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Battle Report: 750 pts Pirates vs Circle  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Mechanithrall



San Antonio, Texas

Please forgive me if this report isn't 100% complete or accurate. I don't have the best of memories.

I was playing a Broadside Bart 750 point pirate list as follows:

Bart
>Mariner
>Mariner
Reinholdt, Gobber Spectator
Doc Killingsworth
Dirty Meg
Bosun Grogspar
Master Gunner Dougal McNaile
Eyriss
Alten Ashley
Kell Bailoch
Herne & Jonne
Rhupert Carvolo
First Mate Hawk
Seadogs (10) w/ Riflemen (3)
Seadog Deck Gun
Seadog Deck Gun
(TOTAL: 739/750)

Silverwarrior88 was runnin the following Circle List:

Krueger
World Warden
Warpwolf
Warpwolf
Tharn Bloodtrackers (8)
Tharn Ravagers (6) w Shaman
Druids of Oroboros
Blackclad Wayfarer
Sentry Stone
(TOTAL: 745/750)

SET-UP:
Circle gets put all over. Druid are on one flank with the Blackclad, Ravagers take the other flank. Krueger and his beasts take the middle. The Sentry Stone and Bloodtrackers get advance deployed right into my face. (With Silver getting to go first here, my losses were almost guaranteed.)

My pirates stay close to soak up all the benefits for being in cmd range of the solos. Mariners stay on the edge of the formation with deck guns. McNaile becomes the designated loader of the first Mariner and Bart becomes the loader of the other (Mistake 1). Eiryss, Kell, and Alton all set up in the cover of a small forest just to the northeast.

FIRST TURN:
Bloodtrackers Ambuscade. However, thanks to me not putting my Pirates on the 10" line, only his front rank of Bloodtrackers can reach my front rank of Seadogs. I lose 4 and a rifleman gets taken up by the back rank. Everything else advances. Sentry Stone doesn't make a manikin (he forgot).

One deck gun advances 4" to get line of sight to the Bloodtrackers. A good shot takes out 6. Seadogs move up into a fireing line and put down a whopping 1 Bloodtracker. Dirty Meg moves up and whiffs on the last remaining Tharn. A mariner steps up to remove the Tharn with a deviation. Bart's Mariner moves up a bit and fires on the druids (over 15" away) but a lucky deviation takes out the center 2, cutting the unit down the middle and to 2/3 of their starting number. My second deck gun and Herne & Jonne combined only manage to do 1 dmg to the frontmost Tharn Ravager. Rhupert moves up to cast Dirge of Mists on the Seadogs (mistake 2 and by far my biggest.) Bart goes, casting Hotshot on his Mariner before casting Broadsides. His Mariner fires on the Druids again. The deviation, this time, lands on the Blackclad, killing him with a power 7 shot and a boosted roll of three 6s. Mariner two fires on the Tharn but only manages to get 1 point in against the leader with a deviation. Kell stays put to get Lurk and get two shots on the Ravagers. He's going to die there, but I don't have a use for him with all the nearby one-wound infantry eliminated. Kell pings the Lead Tharn twice (mistake 3) for 2 points of dmg. Ashton pulls back to fire on the Tharn, but his rifle isn't nearly as good against them as it is against beasts. Eiryss steps out of the forest and way off to a flank (making the Tharn have to divert if they want to take her out) and fires a deathbolt on the lead Tharn, bringing him to 1. Doc, Hawk, and Grogspar all move up to keep their abilities working with the Seadogs.

SECOND TURN:
Comming soon!

This message was edited 1 time. Last update was at 2009/01/25 19:06:47


"Those who will not follow are doomed to lead."
~Anarchist 
   
Made in us
[MOD]
Madrak Ironhide







You can't move the Deck gun and shoot in the same turn.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Mechanithrall



San Antonio, Texas

Well then... I'm an idiot... I lost anyways. lol Better luck next time, eh? (Turn 2 still comming soon.)

"Those who will not follow are doomed to lead."
~Anarchist 
   
Made in us
[MOD]
Madrak Ironhide







The Light Artillery Rule says it.

I know the cards are hard to read. I recommend looking over
the rules in the rulebooks for more effective comprehension

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
[MOD]
Madrak Ironhide







Which mercenary contract is this?

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Focused Fire Warrior





Huntsville, Al

Do I really have to re-live all the trauma of watching my whole army get blown away???

Although Bart taking a lightning bolt to the face was pretty freakin' sweet..

Sometimes you just have to let em' go... 
   
Made in us
Widowmaker






Chicago

malfred wrote:Which mercenary contract is this?


Looks like 4 Star. It's obviously not Magnus' Agenda or Searforge, and it can't be Talion Charter or Highborn because Kell Bailoch is involved.

DS:80S++G+++M----B--I--Pwmhd03/f#+D++A++++/sWD250R++T(S)DM+++

Elvis needs boats. 
   
Made in us
Mechanithrall



San Antonio, Texas

@ Mal: I don't own any of the books. :( Maybe I should change that... Also, yes, this is 4-Star.

@ Silver: Yes. You have to relive this. I'm reliving getting a bolt to the face, you get to relive getting more of your army whipped out.

TURN TWO:
Sentry Stone makes a manequin this time. Beasts and Krueger move up with Krueger casting Lightning Tendrils on the Ravagers. Druids move up. Ravagers charge my Seadogs and Kell. Now, I think the his group of Ravagers could have wipped the floor with me if it hadn't been for some poor positioning. Lucky me. As it was, Kell took out a ravager that tried to charge past him... But took it in the face by the leader. 4" reach, heart tokens, and the ability to move 2" meant that I lost all but one of my seadogs that turn. The lone rifleman was then slashed down by the charging manequin.

Bart upkeeps hotshot. Bart's Mariner fires on the Druids, leaving them with only 2 models. Doc charges the Manequin. The left flank Deck Gun moves (I know...) and fires on the Druids, killing one in a scatter. On the right flank, Mariner two moves in with two focus, pulling a thresher against three different Tharn. Two go down. Grogspar moves in, hooking a ravager and throwing him for lethal. Hawk charges, killing one herself, and wounding the Leader down to 1 life. This leaves Silver with the Leader and the Shaman. Eiryss shoots at the shaman (who's hiding in the forest) but whiffs. Alten, instead of doing the same, charges the leader... Missing terribly. Meg also misses a ranged shot on the Leader. She was too far for melee and range was my best bet. I didn't bother with McNaile as he couldn't have gotten line of sight even if I thought he could hit. With only Bart and Reinholdt left and too far to do anything, I cast Broadside, using Bart's Mariner to fire at the Druids again and completely miss the last man. Bart moves into a better position afterwards, popping his feat in the hopes that I'll survive the next turn and allow myself to recoup.

Silver's on the ropes with his beasts full, his units decimated, and a Sentry stone... I've got EVERYTHING in good condition (though I'm missing my only unit and a sniper solo who isn't going to help against the Beasts anyway.) Things are looking ok to me.

TURN THREE (Or "The turn in which my huge mistake comes back to haunt me."):
Silver doesn't upkeep Tendrils. Instead, he asks for a Control Range check. I ablige, showing him the range at which he'll be knocked down. He makes a manequin. With dogged determination, the Warden moves up just outside the control range of Bart... And casts Forked Lightning at Bosun. A hit allows 1 more model to take an Auto-hit... And what do ya know, Bart's nearby. After taking 9 in the face, I wonder if I can win this. The Bosun lives after making a tough roll. He also gets to stay standing. Kruger attempts to rectify that by tossing Forked lightning at Grogspar again. Two models get auto-hits this time. Bart and Reinholdt. Grogspar makes his 4-6 tough roll and stays standing. Captain Montador isn't so lucky...

AFTER ACTION:
With the game over, I feel as if I cost myself a victory here... And here's how:
I under estimated the Ravager's reach. I didn't take Lightning Tendrils into account or that they could move 2 inches after killing something. That plus Heart Tokens giving them more attacks. Had I thought about it, Rhupert wouldn't have sung Dirge of Mists. The seadogs not being tough on 4-6 and then not knocked down when they die meant that I didn't have a force who could deal with the Tharn then press forward to take the fight to Krueger. Instead, I wasted a lot of resources trying to take down the Tharn and let Krueger snipe me while I was strugling with defence. Sure, Forked Lightning would have still hurt pretty bad... But I think Silver's choice of targets would've been different had the Seadogs lived. (a pair of P+S 14 attacks from a 4-6 tough and fearless unit would've given him pause, I'm sure.)

All in all, I take away nothing but a lesson in this battle... A lesson of Humility and the knowledge that I've still got a lot to learn about this game.

"Those who will not follow are doomed to lead."
~Anarchist 
   
Made in us
[MOD]
Madrak Ironhide







I'm not sure, but I don't think you have to give him a control range check. He can check
his control range at any time, and you can check yours, but he doesn't have to check his
for you and you don't have to for him. It's certainly sporting to do so, but I wouldn't
walk into a game expecting my opponent to do it for me.

For aura effects based on control range, I think you're supposed to move, opponent
checks control area and then apply the appropriate effects.

In this case, Silver would have to move his Warden, hoping that he can figure out the
safe end point of his movement to stay out of feat range based on his own warlock's
control area. After he moved his Warden, you check control and then apply effects.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Focused Fire Warrior





Huntsville, Al

You are right Mal. I found the rule last night while at work.

It wouldn't have mattered though, the Warden moved as far as it could(6") and just made it to the Grogspar model. With Bart 2-3" behind him. Krueger also only moved 6", ending his movement standing next to his Warden.

In this case, the rule didn't play into effect because I would have never been able to make it into is CTRL area to begin with. Keep in mind this was only turn 2 for me. Wardens dont get up and go like my other units.

Sometimes you just have to let em' go... 
   
 
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