Wednesday, February 27, 2013

The Gator Rise Missile

I played a (very short) game in preparation for the Ides of March tournament coming up. It was not very good preparation for either participant.

Here were the lists:

pVyros
Hyperion
Banshee
Aspis
Min Halberdiers + UA
Stormfall Archers
Arcanist x2
Lanyssa Ryssyll, Granter of +2" Charge Distance

vs

Barnabas
Wrastler
Snapper
Spitter
Max Gatorman Posse x2
Wrong Eye + Snapjaw


I go second. We played the Fire Support scenario. He deploys Hyperion to my left, most of his troops to my right, and the support and other jacks in the middle.

Vyros Turn 1: Stuff runs really fast (Mobility = srs bzns).
Barnabas Turn 1: Stuff stands in Swamp Pits, Submerges. I anticipate using WE+Snapjaw and a Feralgeist to stop scoring on Hyperion's flag for a couple of turns.

Vyros Turn 2: Hyperion kills my Artillery Emplacement objective (actually illegal) and places himself b2b with the nearby flag, and the Banshee charges Snapjaw and takes out about 1/3 of his boxes + crit Grievous Wounds. Vyros ends his turn behind a building
Barnabas Turn 2: Spitter picks up Wrastler, 2-handed throws it forward (just winning the strength check). Barnabas charges the Banshee, leaves it on a few boxes, pops his feat which KDs Vyros, goes to cast Rise on the Wrastler but gets shut down by the Banshee. Wrastler rises himself, is unable to charge Vyros due to a small base and building in the way (is literally a bee's dick short of making it, had I been able to kill the small base I would have been fine), so instead Tramples up to naked Vyros (who is about 8.2" inches away), buys 2 additional attacks at dice for damage, rolls an 11 and a 7. Pure skill.

Vyros Turn 3: Goes to make coffee.


Basically I don't think that game was really winnable for me without an assassination, since there was too much ARM on the table between Vyros camping, Inviolable Resolve and Hyperion. Either I would have lost on scenario, or would have my beasts killed and Barnabas stomped to death.

The Gator Rise Missile

I have already written briefly about this tactic in my Blackhide Wrastler article, but will take the opportunity to expand on it here.

The Gator Rise Missile is (post-errata) a tactic unique to Gatormans (1). It makes me feel like a special snowflake to have access to something that is potentially really good. Other factions have had ways to pull similar things off in the past but most have been errata-ed or reworked in MkII to make it impossible. Examples of this include Kraye's feat, Irusk2's feat and the fabled Turn 1 assassination eVlad Flying Pegasus. Thus this broken trick remains unique to Gatormans and subjects Blindwater to design restraints for the forthcoming expansions.

The whole tactic revolves around the Wrastler's unique Rise animus, which allows a friendly Minion to immediately stand up. It costs 1 fury, and is RNG 6. This combos well with the Wrastler's Wrastler rule, which allows it to basically function as normal when KD with the exception that he does not block LoS, is DEF 5 and cannot advance.

Usually, the Gator Rise Missile looks like this:
  1. Activate heavy warbeasts with 2-open fists
  2. 2-Handed Throw Wrastler, boosting to hit to be safe.
  3. Throw Wrastler at a carefully positioned Feralgeist, a well-placed enemy model, or risk it with a random deviation.
  4. Activate Wrastler, cast Rise (or caste Rise on Wrastler with warlock before he activates).
  5. Charge enemy caster, win.
As mentioned in the Wrastler article, some people recommend doing the throwing with the Wrastler and the flying with your warlock instead. I think this is a bad idea.
Firstly, if you miss your throw target and deviate outside Rise's 6" range, you have just irreversibly knocked down your warlock in front of your entire army. This means you cannot activate your warlock this turn and against any semi-competent player, this means you have lost the game.
Secondly, using a warlock for an assassination run is a highly risky proposition. If you fail (and none of our warlock hit that hard - Calaban is potentially the hardest hitter), you are very likely to die and therefore lose the game. This should only be attempted in the most dire of circumstances.

When you should use it


The Gator Rise Missile is a risky tactic. Dice are the one element of the game truly outside the player's control. Good play relies on minimizing dice rolls and the consequences of dice rolls as much as possible. This means both trying to avoid rolling dice when possible by boosting stats so that the possibility of failure is nil or almost nil , or applying tactics which do not require dice rolls at all.

The Rise missile requires a lot of dice rolls - the 2-handed throw hit roll, the STR check, the throw melee attack roll/deviation roll, and the Wrastler's own attack and damage dice. Therefore it is not really a tactic upon which to build a list strategy. You cannot consistently win games using the Gator Rise missile because not only will your opponent adapt to avoid it, but the dice will just straight up screw you at one point. Therefore, you have to pick your opportunitie:

  • Use it when you can get a high percentage assassination. In the game above, we determined I could not have made the charge because of a small base so had to trample, but it was an extremely close call that certainly would have required a judge in a tournament setting. As a result, I had to get lucky with dice to get the kill - with the charge, I could have had 11 dice at straight damage and 2 attacks at dice -3. In short, 99%+ chance of success.
    Basically, try to stack the odds in your favour as much as you can with the usual buffs and debuffs available.
  • Use it when you're a little bit desperate. Had I not gone for it, in the long run my army would have been grinded down by an ARM 19+ wall of death that could have killed my Wrastler and then laughed at my puny P+S 13 attacks. Sometimes it is also a viable choice to Gator Rise Missile with your warlock late game, because you literally have no other chances to win.
  • Use it when the threat of retaliation is low. For example, if you can get the Wrastler out on a flank , at the edge of your control area, to destroy a valuable enemy model and contest a zone, with little chance for reasonable retaliation on your opponent's side of things (remember the Wrastler is ARM 19!), then that's usually a good risk to take.
  • Use it when explaining Page 5. Because it takes balls, and is pretty cool.

 

What you should use it on

The Wrastler and maybe your warlock. That is about it.

  • Swamp Horrors are not a valid target, because they have Steady, and thus when thrown cannot be Risen. Too bad.
  • Boneswarms are not valid targets, because they shouldn't be in your list.
  • Snappers are not good targets, because odds are that you'll take out an aspect with the POW 12 throw. Yay.
  • Ironhide Spitters are not good targets, because if you find yourself in that situation, the Spitter should probably be doing the throwing. Although if you want to get some ultra-sneaky assassination late game with that Spitter gun, it could work. And be hilarious.
  • Totem Hunters and Gatormans are probably the best candidates outside Wrastlers, since they will only die to the throw on a 12, and have heaps of threat range by themselves.
But really, just stick to throwing the Wrastler.

Things to watch out for

  • Rise will remove any animi currently on the target. Thus if you intend to do something like give the Wrastler reach, you will have to cast Rise on the Wrastler using your warlock, then cast Elasticity on the Wrastler with the warlock. The reverse order will result in nothing.
  • Deviations can be risky business. This is why it is highly preferable to throw at a target (boosting to hit) rather than risk a deviation - if you go backwards 2.5", it is just as good as a wasted activation.
  • The Wrastler has the highest STR in our faction. He will sometimes win the STR check when another beast is throwing him. This really sucks, but don't despair. In the greater scheme of the game, this is a minor setback. Complain profusely, then carry on with your turn.
  • Abilities and feats that stop special attacks will stop you doing the throw (ie. Zerkova's feat, Icy Grip), and abilities which deny spellcasting or increase the cost of animi (Druids, Mulg's animus, Scaverous' feat) can seriously mess with this tactic.
(1) And by extension Wrong Eye, if you want to spend 18 pts on that little package instead of a Gargossal.

Friday, February 22, 2013

What makes a great caster?

I was having a discussion yesterday with a fellow Warmachine player who is convinced that pStryker is srs bzns - as in a truly competitive casters that you might see at the top tables of a Masters event. I think pStryker is ok and has a strong feat, but is seriously lacking in several departments.

So it got me thinking - what makes a great caster? Let's say an A-grade, or 8+/10 type caster - the type of caster that you want your children to grow up to be, the type of caster than can move mountains and slay dragons and bed maidens.
Can we take a strictly analytical approach to this question, or are great casters a result of pure synergy detached from their individual components? I think there is a little mix of both, more the former than the latter, but for the most part great casters have most if not all of the following attributes:


1. Movement buff - being able to be unpredictable with positioning, flexibly increase threat ranges, move more aggressively to contest zones and control the board.
Examples: Boundless Charge, Leash, Road to War, Temporal Acceleration, Warpath

2. Damage buff - being able to increase damage potential -  debuff ARM, buff damage or accuracy.
Examples: Parasite, Flaming Fists, Fury, Battle Lust, Dark Shroud

3. Denial / Control - being able to shut down parts of the board, enemy movement or access to resources.
Examples: Disruption, Crippling Grasp, Temporal Barrier, Inhospitable Ground

4. Answers - Being able to deny your opponent his spell, terrain or raw stat advantages.
Examples: True Sight for stealth, Purification for upkeeps and animi, very high burst damage potential for high ARM ala Breach or Overkill, mass KD effects for high DEF

5. Survivability - having good survival stats and abilities, a large control area, get-out-of-jail-free card or the ability to mitigate or redistribute (types of) damage.
Examples: Borka (Unyielding + Drunk + Iron Flesh + Wind Wall), FOC 8 casters, Stealth, Call to Sacrifice, Admonition, Scroll of Grindar's Perseverance

6. Metaskew: the Unknown Factor - Providing a unique problem through a combination of abilities so that your potential opponents are forced to consider this specific caster when constructing tournament lists.
Examples: Shadow Pack on eLylyth (tough Stealthed models that can outshoot almost any list), eHaley + Stormwalls (not playing the game for a turn in the face of huge firepower and big threat ranges)

A great caster requires most of these, an overpowered caster will probably excel at them all in a faction that accentuates them.

Some All-Star Examples:


eLich - Arguably the best caster in the game, eLich has pretty much all of the above on his card or in his faction, leading him to shine in pretty much all six categories:
  1. Speed buff - Teleport, Excarnate
  2. Damage buff - Parasite, Banes
  3. Denial/Control - Hellbound, Caustic Mist, Satyxis jam
  4. Answers - Death Knell/Bile Thralls for high DEF jam, , Withershadow for upkeeps,
  5. Survivability - solid stat line, tons of focus through souls, Hellbound, FOC 7 control
  6. Metaskew - Spectral Legion feat can control entire game through its existence alone, Excarnate Bile Thralls combined with Teleport, Cryx

Irusk1 - Not on the same level as eLich, but a very solid caster in his own right and probably Khador's best. He only shines in half the categories, but is quite solid in the others.

  1. Speed buff - Superiority is a good boost for your one jack.
  2. Damage buff - Battle Lust, +2 to hit on feat, in Khador
  3. Denial/Control - Inhospitable Ground, 4+ no KD tough feat
  4. Answers - Airburst is actually one of Khador's two answers to Stealth (the Spriggan is the other)
  5. Survivability - FOC 7 control, Iron Flesh, far behind the usual Khador grind, decent stat line.
  6. Metaskew - Iron Flesh can be a really skewy spell, especially when combined with his feat and naturally high DEF infantry. If you can't deal with Iron Flesh infantry that are super tough no KD for a turn, you're in trouble.


The Case of Stryker1

This is why I think Stryker1 doesn't really cut it in the big leagues -
  1. No SPD buff - (Snipe, perhaps? It does increase threat range)
  2. No damage buff
  3. Denial / Control - Disruption gun, Earthquake
  4. Answers - No real answers apart from merc options, maybe Earthquake to deal with high DEF
  5. Survivability - He does very well here: monster ARM on the feat turn, Blur, potential 2 Arcane Shields in the list and a respectable stat line.
  6. Metaskew - Everything is stock standard, nothing really unexpected can happen beside Earthquake.
This says it all, really.


Stryker1 only shines in one of this six criteria (survivability), does ok in denial/control (only against WM though) and is little other than a support bot. He doesn't really have the answers to deal with some of the tougher problems, and he doesn't pose any tough questions himself. In short, he is not really competitive and is squarely average in most respects.

The Case of Gatormans


This being Rot 'n' Roll, I better write something about Gatormans. Faction wide our casters have access to Spiny Growth (survivability boost), Elasticity (effective speed buff) and the Gator Rise trick (speed buff). These 3 animi are all really good and define the faction's playstyle. On the flipside, we have no in-faction damage buffs, Thrullg is the only upkeep removal/disruption effect on hand and we are desperately lacking decent ranged options. Our metaskew capability is extremely low on account of lack of options.

Rask

Speed buff - Boundless Charge
Damage buff - Fury
Denial/Control - Inhospitable Ground, Paralysis
Answers - Bonkers amazing gun, Boundless Charge for Pathfinder, Fury for high ARM (hallelujah)
Survivability - Admonition, Call to Sacrifice
Metaskew - None.


Barnabas

Speed buff - Warpath
Damage buff - nil
Denial/Control - Swamp Pits make rough terrain, deny shooting.
Answers - Swamp Pits can answer shooting lists effectively, KD feat deals with high DEF
Survivability - Unyielding (combos well with Counter Charge), Iron Flesh, transfers. Good stats.
Metaskew - Low, Swamp Pits can skew the game heavily away from pure shooting lists, which are not very common in SR 2013.

Maelok

Speed buff - Revive, Spirit World
Damage buff - Malediction
Denial/Control -Death Pact Gators can be very hard to remove
Answers - nil, mostly just problems.
Survivability - Undead + Spirit World,  Death Pact, souls for extra transfers. Good stat line.
Metaskew - None.


Calaban

Speed buff- nil
Damage buff - Parasite, Carnivore
Denial/Control - nil. Grave Door could make your opponent reluctant to do things, but it doesn't.
Answers - Excellent spell list. Hex Blast, Parasite, Carnivore, Occultation
Survivability - decent stat line, Occultation
Metaskew - None.


And there you have it - Rask is sweet, Calaban is not. News at 11.



Wednesday, February 20, 2013

The path to the Ides of March

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

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

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

List 1



Rask 
* Blackhide Wrastler
* Swamp Horror
*
Bull Snapper

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

Feralgeist
Totem Hunter 


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

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

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

Terry Crews

List 2



Bloody Barnabas
* Bull Snapper
* Blackhide Wrastler
* Ironback Spitter

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


Feralgeist 

Wrong Eye + Snapjaw


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

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

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

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

Option 1: WE + Snapjaw


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

Option 2: Trogs, Gobbers, Croctor


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

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

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

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


List 3

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


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


Feralgeist
Gatorman Witch Doctor
Gatorman Witch Doctor
Thrullg


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

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

Painting Prize

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

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

Monday, February 18, 2013

Soles tokens

Another quick post. I made these a long ways back, but still find them very useful and entertaining. I like to give them out to people I play against as a souvenir.


At present, the only soul mechanic we have in Blindwater is Maelok's Cull Souls. But in due time, there will be more, and you can always use these tokens with other factions and casters.