Showing posts with label Snapjaw. Show all posts
Showing posts with label Snapjaw. Show all posts

Monday, February 24, 2014

Ides of March 2014 - How 42pt makes life difficult

I have a relatively huge 42pt tournament coming up in a couple of weeks. I say relatively huge because this is probably the biggest Warmachine tournament in the NZ calendar, and it happens to be local. Yay!

This tournament is run by Soulless Dave, who enjoys the following things:

1 - Running sweet tournaments, which he can't play in otherwise he'd probably win those too.
2 - Giving me beer mugs.
3 - Shamelessly relishing how OP Cryx is.

Quite the gentleman.

Anyway, I have been told that Gator list building is faceroll and requires no decision making at all, and that playing Gators for so long has erased my ability to write "good" or "sound" lists for other factions. In light of these comments, I thought I would write a post about my list writing process for this 42pt nightmare.

First, I must admit that writing lists are the part of the hobby/game I enjoy the least. This could do with the fact that Gators have way less options than everyone else, or it could be related to how writing lists for my previous factions (Khador, PoM, Skorne) used to remind me that I would have a much better chance of winning games if I just bought X unit or Y solo for this specific list, or it could be related to how I would rather the game be as well balanced as people claim and lists had very little impact on the outcome of a game rather than a sizable one. But then I accept that a lot of people really enjoy the meta-game, and I too see the appeal in it, I just don't really experience the enjoyment of it too often.

Secondly, 42pts is a kick in the nuts, especially when you play Minions. Unlike most of the fleshed out big boy factions, it is very, very difficult to build 2 lists that answer enough matchups sufficiently. 3 lists might be alright, but two is very tight. In Minions, this is primarily a result of our casters being so dominant and being the primary "solutions" to problems we face. Factions like Legion, PoM or Cryx don't really have trouble making 2 lists that can more or less deal with more or less everything, simply through having a wide range of beasts, units, support and niche-filling mercs. That's not a luxury Minions have.
The higher the points, the more balanced the game is. That's been my experience in the past year anyway. I really think the meta would benefit on the whole from a push up to 60/65 pts, but that's another post altogether.

The Proto-Lists

These are the lists I started with, and I would have to choose 2 of these:


List 1: Rask
Spitter 
Snapper
5 Gatormans
5 Gatormans  
5 Gatormans
Min. Trogs
Gobbers  
4pts for "support"

3 Posse version. I take a Spitter in this list because the entirety of the damage potential of the list comes from cycling Fury on Gatormans and shooting off defensive upkeeps. High skill plays right there, woo! Anyway, having a Spitter is nice to clear jams and soften up targets at range. I guess he can also do stuff in melee with Paralysis and Fury and Boundless Charge and all that. Maybe.

The min. Trog unit and Gobbers more or less make Rask invincible, which either will result in my opponent wasting attacks on Rask, or ignoring Rask and his fish friends entirely so they are free to wreck havoc as they please. Either way, points usually well spent.

So the two questions with this list are '2 Posse, or 3 Posse?' and 'What to do with those 4pts?'


List 2: Barnabas
Wraster 
Spitter
Snapper
5 Gatormans
5 Gatormans  
5 Gatormans
Feralgeist

I would really, really like to throw in some solos like Croak Hunters, a Thrullg or Totem Hunter in there to give the list some flexibility, but 42pts! I think the beast composition is pretty fixed - without any Croaks, you really need a Spitter for some ranged presence, and Bull Snappers are too good to pass up between their sweet man-eating abilities and Spiny Growth on Barnabas.

The Wrastler could be changed for a Horror, however. More on that later.

List 3: Maelok
Bull Snapper
Bull Snapper
5 Gatormans
5 Gatormans  
5 Gatormans
Witch Doctor
Witch Doctor
 +9pts
Max Posse, the two Croctors I own, and 2 Bull Snappers to use up those beast points. This is pretty much the Maelok list I used at Battlecry this month (minus Pendrake), and does what you want Maelok lists to do - get a big unpredictable feat turn, then tank up and grind your way to victory.

The only real question is what to do about those last 9pts?


THEORYMACHINE TIME!


Some things are a given:
  1. I have to play Rask to break ARM, and doubly so post-Colossals. Also he's like one of the best warlocks in the entire game, so there's that going for him too.
  2. I have to bring at least 2 units of Gatormans per list, because 2 Posse is better than every other alternative in almost every situation. 3 Posse, in my opinion, is not a certainty however. 
  3. The tournament is mid-March and has a fully-painted requirement, so I am unlikely to have Shamblers ready by then.

Because the field is so big, every faction is likely to be represented in some capacity. Except Pigs, since the only guy I know who plays Pigs told me he'd be playing Gators because his Gators are fully-painted (but really, he's just sick of Pigs).

Factions I don't really have to worry about in general:
  • Skorne - any Rask list does great to decent here. There are of course builds that will hurt like Xerxis Cetrati brick or Zaal attrition, but in general it is not something I can really list tech against heavily.
  • Retribution - Similar to Skorne. I think Rahn and eVyros Griffon spam can be a real worry, but not something I really have to tech for. As long as it's Rask, and perhaps Barnabas, we're alright. Gators shred infantry, and Fury kills heavies.
  • Protectorate - similar to Skorne but more annoying. The Errant/Piper/Book combo is also cryx-level, jigglypuff-in-a-vaccuum-cleaner type of retarded, but since I have no anti-tough, I cannot do a single thing about it or the Gorman hiding behind them chaining Black Oils onto my stuff. They also usually have lots of magic weapons to skrew Maelok's feat.
  • Circle - Most Circle stuff is squishy and dies to Gators. Gator casters are also real tough to assassinate so they lose that gameplan.
  • Legion - a fair matchup for Gatormans, so it mostly comes down to how I play. Usually Legion has trouble dealing with so much ARM and anti-shooting. Note the comment on Vayl below however.
  • Cygnar - Cygnar does Cygnar things. I have pretty good anti-shooting tech (which Siege ignores), but otherwise there's not much to specifically worry about. Rask is pretty good most of the time here.
  • Trolls - For the most part, Trolls are like Gators except with crappier troops but way better lists, if you catch my drift. They can bring some problematic lists like Runes of War and eDoomshaper heavy spam. But I think it more or less comes down to two things: good play, and the troll player rolling 5s when he needs them.
  • Mercs - Infantry dies, bad jacks are bad. The Merc Colossal skew can be a problem though, but overall the faction isn't really problematic.

Factions I have to worry about in general:
  • Cryx - my arch nemesis. Infantry that destroys mine for half the cost + all undead and all that. Stupid. Does it with pretty much any caster.
  • Khador - these guys are tough in a multi-list environment because they will always hit really hard in any list, but the possibility of IF Kayazy is quite a list-chicken problem for Gators (to Barnabas or not?). I don't think I have problems with specific casters as much as their general options and the many, many mercs they are sure to bring. It's like Cygnar, except it actually hurts.

Casters/builds I have to worry about specifically:
  • eMorvahna - Maelok does so much better than Barnabas here on account of his feat and assassination potential. Barnabas does ok, but he does better than Maelok vs most other Circle stuff.
  • Harbinger - Awe is public enemy number 1. MAT 5 is terrible. Of course I can make the Gators undead, but then I have to use 3pts down on a Croctor or two in the Rask list, and at 42pts that's a big support investment for only one caster. The alternative is to drop Maelok and hope like hell the second list isn't some jack spam list (which is a tall order).
    The feat is nasty as well but usually I can get in the zone after that and stay there till the end. She also brings the Errant tarpit up to mega-powered Ben Stiller fully retarded.
  • Vayl - Incite, her feat, Dark Sentinel and Rampager can be really problematic for my lists. She is also a pretty popular caster around here. I do not like her, Sam I am. And there's not too much I can do about it. Barnabas is probably the best bet due to Pits + Iron Flesh + feat.
  • Terminus - if I don't have a Thrullg, I probably lose. Sweet. People like Terminus as well so he's very likely to be pretty well represented in the field. Because hard skewing is fun for everyone.... said the guy playing 3 Posses.
  • Bart/Galleon - this is a tough cookie. Theoretically, if I can shoot off Spiny Growth and cycle Fury, I can probably 1-round the Galleon. However every single other thing in the Galleon list is made to stop that happening and I get grinded out as Galleon gets repaired up every turn. So I probably drop Maelok or Barnabas, ignore Galleon and go for everything else, and hope it's a 2 zone scenario?
    I guess Rhulic casters with the Pooper Scooper also fits in here, but again, there is a near total lack of quality experience against quality lists on my part.
  • Haley/Denny/hard control casters - The great thing about this is I can worry all I want, but can't really do jack about it. So I suck it up, hope the feat turn goes ok for my opponent while he timewalks over my play time, and we move on if I have anything left.


Decision 1 – Barnabas or Maelok?

The Barnabas list is a pretty good all around list. It does "ok vs Cryx" due to many Posse, his feat + Spitter. It does pretty well against Circle and Legion, even without Pendrake. I am also quite a bit better at playing him than I am at playing Maelok, which counts for something.

Maelok is much better vs Cryx, ok vs Circle (great against eMorvahna), ok vs Legion (mostly because I am not so good at playing him) and also has some game vs jammy infantry Zaal Skorne and most Trolls (even with the anti-incorp aura - if the Troll player is using it, then he's not using +1 STR and you live longer to grind).

Both have their strengths and weaknesses. Both feel a little gimped by 42pts rather than 50pts, Barnabas probably a little less. There is no real alternative (Calaban is a bad dream and Pigs are Pigs) outside these two for a second list. So I guess it just comes down to how I feel on decision day.

Decision 2 – Rask with 2 Posse, or 3 Posse?

The 2 Posse alternative involves dropping one Posse for WE+ Snapjaw (since he is probably the best combat heavy we have and does bad ass things with ALL THE BUFFS), and the Spitter for a Swamp Horror, since the Horror brings Elasticity for the two big Crocs and does some really good damage with Rask.

For the way I play, 3 Posse is better against Trolls while 2 Posse is better vs PoM and Skorne. This is from 50pt experience, where I will usually have Horror+Wrastler+Snapjaw in the Rask list and can blow stuff up with only a tiny charge lane by spreading the triple-heavy threat and then stacking buffs on the chosen heavy when the opportunity presents itself.

However at 42pts, you have a bit more space on the table and the 3 Posse skew can be really problematic for your opponent (a.k.a. skewy as balls). On the flipside, taking 3 Posse is also a hell of a lot less interesting for me tactically since it basically removes Boundless Charge from Rask's spell list and power attacks from mine. I do love me some power attacks... damn you Colossals. Damn your stupidity.

Thus it comes down to what I can expect to play against, and whether I will hate myself for only taking 2 Posse when I get dropped against Trolls 3 rounds in a row.


For Barnabas and Maelok, I play 3 full Posses by default. If Gator beasts hit harder/more accurately than a full unit of Gators, this probably wouldn't be the case, since both can do pretty good things for Gator beasts - not as much as Rask of course, but a lot nevertheless. But as things stand, I have found that playing three Posse with these two is much preferable to taking two (I played two Posse with them for almost a year before getting a third).

Decision 3 – Rask solos

In any case, I have 4pts left over in the Rask list (5pts if you discount the Gobbers). These are going to be used for solos.... a sort of "support" allocation, one might say.
I've given myself 3 options here:

  1. Two Croak Hunters - these guys are mediocre as hell, but when they are one of your only ranged attacks, you learn to value their input. They can hold zones about as well as the other two options, they can unblock Gators, they are two independent activations and are really sweet at countercharging.
  2. Totem Hunter + Feralgeist - the Totem Hunter is a lot like a Croak Hunter on steroids but without a gun. His stats and mobility are almost better than a Croak in every way, but he relies entirely on proccing Sprint to unblock Gators. This has led to bad things in my life. But he can also sometimes break games open if used patiently, and does work at all stages of the game. Finally, he is also a character so putting him in this list means he isn't in my other lists, and I do love him vs Circle to snipe out Shifting Stones.
    Feralgeists are 1pt zone holders/contesters 99% of the time, and sometimes take over beasts to annoy people (primarily me).
  3. Croctor + Feralgeist - This would almost be purely for the Harbinger matchup alone, because the stuff I drop Rask against doesn't usually care about Undead and Tough on Gators is mostly a non-issue.

 

Decision 4 - Barnabas asks "Wrastler or Horror"?

Another tricky question revolving entirely around one beast selection:
  • On one side, the Wrastler is SPD 5, reasonably tanky (especially with Spiny Growth), and is P+S 17. He can do respectable, although not great damage. He also keeps the 'Rise Missile' threat alive, which is the one thing people seem to know about Gators. Being able to independently knock heavy targets down following a charge is also pretty neat. His weaknesses are lack of reach and an extra point cost relative to the Horror.
  • On the other, the Swamp Horror has really good protection vs shooting, can do work against infantry, has built-in reach, can give reach to other things (mainly Barnabas or some random Gatorman), benefits a LOT from Warpath since it is slow, and also costs 1 less point than a Wrastler, allowing me to level the Feralgeist up to a Croak Hunter for that extra ranged attack. Its weaknesses are being squishy as balls in melee, and being 1 less POW and 2 less STR than a Wrastler.

Decision 5 - Maelok's last 9 pts.

Unfortunately Posse are (only) FA:3 in Blindwater. Sad face. That means I have to take other things.

  • WE + Snapjaw - Usually in a Maelok list, you want to have Wrong Eye around to put up another 2 Spiny Growths a turn. And you also get a sweet heavy to go with it. However, at 42pts, that's not really a luxury we have. But you still get a pretty good heavy and solo with solid animi.
  • Support solo staff: TH + Thrullg + Pendrake + Feralgeist - This gives a little more flexibility to the list. Thrullgs are good against Cryx, the Totem Hunter can also be super scary with incorporeal charges followed by a Sprint away and 15 Gators in your grill, Pendrake makes Gators much better vs beasts (so they can Dirge or Pathfinder on the charge if needed), and the Feralgeist gives you specific zone control potential. But, you don't have a heavy hitter outside Malediction (which you really don't want to be using as a core ARM crack strategy).

So there you have it - how faceroll easy it is to chose Gator lists, why I don't have to worry about list chicken because all my lists are the same and why I am so bad at making lists for other factions.

What did lists did I go for in the end? Stay tuned for exciting revelations in March (after lists have been submitted to TO)!!

Tuesday, January 28, 2014

I ❤ Calaban

Not really. But after over 18 or so months of almost exclusive Gatorman play, I have finally played a game with the Calaban tier list. And it was alright.

Shock. Horror. Surprise.

The two good things about it are:
  1. AD Wrong Eye and Snapjaw - very decent for scenario play and flanking. Quite self sufficient too when you can throw in a 6pt Spitter or a 2pt Snapper to tag along with them.
  2. 10" Bone Shakers and Parasites and 12" Hex Blasts - Craft Talisman makes a really big difference on the feat turn in terms of the threat range and cycle opportunities you have with them offensive spells.
So I can eat dirt a bit and finally say something mildly positive about Calaban on this blog. Although I am not altogether surprised that the two above things are good. I also believe I've stated a few times how awesome I think SPD 6 is on a Gator caster, and having a 14" control area is mindblowing. Plus really decent late game melee presence on a spellslinger/debuff is really cool.

But the status quo remains, where Rask + Barnabas/Maelok is the best tournament Minion pairing, and Calaban remains frustrating as hell in many many matchups that the other three skip their way through. But at least I said something nice about this abomination of a model design :)

Monday, November 4, 2013

Rallypoint - The Reckoning

2 day tournaments are soul-draining affairs, which I guess is why Cryx does so well.

Here are some quick reports from my games. I have no pictures or anything from the event, and only had a punnet of strawberries for lunch on day one. I will therefore have to keep you entertained using witty anecdotes and my own brand of bitter rage. Opponents' list have been gathered from repressed depths of my memory, while my lists were the same as Choptober except WE + Snapjaw instead of a 3rd Posse with Rask.

DAY ONE


We left Auckland at 6:30am and got to the venue in Hamilton about 8am. Road tripping is the best part of the tournament since you can talk about how awesome you'll do on the way down and rage about how bad you did on the way back up. It is especially good when you have a Retribution player on board and they constantly talk about switching factions on the return trips.

Game 1 vs Legion (Nikola) - Scenario: Close Quarters


Faction: Legion of Everblight
Vayl, Disciple of Everblight (*6pts)
* Shredder (2pts)
* Ravagore (10pts)
* Scythean (9pts)
* Seraph (8pts)
* Typhon (12pts)
Blighted Nyss Striders (Leader and 5 Grunts) (6pts)
* Blighted Nyss Striders Officer & Musician (3pts)
Blighted Nyss Shepherd (1pts)
Blighted Nyss Shepherd (1pts)
Strider Deathstalker (2pts)
The Forsaken (2pts)


Nikola is one of the guys who drove down with us in the car. He is a new player and a Croatian immigrant, which makes him alright in my book. I chose to play Barnabas vs Legion, and he dropped pVayl since that's the list he was comfortable with (pVayl is one of the strongest Legion matchups against Gators with Typhon due to Incite + Rampager). He went 3-1 with his Vayl list, and 0-3 with his Lylyth2 list over the tournament.

This was the only game of the tourmanent where I felt I played legitimately badly and was outplayed by my opponent and lost. This could be because I spent most of the time explaining everything on the table in multiple ways and as a result blew up my brain and ignored vital factors like scenario, threat ranges, and board control, but either way I got crushed pretty bad after my poor plans combined with  some crotch dice and lost Barnabas to a Typhon melee assassination. Typical of my tournament starts were I get nutstomped round one.

0 CPs

Game 2 vs Retribution (Chris Ford) - Scenario: Incoming

Faction: Retribution of Scyrah
Points: 48/50
Kaelyssa, Night's Whisper (*7pts)
* Banshee (10pts)
* Phoenix (10pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Dawnguard Sentinels (Leader and 9 Grunts) (9pts)
* Dawnguard Sentinel Officer & Standard (2pts)
Houseguard Halberdiers (Leader and 9 Grunts) (7pts)
* Houseguard Halberdiers Officer & Standard (2pts)
Mage Hunter Infiltrators (Leader and 9 Grunts) (8pts)
Arcanist (1pts)
Mage Hunter Assassin (2pts)
Mage Hunter Assassin (2pts)


I am missing some filler points it seems. Maybe there was Scyir in there somewhere.

I have never played against Chris before and it was a pleasant experience. He was a good player and put up a strong game with a sweet-looking Ret army. I chose to drop Barnabas again so I could save Rask for later since he didn't have a Hyperion in either list. This made the matchup much more even than if I had dropped Rask but still in my favour. He chose to drop Kaelyssa rather than Ravyn (good call).

Barnabas spent the whole time hiding in a Swamp Pit inside my zone, and I sent a single unit of Posse to contest his zone, which they did fine vs Infiltrators for the whole game. I responded to his feat by running about ~7 Gatormans into the Halberdier wall, which then became a huge line of jam as Halberdiers and Sentinels tried to kill as many Gators as possible (they got most them). The one odd thing is he didn't use the Halberdiers mini-feat that turn, since he felt he would get to use it again more effectively later. I asked if he had played against Gators before, and he said no.

Here is a picture of a Gatorman in combat with Ret infantry.
Notice the mass casualties on the right.

I then killed almost all the Sentinels and Halberdiers with a Spitter, Totem Hunter, Croaks and a couple of the remaining Gatormans. I also charged the Phoenix with my Wrastler, death rolled boosted and rolled a 1,2,2 like a boss. GG Wrastler. Anyway, I got to 4CPs that turn and he didn't have much left, so he ran Kaelyssa into my zone to steal 3 CPs (Incoming is a pretty stupid scenario) since I forgot to leave a non-warcaster model in the zone. This minor mistake would later cost me a game the next day.

Another thing I remember in this game is Chris passing like 7 terror checks over the course of the game. It was a sight to behold as the elves stood firm to the end. Who needs fearless?

5CPs

Game 3 vs Skorne (Gavin) - Scenario: Incursion

Faction: Rasheth - Chain Gang
Points: 44/50
Tiers: 4
Dominar Rasheth (*5pts)
* Bronzeback Titan (9pts)
* Titan Gladiator (7pts)
* Titan Gladiator (7pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)
Agonizer (2pts)
Agonizer (2pts)
Paingiver Task Master (2pts)


Obviously missing some stuff. I dropped Rask. This gap is memory is understandable given the events that followed:

Round 1, Turn 1: I run up.
Round 1, Turn 2: He runs up. He casts a Breath of Corruption through a Nihilator, killing a Gatorman.
Left flag disappears.
Round 2, Turn 1: I run Snapjaw into B2B with the right hand side flag, and run a unit of Gators close to the middle flag. Rask feats and puts up Inhospitable Ground.
Round 2, Turn 2: He backs everything up and contests nothing. I get 2 CPs.
Round 3, Turn 1: I move Rask in B2B with the middle flag, bringing me to 5 CPs.

TO's reaction:

I didn't roll a single die. My opponent was obviously super bummed that he let something like that happen, but that's why they say there's no better place to learn the game than tournaments. The better course of action would have been to run most stuff into my Gators, feat and use dual Agonizer auras to reduce incoming damage significantly. After that it would probably be a dice rolling contest of Furied Gatormans vs Enraged beat-back heavies, since I don't have the guns to remove the Agonizers from the back, making my beasts near useless.

So I won in the douchiest way possible (pro skillz) and got a much desired 1.5 hour break to go walking around the venue and play some Watchmachine.

10 CPs

Game 4 vs PoM (Chris Baker) - Scenario: Supply and Demand

Faction: Protectorate of Menoth
Points: 49/50
High Exemplar Kreoss (*5pts)
* Reckoner (8pts)
Avatar of Menoth (11pts)
Choir of Menoth (Leader and 3 Grunts) (2pts)
Exemplar Errants (Leader and 9 Grunts) (8pts)
* Exemplar Errant Officer & Standard Bearer (2pts)
Holy Zealots (Leader and 9 Grunts) (6pts)
* Holy Zealot Monolith Bearer (2pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Knight Exemplar Seneschal (3pts)
Rhupert Carvolo, Piper of Ord (2pts)
The Covenant of Menoth (2pts)
The Wrack (3 wracks) (1pts)
Vassal Mechanik (1pts)
Vassal of Menoth (2pts)
Vassal of Menoth (2pts)

  
I seem to play Chris once every tournament. He plays a different army every tournament, but always complains about how bad he is, irrelevant of faction, while taking nutbusting lists and getting a winning record. This time he played PoM, and I dropped Rask. There were also two HUGE obstruction pieces to either side of the zone. These factors resulted in a really stupid game played on the middle 16" of the board with very little room for tactics or clever use of game mechanics.

Here is a summary of the game, turn by turn:

My turns - Cast Inhospitable Ground, disrupt Reckoner. Stab Errants.
His turns - No KD on book, Tough on Defender's Warded Errants, blind my Wrastler with Gorman hiding behind three Errants (which I will obviously never kill due to their Self-Sac, thus never getting an attack on Gorman). Stab Gators.

This went on for about 5 rounds or so (he used his feat somewhere in the middle to kill about 6 Gators with Zealot bombs and Errants), until I managed to get a Furied Boundless Charge Swamp Horror onto the Avatar and within reach of Kreoss, who totalled the Avatar and pulled Kreoss in to get charged by Snapjaw. I brought Kreoss down to 3 boxes, and probably would have killed him had I boosted my last damage roll instead of futilely fishing for a crit with my initial tail attack (forgot that no KD was up on the book, somehow).

Things then got serious as stuff started really dying, and I was looking to either lose on attrition or win on deathclock until Kreoss charged forward to kill some Gators, camped 8 like a boss, then got shot in the face with Rask's Disruptor Bolt, getting rid of that focus and rolling some death. Yep, Rask actually killed someone himself.

Oh, I also gave him a CP by destroying my own objective. Apparently that changed from SR2012 to SR2013. Anyway, I got 2 zealot kills out of it. Totally worth it.

10 CPs

So as is common with me, I lose my first game of the day horribly and win the next 3. Typical JS chipmunking. We drive back to Auckland and hear about how bad Retribution is.

----------------------------------------------------------------------------------

DAY TWO

All three of my Day Two games were quite close despite the matchups not being in my favour at any point.

Game 5 vs Cryx (Evil Dave) - Scenario: Into the Breach

Faction: Cryx
Points: 50/50
Warwitch Deneghra (*5pts)
* Deathripper (4pts)
* Deathjack (12pts)
* Skarlock Thrall (2pts)
Bane Knights (Leader and 9 Grunts) (10pts)
Bloodgorgers (Leader and 9 Grunts) (8pts)
Satyxis Raiders (Leader and 9 Grunts) (8pts)
* Satyxis Raider Sea Witch (2pts)
General Gerlak Slaughterborn (3pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Satyxis Raider Captain (2pts)
Warwitch Siren (2pts)


Yay Cryx. Dave is possibly the nicest person one could ever play against and his army looks really stellar so it's tough to hold his choice of faction against him. Tough, but not impossible. There is always a place in my heart for Cryx hate.

He dropped pDenny, I dropped Barnabas. I decided to push for the zone, he pushed for the flag. I feel that he delayed his feat too long (used it Turn 3), which allowed me to feat first and kill basically his entire army, except for some Satyxis, all Bloodgorgers (who both have No Sleeping on the Job because they are Cryx) and Deathjack who was miles away and terrified of the Swamp Pits. That satisfaction you get when you kill a full unit of Bane Knights in one turn.... oh yeah. There were 2 Satyxis in the zone I wasn't able to clear, so I didn't get any CPs at this time.
He then feated and killed some stuff and we went back and forth on points as stuff died. Eventually I lost out in the end as I didn't leave a model in my zone again (see game 2), therefore allowing him to score a point there by toeing in and win 5 to 4. If I had left a model in there, I would have had to kill a now-fully healed Deathjack with Barnabas and maybe a Wrastler... not the greatest proposition. Probably the best game of the tournament, where I made 2-3 tiny positioning mistakes that lost me CPs and the game. If only Barnabas didn't hit like a wet noodle....

14 CPs

Game 6 vs Circle (Luke Brimblecombe) Scenario: Fire Support

Faction: Circle Orboros
Points: 50/50
Morvahna the Dawnshadow (*5pts)
* Gorax (4pts)
* Warpwolf Stalker (10pts)
* Warpwolf Stalker (10pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Shifting Stones (2pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (2pts)
Warpborn Skinwalkers (Leader and 4 Grunts) (8pts)
* Warpborn Alpha (3pts)
Gallows Grove (1pts)
Gallows Grove (1pts)

Gatorman Witch Doctor (3pts)

Luke was the only undefeated player at this point so in my opinion should have won, but alas this is a 2 day NZ format that rewinds grinding your face against the wall until you bleed. He got matched up against me despite my pretty average record due to some unusual pairing system and was pretty confident in the matchup given that eMorvahna is an OP grinding monster.

Anyway, he ran tough undead Bloodtrackers in my face and slowly killed Gators with hit/damage rerolls, traded one Stalker for my Wrastler. I then proceeded to move Barnabas up to the halfway mark, feat, and kill all but one Skinwalker (who was in melee with Barnabas, so I should really have killed him), most of the Bloodtrackers, and the Gallows Groves. He responded by feating and bringing back EVERY SINGLE MODEL I HAD KILLED then running back behind an obstacle right on the edge of the kill box. Demoralizing to an extreme, but at least I can comfort myself with the fact that unlike eHaley and Deneghra's feats, I could have done something about it (wipe out units to the man). Alas, the Croaks failed me. There's a reason I'm not generally thrilled with Croak Hunters.

Seeing how screwed I was with most of my Gatormans dead and only a dead Stalker in his casualties pile, I decided to try and execute a plan the likes of which I have not executed since the release of Rask and Gargossals, both of which have dumbed down the game for me to a large extent and made me the mediocre player I am today. The moment where I was concocting this convoluted and low-probability assassination run was probably the most exciting minute of Warmachine for the last 10 months of my life, which I guess is an indication of the state of the game these days. Either that, or I'm getting old:

Morvahna has approx. 5 boxes left after the feat and a crapload of fury. She has two transfer targets - a half dead Gorax and a Stalker about 13" away from her since she had moved so far back. I managed to kill the Gorax with the last 2 members of my blue Posse (who were now surrounded by Skinwalkers), triggering Warpath so my Spitter can walk up and throw the Stalker outside her control area. A Croak Hunter and Snapper then killed a model each to try and give Barnabas a wider charge lane (which proved futile in the end as Morvahna still gained the cover bonus from the obstacle so their activations were redundant), which Barnabas used to charge into a Gallow Grove to get a free Blood Boon Flesh Eater on Morvahna, needing 13s and rolled 6,5,2 to hit and killed her with boosted damage.

Barnabas - clutch as fuck.

I stole this game so bad, I expected police to be waiting outside to question me.
So I ruined Luke's tournament that he probably should have won by taking him out of the finals and turning him off eMorvahna. Good job, JS. Kingslaying like a boss.

14 CPs

Game 7 vs Trolls (Luke Harvey) - Scenario: Rallypoint

Faction: Hoarluk - Runes of War
Points: 50/50
Tiers: 4
Hoarluk Doomshaper (*7pts)
* Troll Axer (6pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Trollkin Runeshapers (Leader and 2 Crew) (3pts)

Trollkin Runeshapers (Leader and 2 Crew) (3pts)
Janissa Stonetide (3pts)


Dat list.....

I was paired up to play against Chris Baker again for whatever reason, but managed to haggle with the TO to play someone I hadn't played that tournament since rankings were not at stake in either match-up. Fortunately for me, this person was Luke Harvey, a Troll player of legend with a very manly beard. He has yet to beat me in a tournament game, including a loss in a Who's the Boss event where I had Wrong Eye as my warlock, but this time he came prepared with this ridiculous pDoomshaper Runes of War tier.

Here is a summary of the design meeting for this tier list:


Privateer Employee A: "Hey, Troll players think Doomshaper sucks."
Privateer Employee B: "Purification, Goad, Rampager, Fortune, that feat... what were we thinking designing this piece of crap? He does absolutely nothing against half the game!"
A: "Totally. I think we should take a highly underrated unit with a crapload of rules and damage boxes and make a list that includes like... an unlimited number of them, but also reduce their cost by 25%."
B: "Mmmm... that seems kinda OP. We should make it difficult to achieve by adding some rough tier requirements like 'must include Janyssa, two Dire Trolls and two units of Runeshapers'."
A: "What? That is way too harsh! You better give them sweet bonuses like extra 2" deployment and some walls just in case they get shot. That Doomshaper is surely going to die even at DEF 17 ARM 17 with transfers and troll animi."
B: "And Mulg too I guess. For lolz."
A: "Mega lolz."

FU A and B. You guys are assholes.

Anyway, this list is pretty good. You can either lead with the Runeshapers or the beasts depending on who you want to take the hit. He led with the walls, because having 3 walls is fair. Usually I have zero problems with Trolls, but a swarm of cheap steady pathfinder guys with POW 14 crit KD AoEs and damage boxes is really problematic. To put Runeshapers in context, they basically get to cast a 3 cost magical AoE (more or less Baldur's Earth Spikes), along with good survivability, Tremor and Force Lock for 1 pt. That is really, really strong, and makes Gorgons look like absolute horse shit. It's almost enough to make me respect Trolls. Almost.

I traded Mulg for my Wrastler bottom of 2 (Rask shooting off animi + Fury + Boundless Charge +  feat => dead Mulg and safe army), then jumped up to 3 CPs next turn through dominating his zone and mine (with the Effigy objective). I didn't any get more points after that as he just grinded into my Gators with POW 14 AoEs and made more toughs than I did, basically out-listing me. In the end I had lost every single model but Rask, and went for a list ditch assassination on Doomshaper which need like a 14 on 3 dice for damage, but failed.

Looking back I think I may have made one mistake, which was to use Wrong Eye to clear the enemy zone giving me 2CPs on turn 3, where I probably should have just kept him back and left those CPs on the table, since trading heavies is pretty much where the game is won/lost in this matchup. Especially since Doomshaper's feat was up and that put 12 or so damage on Wrong Eye in the end. If I can take out his heavies while keeping mine, then he will just deathclock himself since Luke is the NZ deathclock master. Next time.....

Luke also gave me his best sports vote (out of guilt, because I am actually a terrible person to play against since I question everything). I gave mine to Chris Baker on the futile hope that he will one day win best sports instead of best painted. I gave my best painted vote to Nikola, since I like the colour black. Everywhere. Some may call it primer, I call it grim minimalist art.
 
17 CPs

Tournament Total: 4 wins, 3 losses, 17 CPs
with 2 very close losses and 2 very close wins. Also managed to beat the top 2 ranked players in the country :P
I placed in the upper half of tournament so I am happy with my play and placing despite the numbers, except for the first game of course.

The tournament final was Cryx on Cryx (both players named Dave), and was won by a Cryx player (coincidentally also named Dave, who is my blog's biggest fan) for the second year in a row. The shock, the horror, the surprise. OP faction whining aside, they are both top blokes who usually rank well and play really strong lists so congrats to them (for choosing the right faction, Cryx, which is OP, especially when your name is Dave).

Thanks to Dan Conlon for organizing and being super chill the whole time despite our whining about pairings and terrain and such. What a guy.


Thoughts + mini-rant zone

  • Still not a fan of Divide and Conquer but I can live with it over a long tournament. It's potentially a dealbreaker for factions with less depth like Mercs/Minions and barely relevant for Cryx, Legion and PoM. It worked out alright for me this time with the right matchups happening at the right time. The only time I would rather have dropped something else was in game 2, where I would rather play Rask vs Ret than Barnabas (and it turns out, I could have).
  • I have a bit more respect for the Maelok + 3 Posse list. Not so much because I think Maelok is necessarily stronger than Barnabas overall, but because Undead is a really strong buff. I was reminded over the weekend how many abilities trigger off living only. It's a bit ridiculous at times. Bring more Witch Doctors.
  • Rask with 3 Posse is stronger against Trolls I feel, but Rask with WE + Snapjaw is stronger against PoM, Skorne, Cygnar, Khador...
  • F*ck Cryx, that faction is so stupid. Nobody even defends this anymore, and instead of fixing the many broken things, PP just go passive aggressive and stop releasing Cryx models for a year and a half. That'll teach them!
  • Broken 2pt merc solos need some serious balance work. Gorman, Piper and Witch Doc Croc were my bane this time around, but they are just the tip of the iceberg. OP Merc stuff is a large contributing factor to lists getting stale as options just get sidelined and make balancing the game a lot more difficult. Remember how bad Cygnar was pre-Stormwall when they actually used Cygnar models?
  • Whoever came up with spam tier lists (the ones that combine FA:U on already good units with point discounts) is either a dumbass who has made a grievous error, or a clever businessman who understands pewtercrack addiction at a fundamental level.
  • eMorvahna - demoralizing to play against. It's not so much the feat or all the healing - while it is an insanely powerful timewalk feat like eHaley's or Deneghra's, it's that she does all that while rerolling everything and being miles away. Fits the OP formula of 'why does X Cryx model have Y ability'.
  • I really dislike Rally Point as a scenario. I am guessing it was included here purely for the name. Movable or cutesy objective-based scenarios become a distraction rather than an addition to the game most of the time. The purpose of a scenario is to force engagement. That is it. I like most of the Masters scenarios (with the exception of Destruction because that one is just a huge clusterfuck).

Tuesday, October 1, 2013

Choptober 2013 - The Lists

As mentioned in my previous post, the next tournament I will be attending is a one-day event held on the first Saturday of October named 'Choptober'. The name really makes no sense, and should instead have been called something cool like 'Alpha Strike' or 'BattleLust X'. But alas. If you want to hear about it from the viewpoint of a man struggling to contain his excitement, see here.

Basically it is a 1-day, 50pt, 2 list, 4-round Steamroller event that has been split into two completely unrelated pools - the upper pool (where I have been placed) and the loser pool (where Ian Hart, arguably the best WM/H player in NZ, has been placed). The placings were determined by the NZ Rankings HQ, which are more a measure of tournament attendance than they are actual game aptitude, but it is the best data available (I think I am 30th or something, good enough for the winner's bracket).

The lists:


Having recently acquired Pendrake and a third Posse, I wanted to try these out. I also wanted to try using Croak Hunters for once, because it's not really fair to hate on them as much as I do without giving them a fair shot. So I don't feel either list is really optimal but it's a nice opportunity to try them out.

Bloody Barnabas (*6pts)
* Bull Snapper (3pts)
* Blackhide Wrastler (9pts)
* Ironback Spitter (8pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Croak Hunter (2pts)
Croak Hunter (2pts)
Professor Victor Pendrake (2pts)
Totem Hunter (3pts)


The standard Barnabas 35pt list with an extra Posse, Pendrake and two Croaks. This is almost a legit pop 'n' drop assassination against living enemy warcasters! Almost. I also think if I am matched up against Circle 3 times in a row by scheming TOs, this list will have some game against anything but eBaldur stone-spam.

I used to take a full unit of Trog Ambushers (8pts) with Barnabas, until it dawned on me that for 1 more point, I could have another unit of Gators. This is the mind of the Gator player - take all the Gators.
I think 3 Posse is the best way to run Barnabas and Maelok since they suck at cracking ARM anyway so you might as well just max out your Posse advantage. Following on that train of though, I feel I'd be better off with a Swamp Horror instead of a Spitter (so many reach initials) and a Witch Doctor + Feralgeist instead of the Croaks to give me a fighting chance against (Cryx) infantry swarm.

Maelok was a close contender for this second list, but ultimately I have given up on winning the Cryx matchup in a two-list format and feel Barnabas is a better rounded option to deal with Mercs/Legion/Circle and the like.

Rask (*6pts)
* Bull Snapper (3pts)
* Blackhide Wrastler (9pts)
* Swamp Horror (8pts)
Bog Trog Ambushers (Leader and 5 Grunts) (5pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Swamp Gobber Bellows Crew (Leader and 1 Grunt) (1pts)
Gatorman Witch Doctor (3pts)


This is basically my standard Rask list except with an extra Posse replacing WE + Snapjaw. I think it is probably worse in the matchups it is intended since you lose hitting power and a really long-range POW 20 Snapjaw missile, along with some utility from Wrong Eye's spells (esp against Skorne and Trolls). We will see how it goes.
I've considered not taking Bog Trogs with Rask to free up points for another heavy but for 5 pts they basically take assassination off the table (great support) and have done really good work for me late game with fury (MAT 8 POW 14s + reach + CMA = business).


You can find out how badly I do next week! This is probably the most exciting thing to happen to Gators since January 2013, the date of Rask's release. Yep, it's been that long, and still no Shamblers (not that I would really play them any way other than a Rask meatshield).

Until then, here is a video of Croatia's greatest contemporary punk rock band doing their thing:



Tuesday, July 16, 2013

Playing for Assassination

Warmahordes games typically have two win conditions - either win by scenario (5 control points in SR 2013), or win by having the only warcaster/warlock model on the table (assassination). There are usually three playstyles with which one can achieve these goals:

  1. Attrition - this playstyle focuses on making efficient trades, sacrificing as little as possible, and generally killing your opponent's stuff while keeping yours alive. The idea is to improve your relative position on the table so that your forces become relatively stronger and your opponent's become relatively weaker, thus allowing you to assassinate or win on scenario a few turns into the game without the possibility of strong resistance or retalition.
    Examples of attrition tactics include recycling dead bodies (Necrosurgeons, Shamblers), hit and run (Vayl, Stalkers), having really resilient stuff that can take a counterpunch without collapsing (Gatorman Posse, IF Kayazy), having enough hitting power to reliably one-rounding heavy targets, and so on.
  2. Board Control/Scenario - this playstyle focuses on obstructing your opponent's ability to manoeuvre so that you can control important areas of the board (usually the areas that give CPs).
    Tactics for this playstyle include power attacks (ie. throws), speed debuffs (Crippling Grasp), jamming, movement denial feats (eDenny/ eKrueger/Gorten), generating terrain and generally being an asshole.
  3. Assassination - this playstyle focuses on somehow killing the enemy caster as quickly as is safely possible.
    Tactics for this playstyle involve removing/ignoring defenses like buff spells and focus (Arcane Assassin, Eyriss), placement and movement shenanigans (Shifting Stones, Apparition), contrated high power attacks (mobile heavies/casters) and having massive balls of steel.
Obligatory old-school gaming reference

The Purest Form of the Game

Many believe that Warmachine is at its heart an assassination-oriented game, and the assassination playstyle is the purest form of Page 5:
  • Mk1 tournament games were won on assassination more often than not, and lists were designed around that.
  • The Hardcore format traditionally encouraged an assassination playstyle by having dice down being equal to 'both players lose'.
  • The game bears many similarities to chess, which operates on a similar principle. 
  • See previous comment about steel balls.

Despite the "purity" of the assassination style, it has fallen out of favor as a preferred winning strategy. I argue this is due to the risk/reward of the assassination playstyle relative to attrition/scenario play.

Risk vs Reward

I think the main reason assassination has fallen out of favour as a competitive playstyle is that it provides the same or lesser rewards than an attrition playstyle, while also being significantly riskier.
If you win a game by assassination, you get 1 VP on your scorecard along with any CP you scored in that game (probably not many).
If you win a game by scenario, you get 1 VP on your scorecard, and 5 CPs that will serve to elevate your overall ranking.
If you win a game as a result of attrition, you get 1 VP, probably a couple of CP, and a good deal of KPs.
In terms of reward therefore, you are likely to get quantifiably more out of a scenario win than you are out of an assassination win, at least in a tournament setting.

In terms of risk, an assassination playstyle necessitates more risk than the alternatives, or at the very least, more focused risk - less redundancy leads to higher potential for each singular die roll to influence the outcome.
First, you will usually have to involve your caster in the assassination, either by use of a feat, a buff, a debuff, a placement effect and so on. Often, this means that your caster has to have the opposing caster in his control area, which in turn means that you caster is probably in threat range of most of his army next turn.
Secondly, you are probably banking the outcome of the game on a smaller number of dice rolls than a scenario win strategy. Most assassinations rely on making a few attacks - the fewer dice are rolled, the more likely you are to get screwed. A ~58% chance of success (dice at expected value) also means a ~42% chance of failure.

Because of all these factors, failure means you will in turn be assassinated next turn more often than not and at much lower risk on your opponent's part.


So why else has assassination fallen out of favour?

First, I think Hordes becoming a fully-fledged competitive sister game to Warmachine (not really the case early Mk1) has made assassination lists less viable, as the transfer mechanic takes emphasis away from winning the game with two-three high POW attacks on the right target. Playing against Hordes pushes you to play for attrition as killing warbeasts simultaneously decreases your opposing warlock's survivability by taking away potential transfer targets - not to mention the loss of resource generation, animi and damage output. Abilities that bypass transfers are quite rare (Grievous Wounds?), the casters who can do it reliably are often crapped on (Garryth, eMorg, Thyra) and Cryx players are too busy spamming OP infantry to take Stalkers. There are alternatives, like manipulating fury on beasts to block transfers or moving them outside the opposing warlock's control area - these are good tactics but poor strategies.
Hordes might come second in almost everything PP does, but I think it has had a significant impact on how tournament games are played.

Second, the changes to Steamroller over the years have also changed how players approach competitive play. Scenarios have become more important to the game, and not respecting the scenario conditions means you are likely to lose on scenario. As scenario play becomes more popular, assassination play has become less so (zero sum).

Third, the mass reduction in threat ranges between Mk1 and Mk2 has had a pretty big impact on how easy it is to keep your caster safe. There are still a few models that can go a million miles and hit really hard (ie. my buddy Molik Karn), but such models are far less prevalent than they used to be. The reduction of advanced deployment from 12" to 6" is also a big deal, as is the greater distance between each player upon deployment (first player deploys 7").

Finally, arc nodes. I think the increase in relative cost of arc nodes from Mk1 to Mk2 is a factor in the decrease of assassination play. Mk1 Warmachine lists usually had an arc node (unless you played Khador, which traded arc nodes for charging 22" on average). Lancers, Revengers, Guardians and especially chicken bonejacks were very common. Spell assassination was a common strategy amongst all the factions with arc nodes, and THE strategy for Cryx.
Fast forward to a few years of Mk2 and I haven't seen a Revenger in YEARS (except for the one I have on the lower level of my case next to Calaban). Same thing with Lancers and Guardians. Bonechickens are still pretty common, although you see one or two per list these days, compared to the 4-5 you saw in Mk1. Sometimes Haley and Nemo players take Thorn (because he is sweet), and Ret players regularly take a Phoenix with Rahn (since it is also one of their best combat jacks). But on the whole, spell assassination as a reliable tactic or list strategy is gone.


In the end, is the move away from assassination a good thing or bad thing? I don't think it is really either - it just 'is'. The alternative is we could go back to Mk1-style eVlad casters that make assassinations much more certain by throwing ridiculous buffs on a handful of models*, or Goreshade being able to exchange a Blackbane's Ghost Raider almost anywhere on the board for a Deathjack that gets to activate and insert his metal into your caster. Personally I prefer the way things are now than the way they used to be.

In summary, the way the game is at present, if you enjoy assassination and like that aggressive playstyle, you can still be competitive in building your lists around it. There is nothing wrong or right about playing for the assassination. However, it is riskier, and therefore a less reliable path to victory than attrition/scenario play in most balanced matchups.

Blindwater Assassination

One of the nice things about Gators is that (almost) all their casters have some legit assassination tactics, on top of being quality attrition warlocks (due to Gatorman Posse, shooting denial and Spiny Growth).

Barnabas - The "Drop 'n' Pop"

This is basically the oldest trick in the WM book, but weaker since Blindwater has far less guns than PoM and Barnabas's feat is a straight-up inferior version of pKreoss' feat. I wish it was 'non-amphibious enemy models have their base DEF reduced to 5 and must sacrifice movement or action next turn' instead. You don't get LoS advantage like you would with KD, but then there is a ton of anti-KD tech out there that it would bypass... I digress. Here is how it is done:

  1. Activate Barnabas
  2. Charge a living enemy trooper (charging gives you an extra 3" of range on the feat which you will probably need to catch the enemy caster).
  3. Feat to knock down enemy caster and everything in the way
  4. Kill your now-KD target with the Blood Cleaver, giving you a free Flesh Eater at the enemy caster
  5. Cast 2 more Flesh Eaters at the enemy caster
  6. Shoot KD enemy caster with Ironback Spitters and Croak Hunters

I admit I use this tactic more than I would like - sometimes because I come upon bad matchups and feel my odds of victory are better with this than playing out the game, and sometimes just because I like to cup my nuts of steel and gamble.

Maelok - The "ScoobyDoo Ghost Gator"

I think this is probably the most potent assassination in Blindwater because it is really unpredictable, and the only sure defense is distance (or Polarity Shield/Hellbound type stuff)- which is a problem when you are faced with an grindtastic Gator list threatening to win on scenario. It is a bit like a weaker but more focused version of eGaspy's feat:

  1. Activate Maelok
  2. Revive some Gators in your control area (if you managed to get a small heap of souls last turn, then you get more Gators! Yay!)
  3. Feat and finish Maelok's activation
  4. Charge enemy caster with incorporeal Gators, or whatever else in your army that can get there and do the job (heavies for example)
That's about it. Against a living warcaster, 2 Gators are likely to get the job done - rerolls are pretty cool. You just have to make sure you have LoS, beware magical weapons, and try to keep Maelok semi-safe in case the assassination fails - the less heavy stuff there is on the table at this point, the better it is.

Rask - The Best Gun In The Game™

Rask has really viable assassination options:
  • Boundless Charge for 2" of threat range/ free charges on beasts
  • Fury for +3 damage
  • Paralysis Bolt to bring high DEF casters to their knees
  • Arcane Interference Bolt to remove those pesky defensive upkeeps and focus adding to ARM
I have one-shot several hardy casters after hitting them with Rask's gun and charging them with a single Furied Gatorman (2x POW 16s at MAT 7s with rerolls = better than many heavies).
Snapjaw in particular becomes an absolute terror under Rask, with a 14" threat range against living models at P+S 20 (Fury + Boundless Charge + Bloodthirst + Elasticity). Turns out this is pretty good at killing Gargossals as well.
Anything that stops or hinders ranged attacks can hurt this assassination run of course (Stealth, Blur, DEF buffs, etc.)

And unlike his fluff blurb, he never actually applies the finishing blow himself. What a douche.

Calaban - The "Yeah Nah"

The "Yeah Nah" tactic of assassination is something that looks sweet and legit, but isn't. Here is how it should go:

  1. Activate Calaban
  2. Shoot a squishy enemy living model with LoS to the enemy caster with your voodoo meat gun
  3. Pop feat and finish activation
  4. Kill every infantry model in your opponent's list, and use the fury you generate via the feat to periodically throw boosted Bone Shakers into your opponent's caster through the meat node.
  5. Fail and die

Much like the phrase "yeah nah", it doesn't really mean anything, but sounds deep and meaningful. I think I have actually pulled this off once or twice, but repeated self-inflicted blows to the head to reduce the mental strain of playing Calaban seem to have affected my memory. It is also very matchup dependent, which makes it even less appealing. It's a decent feat, but more for defensive than offensive purposes IMO.
This makes me want to write another article about exactly why Calaban sucks - I know you love them! Watch this space.... maybe.

The Gator Rise Missile 

This trick can potentially be pulled off in any list that includes a Blackhide Wrastler. I have already written about this trick at length here so you can have a look at it there. The summary is basically that it is an effective and unpredictable way to deliver a heavy beast to the enemy caster and bypass the engagement lines, but I feel it is very risky (even risky for an assassination).

The Totem Hunter

This guy is a ninja and is capable of killing the squishier casters, especially if you can get Fury on him. However he will need the Prey bonus to do so for the MAT/damage buff, and the odds of you getting a Totem Hunter onto a moderately skilled opponent's caster early game are very slim. You would be better off preying an AD unit or key support piece and focusing your efforts on killing that, saving a potential Totem Hunter assassination for late game.

*Sidenote - History Lesson: Blood Legacy in Mk1 was not only +3 to all stats for a round, but also fully-boosted attack and damage rolls and an additional attack per melee weapon. And the Drakhun had d3 initial attacks. It's also why the fastest caster kill on hardcore record was eVlad feating on 4 Widowmakers who killed a focusless Skarre with 4 fully-boosted RAT 10 POW 10s.

Wednesday, February 20, 2013

The path to the Ides of March

What will probably be New Zealand's largest Warmachine tournament ever will take place in less than two weeks (1). This will be my first "proper" tournament in a long time, so the best I hope to do is place in the top half of the field and meet some nice people who share my amusement at Searforge and the Mountain King.

Ides of March is a 42pt (2), 2 list, character restricted, 2x 1 hour deathclock, 7 round, 7 scenario, Killbox artifice, fully-painted tournament.

Since I am such a non-player playing a non-faction, I think I am at liberty to discuss my list choices without fear that someone will try to netdeck against them. Because that would just be stupid, and the best way to netdeck against Gators/Minions is to play something actually good.

List 1



Rask 
* Blackhide Wrastler
* Swamp Horror
*
Bull Snapper

Bog Trog Ambushers (Leader and 5 Grunts)
Gatormen Posse (Leader and 4 Grunts)
Gatormen Posse (Leader and 4 Grunts)
Swamp Gobber Bellows Crew (Leader and 1 Grunt)

Feralgeist
Totem Hunter 


One of the lists will of course be Rask. There are a few reasons for this:
- He is freaking awesome.
- He is by far our best matchup vs Gargossals, Protectorate and Skorne.
- He is a good all-rounder with a lot of answers (upkeep removal, Boundless Charge, Fury, Paralysis) and a lot of problems (Inhospitable Ground, Feat, Admonition, Call to Sac Trogs).
- Most people won't really be familiar with him as he has only been out for a few weeks.

I haven't tested this list as such, and I probably won't. It seems good, and is very similar to stuff I've been using with Rask at other point levels. The one actual decision I had to make was whether to bring a Snapper or a Witch Doctor. This wasn't a hard decision in the end, but I considered that tough Gators might give a little boost in this list's otherwise average attrition potential.

However, despite Rask's clear superiority on the power scale, he still has a good number of weaknesses. Some of these are faction-wide, while others are somewhat covered by other warlocks - it's a good thing we have the option to take two lists!

Terry Crews

List 2



Bloody Barnabas
* Bull Snapper
* Blackhide Wrastler
* Ironback Spitter

Gatormen Posse (Leader and 4 Grunts)
Gatormen Posse (Leader and 4 Grunts) 


Feralgeist 

Wrong Eye + Snapjaw


In my opinion, Barnabas is still a really solid all-round tournament caster and deserves the second list spot. However, he still does have Maelok to contend with, and Maelok is not to be trifled with.

What the Barnabas list has that the Rask list does not is more favourable matchups against high DEF infantry (on account of his feat), shooting armies (on account of Swamp Pits), and better attrition and scenario potential (on account of him being a tough cookie, Iron Flesh, and a list full of high ARM models). Furthermore, he brings a Spitter, which as Blindwater's only decent ranged attack, can be amazing at sniping out key UAs and support models.

I considered switching out Wrong Eye and Snapjaw for Bog Trogs, Gobbers and a Witch Doctor. The discussion (with myself) basically went like this:

JS: This is a tough predicament....
JS: Indeed... indeed. So, what does Wrong Eye actually bring to the table, compared to the Trogs and Doctor?
JS: Mmmmm... I should analyze this ... WITH SCIENCE:

Option 1: WE + Snapjaw


Damage: 
1x PS 17, 1x Crit KD Reach PS 14, with 4 fury, Bloodthirst, ManEater.
1x PS 13, 1x Reach PS 12, with 4 fury.
Survival: 
ARM 18 and a 27ish boxes 
ARM 17 and 8 boxes, transfers
Submerge
Utility:
2 scenario holding pieces
RFP
Influence, Voodoo Doll

Option 2: Trogs, Gobbers, Croctor


Damage:
6x PS 11 attacks, with powerful charge, CMA
1x PS 12, 1x PS 11 (magical)
2x PS 5 weapons? (legit!)
Survival:
6 dudes with victim stats, but Camouflage
2 dudes with ARM 11
ARM 16, 8 boxes
Utility:
Effectively 1 scenario holder piece (the Trog unit, as the support stays back)
Ambush
Crap out large clouds
Zombify, Sac Strike, Dominate Undead

Overall:
Damage - WE + S by a large margin.
Survival - WE + S by a medium margin.
Utility - WE + S by a small margin.

WE+S win out bigtime on damage and survival, and probably come out a little ahead on utility when you consider the list as a whole: Barnabas doesn't need to hide in clouds when he can just swim in a Swamp Pit, and the Rask list is far stronger against lists that bring a lot of support pieces (PoM, Skorne, Trolls). On the whole, WE +S win by a sizable margin.

This analytical approach to building lists is of course back by solid play experience that has shown me that WE+S are pretty damn good with Barnabas and in scenario play. It is also backed by a postgraduate course on policy analysis and evaluation techniques that makes me think this way about any given problem with multiple finite alternatives.


List 3

Maelok, the Dreadbound
* Bull Snapper
* Blackhide Wrastler
* Swamp Horror 


Gatormen Posse (Leader and 4 Grunts)
Gatormen Posse (Leader and 4 Grunts) 


Feralgeist
Gatorman Witch Doctor
Gatorman Witch Doctor
Thrullg


This is the other list I am considering. It is a bit of a skew list, which asks "can you deal with 10 high-ARM, tough, undead Gators, which keep coming back and can pretty much charge anything they want for a turn?". If the answer is "yep, I have weapon masters/can rfp/have lots of ARM on my caster", then pretty much all you have left is a tough caster and unpredictable Revive assassinations against opposing squishy casters. Which is ok, all things considered.

At 50pts, you would probably be better off dropping the Feralgeist for a third Gatorman Posse to make the skew even more skewy.
 

Painting Prize

The painting prize for this tournament will be based on the best-looking large- or huge-based model. In short, I have no chance of winning this.
Gators have no huge-based model, and our four large-based heavy beasts are ugly, plain, uninpressive models lacking in outstanding detail. Sure, there are little pieces here and there like the Wrastler's shoulder pad and the Spitter's abdomen and face, but as showpiece models they don't stand a chance vs something like a Titan Bronzeback, a Judicator or a Nightmare. Ah well.

(1) Not on 15th of the month, and also not featuring George Clooney. But there are bound to be plenty of assassinations.
(2) Don't ask why, I don't really get it either. I guess 42pts is a 'thing' now.