Showing posts with label Warmachine. Show all posts
Showing posts with label Warmachine. Show all posts

Sunday, 13 November 2022

This gun's for hire...

...even if we're just dancing in the dark?

Misleading blog title much? There was weirdly no power at the club yesterday so my photos were all really dark and most of them didn't really come out so today's blog is going to be mostly text and some very badly brightness corrected images.  

Warmachine Mark IV Beta

Blogger Scotty and I had a couple of games of the revised version of Warmachine. The game mostly came back to us pretty quickly and we didn't have to look up too much - mostly looking up things that we thought might be different.

Jeremiah Kraye had a bad time with Kreoss2 - Kreoss2's feat (with autohit and extra attacks) combined with Knights Exemplar Officers granting Cleave meant all Scotty's infantry just exploded. Also, we both rolled Tough rolls like a boss, but I had lots of "can't be knocked down" jank so mine were just straight better. Scotty and I both couldn't figure out Kraye's new feat and how to best use it so that's an opportunity for another game.

Things that were good:

  • Removing things like facing and freestrikes; adding premeasuring and changing things like running were all improved simplifications
  • The changes to AOEs, sprays and unit movement & coherency were all well received by us
  • Command cards did stuff when we remembered we had them
  • The new listbuilding app is well designed, easy enough to use (although it's beta-ness is still visible) and while it's effectively mandatory, that's probably okay
  • List building was still nice and easy

Things that were not good:

  • Giving the Protectorate Kreoss2 as a beta caster was a bit savage and me only owning Severius1 as an alternative wasn't much of an alternative in terms of fun games
  • The long wait for legacy cards means we're not going to leap into stuff quicksmart but we will happily play with our old collections
  • We might have more stuff than we can use (Scotty might have too many Steelheads)
  • The app is a massive battery hog (this may be a temporal problem with our clubroom having no power for the day...)

In other matters...

Blogger Pooch and I had a game of Star Wars Legion. I got Agent Kallus out for a run and decided he needed Vader for help.

While I blitzed all the battledroids off the park (bar one...) my Imperial forces were comfortably obliterated by the the Droid Tank, General Grievous and a unit of B2s. The bar one is important because that one droid was the one that took Vader's last wound when Grievous couldn't manage it. 

Lets just say we're not proud of that effort. 

 It was a comfortable win for Pooch holding two of the three objectives and having locked Kallus in combat with Grievous, I had a unit of Shores and my Dewback and while I was going to try and bite the tank to death with the Dewback, Pooch had a working tank and a full unit of B2s and it wasn't going to end well for me! 

Next Time

I've done a big tidy up in my office, found a couple of half finished projects so will be getting into those. I've also got a Dewback to finish, a Boba Fett to paint and a bunch of things I should stop putting off...

Sunday, 10 November 2019

GAMES!!

It was club day yesterday and it was a hoot of a day doing silly stuff. I played a great game of Warmachine with Tank in which he complained, well within reason, that I kept "Menothing" him. Which I did. Because that's what I do.

Tank ran his Cephalyx Operating Theatre and I broke out Kreoss2 and the Exmplar Interdiction Force. It wasn't much of a force, with Bastions and Seneschals.

The Menoth line advances
The monstrosities attack
Kreoss surrounded! 
This was where we ended - the Bastions charged from out of shot into Exulon Thexis and gave him absolutely what for! It was a close game and only thanks to a couple of poor rolls on Tanks part when his super Drudges didn't manage to kill Kreoss2. Once again, we remembered that Warmachine IS a good game.

Also, finally, Zone Raiders! McBeth and Pelarel played a game and I rulebooked for quick reference. We replayed the scenario from the quick start, but with all the rules this time, on Pel's new terrain from local NZ makers, Titan Terrain. It's lovely, BTW. Modular, cleverly designed and entertainingly detailed too.
Pink hair. Good camo. 
Sneaky ninja!  
The Reclaimers reclaiming
In a staggering reversal of the last game we played, nothing died. Ever. The lads went for several turns without doing so much as a wound until McBeth started connecting with Pel's VERY lightly armoured snipers who basically couldn't save. He also managed to save a couple of king hits from Pel's ninjas too to eventually take the win. 

It was a good lesson in army construction, model building, as well as how a few of the rules interactions we didn't have in the quick-start missions, especially how the exposed and crossfire rules work together. We did a post-game review of sorts and picked up some of the things we chose not to do - like the asymmetric missions and AI-driven on-board enemies. I think this is going to be a really interesting game once we get really stuck into the details.

I'm keen to do a full-detail batrep of this sooner rather than later but we need to have a couple more learning games to get the rules down fully. I think I would say though that McBeth walked away with the comment "a much nicer game to play than Infinity" and I would absolutely concur with that opinion. It does make me want to pick up a few other Infinity models to complement my collection though.

A few other pics! 

I've been meaning to chuck up a pic of Scotty's Imperial Fists. That yellow is amazing and the insane amount of work and skill that Scotty has put into painting them is evident.

The Shining Spears are blinded by the yellow! 
 Also, Tank and Richard (see Musings) played some Black Seas. I am sturdily resisting the siren call of the game but I will be the first to admit that it looks very good on table.
Mizzen the Mainmast! Keelhaul the Spinnaker!
Tank and Scotty also had a game of Warmachine. Scotty, using Mercenaries, managed to "Menoth" Tank again but this time he prevailed when Constance, even loaded up with souls, couldn't breach the armour of Cognifex Cyphon.
Those two Drudges did the business! 
Next Time
I'll post a couple of painted minis I think. Amzaingly while I have hammered through the models over the last twelve months, I'm suddenly staring at a bunch of primed models with no real work started on them! I'm looking forward to actually getting paint on models for a change.

Sunday, 28 April 2019

Let Battle Be Joined!

It was a quiet club meeting this week, post-Nationals, so Scotty and I booked in a couple of light skirmish games to while away the day.

We started with Scotty's first, and my second, game of Kings of War Vanguard. I brought out my Elves and Scotty brought the Kingdoms of Men. We just played the basic scenario from the quickstart rules - a meeting engagement.

It's all on!
The game mostly started simply as we advanced towards each other, although I pulled some shenanigans to plink off a couple of early shots at Scotty. These resulted in him returning fire with his arquebusiers and shooting my Gladestaker off the board. 

Human Spearmen advance to protect their general
 The Human Spearmen advanced and bunched up around the Leader of Men. The Elven Mage, sensing an opportunity burned all of my power points to boost a lightning bolt into the bunch. Two of the Spearmen were killed and the Leader of Men wounded.

 We maneuvered our forces around a bit for the next couple of turns, plinking off shots and spells before we all finally got stuck in.
The Knight Charges the Prince and is charged by Tallspears in response
 The Knight, who had rapidly redeployed, charged the Prince and took him down to 1 wound remaning.  He was unhorsed by the Tallspears and while the Foot Knights continued to batter the Prince, he was healed by the Elven mage and fought on to victory over the Foot Knights.

Scotty got some revenge for the lightning bolt at this point with a boosted fireball into my bunched up Tallspears, wounding a couple and damanging the Prince. Again.

WIZZARD! 
In an effort to stop these shenanigans, the respective generals charged the opposing Wizards and promptly dispatched both of them. Scotty had his Leader and an Arquebusier left on the table and I had my Prince and two Tallspears when the game ended.

It was a fun game - the power mechanics gave us some entertaining options (even though we mostly used them for extra dice) and it was a pretty even match in terms of capability.

Warmachine! 
So this one didn't start all that well. Scotty pulled MacBain and Pirates out of his bag and I pulled out Feora1 and all her setting infantry on fire nonsense. The game definitely turned out to be much more evenly matched than we thought it would be.

Turn one went as Warmachine first turns tend to. We both ran up the board, Scotty rapidly repositioning his Pirates to fight my Warjacks, not my Flameguard.
Protectorate Turn 2 - shenanigans! 
 Turn 2 saw the Daughters arrive from ambush on the table edge and Feora getting into position to feat on the Pirates. The Daughters sacked First Mate Hawk (because she scares me!) and Feora feated on the front rank of Pirates.


The Flameguard attempted to sack the Freebooter. Badly. Scotty's turn didn't start well, as none of the fire went out and he passed one tough roll on his burning pirates. However, he promptly used his munted but Failsafed Freebooter to trample over my Flameguard and attempt to batter Pyrrus. Pyrrus proved his worth as he rolled insane damage with his spear and shield and battered the Freebooter out of existence...


... leaving him open to being charged by everyone's favourite electro-sword wielding Italian, Savio Montero Acosta who gave him quite a lot of what-for. I sent Feora out from her hiding place to get Savio, which she royally did, but it left Scotty a lane to send in the Vanguard to take revenge!
Squeaky Bum Time
Both of us had been steadily accumulating points and so on my left, the Vanquisher was actively trying to remove the three pirates that were occupying his zone. Man, I miss the +2 to hit off Choirs. Although, I didn't have a choir at this point as they'd been well pirated. 


The Vanguard went into Feora and smacked her repeatedly. I'd forgotten that she was a beefcake and just took it. In her turn she powered up the Hand of Judgement to end MacBain! Which he promptly didn't. So Grogspar ran in to give MacBain Gang Fighter and he had a jolly good crack at wrecking Feora's favourite warjack. He put a LOT of dents in it, but not enough to put him out of action.

Its over! 

Feora tried to pull some shenanigans, and fired a boosted flamethrower shot around and across the Hand of Judgement and tried to end MacBain by styling on him. Disappointingly (?) she flubbed the boosted damage roll. So, to avoid MacBain trying on some dodging nonsense, the Hand of Judgement decided to club him with a P+S 20 flaming club.

35 point Warmachine armies are great fun. There's not a lot of room for jank, nor is there a lot of room for mucking around. We had some boss solos and some useful units and a couple of warjacks. Hopefully we'll get some more games in. Warmachine is a cool universe with some great models and

And more! 

We also played a game of Keyforge, by MTG designer Richard Garfield. It was a lot of fun. Scotty's evil combination of Brobnar, Shadows and Dis beat out my intellectual combo of Logos, Mars and Shadows. It was Scotty's first and my third games of Keyforge and it's a lot of fun. We both enjoyed the challenge - me to remember back three months to when I first learned and Scotty to learn with my fairly sketchy teaching! We'll definitely play it more as a late in the day club game.

Next Time
The first part of May's special project....

Sunday, 11 November 2018

It's a long long post....

Long post ahead covering a couple of great games from the club yesterday. Many pictures and still too many words.

Game One: Warmachine

I packed my alt-list (Feora1) from the last meeting but knowing Tom wanted to run his Cephalyx, I packed a second list which would be a better game (because insta-killing all your opponents infantry in one turn isn't really fun for either player) which meant bringing Reznik1 out to play.

Reznik was the second caster I bought in Warmachine and honestly, he's never been as successful for me as he should have been so I was keen to give him a run in Mark 3 and see how it went.

TL:DR? Badly. But it was all my fault. He's got some sweet abilities and was just too focus starved to really get what I wanted out of him. Some judicious changes and this will be eminently playable.

I ran Reznik1, Scourge of Heresy, Guardian, Reckoner, Revenger, Choir, Rhoven & Co, Orin and Wracks. Tank ran Exulon, one each of the monstrosities, a full Slaver and Drudges, 3 minimum Bender and Drudges, some overlords and a couple of Fisher and Paykel's finest (In joke. Sorry!)

So, a bit of bad news. A whole lot of my photos were super fuzzy, including the one where Tank killed me, but we shall press on:

Tank filled most of his deployment zone, basically from the outside edge of one zone to the other and in some depth.


By contrast, my thin red line covered the same width, but was gappy as heck! We both advanced to the edges of the zones in the first turn. I threw my Revenger hard out on my right, aiming to Hex Blast Tank's Overlords out of existence. I didn't, and instead remembered how hard it is to hit unboosted 14s with FOC 6.
Brave Revenger!
Having a full Choir and gaining Reposition [3"] with the theme force meant that I could actually manage him all the way out there! Orin went along to help. Actually, "help" is a better description. He did...nothing.

Freaky monstrosity is freaky! 

AMBUSH! 
Tank got to bring on one of his Bender units in ambush on my left flank, aiming to support his monstrosity in the zone against Scourge and Rhoven & Co. The Fisher and Paykel there is grossly out of position. Shortly after this pic, Tank read the back of the card to see how it would help those Drudges and we both found out that Agitators only work on Monstrosities in Mark 3. Oops.


My left flank was largely held by the Scourge and Rhoven alone after the Drudges chomped Gius and Cassian. Rhoven responded by blowing two of them up and setting the rest of fire. And they all died. HA! I did make one epic misplay here though (although we didn't spot it till the end of the game.) In an effort to protect myself from the Drudges, I ignored the Agitator.


My right / Tank's left, largely bogged down for the rest of the game as a bunch of adrenal-flooded drudges charged a Revenger and promptly all rolled 3, 2, 1 for damage. Tank was unimpressed. We did both get to enjoy his three Overlords all trying to Mind Blast Orin Midwinter and the Rogue Inquisitor quietly Arcane Vortexed all of the Mind Blasts away to nothing!

Right before it all went wrong. Or right. It's all a matter of perspective. 
Reznik feated, stripped a whole swag of focus and stopped allocation to the remaining monstrosity. I reckoned I was pretty safe. You can see Reznik right at the top of the rough ground next to my Reckoner. I sent an Ignited, Choired Guardian into the Warden and Wrecker. The Wrecker got ended reasonably easily and I put a fair whack of damage on the Warden. What I missed (and was looking for) was the Crit Pitch to fling the Warden away.

This is where I stopped taking photos as we both stopped to work out if Tank could assassinate Reznik and if so, how. He could. :) Exulon feated and moved a bunch of stuff out of the way. He pulled the Reckoner in front of Reznik to set up a slam target and then charged the Warden with two of his Cephalyx to do some Anatomical Precision damage to grant it enough focus. He came dangerously close to rolling enough damage to take out critical systems but came up ONE BOX short. The Warden slammed the Reckoner, followed up with Grand Slam and smashed Reznik into the dirt. It was a cracking game and a good learning game for both of us to work through that assassination run. He won't get me like that again.

Game Two: Dracula's America

Scotty joined us for this one and, having set up Claremont and drawn up new gang rosters, we rolled up the Shootout scenario. This meant having the boss and two buddies set up in the middle of the table and missing the first turn.



I thought I was being clever setting the boss up in the alley, until Tank's thralls set up in the bleeding church. Honestly, how are vampire thralls able to be in a church? Scotty set up his Paladins in the hotel across the road. A couple of turns later, this is how that looked:


I mean honestly, how does a demon fight a vampire thrall in a church?! This game is silly! (it's why we love it!!) The downed thrall there had been a shotgun firefight with one of my peon cultists. Annoyingly, he got up before the minor greebly could put down the first thrall and put him out of his misery. Tank managed to chalk up a couple of VPs knocking my greeblies over. This is the first game where I wasn't rolling well enough to keep re-summoning them out of existence.


 Tanks vampires used the civilians as cover very effectively - either as human shields or as food should the vampires have got into a bit of trouble. Their move of 6" (2" faster than a regular human) meant he could cover a lot of ground a lot more quickly than Scotty or I were used to.


The Paladin's occupation of the hotel meant that they had a great vantage point to shoot safely from cover at both Tank and me! Scotty was also doing really well despite not pulling a picture card till about turn 5 and there was only one and it was red!

What makes better cover? A civilian or a wagon? Both! 
 This Peon bravely (?) took cover in the middle of the street and tried to shoot into combats where he wasn't involved (also brave?). This entirely amoral behaviour led to his being smacked repeatedly about the head by a Seraphim that had arrived on the park when Scotty managed 3 successes on a 3 dice test to summon.

Boss vampire abandons the lady and hides from the Paladins!
Again, I forgot to take pictures about here. I was pretty well out of the game by this point (and failing summoning rolls had not helped this!) but Scotty and Tank were still battling it out. Tank's thralls in Rogan's Bar were in a firefight with the Paladins in the hotel and finally the Vampire boss came out and dished out the kind of kicking you'd expect. Tank scored a couple more VPs than Scotty and they both outscored me.

We did the post game, as it's lots of fun. I have discovered I can buy swords in this game which means the Peon army is back. I'm sure the lads will be thrilled. My key takeaway from this game was that I think for my gang to get the most out of it's special abilities, I really need to have the boss and the summoner together at the beginning of the game and I need to waste a couple of bad activation cards getting my demon summons done. I think I also need to paint up a medium entity - I think Tank has something in his old Malifaux collection that will go well.

Painting

And I know that last week I said I'd paint something from my Inquisition collection and it was with all the best will in the world that I started on an Eversor Assassin. But I didn't get there. Instead, I discovered a primed and unpainted Pyrrhus, Flameguard Hero, in my Warmachine box and painted him instead:

This model is amazing. It's one of the best sculpts in the PP Menoth range and I love it.

It was an interesting exercise to paint something to match the style of the rest of the army. Most (all?) of my Menoth was repainted from a poorly thought out Teutonic-order style scheme that took too long to paint and didn't look all that good (because painting white is hard and I am bad at it) to the red, black and metal scheme you can see on Pyrrhus.

That repainting exercise was what started me on my play-it-painted kick (despite WM/H not really ever having a painting requirement, something which vexed me no end) and the net result was a lot of models painted before club days and events. So it was definitely a scheme designed to be done in a hurry and, amazingly, all that hurry came back to me as I smashed this one out on Friday night.

And then played my other list.

Next time
Again, a good question. The LAVs are almost done (just a wash and topcoats to go on the second 10 vehicles) and so I'm not sure what I'll focus on for the next week. But those are for a fortnight's time. I'll finish the Eversor Assassin that I've started. At least.

Bonus pictures! 
Did you read this far? Well done.

As a reward, here's a bonus photo from Scotty's TY game against one of our other club members in practice for Remember December in a month's time. Leo 2s vs T64s...


Check out that sweet 4Ground terrain. Scotty's table is coming along nicely.




Sunday, 28 October 2018

50 Grades of Shae

Hat tip to Scotty for the title of this weeks post!

We started the day with fellow club member Richard (from his Musings) commenting that it was the first time he'd seen Warmachine in the wild in ages and he was not wrong. Scotty, Tank, Richard, Pelarel and I all gave up WM after the drop of the Mark III release and haven't really gone back to it. Tank and I had a game a while back and were both reminded that we really like the game, we just don't want to play it competitively. So with a whack of the nerds off doing other things, we decided we'd break it out.

Scotty and I had a game between Shae and Amon (battle of the high DEF, low ARM mobility casters) which Shae won, eventually, when Amon was surrounded and beaten to death by a bunch of ratty Press Gangers. I forgot to take any pictures, so I decided I'd blog his game with Tank instead.

Scotty's 50 point list was Shae and the Pirate Package (sounds like some kind of sketchy disco band) with a Mariner, Freebooter and a Buccaneer. Tank bought Karchev, three warjacks (four if you count the Drakhun, which I kind of do), Doom Reavers and a bunch of repair support.

Quick battle report to follow:


Scotty deploys

Tank's left flank with a heavy warjack and a Khadoran light warjack

Giant warjack-man Karchev hides from the Commodore Cannon
Scotty advanced his Pirates up the centre and his warjacks up the flank. His cunning plan was to outflank the Khadoran heavies, knock Karchev down with the Commodore Cannon and then send in the Freebooter to trash Tank's warcaster. He managed to blat all bar one of the Doom Reavers off the board which is always a good choice.


Tank, using Karchev's new spells and some very effective shooting and charging, removed all the Pirates and took the middle of the board and managed to move Karchev into a craftily well defended position. He also gave his whole battlegroup Counter-charge, basically scuttling (see what I did there) Scotty’s plan.

Drakhun countercharges and severely dents the already dented Freebooter
Ove a couple of turns of Road to War driven movement shenanigans, Shae found himself in a delightlfully awkward spot:


Moments after this was taken, Shae made a mist cloud and ran off! The Commodore Cannon then slammed Karchev away, leaving Beast09 and the Devastator out of his control range - so no focus for them and probably saving Shae's life.
Karchev gets distracted by nicely lined up Press Gangers 
So in Tank's next turn, he could have advanced Karchev, feated and probably ended the game then and there. But he got distracted by a very shiny line of Press Gangers so he *had* to go over and use his spray to get them. Lets just not ask Tank about how that went for him.

Having flubbed his Fissure attack, Tank concocted this crafty plan to knock off Hawk with Beast09 to free up the Devastator to go boom all over Shae.

After the earlier incident of forgetting that Beast09 gets boosted attack rolls against warrior models, Tank remembered when he went to hit Hawk. So he rolled some dice:
Chance cubes FTL! 
To make up for Beast being a bit pants the Devastator decided that, in order to sort this mess out, it should explode. Hawk went down to the POW 18 hit, Dougal MacNaile also bought it and Beast09 took no damage at all. ARM 19 beasts POW 9 most days.

So, with the heavies closing in, Scotty decided to call the Hail Mary! and charged Karchev assuming he could take a free strike from the sole Kayazy Eliminator that was giving him a bit of gyp.

Shae charges!
Shae's got a high defence and the Kayazy didn't have her gang bonus. But Tank squeaked a hit and then rolled his damage dice:

SMORKED! Scotty, by his own admission, was going to struggle to kill Karchev and it was worth a go but, well, you don't really get the chance with dice like that...

Scotty played really well in a game where he was always going to struggle to deal to that much Khador armour and as Tank learned all the things that his stuff does in Mark III he really got that list to sing.

Lessons from the day? Both Amon and Karchev have changed A LOT since Mark II and are quite different. Karchev isn't a one-trick pony (given the loss of Sidearms, Tow and a broken-ass feat) and Amon doesn't grant all his Monky goodness to his 'jacks anymore, just Field Marshall: Parry. Oh, and we definitely need to bring two lists - Scotty's Pirates were always going to struggle with an armour heavy Khador list. Regardless, the three of us are keen to play some more.

I know I was going to have some painting progress, not cheatily blogging two other people's batrep, but with the long weekend last weekend and not enough painting time this week, I have only just managed to finish the Humvee Stingers and make a start on the first LAV platoon.

Zoom zoom! Pew Pew!
I like how the MASSTER camo is coming out and I think it'll look hilariously cool when all the vehicles come together too.

Next time:
Some LAVs (and it'll be the only pic till I post the whole army, I promise!) and the converted (at least a little bit) Crucible Guard Trancer. It'll be abundantly clear once you see it what I'm going to use it for.