Showing posts with label Retribution. Show all posts
Showing posts with label Retribution. Show all posts

Monday, February 3, 2014

5 systemic changes I'd like to see

MkIII has been a recurring topic of discussion amongst the community for a good half year now. Like many people, I don't think a brand new edition is really required as the core rules of the game are still in a relatively good state, unlike the late- MKI rule which were bloated with errata, clunky in wording and kinda ridiculous in interpretation at times. However, like many, I also believe the meta has become a bit stale and the top pieces are staying where they are and the bottom pieces are too. A few careful nerfs are in order if we are to keep things vibrant, along many buffs/redesigns to highly maligned models.

Being a game that is best played from a competitive mindset, I can understand why people take the best stuff they can, but at the same time a stagnating meta leads to stagnating challenge. On the other hand, I think the number of OP models and the number of total garbage models is really small. There is a lot of stuff around the "pretty damn crap" bracket which could use a little sheen though.

I've made posts about things I would change in Gators (very little, without an edition change), and also a post about how I would approach changing warjacks within factions. All theoretical, naturally.

Here are 5 things, outside individual model power balance changes, I feel should be addressed going forward.

1.Tough spam


So anyone who has read any other article on this blog knows I think tough spam is a major issue in the game. In fact they are probably tired of me whining about it (1).I think it's one of the few things in this game that I dislike more than Gargossals, but where I feel Gargossals simply reduce the potential for excellent playing experiences, tough spam can and usually does create negative play experiences for both the spammer and the guy on the bottom.

The main culprits here are the Piper and the Witch Doctor. These can grant tough to ANY UNIT IN THE LIST. If that doesn't cockblock design space, I don't know what does. I think neither of them should grant tough at all. The Witch Doctor can just make something Undead (which is a REALLY good buff in itself) and the Piper can just make something fearless (being able to give Dirge and Pathfinder is already quite legit). Straight "nerfs" to both, still good models.

Secondary culprits are Terminus and Irusk2 with their giant FU auras of tough. These types of auras should be removed because they are just stupid. They're on all the time and you don't have to sacrifice anything to get them. If they were tied into a feat or similar it wouldn't be so bad, but they aren't. Remove those entirely, still good models.

Tertiary culprits are 4+ tough things like Irusk1's feat, Doc Killingsworth, Boomhowlers and so on. These aren't so bad because they exist in a vacuum - you know from now until the next edition what exactly can be affected by these things and when. Irusk1's feat lasts for one turn, Doc can only be taken in a specific list and can be sniped out with a little luck (and isn't 4+ tough himself). Boomhowlers are a bit OP but it's not just because of the 4+ tough (which, again, is a competing alternative with 2 other really good effects after initial engagement). These don't bother me as much as the primary and secondary culprits which are the equivalent to rolling your face on a keyboard in terms of game skill and strategic brilliance.

I don't mind tough granting models in the style of Kovnik Joe because he only does it for a specific unit and it is at the sacrifice of making that specific unit have "normal" damage output that turn rather than calling down half-naked, steel-clad valkyries to skewer your opponent on spikes (metaphorically speaking).
I don't mind Trolls either. They are still a bit frustrating but usually more frustrating to the Troll player than not, and their limitations as a faction (bricky and not too sneaky) don't allow them to take advantage of tough spam like other factions can. It almost feels... you know, balanced.

The Skorne Minion Task Master "UA" on the other hand is kinda dumb in that it will apply to ANY MINION UNIT EVER MADE, which is just another thing new Minion units will have to be balanced around. Unless the unit doesn't work for Skorne, but the fluffers on the PP staff will probably never let that happen. At present it's not a big deal because there are only 4 combat minion units - Gators, Slaughterhousers, Brigands and Bog Trogs. These all have low DEF stats so no drama with No Sleeping on the Job. Slaughterhousers are already tough, Brigands are overcosted, Bog Trogs should be ambushing so will be too far out and Tough on Gators isn't a big deal because they are only a 5man unit (at 2pts each). Whether Shamblers + Task Master becomes annoying/OP or not remains to be seen. In the end, the Task Master probably means Minions will never get a high DEF unit.


Basically, any ability than can grant tough without restriction and on a large scale is stupid and should be eradicated from the face of the earth.


 2. Efficiency of focus when spent on warjacks relative to when spent or camped by caster


Basically, the problem with warjacks is that each point of focus is usually spent more effectively on either camping or casting spells, and therefore warjacks are less resource efficient than a competing choice after warjack points have been spent. There are two exceptions to this: CoC and PoM.
CoC gets around this problem via the focus induction mechanic. Basically, this means that the first focus spent on each warjack each turn is worth TWICE as much as a focus point spent elsewhere, because that focus point will replicate itself on another warjack. This allows you to do amazing things like running your entire battlegroup for one focus on turn 1, and is 100% based on your ability to plan ahead and activate things in the right order. This rule makes me want to high-five DC and buy him a beer or eight.
PoM gets around this problem by making warjacks mostly independent from the warcaster's focus pool. They do this by having a large range of support models that buff warjacks offensively and defensively such as Choir, Vassal and Reclaimers, as well as warjacks that pretty much run themselves like Sanctifiers and the Avatar. If a warcaster chooses to give a warjack a focus, they are getting a really high quality, high polish attack out of it. Ultimately, PoM uses Army Points as a warjack resource.

Khador, Cryx, Cygnar, Ret and Mercs don't have anything like that.
Each has a few casters with amazing battlegroup buffs , but still have a limited focus pool which is more efficiently spent camping for ARM or buffing infantry units. There are of course exceptions to this observation, like Mortenebra's all-in Rube Goldberg assassination machine or eVyros Synergy griffon spam. Or Stormwall being a god amongst titans.

Even PoM or CoC do not run all warjack lists. The lists are pretty balanced on average looking at every caster. These two factions usually run lists a bit more like Hordes lists. There is still only so many resources to go out, even in PoM and CoC, just like there are only so many beasts you can run before they all go crazy.  For the most part, you're looking at 0 - 20% of non-WJ points spent on jacks in competitive lists. I would say Hordes is closer to 50% on average, with a much larger deviation depending on faction and warlock. Someone like Madrak might just take a single Dire Troll Mauler, whereas someone like Vayl puts up to 80% of her army points into beasts (the other 20% being beast support pieces).

Quick suggestions to get an idea of what I am suggesting, paraphrasing what I wrote previously:
  • Khador: All jacks have innate Powerful Attack (boost attack and damage rolls for 1 focus per attack) and Mechanics grant free Pathfinder charges or free power attacks to warjacks as a special action (thus Mechanics become like a Khador Choir).
  • Cryx: Warcasters can "heal" helljacks (not bonejacks, because healing arc nodes is stupid) during their activations like warlocks heal warbeasts, and all helljacks/bonejacks have Cull Souls which counts towards their focus allocation.
  • Cygnar: All warjacks have a Grenadier/Stormclad-like ability that grants them a buff if they positioned a certain way from a unit type, ie. Cyclone gets boosted attack rolls when shooting at model/unit previously hit by Long Gunner models that turn.
  • Retribution: Something to do with power fields, like every focus spent by the jack heals d6 from the field irrelevant of the generator system. Unspent focus on jacks could also add to ARM while the generator is online. This gives them something tanky they otherwise don't have to tarpit and hold zones.
  • Mercs: Maybe just way better jack marshall options, or the equivalent of Minion Lesser Warlocks (where you get a lesser warcaster/super jack marshall and character jack combo).

In order for warjacks to become a more competitive choice in list building, each focus point spent on warjacks has to be at least as efficient as a focus point spent elsewhere, all things considered. The release of the new journeyman warcasters will probably lead to slightly more warjacks being put on the table by increasing the supply of focus on the table. That's nice I guess, but it doesn't really solve the core problem.

3. Exaggerated Khador arcnode / Morvahnna douchisms / rubberbanding


Everyone knows it's stupid but hey, it's completely legal. Why not do it? I would if I played an asshat faction with asshat models.


The main problem with this is primarily with full unit recursion, because any mechanic this powerful that is uncounterable is not really interesting games design. You reduce Morvahna's feat and Regrowth by fully wiping out a unit, the same way you deal with Maelok's Revive, or the Revenant Crew of the Atramentous (who are vastly underrated). But that is almost impossible when one model from that unit is sitting 5" behind the enemy caster, feigning distress. So I suggest this asshattery be dealt with by adding the following rules to Units:

1) Models out of formation when the current unit leader model is destroyed cannot be field promoted.
2) If no model can be field promoted while no Officer models are part of the unit, the unit is removed from play. If an Officer model leaves play and the unit does not have a Leader model, remove the unit from play.

Something like that anyway. This can represent the unit collapsing from lack of leadership and scattering to the winds or whatever, makes it that if you kill an entire unit and one guy is rubberbanding, then the unit goes pop.

The second issue is the exagerated Khador arc node. The Khador arc node is basically leaving a single model in the unit as far away from the leader model as possible while maintaining formation, so that he can be within range of those RNG 6 buff spells. This is perfectly fine in my opinion.
The exaggerated version of this is to leave a model from the unit standing next to your warcaster, way out of formation and running 0" toward its leader every turn. Any unit buff spells targetting him will affect the whole unit. This is stupid, and Privateer Press also seems to think it is stupid since they errata-ed the Bane Thrall standard bearer to not grant his buff while not in formation. Which brings up the question of why it hasn't been errata-ed yet. One would think it's not as simple as these 3 rules I made up in 10 seconds seem to indicate. Or that they in fact are totally cool with Pendrake/Bloodtracker/Croctor parties in the backfield so they can sell all the Morvahnas. Then again, it did take them a long ass time to errata the Shield Guard/Cover/LoS thing.

3) Any spells targeting friendly models not currently in formation automatically miss / Friendly models cannot be targeted by friendly spells while outside formation / something to that effect.

And now people can have a chance at killing your entire unit of Bloodtrackers before you feat them back. It's not easy, but not easy is better than impossible.

4. Spells are spells, animi are animi.

The 'spell vs animi' thing can be annoying to keep track of. It means for example that I always have to cast Spiny Growth on my warlock with my Snapper if I want MHSF to not ignore it. Is that really a decision I have to make (ie. skill), or just something annoying? At least in my lists, it is the latter.

Have animi be animi, and spells be spells plox. If a warlock casts an animi, it can be cast just like a spell as it currently is, but is still an animi in effect.

There are probably some unintended consequences here that will break open the game, like Wrongeye's dual faction allegiance having some supposedly unintended consequences with Galleon.

5. Water re-examined as a terrain piece

I play Blindwater so one would think I shouldn't care, but shallow water is very negative towards warjacks to the point where I never see it on the table except for Swamp Pits and the almost entirely inconsequential Blindwater Pact templates. Therefore it is not only bad for terrain diversity, it is bad for me.

Shallow water could be considered rough terrain (as present) and non-amphibious models who are knocked down or made stationary in shallow water cannot shake. That basically makes throwing beasts, warcasters and warjacks into water reasonably sweet while not completely hosing warjacks (the few that I see these days, anyway). It smooths out the effects across the board, makes water not the worst thing of all time for Warmachine, and makes amphibious more than just shitty pathfinder.

Deep water can remain as is and will continue to never see table time as it completely screws anyone and anything that is not amphibious.

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Aside from individual models and the above rules, the only thing I really dislike about the game at present are Gargossals and the way they flatten the tactical depth of the game. I don't think there is really a way around it. The main issue I have with them is their general invulnerability to the majority of game effects, with a handful of exceptions like attack damage, Black Oil and a small handful of special rules and effects (ie. Backlash, Voltaic Snare, etc.) But they are pretty balanced for what they are, just not really tactically interesting in the greater scheme of the game.


I have a 35 pt event coming up in about 2 weeks, but SR 35pts is kinda stupid after you've played a lot of 50pts so I'll probably just bring stupid lists and hope to outstupid my opponent's list. Using skill, of course. Look for the write-up of me losing my first round then.


(1) This is the best reason for it to be #1 on the list.

Monday, September 9, 2013

Min/Maxing List Builds

a.k.a. Triple Posse FTW
a.k.a. School of JVM

I think we can all agree that Gatorman Posse are by far the most powerful thing in Minions outside the casters.
The beasts, with the exception of the 3pt Bull Snapper, are rather mediocre for their points, the solos are designed to be used in other factions as much as this one (easy to see when you see 2pt Witch Doctors in Maelok's theme force - the very Gator caster where Witch Doctors are most powerful). Slaughterhousers are pretty good too, but not near Posse-good.

You can also see this in the recently released World Team Championship lists, where both Minion players are taking Blindwater in both their lists, both players have chosen a Rask/Maelok pairing, and both players are taking 3 full units of Gatorman Posse in each of their lists. Despite the similarity, the lists are not identical and worth checking out for their minor yet important differences.

There are two lessons to be learned from here:

1) Min/Maxing list building involves taking as much of the best stuff as you can:

This approach to list building is very visible when looking at the JVM School of Legion, where you take multiples of the same awesome thing that does one thing awesomely well - double Ravagore, double Angelius, double Scythean, double Deathstalker, double Forsaken, double Shepherds... and fill in with a few excellent support pieces like Spawning Vessels, Shredders or Spell Martyrs. You can even see his lists for the event here.

The man has his own t-shirt. I mean, what the hell.
Min/Max can also be clearly seen in Mr. Rickard Nillson's lists:
  • Rask + 3 Posse + 3 Heavies + Snapper + Feralgeist
  • Maelok + 3 Posse + 3 Witch Doctors + 3 Bull Snappers + WE/Snapjaw + Pendrake
This is a competitive player who knows what his faction does well and tries to maximize that advantage by using his points as effectively as possible (ie. maxing out the best stuff he can take) and will try to avoid the few really bad matchups that might present themselves.

The Rask list deals with any amount of ARM short of multiple Devastators, and will likely get the alpha-strike because of the feat. You have 3 heavies (2 Horrors and a Wrastler) with lots of initial attacks who maximize Fury well, and 3 Posse with Fury will blow up anything. No Bog Trogs means Rask is at some risk of assassination, but he will probably be camping a fury or two at all times since every time a heavy charges, it is probably dead next turn (next level fury management). And it is hard to shoot anything with 15 Gatormans in your face, jamming you out of scenario. Plus he has Admonition if things get hairy.

Stuff blows up.

The Maelok list can outgrind almost anything with tons of natural ARM, tough and Spiny Growths on the table, and deals well with defense otherwise (esp. against Hordes with Pendrake - Gatorman Posse with Beast Lore can pretty much kill anything in Circle/Legion without any trouble). It is prone to getting shot by monster gunlines, but that's why you have the Rask list. Clearly, in this list Maelok is just a buff bot who stays back protected by Spiny Growth, upkeeping Death Pact, and Revive a Gator or two a turn while his Snappers run hot on Fury. Why take a chance?

Barnabas, while being a really strong caster, is not as good as Rask and does not offer the same level of skew as Maelok. I think as an all-around tournament choice, he is probably more reliable than Maelok in dealing with Rask's bad matchups, but in a team event you want to skew like a boss, and Reviving ARM 20/22 Gators allows you to do that much better than Iron Flesh and Swamp Pits.

2) Team events encourage skewing lists more than solo events

Because of the way matchups are determined (on a team level rather than a tournament level), you have more incentive to skew your lists (emphasis strengths AND weaknesses) since your team captain can pair you up against a faction where you are especially strong and doesn't generally have a good silver bullet for your weaknesses.
For example, given the option, you would put the Gator player against Ret since Rask + 3 Posse will absolutely demolish any Ret list (Maelok will do fine against anything but Ossyan), and try not to put him against Cryx weaponmaster swarm where possible, because Banes > Gatormans.

You can kind of see this by looking at Khador's most popular caster for the event, Butcher2. Anyone who know anything about Butcher2 knows that his random focus mechanic is basically the death of him in top-notch competitive events, but his theme force is the biggest BS skew list this side of Skewville and Skewzakistan.


Choptober 2013

My next tournament is in early October, which is rapidly approaching. I am thinking of buying another unit of Gatorman Posse to try out triple Posse builds, partially out of boredom since I have been playing pretty much the exact same lists for 6+ months, and partially because I want to make people cry. Plus the tournament organizer will probably make me face Circle 3 rounds in a row again and Gatormans are pretty good against Circle. Except Megalith. F*ck that guy.

Wednesday, August 7, 2013

Stuff that sucks

Some models are bad - and that's ok.

That is going to be my post for the week - talking about models considered bad and my experiences with them. It's bound to offend some people, but entertain me.

First, some theory for framing perspective. Here are some reasons why models are bad:

1. Badly costed

Points cost is the single most important statistic on a model's card, especially at lower points levels, as the difference between X and X-1 can be quite significant. Lowering or increasing a model's PC can have a huge impact on whether you see them in a list or not, or if you see 8 or 1. Cryx Stalkers, for example, were PC:3 in the Mk2 Field Test, and Cryx players were spamming those things like crazy. Get a single Stalker with 3 focus on the enemy caster and that was probably game over. Fortunately they were increased to PC: 4 at release and their value relative to Bane and Satyxis swarms decreased and we thankfully don't have to play against 6 Stalkers anymore.
On the flip side, you have Trenchers, where a full unit with all the UAs and support modules costs about 4.2 million points, and is still not as good as the Winterguard Deathstar, buffs or not.

2. Opportunity Cost

A different way to look at the cost issue. Sometime there are just models available to you that do practically the same thing at better value, or bring additional options to the table. Often this will be a merc model, but sometimes within the same faction. That is like the ultimate kick in the nuts.

3. Very situational

Some models have abilities that are extremely dependent on matchup, and their effectiveness is thus dependent on your opponent's list. This is not really a cool place to be, unless you know exactly what you're going to be playing against every time
Take Strakhov for example, who is pretty good against Legion shooty lists because he has Occultation and he is immune to fire. Meaning that Legion has no way to shoot him to death outside Bolt Throwers. And his stuff is really really fast. Sometimes abilities that are fundamental to a model's effectiveness but only work on living models, or warbeasts. As you would expect, these models are usually noticeably less sweet when their preferred targets are not around. This point of course bleeds into....

4. The Meta

What you play against has a large impact on the value of your models. If you expect to play against a lot of heavy armor, as has been the case in a Colossals meta, then armor crackers like heavies and weapon masters are valuable. If you expect to face lots of troops, then models that can generate multiple attacks in a turn and AoEs and sprays are valuable.If you expect lots of tough, anti-healing and Take Down is good. If you expect incorporeal, then magic weapons become more valuable, etc. etc. etc.
Points size is also a factor, as are tournament formats. Character restrictions have made a big difference in model viability by removing the option to take more powerful character choices in every list. Playing scenario vs not playing for scenario makes a huge difference to the power of some models. Some casters and models are much

5. Clunky design

Some models actually do fine in games purely on a capability perspective, but are annoying to play or get to "work" for many people. Sometimes there are too many hoops to jump through, sometimes they Skornergize* with your models, sometimes they just try to do lots of things and suck at them all. Either way, they still suck. In any case, they are just not really enjoyable to use in a real game but usually look sweet in theorymachine.

6. Designed for that annoying tart that wants to make everything work all the time

You know those guys that want everything to work all the time? Yeah. They are the guys that post threads on the PP boards every few weeks about how they've figured out Assault Kommandos and Tharn Ravagers. I admit I am guilty of this type of behavior at times. But I've come around to the fact that some stuff just sucks.... and that's ok. Pleasure from pain. If you still enjoy putting your balls in a vice and spinning the handle at varying speeds in random directions in the hope that you'll find some kind of personal satisfaction or enlightenment, you go ahead and give yourself blue balls.

7. Light artillery

Pretty much all light artillery sucks, except perhaps the Mortar crew. Nobody really knows why, but my theory is that because they can't move and shoot, they lose a lot of tactical depth and become predictable. If you look at the stats of most light artillery models, they are pretty decent and usually straight up better than a ranged solo at the same cost. However they only do one thing, which is shoot AoEs or potentially high-ish POW attacks at highly predictable ranges. They also usually can't boost on top of that, which makes you hate them more and just spend your points on super expensive warjacks with the same gun instead (which are probably worse).

Much like Gargantuans, I can't complain that Gators don't have any light artillery.

8.  Design decisions that err on the side of caution

I think several members of the Warmachine design team engaged in Opus Dei-type self-flagellation as the result of Mk1 brokenness. It is quite clear these days that whenever given they choice, they will choose to make a model tamer and lower on the power curve rather than risk a model winning the majority of tournaments. That would be really horrible. In my opinion, this will often lead to some changes late in the design process that don't get playtested as thoroughly as they should and have a bigger impact on a model's viability than expected.

I'm sure everyone prefers this state of affairs to Mk1 "everything is broken" balance. It is funny how often I hear that MkII is 'perfectly balanced' after hearing the same thing about MK1 for years. PP do a great job of keeping the game balanced, but anyone who has played Warmachine for a few years is aware that balance issues will almost always be present to varying degrees. You can't compare an eLich to a Venethrax, or McThralls to Drudges. There is always room for improvement, not only in terms of nerfs, but also of buffs.

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Here is a small, non-exhaustive selection of models that are usually held up as bad/ crap:

Cygnar:

  • Trenchers - They cost too damn much. They can do lots of stuff (not particularly well), but 1pt per guy is a hefty cost, especially when you throw in all the additional stuff. They already have an amazing UA which doesn't fix their standing - I think it's just a matter of reexamining the cost decisions on Cygnar units (who are obviously costed with great shooting buffs in mind). Long Gunners are arguably in the same boat but benefit hugely from Snipe.
  • Stormblades - Cost too much for SPD 5, totally average defensive stats, and no reach. Sure, they can hit hard and have guns and tons of gizmos, but what's the point when you can't even do the basics? Again, already have a UA and WA, so I'm thinking either Stryker3 gets Lightning Tendrils AND Deflection/Deceleration or these guys will be coated in a thick coat of grey dust by the time Mk2 Remix hits.

Cryx:

  • Venethrax - First of all, he isn't one of the other Cryx casters. Second, he is very skewed towards livings models. Third, his feat ranges from random as hell, to self-defeating, to not doing much at all. It's cute. Unlife in the Cryxian Empire has not been kind to Skeletor.
  • Drudges - These are just straight up worse than McThralls for more points. Or worse than any unit in Cryx for any points. And 90% of their effectiveness is tied to one pretty easy to kill model. Like... what? Redesign these so they have flexible weapon modes like CoC infantry and don't hold onto the Mind Slaver for dear life and we might see them on the table.... one day.
  • Cryx Heavies - Two problems with Cryx heavies, who for the most part are actually pretty good: One, they are squishy as all hell and have no repair option that can really keep up with them at full speed so losing 3 systems to a boosted Reckoner shot makes you want to just play more Banes instead. Two, you could just take Banes/ Satyxis/ McThralls, who hit equally hard, put out more attacks and need less focus to do it. Opportunity cost at work here.
    Deathjack ADs, has armour and heals itself, so he is immune to criticism and costs a ton.

PoM:

It's hard to find bad things in Protectorate,because the whole faction is based around jerking itself off so everyone feels good and high-fives each other. I mean, Amon is considered bad in that faction, since he has some incentive to not stay 6 miles back.
  • Deliverers - Perfectly fine unit. However, nobody takes them because they take soooooooo long to resolve at full efficiency, and don't get all the buffs a Redeemer does. They attempted to fix them in Mk2 by giving them a huge 5" AoE CRA so they can activate faster, but even then Redeemers are better and die slower.
  • Paladin? - What happened here? I never see these anymore. I guess they aren't as tough as Seneschals, and only become really great with Vilmon, who people don't take anymore for some reason. Too many magic weapons in the meta I guess.

Khador:

  • Zerkova - universally acknowledged as the worst caster in Khador for many reasons. First she is squishy and her defensive tech is bad. Second, she has every incentive to move upfield since her main influence on the game is through offensive spells and her pDenny-style feat. The most effective way to play her would be to take some shield guards (Bokurs), upkeep her spells, feat and then camp focus all the time and hope to live. That is even more boring than eKreoss. Third, no real game plan - everything is reactionary or denial, and not that great at it.
  • Decimator- requires wayyyyyy too much focus to make up for his craptastic RAT. I suspect he will come back with Malakov, because that Beat Back POW 15 gun combined with a POW 20 sustained attack melee weapon seems really good on a SPD 6 jack.
  • Assault Kommandos - Do like 10 things, and all of them suck. There's no getting past mediocre stats, very low POW attacks, highly situational abilities and a pretty high points cost (except giving them +3 to all stats). Remember how good Trenchers were in Mk1? So do these guys.
  • MoW Kovnik - This guy looks like serious business on paper. Problem is SPD 4 and no reach combined with no movement tricks means this guy isn't really getting to hit anything (unless you give him +3 to all stats). Second the emphasis on his jack marshall abilities, in a faction where jacks are focus-hungry, get great battlegroup buffs and have some very impressive buffable troops. And now have Malakov.
The poster boys for failure in JS Land

Mercs:

  • pMagnus - great spell list, but no feat. Not having a feat kinda sucks. Imagine how much people would hate pStryker if he didn't have a feat - that's pMagnus. It's not really a matter of terrible as much as lame.
  • Devil Dogs - too many hoops to jump through, and other people just do what they do better and more reliably. Charge maybe 7 around a warjack if graced by the favor of God himself, hit maybe the 3rd or 4th net, then get three POW 10 weapon master attacks. Then die. Short ranged guns and no way to deliver.... just legitimately bad.
  • Blythe and Bull - WTF. It's like Ayanna & Holt that don't have Harm or Magic Weapons or Stealth and only one big meaty gun. Most obvious IKRPG conversion ever.
  • Avalancher - Those Rhulics and their power pieces. I think they should get their own faction. Then Minions won't be the worst faction in the game anymore. This jack just seems like an even shittier version of the Destroyer, which is already a pretty shitty jack. Am I missing something?

Ret:

  • Garryth - melee assassination casters don't tend to do too well in the current meta. Garryth would be great if he could keep his army standing long enough for him to get to the enemy caster, but Ret isn't built that way. And his feat being skewed so hard towards Warmachine sucks for him.
  • Gorgon - The  Force Lock ability seems really strong. However it is tied to both a squishy warjack with rather crap combat capabilities and a squishy Generator node. It might cause slight activation issues for your opponent, but if that's what you're going for you might as well play this next guy....
  • Nayl - Have no idea why people don't play him. As a Hordes player, I find him annoying as hell. Sure, he can screw you over if you place your caster nearby and he gets thrown over there. OR he can get in the middle of the opposing army and take P+S 13 free strikes on everyone since he is way too annoying to deal with and destroys your opponent's time. Guess two points is a lot to give up to completely mess up your opponent's plans for a turn.
Apparently if I ever get a tattoo, it has to be this.
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Trolls:

  • Gunnbjorn - he has a sweet gun, pretty good spells but again, no feat. Or a feat that doesn't work for his spell list, since it seems only good for protecting a rampaging horde of rushing trolls on the advance, which will be way ahead of him. Trolls usually have underwhelming spells and feats on paper, but this guy also has them on the table!
  • Winter Troll - I haven't had the pleasure to see why this guy sucks on the table. If the animus was RNG: Self, I would totally understand but at RNG 6 it might see some use. Maybe it's the RAT 4 on the spray. Maybe it's the pillow fists when you could be taking some baller Troll Hero or a Pyre Troll that brings +2 damage to said Troll Hero.
  • Mountain King- He might be awesome if he came out 2 years ago when people weren't designing lists to 1-round much heavier targets. Alas, people are doing just that. He's also MAT 5 for no reason at all. WHY MAT 5?!?!
  • Sluggers - So their stats suck more than the average Troll, for some reason. And if they move and shoot, they really suck. If they stand still and shoot, they get 5d3 RAT 7 POW 13 shots off, which is pretty good with Snipe. But then they are 5/8 for 3/5 guys with 5 boxes each. Why they have boxes, nobody knows. More muscle mass from lifting I guess. But we do know this is the best example of Snipe tax known to man.

Circle:

  • Ravagers - It's because they die. Like, really easily. If everyone played in heavily forested terrain all the time, they would probably be legit, but such a thing is rare.
  • Sentry Stones - This thing was ridiculously overpowered in Mk1 for doing almost the same thing. Then Mk2 happened and I have not seen one since. Is it the 3pts? The short 6" CMD range? The reliance on enemy warbeasts to do it's thing? I really don't know.

Legion:

  • Rhyas - Again, a melee assassination caster that doesn't seem to get love. How odd. I think this is the case of a caster that doesn't do much. She hides in the back, casts Dash and upkeeps two spells. If you play against Hordes you might risk her to kill a warbeast and steal its fury and run away. Her feat is good but kinda reliant on your opponents list and positioning. Also no pathfinder is stupid.
  • Grotesques - Not only are they uglier than my ass, they are potentially the least exciting unit I have ever seen. Mediocre to poor stats all around, BUT they can fly, are fearless and gang. That sure makes up for that single MAT 5 POW 10 attack. If they were 3/5, they might see some play. Might.

Skorne:

A fall from grace that would make Satan jealous.
  • eMorghoul - A melee assassination caster! Yep, and eMorghoul also sucks to play. In Mk1, he was probably amongst the most OP casters in the game since he was not only an assassin machine with good support spells (same as now), but his feat Blinded your opponent's entire army. That was pretty OP. Anyway, they dicked around with him in the Play Test for several editions until they slapped his current lame-ass boring feat on him in the last release and left it at that, together with passive stealth. Two weeks more/less of playtesting would have made a world of difference.
  • Savage - I don't know why I don't see more of these. I submitted so many feedback forms that the animus should cost 1. Now it costs 1 and nobody takes them. FML. More evidence nobody really likes melee lights unless they are spammable, and Savages are not spammable at 5pts. dat animus though...
  • Cannoneer - Warbeasts with big AoE guns are amazing since you can boost pretty much everything you need at will. The reason this guy is left on the shelf however is firstly because his animus does nothing. It did nothing in Mk1 and doesn't do much now - the range is too short, and the cost is too high for a warlock relative to two more transfers. Secondly, he is very average in melee and Skorne doesn't stand for that jazz.
  • Siege Animantrax - This thing not only sucks on the table, but also sucks on paper. I would have loved to see this thing in playtest, it must have been broken as balls before those last minute tweaks.

Minions:

  • Arkadius - People want to cast Crippling Grasp - they miss, they die. On the flipside, pig beasts are pretty crap so his entire shtick is consequentially equally crap. Better pig beasts please.
  • Calaban - I like my warlock to do things. If I wanted to just cast one spell, upkeep things and hope like hell I don't die, I'd have played PoM. If Grave Door didn't require 14 hoops to jump through as well as a full tax audit and vetting process, then maybe he might be cool had Rask never come out.
  • Brigands - People take these with Carver. They don't take them otherwise. Because giving them CRA and Fearless is a thing when they have otherwise poor stats.
  • Boneswarms - I have written on Boneswarms before. They could have three different roles, yet they don't do any of them well. They do the tanky role in Midas' theme list pretty well. Sucks for you, Gator players.

Feel free to share your thoughts. Remember that, at least in this context, 'good' and 'bad' are entirely relative, so it makes sense for every eLich,  Molik, or Satyxis unit, we have an eMorghoul, Avalancher or Grotesques.

*Skornergy, for you young ones, is a term coined by the podcast Focus and Fury to describe the Skorne list design process during the Hordes Playtest. It is essentially synergy that looks amazing but doesn't actually work, or screws itself over at some stage in the process. Lots of Skorne warlocks had this feature.



Monday, June 17, 2013

Wolfcry 2013

I attended a small 1-day, 4-round, 16 player 50pt Steamroller last Sunday, and placed a respectable 6/16. I consider this an improvement over my last tournament placing, which was 24/32 or something equally terrible.

The one non-standard thing about the event was the choice of lists. You were allowed to bring as many lists as you wanted (up to 4), but had to play each list at least once. I chose to bring two lists, which didn't work out that well for me:

List 1:
Barnabas
Wrastler
Spitter
Snapper
2 Full Posse
Full Trogs

Witch Doctor
Thrullg
Swamp Gobbers
Totem Hunter

List 2:
Rask

Horror
Wrastler
2 Full Posse
Min Trogs
Wrong Eye
Snapjaw

Snapper
Witch Doctor
Swamp Gobbers

The Barnabas list was intended to face Legion, Cryx, Circle and certain Khador lists. The Rask one was best to deal with everything else. As you will see from the battle summaries below, this didn't really work out too well for me in terms of match-ups.

Game 1 - Skorne - eHexeris


This game was against Paul, a new player to our meta, who - like me - was ripped away from his native Canada at an early age to grow up in the southern colonies, and thus suffers from thinly-veiled rage at all times. But he is Canadian enough to repulse at being called a Newfie (which he isn't). The TO had matched us up together since he was under the impression we had never played before, when we in fact had played a match a few days before - with almost the exact same lists:

Lord Arbiter Hexeris (*6pts)
* Basilisk Krea (4pts)
* Cyclops Raider (5pts)
* Mammoth (20pts)
* Titan Gladiator (8pts)
* Aptimus Marketh (3pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 3 Grunts) (2pts)
Agonizer (2pts)
Mortitheurge Willbreaker (2pts)
Mortitheurge Willbreaker (2pts)


I dropped Rask, as I like to do against Skorne. I decided to ambush my 6 Trogs as I felt relatively safe from assassination at DEF 17 ARM 17 and camping a fury or two, since I know can I remove Mammoth from the table without too much trouble. The scenario was Supply and Demand (Mosh Pit), which made no difference to anything.

Long story short, I used my feat + Inhospitable Ground to alpha strike, killed Mammoth with Fury + Boundless Charge Swamp Horror and a single Gatorman after shooting off Counterblast, then put pressure on his support with the ambushing Trogs. The middle of the table is otherwise a huge grind based around a really annoying hill - the one remaining threat at this stage was a half-dead Gladiator within charge range of Rask. I charged this Gladiator with a full-health Wrastler, Death Rolled boosted to hit, and rolled a 5. A follow up POW 17 attack also missed. I ran the Swamp Gobbers in the way in the hope that it would prevent him trampling or charging his way up. Hexeris went for a last ditch assassination attempt by killing the Wrastler using most of his fury + his feat, giving the Gladiator a chance, but he missed the Swamp Gobber hoping for a follow-up slam (which wouldn't have worked, we discovered, as the Gobber dies 100% to the slam itself, so no follow up).

He said he was going to try to assassinate Rask under Dark Waters using his feat + several Soul Fires through his Raider arc node but screwed up his order of activations so wasn't able to do it. I am kind of glad, since Rask's feat also stops arcing (the caster is the one making the attack and he is further than 5" from the spell target) and that would have left a bad taste in my mouth.

1-0 so far. Happy I didn't choke first round as I usually do.

Game 2 - Bart/Galleon 

All these things are horrible inventions and have caused untold human suffering.
This game was against Chris Baker, one of the NZ Warmachine scene veterans, self-proclaimed dick, and generally a quite knowledgeable and experience player. I like to think of Bart/Galleon as a faction in itself, since it is so goddamn stupid and I hate to think that Mercs are capable of such retardation. This list was Bart, Galleon, a Vanguard, and a crapload of character stuff that makes Galleon manlier (WE+Snapper, Ayanna + Holt, Dougal, Ragman, Thor, Gorman, eEyriss... etc). Scenario was Ammunition Run, and neither of us remember to explode anything (I killed two for 2 CPs, yay).

I chose to drop Rask again as I felt with 3 heavies, Fury, and the ability to shoot off Hot Shot and Spiny Growth I might have a snowball's chance in hell at killing the Galleon. This didn't work out at all, mostly due to good terrain use on his part and good timing with the feat.

We both made some pretty significant tactical errors (he left Eyriss within 5" of Galleon one turn, I left one extra fury on Snapjaw for no reason and he frenzied on some Posse, etc.), but ultimately my strategy for the game was not anywhere near as good as his (sit in the zone with Galleon between two terrain pieces and hide everything behind it), and I lost every single model over about 8-ish rounds in return for killing maybe 5 pts of stuff. One of these next to Galleon the whole game definitely hampered me to no end:
Am I correct in saying these things are EXTREMELY
annoying in Warmachine games? Tiny linear obstacles?
Rough terrain? Miniature Satans? Who knows.

 1-1 so far. My regular win-lose-win-lose tournament streak is going well.

Game 3 - Trolls - eDoomshaper

This was a very odd game. The table had some illegal terrain placement (per SR2013, you cannot place any terrain piece within 3" of another terrain piece), notably a large house on my left, which had a linear obstacle perpendicular to it, which in turn also had a linear obstacle perpendicular to it. Basically it was a large house with a large T sticking out of it made from linear obstacles. My Troll opponent Luke H. got a raging Troll hard-on when he saw this, and spent the first few turns of the game with his heavies and caster hiding in a 3 sided wall bunker (thank Janyssa!).

List was:

Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Pyre Troll (5pts)
* Troll Axer (6pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 3 Kriel Warrior Caber Thrower (3pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Janissa Stonetide (3pts)
Troll Whelps (2pts)


The scenario was Into the Breach (the one with the zone on the left and flag on the right), which actually made a huge difference since the aforementioned wall bunker was dead center of the zone. Therefore he decided to throw literally his entire army into the zone. Realizing that I had no chance in hell of getting any points on that side, I ran Rask to the flag (I went second) and told him he had 5 turns to get near this flag as I jammed up his bunker with Gators and heavies, and whatever I could muster.

When it looks like this on your left, go right.
Eventually, one turn away from defeat, he managed to pull off an epic ninja goad chain with Mulg to get him within 3.5" of the flag to deny me my 4th point. I responded by picking Mulg up with the Swamp Horror, throwing him away, hitting him with Voodoo Doll from Wrong Eye and blocking his spirit, then jamming him with stuff. At this stage he had mere minutes on his deathclock and rushed to recover, forgetting I had locked Mulg down for good, and he deathclocked himself.

Wrong Eye was definitely the all-star in this game, as he not only Voodoo Doll-ed Mulg, but the Earthborn's spirit a turn earlier.


2-1 and a lot of CPs. Legit.

Game 4 - Skorne - Zaal


All this point, I was locked into Barnabas and facing Skorne for 3rd place overall. Not a good prospect at all. Jason from Hamilton, who is one of my favourite opponents despite his amazing ability to somehow find new and original ways to douche me every game, chose to drop Zaal, which again is not a good prospect given Zaal's ability to deal massive damage with almost anything and the large number of Steady super-powered AGs around the place:
 
Supreme Aptimus Zaal & Kovaas (*5pts)
* Basilisk Krea (4pts)
* Cyclops Raider (5pts)
* Mammoth (20pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 3 Grunts) (2pts)
Venators Slingers (Leader and 5 Grunts) (4pts)
Ancestral Guardian (3pts)
Ancestral Guardian (3pts)
Extoler Soulward (2pts)
Hakaar the Destroyer (4pts)


Not feeling very confident at all. Scenario was Fire Support (two flags with objectives that each contest the flags). He deployed the Mammoth, Slingers and an AG to my left which means I was never going to get that flag since I can't kill an Inviolable Resolve Mammoth with that much stuff around it to block charges. And since it is a Skorne heavy and a caster with Hex Blast, I can't jam it up with DEF 16 Posse like I would a crappier Colossal.

Basically I came to the conclusion after two rounds that I was not going to be able to win on scenario and I would have a bad time on attrition. I began my third turn looking at Zaal with 1 fury, and decided my odds of making an assassination were better than the odds of my winning this on scenario or attrition. I charged Barnabas forward into a Nihilator, popped my feat (which caught everything in his army), used my Blood Cleaver on the charge attack to get a free Flesh Eater at a KD-ed Zaal, then cast two more Flesh Eaters. This left Zaal at 2 boxes and still had his transfer - unlucky with the dice = assassination failed. I then shot him with the Spitter, forcing another 7 pts of damage to be transferred and corroding him. Realizing that with 2 boxes he was safe from dying to corrosion next turn, I basically jammed my entire army into him in the hopes that Barnabas would live, but alas a Last Stand-ed Hakar under Zaal's feat can kill Barnabas in 3 hits.

2-2, second most CPs, and a placing of 6th overall.


Things I would have done differently overall

A little bit of reflection always helps one improve. Other than removing the tactical mistakes I made in all my games (which can be addressed as 'play better'), here is what I would change:

  • Drop Barnabas against Bart/Galleon - I was pretty sure this game was going to be a loss, so I should have got Barnabas out of the way to give me open selection later on in the tournament. I would still have been able to get my two control points and drop Rask in the final round, which means I kill the Mammoth and then hide behind Inhospitable Ground.
  • Ignore Galleon entirely - given favourable terrain placement and tigher play, I think it is possible for Rask with 3 heavies to destroy Galleon. However, this was not the case here. The better strategy would have been to flank heavily with both Gatorman Posses (hopefully protected from Galleon guns with the feat before the charge), while just throwing heavies at Galleon to hold him in place. The stuff at the back is super squishy and prone to death, the hard part is just getting there, which is difficult with no guns.
  • Roll 1 better on the Zaal assassination - I still think the assassination run was the right move. To pull it off, I needed to do at least 15 pts of damage to Zaal on 3 Flesh Eaters. 3 POW 13s at dice -1, at expected value is 18 pts of damage. I did 13. Assuming one more point of damage, the Spitter shot was a good chance at a kill, as corrosion had a 2 in 3 chance of finishing him off next turn.
  • Take a Croak Hunter or two - So many games I find myself wishing I had one gun to shoot an annoying model, or finish off a Gargantuan with 1-2 boxes, or kill Zaal after rolling poop on damage. Croak Hunters sadly are the only thing Blindwater has for ranged attacks outside Spitters, Sac Strikes and Calaban's gun. Maybe I will try to play with them some more and they won't disappoint me so much.
  • Remember Bog Trog ambushes! - I don't think this made too much of a difference, but forgetting to ambush 10 Bog Trogs on turn 2 of the last game maybe changed things a bit (most likely would have taken assassination completely off the table as Zaal would have held on to a few more fury). In the first game I held them until turn 3 on purpose, since I felt the 6 of them would die to A2A or Mammoth AoEs without much in return.
I think my game against Trolls was very well played and capitalized on my opponent's strategic error of overcommiting to the zone so no big changes on that side of things. As to my first game against Skorne, the only point I was really at risk of losing was when I failed to roll a 6 on 3 dice for that Wrastler on Gladiator charge. So, roll better.


Oh, the guy that won the tournament is the Ret player I play almost every week and who rips his hair out on account of Gators. Turns out luck of the draw matchups is a pretty big deal :)

Wednesday, May 29, 2013

Pedigree Butchery - choosing the right caster for the right matchup

I have received/read a couple of queries regarding how to make lists to deal with certain factions. Given that we have a small pool of models and limited options, it seems like the choice is pretty straight forward a lot of the time, but then again I have seen people claim Barnabas is amazing against Menoth.

I usually prefer Rask with 2 Posse and the other casters with 3 Posse. I recommend bringing two to three units of Posse in every list at 50pts, and most lists at 35pts. Gatorman Posse are without a doubt the best bang for your buck in Blindwater.


Khador

Best casters - Rask (anti-ARM), Jaga-Jaga (anti-buffs)
Other picks: Wrastler, Totem Hunter


Khador has two strengths: high armor with their jacks and heavy infantry, and high defense with Iron Flesh. Therefore you're always playing a game of list-chicken if your opponent has two lists that each fit a separate box.

Rask is great against high armor because of Fury and the ability to almost always get the charge. Inhospitable Ground is also usually quite good against Khador armor since it is so slow. On the other hand, Rask has no real way to deal with Iron Flesh infantry spam. This is where Jaga-Jaga comes in, since she effectively makes such buffs null.

The Wrastler is a good beast with either caster because he brings a POW 17 and is excellent at throwing jacks into pits or out of commission. Totem Hunter is great at hunting out Khador's many crutch solos, and the stealth + high speed combo is really strong against Khador.

Cygnar

Best casters - Rask (2nd: Barnabas)
Other picks: Swamp Horror, WE + Snapjaw


Prior to the advent of the Stormwall (which you now see in 99% of Cygnar lists), Barnabas was a solid matchup against Cygnar - hard to assassinate, great situational shooting protection and Swamp Pits to throw heavies into. However, now that the Stormwall is everywhere, you need to kill it if only to win on scenario. And to do that, you need to charge it with Fury and a way to remove Arcane Shield. As well as a way to deliver your entire army to it in one piece. Rask can do all of this for you.

The Swamp Horror is a winner due to natural shooting protection and being a great multiplier for Fury. He can do a good deal of damage to that Stormwall. Same deal with Snapjaw.

Cryx

Best casters - Maelok, Jaga-Jaga
Other picks - Croctor, Thrullg, Sacral Vault

My thoughts on Cryx are well documented, and things haven't changed all that much. The one thing in the Cryx matchup that shouldn't bother you is ARM, so Fury is not a must. Shooting is also not really an issue. You will also have a lot of trouble at attritioning them in the melee game, since they hit insanely hard, often have tough, tend to recycle themselves.

Maelok with 2 Witch Doctors keeps most of your stuff undead so you can deny them Tartarus Death Knells and such. Tough can also help out a bit to get 2-3 Gators on the enemy caster under the feat, preferably while affected by Malediction (all in!). Maelok's feat also allows you to 'cheat' the melee staggering trade of Warmachine by charging their backline at the same time as their front line.

Jaga-Jaga is also really good because of her ability to deny buffs, deny incorporeal, has a lot of answers, and her feat is really strong against infantry swarms.
A Thrullg is also especially helpful in this matchup to deal with Crippling Grasp-like FU upkeeps - shame it can't be taken in tier.
Finally, the Sacral Vault is a custom designed middle finger to Cryx, with its anti-Stealth, anti-Incorporeal boostable gun and its almost total immunity to single wound melee infantry. Also it steals souls and RFPs.



Protectorate of Menoth

Best caster - Rask
Other picks - Ironback Spitter, Bog Trog Ambushers, Croctor

Easy choice - Rask shoots off upkeeps, disrupts jacks, has Inhospitable Ground to slow jacks that can't get pathfinder, has Fury to crack armor and gives you the charge without getting shot up. No really high DEF to worry about, no anti-living, only weapon masters which are a problem for all Gator lists.
Barnabas is a bad choice as he brings no damage buff, dispels (outside Thrullgs) and the Broken Book of Menoth is ever present, thereby negating Barnabas' feat and his most effective tool against warjacks. Maelok also has a bad time due to the prevalence of magic weapons and lack of hitting power.

The Ironback Spitter can do a decent amount of damage with Fury against DEF 10 warjacks if needed, and brings that almighty gun that you can use to take out a few support models. Bog Trog Ambushers are excellent at putting pressure on a flank or to their caster, as their backline is usually squishy. The Croctor is mostly there because of Awe on the Harbinger and the inbuild Ashen Veil on the Reckoner.

Retribution of Scyrah

Best caster - Rask, 

There are a few things that make Gators very strong against Ret: anti-shooting, hard to assassinate casters, Gatorman Posse.  Both Barnabas and Rask are excellent in this department. The one issue with Barnabas is that he can have a lot of trouble displacing a Hyperion or Griffon swarms, whereas Rask can kill them quite efficiently. Furthermore, Rask's feat is a lot more efficient as a delivery mechanism than Swamp Pits because it also shuts down magic attacks - and really, against an all living army, you only need one turn of protection because your Posse starting ripping elves apart with ease.

Rask can also shoot off pesky upkeeps like Polarity Shield or Inviolable Resolve - winner.

Mercs of Money

Best caster - Rask

Surprise! Rask can kill the Galleon, the others can't, and therefore he is the best. I guess you could take Calaban. Theoretically - his feat might be decent vs the usual high model count Mercs, and Parasite + Occultation can sort of keep you safe from Galleon at ARM 17, especially if you can someone get the damn arc node to work. But really, don't take Calaban.
Apart from that, if the Galleon/Earthbreaker isn't present or unkillable (ie. Bart + Spiny), then Barnabas can pretty much handle everything mercs can throw at you while also hiding in a Swamp Pit to make sure he doesn't die.




Writing this has made me realize that nobody plays non-Circle Hordes around here.

Trolls

Best caster - Rask
Other pics - Sacral Vault, Shamblers

Inhospitable Ground, Paralysis Bolt, Disruptor Bolt + Fury beats tanky trolls and big charging beasts. Unfortunately there is no anti-tough tech anywhere in Gators. A fully juiced up, well supported Wrastler is also one of the few things in the game that can take out Mulg on a favourable trade balance.Not much else to say - Trolls are full of medium-based tanky troops that aren't as good as Gatorman Posse with Fury. I'm not sure if ambushing Bog Trogs to kill the Krielstone would be a good investment, since those blue baboons will probably just tough everything and you will cry.

The Vault and Shamblers will usually be pretty decent as you can get a lot of work out of the souls/corpses over the course of your 2+ hour grindfest. Enjoy!

Skorne

Best caster - Rask
Other picks - Bog Trog Ambushers


While Inhospitable Ground is not as good in this matchup, Paralysis Bolt is a winner, along with Admonition and Fury. Skorne are a melee-heavy army they relies on their beasts - either shut them down or blow them up. If the Skorne list is especially beast heavy, you can slow them down drastically by killing the support pieces. This might be one situation (along with Protectorate) where ambushing with Rask' sacrificial Trogs is a good tactic.

I once played against an eMorg list with Ferox, Archidons, Savages and a whole manner of squishy things and incorrectly chose Barnabas since I thought armor wouldn't be a problem. Of course, none of that crap can be knocked down, so I cried some crocodile tears and tried to tank eMorg for glory and got diced to death.

The main thing you should be worrying about is that their Gatormans are straight-up better than your Gatormans. Just because, you know. Skorne. The main difference is your casters are awesome and deliver Gators, theirs not so much.

Circle

Best caster - Barnabas, Maelok
Other picks - Totem Hunter, Bog Trog Ambushers,


While armor will be a problem in a minority of Circle lists, most times with Circle you should be worried about high DEF warbeasts and getting assassinated. I've had Barnabas tank primal + STR warp Stalkers without too much trouble thanks to Spiny Growth and Unyielding plus a transfer or two. Throw Iron Flesh on top of that and you're basically invulnerable as long as you stay on your feet. If you can attrition them out, you will usually end up in a good place.
The Totem Hunter is a must to kill those one of those annoying Sentry Stones early - just prey and walk away. Bog Trogs are great for killing almost anything in Circle due to pathfinder, CMA and MAT 8 on the charge.


Rask will probably make a resurgence against Circle with Bradigus/Baldur2 theme lists, but he suffers greatly against anti-magic effects (Druids/Kromac) and getting picked apart.
Maelok can also be really good against Circle as Revive missiles also him to reach out and touch Circle in unwanted places while also fielding a lot of tanky undead models.

Legion

Best caster - Barnabas, Rask

The name of the game is terrain creation to screw infantry, and shooting-denial to screw the beasts. Rask can still give a good game, but I believe Barnabas is the slightly better matchup due to Legion's generally lower ARM, and their squishier high DEF casters/troops. Barnabas' style of shooting denial via Swamp Pits is also more effective than Rask's one big turn of denial since Legion beasts will often engage in hit and run tactics with their shooting. Certain casters like Saeryn and Vayl will give you serious headaches if played well, but that is more a limitation of Blindwater than anything else.


Pigs

Best caster - Rask, Jaga-Jaga

The only real bad matchup for any caster is Carver due to Batten Down the Hatches, given the Blindwater problem with ARM - which means Rask is the best matchup overall (although Spellpiercer ignores it too!). Maelok would  suffer a bit due to prevalent Slaughterhouser RFP, and Midas can probably outtank him given his huge potential damage output and the aforementioned RFP effects. My only other bit of advice is to control Slaughterhousers with rough terrain if they don't have Saxon Orrik, because tough is annoying and they will blow your Gators up pretty easily if they get to charge.

Conclusion

RASK IS A MIGHTY WIZARD

Basically, my advice in a multi-list format would be to take Rask and Barnabas/Maelok/Jaga-Jaga (season to taste), with Rask tailored slightly more for heavy armour, and your second list tailored more for infantry-heavy / ARM-light lists and general tankability.

Looking at the whole "Minions" picture, I don't think the inclusion of Pigs as one of the lists would really shake things up since a meaty Rask list should be able to handle most heavy armor in the game. The only place where Pigs would do much better is situations where RFP is very much sought after (eLich, eMorvahna) or you face insane amounts of ARM. Otherwise I think Gators are just better off 95% of the time. Currently Pigs only have 2 good lists - Lord Carver and friends, and Arkadius tier.

If it is a three-list format, you might consider taking one of the two Pig lists. If you want to stick to all Gators (preferable), then you will likely want to tailor your Jaga/Maelok list slightly more towards Cryx and leave your third list to deal with everything else Rask has issues with (depending on your meta).


Updated - November 2014 (post Exigence)

Wednesday, May 15, 2013

Bat Reps with Batman

Just thought I would post a little something since I haven't posted in a while. I have an upcoming post regarding my thoughts on faction identity in a post-CoC world in the works, from which I am being continually distracted by work, uni, having to make dinner, trolling my guinea pig, vacuuming, staring blankly at the stars, and basically anything that could take priority over this blog (first world problems)...

An excellent tool for bat reps

Game 1

First game was against my regular Ret opponent, but we decided to faction switch since Rask is more or less a perfect match-up vs Ret, given that Gatorman warlocks are very difficult to kill, Gatormans shred Ret infantry without the slightest bit of care, are extremely resilient to their puny counter attacks, and are only really threatened by three things:
  1. Problem: Getting shot to bits by Stormfall Archers/ Invictors/ Ossyan's feat on the advance.
    Solution: Dark Waters (feat).
  2. Problem: Getting sliced up by Sentinels (Vengeance especially sucks when you have no guns).
    Solution: Inhospitable Ground.
  3. Problem: ARM stack.
    Solution: Fury.
Boom. Barnabas does very well against Ret as well, but lacks solution #3 with the advent of Hyperion (can't throw Colossals into Swamp Pits).

Anyway, I decided to play the following list:

Vyros, Incissar of the Dawnguard (*5pts)
* Hyperion (18pts)
Dawnguard Sentinels (Leader and 9 Grunts) (9pts)
* Dawnguard Sentinel Officer & Standard (2pts)
* Soulless Escort (1pts)
Stormfall Archers (Leader and 3 Grunts) (5pts)
Arcanist (1pts)
Mage Hunter Assassin (2pts)
Mage Hunter Assassin (2pts)


vs a pretty standard Rask 35 list (2 Full Posse, Swamp Horror, Snapper, Min Trogs, filler solos). Scenario was Outflank (the one with the 2 centered zones).

Nothing of great interest happened. I lost after losing all the Sentinels, then losing Hyperion over a few turns, then losing on scenario (5-3). We've come to the conclusion that outside the Griffon spam list, eVyros is straight-up bad. Maybe not quite Calaban-bad, but bad. He is also really boring, and I have no idea why he has two really cruddy nukes in Lock the Target and Twister. Synergy however, is really quite nice when you have a super-tanky caster with ride-by attacks and very good 4pt reach lights.

In conclusion, Rask is sweet.

Game 2


Second game was against Pigmans with Midas:

Midas (*5pts)
* Bone Swarm (4pts)
* Gun Boar (5pts)
* Razor Boar (2pts) x4
* Road Hog (9pts)
* Targ (2pts)
Farrow Bone Grinders (Leader and 3 Grunts) (2pts) x3
Farrow Slaughterhousers (Leader and 5 Grunt) (6pts)
+ pre-destroyed War Hog



This tier list is just bananas. The only thing you lose is Saxon Orrik, and you get legitimately good tanky Boneswarms, advanced move, a free warbeast... good thing it's Pigs or it'd be broken.

I played a stock-standard Barnabas 35 list, having not played Barnabas in what seems like months, with the Thrullg as my filler solo to help deal with grinders and Bad Blood. I ended up winning on scenario (also Outflank).

Some highlights:
  • Wrastler RFPs with Snacking! Yay! I managed to kill a KDed Road Hog using all 7 Wrastler attacks (yay pillow fists!) and RFP it so it doesn't come back with the feat or give fury to Midas! Yay!
    But of course, I now remember that you only RFP with Snacking if you are damaged and are able to heal yourself after with kill. Which, might I say, is a really stupid design probably conceived to douche Trolls. And evidently I cheated.
  • The majority of my Posses were one-shot by charging Razor Boars - because boosted POW 10s reliably kill DEF 13/16, ARM 18, 8 wound models (that's a roll of 15 on 3d6 - little under 10% chance, not counting to-hit rolls).
  • Midas killing the Wrastler by Hex Blasting Spiny Growth off, then slicing it up with a couple of attacks. No problem. Curse is a pretty amazing ability. God help us if a high ARM weapon master stealth solo ever got it.
  • Midas casting Calamity on a full health Spitter, feating to bring back the tierlist War Hog, who then proceeds to 3 shot this full health Spitter with no boosts or additional attacks. Pretty much rolling a total of 28 on 6 dice - that's a little under 6% chance for you probability wizards out there. For the rest of you, that is what we call total BS.
  • Boneswarm tanking a couple of Posse and killing two over the game, barely taking damage. Turns out +3 STR and ARM are pretty good buffs! Thanks PP for giving that to Pigs rather than Gators. Very sweet. Really makes that tier4 Maelok with three Boneswarms at one token each look legit.
  • I did not accept an offer to scoop after Barnabas got a counter-charge off, which would have set up a charge on Midas next turn. Instead he managed to jam up the gap with Slaughterhousers who made tough rolls to deny my charge and douche me.
  • The Thrullg lived! - he managed to kill two Slaughterhouses, a few Bonegrinders with the Arcane Consumption aura, and get me my first scenario point.

The moral of the story is, you can win games in the face of flaming hot dice, and your opponent can scoop no matter how well he is doing. My advice:  

ALWAYS ACCEPT THE SCOOP. 

It is the most enriching of victories.


Will hopefully have a more controversial, entertaining and opinionated blog up by the end of next week :)

Wednesday, January 23, 2013

Rask vs Ret Reports

I promised yesterday's Ret opponent that I would write some battle reports for yesterday's games, so that he remembers the day where he tried to play Garryth and raged hard.

In both games, I played a Rask list, with Rask proxied by a Croak Hunter (despite my general aversion to proxies, it's a nice model, and nobody would think I would play an actual Croak Hunter). We decided to play 35pts to get more games in (although 50pts is clearly better):


Rask
Wrastler
Horror
Full Posse
Min Posse
Min Trog Ambushers
Swamp Gobbers
Totem Hunter


Game 1:
This game was against Ossyan, who seems like a pretty awesome caster but doesn't do so well vs Gators since we have good anti-ranged tech.

Ossyan
Gorgon
Hypnos
Min Invictors + UA
Min Invictors
Min MHSF + UA
Arcanist
Skeryth aka Mk1 Vilmon on a horse


The scenario was Incursion (which I have grown to dislike very much with my Fury 6 casters). I got first turn. I preyed the Strike Force. Deployment was like this:

       [Invictors+UA][Ossyan][Hypnos][Skeryth][Gorgon][Invictors]

                                                   [MHSF]

 ----------X----------------------------X---------------------------------X-------
               

       [Wrastler][Min Posse][Horror][Rask][TH][Red/Full Posse]
                                                      [Trogs][Gobbers]






Turn 1: 
Rask and friends move up, Fury on Full Posse and Inhospitable Ground. The Totem Hunter ran left to stand sort of between the left and centre flag. A cloud was put on Rask, like every other turn this game.
Ossyan and friends move up, MHSF with Quicken shoot Rask once (first and only time I have taken damage on him in four games), and kill two Trogs. The Gorgon also ran towards the left flag, Skeryth to the right.

Left Flag disappears. Yay.

Turn 2:
Rask: The Full Posse managed to kill the MHSF without a breaking a sweat (partially because they are reptiles, and partially because elves die so easily). I switched Prey to the Invictors + UA, and lept TH over there to kill two and engage the rest. The rest of my stuff just moved up, Rask cast Inhospitable Ground, cycled Fury to the Swamp Horror and feated. The Wrastler ran right so he'd be able to get Skeryth next turn, or at least force the flag.
Ossyan: Not being able to shoot much with Ossyan kind of sucks. He ran the Gorgon into melee with the Totem Hunter, which allowed the Invictors to slice him up good with flank. Skeryth ran to take the right flag next turn. The rest of the list just moved up and dicked around. Skeryth took the right flag. Ossyan moved back so my frontline stuff was just in his control.  I think he feated at this point to kill a few Red Gators with Hypnos and a few Invictors, and put Admonition on Hypnos.

Turn 3:
Rask: I upkept Fury on the Swamp Horror, activated Rask, cast Inhospitable Ground, and shot Admonition off Hypnos. How good is that gun? The Swamp Horror charged Hypnos and did a meaty amount of damage, leaving Hypnos with about 10 boxes and killing a couple of Invictors (sans UA) with tentacle attacks. The Min Posse charged the Invictors with UA, killing a handful. The Wrastler charged and dismounted Skeryth, so still no point for me. Damn you, lack of reach!
Ossyan: The Invictors with UA managed to kill a single Gatorman and fluffed some dice rolls. The Arcanist failed to repair the disrupted Hypnos, who did a few points of damage on the Horror with his broken arm. The Invictors nearby managed to take out the Horror's body. Ossyan decided to man up and charge on of the min Posse members by putting Quicken on himself, then failed to do any damage. What a bitch. The Gorgon did end up killing that Gatorman in the end.

Turn 4:
Rask: The Wrastler frenzied onto dismounted Skeryth and killed him, getting me a point. Rask activated, healed the Horror's body, put Fury on the min Posse, and shot Ossyan with a Paralysis bolt, doing a few points of damage.
The Horror managed to take out Hypnos, the Arcanist and couple of Invictors, and one of the min Posse members charged a now DEF 7, ARM 16 Ossyan and one-shot him with his charge attack.

VICTORY TO THE SWAMP GODS

Rask seems pretty solid in this matchup as well, but for the most part I think Barnabas does better against Retribution unless they bring a Colossal. Swamp Pits, Warpath, good threat and being a tank are just such strong counters to a range-focused game.


The second game was against Garryth and wasn't all that exciting (I won on scenario after a slew of failed assassinations from both sides). Instead of a tedious battle report, I offer this guide:

How to Play Garryth Properly -
a purely theorymachine perspective born of irrational Elf hate

First, one must accept that Garryth is NOT an assassination caster. He is a caster who is pretty good at assassinating. A fine but crucial distinction.

Garryth should be played as an attrition caster for the first few turns, and only when you get to turn 4+ do you start even considering killing the enemy casters. When it comes down to it, one-on-one with full focus, Garryth can kill most casters and warlocks, but using heavy warjacks is almost as reliable and won't get you killed.

Still an elf, but at least has facial hair.


Here are some pro tips:

  • Garryth has two hand cannon shots that ignore spell effects. That's pretty sweet, and should be used every turn to pick off front line troops and lighter jacks/beasts/solos.
  • Apart from shooting hand cannons every turn, you want Garryth to do nothing but hand out focus to warjacks and cast Death Sentence or Gallows on enemy stuff. An arc node is therefore useful, especially when it comes with a badass fire sword.
  • You do not want to put Mirage on Garryth unless you have nothing better do to. Put it on a unit or heavy warjack that your opponent actually has to be concerned about. An extra 2" of unpredictable threat is very potent.
  • Cast Psychic Vampire if your opponent has any spell casting troops or solos. Because, why not? It has a long range, only costs 1 to upkeep, and can douche certain models pretty hard, at least by forcing them back.
  • Gallows should NEVER EVER BE RELIED UPON FOR A GARRYTH ASSASSINATION. d6" is far too big a range of random to be reliable, and it costs half his focus. Gallows does have a long range though (even longer with Syllys), so it's still pretty good to cast on enemy front line warjacks to be pulled a few inches towards your own warjacks.
  • Death Sentence is also pretty solid. I would know, since every Gatorman Posse gets it. For free. This gives you a leg up on dice reliability, which allows your stuff to kill more of their stuff.
  • The feat isn't great, but is best used early on to shut down enemy warjacks from retaliating against yours, or late game when charging at an enemy caster so they can't easily get away from you.
 Basically, you want to try to get your force to kill much of their force as possible (especially anything capable of killing Garryth), until a time when you can either win on scenario or kill their caster. If you try for the assassination early on, you are very likely to fail and die.


The best thing of course, is to accept things for what they are and not play Garryth at all. He is the Calaban of Ret (although not really as broken, just frustrating).


Wednesday, November 14, 2012

Gators vs Retribution - Garage Style

Battle reports! The most exciting of all posts - especially when there are no photos.

The majority of my games are played on Tuesday evenings at a highly unofficial gaming community named 'the Garage', which is located in the depths of Mt. Roskill, down a treacherous rocky path featuring more holes than a Star Wars Episode 1-3 plot. I haven't played in over a month so it was a pleasant surprise to go show up and see the place had been tidied up and made very spacious and cozy.

I played two games against nChris (1), one of the Garage stalwarts and generally classy individual who also likes talking linguistics with me. He's also the guy who beat Luke at Rallypoint. What a boss.

Game 1 -Barnabas vs Vyros - 35 pts

Scenario: Overrun

Barnabas
Wrastler
Spitter
Snapper
2 full Gatorman Posses
Totem Hunter


A pretty standard old-school Barnabas list, not much to say here. I preyed his caster as there weren't really any key solos or units to go after.

Vyros1
2 Banshees
Aspis
Min Halberdiers 

Min MHSF + UA
2 Arcanists
Wyssnalyrr

Lanyssa

I think that was the list. I have so little respect for elves in general that I don't really pay much attention. The Banshees are kind of annoying as they stop charges within close proximity and don't die to a single gatorman.

I have trouble seeing how someone playing Barnabas can consistently lose to Retribution. You hop Barnabas in and out of swamp pits so he doesn't get shot, you upkeep Warpath to get a movement advantage with your heavies, and you throw out Iron Flesh on a Gator unit to make them hold a flank pretty effectively. Easy, right?

The only problem of course, is when they are playing Vyros and he spends most of the late game at ARM 23+. Thank PP for scenarios!

That's more or less what happened here -
  1. Swamp Pits get put down and Gators stand inside. 
  2. MHSF cry and shoot stuff to no effect.
  3. Gators charge and kill lots of infantry. Warpath moves trigger.
  4. Ret counter attacks and kills maybe 2 posse and Spitter.
  5. Barnabas feats. Posse kill all infantry, Warpath allows Wrastler to kill a Banshee. Remaining Posse get Iron Flesh + Dirge of Mists and jam remaining Banshee.
  6. Vyros camps focus + Inviolable Resolve for about 4 turns (the amount of time it takes for a full Gator Posse to kill an ARM 19 Ret heavy, apparently).
  7. Eventually manage to throw Vyros out of the zone so I can win on scenario.

Most exciting game of all time. I should get a warlock with a damage buff or focus removal to deal with this crap....


Game 2 - Maelok vs Ossyan  - 35 pts

Scenario: Process of Elimination

Maelok
Swamp Horror
Snapper
2 Full Posses
Wrong Eye + Snapjaw

Witch Croctor

I almost took a Boneswarm, but came to my senses at the last second. The main reason is that a 4 pt model doesn't fit well in Gator lists. And Snappers are much better.

Ossyan
Hypnos
Manticore

Full Invictors + UA
Full MHSF + UA

2 Arcanists

Again not 100% sure on the lists, see reasons above in Game 1. All I know is I said I wasn't going to play Barnabas, which apparently translates as 'take heaps of guns'.

This game was equally simple, but for entirely different reasons.

  1. Gators win first turn - run up Posses with Dirge. Put up Death Patch on Posse #2 and Malediction on Maelok (I always regret it if I don't cast it turn 1) and move so that only a couple of MHSF would be able to shoot me next turn. Submerge/charge with WE + Snapjaw, put Spiny Growth on Maelok with Snapper (so it doesn't get ignored by MHSF). Zombify Posse #1.
  2. Chris decides to cup his balls in his hands, casts Quicken on Ossyan, feat and charges forward. Then proceeds to unleash mighty boosted POW 10s on ARM 16 Gators, killing maybe 2. Pro move.
  3. I charge both Posse into the Strike Force, kill many. Get myself entrenched in both zones. Charge Snapjaw with Elasticity into Ossyan, hit once for about 10 damage.
  4. Snapjaw dies to Manticore after getting headbutted by Hypnos. I kill more stuff.
  5. He decides he will kill Posse #1 (the one with Zombify) using all the ranged + magic attacks he has left. Invictors, Ossyan, Hypnos, Manticore. I think I made 4 or 5 tough checks with a single Posse member, which made him want to flip the table. What a broken rule. The Posse leader survives with a single hit box, which means I still contest that zone.
  6. Swamp Horror pulls Hypnos out of the other zone, giving me a point at the end of the turn. But it doesn't matter, since I revive two Gators from Posse #1, pop my feat and they kill Ossyan on their first of four attacks (who was exposed from his attempt to kill the last Posse member).

Reviving Gators and charging living casters = pretty legit. Also using your feat to plink Gator Posse turn 1 with POW 10 shots, only so your caster gets charged by your opponent's heaviest warbeast Turn 2 is not a recommend tactic.

Pro tips!


nChris was reasonably demoralized after losing to a terrible player playing the worst faction in the game (2). The problem for him is dealing with two full Gatorman Posses, usually with a survivability buff of some kind. The answer we came up with was 'Sentinels + UA' (3).

As a Gatorman player, I have 3 principal things I respect:

  1. ARM 19+
  2. Weapon Masters or equivalent, usually with reach.
  3. Weapon Master, Tough, Undead and/or Recyclable infantry that cost next to nothing and probably out-threat me on account of their Undeath or AD (which are also often immune to blast damage and KD).
Although Gators have no trouble killing Sentinels or out-threating them, the fact is they are P+S 12 reach weapon masters with Vengeance. This means you can have 2-3 of them out front as bait, effectively blocking charges past them with reach, and ready to trigger Vengeance attacks. At 3d6-6, even Vengeance attacks can do sizable damage to the Posse. And you will definitely kill them on the charge. It is a very good matchup for the Retribution player, and the Gator player doesn't really have the ranged options to deal with it cleanly. Iron Flesh + Dirge + Tough can still be a problem, but the volume of attacks should be able to overcome those buffs. Also, eEyriss.

The one long-shot that Gator players have in that match up is to hopefully snipe out the UA with a ranged attack or spell, which is very unlikely to happen given that Gators are seriously lacking in that department.

Other pro tips:

  • As a melee heavy force, it is extremely not sweet to get pushed around by Rahn and Mittens. 
  • Mage Hunter Assassins are broken.
  • Stormfall Archers are also pretty flexible and deserve more credit than Theorymachine gives them.
  • Don't expect to win on attrition with the majority of lists. Squishy elves are squishy, although as time goes on you have more options in that department.
  • Don't rely on a ranged assassination. Barnabas has Swamp Pits, Maelok will be at least ARM 19, and Calaban has Occultation. However the Gator player can't protect everything all the time, so you can usually snipe out key models to open up charge lanes.
  • Eyriss, every list. If you're not gimping yourself by picking a crap faction like me, you shouldn't gimp yourself by not taking 100% legal models, even if they make your opponents whine endlessly.

(1) The 'n' can stand for 'newphie', 'noob' as in 'didn't play in Mk1', or 'no really, that guy who beat Luke at Rallypoint'.
(2) Well, second worst. There is Thornfall, after all.
(3) My initial answer was 'play another faction that isn't elves, doofus', but he wasn't having any of that.