Monday, June 12, 2017

Week day warmachine


              Several weeks ago, I had the pleasure of facing Cane III.  My friend Corc came in from out of town to do battle on the field of honor.  Cygnar has ever been my nemesis so I figured this would be an excellent learning opportunity.  I seared a couple steaks, had a great dinner, and faced down PP’s newest bad-boy.

 

My list or bringing the big guns:


·       Conquest

·       Man-o-War Shocktroopers (full)

 

Corcs list or I’ll prove to you that size does not matter:

·       Caine's Hellslingers

·       Charger

·       Charger

·       Hunter

·       Ace

·       Journeyman Warcaster

·       Charger

·       Thorn Gun Mages


 

 

This was a basic test run.  We just wanted to try our lists out against someone competent and get a feel for new product.  I got conquest back from my painting god a couple weeks earlier and yearned to see him on-table.  Corc does not get much chance to play and wanted to see if his concept was valid.

              The only relevant terrain was a big forest splotch in my lower right-hand quadrant and a bunker building midway up the field on the right-hand side.  I won the roll and chose first.  Against swans you have to cover that ground or you’ll be cut to ribbons by defensive fire before you get close to combat.  Victory favors a long-range gun and a strong shield wall—or so I hoped.

1.       I set up in the middle of my zone with the shock troopers in shield wall, conquest on the left, and Zerkova behind the man-o-war line.  Corc set up mostly on the right hand far line with the thorn gun mages farther left for a flanking move. The mage hunter went far right and out front.

2.       I ran my boys up and right, pushed conquest to the edge of their line, and put Zerkova behind the metal wall far enough to be out of range of black penny.  She dropped the cloud wall and I passed the turn.  Corc ran most of his list down my right flank, using the bunker as cover.  Jr. put arcane shield on the hellslingers.  The gun mages jinked left to flank my forces.

3.       I walked my shock troopers forward in shield wall, moved conquest forward with a failed scatter attempt toward the elf, and Zerkova moved up with feat popped and dropped a couple clouds in front of the iron wall.  Zerkova was up against the forest with the shock troopers to her left and conquest on the left of their shield wall.  Corc checked the wording on my feat, and moved to consolidate in anticipation of next turn.  The gun mages moved farther down the left flank.  2 chargers cut loose on the shock troopers doing a grand total of 3 damage.  Eiryss ran down to the forest edge hoping to disrupt Zerkova next turn.

4.       I checked a bunch of ranges, saw a ton of targets and promptly forgot about the plan.  After my last game against Sloan, I was so happy to actually get in range of things I neglected the larger strategy.  Also, I probably should have read Cain’s card before playing…but enough excuses.  Conquest powered up, moved back a bit, and used its main gun to one-shot the gun mages into oblivion.  I hadn’t allocated him any focus and figured what the heck, might as well use those secondary batteries.  It was not as if anyone was going to be charging into a creeping barrage.  I unloaded 4 shots into the nearest charger.  I managed to scratch it for 3 damage…until the last shot which scattered and killed JR outright—truck ya high explosive!  Zerkova activated, hit Eiryss with a fatal frost hammer, and backed up on five camp.  The MOW had no range to charge so backed up to the maximum range of their shield cannons, shield walled, and cut loose on the nearest charger—immobilizing it but otherwise leaving it fully operational.  Cain activated, moved up, popped feat, and started the math train.  The center MOW took a shadow fire shot for a couple damage after Cain and company scratched the paint on the unit.  A couple chargers shot through the MOW, darned cheaty shadow fire, and splattered zerkova.  Game—Swans.  I am going to take Cygnar down one of these days.

Mutterings:

1.       I really really should have read Cain’s card.  Mage sight only affects models covered by the AOE.  It does not dispel clouds.  So, even if the shock troopers got shadow fired, if Zerkova was not under the template, she still would have benefited from the clouds.  Also, I could have just dropped a cloud on her.  Defense 17 is nothing to sneeze at even if he hit me with the template.

2.       I am not afraid of the elf.  In MKI she was the bane of my existence.  Now she just walks up and dies.  Premeasuring spelled the end of her hold over me.  I have seen her multiple times in this and the previous edition and she has fallen without affect every time.

3.       That was probably a winnable game.  If I had known my enemy just a tad bit better, I could have bated him out and killed Cain with Conquest.  Corc said that he had nothing to deal with a gargossul.

4.       I need to give her a try with hillbillies and Hutchuk.  That flanking crap would not have flown if I had ambushing knockdown and some cheap guns available on command.

5.       I liked conquest in theory.  Now I like him in practice.   High explosive will not fix every problem but it darn sure is worth gambling on.  I am not sure he is Zerkova’s best option but he is fun.

6.       Caster kill is no-fun in general play.  It is great to show you weaknesses in general mechanics though.  I only wish I could have played a couple more games before Corc had to hit the road.

7.       Shock troopers are just solid.  Armor 21 is beastly.  If I ever get my officer painted I really want to test them at full power.

8.       I am getting close to the point where 25 points and caster kill are not enough.  It may be time to switch casters and try a couple bigger games.

9.       I am solidly improving.  Getting my teeth kicked in is the best teaching method.  Here’s to losing gracefully…freaking Swans😉

 

That’s all for now.  I have to think on Zerkova.  I have this strange affinity for her clunky design and weird interactions.  There might be something wrong with me.  I keep dropping ice into my glass of bourbon and wondering when the god of air-conditioning is going to show up (fluff joke for those not acquainted with the setting.)  More militant recounting later.

Thursday, June 8, 2017

Reviewing Zerkova I


              A couple months ago I started looking for a new warcaster to playtest.  I wanted to try something a little “different.”  I have pedestrian tastes—I am drawn to the original prime casters.  In spite of those preferences, I kept coming back to Zerkova I.  She looked tantalizingly off the snowy path.  I was vacillating between Sorscha and her when PP released her reskulpt—sold!  Thus I give you this review from a non-tournament playing, low experience son of the motherland.

 

              Lady Z is nothing special on paper.  Her 15 defense, armor, and 16 boxes are solidly mediocre.  At MAT 6 and RAT 5 she is barely better than a winter guard recruit.  Her twenty-eight battlegroup points are the MKIII warcaster default.  Cold immunity, pathfinder and sacred ward are useful grace notes.  Her sword is a standard magical melee weapon—there to check the magical armament box rather than for utility.  She is extremely squishy while posing a minimal melee threat.

              Zerkova’s value comes from her feat and spell list.  Her feat denies enemy shooting originating in her control range and stops enemies giving/receiving orders, making special attacks/actions, power attacks, and running/charging for those activating within her control range.  This is the mother of all denial feats since it cannot be shaken, shuts down shooting, and prevents models from doing most of the things used to supplant shooting (charging, trampling, running…etc.)  Since non-warnoun spells are special actions/attacks, it stops non-focus/fury users that activate in her control range from casting spells.  The only way to bypass her feat is to activate outside her control range and/or employ elements that can strike from more than 14 inches—hunters under Sloan’s fire group spell for example.  While the feat does not fix accuracy like icy gaze, it is also a lot harder to circumvent.  Add to this the fact that it hits infantry, warjacks, warbeasts, casters/locs, and huge bases equally and it becomes the centerpiece of Zerkova’s toolbox.

              The rest of her kit is less sexy but no-less useful.  Freezing mist lets her “place” a three inch LOS blocking cloud template within her control range for 2 focus.  Models within the template suffer a -2 to attack rolls—melee, ranged, and spells.  This lets her cut off line of sight with the vaunted cloud wall, trigger prowl/concealment, and debuff enemy attack rolls.  True sight and eyeless sight are rare outside legion and Cygnar—making the template bunker a hard counter to many lists.

              Ghost walk is her only spell that actively supports other models/units.  For 2 focus, it lets a target friendly faction unit/model ignore terrain and free strikes.  At first this looks like an inefficient way of deploying pathfinder.  In reality it is a versatile tool that lets Zerkova’s forces walk out of combat and run through terrain on command.  Since it is not an upkeep, she can spread it around.  The first couple turns it lets units move through delaying terrain features.  In the late game it lets Zerkova pull multiple targets out of combat without penalty—which is especially good against cheap jamming elements.

              Watcher is her only upkeep spell.  Once per turn, it lets a member of her battlegroup make a full advance followed by a boosted ranged or melee attack against an enemy model that moves within 6 inches of her.  I found this spell to be a bit corner case.  In theory it should enable out of action counterattacks and battlegroup blocker movement.  In practice it never came into play.  If Zerkova was close enough to the enemy to trigger watcher then her battlegroup was already engaged.  Zerkova has so much denial between her feat, her offensive spells, and her cloud wall that by the time enemy models got within six inches watcher was irrelevant.

              Lady Z has two damage dealing spells.  Frost hammer is a power 12 8 inch spray with critical freeze for 2 focus.  It is useful for dealing with multiple targets, especially if you can spare the extra focus to boost the to-hit roll and fish for the critical.  Considering that rod of whispers and hex blast top out at power 13, frost hammer is a strong offensive option for the points.

              Hex blast gives her a 10 inch power 13 small blast for 3 focus.  On a direct hit, all upkeeps and animi on the target expire.  Although somewhat expensive, hex blast serves as a useful debuf, ranged damage dealer, and mass removal tool.  I often found it difficult to decide whether to go all in on the hex blast root or to try and hit targets with multiple frost hammers.  One costs less with a potentially devastating critical while the other can do more damage.  In most cases frost hammer is the better choice since you can fully boost 2 frost hammers or drop 4 unboosted sprays.  Assuming you have the range, the increased output does more work than the extra point of power on hex blast.

              Zerkova has three magical items, each of which may be used once per turn.  A single casting may only benefit from one of her items.  Focus sphere cuts the cost of a spell by 1 to a minimum of 1.  This lets her protect her battle group’s advance with four cloud templates in the early game while transitioning to cheaper offensive spells later. This means Zerkova plays like a caster with 8 focus worth of resources but 7 focus worth of accuracy.  True sight only supplements spells, not rod of whispers; so is only relevant to hex blasts.  Lens of Tarvodh gives her a once a turn five inch range boost to a hex blast.  It lets Zerkova plink away at targets in the mid game while staying out of the danger zone. 

              Rod of whispers rounds out her kit with a 10 inch range power 13 ROF 1 magical gun.  If Zerkova kills an enemy living model with the rod, she can leave it in play, change its facing, and use it as an arcnode for the rest of that turn.  The model dies at the end of her turn whether or not she channels through it.  A lot of reviews paint the rod as her core strategy.  My experience is that its limited range, Zerkova’s low RAT, and the dearth of infantry in MKIII render it more of a nice if it happens sort of thing.  The gun is handy for removing pesky incorporeal solos.  If you get an assassination vector with grave door, so much the better but it is not worth building your entire strategy around its utility.

 

Play experience:

              It is difficult to pin Zerkova’s style down.  Most casters have strategic themes.  Some are generalists like Butcher I.  Some are support casters like Irusk.  Some enable other models through their personal offense like Sorscha I.  Zerkova does not fall cleanly into any one category.  I want to use words like generalist or versatile to describe her but these imply a breadth and depth that I am not sure she deserves. 

              Outside of watcher, Zerkova has nothing that specifically interacts with jacks.  She wants to keep her entire stack for cloud walls, attack spells, and camp.  Zerkova only has one spell that benefits infantry in particular (ghost walk.)  Freezing mist is a powerful tool for LOS denial, generating concealment, and debuffing enemy attacks.  She can throw down a magical storm with hex blast and frost hammer but lacks the threat potential of the butchers and Sorscha.  This leaves her dependent on her feat and clouds to deliver her army.  She does not speed up her forces.  She does not increase their accuracy or hitting power.

              I tried her with everything from Rorsh and Brine to demolition corps to a heavy jack list.  Her playstyle changed every time.  One game she bunkered her way across the board, completely shutting down the opposing list.  Another time she walked around removing enemy linchpins while a unit of demolition corps ran wild.  I am used to looking at problems and choosing from static options.  Zerkova has this tendency to morph into something unexpected.  True sight or a 5 inch range boost on hex blast lets her take a standard spell and change the game state.  Mage hunter coming up a flank? Here is true sight.  Got something you cannot target directly?  Charge a jack into combat with it and lob a 15 inch hex blast into its back and boost the blast damage.  Got a caster hiding behind an infantry screen?  Drop one of the screens with a boosted rod of whispers shot and nuke the caster.  Are your demolition corps tied up with a couple of jammers?  Ghost walk them into another threat.  Her toolbox is so eclectic as to lack focus but that very diversity gives her an unusual degree of tactical relevance.

              That flexibility still leaves her with a couple weaknesses.  Despite personal pathfinder and ghost walk, Zerkova runs slow.  She does not increase threat range.  The cloud wall defense tends to brick up her forces until she goes on offense.  If she wants to run, she has to setup the cloud wall before she starts her movement which limits how far forward she can push the LOS screen.  While this is fine for jacks and man-o-war, cavalry and infantry—especially forward scouting elements—have to choose between the bunker’s protection and maximizing their forward movement.  This can leave her behind on scenario even if she eventually delivers her army.

              Zerkova has to balance the desire to push her board presence forward with her need to avoid assassination.  On paper she shuts down enemy models.  In practice I found that after her forces broke from behind the cloud bunker, her 14 inch control range was not enough to shut down every threat vector—especially if she played behind a screen.  Playing conservatively limits her feat turn, cloud wall placement, and offensive range.  Playing aggressively enough to maximize her board presence leaves her sitting on 0 camp hoping her army and sacred ward do enough work to save her bacon.

 

List building:

              It is easier to say what Zerkova does not like than what she prefers.  Between the cloud wall and zap slinging, she rarely has enough focus to support more than two jacks.  This is not to say that she cannot support an all-jack force but that her toolkit prefers more independent elements.  Huge bases cannot be screened by cloud walls so require careful consideration.  Bigger units such as a winter guard circus can pose screening challenges—especially in larger forces where safe landing zones are at a premium.  I found that she does not do well with intermediate range shooting such as the decimator.  The dozer’s 10 inch range combines with Zerkova’s slower deliberate style to leave me wishing for range 12+ guns or a stronger melee presence.

              My favorite battlegroups for lady Z are 2 destroyers or Behemoth and a rager.  Both of them give a mix of 14 inch shooting and focus efficiency.  The rager package gets you a nice mix of offense and defense as well as a sacrificial objective holder.  The destroyer package perfectly spends her warjack points and functions just fine with the powerup focus until they get into melee.  Ruin is a great option with sacred ward and arcane vortex.  Juggernauts make great watcher targets.  The grolar has built in movement buffs and an accuracy fixer in its hammer.  I like all of these options but over and over again I found myself wishing for that 14 inch shooting.

              The big question I had to answer was to theme or not to theme.  Zerkova is one of Khador’s most mercenary friendly casters.  Her cloud wall protects utility pieces and heavy hitters.  Her spell list lets her zap out control solos and smaller units while her hired soldiers hamstring enemy fulcrums.  She benefits from Sylys or Reinholdt—my preference is Sylys for the 2-inch range boost and free upkeep but the speculator certainly has his charms.  Hutchuk, Gorman, and Ragman provide valuable damage boosts—Hutchuk also provides ambushing knockdown on a stick which is so so sweet.  A&H plus Valachev gives you spot removal and a nice damage boost.  While three models for 12 points probably seems a bad deal, it gives Zerkova much needed utility while keeping her model count down.  Orin and Alexia II are strong denial pieces.  Rorsh and brine give you boostable guns, a 14 inch non-linear charging heavy, and a strong assassination threat against living models.  Alten is expensive at 6 points but provides a RAT 8 14-inch gun with reposition, prowl plays into Zerkova’s clouds, and targeted shooting is always a good thing.  Eiryss II out performed expectations every time.  Opponents knew hex blast was on the table and decided not to risk taking the damage and having their upkeeps removed anyway.  Like Alten, she could move up, take a shot, and reposition into cover or behind the cloud wall—which really started to annoy opponents.  If you can pull off the bunker, lady Z gets a lot of use from utility models that would otherwise die before seeing much use.

              On the flip side, Khador’s themes provide strong incentives to stay in-faction.  I feel that legion of steel and winter guard are great for what they are but require Zerkova to manage too large a footprint—in smaller games perhaps but not at 50 and above.  Even though jaws of the wolf should not work with a non-jack caster, I think it is Zerkova’s best themed option.  At 25 points she can take Behemoth, a rager, and marshal 2 destroyers with 2 free forge seers.  The forge seers can empower which ever jacks they want taking the focus Burdon off Zerkova.  Even if the destroyers just sit and aim, they are hitting at RAT 8 under the marshal’s rule.  This list hides well in the cloud, ranges well, and offers a strong cleanup presence on feat turn for very little focus investment—expand to taste.

Theme or not, lady Z is a big fan of annoyance models.  Eiryss, eliminators, man hunters, kossites, and widowmakers pick at your opponent’s patience.  They get tired of dancing around and over-extend—just wanting to make the pain stop—and boom, the cloud wall comes down, the feat drops, and they get alphaed.  She rewards a patient player using list elements to bate out the opponent.

All that being said, Zerkova’s best games came with man-o war.  Full disclosure, I play big red because of these guys.  Any caster that boosts their stock gets my vote.  While bombardiers were so-so, shock troopers with officer loved the ability to run for a couple turns of cloud wall with impunity.  Ghost walk let them seamlessly transition from hammer to anvil and back again.  The unit my opponents hate hate hated though was demolition corps.  Especially in smaller games they ruled the field.  It was like having a mini battle group.  Cloud wall meant they got stuck in on their own terms.  Ghost walk let them walk from one target to another, usually leaving some poor sod open to a nuking.  Once they started trucking, they would not quit.  They made me wish I had more than one unit.  Sure, Sloan turned them into hamburger but that’s nothing new.  I cannot wait for the MOW theme to come out to see how Zerkova performs.

 

Fury’s Mutterings:

              Zerkova is one of those casters who would make the ‘A list’ with a couple tweaks.  I feel like PP looked at her arcane items and said “naaa, we have to give her limits.”  She deserves to be focus 8 rather than 7 with a once-a-turn discount.  That one change would make her feat far more dependable.  Along the same lines, I do not get why PP just did not give her full-fledged true sight.  This is par for the course for Zerkova.  She is fun to play but her design feels just a little bit clunky such as how her gun lets her create arc nodes but she only has RAT 5 or how most of her magic items are only really useful with hex blast.

              For me, Zerkova’s appeal is her unique factional toolkit.  The package lacks a unifying theme but provides a diversity of options that is fun to play even if it is not as competitive as I would like.  That novelty cuts both ways.  Opponents—used to Khador’s usual straight forward style—had trouble adjusting to Zerkova’s quirky approach.  One opponent remarked after my third premeasurement that I was unusually strategic for a Khadoran player…thanks?  If one wishes to be successful with lady Z one needs that level of strategic awareness.  Which brings me to the other thing I like about Zerkova.

              She demands a high level of tactical awareness.  I like casters that give me choices—that challenge my mechanical knowledge.  For all that I would like her to be a stronger competitor, Zerkova offers many choices in order of activation, defense, and offense.  For example, freezing mist can be placed in many ways—to block line of sight, to provide a +2 defense bonus against shooting and melee, to reduce shooting attack rolls, and to force counter magic resource expenditure.  She pivots quickly from offense to defense through a variety of tactical options.  So she is fun and demanding.

 

Conclusion:

              Zerkova is a solid caster.  She is fun to play if for no other reason than the variety of her feat and spell list.  However, her novelty does not mask her second tier status.  She is a great learning experience—just be aware of her limitations.

Tuesday, May 16, 2017

Finishing up crossroads of courage


              A couple weeks ago I finished the first season of Crossroads of courage.  This also concluded my test run of Zerkova I, she of the cold heart and dark secrets. 

 

My List:


·       Decimator

·       Decimator

·       Man-o-War Bombardiers

·       Man-o-War Kovnik

·       Holden Courage

 

I faced Pete and the master assassin.  This was a rematch from old times.  We have faced each other many times over the last year.

 

Pete’s list:

·       Lord Assassin Morghoul

·       Reptile Hounds

·       Archidon

·       Titan Gladiator

·       Paingiver Bloodrunners

·       Legends of Halaak


·       Extoller Soulward

·       Holden Courage

 

The battlefield featured a ruin to the left, a barrier in my near deployment zone, a high tower to the right, and a crater field in the middle.

 

1.     Pete won the roll and chose to go second.  I deployed Zerkova and a decimator to the left of the barrier.  The man-o-wars, Holden, and the other decimator went on the right.  Pete put Morghoul and his battle group dead center.  The legends went right.  The rest of the infantry went left.

2.       The Kovnik walked forward and put desperate pace on the bombardiers.  The bombardiers and the right hand decimator ran up and left in front of the obstacle.  The left decimator moved up to complete my standard defensive wall with a jack on either end of the mow’s line.  Zerkova cast watcher, dropped her cloud wall, and ran up behind the line.  Pete sent the legends to flank right, using the tower for a shield.  The runners and the extoller ran to flank left.  Morghoul’s battle group came straight down the middle.

3.       Ok, if he wants to play the pincer game I’m down with that.  I premeasured everyone’s threat range and made some notes.  The thing with Zerkova going first is that she has no range top of turn two.  Without objectives and kill box in play she is better off castling up—forcing the other guy to come to you.  I moved everyone up a couple inches, dropped the wall, and passed the turn.  Pete moved up, put his flankers ready to charge, and left his battle group staring down the man-o-war wall.

4.       Game time!  The decimators could not get into range (stupid SPD 4.)  Zerkova let watcher expire.  I took a second and worked out the order of activation.  The Kovnik walked right to intercept the legends and put desperate pace on the bombardiers.  I should have taken a shot but forgot he had a gun.  The right hand decimator killed one of the legends but missed the second shot.  Holden took a shot and missed.  The bombardiers walked up to the edge of 5 inches of Morghoul—tag.  The MOW went all-in on a CRA and hit Morghoul for 12 which was transferred to the gladiator.  The left decimator took a shot at the gladiator, hit, boosted damage, and rolled triple 6.  That effectively took the big guy out of the game.  Zerkova walked up, popped feat, and threw a boosted true sight hex blast at Morghoul.  The shot missed and scattered into no man’s land—crap.  I panicked, blood runners within walking distance of my caster’s back 180, and spent my remaining focus on a frost hammer.  Two runners died and the extoller powered up—double crap.  Zerkova’s feat limited what Pete could do but he did his best.  Morghoul moved up, popped feat, and killed off a bombardier.  The reptile hound walked up and damaged a trooper.  The archidon charged the right decimator doing significant damage.  The legends walked in, killed the kovnik, and did some more damage to the decimator.  The extoller took a shot at Zerkova and missed.  The blood runners walked up and did a couple points of damage to Zerkova (bad dice for the win.)  They repositioned out of combat.

5.       Zerkova allocated 2 focus to the decimator.  She shook blind, moved ahead, cast ghost walk on the MOW, and zapped the extoller into oblivion.  The decimator shook blind, charged Morghoul, boosted to hit, and missed—triple crap.  The bombardiers built a wall of meat between Morghoul and Zerkova.  They swung and missed due to blind.  The far decimator tried for the legends but missed.  Morghoul retreated from combat.  The hound killed a bombardier.  The legends and archidon finished off the right decimator.  The blood runners took a shot at Zerkova, again, but only caught air.  They repositioned out of combat, again.

6.       Zerkova allocated 1 to the decimator, walked up, hit Morghoul with a boosted frost hammer, left him stationary, and did major damage which got transferred to the hound—killing it and knocking the master assassin down a couple boxes.  I throughout a final frost hammer, auto hit, and killed Morghoul since the archidon was out of his control range.

 

Thoughts:

1.       I made a lot of mistakes this game.  I need to learn to push Zerkova farther forward against armies with no ability to penetrate clouds.  I forgot the shield on the Kovnik and did not take a shot with him when I had the chance.  He could have done damage and might have otherwise survived.  I should not have left her on 0 camp so often.

2.       I am really beginning to dislike decimators.  They did a great job for me in my journeyman league but here in a wide open format they just do not have the range to get the job done.  Zerkova wants her team to reduce the enemy at range before making contact—god knows she is not winning any awards for speed—so I am beginning to think I would be better served with destroyers.

3.       We played caster kill—again—because it was what most of the players could handle.  That being said, I think we have reached the limits of that scenario.  Assassination is all well and good but it provides for little strategic variety.  I am looking forward to the new CID steamroller rules if for no other reason than it will give a nice change.

4.       I love MOW.  Base armor 16 and 8 wounds is just enough to give people problems.  The offensive output is nice.  The challenge all that metal clad meat provides is the best.  Over and over again they have held up the opposing advance until the rest of my forces can get the job done.

5.       I am becoming increasingly sure that MK III is all about the threat range.  I mean…not like that is any different than before but I keep getting pulled to models specifically due to their ability to reach out and touch the other side.  I want to make the decimator work and against a conventional force it is fine.  The catch is that “fine” is not enough with the prevalence of high armor and heavy shooting lists.

6.       I cannot figure out what Zerkova “wants to do.  It is not a question of making her work—more of purpose and synergy.  Casters like Butcher I are obvious generalists.  Casters like Irusk are specialists.  Zerkova does not seem to fall into either of those categories.  Other than hiding behind the cloud bunker she does not have a clear purpose.

 

Season I is done.  Counting victories I took first.  Counting fate points I tied with Cheryl.  That’s the end of the campaign for me.  The group has fallen apart and I do not have the time or contacts to raise a new community sadly.  I am going to keep playing with friends until I can find another store.  Next up, reviews of Zerkova and demolition corps.

Monday, April 24, 2017

Crossroads of Courage, Round 4


A couple weeks ago I ran my store’s third week warmachine narrative campaign.  One of my friends came off a three-year hiatus to play Cygnar.  Much was learned—painfully in some cases.

 

My list or going full defense:

·       Koldun Kommander Aleksandra Zerkova

·       Decimator

·       Decimator

·       Man-o-War Shocktroopers (Full)

·       Man-o-War Kovnik

 

I do not tech against specific players.  I do customize my lists to the mission.  I knew I would need to escort a messenger, so I went with the iron wall of shock troopers and some ranged punch with the decimators.  I hoped the Kovnik could speed things up and act as a backup messenger should Holden fall.

 

Most of my crew are very new to MKIII and warmachine in general.  I chose to face my friend’s list so as to get in some quality teaching.  I suspected it would be an up-hill fight and I was right.

 

Cheryl’s list, Melee? Where we’re going we don’t need melee:


·       Arcane Tempest Gun Mages



(all in the sons of the tempest theme)

 

       My initial reaction was “Gee, the first two turns are going to suck but after that I should be in melee.”  This was mission 3 in season 1 for crossroads of courage.  I had to Shepard a messenger around the board till he came within 6 inches of the drop off point…which Cheryl picked in advance but I did not know about beforehand.  The major terrain elements were a large hedge and wall in my zone slightly behind and to the right of a huge central forest.  Farther back in Cheryl’s zone was a large hill section.

 

1.       Cheryl won the role off and chose to go first.  The firefly, gun mages, and cyclone took the right while the black 13th, Sloan, and the hunter split left.  I refused flank to the right with my jacks bracketing the shock trooper wall just in front of Zerkova and my kovnik.  I figured that with speed 4, I was not going to get to much terrain so assassination was my only real option.

2.       Team long shot ran forward after it was determined that even Sloan could not shoot my list on turn one through a forest, obstacles, and cover—let alone in my deployment zone—though she came darned close.  Zerkova cast ghost walk on the shock troopers and ran forward.  The Kovnik gave shockies desperate pace and walked around the hedge.  The Shockies ran 10 inches straight forward ignoring the hedge (ghost walk is the nutz!)  Both jacks ran around the hedge.

3.       Sloan cast fire group and guided fire while moving up to take a shot at one of my jacks.  Cheryl split her fire (am I the only person stunned that gun mages can get 14 inches on their guns?)  The firefly and hunter got a shock trooper down to 1 box.  The damaged decimator blew the gun off the firefly.  The Kovnik gave the man-o-war desperate pace.  The shockies moved forward in shield wall.  Zerkova dropped some clouds to block off the gun mages line of sight (stupid true sight jacks.)

4.       Cheryl moved up her infantry to support her forces with the black 13th up front, the cyclone and hunter running interference, and the gun mages camping out with Sloan on the hill.  I lost a shock trooper and took significant damage to a decimator.  I ran everything forward and popped feat.  I pushed as far forward as I could manage knowing that Fire group put Sloan and the hunter outside her control range and thus in assassination territory if I was careless.

5.       This is where the game fell apart—what-the-fuck?!?!  Fire group means that all those jacks have 2 inches longer range.  Cloud wall is useless since true sight cuts through it like butta.  If I put Zerkova forward enough to cover her army at maximum range, she gets assassinated.  If I held her back then everything (even the gun mages can get up to range 14 on their own) can walk into range of something while holding outside her feat.  Sloan popped feat, casts guided fire, and fire group.  With the hunter’s help, she took down one of the decimators.  The rest of her army unloaded.  I ended up with another trooper dead, one more on one box, my other decimator damaged, and seriously demoralized.  I tried to counter with an all-out run into combat/a long shot decimator assassination but the range was not there.  I killed what was left of the firefly but by the end of Cheryl’s next turn I was left with some of a jack, my Kovnik, Holden (dead once already), and Zerkova.  I conceded because Sloan and reasons.  Victory to Swans…and Cheryl…and Sloan…frigging Sloan.

Thoughts:

1.       My challenge with Sloan is not her lethality or that of her battle group (which is considerable.)  A basic two-inch range extension on jacks that shoot farther than me, more accurately, and come stock with longer base movement is difficult to counter without dedicated list shenanigans.  The hunter has a combined thread of 22 inches under Sloan (14 gun plus 2 for fire group plus 6-inch base move.)  The cyclone (arguably one of Cygnar’s worst value heavies) makes it up to 19 inches.  Sloan aint just whistling Dixie at 22 inches herself either—and that’s before we count in refuge.  The destroyer has a maximum threat range of 18 inches including a nice walk.  The decimator caps out at a measly 14 inches.  Sure, I can buy up to a colossal or a gun carriage but at a certain point the investment hits diminishing returns.  I can’t repel firepower of that range increment.

2.       The gun mages thunder slamming my shock troopers out of shield wall was…how shall I delicately put this…frigging rude.  That extra four-point unit attachment would have made a big difference.  It probably would not have won me the game but it would have made the shock troopers a legitimate obstacle—something else to get painted.

3.       I am withholding judgment on the MOW Kovnik.  Maybe with something worth advancing my opinion will change.  He did not make much of a difference in this game but then I cannot think of anything I could have spent his 5 points on that would have swung the tide.

4.       It feels like Cygnar is objectively better value than big red.  This is not a complaint as much as a design observation.  Sloan’s combination of tools and and abilities kicks most balanced lists out of the ball park.  I have no hill to stand on (I have been hiding behind my impenetrable cloud wall for most of this season.)  It is the difference between Zerkova capping out at focus 8 instead of 7.  One counters basic shooting.  The other locks down all but the biggest guns and fastest platforms on Z1’s feat turn. Sloan does exactly what she was intended to do and has a great toolbox to pick from.  By comparison, I feel Zerkova comes up a little short.  I suppose the grass is always bloodier on the other side.

5.       Lest my bitching give the wrong impression, this was a great game. I learn best by getting my teeth kicked in and I have not had to concede a game in three years—ah the sweet pain of knowledge.  Warmachine is a game of rock-paper-scissors.  My rock got covered by the paper shell casings of Cheryl’s barrage.  You learn to deal with reality or you rage quit—and I am not a quitter.  This is why tournaments allow multiple lists and specialists.

6.       I honestly do not know what I am going to field for Sunday’s end of season game.  I really do not like 25 points—just enough room to make you feel like you have some flexibility but not enough room to really take some options.

 

My new job limits my writing time so the next update may take a while.  Be assured I shall chronicle the end of season one as well as my thoughts on several models/units.