Friday, January 13, 2012

The Fundamentals -- Part 1. Reach

I'm excited to say this is the first post I'm writing in response to feedback I've recieved. They wanted me to do a write up about reach and the implications it has on the game of Warmachine/Hordes game. So I'm using this as an excuse to start a series about the fundamentals of Warmachine.

Reach is a very simple mechanic in Warmachine extending the threat range of a model from .5 inches to 2 inches. So the very first and most straightforward implication is reach gives your model an additional inch and a half of threat. This simple extention of threat ranges allows you to play the first strike cascading game better.

Warmachine is a game of first strikes and cascading. This is one of the reasons games of Warmachine are won in the movement phase, but lost in the combat phase. The latter of that statement is for another post though.

Creating the opportunity to remove the first model from the board has far reaching implications. To sum it up as simply as possible, if you start trading point for point in the end you should be in a position to threaten their Warnoun sooner then they will be.

What I'm referring to when I use the statement cascading is the concept of I throw my army at you and kill half of it. You respond, but your army is now at half so you only kill a quarter of mine. This generally forces my opponent to try and change the momentum of the game with a big move, which typically requires risk. Taking risks while required at times is the easiest way to open up yourself for assassination runs or giving up capture points to your opponent.

This leads into my 2nd major reason I love reach, prevention. There are 2 methods of prevention that are amazing about reach. 
  1. It creates much higher threat areas around models with reach. This allows a model with reach to engage multiple models, create much larger free strike lanes if people try to pass you and force weaker enemy models to move around your models forcing them to waste movement. Getting your opponent to waste movement is the easiest way to get them out of position. Warmachine/Hordes is typically won or lost by turn 4(this includes the concept of timed turns, non timed turns can go on much longer). An out of position model or unit can easily cost you the game if you find it being ineffective.
  2. Reach allows you to thwart the opponents method of prevention much easier. Screened models must be much more forward or the models being screened must be much further back if they are to successfully prevent reach models from hitting vital parts of the army. Your opponent also has to now worry about oddly angled charges. Typically you can put lots of models directly in front of a charge path, but as soon as you have to spread out your screen since the enemy model can come from many different directions it is weaker. They can punch a hole in it since there are less models and throw the reach model at you.
The third major advantage of reach applies mainly to units, but warjacks/beasts can take advantage of this as well. You can engage more targets onto one source then normal. By leaving small gaps when you charge a target you leave the opportunity of a model with reach to attack the enemy model. This allows you to bring higher amounts of attack, which means higher amounts of potential damage onto hard to kill targets or models that are critically important to kill.
The final advantage of reach is very simple. It gives you the capabilities of fighting over linear obstacles. Take advantage of walls if you have reach or pathfinder. Even more so if your enemy is lacking in these rules. One common misconception I've noticed playing Warmachine/Hordes is the ruling that you get +2 defense from fighting over a wall. This is simply not true unless that wall is labeled as an obstruction. Linear obstacles offer cover and prevent charging unless the model has pathfinder. That's it, so watch out for this common misconception.

There are a few negative impacts of reach as well. These can be mitigated by proper facing and placement of your models though. The first biggest downside is enemy models engaged by a model with reach has more freedom before he suffers a free strike. You can charge while still in a reach models melee range without ever leaving it (a trick you can take advantage of as well). Something you have to pay attention to and prevent by creating weird facing arcs. In the example below the model is caught in melee range of a reach model, but his facing is preventing him from charging the blue target without suffering a free strike. If the facing was reversed he would be able to engage the blue target and possibly charge it.

My sexy ms paint job.

To recap. 
  • Take advantage of your extended threat ranges. 
  • Look for odd charge angles to surprise your opponent. This will also force them to spread out their screens giving you less models between you and your higher valued targets.
  • Reach models can screen much larger areas for your models, but do this wisely with good positioning.
  • Leave gaps for reach attacks to fight through. This allows you to eliminate the critical pieces much more effectively.
  • Take advantage of linear obstacles
  • Use facing and placement of your reach models to prevent your opponents freedom as much as possible.


Tuesday, January 10, 2012

Warlock Round up -- Kaya1 Part 2

As my last Kaya post I mentioned I wanted to try her non tier. It worked out a lot better, but unfortunately I don't remember everything that was in the list. I almost wonder if I played down 9 points. Which would be very amusing!

Kaya the Wildborne (*6pts)
* Gnarlhorn Satyr (8pts)
* Shadowhorn Satyr (7pts)
* Warpwolf Stalker (10pts)
Druids of Orboros (Leader and 5 Grunts) (7pts)
* Druid of Orboros Overseer (2pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Tharn Wolfriders (Leader and 2 Grunts) (6pts)
Blackclad Wayfarer (2pts)
Druid Wilder (2pts)

Kaya1 is a very interesting warlock. My second game I basically forgot about pack hunters for the first two turns which was exceedingly brutal since I was fighting defense 16 temple flame guard. I must say, obnoxious! A very solid little menoth block from my friend Greg. I don't remember if this is 100% correct  list, but I'm sure its near accurate.

Hierarch Severius (*6pts)
* Blessing of Vengeance (7pts)
* Reckoner (8pts)
* Reckoner (8pts)
* Hierophant (2pts)
Choir of Menoth (Leader and 3 Grunts) (2pts)
Exemplar Errants (Leader and 9 Grunts) (8pts)
* Exemplar Errant Officer & Standard Bearer (2pts)
Temple Flameguard (Leader and 9 Grunts) (6pts)
* Temple Flameguard Officer & Standard (2pts)
Visgoth Juviah Rhoven & 2 Honor Guard (4pts)
The Covenant of Menoth (2pts)
Vassal Mechanik (1pts)
Vassal of Menoth (2pts)
Vassal of Menoth (2pts)


With the threat of eye of menoth and ignoring stealth he brought some very solid counters too my list. I proeceeded to make massive mistakes left and right this game slamming into his forces as hard as possible without much success. To keep this part short as I don't remember everything very well (definitely a mental note on write the blog the day of the game!). I pressured old man Severius to the right corner of his killbox with the tharn wolf riders. Then proceeded to land a few key pushes with the druids of orboros and through a bounding on the stalker and flung him 11 inches giving him 13 inches of threat. *Psst I love you reach* And proceeded to eat the old man.

Things I've learned of Kaya1. Spirit door can be very crafty. You can use it to pull some very odd shennaigans, including spirit fangs then retreat, throw stalkers at people then yo-yo (yes I know very standard) or spell assassination run with spirit dooring next to a beast that ran near the enemy warnoun. This only works well if you can teleport behind for a back arc. Then boost a spirit fang on him and lowering his defense by 2 giving you an effective 10+2d6 to hit on the next 2-3 spirit fangs. Once you hit you should pop your feat and fill up on 6 fury again and throw 2 more spirit fangs. This isn't a give me to hard to kill casters, but more forces weak casters to camp.

Kaya1 1 - 1.

Up next - Cassius

Sunday, January 8, 2012

Stalker - painted and opinions

My opinions of the stalker.

As I've been playing lots of games of Circle of Orboros lately doing my Warlock Rumble(playing every warlock twice to understand the faction better). I've found what I consider amazing in Circle.  This isn't some amazing insight that other players aren't aware of, but the Stalker is a really high quality Warbeast.

To go over him really quickly. He has reach pow16 attack and a claw attack. Some amazing warpings in strength, prowl and berserk. Allowing him to hit hard enough to threaten heavies, great infantry clearing capabilities in berserk and prowl which lets him get up field without the worry of shooting. They are effectively a complete tool box of destruction. I still stand by the most simply powerful ability in the game being reach. It is incredibly powerful. I should probably write a blog about reach in general at some point.

His biggest con is that he's a 10 point beast with only 25 boxes at armor 17. Yes defense 14 will allow him to survive non elite units, but still dies fairly quickly if your opponent knows what he is doing.

Now for painting!

Stalker Front
For my paint scheme I started with the skin using codex grey + thornwood green mixture then slowly added more and more codex grey then started to add some Menoth white base. Got about 7 very thin layers onto his skin. I used the chuck norris of washes with Devlan Mud but very watered down to paint the model and bring down the brightness. I went through and shaded it with thornwood green.

I then went through and did a very simple cold steel base coat on all the silver metal locations. I proceeded to wash it with Ogryn wash, then high lighted with cold steel, then a tiny highlight of mithril.

The bronze armor was a base coat of dwarven bronze. I gave it a highlight of shinning gold, washed it with Ogryn wash then highlighted it again with shinning gold. This last highlight is only on key locations.

Stalker Back
The claws are a base of charadon granite + beast hide then you add dheneb stone slowly as you add highlights until you get the brightness level you wanted.

The fur was very simple with beast hide then devlan mud washed then dry brushed with beast hide again.

The hood is painted with bootstrap leather highlighted up with bootstrap + beast hide. Then washed it again with devlan mud.

The basing is simple umbral brown, dry brushed with vermin brown (which gives a wet earth feel which I love) and static grass.


Friday, January 6, 2012

Warlock Round up -- Kaya1 Part 1

Prime Kaya is a very interesting warlock. Her signature spell is spirit door, allowing you to teleport models in your battle group around the battlefield, though they can not attack or move once teleported. This allows for a lot of yo-yo style strategies with her. She also has a fury management spell, a very solid nuke in spirit fang, and occultation. The main thing that makes spirit fang a solid nuke is the ability too lower a targets defense with a boosted attack so the rest of your army can hit it easier.

To start out trying Kaya1 I decided to try and make her tier list work. My first list I brought to the table was.

Kaya the Wildborne (*6pts)
* Pureblood Warpwolf (9pts)
* Shadowhorn Satyr (7pts)
* Warpwolf Stalker (10pts)
Reeves of Orboros (Leader and 5 Grunts) (5pts)
Reeves of Orboros (Leader and 5 Grunts) (5pts)
Wolves of Orboros (Leader and 9 Grunts) (6pts)
* Wolf of Orboros Officer & Standard (2pts)
Reeve Hunter (2pts)
War Wolf (1pts)
War Wolf (1pts)
War Wolf (1pts)
War Wolf (1pts)
War Wolf (1pts)
Wolflord Morraig (5pts)

I enjoyed playing this list. One of the key strategies was to position my Shadowhorn Satyr in a position where he can bounding leap next to heavies toss them at my army then remove them from the table with my warpwolves. All the while keeping my heavies safe from counter attacks with spirit door. I believe this to be an effective strategy for heavy removal, but I find the list isn't capable of dealing with elite infantry or very heavy swarms. This was a bit surprising and can be due to my lack of experience with it. Or maybe due to the fact my opponent was Kallus, who I've decided can be a real nightmare. His feat when properly executed makes his army very powerful at jamming you.
Turn 1 after Kallus moved up.

I lost the game vs. Kallus due to over extending on an assassination run when I thought the situation was too desperate to fight out normally. In hindsight I do think I would've done a better job fighting him then I had originally thought. The stalker's berserk and the fact my Shadowhorn Satyr tossed me a Carnivean early on to gobble up means I should've been able to effectively weather his feat though it was going to hurt.

I did play another game vs. a Retribution player, but I'm not counting it as 1 of my 2 games due to it being a 35 point game. Though I did learn how to move my army along and that the Gnarlhorn Satyr is very effective with Kaya. In the end I was able to kill Kaelyssa, but the game was very well fought by one our newest members of our gaming group, Roman.

So far with Kaya1
0-1 50 pts.
1-0 35 pts.

One more game to go! I wanted to post this now though before I forgot everything. The next list I plan on trying won't be a tier list. I feel the reeves just aren't worth their points. Snap fire and cra aren't very synergistic abilities and a base rat 5 makes it hard to reposition and still hit valuable targets.

I should be able to rap up Kaya1 this weekend and hopefully start on a new warcaster, who I'm hoping to be Cassius due to having the battle engine, which I'm hoping can hide his tree well.



Friday, December 30, 2011

Warlock Round up -- Morvhanna

I find Morvhanna to be a very interesting warlock. The first one of this series to be very difficult to write a list for. As I was writing my first list I saw an interesting Skornergy (the concept of a model pairing that is the exact opposite of synergy, this can be very entertaining as it is usually due to a very small rule or wording of the unit) with the Tharn ravagers. As Morvhanna's feat doesn't allow for the ravagers to gain corpse tokens from killing models. Also as a note you want to avoid construct infantry as they do not allow you to gain fury from Harvest. So ignoring all my own advice my first list consisted of...

Morvhanna
2x Woldguardians
1 Woldwyrd
6 Tharn Ravagers w/ Tharn Chieftain
6 Bloodweavers
5 Skinwalkers
Sentry Stone & Mannikins
Shifting Stone w/ Stone Keeper
White Mane

As I noted above the mannikin's and Tharn Ravagers offer a lot less synergies with Morvhanna and this list turned out to be pretty terrible in game play. Though I do stand by Sentry Stones being a lot better then people give credit to them for. Free generating infantry and boostable sprays are pretty great.

I played vs. Severius2 as my match up in this game. My opponent was new to his warcaster as well which made the game more enjoyable. There wasn't many mentionable moments in the battle that are worth writing about. The battle was effectively an attrition grind fest, while my opponent was trying to eliminate my 2 heavy beasts to eliminate the threats on to his jacks while I was trying to get to his caster and finish him off. The game ended with an assassination on my caster from Blessing of Vengeance.

Things that I learned from game one was Morvhanna is a very powerful caster at removing groups of infantry with harvest up. One moment in the battle Morvhanna got aggressive and threw eruptions of life all over the place gaining fury from the destructive forces and threw another one earning her even more fury throwing another one! The infantry removable capabilities of Morvhanna is pretty impressive but restricted to the fact circle arc nodes are very slow moving.

I also learned you want to have a good unit with regrowth on it. This is a very key spell to Morvhanna's attrition style of game play. The unit I had it on was the bloodweaver who were staying back and dispelling Fear of God on my own units. With this knowledge I changed the list and was must more pleased with the results of the game.

Morvhanna
2x Woldguardians
1 Woldwyrd
10 Bloodtrackers w/ Nuala
5 Skinwalkers
6 Bloodweavers
2x Shifting Stones
6 Farrow Slaughterhousers

This next game was vs. Harbinger. The first thing of note is purification really sucks to fight as Morvhanna. Though this isn't some new amazing piece of knowledge and I saw this as a very hard match up for my Warlock. The game started out with Menoth being very aggressive and running right at me with the entire army getting ready to feat on turn 2. Turn one I charged his knights errant with my Tharn Bloodtrackers. This was relatively effective as I removed 5 of the unit, but wasn't what I had expected since self sacrifice takes away the ability to use the ability to shoot after they charge their target thanks to Nuala. Next time I'll just position my guys to throw their spear attacks.

The game then started to go down hill as any upkeep spell cast was quickly removed by purification. Also purification was removing my wold guardians ability to keep themselves and Morvahanna safe from the Reckoners shooting. I initiated the first big trade piece by slamming the avatar into a reckoner with my wold guardian applying some serious damage to the avatar and reckoner, while forcing the Harbinger to Martyr the vassal mechanic. This turned out to be more helpful then I had expected. The woldwyrd then moved within 10 of the Harbinger about 9 and 3/4ths and shot her for another 5 damage.

My opponent then spent the next turn dismantling my wold guardian and removing some of my waves of infantry from the table. As I was starting to despair I did notice this took a significant amount of focus from the Harbinger so she didn't have any to camp. I proceeded to threaten his army as much as possible forcing him to cut himself a few times (last turn he had used the excess focus to heal himself) and he was sitting there at 9 hit points with no focus. I teleported Morvhanna next to his paladin of the wall, popped my feat and killed him with her sword. If she had martyred it  then Morvhanna would've had a harrow target being the Paladin. Then Morvhanna burned an eruption of life onto the Harbinger, when it connected I only needed a 10 to kill her and burned my last focus in the hopes of ending the game as any attrition battle was going to end in Menoth's favor. Needing a 10 I rolled a 16 and annihilated the Harbinger.

Very fun game overall. Things that I have learned in this match up is Purificatoin is expensive to continuously throw for my opponent as it is annoying for me to suffer. That extra three focus could easily have saved his casters life. Also the Farrow slaugtherhousers offered a very real weapon master threat that is much needed in this list. I can see removing the skinwalkers and slaughterhousers for 14 pts and throw down Morraig and a unit of WoO.

So to modify the full list here is the next 1 I want to try with her.

Morvahna the Autumnblade (*6pts)
* Woldwyrd (5pts)
* Woldguardian (9pts)
* Woldguardian (9pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Shifting Stones (2pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (2pts)
Tharn Bloodweavers (Leader and 5 Grunts) (5pts)
Wolves of Orboros (Leader and 9 Grunts) (6pts)
* Wolf of Orboros Officer & Standard (2pts)
Wolflord Morraig (5pts)

Once again I didn't play the caster I expected to. Cassius is still thwarting me when coming to writing lists. I hope to play Kaya1 very soon.

Morvhanna 1 - 1.

Thursday, December 29, 2011

Building Day!

With the Christmas season ending I find myself with larger back log of miniatures to build then normal. I have been very lazy as of late building the models from my bin. Today with the help from my buddy Greg a lot of models go built!

Here is the list.
20 Steelhead Halbedeirs (they really suck to build lol)
10 Steelhead Riflemen
6 Tharn Blood weavers
5 Tharn Ravagers
1 Tharn Ravager Chieftain
6 Druids of Orboros
12 Reeves
Commodore Cannon and Crew
Feral Warpwolf
Argus
3 Skin Walkers
1 Tharn Wolf Rider
6 Skorne Venators
Nareesh
Ashlynn
2 Wolves of Orboros
2 Tharn Bloodtrackers
2 Swamp Bellow Crew

Making it a grand total of 84 models!

Tuesday, December 20, 2011

Warlock Round up -- Kaya2

As I had stated in the last blog I'm playing 2 games with every Warlock and trying to decide on which ones I really wanna prepare for Lock and Load, so I decided to write a blog for each Warlock experience. Sorry previously done Warlocks I won't be going back for you.

With Kaya2 my list for the 2 games was...

Tiers: 4
Kaya the Moonhunter & Laris (*3pts)
* Gorax (4pts)
* Feral Warpwolf (8pts)
* Pureblood Warpwolf (8pts)
* Warpwolf Stalker (9pts)
Druids of Orboros (Leader and 5 Grunts) (7pts)
* Druid of Orboros Overseer (2pts)
Warpborn Skinwalkers (Leader and 4 Grunts) (8pts)

To start off my 2 games were vs. Nicole's Skorne. First game was first Hexeris's tier 4 list.  We both were very under whelmed by the list but as the game progressed it turned out to be a very tricky and solid list. The praetorian swordsman died relatively easily to the druids and stalker, but this fueled the 2 ancestral guardians, Hakkar and Marketh. The game still went in my favor but it was mainly after a ghostly feral warpwolf with primal and forced evolution got onto Hexeris.

Game 2 was vs. Xerxis. This list I was also under whelmed by which was my downfall. Nilihiators with fury on them are a very destructive force, not to mention hard to kill when they pass 5 tough checks vs my Stalker! The amazing moment of the game was when the Bronzeback had fury and enrage on him ping ponged through my army with train wreck killing 2 skinwalkers, pureblood warpwolf, and gnarlhorn saytr.   A truely impressive show of destructive force. That makes it in my top 5 of most destructive uses of a beast/jack that I've witnessed.

Kaya2 1-1

Things I've learned about Kaya2

  • That the Druids of Orboros with vortex next to beasts making them defense 16 is really amazing. Even more amazing when your opponent continuously hits!
  • Gnarlhorn doesn't really have a place in the list. I am leaning toward some more infantry clearing help. The real finishing moves have come from ghostly warpwolves or just beast trading since the list has 6.
  • I'm thinking of a unit of shifting stones, ua and an Argus. The argus is really tempting with a stalker who goes berserk with 360 + it gives me a 4 point pow 20 bullet to throw away.
Next list to try for Kaya2...

Tiers: 4
Kaya the Moonhunter & Laris (*3pts)
* Argus (4pts)
* Gorax (4pts)
* Feral Warpwolf (8pts)
* Pureblood Warpwolf (8pts)
* Warpwolf Stalker (9pts)
Druids of Orboros (Leader and 5 Grunts) (7pts)
* Druid of Orboros Overseer (2pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Warpborn Skinwalkers (Leader and 4 Grunts) (8pts)

Next up is hopefully Cassius, as I've been dying to try a few ideas with him.