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Showing posts with label Circle. Show all posts
Showing posts with label Circle. Show all posts

Wednesday, March 21, 2012

Mulling on Mohsar: 6

I've come to the conclusion that I like Shadowhorns. I don't know what it is about them, but a giant jumping goat just makes sense to me. They've also been vital to almost every win I've had with Circle so far, so I've bought another one. Attrition isn't working for me, and every time I try it I fail miserably.

Ninja!
I've also come to the conclusion that ranged attacks are lovely. I should probably change my caster but Mohsar just talks to me (no, not the straight jacket, away, AWAY I TELL YA!).
Mohsar the Desertwalker
- Gorax
- Megalith
- Shadowhorn Satyr
- Shadowhorn Satyr
Druids of Orboros (Leader and 5 Grunts)
- Druid of Orboros Overseer
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Tharn Bloodtrackers (Leader and 9 Grunts)
- Nuala the Huntress
Gallows Grove
Gallows Grove
Reeve Hunter
Reeve Hunter
Attrition, I don't think so... should I buy some shrimps... probably.

Monday, March 19, 2012

Never give up! Never surrender!

Just a little update before I crash. It was a long game, though my opponent tried quitting at the end of turn two when he was hopelessly behind. I refused to accept his surrender because no game is ever truly lost, and he beat the snot out of me. I've seen it so many times, and I've pulled my share of wins out of thin air, so no matter how hopeless it looks: Never give up! Never surrender!

Also... I suck at running beasts... more infantry!


In addition I was challenged to put my Terminus list up against a pButcher list with at least three heavies, since I dared declare it hopeless because of the threat range issues. There's nothing like declaring something completely hopeless and then having it steamroll you, but even though pButcher is an awesome caster I just can't see how he's going to manage it unless the dice completely violate me.

/Lamoron

Mulling on Mohsar: 5

I've received my models, and tonight will feature just a single proxy model (Megalith). The Bloodtrackers will take a break while I try running beast heavy, but the Wolves of Orboros will stay to swell the ranks for the time being.
Mohsar the Desertwalker
- Gorax
- Megalith
- Warpwolf Stalker
- Warpwolf Stalker
Shifting Stones
- Stone keeper
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Wolves of Orboros (Leader and 9 Grunts)
- Wolf of Orboros Officer & Standard
Blackclad Wayfarer
Blackclad Wayfarer
Gallows Grove
Gallows Grove
Professor Victor Pendrake
It's tiny at just below thirty models but still larger than a lot of Circle armies out there. I'm unsure about Pendrake, but I find myself unable to respond to the high defense Circle/Legion heavies without Primal, and Beast Lore on the WoO will sort them out (hitting defense 18 on average dice). Beast Lore can be applied to a lot of different models when I really need that boost, from the Stone Keeper to the Blackclad, or even Mohsar himself if he can't spare the Focus to boost that Curse of Shadows.

Finally Pendrake brings a possible knockdown to the table, which can be a game winner. If there's a defense thirteen Warjack I'll have to use Primal to guarantee a kill, but with one 7+ roll he'll be flat on his behind and I can kill it with a Stalker and sprint away.


/Lamoron

Monday, March 12, 2012

Mohsar Vs. Karchev

I got a game against Bitmatic from the Privateer Press forums, which was nice because I so rarely get to face him. He decided to try out Karchev for the first time
Karchev the Terrible
- Berserker
- Kodiak
- Spriggan
Battle Mechaniks (Leader and 5 Grunts)
Doom Reavers (Leader and 5 Grunts)
Kayazy Assassins (Leader and 9 Grunts)
- Kayazy Assassin Underboss
Eiryss, Mage Hunter of Ios
Gorman di Wulfe
Koldun Lord
Man-o-war Drakhun (with dismount)
Not the most optimized list but Karchev on full camp is still a hard nut to crack, and then I noticed I didn't have my Megalith proxy. In order to avoid filling the table with really crazy proxies (I really really need my models soon) I switched in a Feral and bumped Lanyssa to a LoTF.
Mohsar the Desertwalker
- Gorax
- Feral Warpwolf
- Shadowhorn Satyr
- Shadowhorn Satyr
Tharn Bloodtrackers (Leader and 9 Grunts)
. Nuala the Huntress
Wolves of Orboros (Leader and 9 Grunts)
- Wolf of Orboros Officer & Standard
Blackclad Wayfarer
Blackclad Wayfarer
Gallows Grove
Gallows Grove
Lord of the Feast
I really missed my hordes of infantry, and lining up the full unit of Wolves felt really satisfying. I won the roll and terrain made it beneficial to go second since Karchev would have to split up his forces to avoid the giant tower placed right in front of his deployment zone.




I still had three heavies, and this time I brought two Shadowhorn Satyrs. I've had so much fun with them when running Mohsar that I decided to try out two of them (The Gnarlhorn is standing in for the Second Satyr... I need those models). Trackers decided that Doom Reavers would be prey-of-the-day, and he began the running.


Ye old pile of jacks


The Assassins ran around the tower, and one of them ran within Abomination range which probably cost him the game when the dice failed him, but I was not immune to dumbass mistakes either, though mine came later.




He pulled away his Doom Reavers and ran them out on the flank with some plan in mind I couldn't quite grasp, but with them out of my hair I was free to focus on keeping the pile-o-jacks away, and Mohsar just happens to have the perfect tool: Pillars. Since I had no Megalith I was unable to put up a complete wall and had to settle for three while putting up Mirage on the Wolves, and I realized that my feat did exactly nothing in this match-up.




I wasn't going to get much out of the LoTF anyway so I decided to throw a wrench in his repair facility instead, and using the Spriggan as a raven target he whirled through half the mechanics but sadly they passed their terror test. Still, I had built a castle and I had trouble seeing how he was going to get out of receiving a charge. Turns out he wasn't, and he just lined up to take it. The Doom Reavers came running back in but the Trackers passed their check. I lost a couple of models and the LoTF got stomped but nothing of importance. I think he underestimated the Wolves so after I popped CoS on the Spriggan I activated them and charged, leaving Mohsar on four Fury and looking pretty stupid.




Woo boy I like Wolves of Orboros. I completely messed up placement and attempted to take on three heavies at once, which predictably didn't go well, but the Spriggan was down to a single functional system and the Berserker was so banged up that a primal Shadowhorn could finish the job. The Doom Reavers were wiped by the Trackers, and the Feral moved up to prepare for Karchev.




He used his feat and Unearthly Rage, mauled my Shadowhorn with the Kodiak, locked the other Shadowhorn down with Black Oil, and his Assassins took down some Trackers, but do you see the line going from Feral to Karchev, because he didn't. Finally after seven games I used Hunters Mark, and with speed warp the Feral got in. Curse of Shadows + Primal + Hunters Mark was enough to take Karchev down, and I really felt comfortable this time... Infantry rocks.
  • I don't need two Shadowhorn Satyrs.
  • I didn't miss the Shifting Stones much.
  • I missed Megalith a lot.
  • Wolves of Orboros are my new best friends.
  • Reach models are great with Mohsar.
  • Trackers are great, but I think I'll go with a minimum unit next time.
Mohsar is a real bastard for Cryx to face, and I think it's about time for a "know your enemy" article on him.

/Lamoron

Mulling on Mohsar: 4

Right then, infantry Mohsar it is. I know Circle is known for it's great beasts, but I see some great potential in the infantry, and I've always been an infantry man. I figure running three heavies is a step up from 0-1, but the multiple activations and presence on the field I get from infantry is hard to ignore.
Mohsar the Desertwalker
- Gorax
- Megalith
- Shadowhorn Satyr
- Shadowhorn Satyr
Shifting Stones
- Stone keeper
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Tharn Bloodtrackers (Leader and 9 Grunts)
- Nuala the Huntress
Wolves of Orboros (Leader and 9 Grunts)
- Wolf of Orboros Officer & Standard
Blackclad Wayfarer
Blackclad Wayfarer
The idea is to become familiar with the rules for throwing, since that's one of the things I find very confusing. The fact that there's two different systems is just mind boggling, but this list should prove interesting.

Tuesday, March 6, 2012

Mulling on Mohsar: 2

I had a very uneventful game against eStryker last night with my Mohsar list, trying out the Bloodtrackers. The game ended when the Shadowhorn threw Old Rowdy at the Squire to get him away from eStryker. Megalith managed to put CoS and his Animus effect on eStryker, and a primal Stalker made a Shish Kabob out of him with what amounts to MAT 10 and PS 22.


I must that I feel better with some infantry around, and Mohsar is much like a Cryx caster with added mobility and less debuffs. I'm getting the hang of using Pillars though, and my next list will look something like this.
Mohsar the Desertwalker
- Gorax
- Megalith
- Warpwolf Stalker
- Warpwolf Stalker
Shifting Stones
- Stone keeper
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Wolves of Orboros (Leader and 9 Grunts)
- Wolf of Orboros Officer & Standard
Blackclad Wayfarer
Blackclad Wayfarer
Gallows Grove
Gallows Grove
Lanyssa Ryssyll
I didn't much like the Bloodtrackers though I can see why other people do, but I'll give the Wolves a game and see if I like them better (they seem more like my style). I also wanted to try having both Blackclads and Lanyssa in my list at once, so I can rely on getting a Hunter's Mark where I need it, and those sprays are pretty good.

Megalith saved my bacon with his Animus as well, locking down the center of the field and preventing Old Rowdy from doing anything at all, and eStryker had no shot at ever getting to Mohsar. I tried out a Woldwyrd just for the hell of it, which was not a great success since he had 0 upkeep spells in his list (even junior stayed at home).

/Lamoron

Wednesday, February 29, 2012

Wolves of Orboros

I just ordered Nuala so I can field the unit of Bloodtrackers I got in an army deal, and then I noticed Wolves of Orboros. Eight points buys eleven attacks that with Mirage can threaten 13" with Powerful charge and Power swell (15" with Hunter's Mark). If I add in Curse of Shadows that's eleven accurate attacks doing 25 points of damage on average, which is like having Satyxis Raiders hit something with The Withering activate.

We like buffs!
To the theory-machine!!! If just our new apartment would magically furbish itself so I had the time to write and play something instead of just ordering things online... oh well *wanders off to buy some more Wolves of Orboros".

Tuesday, February 28, 2012

Bone-weary: Mohsar Vs. Old Witch

My wife is a spirited woman, which is code for stubborn of course, and in order to avoid living in a house of girlish colored horrors I have to take every single discussion to the next level, which takes a lot of energy. These last few days I've been to tired to even think about updating, but Monday is game night come hell or high water.

After spending half an hour just soaking in the atmosphere I got a game against an Old Witch list, and since my Cryx is still in a box somewhere I had to bring my Circle, even though I had the mental capacity of a retarded monkey.
Zevanna Agha, the Old Witch of Khador
- Behemoth
- Scrapjack
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts)
- Koldun Kapitan Valachev
Doom Reavers (Leader and 5 Grunts)
Great Bears of Gallowswood
Lady Aiyana & Master Holt
Widowmakers (Leader and 3 Grunts)
Winter Guard Rifle Corps (Leader and 5 Grunts)
Gorman di Wulfe
Kovnik Jozef
It's almost embarrassing how poorly I played, and it's pointless trying to remember what I actually did, but I do remember some highlights. (Plenty of Proxy models as always with this Circle project).

I wish my Gallows would arrive soon.
I forgot to feat or pop Anti-Magic with my Druids, which got my Shadowhorn killed. I was half an inch out of range with the Warpwolf which meant that Behemoth and most of the Great Bears survived, and in turn killed the wolf. The Gorax came to close to Scrapjack and was taken down. The Bloodweavers were molested by the Nyss Hunters, and both my Gallows Groves were lost to stupid mistakes, though one of them made for a funny picture.

Raaagh SMASH PUNY TREE!!!

My turn three began with the following status on the table. I had killed 4 Doomreavers, Aiyana, and one Great Bear. I had Shifting Stones + UA, 4 Druids, Lanyssa, Megalith on 1 box, and Mohsar left. I can't move because of her feat, but in a fit of "this game is in the bag" he forgot to put up a cloud on the Old Witch, which meant I had a theoretical shot, and just then my brain decided to join the party.
  • Megalith heals 2 boxes.
  • Megalith throws the Behemoth at OW, and a good scatter sees them KD.
  • Megalith Geomancies Crevasse on OW (7.999" away) and does good damage.
  • Shifting Stones teleport up, but the Stone Keeper is more than 8" away from OW.
  • Mohsar casts Sands of Fate and telefrags the Stone Keeper.
  • Mohsar Maltreats Megalith, hoping to kill him and open up LoS to a Nyss Hunter but fails.
  • Mohsar kills Megalith from behind with melee.
  • Mohsar casts Crevasse on a Nyss Hunter.
  • Crevasse spray on OW and she dies.
Didn't even need the Druids, which is good because they were out of range. I had a unit of Shifting Stones, Lanyssa, and 4 Druids left, but a win is a win. I really need some non-magical shooting, because magic immune models are impossible to shift with my current list. The Bloodweavers really fail, and the Shadowhorn keeps dying to my stupid mistakes and will have to come back later when I've got the experience to run it, so I might have to try something like this next time. 
Mohsar the Desertwalker
- Gorax
- Megalith
- Warpwolf Stalker
- Warpwolf Stalker
Shifting Stones
- Stone keeper
Stoneward and 5 Woldstalkers
Stoneward and 5 Woldstalkers
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Gallows Grove
Gallows Grove
Lord of the Feast
In other news my Terminus list has received a challenge from a Kraye player that should prove interesting, and the first qualifiers for the Danish Masters 2012 will be next month, so there should be more Cryx updates soon.

Thursday, February 23, 2012

Mulling on Mohsar

Hemingway had a few suggestions in the comments to my Mohsar list, and I feel they're worth commenting on.
There's one rule of thumb that dramatically improved my game with Mohsar (to the point that it's warping my local metagame): don't cast Sands of Fate unless it's an assassination run.
I figured that one out on my own. There are several casters in the game with "trap" spells, that supply abilities that look incredible on paper but actually reduce the amount of options you have in a turn, and Sands of Fate is one of them. This shouldn't be much of a problem with the release of Gallows Groves anyway.
Your third heavy really needs to be Megalith. The animus is an amazing force multiplier and a great denial tool to stack on top of pillars, while Geomancy lets you put Curse of Shadows onto an important target
That's very interesting actually. I discounted Megalith with pKrueger because PS 16 on his fists is ridiculously low for an eleven point heavy, but with Mohsar he can Geomancy Curse of Shadows on his target before he goes to town (or have Mohsar put it up if he needs all his Fury to buy attacks). He's also the perfect target for Maltreatment in the first round, and will allow Mohsar to put up all his spells and still have Fury left to put down some Pillars in the first turn.
Mohsar the Desertwalker
- Gorax
- Megalith
- Shadowhorn Satyr
- Warpwolf Stalker
Druids of Orboros (Leader and 5 Grunts)
- Druid of Orboros Overseer
Shifting Stones
- Stone keeper
Tharn Bloodweavers (Leader and 5 Grunts)
Blackclad Wayfarer
Blackclad Wayfarer
Gallows Grove
Gallows Grove

Q&A: pBaldur Vs. Terminus

A friend came asking why Will Pagani was calling his pBaldur list "almost auto-win" against Terminus. You'd think I would be able to answer that, so I took a look at the list and came to the conclusion that it would be against a standard Terminus list, but mine might stand a chance.
Baldur the Stonecleaver
-Megalith
-Woldguardian
-Woldguardian
Druids of Orboros (Leader and 5 Grunts)
-Druid of Orboros Overseer
Sentry Stone (Leader and 3 Manikins)
Shifting Stones
-Stone keeper
Shifting Stones
Stoneward and 5 Woldstalkers
Stoneward and 5 Woldstalkers
Blackclad Wayfarer
Against a standard Terminus list the Woldstalkers will eliminate the models in front of Terminus. The Druids will then pull out Terminus since he can't pawn away magic attacks. Wold Guardians will then molest him unless poor dice and tough saves him. If this is somehow impossible, the list can increase terrain to ridiculous levels with forests, clouds, Megalith, and feat, and win on scenario instead.

I love this model!
I had a talk with Will about his thoughts on facing Bane Thralls instead, and I'm expecting my ETC list to stand a chance (depending on terrain actually, since my Machine Wraiths really need cover in order to survive the Woldstalkers), but in the case of equally skilled opponents the odds are definitely in pBaldurs favor.
  • Bane Thralls will remove the option of aiming for the Woldstalkers, and reduce their range to 14" including Zephyr, which means he can't hit and run like he could against Mechanithralls.
  • Bane Thralls will make it a lot harder to pull out Terminus, by virtue of being harder to remove in the first place, and they can hurt his Wold Guardians without charging which is vital.
  • Machine Wraiths will make it easier to avoid losing on scenario, though it requires cover or the Woldstalkers will simply blow them away. 
Then he offered to kick my ass if he makes to the ETC. I can't lose that one, because even when I do I'll learn so much about Circle that it'll be worth it.

/Lamoron

Tuesday, February 21, 2012

Shenanigans: Curse of Shadows

In the true spirit of The Overseer, I'm going to share an idea I got last night that's so incredibly stupid that it might be worth exploring: debuffing your own models. I got the idea when my opponent asked me if he could advance through his own cursed models, and the rules allow it. 
Target model/unit suffers –2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
There's no friendly/enemy limitation, and that got me thinking. I have a real problem with activation sequences because my Druids get in the way of each other and everyone else, but what if I could advance through them?

Druids

These guys need to be out in front, spaced with less than two inches between them in order to produce a wall of clouds blocking LoS. This means they block my own charge lanes, advances from large bases, and the need to activate them first is bloody annoying.

Druids are armor thirteen, and there is a difference between eleven and thirteen. POW six blasts drop from needing above average rolls to below average, which is a huge threshold and makes it really risky, but if I'm facing single target shooting or melee lists it's worth considering, since it makes the druids a lot easier to work with.

If I have the first turn I can cast it one them, upkeep it, advance through them and then pop CoS on an enemy unit to remove it from my Druids. If I go second I can wait until round two, since shooting will be less problematic after the lines clash, and in round three I simply won't upkeep it.

Cryx

There are quite a few Cryx units this trick could be used on actually. The spell is found on Wraith Witch Deneghra, Goreshade the Cursed, and The Coven, and these are the units I would consider for a turn one Curse of Shadows.
  • Mechanithralls
  • Satyxis Raiders
  • Croe's Cutthroats
  • Cylena Raefyll & Nyss Hunters

It's not a huge list, but Cryx has a secret weapon that turns Curse of Shadows into a pure utility buff, though a very expensive one: The Skarlock! If you don't need him for anything else he can put CoS on something, have the relevant units move past it, and when the caster activates he can throw CoS on something else (preferably something that doesn't belong to you) which removes it from your important models.

/Lamoron

Mohsar is fun!

I grabbed Mads at the club since he never has problems facing proxy models, and our games always feel like taking a well deserved nap. Mads is very verbal about his lack of skill, but I'm sure the answer to his many defeats are found in his list construction principles instead, and his "Trolls that point" list was my favorite.


Today he was working on his Fiona list, and I asked for a 35 point game. His list was mostly what he happened to have in the bag, and it turned out like this.
Fiona the Black
- Nomad
Arcane Tempest Gun Mages (Leader and 5 Grunts)
- Arcane Tempest Gun Mage Officer
- Mule
Herne & Jonne
Lady Aiyana & Master Holt
Sea Dog Deck Gun, aka "The Cultist Cannon"
Steelhead Halberdiers (Leader and 9 Grunts)
First Mate Hawk
Master Gunner Dougal MacNaile
The Cultist Cannon has become something of a celebrity in his lists, and always performs better than expected. I will never understand why Fiona is considered a poor caster, because that feat hurts. I was fielding my Mohsar list, which will undergo some serious reconstruction but this was it.
Mohsar the Desertwalker
- Gorax
- Shadowhorn Satyr
- Warpwolf Stalker
Shifting Stones
- Stone keeper
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Tharn Bloodweavers (Leader and 5 Grunts)
Druid Wilder
Gallows Grove
Gallows Grove
Lanyssa Ryssyll
Lord of the Feast
In hindsight I should have had another Warbeast, but hindsight is always 20/20. I chose to go second again, and the standard turn one running began. The Feral is obviously a Stalker, the Stonekeeper is some old model I had that sort of looked like him, Mohsar is the Druid UA, and the Gallows Groves...

Circle deployment, can you spot the Gallows Groves?

Heavy thinking is not recommended, Mercs turn 1.
Circle turn 1
One five inch cloud isn't enough to activate prowl and grant concealment to an entire army, so I tried for some Pillars to block the Gun Mages and sent out the trees (because 5" place effects means move or be left behind). The Bloodweavers shifted to the left flank to take care of the Self Sacrificing Halberdiers (They're really really annoying). Mohsar spanked his beasts like crazy and used Maltreatment, but that Fury pool is impressive. I put Mirage on the Stalker and lined up Lanyssa to abuse Hunters Mark, but I forgot the Mule.

The Mule scored a critical hit on the first Pillar of Salt, and sent a Shifting Stone and my Shadowhorn sailing through my lines killing Lanyssa and the Swamp Gobbers as well as pushing the Shadowhorn out of range of everything: epic! Then he used his feat, killed half my Bloodweavers with Herne & Jonne, and I was facing a round of being useless.

Fionas feat is hardcore!
The Shadowhorn managed to take down Hawk despite being within feat range, but that feat is crazy and it took three Fury to kill a single two point solo. Mohsar popped CoS on the Mule since the Stalker was within range and with Primal, Warp Strength, and CoS the Mule should die anyway. I needed 2+ to hit on 1d6, and did 1d6+4 damage with every attack, which should have brought down the Mule but it didn't and the Stalker was stuck.

Gallows Groves are slowly getting there!
Lord of the Feast managed to teleport up and engage the Gun Mages but couldn't hit them since he was in feat range, and the Gallows moved forward again. Mohsar killed a couple of Gun Mages with Crevasse, but I need to find some other way of dealing with infantry. I also used my feat which did nothing at all, and ran the last three Bloodweavers to engage the Steelheads since they were out of charge range.

His turn sees the Nomad head-but the Stalker, and leaves him on 9 boxes but then Dougal MacNaile fires up his gun. He didn't even need the fourth shot to finish the Stalker, and who cares about dice -6 anyway! The Steelheads failed miserably and left two Bloodweavers alive, but Fiona managed to take down another. The Shadowhorn was down to five boxes, and my side of the board was empty as both Groves had unfortunate encounters with heavy objects, but the Shadowhorn was in range, or so I thought.


I decided to play smart for once, and Mohsar put CoS on the Nomad in case my jump would be unable to reach Fiona, and since the Nomad was parked exactly where I needed to be in order to make it, I had to settle for wrecking that instead (bugger). The Bloodweaver stripped the upkeep from the Steelheads which allowed me to clear a zone that nearly got me the win (and I was about half an inch away from winning), and the girls continue to excel. I had to tele-frag my own Wilder to get out of dodge, but I knew it was probably going to end there anyway.

Holt decided he would just go shoot Mohsar and did so. Sure Fiona took down the Shadowhorn and left the Gorax on 1 point, but Holt just walked down there and told Mohsar to go bugger himself with that stick of his, which left him on 1 box. Then Jonne shot him with a drifting AoE and it was game over. I loved the game, though it leaves me at with a negative win statistic again.
Things to consider
I need a Guardian or Watcher in the list. Mohsar is very funny, but I need a way to protect him from ranged attacks and another heavy warbeast would be lovely as well, so I'm having a hard look at the Guardian. I don't really need the Wilder with Mohsar since his control area is enormous, and the Gorax never does anything so it might as well generate some fury doing something useful. 

The Stalker is just crazy swinging at PS 22, and the Shadowhorn at PS 18 is nothing short of fantastic, so while I actually feel pKrueger is a more powerful choice with Lightning Tendrils I think me and Mohsar will become very good friends indeed.


/Lamoron

Monday, February 20, 2012

Comparing Mohsar & pKrueger

I'm working on the next chapter of the "Beginning with Cryx" series, and the Amphibious Helljack Plastic Kit made for some interesting new ideas. I also ordered Mohsar on eBay as I'm not completely satisfied with pKrueger as my Warlock, and I find myself missing some shenanigans and armor debuffs. I think my current selection of models (including what I've ordered) will do well with Mohsar, and I've been comparing him with pKrueger.
Chain Lightning Vs. Crevasse
Chain Lightning has more potential, but Mohsar actually has the Fury to cast his spells as most of his power is in upkeep spells, and he has a potential nine Fury in a round. Crevasse is also less prone to "poor dice" syndrome, but more vulnerable to good placement. I don't think I'll ever use any of them much, so I'll call that even.
Deflection Vs. Curse of Shadows
Mohsar is the clear winner here, with pKruegers ability buffing models he really shouldn't be using. Curse of Shadows also puts the Shadowhorn at PS 18 with Primal, and the ninja goat become really bloody dangerous. The ability to charge straight through a unit is also amazing with a Stalker with Mirage and Hunter's Mark on the target, going 15" straight through as long as it can draw LoS.
Lightning Tendrils Vs. Mirage
Lightning Tendrils is the winner due to positioning and electro leap, but the increase in threat range is actually larger with Mirage (0.5" inches, but still). Mirage also has defensive applications, and can increase the threat range of models that already have reach. Lightning Tendrils are still better, but not by much.
Skyborne Vs. Sands of Fate
Skyborne is the winner since the added defense puts him way above Mohsar in survivability, but the unlimited range could make for some interesting plays with teleports. SoF also allows some seriously weird turns when combined with Shifting Stones, but I think it's mostly an "oh shit" button.
Tornado Vs. Sunhammer
Right now I'd rather have Sunhammer, but when the Gallows arrive I think Tornado might see some use. It's still the only spell beyond skyborne pKrueger will be casting in a round, and it means no upkeep spells if he does, unless he feels like hanging out without transfers. Sunhammer is an upkeep spell that passively damages big scary things, and it completely prevents the problematic "1 box Molik Karn healing two and taking down your caster" problem. I'll pick Sunhammer as the winner of this one.
Storm Ravager Vs. Pillar of Salt
Yes it's a feat compared to a spell, and the spell is winning. The last two games I've blocked my opponents advance with Storm Ravager, and while Pillars can be destroyed it's going to mess up his advance a lot, and I can reposition these babies. They can also mess up charge lanes, block LoS without needing the Druids, and that's what I really need. They don't do damage, and I won't always have the Fury to put up three (rarely actually), but they'll do.
The rest
Mohsars feat is devastating against Hordes, and useful against a few Warmachine lists, but pKrueger can assassinate personally while Mohsar cannot. Mohsar has no trouble with stealth models which i think is a huge bonus when it comes to stealth models/casters. Mohsar is much weaker defensively unless he uses his pillars to block LoS, which is possible but would reduce my offensive capacity a lot. I'm looking forward to trying it out on the field when everything arrives, but I think Mohsar will give me a slight boost in power, and suit my style better with access to debuffs.

Mohsar the Desertwalker
- Gorax
- Pureblood Warpwolf
- Shadowhorn Satyr
- Warpwolf Stalker
- Warpwolf Stalker
Shifting Stones
- Stone keeper
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Tharn Bloodweavers (Leader and 5 Grunts)
Druid Wilder
Gallows Grove
Gallows Grove
Lanyssa Ryssyll

Saturday, February 18, 2012

pKrueger Vs. Siege & eMadrak

We had a lot of people cancel due to illness, and it turned into an organized game day instead of a tournament. Half my models haven't arrived, so it was another list of things I actually own. I think I'm closing in on what works with pKrueger, and a lot of these models aren't on that list.
Krueger the Stormwrath
. Gorax
. Feral Warpwolf
. Gnarlhorn Satyr
. Shadowhorn Satyr
Druids of Orboros (Leader and 5 Grunts)
- Druid of Orboros Overseer
Shifting Stones
- Stone keeper
Tharn Bloodweavers (Leader and 5 Grunts)
Blackclad Wayfarer
Druid Wilder
Lanyssa Ryssyll
Lord of the Feast
Let me first take the time to say, that while the Gnarlhorn is a frigging disaster in a pKrueger list the Shadowhorn is a dream come true. I got him last night and stayed up late to work on his pose, which was very rewarding and drew some attention. I've got a crappy picture, but he's had his arms, legs, and horns reposed.

Ninja-goat!
The first game was against the guy who spanked me with siege, but this time I had mostly useful models, though it's still a mile from being tuned. We had reinforcements and a scenario, but we never really got around to going for it.

Cygnar deployment
I won the roll and forced him to begin. After looking at the deployment types, scoring, distances, and special rules, I'm beginning to think it's an advantage to go second, but this time I just wanted to see where his Nyss Hunters would be. They took the right flank, and I was pretty sure they'd be coming through the area between the gate thingy and the rocks on the right: perfect.

Circle Deployment
All my beasts deployed across from Siege himself with the Druids out front to avoid the disaster from last time. I really have to find some way to make that cloud cover easier to handle, because it's a royal pain in the ass to set up and remove.

pKrueger, bastard...
He ran up exactly as I hoped he would, and I popped my feat to stop his entire advance. Nyss Hunters can't go through those lightning storms, and there was no going around them either. It was like removing ten points from his list and I got a few Rangers as well (there are a few proxy models in there in case you're wondering, and the Gun Mages are really Nyss Hunters).

Cloud cover engaged.
I felt confident, but as we all know confidence is something you have when you fail to comprehend every aspect of a situation, and I somehow missed Mage Sight. I know it will be better when I know what my own models can do, so I have time to consider his, but the defense wasn't entirely ineffective.

I will surviiiiiive!
Funny fact: Rangers require LoS to provide +2 to hit. Siege came out in front to catch me in his feat, which I think was game right there, but if he could take out all my Warbeasts I was screwed, but otherwise he would lose. If I were him I would have cut my losses and redeployed, giving me the initiative but keeping most of list intact, but he's a new player and got carried away with the major firepower he could bring to bear. 

Druids... well at least they did something right.
All three Warbeasts survived, mainly due to the fact that he wasn't getting his +2 to hit from the Rangers which caused some critical shots to miss, and Siege was alone with nothing but range and armor to keep him safe. The Junior Warcaster had thrown Arcane Shield on him, but the Druids pulled him forward, the Bloodweavers stripped it from him (I'm never leaving home without upkeep removal again), and the Feral slept with a full belly that night.

I messed up everything again, bunched up, blocked my own lanes, and while the Druids won me the game I think I'll try a few games without them and see how it goes. pKrueger is just some guy that puts up Lightning Tendrils and drop his feat on something, which is a little disappointing, so I swore I'd do something more with him next game, and throw some lightning on people.
Game 2
Trollbloods run by eMadrak: trouble. I've been up against eMadrak a couple of times and it rarely ends well. It was also an incredibly scary list to face with Circle, though I'd love a rematch with Terminus sometime in the future.
Madrak Ironhide, World Ender
- Troll Axer
- Mulg the Ancient
Kriel Warriors (Leader and 9 Grunts)
- 3 Kriel Warrior Caber Thrower
- Kriel Warrior Standard Bearer & Piper
Krielstone Bearer and 5 Stone Scribes
- Krielstone Stone Scribe Elder
Trollkin Long Riders (Leader and 4 Grunts)
Fell Caller Hero
Horthol, Long Rider Hero
Stone Scribe Chronicler
The Long Riders are such an amazing unit, and I knew I was up shit creek on this one. Again I got to go second, which in this case was a bad thing but mostly because of that cavalry. It was the "Incoming" scenario, but again we never really got around to it.

Brace for impact!
The Long Riders ran up 14" with Horthol right behind them, and his army followed wherever it could. I pushed up my defense, and hoped a screen of high defense druids would stop his assault short, but sadly I'd missed another little detail: boosted impact hits. I did stop his entire flank with Kruegers feat, and I must say it's a really powerful ability, but it didn't help me much.

I had so much to do that I didn't get a picture, but the Long Riders came in with boosted MAT 9 impact hits rolling my druid screen nicely, and more than a few of them managed to swing at the second line which sadly included a Shifting Stone (sigh). It wasn't as much of an disaster as I thought it would be, but Madrak charged forward after putting up Mulgs animus, forcing me to retreat with several models and making it harder to retaliate (without that move I probably would have won with some throwing action from the Shadowhorn).

I want my Gallows Groves you bastards!
I thought the Feral was in range of Madrak, and while it was unlikely to kill him it might clean up his shield, and with good dice I could do it since electro leap could take down his shield with some luck. I cleaned out the Cavalry that made it to my second line with the Bloodweavers (I love those girls so much), but I needed to pacify Mulg before going in or I'd be pulped. Looking around I noticed Lanyssa, and one critical freeze Ice Bolt later Mulg was looking mighty surprised in his little cage of ice (very funny, though I did have some backup plans).

I pulled the Gorax back to get Primal back, threw Primal (I had Tendrils from the round before) on the Feral and moved it up to kill Madrak... and was a cunt hair out of range (FUUUUCK!). I was in range of Mulg if I could take down a Long Rider blocking my LoS, so it wasn't a complete loss, but it took two hits to bring the Long Rider down, and then he made a tough check as well (I want my Gallows now!), which meant Mulg was left standing with half his boxes left. 

I had to finish Mulg or my army would be a smudge when he was done, so the Shadowhorn got Primal from the Wilder and Tendrils from Krueger, and jumped on Mulg. I love that guy, and I'm really tempted to get a second one for the list. It pulped Mulg, and got a few kills from the electro leaps as well (something the Feral also failed to do because of Tough!), and I ran up the Gnarlhorn to block the remaining Long Riders from moving down into my support, and hoped for the best.

Ouch!
I get a face full of aggressive army, and with Madraks own attacks, his feat, and the list in general my Feral died and the Shadowhorn was left with 1 box and was going to Frenzy anyway. Half the Bloodweavers die, my Shadowhorn and Gnarlhorn are knocked down, but I'm left with one chance. The Druids, Stonekeeper, and Lanyssa, tries to fry his shield but tough saves him (GALLOWS!) , and then I move up Krueger to use his famous infantry clearing abilities (and I did promise myself I'd do just that).

Chain Lightning, 1 leap, one kill. Chain Lightning, 1 leap, 1 kill. Yeah that was really impressive, and I had to use my last Fury to heal the Gnarlhorn so he could try for the assassination, which meant an all or nothing Gnarlhorn assassination run. Then I noticed that his Axer was full on Fury, which means no transfers, and I had managed to take him down to two models in his shield. The Gnarlhorn moves up, needs 6+ to hit and rolls at -2/-3 damage. He leaves Madrak at 8 hp after some really appalling dice, and Krueger dies.

Conclusion

I still have some packing to do, so I called it a day since it wasn't really a tournament and it had gotten late without time limits. I hate the Gnarlhorn. I learned quite a bit about my list, and the Shadowhorn Satyr is just the type of model I love to play. I hate the Gnarlhorn. I love the Bloodweavers and they're staying in my list. I hate the Gnarlhorn. I also believe that pKrueger is supposed to do nothing in his lists, except Cycle Lightning Tendrils and keeping safe. I hate the Gnarlhorn. The Blackclad is alright but I don't think I need him. I hate the Gnarlhorn.

I also hate the Gnarlhorn in case you missed that. I think he'll do well in my eKaya list when I get around to that, but he has no place in a pKrueger list. I messed up positioning with my Druids again, and I think I'll try something else next time. The Feral is still pretty good, but without Geomancy to cycle tendrils he takes up to many resources, and bringing a Geomancer takes up a lot of points as well.

/Lamoron