Showing posts with label lists. Show all posts
Showing posts with label lists. Show all posts

Monday, March 3, 2014

Ides of March: Part 2 - The lists

So following on from last week's post, here is what I came up with in the end:



List 1 – RASK

Points: 42/50
Rask (*6pts)
* Bull Snapper (3pts)
* Ironback Spitter (8pts)
Bog Trog Ambushers (Leader and 5 Grunts) (5pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Swamp Gobber Bellows Crew (Leader and 1 Grunt) (1pt)
Totem Hunter (3pts)
Feralgeist (1pt)


List 2 – BARNABAS

Points: 42/50
Bloody Barnabas (*6pts)
* Bull Snapper (3pts)
* Ironback Spitter (8pts)
* Blackhide Wrastler (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Feralgeist (1pt)
 

Nothing too dramatic. I received some feedback from my previous post indicating I was thinking about it too hard and everything what super obvious, so just went with what I know in the end.

List 1

In the Rask list, I decided to go with 3 Posse after a little playtesting. I don't like playing Posse spam as much as playing with heavies but I'd hate myself if I took a crappier list to a tournament without very good reason, more than I hate myself for playing 3 Posse with Rask, and 3 Posse at 42pts seems really good. I do really like the triple heavy + 2 Posse at 50 pts though.

In terms of solos, I went with the Totem Hunter and a Feralgeist. I considered dropping the Geist and the Gobbers for a Croak, but figured a Feralgeist is a 100% dedicated scenario piece that would do a lot of work in that department for this list, and the Gobbers can always run to get a point somewhere if they aren't making Rask invincible, or block charge lanes or whatever. An extra ranged attack is cool but with a Spitter and Totem Hunter I feel reasonably comfortable with lane-clearing.

The Totem Hunter is there because he clears mini-jams like a boss with Prey, Sprint and Leap. His biggest weakness is tough, which as you may know I cannot do anything about. He can also do some serious damage with Fury late-game if he is still around. All around good model.

At 50pts with 3 Posse I would probably have another Ironback Spitter. Dem guns. Although as mentioned previously, I usually prefer a Wrastler/Horror/Snapjaw combo and 2 Posse at 50pts.

List 2

I went with Barnabas over Maelok primarily because I'm more comfortable with him. He is pretty good all-around, I like him vs almost anything that doesn't ARM stack. He's always fun to play and is one of the better designed casters around, not accounting for his faction's pillow-fists. Maelok is cool but at 42 I think he loses a little bit of pazzaz to Barnabas, and that pazzaz loss is only accentuated by my relatively weaker play with him.

I went with a Wrastler over a Swamp Horror, just because I like having access to at least a little bit of reliable punch in the list. Wrastlers can kill most heavies one-on-one if they can hit the Death Roll, which is worth something in a Barnabas list. Plus, Gator Rise Missile is something I haven't done in a long time. I miss it.

At 50pts I might throw in some Croaks, a Thrullg and maybe switch the Feralgeist for Pendrake. All the guns help. Or another Spitter. Or I'd play Maelok.


Stay tuned for Ides of March: Part 3 - How I lost first round and managed to barely rank in the top half!

Wednesday, October 23, 2013

Rallypoint 2013 - Preamble

Due to the absolute total lack of exciting Gatorman news, outside two Minion players getting crushed pretty badly at the WTC in Europe (which I assume is a function of the team format whereby the most logical strategy is to throw your crappiest faction at their Cryx/Legion list so that you can win your other 4 matchups, rather than a reflection of the actual players), I am again writing about a tournament that I am attending. Riveting to excess.

Rallypoint is a two-day tournament. Two-day tournaments are pretty common around these parts for two reasons:

1) Two days means more games

And more game supposedly means more reason to travel for out-of-towners since wargamers love to have sleepovers at their friends' houses. I don't particularly buy into this, but it seems to be the mindset amongst frequent tournament travelers.

To me, more days means more expenses and not that much a gain in gaming enjoyment. Especially if I do badly in the first few rounds, I am stuck hanging around with no hope for a prize or epeen or much desire to play after having already played a bunch of games but stick around anyway usually because I don't want to deprive other people who might want to play the opportunity or because I made travel arrangements or whatever. If I do happen to do well, I'd still rather be doing well in 4 rounds than in 7. Plus I like tournaments where first undefeated player wins. Less hassle.

For me, Warmachine is to the mind like sex is to the body - an enjoyable, healthy pursuit that results from challenging a worthy opponent in a safe environment with a good knowledge of dice risk statistics and no Cryxian spiky bits. It is a great thing to indulge in on a regular basis, practice at and get better, try new things, etc. But there is only a certain amount I can take within a given period, and at this stage of my life I prefer to focus on quality over quantity. 4 bouts per weekend is sufficient.

2) The legacy of WHFB

Warhammer Fantasy Battles is a cute hobby game. It's not a competitive game in itself, nor has it ever really been, largely because of the steep lack of balance both within and between armies as well as the lack of rules clarity due to slack errata, loose terminology, and a general apathy towards the whole competitive mindset. However, it has been shaped into a competitive game by the WHFB community with the addition of a complex tournament meta game featuring soft-scores like sportsmanship, painting and comp (army build) scores, a slew of "official/unofficial" errata, and a game/tournament points system to determine the 'winner' of each battle to make up for the lack of clear in-built victory conditions outside tabling your opponent. It is quite admirable what the WHFB community has achieved given what they had to work with on the ground floor.

As a result of all this, WHFB games take freaking ages and therefore the tournaments take freaking ages. And Warmachine, being the much younger game with a smaller (but rapidly growing!) following, has traditionally had to tack on to the bigger WHFB tournaments in NZ. I don't think this is actually the case for Rallypoint, but it has been the case for most large tabletop gaming tournaments on the calendar. Fortunately this seems to be changing. We've already had a handful of 1-day tournaments in Auckland that have had great attendance and worked out very well, so hopefully more will come.


Anyhow, Rallypoint:
  • 2 lists, 50pt Steamroller with all the standard restrictions
  • Deathclock, no specialists, and Kill Box all the time
  • 7 rounds over 2 days (have to leave Auckland at 6:30am each morning QQ)
  • Held in Hamiltron, City of the Future (a city I quite like)
  • Divide and Conquer, meaning you MUST play each list 3 times.
  • Cryxnoob Dave will be attending, meaning I potentially have to deal with another Cryx player using lists that auto-beat me worse than Rask auto-beats Ret (1).
  • No painting requirements - makes zero difference to me, but I always appreciate the opportunity for people who don't really like painting to participate.
  • Pizza party at the TO's place at the end of Day 1 - great initiative, but one which I will have to miss out on due to the aforementioned travel requirements.

This is a Gray Wolf. Wolves are sweet and take like 30
mins to kill their prey. Nothing romantic about it.
Just like Warmachine Gators. Kinda.

Barnabas vs Maelok in Divide & Conquer

I will be taking Rask (SURPRISE!) and probably Barnabas. Maybe Maelok. Many Gator players seem to have mega hard-ons for Maelok and his many fleshy holes but I don't really understand why.

Outside of Cryx, where mass Undead and recursion mechanics are very useful, I don't feel there is a  faction matchup where Maelok is better overall than Barnabas. Sure, there are lists like Bart/Galleon or Xerxis Cetrati Wall or super grindy lists like eMorvahna where Maelok is better at getting past the frontline to maximize your attacks and assassinate but since I will have to play each list at least 3 times, I'm going for broad application. I think the one thing that would bring Maelok up to Barnabas level consistently would be being able to put Malediction on a warbeast rather than just on himself. That gives a DEF/ARM debuff to my army without getting my caster killed next turn. Give that to Terminus as well, I wouldn't mind.

Basically, the number of good match-ups is about the same, maybe even a little bit in Maelok's favour - but in my experience Maelok has more bad matchups than Barnabas
I think Maelok was the operative choice in the past against Skorne, Protectorate and Trolls due to his ability to get some serious damage on support pieces and subsequently jam, but now Rask is just so much better at playing that game that it puts Maelok out of contention, at least in my book.

Assuming I play Barnabas, the lists will pretty much be the same as Choptober, except I will probably take my buddies Wrong Eye + Snapjaw in the Rask list instead of the 3rd Posse for a little more punch and matchup/scenario flexibility. There is always the question of the Totem Hunter, whether I put him with Rask to have some more assassination potential or whether I put him with Barnabas for some more "ranged" threat. First world Gator problems.

As far as expectations, I'll be perfectly happy to be in the top half of the field. Being in the bottom half would probably not make me want to come back for the second day even though I would have to anyway, so my travel buddies would have to listen to me bitch and moan for an hour and a half on the way down. Please let me win for their sakes.


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

(1) I mean, look at this shit! This is a borderline crime against human decency:

Wraith Witch Deneghra
- Deathripper
- Nightwretch
- Skarlock Thrall
Max Bane Knights
Max Blackbanes
Max Nyss Hunters
Max Blood Witches + UA
Min McThralls
Double Necrosurgeon
Warwitch Siren


How is this legal in Western society? People have been castrated and excommunicated for less.

Sunday, July 28, 2013

3 (possible) tournament lists

Some disclaimers:
  • Lists are limited by models I own (everything but Pendrake and only 1 of each beast).
  • Every list has two units of Gatormans before I choose a caster. The reasoning is simple. The only time I think I'd use a single Posse would be Calaban at 35pts or below, but since I try to avoid Calaban at all costs and don't play 35pts too often, the issue is moot.
  • Every game I play is a scenario. Too many early experiences against gun lines and getting kited around for 10 turns have driven me to insist on scenarios. We usually roll for it at random or pick one that is easy to set up like Incursion, Close Quarters or that one with the two zones.
  • I am pretty bad at the game all things considered.

Rask

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


Overview:
I think this list is rock-solid in a Gargossals meta, and against tankier factions like PoM and Trolls, and some Skorne and Khador. It is very similar to the list Werecat used to place 3rd at the Intermountain Cup in the US. You have three pillow-fisted heavies who become monsters with Fury, two units of Gators, and a token useful solo. Basically, you can put out a lot of damage and control a good deal of the board with raw threat and Rask's douchy spells and feat. Fury and Arcane Interference are game changers in a big way.

How it works in a nutshell:
Essentially you want to line up an efficient alphastrike, which you will probably get on account of the feat. If you can assault hard enough and then grind them out, you will win. If you don't assault hard enough and they crack through your armor in return, then you have your work cut out for you. Getting an alpha strike with so much of your army can also lead to efficient trades and jamming, giving you a leg up on scenario as well. If your opponent chooses to back up from the feat, make sure to get in a good position for a scenario win.
Rask will probably only have a fury +/- 1 at the end of his activation. It is important that the Trogs stay back and spread out in order to take away incentives at assassination runs, preferably on the edge of a Gobber cloud if your opponent has lots of sniper guns (DEF 16 is much harder to hit than DEF 12). Only rarely will I use them to ambush, depending almost entirely on my opponent's list. Try to also keep Rask midline so he can have maximum impact on the game with his gun and buffs.
I put the Snapper on Wrong Eye to take the burden off Rask since he is usually strapped managing two very aggressive heavies and does not really need the additional transfer targets. Wrong Eye however benefits sizably from an extra transfer target and having access to Spiny Growth.

Weaknesses for this list, other than Rask's personal weaknesses, are very high def (17+) so stuff like Ashen Veiled Daughters or IF Kayazy can be a problem, things that stop charging or generally playing the game (Circle, Cygnar, Cryx douchery) and OP Cryx infantry in general (which is a problem for all Gator lists). There is also a serious lack of guns, but that's more or less a Gator shtick and a tradeoff for not getting shot.

Possible changes:
I quite like Snapjaw in this list because with the Rask Express Package (Fury + Boundless Charge + Elasticity), combined with a complimentary Arcane Interference bolt, Snapjaw can come within a bee's dick of one-rounding a Gargantuan by himself from 14" away. And Wrong Eye is also really useful in the Hordes matchup thanks to Voodoo Doll. Saying that,  the list also works fine if you switch out WE + Snapjaw for a third Posse, or the Gatorman Witch Doctor for a Totem Hunter. Once the Shamblers are out, they will probably be more useful in this list than the Min Bog Trogs + Swamp Gobbers.


Barnabas

Bloody Barnabas (*6pts)
* Bull Snapper (3pts)
* Blackhide Wrastler (9pts)
* Ironback Spitter (8pts)
Bog Trog Ambushers (Leader and 9 Grunts) (8pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Croak Hunter (2pts)
Croak Hunter (2pts)
Thrullg (3pts)
Totem Hunter (3pts)

Overview:
This is a pretty standard Barnabas list I feel - nothing from Domination or Gargantuans. A single Swamp Pit can fit a Full Posse and a heavy warbeast so this list can also deliver in the face of gunlines pretty well. This is a well-rounded list designed to deal with equally balanced lists. It has a viable assassination run against softer casters (thanks to the feat), it has excellent attrition power (also, largely thanks to the feat), good killing power and good scenario options

In a nutshell:
I don't think there is much of a cohesive strategy for this list as much as a lot of tactical options - you want to maximize Warpath for your beasts, protect your army on the approach with Swamp Pits, and always keep your finger on the assassination trigger if a reliable opportunity presents itself. The Rise Missile trick is available with a Spitter doing the throwing, and you have THREE RANGED WEAPONS. Amazing. Remember the Bog Trogs! A full unit of Bog Trogs can do some serious damage on squishy backlines if you keep the rest of the army occupied (if you don't, they die horrible deaths). The Croak Hunters are there purely for the assassination angle and two because they work well in pairs. They might also be just as good as Feralgeists at sitting in the corner of a zone and playing with their cloacas.
I take the Totem Hunter in this list rather than my Rask list in tournaments because I will usually drop Barnabas vs Circle or Legion and the TH allows me to kill clutch pieces like Soul Martyrs, Gallows Groves and stealth Shifting Stones and solos quickly. He is almost like a ranged weapon. The Thrullg is there because offensive upkeeps can ruin your day, and you can usually hide him quite safely behind one of the swamp pits (he doesn't benefit from the pit itself, but models in it will block LoS to him). He can also do cool stuff to jacks when they are knocked down.

The main weakness of this list of course is that it's a Blindwater list, so suffers from all the weaknesses Blindwater traditionally suffers from, including Cryx, high ARM, machete-wielding Australian bushmen, you name it. On the upside, it is stronger than the Rask list against high DEF and moderate ARM lists, like non-construct Circle, Legion, or non-Stormwall Cygnar. Barnabas's feat usually results in high-DEF infantry suddenly dying , and it has a pretty strong assassination angle against non-Cryx armies.

Changes:
I think if I had a 3rd Posse I would probably just put that in instead of the many solos. Plus three Posse is kind of cool. I really like the idea of including a Swamp Horror with Barnabas as well since he can shred through infantry with Warpath, and doesn't need a Swamp Pit to get there. However, I have trouble letting go of my Wrastler and Rise Missile trick with Barnabas since it has done and continues to do so well, and the Spitter is just great with Black Tide and Warpath. You could also put in a Witch Doctor or two for some utility with tough and sac strikes.

Maelok


Maelok - The Walking Death
Tier: 3
Maelok, the Dreadbound (*6pts)
* Bone Swarm (4pts)
* Bull Snapper (3pts)
* Blackhide Wrastler (9pts)
* Swamp Horror (8pts)
Bog Trog Ambushers (Leader and 9 Grunts) (8pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Gatormen Posse (Leader and 4 Grunts) (9pts)
Feralgeist (1pts)
Feralgeist (1pts)
Gatorman Witch Doctor (2pts)
Gatorman Witch Doctor (2pts)

Overview:
Maelok is pretty cool and holds his own in a lot of matchups. However he isn't better than a Barnabas/Rask combo in most two list formats. I think his one main strength might be the Cryx matchup, but I am not as certain as I would like to be. I don't play against Cryx nearly as often as I would like to (that sounds extremely masochistic) so I can't test out this theory, but with the right pieces (ie. some guns), he could be the best thing available to Minions (unless Midas with lots of guns and Bone Grinders turns out to be a thing).

The main benefits of the tier list are cheaper Croctors and your entire army being incorporeal first turn. In return you give up the Thrullg, the Totem Hunter and the option of a 3rd Posse. You never want to go Tier 4, because that requires 3 Boneswarms, which is a worse idea than invading Russia in winter. I have trouble enough taking one, but admit that with the feat and kept as a late game piece it can do some work.

In a nutshell:
Basically it is a grind. You jam in, and hopefully make it there in one piece, let them jam into you, and then feat and get serious with Revives and killing the important stuff. Using the feat at the right time will be a big part of your success or failure, as is positioning Maelok to maximize his abilities. He can work fine just sitting backfield and Reviving 1-2 Gators a turn, but I think getting him somewhat involved so you can benefit from Malediction, Venom, Cull Souls and his respectable melee potential is key to using him at fullest - but as always, it means living on the edge. And of course, remember that assassination run.
The other benefit - an advance move for an Undead model for each Croctor -  is totally a trap on the Boneswarm since that thing sucks bad in the early game, but the advance move on Maelok can be neat if you intend to aggressively dominate a zone - just be sure to finish that advance move facing stuff you want to put Death Pact on. I personally like to put it on a Posse early on if my opponent has many low POW guns, and then switch it to the Wrastler once the lines have engaged, since an ARM 25 Wrastler on feat turn is srs bzns.
The Bog Trogs are kind of the ace in the list, and can be pretty devastating when used as a hammer to the Undead Gator anvil. Nobody excepts the Spanish Bog Trogs.

Changes:
Being a tier list, you don't have that much flexibility with it. I put two Feralgeists in the list because it adds some scenario and attrition power, but you could just put another Croctor in, since 2pt Witch Doctors are pretty stellar.
In a non-tier list, you probably want to take 3 Posse since Reviving Posse is really good... subbed out for the Trogs and Boneswarm. Then you can put a Thrullg or Totem Hunter in for the Feralgeists.

Calaban

.......................__ ............
......<ROFL ROFL ROFL ROFL>.
........................| |...........
................... __\||/____......
.\\...............|'-|--| .\\....\.....
..\ \_...........|--|---|..\\ ....\....
../ L \____,/-------\___\___\
.|LOL|-------------O----- ----,\..
..\ L /______,---''-----------, /...
../ /.............\_________ ,/....
.//.............____//___ __\\__/.

Overview:
The rolfcopter cares not for your conventions such as playing to win or not getting frustrated.

In a nutshell:












Changes:
Play Rask.