Showing posts with label Hodor. Show all posts
Showing posts with label Hodor. Show all posts

Monday, November 17, 2014

Post 100 - Acknowledging our "special" cousins

Yay.

To celebrate this monumentous occassion, I thought I should do an utterly biased/brutally honest review of our sister sub-faction, the Thornfall, in the style of this grading article. Please don't expect anything of serious value :)

Overview

Pigs have been pretty terrible thus far. I would argue they are the worst "faction" in Warmahordes. This is mostly because Pigs (like Gators) are super restricted, but unlike Gators don't have access to Posse. You can take Rhulic/Pirates casters and jacks in Highborn/4-Star with good troops/solos.
Pigs beasts are really bad for their cost, their infantry options are limited and in no way compare to Gatorman Posse as a faction backbone, they lack a strong sense of in-game faction identity and they are pretty much worse or equal to Gators in 95% of matchups.

Recently however, they got a few good releases that could improve to their viability as a faction: the Arkadius theme, Maximus, the Efaarit and the Meat Thresher. If things keep going like this, they might catch up to Gators within 2 releases cycles (circa 2017!)

Pigs' greatest strength at the moment is that nobody expects them. And Carver's massive balls.


Casters


Lord Carver - 9
Potentially one of the best warlocks in the game. Incredible spell list, very solid feat (damage boost + infantry shred in one package?), very survivable and good personal damage output.  He brings much destruction - one could argue the most destruction, in very large quantities. His biggest weakness, is of course being in Pigs, which keeps him chained down at a solid 9.
He is one of the best Who's the Boss casters out there, where he gets bumped up to a hard, highly overpowered 10 with almost any balanced Hordes list. At my last Who's the Boss tournament, I managed to get a free pick and chose Karchev because everyone always thinks Unearthly Rage with beasts is totally insane. It is indeed nuts, however the downside is you have Karchev as your caster (who sucks more than ever in a meta where lists have to deal with Colossals). Next time, I will not hesitate to take Carver, a man's pigman.
He even has his own tax, applied to Pig heavies and lights - the Carver tax. Ruthless imperialism has its downsides.

Arkadius - 8
A really good beast spamming warlock who finally got his time in the sun with a tier list that makes up for his garbage warbeasts by reducing their PC by 2 across the board AND giving him access to an even better version of one of the game's best light warbeasts.

PP: Pls buy plastic War Hogs, we will be nice from now on :(

Arkadius makes warbeasts grind hard and often. He also happens to have one of the most overpowered spells in the game (Crippling Grasp), which has made people believe he sucks because he doesn't have an arc node, rather than because his beasts are garbage.
Solution? The Ark's Ark, the best thing Pigs have received since Carver. The good thing about the list is that it specifically names out the 3 current Pig beasts for the discount (allowing for new, less garbage pig beasts in the future) and still takes a lot of practice to use effectively due to his very chaotic, frenzy-heavy playstyle.

Midas - 6
Midas does some cool stuff and has very solid spells. His tier is also sweet in that it gives you good Boneswarms and most of a heavy warbeast for basically nothing (at least pre-Efaarit and Meat Thresher).
His downfall (other than being in Pigs) is that he is skewed towards Hordes matchups due to his anti-beast abilities, and has no defensive tech to speak of yet needs to get up in the fray to have an impact (ie. mostly casting Calamity, Curse and using his feat). Not to mention that he wants to spend a lot of fury to cast his sweet spells in order to carry his army.
If the Bone Tokens gave him some defensive tech (ie. Ancient Shroud effect per Bone Token), he might be Carver-levels of legit since his spell list really is that good and he can grind pretty effectively (mass RFP not withstanding).

Sturm & Drang - 3
I love the design on this guy. He looks so fun. But.... he  actually kinda sucks to play and feels incredibly limped dick - again mostly because of his crappy beasts.
Sturm can do cool stuff with TK (one of the best spells in the game), his neat spray and his defensive spells. Drang brings really good bonuses to melee warbeasts.
But they are both polishing turds - badly. Sturm has lots of defensive tech, but none of it really stands out as serious playmakers with his current model pool. Drang only has access to craptacular heavies that are not even a quarter as good as Mulg. Not to mention they are on a medium base in a primarily small-based faction with no worthwhile anti-shooting tech and are SPD 5. WHY SPD 5? If they had SPD 7 with Ride-By, they could do a lot more stuff and not need to worry about constant death.


Helga - 7?
I haven't seen Helga played much yet. I think she seems at least as good as Midas and her feat can be really devastating, especially against medium-base spam like Gators. Like most Pig casters, her spell list is incredibly solid. Dash, Defender's Ward, Distraction are easily top tier spells, and Cyclone + Muzzle are pretty close too. Her passive beast bonus is also really legit (especially since she also benefits).
The main issue I see is not being able to speed up beasts, or buff the damage of her troops. Again, another story of a good caster with a good feat and excellent spells, but is probably carrying too much.

Beasts


War Hog - 3
The War Hog is across the board a crappy heavy. Its one redeeming feature is being able to hit somewhat hard, and a crit KD initial attack. Apart from that it is slow, costly, not that survivable, has a bad animus and is not generally fury efficient. Pigs make do with what they have, and this subpar beast is it. You take it because you have to.
Bebop also does not understand why War Hogs are so bad.
Road Hog - 5
The Road Hog is also pretty lame. It is expensive, has bad base stats, and hits like a wet noodle. However it does have a somewhat useful animus, a speed buff, a pretty decent ranged weapon with auto-fire, and can offer an element of surprise - none of which the War Hog has. I think at a point less, it would be solid, but 9pts for a heavy with no real damage output is hard to stomach.

Gun Boar - 5
Useless animus, bad stats... the pig story. However it gets at least mediocre because it can two-handed throw and it has quite good defensive stats for a light. Also, has a gun.

Razor Boar -7
Pigs' best beast IMO. The animus costing 2 makes it basically blank which frustrates some people, but if you think of it as a really tanky 2pt solo that benefits from battlegroup buffs and doesn't really care about frenzying, then it's pretty legit.

Midas Boneswarms - 7
Boneswarms how they should be - starting with 3 tokens! Makes it a very tanky light, well worth the cost. The animus is also somewhat useful to Midas in cornercase situations since he doesn't have unrestricted access to Spiny Growth like the Gator Master Race.

Arkadius' Goraxes - 10
Holy shit, these are totally insane. Goraxes by themselves are probably 8s, and these have Shield Guard as well (big deal for Arkadius), and the animus does HUGE amounts of work since the downside (auto frenzy) is really an upside in Pigs. Also you can autoplink them in the ass with Arkadius for a free charge before buffing them up to the gills and sending them to one-round a heavy twice their cost.
And the best part is these Goraxes alone were not considered enough to make up for the pig heavies and light, you also have to include them in a tier with -2PC on your other warbeasts and some aggro deployment bonuses.

Troops

Brigands - 4
Mediocre in a nutshell. Have a lot of potential and Hog Wild is a pretty good rule, but bad base stats, pretty high cost, and no really defined role in Farrow (are they tarpits? counter-chargers? how do they trade?, etc) makes them not so great. They are quite a bit better with Carver due to CRA increasing their flexibility a lot.

Slaughterhousers - 6
I quite like these. Bring anti-tough/RFP and a good counter charging toolset. However they don't have access to a great tarpit in Pigs, so don't get to shine as much as they would behind a row of Gators in Skorne.... other most other factions for that matter.

Bone Grinders -7
Sweet unit. Very cheap way to get an accurate magical missile, save animi after beasts die (would be excellent in Gators), boost caster spell range - solid, no real downside other than horrible stats, but for that cost, who cares. They make Calaban less terrible too :)

Razorback Crew - 5
Phew, I almost forgot about these. I graded them very average because it kinda depends on the terrain and the rest of your list. It is a RNG 14, POW 15 AoE3 gun which more than likely gets to AD due to the Thornfall Pact. That's not too terrible for 3pts if you get to make at least 2 shots with it, which you are likely to do if terrain is in your favour. If you don't, then it's not really worth it. Still one of the better artillery models when it gets to AD. Without AD, forget about it.

Solos


Gudrun - 5
This guy would be really sweet if he had Perfect Balance or some other ability that lets him stand up for free so he could deliver himself effectively after getting shot or whatever. I am guessing he will also be pretty legit with Helga + Defender's Ward as a Turn 1/2 tarpit. Aside from that, I have never seen him really pull his weight despite his pretty solid base stats - when he dies, he just gets killed again.

Maximus - 7
I like this guy a lot, and it mostly revolves around him being like Gudrun, but better, for a point less. Basically just the unmounted version of Fenris, but trading a little bit of damage output for survivability and Pathfinder charge (excellent way to protect himself on the advance). Great raw combat solo.

Efaarit - 8
I am really tempted to give these a 9 because they are so good - basically a free, accurate, no consequence ARM piercing every turn on a really fast pathfinder solo. However, I will stick with an 8 because Pigs don't really have much good ranged support to really push them over the top.

Saxon - 8
Saxon would be worth his 2pts without the ability to give something pathfinder. Great stats, good survivability, and some good combat potential. But on top of that, he can also douche warbeasts and give pathfinder to your Slaughterhousers (one of their biggest drawbacks as counter chargers). I am probably slightly biased about how sweet he is, because he is the manliest man on Immoren. Also, his book art makes him look a lot like our favourite Slovenian Press Ganger :)


Alten - 6
It's hard to say really bad things about a RAT 8 RNG 14 hand cannon shot with AD, Camouflage and Swift Hunter. And he gets some free damage against beasts on top of it. Basically a better Widowmaker Marksman (the archetypal mediocre ranged 2pt solo in my book), minus the Stealth.

Pendrake - 5
Ha, I didn't even grade this guy in Gators (would be a 6). Usually Pigs will want Saxon over this guy (as they are mutually exclusive), but Beast Lore can do some cool stuff for your Slaughterhousers, which means they can shred high DEF warbeasts. Aside from that, meh. In Gators he is a bit more valuable because guns are so rare, which isn't really a Pig problem.

Targ - 4
 The only Farrow solo, and he wears their trademark crappiness with pride. He can heal, he can Anxilliary Attack. Wow. Again, polishing turds. Herding does help with control area, but that isn't a problem I've seen Pigs have. Since his special abilities only work on Pig beasts, I assume he was supposed to be a tag-along for Brine in other factions, while also giving those other factions Herding?

Rorsh & Brine-5?
You only hear about them in super janky theorymachine because they are hypothetically able to go super fast. Can do cool stuff but I literally cannot remember a time I have seen them played in Mk2 :(

Raluk Moorclaw also goes here, but I will continue to pretend he doesn't exist. Hypothetically best in a Sturm&Drang list with a marshalled Vanguard so he can repair your BE and Shield Guard for your caster.

Battle Engine


Meat Thresher - 7
I like it. It's not the Gator BE but it's still one of the better battle engines in the game. Again, a good counter charging model in Pigs with no good tar pit in front of it. It is DEADLY in melee with Trash and auto-KD - it basically one-shots Gatormans reliably, which is scary. Not to mention boosted hit rolls against small bases. Bulldoze is also one of the best abilities in the game, and having it on a huge base is really good. It doesn't quite make up for the lack of reach, but it comes close in a lot of situations. The gun is also pretty decent, despite the targeting restrictions and low RAT.


Conclusion & Discussion:

Can you win games with Pigs? Absolutely. I'd go so far as to say that if you are a player with sound fundamentals, you can even win the majority of your games with Pigs in a casual setting. However, if you were put in a situation where there was big money on the outcome of a game (ie. a serious competitive situation), Pigs are very likely the very last lists you would reach for, regardless of familiarity.

As you can see, Pigs do have access to some good models, especially in the warcaster and solo department. Where they fall down is crappy warbeasts, lack of consistent engagers and lack of an effective tarpit. The best tarpit they have at present is a swarm of Razor Boars, which is just a tad expensive, and small bases without reach don't take up enough of the board to really jam up. It seems to me that if the beasts were cheaper on the whole, they could be used as good frontline models..... and lo and behold, the Ark tier (one of the two good Pig lists). I guess this is also part of what makes Carver so good (the other good Pig list) - making heavies fast and high ARM allows them to take the initial hit and/or engage.

There are many perspectives on what Pigs as a "faction" are supposed to be, since PP has certainly not made it obvious over the years. Many believe they are a combined arms factions - if that is the case, they are a really bad one as Cygnar and Khador both do that significantly more effectively even at only their Prime release level. By this reasoning, Pigs are then purely aesthetics.

Others, like myself, believe the primary design of Pigs is supposed to be chaos, frenzy and gambling: their warlocks are built heavily around improving warbeasts (two of which have random, self-damaging mechanics); they have no fury management to speak of (one warlock actively encourages frenzy); and their beasts are mostly crap and work best when thrown away to frenzy and hope to get lucky.
The latest wave of releases confirms this approach between:

  • Maximus (literally: a Pig Doom Reaver, just because) 
  • Meat Thresher (a crazy Mad Max contraption) 
  • Helga (slams everywhere, fat Valkyrian lady singing)
  • Arkadius tier 
Let's see if the design keeps going this way. If Pigs get a few more releases in this style, they will develop enough of an identity and tactical niche to make them a viable competitive choice over Gators in the realm of Miniondom. Right now, they still suck and are mostly just things for Carver to carry on his manly back and look neat. Sorry, Bacon lovers :)

Also, gator meat tastes better than pig meat. Sjakk matt, griser.


Extending an olive branch

In the meantime, if anyone wishes to contribute Minion-themed quality guest articles, please get in touch. I'd be happy to discuss it! I made this blog primarily as an easily accessible, semi-permanent (1) depository of Gator information for players interested in playing the faction, and I have more or less kept it up to date these past years despite lulls of interest and long periods of no gaming activity. Especially with my tournament attendance about to take a massive nose dive for the next year, and only getting one release in the next ~18 months, there won't be too much to write about.

However it'd be really nice to have a foreign and/or Farrow element to the website: either stand-alone tactics articles, fluff articles, hobby articles, you name it. So if you know your stuff and can write nicely, leave a comment or send me a PM on the PP boards (Yertle4 - the guy who only posts in sarcasm).

Article on the Sacral Vault will be posted when the model comes out (late 2015 is likely!).

Also thanks to anyone who takes the time to comment or let me know they value this site, your comments and opinions are appreciated.

(1) Unlike the PP forums, I have control of what gets posted here and can be as critical or expressive as I want :)

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 :)

Thursday, January 9, 2014

Fury Management in Minions

So the holiday period is over and I am back, about as neutral about the game of Warmachine as one can be. I think I managed to get in one game over the holidays, Barnabas vs an Arkadius list that resulted in a reasonably close game in which I manage to come out the victor thanks to favourable dice and no thanks to a Slaughterhouser making 5 tough saves in a row to deny me control points and making things hard for me (I never did manage to kill him and he lived to the end).

 This game, specifically effective use of Arkadius' feat, brought to mind a frequent "request" I hear on behalf of Minion players to fill a serious design gap in the Pacts: fury management. I don't really agree that this is a design gap. I argue that this would make little difference to our competitive power, because our warbeasts are pretty crappy so being able to manage fury better wouldn't really change things all that much - Gators would take the same amount

WHAT IS FURY MANAGEMENT


Fury management is a term used to refer to models, abilities or spells that can directly or indirectly add or remove fury from friendly warbeasts.
Examples of this include Paingiver Beast Handlers' Condition ability, Kaya1's Soothing Song spell, or the Comfort Food ability on Troll Whelps.

All Hordes armies have fury management built into their warlock's fury leeching ability and fury stat. Warlocks with a low fury stat of 5 can "manage" fury on warbeasts less effectively than warlocks with a higher fury stat of 7 or 8. Looking at that stat alone, one can conclude that warlocks with a higher fury stat can run more warbeasts safely (where safely means less chance of frenzy) because they can leech off more fury than those with a lower stat, thereby leaving less fury on your warbeasts.

Nasum fits everywhere.

WHAT FURY MANAGEMENT ACTUALLY DOES


What fury management does is allow you to run more warbeasts safely, where "safely" is used to mean "lower chance of frenzy".
That's about it. If you have good fury management, you can run more beasts, and beasts can run hotter than they would otherwise, either by generating more attacks, running more models first turn, casting support animi, etc. It provides a higher artificial fury cap for your list.

It's a bit like a reverse of 'focus multiplication', a term used for spells in Warmachine like Terminal Velocity, Guided Fire or Full Throttle where the effect is relatively greater the more models make use of them. For example, spending 3 focus to cast Full Throttle in Khador is efficient if you intend to charge with a jack and make at least 3 attacks with either jacks or warcaster. However, if you have 3 Juggernauts in your list with one focus each for additional attacks, then you are getting 3 charges and 9 to-hit boosts (effectively 9 focus), making that 3 focus expenditure very efficient.

Fury management is like focus multiplication in the sense that it allows you to get more out of your points investment in warnouns by making better use of the resource, in the Hordes case that means being able to do more things with more beasts (go to your fury cap) without the downside (frenzy risk).


WHY FURY MANAGEMENT WOULDN'T REALLY CHANGE ANYTHING FOR GATORMANS


The short answer is beasts in Blindwater are only taken to generate fury, provide animi, and provide high P+S numbers. If Gatorman Posse could do those things, then you probably wouldn't see beasts at all, because Gatormans are freaking sweet. So unless the meta changes to a ridiculous number of 20+ ARM targets in each list, you will only want a moderate number of Gator warbeasts in any given list.

The long answer is that our beasts aren't really that good. We don't have beasts that we actually want to take many of, except perhaps the Bull Snapper - which, while quite capable for a 3pt beast, doesn't really deliver the volume or quality of attacks required to kill things and doesn't have a lot of health. Coincidentally, this is also the only Minion warbeast with any fury management via the Torpor rule that removes a fury from it and ends its activation immediately after destroying a living model, a.k.a. "free boost". Bull Snapper - one of the best designed models in the game.

Spitters are the only heavy of which you might want three in a specific type of list, but even then you're probably only boosting hit rolls and a few direct damage hits. Since the AoE causes Corrosion, you don't usually end up boosting the blast damage rolls when fury is a concern. Fury management would basically allow you to boost all the blast damage rolls in exchange for a couple of points. Worth it? I wouldn't say so in the majority of situations.

Wrastlers can have a good and unpredictable threat with their animus but don't hit hard enough to be a super serious threat in themselves, and also lack reach or movement shtick (you can give them reach with Elasticity, but then you lose a lot of flexibility in making a Rise Missile happen). Dual Wrastler lists can do some cool stuff, but again I think this is something that gets taken due to lack of options, not because it's really THAT sweet.

Swamp Horrors could also be taken in multiples as they hit hard-ish and have lots of reach initials so can deal with multiple targets and heavy targets. Unfortunately they are squishy as shit in melee and die to charging mechaniks.

Boneswarms are just crap at everything.

In terms of specific battlegroup-wide buffs, we have Warpath. And Admonition and Flesh Eater at a stretch, I guess. Everything else probably gets more out of it when used in conjunction with Gatorman Posse. That isn't much of an incentive to bring warbeasts, let me tell you.


Let's have a look at other factions for comparison's sake:

Legion and Skorne have the best fury management in the game in Paingivers, Sheperds and Forsaken. This allows them to run lots of beasts, specifically heavies. This is fine by them because they have access to amazing heavies that they want to take a lot of by choice, rather than by necessity.

On the Legion side of things, you have Archangels, Ravagores, Scytheans, and Typhon. These beasts are quite versatile in that they can not only do sizable melee damage, but are also versatile enough to handle infantry well with abilities like Overtake, Bloodbath, Slaughterhouse (takedown), Scather/AoEs and sprays. Sweet animi, sweet stats, sweet abilities, sweet weapons.
Skorne has the likes of Gladiators, Bronzebacks, Tiberion and Molik Karn, along with excellent lights like Brutes, Drakes and Kreas. Similar to Legion, these beasts have great secondary use and sweet animi (or are just really tanky as shit). The Holy Skorne Trinity of Molik, Gladiator and Bronzeback can deal with almost anything, from troop masses to high ARM to rough terrain to Crippling Grasp (ok, maybe not that last one).

Not only are the beasts really sweet, but a good number of their casters support the beast heavy playstyle through feats, abilities and spells, making beasts even more attractive. Have a look at Vayls, Makedas, Saeryn, Lylyth2, Hexeris2, Morghoul1, Rasheth, Naaresh, Xerxis, etc..
Lylyth2 is a great example - Fury 5, no real fury management to speak of and all about increasing attacks. With a few Shepards and Forsaken however, those 3 Ravagore/2 Angel lists are destroying everything on feat turn and then acting totally cool the next rather than flipping out and killing each other. Morghoul1 is in the same boat - with 5 fury and a tendency to die, without Paingivers he would really really suck.


Circle and Trolls don't have as much in terms of general fury management. Shifting Stones can remove fury from friendly warbeasts within 1" during your control phase (an ability that was not present in Mk1 but was thrown in last minute in the field test to appease Circle players who felt heavily crippled by the lack of fury management - lolz). This fury management is not that great for Circle because of its highly limited range, and as we all know Circle likes mobility, especially on their Warpwolf Stalkers which you see in every list. Besides, these Stalkers are usually going to be Primaled so will frenzy next turn anyway, resulting in effective fury management. They do however have a few warlocks that do very well running warbeast heavy (Kromac, Kaya, Baldur2 tier) due to great support buffs, built-in fury control, construct warbeasts that don't frenzy and models like the Druid Wilder that get animi out.

Trolls have Whelps, who I don't usually see on the table very often despite what I consider to be pretty strong rules (2pts for 5 solos, who can either be a MAT/RAT debuff, alternate source of beast healing or fury management - seems good). I attribute this to Troll beasts being a heavily synergistic faction, and as a result their beasts are bad to average for their high costs (outside of Mulg), so they always try to max on troops and the beasts are primarily taken for animi/support and to be a "cog in the fleshy blue machine", besides Bombers and maybe Earthborns.
They also have a couple of fury and frenzy management abilities on some casters, like Calandra and Hoarluks.

The main point is that fury management is only a really useful tool IF you have really good warbeasts of which you want to take more than your warlock can handle by itself. Minions do not have this issue because our warbeasts are good at best and mediocre at other times.



WHY IT COULD CHANGE THINGS FOR PIGS, BUT PROBABLY WON'T

On the flipside of BG buffs, you have Farrow, whose casters are shitting out amazing battlegroup buffs with alarming consistency:
  • Carver: Mobility, Batten Down the Hatches, [Hog Heaven feat is arguably just as useful for melee heavies as it is for troops]
  • Arkadius: Aggravator, Forced Evolution, Primal Shock, Psycho Surgery, Maltreatment, Monster Mayhem feat
  • S&D: Watcher, Killing Ground, Goad, Pack Hunters, [Vision is also best for battlegroup]
  • Midas: Butchery, Pet Cemetary feat
To make up for these super sweet buffs however, they have some terrible beasts. Like, really bad beasts that only manage to do anything sweet because their casters are so baller.

War Hogs, Road Hogs and Gun Boars all share pretty crappy stats (the Gun Boar is quite tanky for a light though) and relatively high points costs, and only become respectable in any degree when they combine their "pain activated" abilities with their warlocks' super sweet BG buffs.

The only beast that is actually pretty sweet for its cost is the 2pt Razor Boar, perspectives of which will forever be cursed by its unexplainedly 100% overcosted Friendly Faction animus*. However a respectable tanky 2pt solo with boosts that you can spam and benefits from your sweet BG buffs is hard to overlook.

Pigs have access to 4 infantry units (all FA:2, 3 in Thornfall):
  • Brigands - good with Carver due to fearless + CRA (a big deal), not good with anyone else.
  • Slaughterhousers - all around excellent melee unit. Their special rules (Take Down, Finisher, Reach, Powerful Charge, Fearless, Tough) make up for their mediocre victim stats in spades. If Minions were one faction rather than two, I would definitely take a unit of these in many lists.
  • Bone Grinders - good support unit and very cheap. Craptacular damage output though, despite having a nice RNG 12 POW 11 nuke.
  • Razorback Crew - one of the better light artillery pieces in the game, but still light artillery.
The average 50pts Pig list will contain 1 unit of Bone Grinders and 1-2 units of Slaughterhousers. The rest will be filled with beasts, usually 2-3 War Hogs, 0-2 Road Hogs, 4-6 Razorboars and 0-2 Gun Boars, along with Saxon Orrik and other solos not as good as Saxon Orrik.
This is partially out of necessity (not too many options available), and partially because of the aforementioned amazing battlegroup buffs. War Hogs tend to be the most common in my experience (I almost always see 2 at 50pts) and it is pretty bad as far as melee heavies go.

With that in mind, would fury management make a big difference to Pigs? I sure as hell don't know. Probably. They are taking list made up primarily of beasts anyway, so I can't see how being able to manage fury better would be a negative. It would make spamming the Razor Boar animus easier for one, which could be neat.

I'm not convinced the lack of fury management in Pigs is a design gap though. I always thought the best approach to fury management in Pigs should be frenzy. Give Pig players every incentive to just go crazy all the time. It would be both fun and unique, require pretty good decision making skills and familiarity with the frenzy rules to maximize efficiency and not get stuck in the regimented "order of activation uber alles" playstyle of Skorne and PoM.

HOW TO MANAGE FURY WITHOUT SPENDING POINTS

One of the nice things, in my opinion, about Gators is the lack of fury management forces you to get good at the fundamentals of the game. You can't go balls out with fury on any given turn, and then cover your ass by spending points on fury control models. I also feel in building lists that the balance between infantry and warnouns is exactly where I would like it to be for Warmachine and other Hordes factions - I need to take a certain number of warbeasts in order to generate fury for my warlock AND also provide a decent number of transfer for safety. That usually ends up being 2 heavies and a light at all points levels, a proposition that makes Khador soil itself with envy.

If I take less, I make my caster more vulnerable by having lower fury generation (meaning I might have to cut for fury regularly) and by reducing the number of potential transfer targets (not only will there be less on the table, but the ones that are there are more likely to be fill up on fury).
If I take more, I use my points less efficiently than I could otherwise (on infantry or solos) and will probably have more fury than I can handle if I want my beasts to function effectively.


Here are some pro-tips (or at least, "tips"):

  • The fundamentals of fury management are planning and estimating.
  • The most important factor in planning is to know what your caster will be doing that turn, specifically how much fury you want to spend and how much you want to hold onto. The difference between there two is ideally how much you want to have on the table at the end of your opponent's next turn.
  • If you expect a beast do die next turn, such as a beast used in a Rask Missile or Rise Missile, then max it out on fury and don't reave it if it'll bring you over cap. Better to cut for 1 or 2 damage to get the missing fury (if needed) than have a warbeast frenzy and do nothing on top of killing your own stuff. If it somehow lives, then you're likely to get a free fully boosted attack out of it when it frenzies.
  • Very rarely will I aim to have more fury on that table than what my caster can handle. However, if I am able to go completely overboard and put your opponent in a really really bad position by maxing out your beasts, then it's probably worth the risk. Better to risk frenzy to kill an enemy heavy than to have it kill you next turn.
  • Fury management also takes place during your turn, since that's when transfers are likely to take place. You can think of a transfer as costing you one point of life, since that's what it cost to make up a lost fury. If you reasonably expect your caster to take a few hits, having an extra fury or two on your beasts can save you cutting yourself next turn. In my experience however, if you do a good job at protecting your caster, most experienced players won't even try to kill it without some top-level assassination tech.
The wonders of nature


ACTUAL DESIGN GAPS


Fury management is a non-issue in my opinion. I think the actual design gaps for Gators are:
  • Lack of anti-tough - the increasing prominence of tough (no thanks to the Witch Doctor!) is one of the bigger contemporary design issues in the game in my opinion. There has also been quite a bit of discussion about it on the forums in the last few months, with a lot of arguments thrown both ways.
    My stance on the matter is that Tough as a rule, namely a single 5+ unmodifiable dice roll to survive (almost) any attack, is fine in itself. It adds a lot of character and a bit of depth into the game strategy. The issue I have with it is that it is everywhere, with the Piper, Kovnik Joe, huge FU caster auras like Terminus and Irusk and Tough is no longer a special unique rule with character but is turning things into 40k Roll to Hit -> Roll to Damage -> Roll to Save.

    And the worse part of it is that Gators cannot do ANYTHING about it at all, except getting that crit consume on Barnabas' bite (I will almost always roll to hit on KD tough models to get that crit).
    So either fix the game (lots of work), or give me easily accessible anti-tough tech. Shit, I'd take Slaughterhousers. Thanks.
  • Lack of magical attacks - outside caster melee and ranged weapons, and some magical nukes we have the following things: Thrullg's 3 melee weapons, Pendrake's sword, Croctor's Sacral Blade and Sacrificial Strike. Not to best to deal with those rogue incorporeal zone contest solos, or Cryx ghost infantry BS.
  • Low number of ranged attacks - less of an issue for me than in the past, but I've fortunately managed to avoid hard control casters like Haley, Denny, Old Witch, etc. If I played those more often I would most likely rage about not being able to play a lot of the time. Obviously Gators, like Cryx or Skorne, are supposed to be heavily melee oriented, but even Cryx has some of the offensive spell toolboxes in the game, and Skorne has a decent number of ranged options and/or magical attacks for those bad matchups too so they aren't 100% boned (just 85%).
  • Dealing with armor without Rask - not a huge deal, but having +1 POW on Barnabas' cleaver and Maelok's Bite would be a big help. Having to cup my balls and hold my breath when I charge into a slightly damaged heavy might be exciting if I succeed, but it'd be nice to push the odds a little bit in my favour and maybe leave me with 1 fury at the end of my attacks.
The middle two issues could be fixed by making Specialists more baseline. If I see a shitload of magic users and Blackbanes on the other side, I can sub in a Thrullg. If I come up against some hardcore control BS, I can put in 2 Croak Hunters and some Bog Trogs to have something to do on enemy feat turns. It's probably still not enough to patch up those weaknesses, but at least we have something there.
On the flipside, I can't do anything about tough, and will always have to play Rask against heavy armor unless there is an errata on Barnabas/Maelok/Calaban, or some stuff gets released that specifically does not work for Rask (like a warbeast affinity).

Well, that was ranty. Maybe I'll have another equally ranty post in the near future, probably also about how tough spam is retarded. Or whatever the flavour of the month is. Until then, relish being the underdog!


* Seriously, wtf. It can ONLY work on Pig warbeasts and it's not that strong an ability in itself. I'd understand if it could work on things that weren't warbeasts since Rorsch could cast it on almost anything in the game. The only explanations I can come up with are 'DC hates Pigs' or 'future fury management incoming'.

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:



Friday, August 16, 2013

Raluk Moorclaw, the Iron Monger

So apparently Blindwater gets a new model in Vengeance. By golly gosh. Here he is, lifted off the endgame website:



Here is what he brings:

  • Troll with ok physical stats: DEF 13 ARM 15 with 8 boxes and Tough. Just a little less survivable than the average Gatorman.
  • Decent combat capabilities: MAT 6 with a POW 13 non-reach melee weapon, but has assault and a RAT 6 RNG 4 POW 14 slug gun. Again, probably a little less damage output than the average Posse grunt, and the short-ass range on that gun doesn't really make or break anything.
So all up he is probably worse than Pendrake as a solo, given that Pendrake has better weapons, a reroll on a longer ranged attack and their survivability is about the same, give or take.
  • Repair! He can repair the Battle Engine we will probably get never get. Winnah.
  • Jack Marshall seems to be the big thing. Let's focus on that part for a bit:

Jack Marshall of the swamps


He has a Drive, which already puts him in the upper half of jack marshalls. His CMD is 9, which means the Drive has a good chance of succeeding. The Hog Wild Drive allows the warjack to take a free shot before moving/charging/running/crying himself to sleep. I guess that is not terrible - it is probably the best ability on Brigands.

Jack marshalls are generally bad because jacks require an assload of focus to do anything relative to their points cost. 1 focus a turn + one gun shot usually doesn't justify the cost of a warjack. But let's entertain the possibility. He will definitely want a ranged warjack, because melee warjacks  are very underwhelming with only one potential focus, and because his drive is a pretty big buff to ranged jacks, in that they can get off a boosted shot and then walk backwards. Boostable guns are a pretty big deal for Blindwater.

  • Vanguard - It brings a Shield Guard option to the faction with possibly the best anti-shooting tech in the game, so no big gain in Gators. But for Pigs, it can be a big deal for most of their casters. Hog Wild is also mutually exclusive with Assault, so that is also lost. What you are left with is a sturdy, reliable light. Overall, not a bad choice but not a great choice either.
  • Mule - Hog Wild is mutually exclusive with the extra range from Steam Pressure, but still adds a little flexibility. The Mule usually boosts hit rolls fishing for crits, so is not the worst jack in the world to marshall. At 8pts though, you might as well just bring a unit of Bog Trogs or almost an another Posse.
  • Bucaneer - cheap and knocks things down. I love knocking things down. With Hog Wild, you can boost the hit, knock your DEF ~15 target down, then walk backwards 6" to contest a zone or be generally annoying. Or don't boost the hit roll and then run away. Also brings a lot of damage boxes for 3 pts at DEF 13 ARM 15 and it has reach (with a crappy POW but still)!. Probably the best choice at 5pts all up.
  • Mariner - Has a long range gun, which is really nice for Blindwater. However that gun would be a hell of a lot nicer with two focus on it. It is amphibious so benefits from Swamp Pits and all that. Lash isn't that big a benefit since getting knocked down and shot is not something I am ever worried about.
  • Rover - Raluk's favourite warjack according to his little fluff blurb, and not altogether bad. If the gun was ROF:2, it'd have some cool interactions with Hog Wild but alas it is not. It is a tanky heavy that dies easier than unit of Gators and hits as hard as a Wrastler but doesn't have fury or a sweet animus.

All up - maybe a Bucaneer to help me deal with heavies I can't effectively kill and to help with scenarios. I would have really liked this combo before Colossals came out, when dealing with ARM required tactics and power attacks and not just cycling Fury.
I would probably rather bring an Ironback Spitter than a marshalled Mule or a Mariner all things considered, and I think a Vanguard would go great in Pigmans but not really Gatormans.