It seems Exigence has turned my Warmachine life upside down - Pigs actually got good models instead of being a joke for the 3rd time in a row, Troll players are somewhat happy with their releases, Legion not so much and I actually feel like writing things in this blog (a feeling that will surely pass once I hit 100 posts :P)
The Aradus Soldier is basically an improved Swamp Horror, with some minor differences. Let's compare the two.
Mobility: SPD 3 vs SPD 4, but the Aradus has AD, Pathfinder, and is in Skorne. Huge advantage Aradus.
Steadiness: A very important category. Both are Steady. Nil.
Power Attacks: 0 open fists vs 3 open fists. Point Horror.
Survability: 11/19, 29 boxes vs 10/17, 27 boxes (but access to Spiny Growth). Slight advantage Aradus.
Ranged damage reduction:, +4 ARM vs -1 die damage, and the Aradus' Carapace also works against backstrikes which combos great with Reach+Pull weapons. Point Aradus.
Melee output - non-Reach weapons: POW18 vs POW16 Critical Catastrophic Damage. Situational, but slight advantage Aradus.
Melee ouput - Reach Pull weapons: 2xPOW15 vs 3xPOW12. Situational, but slight advantage Aradus.
Animi: "RNG6: warbeast gains Snacking" vs "RNG6: model gets reach". Situational and factional differences, but advantage Horror.
PC - Aradus is 9, Horror is 8. Point Horror.
They are very similar in design - both resistant to ranged damage, both have Pull Reach attacks and a hard-hitting non-Reach attack - essentially in terms of combat they do very similar things. The Aradus wins in most categories (it is a point more for a reason) and is generally a better beast. However the Horror does grant Reach to things which is pretty amazing and the critical effect on the beak can wreck huge bases with a little luck.
Aradus Sentinel - Ironback Spitter 2.0
The Aradus Sentinel is basically an improved Ironback Spitter, with some minor differences. Let's compare the two:
Mobility: SPD 3 vs SPD 4, but the Aradus has AD, Pathfinder, and is in Skorne. Huge advantage Aradus. If I learned anything from Calaban's Theme Force, it's that ADing Spitters is pretty good.
Steadiness: Aradus is Steady. Point Aradus.
Power Attacks: Both have 2 open fists, but Aradus is MAT6/STR11. Slight advantage Aradus.
Survability: 11/19, 29 boxes vs 10/18, 27 boxes (but access to Spiny Growth). Slight advantage Aradus.
Anti-free strike mechanics: +4 ARM against free strikes vs attacker takes d6 damage after free strike). Huge advantage Aradus, especially for a ranged beast who wants to disengage from combat.
Ranged damage reduction: +4 ARM vs Girded. Huge advantage Aradus.
Ranged damage:RNG10 POW13 AoE3 Non-typed Poison weapon with Arcing Fire @ RAT5 vs RNG 12 POW14 AoE3 Corrosion-typed Cont:Corrosion @RAT 5. Situationally different, but I think the Aradus will have a significant advantage most of time time due to AD, lack of damage type (it can kill Gorman!) and boosted blast damage vs most models is better than 2/3 chance of auto-plink in the majority of circumstances. Point Aradus. Also the weapon is called VENOM BLASTER. That's metal as f*ck.
Animi: Swarm vs Ornery. Swarm can be useful if you end up getting jammed up and makes it DEF 13 (respectable). I have never cast Ornery in all my years of playing Spitters - as far as I am concerned the Spitter has no animus. Point Aradus.
PC:Both 8pts. Nil.
Again, very similar beasts in design - not great in melee, have some free strike protection, some ranged protection, and are primarily about their really good gun. The Aradus Sentinel however, is better in almost every way and clearly a better design. If the Spitter had a really good animus it might be able to compete on some level, but it has no animus.
TL;DR - The Skorne Empire releases Minions 2.1, now extending their improvement of Minion models to heavy warbeasts.
Basically, more reasons to make me sad about Minionhood and make me want to play Skorne who just keep taking Minion stuff and doing it better. I read a good post on some forum a few days ago about Rasheth being the 4-Star of Minions - very accurate!
However I just think about all the baggage playing Skorne entails, with their huge backlog of models and the slippery slope waiting there, and the desire quickly goes away. Plus I hate getting shot :)
I have a relatively huge 42pt tournament coming up in a couple of weeks. I say relatively huge because this is probably the biggest Warmachine tournament in the NZ calendar, and it happens to be local. Yay!
This tournament is run by Soulless Dave, who enjoys the following things:
1 - Running sweet tournaments, which he can't play in otherwise he'd probably win those too.
2 - Giving me beer mugs.
3 - Shamelessly relishing how OP Cryx is.
Quite the gentleman.
Anyway, I have been told that Gator list building is faceroll and requires no decision making at all, and that playing Gators for so long has erased my ability to write "good" or "sound" lists for other factions. In light of these comments, I thought I would write a post about my list writing process for this 42pt nightmare.
First, I must admit that writing lists are the part of the hobby/game I enjoy the least. This could do with the fact that Gators have way less options than everyone else, or it could be related to how writing lists for my previous factions (Khador, PoM, Skorne) used to remind me that I would have a much better chance of winning games if I just bought X unit or Y solo for this specific list, or it could be related to how I would rather the game be as well balanced as people claim and lists had very little impact on the outcome of a game rather than a sizable one. But then I accept that a lot of people really enjoy the meta-game, and I too see the appeal in it, I just don't really experience the enjoyment of it too often.
Secondly, 42pts is a kick in the nuts, especially when you play Minions. Unlike most of the fleshed out big boy factions, it is very, very difficult to build 2 lists that answer enough matchups sufficiently. 3 lists might be alright, but two is very tight. In Minions, this is primarily a result of our casters being so dominant and being the primary "solutions" to problems we face. Factions like Legion, PoM or Cryx don't really have trouble making 2 lists that can more or less deal with more or less everything, simply through having a wide range of beasts, units, support and niche-filling mercs. That's not a luxury Minions have.
The higher the points, the more balanced the game is. That's been my experience in the past year anyway. I really think the meta would benefit on the whole from a push up to 60/65 pts, but that's another post altogether.
The Proto-Lists
These are the lists I started with, and I would have to choose 2 of these:
List 1: Rask
Spitter
Snapper
5 Gatormans 5 Gatormans 5 Gatormans Min. Trogs Gobbers
4pts for "support"
3 Posse version. I take a Spitter in this list because the entirety of the damage potential of the list comes from cycling Fury on Gatormans and shooting off defensive upkeeps. High skill plays right there, woo! Anyway, having a Spitter is nice to clear jams and soften up targets at range. I guess he can also do stuff in melee with Paralysis and Fury and Boundless Charge and all that. Maybe.
The min. Trog unit and Gobbers more or less make Rask invincible, which either will result in my opponent wasting attacks on Rask, or ignoring Rask and his fish friends entirely so they are free to wreck havoc as they please. Either way, points usually well spent.
So the two questions with this list are '2 Posse, or 3 Posse?' and 'What to do with those 4pts?'
List 2: Barnabas
Wraster
Spitter Snapper
5 Gatormans 5 Gatormans 5 Gatormans
Feralgeist
I would really, really like to throw in some solos like Croak Hunters, a Thrullg or Totem Hunter in there to give the list some flexibility, but 42pts! I think the beast composition is pretty fixed - without any Croaks, you really need a Spitter for some ranged presence, and Bull Snappers are too good to pass up between their sweet man-eating abilities and Spiny Growth on Barnabas.
The Wrastler could be changed for a Horror, however. More on that later.
Max Posse, the two Croctors I own, and 2 Bull Snappers to use up those beast points. This is pretty much the Maelok list I used at Battlecry this month (minus Pendrake), and does what you want Maelok lists to do - get a big unpredictable feat turn, then tank up and grind your way to victory.
The only real question is what to do about those last 9pts?
THEORYMACHINE TIME!
Some things are a given:
I have to play Rask to break ARM, and doubly so post-Colossals. Also he's like one of the best warlocks in the entire game, so there's that going for him too.
I have to bring at least 2 units of Gatormans per list, because 2 Posse is better than every other alternative in almost every situation. 3 Posse, in my opinion, is not a certainty however.
The tournament is mid-March and has a fully-painted requirement, so I am unlikely to have Shamblers ready by then.
Because the field is so big, every faction is likely to be represented in some capacity. Except Pigs, since the only guy I know who plays Pigs told me he'd be playing Gators because his Gators are fully-painted (but really, he's just sick of Pigs).
Factions I don't really have to worry about in general:
Skorne - any Rask list does great to decent here. There are of course builds that will hurt like Xerxis Cetrati brick or Zaal attrition, but in general it is not something I can really list tech against heavily.
Retribution - Similar to Skorne. I think Rahn and eVyros Griffon spam can be a real worry, but not something I really have to tech for. As long as it's Rask, and perhaps Barnabas, we're alright. Gators shred infantry, and Fury kills heavies.
Protectorate - similar to Skorne but more annoying. The Errant/Piper/Book combo is also cryx-level, jigglypuff-in-a-vaccuum-cleaner type of retarded, but since I have no anti-tough, I cannot do a single thing about it or the Gorman hiding behind them chaining Black Oils onto my stuff. They also usually have lots of magic weapons to skrew Maelok's feat.
Circle - Most Circle stuff is squishy and dies to Gators. Gator casters are also real tough to assassinate so they lose that gameplan.
Legion - a fair matchup for Gatormans, so it mostly comes down to how I play. Usually Legion has trouble dealing with so much ARM and anti-shooting. Note the comment on Vayl below however.
Cygnar - Cygnar does Cygnar things. I have pretty good anti-shooting tech (which Siege ignores), but otherwise there's not much to specifically worry about. Rask is pretty good most of the time here.
Trolls - For the most part, Trolls are like Gators except with crappier troops but way better lists, if you catch my drift. They can bring some problematic lists like Runes of War and eDoomshaper heavy spam. But I think it more or less comes down to two things: good play, and the troll player rolling 5s when he needs them.
Mercs - Infantry dies, bad jacks are bad. The Merc Colossal skew can be a problem though, but overall the faction isn't really problematic.
Factions I have to worry about in general:
Cryx - my arch nemesis. Infantry that destroys mine for half the cost + all undead and all that. Stupid. Does it with pretty much any caster.
Khador - these guys are tough in a multi-list environment because they will always hit really hard in any list, but the possibility of IF Kayazy is quite a list-chicken problem for Gators (to Barnabas or not?). I don't think I have problems with specific casters as much as their general options and the many, many mercs they are sure to bring. It's like Cygnar, except it actually hurts.
Casters/builds I have to worry about specifically:
eMorvahna - Maelok does so much better than Barnabas here on account of his feat and assassination potential. Barnabas does ok, but he does better than Maelok vs most other Circle stuff.
Harbinger - Awe is public enemy number 1. MAT 5 is terrible. Of course I can make the Gators undead, but then I have to use 3pts down on a Croctor or two in the Rask list, and at 42pts that's a big support investment for only one caster. The alternative is to drop Maelok and hope like hell the second list isn't some jack spam list (which is a tall order). The feat is nasty as well but usually I can get in the zone after that and stay there till the end. She also brings the Errant tarpit up to mega-powered Ben Stiller fully retarded.
Vayl - Incite, her feat, Dark Sentinel and Rampager can be really problematic for my lists. She is also a pretty popular caster around here. I do not like her, Sam I am. And there's not too much I can do about it. Barnabas is probably the best bet due to Pits + Iron Flesh + feat.
Terminus - if I don't have a Thrullg, I probably lose. Sweet. People like Terminus as well so he's very likely to be pretty well represented in the field. Because hard skewing is fun for everyone.... said the guy playing 3 Posses.
Bart/Galleon - this is a tough cookie. Theoretically, if I can shoot off Spiny Growth and cycle Fury, I can probably 1-round the Galleon. However every single other thing in the Galleon list is made to stop that happening and I get grinded out as Galleon gets repaired up every turn. So I probably drop Maelok or Barnabas, ignore Galleon and go for everything else, and hope it's a 2 zone scenario? I guess Rhulic casters with the Pooper Scooper also fits in here, but again, there is a near total lack of quality experience against quality lists on my part.
Haley/Denny/hard control casters - The great thing about this is I can worry all I want, but can't really do jack about it. So I suck it up, hope the feat turn goes ok for my opponent while he timewalks over my play time, and we move on if I have anything left.
Decision 1 – Barnabas or Maelok?
The Barnabas list is a pretty good all around list. It does "ok vs
Cryx" due to many Posse, his feat + Spitter. It does pretty well against Circle
and Legion, even without Pendrake. I am also quite a bit better at playing him than I am at playing Maelok, which counts for something.
Maelok is much better vs Cryx, ok vs Circle (great against eMorvahna), ok vs Legion (mostly because I am not so good at playing him) and also has some game vs jammy infantry Zaal Skorne and most Trolls (even with the anti-incorp aura - if the Troll player is using it, then he's not using +1 STR and you live longer to grind).
Both have their strengths and weaknesses. Both feel a little gimped by 42pts rather than 50pts, Barnabas probably a little less. There is no real alternative (Calaban is a bad dream and Pigs are Pigs) outside these two for a second list. So I guess it just comes down to how I feel on decision day.
Decision 2 – Rask with 2 Posse, or 3 Posse?
The 2 Posse alternative involves dropping one Posse for WE+ Snapjaw (since he is probably the best combat heavy we have and does bad ass things with ALL THE BUFFS), and the Spitter for a Swamp Horror, since the Horror brings Elasticity for the two big Crocs and does some really good damage with Rask.
For the way I play, 3 Posse is better against Trolls while 2 Posse is better vs PoM and Skorne. This is from 50pt experience, where I will usually have Horror+Wrastler+Snapjaw in the Rask list and can blow stuff up with only a tiny charge lane by spreading the triple-heavy threat and then stacking buffs on the chosen heavy when the opportunity presents itself.
However at 42pts, you have a bit more space on the table and the 3 Posse skew can be really problematic for your opponent (a.k.a. skewy as balls). On the flipside, taking 3 Posse is also a hell of a lot less interesting for me tactically since it basically removes Boundless Charge from Rask's spell list and power attacks from mine. I do love me some power attacks... damn you Colossals. Damn your stupidity.
Thus it comes down to what I can expect to play against, and whether I will hate myself for only taking 2 Posse when I get dropped against Trolls 3 rounds in a row.
For Barnabas and Maelok, I play 3 full Posses by default. If Gator beasts hit harder/more accurately than a full unit of Gators, this probably wouldn't be the case, since both can do pretty good things for Gator beasts - not as much as Rask of course, but a lot nevertheless. But as things stand, I have found that playing three Posse with these two is much preferable to taking two (I played two Posse with them for almost a year before getting a third).
Decision 3 – Rask solos
In any case, I have 4pts left over in the Rask list (5pts if you discount the Gobbers). These are going to be used for solos.... a sort of "support" allocation, one might say.
I've given myself 3 options here:
Two Croak Hunters - these guys are mediocre as hell, but when they are one of your only ranged attacks, you learn to value their input. They can hold zones about as well as the other two options, they can unblock Gators, they are two independent activations and are really sweet at countercharging.
Totem Hunter + Feralgeist - the Totem Hunter is a lot like a Croak Hunter on steroids but without a gun. His stats and mobility are almost better than a Croak in every way, but he relies entirely on proccing Sprint to unblock Gators. This has led to bad things in my life. But he can also sometimes break games open if used patiently, and does work at all stages of the game. Finally, he is also a character so putting him in this list means he isn't in my other lists, and I do love him vs Circle to snipe out Shifting Stones. Feralgeists are 1pt zone holders/contesters 99% of the time, and sometimes take over beasts to annoy people (primarily me).
Croctor + Feralgeist - This would almost be purely for the Harbinger matchup alone, because the stuff I drop Rask against doesn't usually care about Undead and Tough on Gators is mostly a non-issue.
Decision 4 - Barnabas asks "Wrastler or Horror"?
Another tricky question revolving entirely around one beast selection:
On one side, the Wrastler is SPD 5, reasonably tanky (especially with Spiny Growth), and is P+S 17. He can do respectable, although not great damage. He also keeps the 'Rise Missile' threat alive, which is the one thing people seem to know about Gators. Being able to independently knock heavy targets down following a charge is also pretty neat. His weaknesses are lack of reach and an extra point cost relative to the Horror.
On the other, the Swamp Horrorhas really good protection vs shooting, can do work against infantry, has built-in reach, can give reach to other things (mainly Barnabas or some random Gatorman), benefits a LOT from Warpath since it is slow, and also costs 1 less point than a Wrastler, allowing me to level the Feralgeist up to a Croak Hunter for that extra ranged attack. Its weaknesses are being squishy as balls in melee, and being 1 less POW and 2 less STR than a Wrastler.
Decision 5 - Maelok's last 9 pts.
Unfortunately Posse are (only) FA:3 in Blindwater. Sad face. That means I have to take other things.
WE + Snapjaw - Usually in a Maelok list, you want to have Wrong Eye around to put up another 2 Spiny Growths a turn. And you also get a sweet heavy to go with it. However, at 42pts, that's not really a luxury we have. But you still get a pretty good heavy and solo with solid animi.
Support solo staff: TH + Thrullg + Pendrake + Feralgeist -This gives a little more flexibility to the list. Thrullgs are good against Cryx, the Totem Hunter can also be super scary with incorporeal charges followed by a Sprint away and 15 Gators in your grill, Pendrake makes Gators much better vs beasts (so they can Dirge or Pathfinder on the charge if needed), and the Feralgeist gives you specific zone control potential. But, you don't have a heavy hitter outside Malediction (which you really don't want to be using as a core ARM crack strategy).
So there you have it - how faceroll easy it is to chose Gator lists, why I don't have to worry about list chicken because all my lists are the same and why I am so bad at making lists for other factions.
What did lists did I go for in the end? Stay tuned for exciting revelations in March (after lists have been submitted to TO)!!
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:
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.
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 :)
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]
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'.
2 day tournaments are soul-draining affairs, which I guess is why Cryx does so well.
Here are some quick reports from my games. I have no pictures or anything from the event, and only had a punnet of strawberries for lunch on day one. I will therefore have to keep you entertained using witty anecdotes and my own brand of bitter rage. Opponents' list have been gathered from repressed depths of my memory, while my lists were the same as Choptober except WE + Snapjaw instead of a 3rd Posse with Rask.
DAY ONE
We left Auckland at 6:30am and got to the venue in Hamilton about 8am. Road tripping is the best part of the tournament since you can talk about how awesome you'll do on the way down and rage about how bad you did on the way back up. It is especially good when you have a Retribution player on board and they constantly talk about switching factions on the return trips.
Game 1 vs Legion (Nikola) - Scenario: Close Quarters
Nikola is one of the guys who drove down with us in the car. He is a new player and a Croatian immigrant, which makes him alright in my book. I chose to play Barnabas vs Legion, and he dropped pVayl since that's the list he was comfortable with (pVayl is one of the strongest Legion matchups against Gators with Typhon due to Incite + Rampager). He went 3-1 with his Vayl list, and 0-3 with his Lylyth2 list over the tournament.
This was the only game of the tourmanent where I felt I played legitimately badly and was outplayed by my opponent and lost. This could be because I spent most of the time explaining everything on the table in multiple ways and as a result blew up my brain and ignored vital factors like scenario, threat ranges, and board control, but either way I got crushed pretty bad after my poor plans combined with some crotch dice and lost Barnabas to a Typhon melee assassination. Typical of my tournament starts were I get nutstomped round one.
0 CPs
Game 2 vs Retribution (Chris Ford) - Scenario: Incoming
Faction: Retribution of Scyrah Points: 48/50 Kaelyssa, Night's Whisper (*7pts) * Banshee (10pts) * Phoenix (10pts) * Sylys Wyshnalyrr, the Seeker (2pts) Dawnguard Sentinels (Leader and 9 Grunts) (9pts) * Dawnguard Sentinel Officer & Standard (2pts) Houseguard Halberdiers (Leader and 9 Grunts) (7pts) * Houseguard Halberdiers Officer & Standard (2pts) Mage Hunter Infiltrators (Leader and 9 Grunts) (8pts) Arcanist (1pts) Mage Hunter Assassin (2pts) Mage Hunter Assassin (2pts)
I am missing some filler points it seems. Maybe there was Scyir in there somewhere.
I have never played against Chris before and it was a pleasant experience. He was a good player and put up a strong game with a sweet-looking Ret army. I chose to drop Barnabas again so I could save Rask for later since he didn't have a Hyperion in either list. This made the matchup much more even than if I had dropped Rask but still in my favour. He chose to drop Kaelyssa rather than Ravyn (good call).
Barnabas spent the whole time hiding in a Swamp Pit inside my zone, and I sent a single unit of Posse to contest his zone, which they did fine vs Infiltrators for the whole game. I responded to his feat by running about ~7 Gatormans into the Halberdier wall, which then became a huge line of jam as Halberdiers and Sentinels tried to kill as many Gators as possible (they got most them). The one odd thing is he didn't use the Halberdiers mini-feat that turn, since he felt he would get to use it again more effectively later. I asked if he had played against Gators before, and he said no.
Here is a picture of a Gatorman in combat with Ret infantry.
Notice the mass casualties on the right.
I then killed almost all the Sentinels and Halberdiers with a Spitter, Totem Hunter, Croaks and a couple of the remaining Gatormans. I also charged the Phoenix with my Wrastler, death rolled boosted and rolled a 1,2,2 like a boss. GG Wrastler. Anyway, I got to 4CPs that turn and he didn't have much left, so he ran Kaelyssa into my zone to steal 3 CPs (Incoming is a pretty stupid scenario) since I forgot to leave a non-warcaster model in the zone. This minor mistake would later cost me a game the next day.
Another thing I remember in this game is Chris passing like 7 terror checks over the course of the game. It was a sight to behold as the elves stood firm to the end. Who needs fearless?
Obviously missing some stuff. I dropped Rask. This gap is memory is understandable given the events that followed:
Round 1, Turn 1: I run up. Round 1, Turn 2: He runs up. He casts a Breath of Corruption through a Nihilator, killing a Gatorman.
Left flag disappears. Round 2, Turn 1: I run Snapjaw into B2B with the right hand side flag, and run a unit of Gators close to the middle flag. Rask feats and puts up Inhospitable Ground. Round 2, Turn 2: He backs everything up and contests nothing. I get 2 CPs. Round 3, Turn 1: I move Rask in B2B with the middle flag, bringing me to 5 CPs.
TO's reaction:
I didn't roll a single die. My opponent was obviously super bummed that he let something like that happen, but that's why they say there's no better place to learn the game than tournaments. The better course of action would have been to run most stuff into my Gators, feat and use dual Agonizer auras to reduce incoming damage significantly. After that it would probably be a dice rolling contest of Furied Gatormans vs Enraged beat-back heavies, since I don't have the guns to remove the Agonizers from the back, making my beasts near useless.
So I won in the douchiest way possible (pro skillz) and got a much desired 1.5 hour break to go walking around the venue and play some Watchmachine.
10 CPs
Game 4 vs PoM (Chris Baker) - Scenario: Supply and Demand
Faction: Protectorate of Menoth Points: 49/50 High Exemplar Kreoss (*5pts) * Reckoner (8pts) Avatar of Menoth (11pts) Choir of Menoth (Leader and 3 Grunts) (2pts) Exemplar Errants (Leader and 9 Grunts) (8pts) * Exemplar Errant Officer & Standard Bearer (2pts) Holy Zealots (Leader and 9 Grunts) (6pts) * Holy Zealot Monolith Bearer (2pts) Gorman di Wulfe, Rogue Alchemist (2pts) Knight Exemplar Seneschal (3pts) Rhupert Carvolo, Piper of Ord (2pts) The Covenant of Menoth (2pts) The Wrack (3 wracks) (1pts) Vassal Mechanik (1pts) Vassal of Menoth (2pts) Vassal of Menoth (2pts)
I seem to play Chris once every tournament. He plays a different army every tournament, but always complains about how bad he is, irrelevant of faction, while taking nutbusting lists and getting a winning record. This time he played PoM, and I dropped Rask. There were also two HUGE obstruction pieces to either side of the zone. These factors resulted in a really stupid game played on the middle 16" of the board with very little room for tactics or clever use of game mechanics.
Here is a summary of the game, turn by turn:
My turns - Cast Inhospitable Ground, disrupt Reckoner. Stab Errants. His turns - No KD on book, Tough on Defender's Warded Errants, blind my Wrastler with Gorman hiding behind three Errants (which I will obviously never kill due to their Self-Sac, thus never getting an attack on Gorman). Stab Gators.
This went on for about 5 rounds or so (he used his feat somewhere in the middle to kill about 6 Gators with Zealot bombs and Errants), until I managed to get a Furied Boundless Charge Swamp Horror onto the Avatar and within reach of Kreoss, who totalled the Avatar and pulled Kreoss in to get charged by Snapjaw. I brought Kreoss down to 3 boxes, and probably would have killed him had I boosted my last damage roll instead of futilely fishing for a crit with my initial tail attack (forgot that no KD was up on the book, somehow).
Things then got serious as stuff started really dying, and I was looking to either lose on attrition or win on deathclock until Kreoss charged forward to kill some Gators, camped 8 like a boss, then got shot in the face with Rask's Disruptor Bolt, getting rid of that focus and rolling some death. Yep, Rask actually killed someone himself.
Oh, I also gave him a CP by destroying my own objective. Apparently that changed from SR2012 to SR2013. Anyway, I got 2 zealot kills out of it. Totally worth it.
10 CPs
So as is common with me, I lose my first game of the day horribly and win the next 3. Typical JS chipmunking. We drive back to Auckland and hear about how bad Retribution is.
Yay Cryx. Dave is possibly the nicest person one could ever play against and his army looks really stellar so it's tough to hold his choice of faction against him. Tough, but not impossible. There is always a place in my heart for Cryx hate.
He dropped pDenny, I dropped Barnabas. I decided to push for the zone, he pushed for the flag. I feel that he delayed his feat too long (used it Turn 3), which allowed me to feat first and kill basically his entire army, except for some Satyxis, all Bloodgorgers (who both have No Sleeping on the Job because they are Cryx) and Deathjack who was miles away and terrified of the Swamp Pits. That satisfaction you get when you kill a full unit of Bane Knights in one turn.... oh yeah. There were 2 Satyxis in the zone I wasn't able to clear, so I didn't get any CPs at this time.
He then feated and killed some stuff and we went back and forth on points as stuff died. Eventually I lost out in the end as I didn't leave a model in my zone again (see game 2), therefore allowing him to score a point there by toeing in and win 5 to 4. If I had left a model in there, I would have had to kill a now-fully healed Deathjack with Barnabas and maybe a Wrastler... not the greatest proposition. Probably the best game of the tournament, where I made 2-3 tiny positioning mistakes that lost me CPs and the game. If only Barnabas didn't hit like a wet noodle....
14 CPs
Game 6 vs Circle (Luke Brimblecombe) Scenario: Fire Support
Faction: Circle Orboros Points: 50/50 Morvahna the Dawnshadow (*5pts) * Gorax (4pts) * Warpwolf Stalker (10pts) * Warpwolf Stalker (10pts) Shifting Stones (2pts) * Stone keeper (1pts) Shifting Stones (2pts) Tharn Bloodtrackers (Leader and 9 Grunts) (8pts) * Nuala the Huntress (2pts) Warpborn Skinwalkers (Leader and 4 Grunts) (8pts) * Warpborn Alpha (3pts) Gallows Grove (1pts) Gallows Grove (1pts) Gatorman Witch Doctor (3pts)
Luke was the only undefeated player at this point so in my opinion should have won, but alas this is a 2 day NZ format that rewinds grinding your face against the wall until you bleed. He got matched up against me despite my pretty average record due to some unusual pairing system and was pretty confident in the matchup given that eMorvahna is an OP grinding monster.
Anyway, he ran tough undead Bloodtrackers in my face and slowly killed Gators with hit/damage rerolls, traded one Stalker for my Wrastler. I then proceeded to move Barnabas up to the halfway mark, feat, and kill all but one Skinwalker (who was in melee with Barnabas, so I should really have killed him), most of the Bloodtrackers, and the Gallows Groves. He responded by feating and bringing back EVERY SINGLE MODEL I HAD KILLED then running back behind an obstacle right on the edge of the kill box. Demoralizing to an extreme, but at least I can comfort myself with the fact that unlike eHaley and Deneghra's feats, I could have done something about it (wipe out units to the man). Alas, the Croaks failed me. There's a reason I'm not generally thrilled with Croak Hunters.
Seeing how screwed I was with most of my Gatormans dead and only a dead Stalker in his casualties pile, I decided to try and execute a plan the likes of which I have not executed since the release of Rask and Gargossals, both of which have dumbed down the game for me to a large extent and made me the mediocre player I am today. The moment where I was concocting this convoluted and low-probability assassination run was probably the most exciting minute of Warmachine for the last 10 months of my life, which I guess is an indication of the state of the game these days. Either that, or I'm getting old:
Morvahna has approx. 5 boxes left after the feat and a crapload of fury. She has two transfer targets - a half dead Gorax and a Stalker about 13" away from her since she had moved so far back. I managed to kill the Gorax with the last 2 members of my blue Posse (who were now surrounded by Skinwalkers), triggering Warpath so my Spitter can walk up and throw the Stalker outside her control area. A Croak Hunter and Snapper then killed a model each to try and give Barnabas a wider charge lane (which proved futile in the end as Morvahna still gained the cover bonus from the obstacle so their activations were redundant), which Barnabas used to charge into a Gallow Grove to get a free Blood Boon Flesh Eater on Morvahna, needing 13s and rolled 6,5,2 to hit and killed her with boosted damage.
Barnabas - clutch as fuck.
I stole this game so bad, I expected police to be waiting outside to question me.
So I ruined Luke's tournament that he probably should have won by taking him out of the finals and turning him off eMorvahna. Good job, JS. Kingslaying like a boss.
14 CPs
Game 7 vs Trolls (Luke Harvey) - Scenario: Rallypoint
Faction: Hoarluk - Runes of War Points: 50/50 Tiers: 4 Hoarluk Doomshaper (*7pts) * Troll Axer (6pts) * Dire Troll Mauler (9pts) * Earthborn Dire Troll (10pts) * Mulg the Ancient (12pts) Krielstone Bearer and 5 Stone Scribes (4pts) * Krielstone Stone Scribe Elder (1pts) Trollkin Runeshapers (Leader and 2 Crew) (3pts) Trollkin Runeshapers (Leader and 2 Crew) (3pts) Trollkin Runeshapers (Leader and 2 Crew) (3pts) Trollkin Runeshapers (Leader and 2 Crew) (3pts) Janissa Stonetide (3pts)
Dat list.....
I was paired up to play against Chris Baker again for whatever reason, but managed to haggle with the TO to play someone I hadn't played that tournament since rankings were not at stake in either match-up. Fortunately for me, this person was Luke Harvey, a Troll player of legend with a very manly beard. He has yet to beat me in a tournament game, including a loss in a Who's the Boss event where I had Wrong Eye as my warlock, but this time he came prepared with this ridiculous pDoomshaper Runes of War tier.
Here is a summary of the design meeting for this tier list:
Privateer Employee A: "Hey, Troll players think Doomshaper sucks." Privateer Employee B: "Purification, Goad, Rampager, Fortune, that feat... what were we thinking designing this piece of crap? He does absolutely nothing against half the game!" A: "Totally. I think we should take a highly underrated unit with a crapload of rules and damage boxes and make a list that includes like... an unlimited number of them, but also reduce their cost by 25%." B: "Mmmm... that seems kinda OP. We should make it difficult to achieve by adding some rough tier requirements like 'must include Janyssa, two Dire Trolls and two units of Runeshapers'." A: "What? That is way too harsh! You better give them sweet bonuses like extra 2" deployment and some walls just in case they get shot. That Doomshaper is surely going to die even at DEF 17 ARM 17 with transfers and troll animi." B: "And Mulg too I guess. For lolz." A: "Mega lolz."
FU A and B. You guys are assholes.
Anyway, this list is pretty good. You can either lead with the Runeshapers or the beasts depending on who you want to take the hit. He led with the walls, because having 3 walls is fair. Usually I have zero problems with Trolls, but a swarm of cheap steady pathfinder guys with POW 14 crit KD AoEs and damage boxes is really problematic. To put Runeshapers in context, they basically get to cast a 3 cost magical AoE (more or less Baldur's Earth Spikes), along with good survivability, Tremor and Force Lock for 1 pt. That is really, really strong, and makes Gorgons look like absolute horse shit. It's almost enough to make me respect Trolls. Almost.
I traded Mulg for my Wrastler bottom of 2 (Rask shooting off animi + Fury + Boundless Charge + feat => dead Mulg and safe army), then jumped up to 3 CPs next turn through dominating his zone and mine (with the Effigy objective). I didn't any get more points after that as he just grinded into my Gators with POW 14 AoEs and made more toughs than I did, basically out-listing me. In the end I had lost every single model but Rask, and went for a list ditch assassination on Doomshaper which need like a 14 on 3 dice for damage, but failed.
Looking back I think I may have made one mistake, which was to use Wrong Eye to clear the enemy zone giving me 2CPs on turn 3, where I probably should have just kept him back and left those CPs on the table, since trading heavies is pretty much where the game is won/lost in this matchup. Especially since Doomshaper's feat was up and that put 12 or so damage on Wrong Eye in the end. If I can take out his heavies while keeping mine, then he will just deathclock himself since Luke is the NZ deathclock master. Next time.....
Luke also gave me his best sports vote (out of guilt, because I am actually a terrible person to play against since I question everything). I gave mine to Chris Baker on the futile hope that he will one day win best sports instead of best painted. I gave my best painted vote to Nikola, since I like the colour black. Everywhere. Some may call it primer, I call it grim minimalist art.
17 CPs
Tournament Total:4 wins, 3 losses, 17 CPs
with 2 very close losses and 2 very close wins. Also managed to beat the top 2 ranked players in the country :P
I placed in the upper half of tournament so I am happy with my play and placing despite the numbers, except for the first game of course.
The tournament final was Cryx on Cryx (both players named Dave), and was won by a Cryx player (coincidentally also named Dave, who is my blog's biggest fan) for the second year in a row. The shock, the horror, the surprise. OP faction whining aside, they are both top blokes who usually rank well and play really strong lists so congrats to them (for choosing the right faction, Cryx, which is OP, especially when your name is Dave).
Thanks to Dan Conlon for organizing and being super chill the whole time despite our whining about pairings and terrain and such. What a guy.
Thoughts + mini-rant zone
Still not a fan of Divide and Conquer but I can live with it over a long tournament. It's potentially a dealbreaker for factions with less depth like Mercs/Minions and barely relevant for Cryx, Legion and PoM. It worked out alright for me this time with the right matchups happening at the right time. The only time I would rather have dropped something else was in game 2, where I would rather play Rask vs Ret than Barnabas (and it turns out, I could have).
I have a bit more respect for the Maelok + 3 Posse list. Not so much because I think Maelok is necessarily stronger than Barnabas overall, but because Undead is a really strong buff. I was reminded over the weekend how many abilities trigger off living only. It's a bit ridiculous at times. Bring more Witch Doctors.
Rask with 3 Posse is stronger against Trolls I feel, but Rask with WE + Snapjaw is stronger against PoM, Skorne, Cygnar, Khador...
F*ck Cryx, that faction is so stupid. Nobody even defends this anymore, and instead of fixing the many broken things, PP just go passive aggressive and stop releasing Cryx models for a year and a half. That'll teach them!
Broken 2pt merc solos need some serious balance work. Gorman, Piper and Witch Doc Croc were my bane this time around, but they are just the tip of the iceberg. OP Merc stuff is a large contributing factor to lists getting stale as options just get sidelined and make balancing the game a lot more difficult. Remember how bad Cygnar was pre-Stormwall when they actually used Cygnar models?
Whoever came up with spam tier lists (the ones that combine FA:U on already good units with point discounts) is either a dumbass who has made a grievous error, or a clever businessman who understands pewtercrack addiction at a fundamental level.
eMorvahna - demoralizing to play against. It's not so much the feat or all the healing - while it is an insanely powerful timewalk feat like eHaley's or Deneghra's, it's that she does all that while rerolling everything and being miles away. Fits the OP formula of 'why does X Cryx model have Y ability'.
I really dislike Rally Point as a scenario. I am guessing it was included here purely for the name. Movable or cutesy objective-based scenarios become a distraction rather than an addition to the game most of the time. The purpose of a scenario is to force engagement. That is it. I like most of the Masters scenarios (with the exception of Destruction because that one is just a huge clusterfuck).