Blood and Oil Tourney Report Part 2

Last week, I put up the first half of my tournament games at BNO. This week, I’m posting the second half. I would normally have just posted them together, but between WTC prep and starting a new Uni course, I’ve had very little time to actually write. ah well. I’ll start with a reminder of the lists I took.

Khador Army – 75 / 75 points
[Theme] Legion of Steel

[Strakhov 2] Assault Kommander Strakhov [+22]
– Juggernaut [13]
– Rager [10]
Eilish Garrity, the Occultist [5]
Iron Fang Kovnik [0(4)]
Kapitan Sofya Skirova [0(5)]
Uhlan Kovnik Markov [7]
Great Bears of the Gallowswood [9]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]

Khador Army – 75 / 75 points
[Theme] Jaws of the Wolf

[Old Witch 2] Zevanna Agha, the Fate Keeper [+27]
– Juggernaut [13]
– Kodiak [13]
– Spriggan [17]
Greylord Forge Seer [0(4)]
– Behemoth [25]
Greylord Forge Seer [0(4)]
– Rager [10]
Kovnik Andrei Malakov [0(4)]
– Marauder [11]
Battle Mechaniks (min) [3]
Kayazy Eliminators [5]
Kayazy Eliminators [5]

Khador Army – 75 / 75 points
[Theme] Armored Corps

[Zerkova 1] Koldun Kommander Aleksandra Zerkova [+28]
– Marauder [11]
– Spriggan [17]
Man-O-War Kovnik [0(4)]
Ragman [4]
Kayazy Eliminators [5]
Man-O-War Bombardiers (max) [16]
– Man-O-War Bombardier Officer [0(5)]
Man-O-War Demolition Corps (max) [14]
Man-O-War Shocktroopers (max) [16]
– Man-O-War Shocktrooper Officer [0(4)]
Man-O-War Shocktroopers (max) [16]
– Man-O-War Shocktrooper Officer [4]

Round 4:

Round 4 was the last game of day 1. I get paired against Sam Derbyshire, who is running Minions. He has Rask, and a bunch of stuff that is basically irrelevant, because Rask dictates my drop here. So Pikes go down and he drops Rask. List Below:

Minion Army – 75 / 75 points
[Theme] Will Work for Food

[Rask 1] Rask [+27]
– Blackhide Wrastler [16]
– Ironback Spitter [14]
– Ironback Spitter [14]
– Gatorman Soul Slave [0(5)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [0(4)]
Dahlia Hallyr [17]
Gatorman Witch Doctor [0(4)]
Rorsh [15]
– Battle Boar [7]
Wrong Eye [17]
Swamp Gobber Bellows Crew [2]

I lose the roll off and he goes first. I pick the more open side, with the forest being close to him. Scenario is Recon 2. Terrain has a big forest in the centre, a wall in the left zone and a pond on my flag. He deploys Dahlia towards one side, with his snappers on either flank, snap jaw on the left, and the rest central. I deploy symmetrically, with the Rager on the right.

Turn 1:

He runs everything super far forward, putting out admo on to a turtle, fury onto the BB and a veil of mists out next to the forest.

I decide he’s too far forward and decide to feat turn 1. He gave me a couple of charges, so I put 2 pikes into the snake and 1 into a turtle, doing a ton of damage to the snake and leaving it on 9 boxes.  Everything else runs forward, mini-feating as they go. Quicken goes on the centre, Inviolable on the right. I mess up my positioning though, bunching up way too much.

Turn 2:

Sam spends a lot of time trying to line up a great Battle Boar turn, keeping up fury, putting out primal and giving it ghostly. He ends up abandoning that plan after realising the Counter charges will just cripple it. He ends up feating and shooting a bunch of pikes, using my bad position to get 6-7 models a shot. Counterblast goes up on everything.

I lose a bunch of pikes to corrosion. I spend the turn trying to figure out if I can get anything, and end up managing to kill the battle boar and Brine through liberal application of last stand. I jam the rest down his throat and try to protect my counter chargers.

Turn 3 onwards:

Sam cleans up a lot of my models this turn, killing the majority of my pikes. From there, things rapidly go south, with me managing to take a couple more beasts off of him, like Dahlia and Rorsch. The attrition has swung though, and I end up losing pretty much everything after eking a few CPs out.

Afterthoughts:

Really, I played this game badly. I should have backed off turn 1, should have positioned better, shouldn’t have given up so much. But I’m a derpy derper. If I don’t give him such good shots turn 2, maybe he commits a bit more and I get some counter charges off, or simply have more models for the next turn. Even better, if I back everything off and let him feat to deliver everything, then I can run and feat on his feat turn, delivering more pikes to him. Ugh, do I even play this game.

That was the end of day 1, and I made the long trek back home. After a good nights sleep and a long drive back, day 2 began, along with round 5:

Round 5:

I get paired against Dan Price this round, which is a long running joke for the 2 of us, as we always seem to play each other at tournaments. He’s running Anamag, Kallus 1 and something. I’m pretty sure he’s dropping Kallus, and drop the same thing I usually drop against him, Witch. He does drop Kallus and off we go. List below:

Legion Army – 75 / 75 points
[Theme] Primal Terrors

[Kallus 1] Kallus, Wrath of Everblight [+30]
– Blightbringer [32]
– Ammok the Truthbearer [4]
Bog Trog Mist Speaker [4]
Warmonger War Chief [5]
Blighted Ogrun Warmongers (min) [8]
– Gorag Rotteneye [0(6)]
Blighted Rotwings (max) [12]
Blighted Rotwings (max) [12]
Chosen of Everblight (max) [20]
Farrow Valkyries [8]
Hellmouth [0(6)]
Hellmouth [0(6)]

I win the roll off and go second. Scenario is Invasion. I pick the side that is more open. Terrain has a building off centre left, a big forest in the left zone, and a wall just nudging into my side of the right zone. He deploys BB centrally, with Chosen and Rotwings on left flank, Warmongers and Rotwings on the right and everything else centrally. I deploy with Behemoth, the Rager and Juggernaut on the right and the other jacks on the left. Hellmouths get placed in the right zone and behind the central house.

Turn 1:

Dan runs everything forward, putting out ignite on the Chosen.

My turn and I don’t have a huge amount to do. I move my jacks up and stay out of threat. I blind a tentacle, catching the Maw. I put up the big Windstorm and re-construct goes up onto the Kodiak. Everything else moves up, staying out of threat ranges.

Turn 2:

This is Dan’s feat turn. He jams everything forward, putting 2 chosen forward, 1 engaging the Marauder, whilst the Rotwings run forward as much as possible.

I know from experience that this is the turn that swings the game. I decide to go all in, as Dan has made some positioning errors, leaving some models out of feat, and some very bunched up. I allocate out to the Spriggan. The Marauder slams the jamming chosen away, killing it, before the Kodiak goes in on some birds and vents (which denies Incubii apparently). The Spriggan manages to kill another chosen, as well as a bird with gun shots. On the right, the stabby ladies charge and kill a bird, but flub their attack rolls and fail to kill much. Behemoth shells some birds, killing 5 and a tentacle, before missing the follow up shot (you had one job behemoth!) and damaging a Warmonger (le sigh). I the Rager guns down a bird that is out of feat, and the Juggernaut shuffles about a bit, contesting the right zone behind the wall. Witch activates, moving back and putting up the small windstorm as well as camping 2. No score.

Turn 3:

This turn sees dan get ahead a bit on attrition. Vengeance manages to clear off an Eliminator. With Windstorm being on a small bubble, he is able to get the blight bringer to actually fire at my Juggernaut, hitting and doing a couple of points. He removes it and the Eliminators between Dark Guidance and his remaining models on that side of the board. On the left, he procs re-construct between Birds and Chosen, but fails to finish it off. He moves other models up, ready for the next turn. Dan scores 1.

My turn and I’m a bit on the back foot. I have to swing pretty heavily this turn, but thankfully I still have my feat. Witch goes first, allocating out to her jacks as well putting up Windstorm, putting up BC on the Marauder, blinding the Warmonger CA and camping 2. She moves back a bit. The maruader goes in and kills a bird in the central zone, to contest it properly. The Kodiak gets fixed a bit and walks forward, venting and killing 5 birds, before throwing a Chosen at another chosen. The Spriggan finishes off the unit, mostly clearing that side of the board. On the right flank, Behemoth clears a charge lane with guns, then flubs a shot onto Gorag, failing to kill. The Rager charges into the same position the Juggernaut was, killing both Warmongers that killed the Juggernaut. I still score nothing.

Turn 4:

I have positioned Witch badly, and now it’s assassination time. Kallus moves up and, with a little range extension from Ammok, hits witch with a boosted Eruption and puts up Ignite on the Warmongers. The Blight-bringer shoots Witch (being a quarter inch from being out of shooting range). The remaining Warmongers go in, leaving Witch on 2 boxes. The only Valkyrie able to go in does so, and flubs the damage roll.

My turn and I kill kallus, him being 4 inches away from a redlined Marauder after being Scourged by Witch.

Afterthoughts:

I did not deserve that win. After the game and submission, Dan realised he forgot to add on the BB aura to the Warmongers damage, which would have killed me. I had multiple ways I could have prevented the run as well, including just being further back. Ugh, performing poorly this tournament.

Round 6:

This round I get Michael Would, running Menoth. He has Thyra, HR and something I can’t remember. I’m assuming he’s dropping High Reclaimer here, so I decide to drop Witch to see how it holds up into double Judicator. He drops Thyra, which surprises me, but should be fine. List below:

Protectorate Army – 75 / 75 points
[Theme] Exemplar Interdiction

[Thyra 1] Thyra, Flame of Sorrow [+29]
– Blood of Martyrs [16]
– Fire of Salvation [14]
– Hierophant [0(3)]
Anastasia di Bray [3]
Exemplar Warder [0(5)]
Exemplar Warder Elias Gade [5]
High Exemplar Gravus [8]
Vassal of Menoth [0(3)]
Vassal of Menoth [3]
Wrack [1]
Wrack [1]
Choir of Menoth (min) [4]
Exemplar Errants (max) [16]
– Exemplar Errant Officer & Standard [4]
Exemplar Vengers (max) [20]
Visgoth Juviah Rhoven & Honor Guard [9]

I lose the roll off and go second. Scenario was Standoff. I pick the side that is more open. Terrain has a house in the centre of the table, a bunch of forests on his left flank, a wall in my zone and a hill by my right flank. He deploys Thyra centrally, along with most of his solos. The right flank is taken by Blood of Martyrs and Vengers, and the right flank by Fire of Salvation and Errants. Anastasia can’t ambush and so is deployed central left. I deploy Witch centrally, with Behemoth, the Juggernaut and Rager on the right, and the rest on the left.

Turn 1:

My opponent runs everything forward, putting out Occultation on Blood, Gates of Death on Thyra and Silence of Death on the Errants.

My turn and have some options. Behemoth gets 2 focus and guns down a Venger, hitting a second one and failing to kill. The rest of the jacks move up, with Reconstruct going up on the Juggernaut and Windstorm being big bubbled. The Juggernaut moves into threat range of one Venger, giving him more charges if he feats. I move my Eliminators up a bit, staying out of threat range of everything.

Turn 2:

My opponent spends some time considering. He measures to see if he can get Thyra to Witch, but is a half inch out. He sends in the single Venger that has range, doing some damage, whilst the rest run to my flank. He decides not to go all in on the left side and re-positions to the edges of the left zone. His solos move up, Anastasia running forward next to the central building. His jacks move up a bit, and Thyra hangs out behind her building.

My turn and I’m in a good position. I can finish off the Vengers, and start in on the Errants, without losing jacks to Fire or Blood. Just before I start moving, I spot an assassination vector, that involves bouncing Blood off my objective twice. I put the Kodiak in the way and move Witch over. 2 Elims get boundless charge, and Windstorm goes up on the small bubble. I kill all of the Vengers between the Juggernaut, Behemoth and right hand Eliminators. The Spriggan guns down an Errant that is out of the Hand of Vengeance range of Fire and everything else shuffles, with an Eliminator running into his zone. I score 1…… put have forgotten one of Anastasias abilities.

Turn 3:

My opponent starts the turn pondering the assassination run. He spends about 15 minutes figuring it out, but eventually realises that Anastasia is within advance and Espionage range. This gives Thyra an advance, which in turn gets her onto Witch, killing her easily.

Afterthoughts:

I tilted pretty hard after this match (though I tried not to take it out on my opponent). Counting after the game, I had 6 ways of dealing with Anastasia that I could have used and still had the same turn with afterwards. Arrrrrggggghhhh!

After I had 5 minutes cooling down, I went back and apologised to my opponent. He was fine with it, thankfully and we spent some time discussing the match up. We both felt I was in a commanding position, and if he doesn’t assassinate that turn he probably loses in the next couple of turns. Alas, I am a derp.

That was the end of the event. Being somewhat demoralised, and faced with a long drive back, I headed out before the awards. Amusingly, I actually won best in Khador (which was claimed in my stead by Jon “Barry” Williams). My terrible play this tournament non withstanding, Blood and Oil was a great event. It has a pretty storied legacy in England, and is always a great time. Next up will be WTC, so those of you who are following this weekend, keep an eye out for me and my team, England Knights. I’m hoping we’ll do well.

For the Motherland!

Cheers to Jon “Je Pense, donc je suis Barry” Williams for proof reading. Check out his blog at http://tobarry.blogspot.co.uk.

 

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Blood and Oil Tournament report, part 1

Last weekend I travelled down to Leicester  to attend Blood and Oil, an annual tournament run by the Leicester Phat Cats that’s always good. I went down with the hope of getting some quality WTC practice, hopefully playing into some of the newer lists that are tearing up the meta at the moment. BNO is a 3 list event, with D&C 1, though only a requirement to play 2 of your lists. I ended up taking 3 lists, my usual pairing of Witch and Strakhov, and also a Zerkova 1 list in Armoured Corp. Lists below:

Khador Army – 75 / 75 points
[Theme] Legion of Steel

[Strakhov 2] Assault Kommander Strakhov [+22]
– Juggernaut [13]
– Rager [10]
Eilish Garrity, the Occultist [5]
Iron Fang Kovnik [0(4)]
Kapitan Sofya Skirova [0(5)]
Uhlan Kovnik Markov [7]
Great Bears of the Gallowswood [9]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]

Khador Army – 75 / 75 points
[Theme] Jaws of the Wolf

[Old Witch 2] Zevanna Agha, the Fate Keeper [+27]
– Juggernaut [13]
– Kodiak [13]
– Spriggan [17]
Greylord Forge Seer [0(4)]
– Behemoth [25]
Greylord Forge Seer [0(4)]
– Rager [10]
Kovnik Andrei Malakov [0(4)]
– Marauder [11]
Battle Mechaniks (min) [3]
Kayazy Eliminators [5]
Kayazy Eliminators [5]

Khador Army – 75 / 75 points
[Theme] Armored Corps

[Zerkova 1] Koldun Kommander Aleksandra Zerkova [+28]
– Marauder [11]
– Spriggan [17]
Man-O-War Kovnik [0(4)]
Ragman [4]
Kayazy Eliminators [5]
Man-O-War Bombardiers (max) [16]
– Man-O-War Bombardier Officer [0(5)]
Man-O-War Demolition Corps (max) [14]
Man-O-War Shocktroopers (max) [16]
– Man-O-War Shocktrooper Officer [0(4)]
Man-O-War Shocktroopers (max) [16]
– Man-O-War Shocktrooper Officer [4]

Round 1:

First round has me paired against Dan Ford, a local from Walsall. He’s playing Skorne and has Xerxis 2 Drakes and Rasheth Winds. Windstorm is pretty terrible for Rasheth, so I’m expecting Xerxis. I drop Witch and get Xerxis in return. List below:

Skorne Army – 75 / 75 points
[Theme] Imperial Warhost

[Xerxis 2] Xerxis, Fury of Halaak [+28]
– Archidon [10]
– Basilisk Drake [8]
– Basilisk Drake [8]
– Basilisk Drake [8]
– Basilisk Drake [8]
– Basilisk Drake [8]
– Basilisk Drake [8]
– Basilisk Krea [0(7)]
– Basilisk Krea [0(7)]
– Basilisk Krea [0(7)]
Swamp Gobber Chef [1]
Paingiver Beast Handlers (min) [5]
Paingiver Beast Handlers (min) [5]
Siege Animantarax [17]
Siege Animantarax [17]

I win the roll off (which is big) and go first. Scenario is Mirage. Terrain has a big forest in the centre of the board, a couple of hills and a wall outside my deployment zone. I deploy centrally, with Juggernaut, Marauder and Kodiak on the left, the others on the right. Dan deploys a turtle on each flank with Xerxis and the battle group in the centre.

Turn 1:

Re-construct goes up on the Kodiak and everything runs forward.

Dan flanks on either side with the turtles. staying out of Behemoths advance and shoot threat. He puts up Rapport on the Archidon, and whips a bunch of rage tokens onto the turtles.

Turn 2:

My main goal this turn is to stay out of turtle range and deny Dan more than 1 jack per spray. To that end, the Marauder gets redline and runs into the crook of the central wood, staying 3 inches in to threaten Xerxis. The rest spreads out. Witch camps a bunch of focus and shuffles a bit to stay out of threat range.

Dan decides to try for a big attrition swing. He measures out and decides he can get 2 Drake sprays and xerxis onto the Marauder. He does, feating when Xerxis goes in, but fails to kill the Marauder. Unfortunately, he has no other attacks on the Maruader, and tries to gum me up enough to stop me from killing Xerxis, with Turtles trampling forward and putting chip damage onto a couple of jacks. Dan scores 2 on his flag and zone.

Turn 3:

Xerxis is basically dead at this point. I feat with Witch, blind Xerxis, allocate out a bunch and Curse one of the turtles. I manage to kill both Turtles, before having the Marauder and Behemoth kill Xerxis.

Victory for the Motherland.

Afterthoughts:

We discussed it afterwards, and Dan can make a pretty good game of this. If he goes first it’s even better. He overestimated Xerxis killing power without Ignite, and paid the price for it, but if he just plays keep away with the turtles and just trades with Drakes, he can probably make a game of it.

Round 2:

Next round and I get Mark Ellis, a mercs player. He’s running Bart, Ossrum and Magnus. I’m kind of at a loss for what to drop, but decide that Zerkova is probably the correct drop here. Mark drops Ossrum and off we go. List Below:

Mercenary Army – 75 / 75 points
[Theme] The Irregulars

[Ossrum 1] General Ossrum [+28]
– Grundback Blaster [6]
– Grundback Blaster [6]
– Grundback Blaster [6]
– Grundback Blaster [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
Alten Ashley [0(6)]
Anastasia di Bray [0(3)]
Eiryss, Mage Hunter of Ios [0(7)]
Kell Bailoch [0(5)]
Horgenhold Artillery Corps [6]
Horgenhold Artillery Corps [6]
Kayazy Eliminators [5]
Lynus Wesselbaum & Edrea Lloryrr [5]
Sea Dog Deck Gun [3]

He wins the roll and goes first. Scenario is Spread the Net. I pick the side with a forest closer to my side of the board. Terrain has 2 central forests, a burning earth on the left side of the centre zone, a wall near my flag and rubble on his side of the board. He deploys the Artillery centrally and bunnies every damn where. I put Shockies on either flank, Zerkova near the wall and the Demo corp and Bombardiers central. All the MOW advance move.

Turn 1:

Mark runs everything forward, with his AD solos bunched up in his forest. Bullet Dodger goes on Eyriss, Snipe on the Deck gun and energiser gets cast.

I start my turn and am looking to protect as much as I can with clouds. I advance up the Bombardiers and drift a bunch of shots on his solos, getting pretty lucky on the drifts. By the last shot, I have managed to kill Eyriss with blast damage. The Shockies shield wall and the jacks run up. I advance Zerkova to just behind the wall, not quite being completely behind it, and put up 3 clouds to protect my bombardiers.

Turn 2:

Mark spends a lot of time this turn figuring out his assassination run. He does some measuring and decides he can’t get any sprays onto Zerkova due to reach infantry, but that he can get some shots onto her without cover, due to her not being completely behind the wall. Anastasia ambushes in. He manages to get Lynus and Edrea forward enough to hit a bunny that ran into position and disperses 2 clouds, giving a hole to shoot Zerkova. He engages the assassination run and manages to finish it through 2 focus with the last attack from Anastasia taking the last 2 boxes. Wamp-wamp.

Afterthoughts:

Talking through the match up afterwards, Zerkova MOW feels good in this match up due to MOW being hard for bunnies to kill. If I feat first turn, have the clouds slightly further back, or even just stand completely behind the wall, Zerkova survives pretty trivially (Bunnies need a 13 to hit her behind a wall and the 2 shots that did the most damage rolled less than that to hit). After that, I end up grinding him down.

Round 3:

This round I have Ben de Bosdari. One of the WTC players on team Roses, he’s running Menoth. He has High Reclaimer, Harbinger and something else I can’t remember. This is actually a great opportunity for me, as I’m interested in seeing how the new Judicator performs into Witch. He drops HR and I drop Witch. Lists below:

Protectorate Army – 75 / 75 points
[Theme] Exemplar Interdiction

[High Reclaimer 1] The High Reclaimer [+32]
– Judicator [34]
Exemplar Bastion Seneschal [0(5)]
Knights Exemplar Seneschal [0(5)]
Choir of Menoth (min) [4]
Exemplar Cinerators (max) [13]
– Exemplar Cinerator Officer [0(5)]
Exemplar Errants (min) [10]
– Exemplar Errant Officer & Standard [4]
Exemplar Vengers (max) [20]
Knights Exemplar [9]
– Knights Exemplar Officer [4]
Visgoth Juviah Rhoven & Honor Guard [9]

I lose the roll off and go second. I pick the more open side. Scenario is the Pit 2. Terrain has a big forest in the centre of the board, a hill on my left flank and a wall in my zone. He deploys his vengers on his right flank along with his Knights, with his Judicator and the Cinerators on the left flank. I deploy Witch centrally, with Behemoth, the rager and Kodiak on the right, and the rest on the left. He ADs the errants centrally.

Turn 1:

Ben gets HOF onto the Judicator, and everything runs, pushing as far forward as possible, whilst the Vengers stay out of Behemoth shooting range.

My turn and I have some choices to make. Re-construct goes out on the Kodiak, and Witch kicks up a big Windstorm. I run the Juggernaut and Marauder onto my nearby hill, with the Juggernaut in advance and shoot range of the Judicator under Windstormm, but not the Marauder. The Spriggan tramples forwards and manages to shoot down an Errant. The right flanking jacks just run, with me planning to put the Kodiak in charge range of some vengers, and not wanting to proc battle driven with a drift. The Ladies of Stab (Elims) just move up and stay near the front lines. Red line gets put out and I pass turn.

Turn 2:

Ben opens the turn by allocating fully to the Judicator. It advances sideways to get out of the Windstorm and unloads 2 rockets onto the Marauder, rolling very poorly on the damage and doing minimal damage (around 8 I think). He shield walls his cinerators and toes one into his zone. In the centre, the errants press forward, getting a couple of charges off and dinging the Kodiak and Spriggan. The Vengers follow, with 2 going in on the Kodiak, and the rest arraying themselves. Knights run forward, also arraying themselves and the KES toes into the corner of my zone. His solos shuffle round a bit, and Ben passes turn.

I spend some time in the think tank this turn. I have an opportunity to score 3 points here, which, on Pit 2, is a big swing this early on. I decide to go for it and allocate nothing. Witch goes first, feating. She boundless charges an eliminator from each unit, the maruader and juggernaut before cursing the Vengers with shadows and blinding a bunch of models. Elims on the left activate next and charge in to clear off the errants gumming me up. The Kodiak goes next and charges through the Cursed Vengers, hitting the KES twice and throwing him at a Knight, killing them both (the KES has a lie down). The Spriggan goes in and murders 2 horses with his initials, and Behemoth gets 2 focus and cleans up some more Vengers (leaving 1 that is blind). On the left flank, the Juggernaut charges Ben’s objective, killing it with the bought attack, before the Marauder goes in and combo smites the Cinerator in the zone, killing it and knocking down his friend behind him. The other Elims go in and clean up some more Knights. I pass turn and score 3.

Turn 3:

Ben feats this turn. The Judicator gets focus first and murders both of my jacks, after some Vengeance and Cinerator attacks soften them up. HR feats back a bunch of horses and Knights, before cycling HOF to the Vengers. Errants charge in, dinging up the Kodiak and Spriggan. Then, Knights pop mini feat and charge my Kodiak, they kill it, proccing Re-construct, which gets placed right in the charge path of the Vengers. Having activated pretty much everything else at this point, he has to charge the Vengers into the Kodiak, with one getting a line past to charge Behemoth. He manages to kill a couple of my Elims with random solos. He ends up contesting my zone with the KES again, scoring 1.

My turn and things could be worse. I could have lost 4 jacks last turn. I upkeep Curse, and allocate out to the Spriggan. Witch goes first, declaring minus 1 spell cost and putting up Re-construct on the Spriggan, before blinding a pocket of dudes around a Venger (including the Bastion Seneschal and UA for the Knights, before moving back and camping 2. I spend the rest of the turn cleaning up as much stuff as possible, killing the rest of the Vengers, Knights, errants and bulldozing the KES out of the zone. I kill him last, with an Eliminator charge. Malakov charges a horse and kills it, ending up in the central zone. I end up contesting with a Mechanic, with the Rager making his way over. End of the turn and I score 1, maintaining my lead.

Turn 4:

This turn Ben spends trying to get stuff into position mainly. The Cinerators charge my Mechanic and Mini feat to get around the forest for the next turn. The Judicator walks up behind them and guns down a couple of Mechanics as well as putting a few boxes on the Rager, killing Malakov with the same spray. On the right flank, he manages to run a couple of solos into my zone, contesting it for another turn, but most of his pieces are either blind or badly positioned to attack my jacks. He scores 1.

This turn I’m going to struggle to contest his zone, but reason that it’s probably possible. I end up managing with a Curse of shadows from Witch onto the blocking Cinerators. The Rager charges through and swings on the Judicator, doing some chip damage, but also contesting. On the right flank, the Spriggan and Behemoth continue cleaning up models, whilst Witch has blinded the front rank of Cinerators (no vengeance for them due to no damage), leaving Ben with not much left to contest with. I score 1, with the score being 5-2 at this point.

Turn 5:

Ben pummels the Rager to death, but ends up clocking this turn. After some discussion, we both agree I probably win at the end of turn 7 anyway. He has 2 more turns to try and make up a 3 point lead, and will have lost the ability to contest at all by that point.

Victory for the Motherland!

Afterthoughts:

Judicators are scary….

Having played it now, the single Judicator build is definitely scarier to me than the double Judicator builds. Windstorm doesn’t stop them from shooting, but means that they have to be within 10 inches to get any shots off, which is also my charge range. Combined with the Marauder having a further threat range, and Windstorm keeping my support models safe from deviations, it’s just not a great look. They can absolutely shoot 1-2 jacks off the table a turn, but then probably die. The single Judicator lists kinda force witch to try and stay safe, due to threats from Vengers and other stuff. Overall, feels fine for Witch.

 

Normally, I’d do the whole tourney in one post, but this week has been exhausting between WTC prep and starting Uni. So I’ll leave this here and post the next half on the 14th. Hopefully, the week after will be WTC reports.

Cheers to Jon “420 Barry it” Williams for proof reading services. Check out his blog at http://tobarry.blogspot.co.uk.

UKISS Midlands Finals

This was supposed to come out last week (the 24th), but due to me being on holiday, I didn’t get it finished in time. I’ve pondered doing a make up post, but just decided to accept the skip.

Sunday the 12th, we held the Midlands regional finals for the UK and Ireland Super series at Powerfist. We had 16 finalists who qualified from 4 different events, with the top 4 qualifying for the national finals. UKISS has been a really positive experience, with this being the first year it’s been run. It’s goal of promoting travel between local metas and having more steamrollers is a worthy one, and has been pretty successful in my opinion.

I qualified for regional finals at the first midlands UKISS event, held at Powerfist ages ago, and was excited to qualify and represent my region at the larger national event later this year. I took my usual lists, due to it being close to WTC and wanting more practice. The field was tough, with a lot of very good players turning up. Lists below:

Khador Army – 75 / 75 points
[Theme] Legion of Steel

[Strakhov 2] Assault Kommander Strakhov [+22]
– Juggernaut [13]
– Rager [10]
Eilish Garrity, the Occultist [5]
Iron Fang Kovnik [0(4)]
Kapitan Sofya Skirova [0(5)]
Uhlan Kovnik Markov [7]
Great Bears of the Gallowswood [9]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]

Khador Army – 75 / 75 points
[Theme] Jaws of the Wolf

[Old Witch 2] Zevanna Agha, the Fate Keeper [+27]
– Juggernaut [13]
– Kodiak [13]
– Spriggan [17]
Greylord Forge Seer [0(4)]
– Behemoth [25]
Greylord Forge Seer [0(4)]
– Rager [10]
Kovnik Andrei Malakov [0(4)]
– Marauder [11]
Battle Mechaniks (min) [3]
Kayazy Eliminators [5]
Kayazy Eliminators [5]

Round 1:

My first round was supposed to be against Matthew Goligher, but due to some car troubles, he didn’t arrive until just after the first round. As he was traveling with Mark David, I got paired against Marks opponent, Dan Price. As a regular at the club, I’ve played dan a bunch. He was running Kallus 1 in PT and Saeryn in Oracles. I opted for Witch, due to general messing up of Legion stuff, and he dropped Kallus. His list below:

Legion Army – 75 / 75 points
[Theme] Primal Terrors

[Kallus 1] Kallus, Wrath of Everblight [+30]
– Blightbringer [32]
– Ammok the Truthbearer [4]
Bog Trog Mist Speaker [4]
Warmonger War Chief [5]
Blighted Ogrun Warmongers (min) [8]
– Gorag Rotteneye [0(6)]
Blighted Rotwings (max) [12]
Blighted Rotwings (max) [12]
Chosen of Everblight (max) [20]
Farrow Valkyries [8]
Hellmouth [0(6)]
Hellmouth [0(6)]

I lost the roll off and went second. I picked the more open side of the table. Scenario was Spread the Net. Terrain had a big house in the centre, a forest in Dans zone and mine, as well as rubble on both flags. He deployed Chosen on the right flank, with the Mist Speaker, Warmongers and rot wings centre right, Blight bringer centre left and rot wings on the left flank. On my side, Witch goes in the centre, with Spriggan, Juggernaut, Rager and Behe on the right flank, and the other 2 jacks on the left. Eliminators go on either flank. Dan deploys a hellmouth on either side of the central house.

Turn 1:

Dan runs everything forward, keeping out of range of my various guns and getting an eruption cloud out on a tentacle to block LOS.

I get reconstruct out on the Spriggan as well as putting up the big Windstorm, and everything moves up, staying out of drag range. Behemoth drifts an AOE, managing to kill a couple of Rot Wings. The Elims charge the 2 tentacles he has put forward, spreading out somewhat with their side steps. I put the Juggernaut into my zone, in charge range of 2 Chosen.

Turn 2:

Dan feats this turn, jamming everything into my face. Ignite goes on the Chosen, and they charge, putting some damage onto the Juggy, before repoing back into the feat range. He moves a tentacle up near the left elims, and then shoots it with the Blightbringer, but rolls badly on blast and doesn’t kill either. He does manage to clear them both with lucky attack rolls from tentacles though. He puts the Chieftain on his flag, and gets the blightbringer into his zone.

My turn, and it’s pretty clearly feat turn. Even if I just end up giving him a weight of Incubi, Windstorm makes it difficult to leverage the Blightbringer and Ignite loses efficiencyy. Witch goes first and feats, fully fueling all 3 jacks. I drop curse of shadows onto the chosen, blind a bunch of rot wings on the left flank, and camp 1. Behemoth gets 2 focus and blows up a bunch of chosen, killing 3 of them and a bunch of rot wings and incubi, as well as forcing a tough on a Warmonger. The Juggy goes in and finishes the Chosen. The Elims on the right activate and stab birds, contesting his flag. The Spriggan manages to kill 2 Warmongers and a incubi, but can’t quite manage the unboosted 10 to finish the last incubi in the zone. On the left, the Marauder murders a bunch of birds who aren’t blind, and Malakov runs to the flag. The Kodiak finishes off some more birds and the Incubi that a pop out. We both score 1.

Turn 3

Dan starts this turn on the right flank. He drags in the Spriggan and kills it between Ignited tentacles and the Warmongers, despite the Re-construct. The Warmongers also manage to kill both Eliminators. The Rot Wings go in on the Juggernaut but totally bounce off, whilst the Incubii punch the Rager a bit, doing some chip damage. The War Chief charges in as well, doing very little to the juggernaut, and an Incubii gets onto the flag. On the left flank, Dan moves the BB up to shoot the Marauder, but misses a boosted 9 (due to the maruader being engaged with an Incubii) and drifts back onto his birds, killing all but 1 blind one. The hellmouth contests, as well as taking a swing at Malakov, which misses. The remaining Rotwings charge Malakov, failing to hit. Dan scores 2.

My turn, and it’s pretty much clean up at this point. Witch allocates 2 to the juggernaut, and charges the Rotwing next to Malakov, kicking it and an incubii to death, and getting Curse onto the Blight Bringer. The fully loaded Marauder gets Redline and goes into the BB (after being cleared off by the Kodiak), and kills it (dice plus 1 on weapon master attacks with a free charge will do that). On the right, the Forge Seers clear out some of the rot wings with a Hoarfrost and an Empower on Behe. Behe aims and gets Strike True and kills the last 2 Rotwings who are contesting the corners of the zone. The Juggernaut tramples the last 2 small bases in the zone, contesting at the same time. The Rager murders some dudes with Strike True. Malakov aims and murders the last contesting bird. I score 3, as I am controlling his zone with the Marauder.

After this, the game is pretty much over, with Dan managing to eke out a couple of points and killing another jack. I end up winning on scenario, with Witch ending up running into Dans zone.

Afterthoughts:

Primal Terrors is tearing up the meta at the moment, and it’s not hard to see why. It hits hard, accurately and has a bunch of in built tricks. Kallus doesn’t feel like the hardest version, but is tricky between the feat and large numbers of models. Thankfully, Witch was the right drop here, and Spread is a decent scenario, as I can consistently score defensively and stay away from Hellmouths and have the accuracy and weight of attacks to deal with feat and number of models.

Round 2:

Second round and I’m paired against Andy Gerrard, who I’ve played fairly often at tournaments. In past tourney reports, I have not posted WTC players games, but due to list submission happening before this goes live, I feel pretty safe posting lists and detail. He has Kolgrimma in Storm and Grim 1 in POD. I’m not massively happy about Strakhov into Kolgrimma and the Scenario is Pit 2, so I feel pretty happy with Witch. Andy drops Grim, and off we go. Lists Below:

Trollbloods Army – 75 / 75 points
[Theme] The Power of Dhunia

[Grim 1] Grim Angus [+29]
– Dire Troll Brawler [16]
– Dire Troll Mauler [15]
– Earthborn Dire Troll [14]
– Mulg the Ancient [22]
– Troll Axer [10]
– Troll Basher [7]
– Trollkin Runebearer [0(5)]
Troll Whelps [0(4)]
Troll Whelps [0(4)]
Farrow Valkyries [8]
Krielstone Bearer & Stone Scribes (max) [9]
– Stone Scribe Elder [3]

I lose the roll off and go second. Scenario is Pit 2. I pick the side that is more open. Terrain has a big house in the centre, as well as a forest on the left flank and a rubble patch on Andys side of the right zone. He deploys centrally, with the Brawler, Axer and Earthborn on the left flank and Mulg, Mauler and Basher on the right flank. I deploy Behemoth, the Rager and Spriggan on the right flank and the other 3 jacks on the left.

Turn 1:

Andy runs everything straight forward, putting out Rush to get the Brawler and Mulg further up.

I move everything up, putting up the big Windstorm. I move the Marauder and Rager out wide, as well as running the Elims out wide as well.

Turn 2:

Andy moves grim up this turn and feats, catching everything but the Elims and Marauder. He pushes his beasts forward, trampling the Brawler through the forest and putting some damage onto the Kodiak.

My turn, and I’m aiming to murder as much as I can. I do some measuring and realise I can get 2 aimed shots from Behemoth, the Rager and 2 Elims onto the Mauler. On the other flank, I have sadly put the Marauder about half an inch too far away from Witch for her to get Boundless charge out, as otherwise, the Marauder could have charged the Earthborn (which would have been worth feat). I manage to get the Kodiak onto the Brawler, doing a surprising amount of damage for dice off 4, and failing to throw it away due to a terrible strength check roll. The Mauler goes down to 2 shots and the charging Rager, and I enter oh god not the face mode, blocking off as much as I can to stop any Troll beasts getting onto Witch. The Elims on the right charge the Basher, doing some damage, and the Elims on the left try to block in the Earthborn.

Turn 3:

Losing the Mauler is a big swing, as it takes Rage off the table. Andy spends some time thinking, before swinging in with as much as possible. The Axer charges and manages to clear an Elim on the left, before the Earthborn and Brawler go in, killing the Kodiak, and dinging up the Marauder a bit. The Pig ladies go in and fail to kill an Elim. On the right, Grim moves up and knocks down Behemoth, before Mulg walks up and murders the Rager. The Basher manages to kill an Elim. Still no score.

My turn, and I feat this turn. I get Curse out onto the Earthborn, and load up both the Juggy and the Spriggan. I blind Mulg, and move Witch back. Behemoth gets 2 focus and stand up, shooting at Mulg. I fail to damage the first time, and do the second, which Mulg uses to move forward and hit the Spriggan. The Spriggan activates, and charges, eventually leaving Mulg on 3 boxes. The Elim charges Mulg, hitting and doing a point, before side stepping and stabbing a Whelp to death. On the left, I manage to take down both heavies, but miss the Axer twice. Still no score.

Turn 4:

Mulg punchifies the Spriggan, triggering Re-construct. Grim knocks down Behemoth again, after taking a free strike and getting into the right zone. The axer hacks at the Marauder a bit and the Basher manages to kill the objective. The stone runs/charges and gets into the zone. Andy scores 2.

I mess up positioning this turn, as well as some other things. The Mechaniks manage to fix up the Spriggan a bit. Behemoth gets focus and stands up, shooting the Stone twice. The Eliminator in the centre goes in on the stone, stabbing it twice and removing the aura. The Spriggan goes in, but the retaliatory strike re cripples the Cortex, meaning I don’t finish Mulg. On the left flank, I have forgotten to allocate to the maruader and fail to kill the Axer. I do manage to damage the objective, and contest with the Spriggan. Re-construct goes back on the Spriggan and Witch continues moving the left, with the Juggernaut and Marauder killing the Valkyries.

Turn 5:

Andy manages to clear the Spriggan out and knocks down Behe again. He kills the last Eliminator and scores the right zone again. 3-0

My turn and I manage to kill the Axer this turn. Witch charges the objective and kicks it to death. I fail to contest, but score 2. 4-2

Turn 6:

Again, Andy manages to clear the zone and charges the Basher into Behemoth. He manages to contest with a stone member. 5-2

I kill the rest of the stone, and kill the Basher with Behemoth. I kill all members of the stone and contest with a Forge Seer. 5-3

Turn 7:

Andy clears his zone one last time, managing to get 2, but does not manage to contest. 6-4.

Mulg is the only non Warlock model that Andy has left, and he’s not in the central zone. I manage to score the central zone and the left, whilst contest the right zone. Final score is 6 all, and I win on army points.

Afterthoughts:

This is much harder on a live scenario. Grims feat is very hard on Khador jacks, which ended up being just a delivery feat in this game. Getting around this means playing wide, and forcing Grim to choose what he wants to feat on. Managing to get the Mauler early was a big swing. This feels like an alright match up, but my positioning was awful mid game. If it’s better, then Mulg goes down earlier and doesn’t end up taking out a jack a turn.

Round 3:

Round 3 and I’m paired against Ben Hampshire, a fellow Knights player. He’s running OW3 DM and Dreamer DM. I’m fairly certain I’m dropping Strakhov, and he ends up dropping Witch. Lists below:

Grymkin Army – 75 / 75 points
[Theme] Dark Menagerie

[Old Witch 3] Zevanna Agha, the Fate Keeper [+27]
– Cage Rager [14]
– Cage Rager [14]
– Crabbit [0(n/a)]
– Frightmare [9]
– Gorehound [6]
– Rattler [8]
– Rattler [8]
– Skin & Moans [15]
– Skin & Moans [15]
Gremlin Swarm [0(3)]
Gremlin Swarm [0(3)]
Gremlin Swarm [0(3)]
Gremlin Swarm [0(3)]
Death Knell [13]

I lose the roll off and go first. Scenario is Standoff. Terrain has a big forest in the centre of the table, and one near the back left of my zone, as well as rubble in Bens zone. I deploy symmetrically, with Strakhov centre left. Ben deploys Witch centre, Gorehound, Rattler and Skin and Moans on the left flank, aand everything else on the right. I advance move up the left flank.

Turn 1:

Last Stand and Quicken get put out, and everything runs up.

Ben moves everything up carefully, staying out of last stand charge ranges. He gets Respawn out onto his central skin and moans. His Gorehound flanks hard.

Turn 2:

I make a random pikeman magical on the left flank. I spend most of this turn re positioning somewhat. I send in a single magic pikeman with a re-roll to kill a gremlin swarm after cycling quicken over to the left flank.

Ben spends this turn denying me as many resources as possible. He kills the pike i sent in for a corpse, and has one of his Cage Ragers move up to within 8 of 2 sets of 2 pikes that are out of the Kovniks command. He scourges both pods down and blinds a set of 4 pikes. The Frightmare moves up and corrodes 4 pikes, killing 2 in the process. Everything else shuffles about a bit and he gets a Swarm into my zone, scoring 1.

Turn 3:

Despite the denial plays, this has to be go time. I put a bunch of last standed pikes into his lines, killing a Frightmare, damaging the respawning Skin and front Rager. Sophia gets into his zone, helping to kill the Frightmare. The Rager moves up and shoots at the damaged Rager, and the left flank goes in, damaging the objective and spreading out. Strak cycles quicken onto himself and moves up to finish the knocked down Rager. Feat goes up and the last unit (with Magic Pikeman!) clear my zone. I score 1, equalising.

Ben mops up this turn. He beatbacks Sophia out of the zone with the second Rager, clears the right zone with a Rattler and clears out his central zone. He eats a corpse on his central Skin and Moans to heal missing aspects, but can’t force to stand up due to spirit being out. He has some order of activation problems and has to put the death knell too far forward, scoring 1 after contesting with a bunny.

Turn 4:

Its this turn that I realise the mistake I’ve made. I should have been gunning for scenario this whole game. Unfortunately I can’t shift gears now, as it’s too late and my pieces are out of position. I continue to grind though. My Rager gets last stand and a bunch of focus and goes into the Cage Rager, killing it. 4 Pikes charge the death knell and spike ridiculously, finishing it with some help from Strakhov shooting. I do some more damage elsewhere and run the Juggernaut into his zone. I score 1.

Ben spends this turn finsihing off my ability to attrition. Markov goes down to a Skin and Moans, a bunch of pikes die and the Re-spawning skin kills the Juggernaut with help from boundless and curse of shadows. Ben scores another 1 this turn.

Turn 5:

From here, I try to kill what I can, but the game is basically over with. I manage to inflict about 12 boxes on Witch with a couple of shots, but come up short. I concede afterwards.

Afterthoughts:

As I mentioned above, I should have been playing this game for scenario. Into Dreamer, attrition is likely the correct strategy, as the usual Dreamer lists have little in the way of threat projection, especially with Eilish in the list. Against Witch, with her denial and control abilities, attrition is less of an option. On the other hand, with no access to Hat Trick, the ability for Witch to contest long term is much worse than Strakhovs, which means I should probably aim to go second and clear zones.

Round 4:

Final round and I’m paired against James Moring, a Legion player. He’s running Saeryn and something I can’t remember, as he dropped Saeryn. He has no Mist Speaker and double throne, which is Witch’s dream scenario, so down she goes. His list below:

Legion Army – 75 / 75 points
[Theme] Oracles of Annihilation

[Saeryn 1] Saeryn, Omen of Everblight [+28]
– Carnivean [18]
– Carnivean [18]
– Naga Nightlurker [8]
– Zuriel [18]
– Succubus [0(4)]
Blighted Nyss Sorceress & Hellion [0(6)]
The Forsaken [0(4)]
Blackfrost Shard [9]
Throne of Everblight [16]
Throne of Everblight [16]

James wins the roll and goes first. Scenario is Mirage. I pick the more open side. Terrain has 2 forests on his side of the table, a wall in my zone and a big house between the centre and right flags. He deploys his beasts on the left flank as well as a Throne, and everything else goes on the right. I deploy Juggernaut and Marauder on the right, and then everything else on the left.

Turn 1:

Everything runs as far as it can. Nuff said!

I move up carefully, staying out of threat ranges. Behemoth gets some focus and drifts some AOEs and manages to kill one of the BFS. The Eliminators stay out of threat of anything, Re-construct goes up on the Spriggan and Witch camps aggressively as it is difficult to keep her out of range of 3 assaulting sprays.

Turn 2:

James deploys operation “Tasty Jam”. Assaults in with all 3 beasts, doing some damage to some of my jacks. He feats with Saeryn and puts down a Blight Burst on Behemoth, missing and scattering backwards. The Thrones run forward as well and he moves up to control his scenario elements.

My turn and I’ve got a bunch of arm 21-23 models in my face. Nothing to it but to do it however, and I start my turn by fully allocating fully to the Marauder. The Marauder goes first and, through some decent rolls, manages to one round the Throne on the right flank. Witch goes and feats, allocating a bunch of focus out and getting Curse onto the nearest Carnivean. Behemoth gets 2 focus and the Rager charges a Carnivean, doing a bunch of damage. The Spriggan goes in as well, and manages to finish it. The Kodiak hits the far Carnivean and throws it away, whilst Behemoth can’t quite get a good landing spot and procs Re-spawn on Zuriel. The Eliminators run up to contest and Malakov scores the right flag. 1-0

Turn 3:

James laments my spiked damage rolls on his Throne, but gets on with it. The Throne charges forward, taking a free strike from an Eliminator and the Kodiak, taking some swings on Behemoth, mostly bouncing off. The Carnivean cripples the Kodiak,and Zuriel manages to cripple Behemoth. On the right flank he manages to kill Malakov with the BFS. The Naga kills an Eliminator and he manages to cripple the Spriggans right arm between the damage it took from Spiny and a charge from the Hellion. He scores 2 and I score nothing.

My turn and though I’m annoyed with myself for letting Malakov die, I see an opportunity. I allocate out to the Spriggan and keep the rest. Witch charges Zuriel, killing him and blinding the Throne. The Spriggan gets repaired moves up and shanks the carnivean a bit, re-crippling the lance, as such the Carnivean lives. The Kodiak manages to get into contesting range. I don’t manage to score anything.

Turn 4:

This turn my opponent spends flailing at my jacks. He finishes the Kodiak, and the Throne manages to kill the objective despite being blind. He kills the last Eliminators on the board this turn as well. By the end of the turn, he scores 2 as he doesn’t manage to clear his flag, leaving him 3 points up.

This turn see attrition swing my way properly. I finish the the rest of his heavies. I manage to get a Forge Seer onto the central flag, and the Spriggan starts his trek towards his zone. I score 2, and James scores 1 as well.

From here, the game goes back and forth, with me slowly clearing the rest of his models. The Throne lives another turn or 2, until eventually, his turn 7 ends with him running Saeryn to my flag, going 2 points up. At this point, I can score even with him and win on army points, but decide to just kill Saeryn instead, with Witch walking over and scourging her down. I win on Assassination.

Afterthoughts:

This was always kind of a difficult match up for James. He just doesn’t have the damage out put or threat ranges he needs, and Witch can account for a bunch of his tricks, (like free charges for jacks in the Blight Burst) and trumps the Thrones pretty hard. Some good damage rolls on his part and poor rolls on my part kept him in the game long enough to get to turn 7, but in the end, I had 3 heavies left to his Warlock.

At the end of the day, I came 2nd, losing out to Ben Hampshire. Thankfully though, there were 4 slots for qualifying and I snapped one of them up, with Ben, Chris Clare and Chris Daker snapping the other spots up. A great day and 4 great games

Next week should be a Tourney Report on Blood and Oil,  but I’m just starting my first week of Teacher Training, so I might do a shorter article, or break it into 2 parts.

Cheers to Jon “Dread Pirate Barry” Williams for proof reading services. Check out his blog at http://tobarry.blogspot.co.uk

 

 

Mirage

I’ve been thinking a lot about my lists lately, particularly in regards to scenario. So I thought I’d do something a bit different, and talk a bit about the scenario that has been on my mind the most, Mirage, and how it relates to our lists and list capabilities.

The Scenario:

Mirage stands apart in the current scenario pack due to it being incredibly live. Spread the net is also live, but is much more spread out, making it relatively easy to score defensively, whilst also making contesting your. The difference to me is the speed of the win. In Spread the Net, it is difficult to score more than 2 in a turn and also prevent your opponent from scoring, at least in the early turns. This makes it difficult to out right win on scenario by turn 3 when both players are paying attention (though it can happen). Mirage, on the other hand, has its scenario elements much closer together, and includes much more live scenario elements. It can be fairly trivial, going second, to score 5 by the end of turn 3, simply by scoring your own scenario elements and either clearing the central flag or killing your opponents objective. If you can also stop your opponent from scoring their scenario elements, then you’ve just won the game.

What this means to me is that Mirage is a scenario where the scenario has to be your top priority, even if it means slowing down your game in other areas. Especially into any kind of control caster, Mirage is a scenario where if you don’t keep abreast of the CP balance, you will lose a match up on turn 3, when you might have otherwise won on turn 4 (whether by attrition, scenario or whatever).

This can be a real concern for Khador, as our primary win condition is usually attrition. As such, you have to pay substantially more attention to the early game on Mirage than you otherwise might have. Scoring a couple of points early on is much more important on Mirage than any other scenario and positioning is vital. Putting that solo on your flag, or making sure you have a way to clear out contesting models could be the difference between winning or losing a game.

Winning:

Khador is positioned to take advantage of these characteristics. We have a good mix of very fast models and hard to kill pieces. Whilst our jacks being slow would usually be a problem, they are fast enough that they are generally able to contest the central flag by turn 2. With the scenario elements being all fairly close together, games naturally end up as something of a scrum in the middle, a situation that Khador wants to see as it. Our lists naturally tend to fall into the dual arche types of very fast (Legion of Steel, Wolves) or very slow (Jaws of the Wolf), and both have a place in this scenario, with the faster lists being able to put overwhelming pressure onto opponents, and the slower tankier lists being able to contest elements they get to better.

For our slower lists, we tend to have a much better ability to contest beyond our opponents ability to remove our pieces. For example, going second with a Jack brick in Jaws, most lists should be able to clear their scenario elements, and then get jacks into contesting range of the opponents scenario elements(24 inches to contest the flag, 25 to contest the zone, jacks start at 10, run 16 over 2 turns). This isn’t always the right play, but combined with the right model selection or denial feats, can be a game winning play.

Faster lists have a slightly different advantage. Going first with a list that can be stood on the centre line turn 1 is generally a strong play regardless of the scenario, but on mirage can force very bad decisions on your opponent, especially if your list then threatens to the back of their scenario zone. This can force your opponent to choose between attrition and scenario, and unlike on other slower scenarios, them picking the former can often mean you just win scenario.

For all kinds of lists, when your opponent is clearly pushing for a scenario win, you can generally punish them for it. Like a failed assassination run, going for scenario plays can often mean sacrificing your attrition plays, and if you can defend scenario whilst also removing pieces from the board, you can counter their strategy and turn the game around

Not losing:

Not losing on Mirage is a case of keeping up with scenario and contesting elements hard. This obviously gets easier for each element as you go along, with the defensive elements being trivial to defend, the central element being a bit more tricky and your opponents elements being costly, as you throw pieces away to contest. This becomes even more difficult as you throw control casters and tough pieces into the mix. Due to this, you always need to be thinking about the scenario on Mirage. Identify whether your opponent is likely to push for a scenario victory and take appropriate steps. Some of these include:

  • Ensuring you can score defensively: There are feats and pieces in the game that make it difficult to remove them from contesting. For example, in a game I played recently, I had to remove a Trollblood War Wagon whilst under Grim 1s feat, without being able to get any of my 6 jacks into melee with it. I came close, but failed, losing the game because of it. If I had kept my Rager back somewhat, positioning it so that it wouldn’t be caught by the feat, I could have removed that Wagon easily, and bought the time I needed to win the game on attrition. This underlines the need to clear out contesting models.
  • Score every point you can: On mirage, scenario trumps attrition, so make sure you are scoring or threatening to score every point that you can. If you are throwing away your Marksman to score that central flag, do it with gusto. Make sure you don’t make dumb positioning mistakes in deployment and have a plan to get the scoring pieces you have where you need them. By the same token, make sure you contest. Every point your opponent scores is another point you have to score back. If you can contest with something tanky, or be behind a forest or building then do so, but don’t be afraid to throw pieces away if it will win you the game.
  • Hunt Solos: This is a scenario with 3 flags and a lot of lists only have 2 or 3 solos. If you get the chance, kill them! By the same token, protect your solos where you can. Figure out what your opponent plans to do about them and react accordingly. You can’t plan for everything, but be aware, and have an idea about what you do if and when you lose those models.

 

In the end, Mirage is a bit of a game changer, scenario wise. It is incredibly live, and encourages scrums in the middle of the board, which is something Khador can naturally excel at. Players lose pieces and trade very quickly on mirage, and usually, mirage games don’t go past turn 4. So be aware of whats happening and make the most of your scoring opportunities. You can lose very fast on Mirage, but that cuts both ways.

Regards to Jon “A coucher, pour le chance de Barry” Williams for proof reading services. Check out his blog at http://tobarry.blogspot.co.uk/.

Sherwood Tournament Report

I had Sunday off last week, so I took a trip up to Whitwell to attend a 4 round tournament. It was being run by a local gamer, one Simon Robinson, and looked like a good day out. We arrived about 9am, and went in to do the usual pre tournament socialising. Most of my WTC team were there, as well as a selection of other gamers, such as other WTC players and locals. I’m currently dojoing some lists for post WTC, but since we’re still on practice mode for Poland, I took the usual lists along. List below:

Khador Army – 75 / 75 points
[Theme] Legion of Steel

[Strakhov 2] Assault Kommander Strakhov [+22]
– Juggernaut [13]
– Rager [10]
Eilish Garrity, the Occultist [5]
Iron Fang Kovnik [0(4)]
Kapitan Sofya Skirova [0(5)]
Uhlan Kovnik Markov [7]
Great Bears of the Gallowswood [9]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]

Khador Army – 75 / 75 points
[Theme] Jaws of the Wolf

[Old Witch 2] Zevanna Agha, the Fate Keeper [+27]
– Juggernaut [13]
– Kodiak [13]
– Spriggan [17]
Greylord Forge Seer [0(4)]
– Behemoth [25]
Greylord Forge Seer [0(4)]
– Rager [10]
Kovnik Andrei Malakov [0(4)]
– Marauder [11]
Battle Mechaniks (min) [3]
Kayazy Eliminators [5]
Kayazy Eliminators [5]

Round 1:

I got paired against one of the Lincoln players, Ric Hornsby. He has Legion, with Anamag and Abby 1. I decide on Witch, mostly because I’ve played this match up before and know that I can control enough stuff. Additionally, he has double Warspears, who are really good at killing Pikes. His list below:

Legion Army – 75 / 75 points
[Theme] Primal Terrors

[Anamag 1] Anamag the Doom Feaster [+27]
– Blightbringer [32]
– Harrier [3]
– Harrier [3]
– Ammok the Truthbearer [4]
Spell Martyr [1]
Spell Martyr [1]
Warmonger War Chief [5]
Blighted Ogrun Warmongers (max) [13]
– Gorag Rotteneye [0(6)]
Blighted Ogrun Warspears (max) [15]
– Warspear Chieftain [5]
Blighted Ogrun Warspears (max) [15]
– Warspear Chieftain [5]
Hellmouth [0(6)]
Hellmouth [0(6)]

He wins the roll off, and goes first. Scenario was Spread the Net. I pick the clearer side, giving him a side with more rough terrain and forests. It’s kinda rough to deal with hell mouths, but the central building makes it difficult for him to leverage it. He deploys Warspears on either flank, along with a Spell martyr, with the Mongers and Blight bringer being central. I deploy Witch centrally, with Behe, the Spriggan and the Rager to the right, the other jacks to the left. He puts his Hellmouths pretty far up the board, with one behind the central building, and the other to the left of the forest in the left hand zone.

Turn 1:

Ric just runs everything, getting Bond out on the Mongers. He moves everything pretty aggressively, trying to take as much board space as possible.

My turn and Witch starts off by putting up Windstorm and cursing a tentacle that came too close. I manage to get the blind gun out in a good spot due to a tentacle. Behe guns down some tentacles as I don’t especially want to proc Vengeance yet. The rest just moves up carefully, with the Maruader standing just shy of 12 inches from the left hand Hellmouth. The eliminators body block the jacks to stop them being Gallows’d in.

Turn 2:

Ric takes some time plotting his turn, forgetting Windstorm is up. He ends up taking more board space and not much else. He does get a harrier into the left zone and a spell martyr on the right flag though.

My turn and it’s go time. I decide to take down the left hand Hellmouth, as it’s going to be a massive arse ache otherwise. Witch feats and allocates a bunch out, boundless charging a Kayazy, the Maruader and the Kodiak. I curse the right hand unit of War spears and blind some Mongers. On the left, I have the Kayazy murder a War Spear and clear the road of tentacles, before the Marauder goes in and kills the Hellmouth, along with a Warmonger. Behemoth activates and, due to some bad rolls, fails to kill the 2 central Mongers. This forces the Kodiak to go in, lest they murder Witch, he finishes both of them. On the right flank, the Eliminators go deep, killing a tentacle, hurting 2 Spears and contesting the flag. The Spriggan goes in next, doing very well and killing 4 spears, 2 with gun shots and 2 in melee. The Rager is poorly positioned and does little besides shooting a tentacle. I score 1, and contest both of his scenario elements.

Turn 3:

Ric feats this turn, getting Fury’s strength out on every War-noun unit. He gets lucky on his vengeance moves on the left, killing both Kayazy with hard 11s and proccing Carnage. He feats and kills the Kodiak (with the BB), Marauder and cripples the Juggernaut, as well as badly dinging up the Spriggan. He also manages to kill the right hand Eliminators almost incidentally.

My turn, and the attrition swing hurts. I was expecting the Kodiak and Marauder, but not all of the Eliminators and so badly dinging up my jacks. Sigh. I make the game losing mistake here, allocating 3 to the Spriggan, who has to kill 2 cursed War spears and shoot a Spell Martyr off the flag, putting me back into scenario parity. Dice happen and I don’t get anything. In the centre, the Juggernaut whiffs on killing 2 mongers, and Behe redeems himself somewhat by killing 3 Warspears. Malakov manages to kill a 4th, and I get a mechanic into his zone, as well as blinding some dudes. I put re-construct onto the Juggy, forgetting he has hex blast.

Round 4:

Due to me failing to score last turn, Ric is now 2 points up, and manages to clear the central zone to score his 3 points and win.

Afterthoughts:

This is definitely a winnable match up. I’m pretty sure that I could attrition this out if it goes another turn, as he likely has to commit the BB next turn and Behe kills it. This, combined with Witch camping a few and blinding stuff makes me able to run the table. Rather than blowing focus on gunning down a solo on a flag, I should have been boosting into the War Spears, then he doesn’t win that turn and I can continue to grind.

Round 2:

Round 2 and I’m paired against Jamie Seddon…. who is also playing Legion. He does not have Anamag, thankfully. Instead, he’s rocking an Abby 1/Fyanna pairing. The Abby 1 list is familiar from club nights, and I’m not too worried about Fyanna, so I drop Witch. He goes with Abby and off we go.

Legion Army – 75 / 75 points
[Theme] Oracles of Annihilation

[Absylonia 1] Absylonia, Terror of Everblight [+31]
– Archangel [37]
– Carnivean [18]
– Naga Nightlurker [8]
– Proteus [19]
– Seraph [14]
Blighted Nyss Shepherd [1]
Blighted Nyss Sorceress & Hellion [0(6)]
Blighted Nyss Sorceress & Hellion [0(6)]
Spell Martyr [1]
Spell Martyr [1]
The Forsaken [0(4)]
Ice Witches [7]

I lose the roll off and go second. I pick the more open table edge. Scenario is Standoff and terrain has a forest in the centre of the board, as well as a wall in my zone. Not much else of note. He deploys the Archangel centrally, with the Seraph and Carnivean on the left and Proteus on the right. I deploy Witch centrally, with Behe, the Juggy and the Rager on the left and the other jacks on the right. He starts with Playing God on the Archangel, refuge on Abby and Wild Aggression on Proteus.

Turn 1:

He runs everything forward, after abby cuts for speed and ashen veil. Nuff said.

I move forward somewhat, staying out of charge ranges and putting up Windstorm. I run the Kodiak into charge range of Proteus and the Arch Angel, with the Spriggan and Marauder just behind. I stand a Kayazy just in front of the Kodiak.

Turn 2:

Most of this turn revolves around him killing the Kodiak. The Ice Witches put out puppet master,and his right Hellion uses it to spray down the blocking Kayazy. He puts Proteus into the Kodiak to drag it forward, then the Archangel finishes it, repoing back out of threat. He moves up his carnivean up and misses another Kayazy.

My turn and I choose not to feat. I load up the Spriggan and get out boundless onto the Rager as well as putting up Windstorm. Behemoth aims and puts a bunch of damage on Proteus. The Spriggan goes in on the Hellion, hitting and killing, before putting Proteus down to a couple of boxes, which is finished by the Rager. I back out my other jacks of threat and put the left Kayazy into the Carnivean, doing no relevant damage (feat is coming up), but contesting his zone and scoring the left. I score 2.

Turn 3:

Jamie goes all in this turn. Feat goes up, and the Carnivean goes into the Juggernaut, triggering Re-construct. The Archangel horribly murders the Spriggan. He juggles his back line about, and fails to contest my zone. I score 1, and he doesn’t clear his own zone.

My turn and between Curse of Shadows, the Marauder and Behemoth, I manage to fill both beasts in my face. I score 2 and go to 5.

Victory for the Motherland!

Afterthoughts:

I’ve played a version of this list before, and it is really shut down by Windstorm. Ideally, it wants to be pulling out heavies and killing them with no retaliation (using Archangel gun and refuging Proteus). The problem versus Witch is that he only has 3 pieces that can actually kill jacks, meaning I can brick up and force him close to me. Even if he drags one out with Proteus, he can only get 11 inches away, which is still in threat for 2 of my jacks, and that’s with Refuge and Slipstream.

Round 3:

This round I get  Kriss Cadd, who is running COC with Mother and Locke. I’m leery of running Witch into Locke due to assassination runs (redline, run and jack hammer is a thing boys and girls). It’s probably less good than I think, but 5 mat 9 pow 19s sounds like dead witch without a 5 camp. Mother is rocking double teps and Axiom, which I would rather see than assimilators, so Pikes go down. I’m surprised when I get Locke, but there you go. List below:

Convergence Army – 75 / 75 points
[Theme] Destruction Initiative

[Locke 1] Aurum Lucanum Athanor Locke [+29]
– Assimilator [16]
– Assimilator [16]
– Cipher [16]
– Corollary [6]
– Diffuser [6]
– Diffuser [6]
– Inverter [15]
– Inverter [15]
Algorithmic Dispersion Optifex [2]
Algorithmic Dispersion Optifex [2]
Attunement Servitors [0(4)]
Attunement Servitors [0(4)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Optifex Directive [4]

He wins the roll off and goes second. Scenario is Recon 2. Terrain is weird and is entirely buildings and rubble, spread about the board. I put Strakhov near the flag and deploy everything else symmetrically. He puts his Assimilators central, Cipher to the right, and then Inverters on the flanks. Servitors get dispersed about and Arc boys (the AFDs) get put on either flank. The left unit of Pikes moves forward.

Turn 1:

I run everything forward. I am extra cautious to stay out of threat range of all shooting. Road to War + red-line means a lot of dead pikes if I’m not careful. Quicken goes on the right flank, due to most of his shooting being centralised. Thus, the flanks fling themselves up the board.

He mostly runs forward this turn, drifting some rough terrain templates about without killing anything.

Turn 2:

This was always going to be feat turn anyway, so I take what charges he gave me. I run Markov and Sofia up to project buffs. The right side goes first, mostly killing servitors. I get a couple of attacks on a diffuser doing some damage, and knock over an Assimilator (which will spend most of the game on it’s ass). Quicken gets cycled to the left, and feat goes up. On that side, I murder a bunch of Servitors (focusing on Elimination). My dice spike ridiculously and 3 pikes kill an Assimilator. The rest of my models run, getting into position for next turn and putting a lot of shit between Strakhov and his jacks, in case of Assassination. Eilish gets on the flag.

Kris spends this turn feating, for little effect, and punching lots of dudes, for much better effect. He manages to clear most of the left unit, as well as about a third of the right unit and a few of the centre. He gets Sofia after a brutal counter charge which knocks the Assimilator on it’s ass again. He does manage to clear his flag though and scores 1, failing to contest due to many dudes in the way. 1-1.

Turn 3:

Well, there’s a bunch of jacks just standing there, would be rude to leave it. Last stand gets put out onto the central unit, and between all 9 dudes with pikes in that unit, Markov and the Uhlans, I horribly murder 3 heavies and a light. Strakhovs unit shooting and the great bears account for another one, leaving him with Locke and some bots. From there it’s a slow attrition grind, as he scores some points on the left as I systematically kill everything else. Eventually Quickened Great bears get onto Locke and put her in the dirt.

Victory for the Motherland!

Afterthoughts:

He should not have let me go first. Ideally, he wants to spend at least one turn shooting me before I get to engage. Going first makes that difficult, as even respecting his shooting threat, I still threaten out the back of the scenario. On another note, I’ve been trying to be less precious about keeping pikes alive into Battlegroup lists, and this game illustrates why. I traded a whole unit for every jack left on the board, and it was completely worth it.

Round 4:

Final round and I get Ben Stubbs. He has Durst FM and Kreoss 3 EI. I’m not sure what I’m gonna get, but I know Pikes don’t like Idrians, so I decide on Witch. He drops Durst, which has a lot of dirty tricks going on with Boundless charge, hallowed avenger and hand of vengeance. I reason Witch is alright here because I can probably kill jacks under feat (Behe can probably do one, and the others can probably manage if I double up). List below:

Protectorate Army – 75 / 75 points
[Theme] The Faithful Masses

[Durst 1] Anson Durst, Rock of the Faith [+28]
– Crusader [10]
– Crusader [10]
– Devout [9]
– Sanctifier [14]
– Sanctifier [14]
– Hierophant [3]
Allegiant of the Order of the Fist [3]
Champion of the Order of the Wall [8]
High Paladin Dartan Vilmon [0(6)]
Paladin of the Order of the Wall [0(4)]
Paladin of the Order of the Wall [4]
Choir of Menoth (min) [4]
Choir of Menoth (min) [4]
Idrian Skirmishers (max) [15]
– Idrian Skirmisher Chieftain & Guide [5]

I win the roll off and go first. Scenario is Mirage. Terrain has a house at the edge of my zone, a forest in front of my flag and to the left of my zone. He plops his wall down to the left of his flag. I deploy symmetrically, with Witch of centre left, Behemoth, the Rager and the Marauder on the right and the others on the left. He puts a pair of jacks on either flank, Durst centrally, the paladins on the left flank and Vilmon on the right. The Idrians and Kicky monk deploy in his zone. He preys the Rager.

Turn 1:

I put up windstorm and reconstruct (on the Kodiak), and boundless charge some jacks forward. Everything moves up aggressively, with the ladies of stab on the right flank running as far up as they can. The left flank ladies of stab run towards the centre flag.

He moves forward a bit and spreads out. He spreads the Idrians out and goes to ground, putting a bunch of them in trigger range of the Sanctifier he puts Hallowed Avenger on. Bulwark goes up, and the left paladins move up to the wall. The monk walks forward and does his come at me pose. Choir sing don’t shoot, oh god please don’t shoot.

Turn 2:

Whelp, it’s time for operation murder what I can. The ladies of stab accept the monks come at me pose, walking into his back arc and hard roll a 7 on their combo strike for great justice. I have the central stab ladies run/charge, with one undigging a bunch of idrians, and the other stabbing some dudes to death. Witch blinds a couple of Idrians that are now not dug in, and puts the Windstorm up. The spriggan walks up and horribly murders a couple of Idrians with guns (he’s doing well this tournament). Behemoth, being magical and thus having no shits to give about Passage, rolls up and shows that he has zero fucks to give about Bulwark either (due to blessed), rolling exactly the 6 he needs both to hit the left hand Sanctifier (which is super angry about an Idrian being stabbed to death), doing a bunch of damage. I run the other jacks about a bit, staying out of threat ranges. The maruader joins Behemoth near the central flag, outside of charge ranges, whilst he Kodiak and Juggernaut set up of the left side of the building for operation: “murder whatever comes near them with Axes”.

Ben feats this turn. He goes with Durst first, getting Boundless out onto a Paladin, feats and, camping 3, walks forward. The devout goes B2B with Durst and he runs a bunch of stuff forward, with Horsey paladin charging my Kodiak and then having a crusader B2B with him. The Idrians walk forward, gunning down a lady of stab, before repoing to be pricks. The left hand Sanctifier runs up to be b2b buddies with a contesting paladin, and he scores 2. For some reason he sings passage again, despite none of my guns caring (other than Malakovs hand cannon I guess?).

Turn 3:

So Durst feat is up, he’s contested my stuff and his jacks are hard as nails this turn. Shame Durst is within charge range of my 2 hardest hitting pieces, with only a Devout next to him….. Witch goes first and, after some discussion of what buffs are which and what they do, aims, feats, and blinds Durst by flinging crows at him. She curses the devout with shadows, fills the Spriggan and boundlessly charges Behemoth. The spriggan moves forward and murders a bunch of Idrians that are rudely blocking charge lanes, killing one with a lance attacks, before blasting 2 others, one with a boosted re rolling shot, and the other by auto deviating on a nearby Eliminator. The last of the central stabby ladies charges Durst, stabbing him a bunch and burning a focus. The Marauder goes forth for great justice, and kills the Devout through repeated punches to Durst’s face. Behemoth then does Behemoth things, as even camping 2, Durst is facing down 5 pow 14 armour piercing attacks that hit on not snake eyes. After Behemoth is finished making paladin flavoured jelly, I win by assassination.

Victory for the Motherland!

Afterthoughts:

I’m not sure if my opponent derped, but when you put a caster in charge range of Behemoth, they’re gonna have a bad time. Looking at the attrition, I can probably manage to score 2 back, and kill at least 2 jacks, throw another one outside of control and kill the Champion. On paper, his jacks out threat me between Righteous vengeance  and boundless, and trivially kill Khador jacks between Battle and Hand of Vengeance (so much revenge!), but that relies on me proccing them, and I’m just not threatened enough by his list to do so.

At the end of the Tournament, I ended up going 3-1 and coming in 6th, which is respectable, as well as getting to play some matches that have been on my to do list. A great weekend all round.

As a quick notice, I’ll be on holiday from the 13th to the 27th. I’ll be attempting to get a stockpile of stuff together to put up, and might get some writing done whilst away, but might skip one of the 2 weeks. I’ll put a notice up though if I do.

Cheers to Jon “Oh god, not the Barry” Williams for proof reading services. Check out his blog at http://tobarry.blogspot.co.uk/.

 

 

 

 

Caster Analysis: Old Witch 1

The meta is constantly shifting. Lists cycle in and out, with different builds and skews becoming popular. This has only accelerated with the CID becoming a routine part of the meta cycle. This cycle of change has started to bring back infantry skews, with lists such as Storm of the North, Legion of Steel, Grave Diggers, Exemplar Interdiction and others all finding their niches in the meta. To this end, I’ve been pondering which of our casters can, not just answer, but prey on infantry skews.

Enter Old Witch 1. One of my old favourites from mk 2 (the blog is named after her signature spell), she has fallen out of favour somewhat since the dawn of mk 3 for various reasons, such as the increasing need to crack armour, lack of the huge infantry skews that were always her primary prey and changes to how her kit worked. The cycling meta, however, is fixing some of those problems, with the aforementioned rebirth of infantry lists and new releases ahead of us breathing new life into the old girl. To that end, I thought the time might be right to do a deep dive on her and look at what her strengths, weaknesses and lists might look like.

Old Witch 1’s stats:

Spd 5; Str 7; Mat 6; Rat 3; Def 15; Arm 14; Cmd 8; Foc 7; 16 Boxes; 18 WJP

Abilities: Pathfinder; Apparition; Field Marshal: Apparition; Great Power; Prowl; Soul Taker: Cull Souls

Weapons: 2* Iron Talons: Rng 0.5, Pow + Str 13

Spells: Iron Flesh; Gallows; Avatar of Slaughter; Murder of Crows; Weald Secrets; Unseen Paths

Feat: Field of Talons: Enemy models that advance except to change facing and end their movement in Old Witch’s control area immediately suffer an unboostable POW 14 damage roll. Warrior models damaged by Field of Talons become knocked down. Field of Talons lasts for one round.

Scrap Jack:

Spd 6; Str 8; Mat 5; Rat 3; Def 14; Arm 16;  22 Boxes

Weapons: Mechanikal Talons (x2) – RNG 2, P+S 12

Abilities: Construct; Pathfinder; Arc Node; Prowl; Bond: If witch is damaged, gains +2 to attack and damage rolls

I include Scrappy here as he’s important to consider in terms of her abilities. Anyway, onto the analysis!

The good:

Witch has a lot going for her. She has a bunch of tools, including a great field marshal, options in her spells, and abilities that help her out with survival and spell casting. Her stat-line looks terrible at first glance, before you realise that she has ways of modifying them. Speed 5 is bad, but she has apparition and can teleport. Her combat abilities look mediocre (Mat 6, P&S 13 is not great), but she can buff herself by +2/+2 and can have overtake and berserk, as well as a way to get out of danger afterwards (she is the most mobile caster we have whilst Scrappy is alive). Her defensive stats look terrible, but she can have IF on herself and has access to stealth and high mobility. This means that Witch is pretty flexible in what the match up demands. If your opponent is looking to assassinate you, she can play far back and keep IF on herself. If your opponent is playing Battle group heavy, she can drag heavies in with Gallows and send her own in (effectively having 2 threat range buffs on her card is pretty good). If your opponent is playing infantry heavy, well, you’re off to the races.

This is the second strength that sticks out to me, after her flexibility. Of all the casters we have, she is the one that gives the middle finger to infantry the most. Avatar of Slaughter is an amazing spell, and it’s presence forces infantry heavy lists to spread out to the point of being rendered non functional. There are other models in the game that can do the berserk/overtake mambo, but pretty much all of them are one shot deals. Some one sends a rattler in on you and you likely kill it next turn. They also tend to have inherently limited threat ranges (as in they need help to threaten very far, allowing opponents to play around them more easily). For comparison, Scrappy threatens 13 inches with no outside help, and can be teleported back after he’s done. Combine this with her feat and the Murder of Crows AOE and she has all the tools to completely shut down infantry. Hell, in the right match ups, she can go in herself, collecting souls as she goes for a big next turn.

The third strength is her support potential. Witch has a good spell list, that lends itself towards a few different builds. Weald Secrets provides Hunter, which is unseen elsewhere in the faction, making ranged units very consistent (particularly good on Bombardiers, Widowmakers or Behemoth). Iron Flesh is simply a good spell, she has pathfinder on a stick as well as a 5 inch cloud that has a scather like component. Combined with the feat controlling and damaging enemy models, Witch is a pretty decent support caster, with the above mentioned tricks and mobility only helping. This is not even getting started on how ridiculous a field marshal apparition is (consider it a free tk on every battle group model at the start of the turn).

One last thing to note is her assassination potential. Upkeeping Avatar on herself for free, followed by Scrappy running 14 and her teleporting completely within 2 is a pretty decent run to have in your back pocket. It won’t work against the tankier casters in the game, or anyone camping enough (usually 2-3), but it’s a nice thing to have in the back pocket.

The Bad:

So far, so great, right? Well, no. Witch has a couple of pretty crippling flaws that have to be played around. The greatest of these is her squishiness. The fact of the matter is that Witch has the stat-line of a back line caster (in the mold of Nemo, Severius and Doomie), that really wants to be playing on the front line, to take the most advantage of her abilities. She has a couple of abilities that can help her to survive, with the biggest one being stealth, but into a number of lists, this simply doesn’t do enough. The biggest offender here is Legion (eyeless sight everywhere, as well as guns and access to blessed), but also extends to things like Sloan, Kolgrimma, Cryx spell assassination, etc. Her poor stat line means that you have to be hyper aware of what the threats are to her, and that you are usually just one mistake or dice spike away from death.

Her other flaw is tied into her spell list. She has a lot of upkeeps, and a lot of spells she wants to cast. This often leaves her vulnerable to anti up keep tech. Purification style spells will often take her whole game plan away, sometimes leading to her dying as her Prowl granting Murder of Crows gets blown away. The other downside to this is that it tempts you to spend all of her focus on her spells, leaving her having to make hard decisions every turn about what to upkeep, what to cast and what to allocate.

The final flaw is her lacking anything on her card that helps with cracking armour. She has no way of even handing out a free charge, let alone a damage buff. Her feat has no deterrence to enemy battlegroup models, or battle engines, which can lead to it being very superfluous in a lot of match ups.

The Ugly:

First things first, Witch has only 18 jack points. Whilst you do get Scrap Jack for free, he effectively is costing you 9-10 points, compared to the average WJP of most Khador casters. Don’t get me wrong, he is absolutely worth that price. If you look at most other non-cryx arc nodes, they stand at about that price point, such as the Lancer, Revenger, etc, and Scrap Jack is better and more flexible than most of them, having Pathfinder, Apparition, Prowl, etc. It does mean that Witch has around 10 points less than most casters to actually build lists with. This forces hard decisions early on, such cutting support, and other frills entirely.

The second thing is in relation to her squishiness. The fact of the matter is, if you want to play Witch in a competitive meta, you have to invest in some defensive tech for her. A shield guard is probably the bare minimum, and the possibilities stretch out to things like cloud walls, and other such things. The ugly part, is that because she has no damage buff of any kind, she also really wants to take our harder hitting models to mitigate that. Combined with her spell list being a bit of a grab bag (by no means an inherently bad thing), and it means that your list is going to get constrained and pigeon holed really quickly. She wants a ranged model/unit to put Weald Secrets on, an infantry unit that likes Iron Flesh (Shock Troopers or Kayazy really), something to help her proc prowl without personally spending resources, whilst at the same time having as much of her list as possible be hard hitting. It’s a bit of a list building nightmare.

The Lists:

So that was a bit gloomy at the end there. Thankfully, Witch has a couple of tricks that are good enough to build lists around, and we have a couple of new releases that do in fact leverage her skill set, or benefit from it, enough to play her competitively. Normally, I’d do one list and talk about it at length, but with Witch 1, I think there are 2 different ways to build her, that leverage her in different ways. One has her taking a much more active role, whilst the other is more about support. Lets start with the former:

Khador Army – 75 / 75 points
[Theme] Jaws of the Wolf

[Old Witch 1] The Old Witch of Khador [+18]
– Juggernaut [13]
– Juggernaut [13]
– Juggernaut [13]
– Marauder [11]
Greylord Forge Seer [0(4)]
– Behemoth [25]
Greylord Forge Seer [0(4)]
Kovnik Apprentice Kratikoff [4]
– Rager [10]
Ragman [4]
Yuri the Axe [0(6)]

With this build, I have gone with the premise of Witch being up the field like a shot. Going first, her and Scrap jack can be on the 21-23 inch line, stealthed and threatening a further 15 inches from there. All for an investment of 2 focus from Witch. From there she was a couple of options, including feating top of 1 (to lock an opposing infantry list into deployment zone), dropping a Murder of Crows in an awkward place, etc. By moving that far and threatening that much, Witch can then buy the turn or 2 she needs to get her jacks into position (which are running 10 inches due to apparition), ready to start trading on turn 2-3, using Gallows to reel heavies into her own battle groups 12 inch threat (apparition + Boundless charge). In the mean time, Scrappys 15 inch threat range should help to keep enemy infantry spread and non threatening.

Jack choice is largely down to POW, with Juggernauts and Behemoth needing no outside help, with Ragman sequestered away to help take things down once the scrum starts. Behemoth is a great recipient for Weald Secrets, becoming hyper accurate between Powerful Shot, Hunter, and Marshall bonuses. Yuri is in there as a throw away scenario piece, but can be useful in helping to deliver damage in to heavies. Sorscha 0 on the other hand, is a vital component in this list. She brings Fog of War to trivially proc Prowl, and Boundless Charge to help with threat range, damage output and pathfinder (Witch really doesn’t want to be cycling Weald Secrets onto non ranged models).

How you play this list is going to be largely determined by your opponents list. If they are running infantry heavy, then getting Scrappy in early and removing large quantities of troops early doors will be important, whereas against battle group heavy lists, a slower approach that looks to trade at extreme ranges with Gallows is going to be more the thing. On liver scenarios, against infantry heavy lists, there is a lot of value in going second, feating turn 2, and locking off scenario elements for a lead, but that will vary game to game.

Overall, this list should do well into most infantry lists (though I’m not sure about Haley 3) and should trade well with most battle group lists. It will prefer to avoid lists that can trivially deal with stealth or remove key pieces from extreme range, such as a lot of Cygnar, some Retribution, Legion (though this should do well into PT), and Kolgrimma.

 

Khador Army – 75 / 75 points
[Theme] Armored Corps

[Old Witch 1] The Old Witch of Khador [+18]
– Marauder [11]
– Rager [10]
Man-O-War Kovnik [4]
Man-O-War Strike Tanker [0(5)]
Man-O-War Strike Tanker [0(5)]
Lady Aiyana & Master Holt [8]
– Koldun Kapitan Valachev [4]
Man-O-War Bombardiers (max) [16]
– Man-O-War Bombardier Officer [0(5)]
Man-O-War Shocktroopers (max) [16]
– Man-O-War Shocktrooper Officer [4]
Man-O-War Shocktroopers (max) [16]
– Man-O-War Shocktrooper Officer [4]

This is the other kind of list I think Witch can run well. The theory behind this list is to simply have Witch do most of the heavy lifting when it comes to infantry. Armoured Korp is not slow with it’s access to advance move, but does benefit from a bit of extra time to get into position. Whilst this would be provided in other lists by a Chariot or other caster abilities, here it’s provided through the board wide threat projection that Witch can accomplish. The drawback, unfortunately, is that Witch has no support, forcing her to rely solely on her own abilities early game.

This is the flip side of the other list, relying mostly on Witches support side. Bombardiers benefit massively from Weald Secrets, as they are already pretty accurate. Iron Flesh is useful on almost any target in this list (even A&H to protect them from Blast), whilst Murder of Crows and feat can be used to protect models from charges from the likes of low armour infantry that traditionally prey on Shocktroopers.

The choice of models here was deliberate. Shock troopers for Arm 23 and guns, Bombardiers to leverage weald secrets, Aiyana and Holt over Ragman to make that shooting more effective, as well as Scrap jack and Witches rampages more reliable (murdering things like Sentinels under mini feat becomes a reasonable prospect). Strike Tankers were chosen over Suppression due to Witches role in screwing over infantry. The single Kovnik over double is chosen because this is not a list looking to leverage threat range. It is looking to get into the scenario and grind, meaning that Desperate pace, whilst valuable, is less important than more guns.

This is a list that looks simple, that has several tricks hidden up it’s sleeve. It’s looking to cast Witch up the board early game, to pose threats and feat if sensible, before allowing the MOW to catch up and surround Witch, placing her back into traditional Khador army support until the late game. It should do reasonably well into Cryx and Cygnar, as well as Grymkin and Legion, but make no mistake, this is not a specific answer drop into anything, focusing on leveraging Witches strengths and running an effective MOW brick.

Conclusion:

Witch is currently behind the curve in the faction. She has a really interesting tool set, along with a couple of very powerful tricks. She is let down by her defensive tech being fairly standard to get round, missing some of the tools she needs in a list, and the meta leaning towards armour and away from infantry. The last 2 of those, however, are changing. She may need/receive some buffs in the future, but based on how the meta is shifting, I predict that she could be 1 half of a tournament worthy pairing, bringing some sorely needed tools and tricks. This all needs some testing, but hopefully, the Old Witch will once again be an Avatar of Slaughter!

Regards to Jon “give the man a Barry!” Williams for proof reading services. Check out his blog at http://tobarry.blogspot.co.uk/.

 

Khador 101

2 weeks ago, I wrote a post about building a battle box up to 75 points, stopping at the intervening points levels to discuss options and keep the list consistent in tone and style. I said at the end of that post that I’d do a more general post on tactics that new Khador players should probably know. This week, I’ll be talking (rambling, really) about that.

Khador is a straightforward faction in a lot of ways. On the surface, we don’t have a lot of tricks or subtleties, instead favouring a very straight forward approach. The joke is that Khador is all AXE TO FACE!!!, and that’s even somewhat true. The trick is, to position your axes so they have the best chance of hitting that face. There are a bunch of tips and tricks to go over, and they group into 3 main groups:

  • List Building
  • Positioning
  • Tactics

In addition, I’ll be referring back to the list I built a couple weeks ago. I’ll post it here for reference.

Khador Army – 75 / 75 points
[Theme] Armored Corps

[Kozlov 1] Lord Kozlov, Viscount of Scarsgrad [+28]
– Decimator [15]
– Juggernaut [13]
– Marauder [11]
Man-O-War Kovnik [4]
Man-O-War Suppression Tanker [0(6)]
Man-O-War Strike Tanker [0(5)]
Battle Mechaniks (min) [3]
Kommandant Atanas Arconovich & Standard [7]
Man-O-War Bombardiers (max) [16]
– Man-O-War Bombardier Officer [5]
Man-O-War Demolition Corps (max) [14]
– Sergeant Dragos Dragadovich [0(6)]
Man-O-War Siege Chariot [15]

Khador Army – 75 / 75 points
[Theme] Armored Corps

[Kozlov 1] Lord Kozlov, Viscount of Scarsgrad [+28]
– Decimator [15]
– Juggernaut [13]
– Marauder [11]
Man-O-War Kovnik [4]
Man-O-War Suppression Tanker [0(6)]
Man-O-War Strike Tanker [0(5)]
Battle Mechaniks (min) [3]
Kommandant Atanas Arconovich & Standard [7]
Man-O-War Bombardiers (max) [16]
– Man-O-War Bombardier Officer [5]
Man-O-War Demolition Corps (max) [14]
– Sergeant Dragos Dragadovich [0(6)]
Man-O-War Siege Chariot [15]

List Building:

Khador is a joy to list build for. If you’ve never played another faction before, you’ll have to take my word for it. We simply don’t have a lot of filler models, and almost never suffer from support bloat, unlike other factions. To illustrate this, you can compare models that perform similar roles across factions, such as the Forge Seer and Arlan Strangeways. They both perform similar roles, namely Jack support. Arlan even performs that job better, due to having more flexibility in what he does, but the Forge Seer is simply a better offensive model. If we look at our list, we can see that there is very little filler in there. The closest is our battle mecs, and even they provide a free advance move. Even the Kovnik, which will be a desperate pace bot for most of the game, is still a 10/18 8 box model with MAT 8 and 3 initials.

A lot of our stuff is like that. Where other factions have squishy units like Choir or the Krielstone, (that do amazing things but have little combat potential), we have the opposite in units like Widowmakers and Kayazy Eliminators that excel at killing those support models and bringing the game back down to even footing. Again, referring back to our list, we have a number of models that excel at dealing with back line models, including the Siege chariot, suppression tanker and Bombardiers.

This basic element has 2 advantages and 1 disadvantage. The positives are that:

A) Our models tend to have a high baseline, in that our stats and damage tend to be a half step above everyone elses. Compare the Juggernaut with a Crusader, for example, and you’ll see that whilst they perform similar roles, the Juggernaut has slightly higher stats across the board (+1 mat, Pow, Arm, +2 boxes, etc). Where the crusader catches up is when it’s support models are considered. bringing it’s POW up, making it difficult to shoot or debuff, etc. This is an advantage for Khador, because it is uncomplicated and renders the Juggernaut good right out of the box, making any buffs layered on top more impactful.

B) Our lists innately attrition well, in that when you grind right down to the last few models, our lists tend to have a leg up. Returning to the same comparison, at the end of the game, when the match has come down to your caster and that last handful of models, Khador models are much more likely to be able to actually contribute. At the end of a game, a unit of Widowmakers is going to be more capable of winning you the game than a unit of Choir.

This simplicity and lack of support models is one of our greatest strengths, but also our biggest weakness. It leaves us less flexible than most of the other factions in the game, and makes knowing what your opponents models do almost more important than knowing your own models. You can note this in our list, as it lacks a stealth out, or much in the way of magic weapons. Thus playing this list is going to require either a good pair to balance out it’s weaknesses, or good knowledge and tactics to force engagements on our terms.

The fact of the matter is, to know how to play Khador well, you have to be able to anticipate the shenanigans your opponents are going to pull. As a faction, we have limited or restricted access to some of the tools other factions enjoy, and as such can sometimes struggle to deal with their tricks. We don’t tend to have a lot of spell denial, or magic weapons, or anti stealth, etc. This is all counterbalanced in other ways, such as our cheap infantry, good combined arms lists, etc, but you have to know how to mitigate your opponents lists. A lot of that comes through tactics, which I’ll discuss later, but other bits come in list creation. You must be able to recognise your lists shortcomings and be able to compensate for them, whether that’s building in tools (like Aiyana and Holt, Orin or Eilish) or through play experience.

The trap here is to sacrifice that simplicity on the altar of flexibility, and the fact of the matter is, that’s usually a mistake. Be aware of what your support is costing you, and be ruthless about whether you need it. Aiyana and Holt might solve all your magic weapon problems, but 8 points is a Berserker worth of points. If you go with Valachev as well, you are looking at a Marauder, or a min unit of Winter guard Infantry with max rockets. You have to ask yourself during list creation: “am I better off just putting in more stuff instead of these tech pieces?”, because Khador is at it’s strongest when it is leveraging that core strength of cheap, effective models. Whilst our list is lacking in certain answers, it still has some flexibility, whilst retaining certain qualities shared by Khador as a whole. It is fairly hard to remove, grinds well, and has a lot of AOEs and shot output, as well as high damage and threat ranges. These can compensate for the lack of other tools. Maybe you can’t remove stealth from that solo, but you can drift AOEs around to kill them with blast damage. Maybe you can’t kill that Wraith Engine before it attacks, but it’s going to need to commit at some point, and what you have left will likely be able to finish it.

Positioning:

There are 3 important things to remember about your models on the table top: Location, Location, Location. More than a lot of other factions, having your models in the right place at the right time is crucial for Khador lists. A half inch forward or back can be the difference between those 2 extra dudes getting in on your jack and crippling it, and your jack being too far back to be effective next turn.

This is due to a couple of factors, with the biggest one being that a lot of our stuff is innately slow. We have a lot of speed buffs in the faction, from Desperate pace for MOW, to Quicken and Boundless Charge (or Kozlovs feat in the above list), which is great for the turn you engage. What it isn’t as great for is initial positioning. This snowballs and means that we take the Alpha strike a lot.

Thankfully, most Khador models are either pretty durable, cheap, have decent guns, or some combination. You have to get used to knowing what it is you can afford to give up, and where you have to stand your other models. Take a Jack brick list for example. You are probably going to be hit first, which is fine, so you have to position your models so that you can counterpunch effectively and not lose too much. You should be aiming to make sure that every model your opponent takes off you is punished in some way, whether that’s a counter attack killing  their heavy, or just forcing them to commit more resources to the kill than they may have liked.

Knowledge comes in handy here as well, as knowing what models in your opponents army best threaten yours, and under what circumstances can be vital to where your models stand. Maybe you’re playing trolls, and you stand just far enough away that they can get to you with Rush, but not Rage, dropping the odds of them killing that heavy. Maybe you are playing into weapon master infantry, and 4 dudes getting onto a jack kills it, but only 2 dings it up a bit. These different positions can sometimes be a matter of only an inch or 2, but can mean the difference between being slowly pushed back, and forcing your opponent to commit to trades. This also encompasses knowing what models are important in a match up. If you’re playing into a heavy brick, with no huge bases, your Marauder is going to be less important than your juggernaut, and if your playing into Satyxis, your jacks are going to be less important than your Suppression tanker. Know what should be on the front lines, and what should be your ace in the hole, then position accordingly.

For example, with our list above, we are generally going to be looking for the alpha, with our long range melee threats and decent guns. In the occasions where we can’t, or occasions where that alpha isn’t enough, we ideally want opponents to be forced to commit to our core unit (the demo corp in this case) on the feat turn. This means that we need to position the Demo corp to be in a position of either choking/defending potential charge lanes, or to be in a position where our opponents will be in a terrible position if they back off. Threatening to the edges of zones is generally the kind of position we want to be in, for example. In cases like this, the specifics of where you position can be key. Too far back and you don’t present enough threat, too far forward, and you might lose pieces too trivially. In addition, small details can be relevant. With the Demo Corp, as with other units, you must vary the formation you are in to suit the enemy. Ranks or waves of dudes tend to be best when dealing with enemy infantry, so that the front ranks screen the back, whereas against single targets, such as jacks or battle engines, you will want to spread out, so they can only get 1 or 2 models at a time.

Tactics:

Tactics are the little decisions you make from moment to moment in a game. Do I commit a full unit to this model or keep some back? How do I layer my force? How much focus can I afford to allocate? All of these little decisions are affected by the specifics of the table in front of you. What are you playing? What is the terrain like? What capabilities does your opponent have? Considering these minor details can be the difference between winning a game and not, as they can usually help to mitigate bad match ups, or abilities that you don’t have answers for.

The list that we have built has a wealth of little actions available to it. There are clouds from the Siege chariot, grevious wounds from the Strike tanker, raw damage output from the demo corp, armour from the jacks, threat range from the feat, and guns galore. Some games you’ll feat and ram your entire army down your opponents throat, and some game you’ll carefully attrition down, committing a few pieces at a time.

In cases where we are fully out threatened, identifying the important trades, and then positioning accordingly is key. For example, there are going to be games with the above lists where the Jacks are just not very useful. Our base game plan wants to be to use them as late game pieces, but maybe our opponent has control or denial elements, such as disruption or Telekinesis, that are simply more effective on big single targets like jacks. Or maybe they have models that are simply better against the jacks than the rest of the army, such as Mage Hunter Strike Force, or Precision Striking Pikemen. These realisations come with their own decisions. Do you push forward your less relevant pieces to entice trades, or do you try and clear the models that are going to deal with your pieces.

Our list is a good example of this. It’s standard plan is going to be to have the 3 Jacks as a reserve for the late game, using the MOW to clear out threats and attrition down, until the Heavies can shine late game. Some games will have those heavies be a liability though, such as against Legion of Steel or against control casters, and in those instances, the jacks might be better to lead with, drawing out the opponents heavy hitters for the rest of the list to deal with. This is just one example, but illustrates how you can change up the play of a list to deal with problem match ups.

Another example would be dealing with Incorporeal models. This list has exactly one magic attack wielding model, Kozlov himself. It’s not going to be able to take a proactive approach in dealing with Incorporeal Models, ranging from the Wraith Engine to Gremlin Swarms. What it does have, is durability, a fast unpacking, and an ability to hit hard. In a match against a Gremlin Swarm player (say Grymkin, for example), you can be looking to have Kozlov defending your friendly zone from Gremlin Swarms (he’s Mat 7 with 1 inch threat, side step and access to Repo 3), meaning that in that particular match up, he can easily threaten a whole zone, with his 11 inch threat, and move back 5 inches from the model he just killed. Or he can walk 6 to get inside stealth range, and nuke it off the table, before moving back 3 inches. This obviously isn’t the absolute best answer, but for a list with no other magic attacks, is pretty decent, as it allows you to play or keep up with a scenario game and not simply lose. Most of our casters have at least the ability to do this style of defence against the Gremlin swarms type of Incorp model (low arm models that rely on Incorp to stay alive, like Feralgeists, Machine Wraiths, etc).

The other type of Incorp we deal with is the tanky kind, with Wraith Engines being the prime offender. Against these models, which are usually going to be threatening our own models, our best option is usually to ignore them and focus on the rest of the list. The opponents ideal play in this situation is to leave their model incorporeal as long as possible, but usually that means it’s not contributing. If you can win the greater attrition war, eventually that Incorp model is going to have to commit, and then you get a chance to kill it. And as I have pointed out a couple of times, killing a Wraith Engine, (even under Skarres feat), is well within this lists capabilities.

I used Incorporeal models as an example because they are probably the most extreme possibility. They represent models that you may not be able to deal with. Everything else is a sliding scale. As we mentioned above, stealth can be gotten close too or drifted onto, high defence can be mitigated through positioning (such as aiming or back strike) and internal synergies (charge that warp wolf with the siege chariot for that boosted knock down), high threat through positioning, abilities (such as covering fire from Suppression tankers) or clouds (from the Siege Chariot).

To me, this is one of the most fundamental skills you need to play Khador well: the ability to deal with things with the tools you have available. Whether that’s positioning, list building or tactics, there are more often answers than not, you just have to find them!

Conclusion:

Khador is a straight forward faction in a lot of respects. It relies on high numbers: high stat-lines, high POWs, high numbers of boxes. This is a strength and a weakness. A strength because it means our stuff performs it’s role well out of the box, with little need for support (which means it performs even better with support, anyone sending a Juggernaut with Fury on it into anything knows this). On the flip side, it means we have to work harder than other factions to mitigate things, meaning that our straight forward faction can actually be quite complicated when it comes every level of the game. Whether it’s the macro level of list building, the medium level of tactics or the micro level of positioning, learning the skills and choices you need to make with Khador can be daunting. This is one reason our faction is often described as being for beginners and masters. At the beginning of your Warmachine career, that basic simplicity will win you games, as your models simply hit hard and take a punch well, whilst at the other end, great Khador players will have the practice and the skills to be able to mitigate bad match ups, or abilities that they don’t (on paper, at least) have answers for. That middle bracket is where the hard work is. So look out for those opportunities on the table top, and, most importantly, practice, practice, practice for the Motherland!

Regards to Jon “Barry Senpai! So Kawaii!” Williams for proof reading services. Check out his blog at http://tobarry.blogspot.co.uk/.