Finishing out the month strong with getting 10 more points painted:
Saturday, June 30, 2012
Friday, June 29, 2012
eMadrak gets stomped, pMadrak goes stomping
So I devised what I considered a solid eMadrak list based on what I own. Showed up at the FLGS last night and first game was a 15 point Team Game. As I wasn't sure I would get more than 5 games in for the league, I wanted to make sure I played every game with a new, painted Warlock, so I brought eMadrak (though I probably should have brought out Calandra).
Game 1:
I was paired with a Cygnar player vs. my Arch-Nemesis playing Circle and his Cryx partner.
My list was eMadrak, Axer, Impaler, Mauler. My idea here was to hopefully make some people unhappy with Madrak throwing his Axe, while the Axer and Mauler had fun. My partner ran pNemo and 3 Ironclads.
Our Circle opponent brought eBaldur with Megalith and the Woldguardian, his partner played eSkarre, with Deathjack and a Leviathan.
The Cryx and Circle team played fairly aggressively, and myself and the Cygnar player were a bit more cautious in meeting their approach. eSkarre's feat ruined our best turn to really do any damage, but I did trample my Mauler close enough to put pressure on eSkarre and eBaldur. Baldur's beasts beat down my Impaler, so my Axer moved to about 1.5" from them so he was threatening both, trying to tie them up for a turn, as I could see that Deathjack was in an eBaldur forest, so there was no way he could charge eMadrak.
Unfortunately I didn't realize that rough terrain was only in play as long as eBaldur wanted it to be (for some reason I thought it stayed in play for 2 turns?), he removed the forest and Deathjack charged eMadrak, hit, and at Dice + 1 rolled a 17, doing 18; which forced a tough roll... that eMadrak failed. The Cygnar player tried to mop up, but two one one was too much and he fell soon after.
Game 2:
Because I wanted more league points so I could FINALLY get my first upgrade, I convinced my Arch-Nemesis to play a quick 15pt game against me.
My list:
Chief Madrak Ironhide
* Pyre Troll
* Troll Impaler
Trollkin Fennblades (Leader and 5 Grunts)
Trollkin Scouts (Leader and 5 Grunts)
I ran 1 point down, but I thought the Pyre Troll would be a nice addition in such a small point game.
Arch-Nemesis' list:
Kromac the Ravenous
* Warpwolf Stalker
Stoneward and 5 Woldstalkers
Blackclad Wayfarer
Druid Wilder
Deployment:
I set up my Fennblades centrally, with Madrak right in the middle of them, the Impaler and Pyre to their right.
He deployed Stalker centrally, Kromac behind him, and the Wilder nearby; he then put the Wayfarer and Woldstalkers to the left of the Madrak mini-brick.
I advance deployed the Scouts into a forest directly across from the Woldstalkers.
My turn 1:
Fennblades move up, Madrak moves up behind them and casts Sure Foot. The Impaler and Pyre Troll move up. The Scouts move up.
His turn 1:
Stalker warps for Prowl and runs into a Forest to the right of the mini-brick. Everything else moves forward.
My turn 2:
Fennblades move up, Madrak upkeeps Sure Foot and walks forward, not yet in range of Kromac. Scouts charge the Woldstalkers and Wayfarer, they don't get into melee range, but get their axe throw because of Assault. They manage to kill one of the Woldstalkers and the Blackclad Wayfarer.
I was feeling pretty confident I could get the alpha strike on Kromac next turn, I would have the Fennblades pop their mini-feat and... oh, they don't have the UA, no mini-feat, I may need to re-examine my plans...
His turn 2:
His Woldstalkers Zephyr, and take some shots at the Scouts, they kill three, with the last Scout unharmed. Warpwolf Stalker moves over directly in front of the Fennblades, but doesn't do anything else, Kromac moves forward a bit more, but plays it s a bit safe, keeping the Stalker between my Fennblades/Madrak and him, then casts Inviolable Resolve on the Woldstalkers and Wild Agression on the Stalker. The Wayfarer moves up. Woldstalkers Zephyr away and then start shooting the Scouts. They end up getting 3 kills and 2 knocked down from successful Tough checks.
My turn 3:
Scouts make their morale check, Fennblades move up and fan out just enough to give Madrak LoS to the Stalker, Madrak upkeeps Sure Foot, walks forward and pops feat, then spends 3 Fury, 2 for Stranglehold and 1 to boost the Attack roll, but misses the Stalker, leaving Madrak with 1 Fury. Under feat, the two knocked down scouts sacrifice their action and the unit advances, my hope here was that with Overtake & Gang I could get through a number of the Woldstalkers, unfortunately I don't kill any, as I roll a 3 for damage, 2 less than I needed to kill the Woldstalker and activate Overtake.
His turn 3:
Kromac upkeeps Wild Aggression, Woldstalkers Zephyr and kill 2 of the Scouts, leaving the last one knocked down on a successful Tough check. Wilder uses Sprint on the Stalker, and the Stalker warps for Berserk and charges one of the Fennblade flanks. He hits the first one, he Toughs, buys an attack, hits him again, kills him, Berserk attack the second one, and is then out of range of the rest, so he Sprints away.
The battle music plays as Kromac walks forward and Jumps into Melee range with Madrak. Kromac has 6 Fury on him, is MAT 8 and gets two initial attacks. He hits with the first attack, Madrak uses Scroll of Grindar's Perseverance to ignore it, missed his second attack, bought an attack, hit with it for 10 damage (which Madrak then transferred to the Pyre Troll) and then gets a string of misses and a single low damage hit. By the time he is out of Fury, Madrak has taken three damage. Kromac then feats, cuts himself for 7 and gets 7 Fury back, which he then proceeds to unleash against Madrak, however Dhunia smiled upon the Chieftain, and when Kromac had exhausted all of his attacks, Madrak stood defiantly with 2 Boxes left and 0 Fury.
My turn 4:
Madrak pulls 4 from his beasts, then cuts himself for 1; bringing him back to 5 Fury. He boosts his first attack and lands Critical Grievous Wounds (though at this point it wasn't a big deal, Kromac had no Fury) and does some damage. Buys another attack, boosts to hit, does some damage. Buys a third attack, hits, boosts damage, and Kromac falls with his tail between his legs.
Wrap-Up:
Madrak should not have survived that assault, at DEF/ARM 16/16 with 18 boxes, ~42% of Kromac's unboosted attacks should have hit, doing ~5 damage per hit. That means had the dice been average for my opponent, he would have need 4 unbooted attacks to hit for average damage. Considering that 13 Fury was thrown into the assassination attempt, Kromac's player (Arch-Nemesis) got hosed by bad dice.
Labels:
Battle Report,
Circle Orboros,
Cryx,
Cygnar,
eBaldur,
eMadrak,
eSkarre,
Hordes,
Kromac,
pMadrak,
pNemo,
Thornwood,
Trollbloods,
Warmachine
Thursday, June 28, 2012
Pre-Game 6/28/12
As I sit here during my last few hours of work, I can almost here the drums outside the dull gray walls of my cube, calling me to something greater, calling me to WAR; or possibly just calling me to a cramped room with smelly dudes.
It's Thursday, and that means it is the one night I get to play WM/H (outside of random Menoth vs. Trollbloods games on my table at home).
This is Week 2 of the Thornwood League (and I am in last place with a single point!), and as much as I would like to play that Jarl list again, I need to get four games in over the next three weeks with different painted Warlocks. Tonight I will be pulling out Epic Madrak (and insisting on League Scenario).
Any how, here is the list:
Madrak Ironhide, World Ender
* Dire Troll Bomber
* Dire Troll Mauler
Krielstone Bearer and 3 Stone Scribes
Trollkin Fennblades (Leader and 9 Grunts)
* Trollkin Fennblade Officer & Drummer
Trollkin Scouts (Leader and 5 Grunts)
Fell Caller Hero
I should have no problem cracking High Armor with this list (my problem last week), and for High Defense I have the Bomber and two Beasts who can throw Fennblades/Scouts. The Fennblades eat up board space, the Scouts are intended as a counter charge unit, and the Krielstone Bearer and Scribes will stick close to the middle of the bodies. With 21 medium base Warrior Models on the field (besides Madrak), I should have plentiful Grim Salvation targets.
It's Thursday, and that means it is the one night I get to play WM/H (outside of random Menoth vs. Trollbloods games on my table at home).
This is Week 2 of the Thornwood League (and I am in last place with a single point!), and as much as I would like to play that Jarl list again, I need to get four games in over the next three weeks with different painted Warlocks. Tonight I will be pulling out Epic Madrak (and insisting on League Scenario).
Any how, here is the list:
Madrak Ironhide, World Ender
* Dire Troll Bomber
* Dire Troll Mauler
Krielstone Bearer and 3 Stone Scribes
Trollkin Fennblades (Leader and 9 Grunts)
* Trollkin Fennblade Officer & Drummer
Trollkin Scouts (Leader and 5 Grunts)
Fell Caller Hero
I should have no problem cracking High Armor with this list (my problem last week), and for High Defense I have the Bomber and two Beasts who can throw Fennblades/Scouts. The Fennblades eat up board space, the Scouts are intended as a counter charge unit, and the Krielstone Bearer and Scribes will stick close to the middle of the bodies. With 21 medium base Warrior Models on the field (besides Madrak), I should have plentiful Grim Salvation targets.
Wednesday, June 27, 2012
Hobby Update 6/27/12
Quick painting update, managed to get Madrak Ironhide, World-Ender (eMadrak, Madrak2) painted last night. While there are certainly better painters out there, this is probably the best job I have done, and I am pretty satisfied with it!
Monday, June 25, 2012
Sunday, June 24, 2012
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