died earlier, though... the Thunderhead probably could have fixed that problem.
3 - eNemo uses his own feat, but even with all of that focus, the ARM 23 Woldguardian survives a double-team heavy jack onslaught. Paypack is swift and brutal, as Megalith stomps on the Cyclone, while the Guardian rams the centurion away from the objective. Mr Black sneaks in to take the first control point.
4 - After some delaying tactics from the Circle on the left flank, eBaldur has built up about four wurm tokens, and rushes in for the kill, flattening the Thunderhead (already weakened by woldwyrd shooting, and a couple of hits from Megalith). The stormclad has been taken out of the picture as well (due to a combination of things) - so the Cygnar player concedes.
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This message was edited 1 time. Last update was at 2012/02/27 03:01:08
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