Last match for this month and I was feeling really fired up for this game, given that if I won this game I'd be well on my way to boosting up the table again. Just so you can see how the table is at the moment here it is.
We're using the Privateer Press painting point guidelines and points are awarded as such: Win = 3, Draw = 2, Loss = 1. Currently I am sat 4th with a potential 28 painting points and 3 gaming points to go on, so really I wanted the win for this game. Getting back to the game, my opponent announced he was using pStryker for this match, which I wasn't greatly worried by, it just meant my opponent's army was more versatile than if he'd chosen to take eStryker (in no way am I saying eStryker is a bad caster, I got completely caught out and lost by caster kill as I forgot about Velocity, oops...).
Month 4 Scenario - Steam Roller Scenario 5:
Incursion, three flags placed in the middle of the board at 12"
intervals, at the end of player 2's first turn a flag is removed. Scoring begins at the end of player 2's second turn, 1 CP for controlling, 2 for Dominating, with Killbox in
effect.
A snapshot overview of Privateer Press' Warmachine and Hordes game system, featuring battle reports, unit analysis, galleries for the better painted models and articles focusing on the various factions.
Tuesday, 25 June 2013
Tuesday, 18 June 2013
Journeyman Battle Report 35 Points pButcher vs eStryker
Month four of the journeyman league and I'd miraculously managed to claw my way up from 8th (of 9) in the table to 4th so I was looking for a fresh win to add to the points. I faced this opponent previously in month 2 so knew vaugley how they would try to play completely forgetting this month's special rule. "Month 4 - you may change your caster, but not your battlegroup", this meant that instead of facing eHaley as I had previously I was up against eStryker, by no means was I any more complacent for that fact mind, as eStryker is a pure assassination caster and I've quite often left Butcher out in the open feeling secure only for really weird assassination attempts to kill him in one turn, so I knew I had to be on my toes.
Month 4 Scenario - Steam Roller Scenario 5: Incursion, three flags placed in the middle of the board at 12" intervals, 1 CP for controlling, 2 for Dominating, with Killbox in effect.
Having played using Irusk the past few months I decided to return to my caster of choice, pButcher and given how his feat is all about damage potential I tried to build my list accordingly.
Month 4 Scenario - Steam Roller Scenario 5: Incursion, three flags placed in the middle of the board at 12" intervals, 1 CP for controlling, 2 for Dominating, with Killbox in effect.
Having played using Irusk the past few months I decided to return to my caster of choice, pButcher and given how his feat is all about damage potential I tried to build my list accordingly.
Life getting in the way
Hello, just wanted to put a quick post up as I'm aware I've not put anything new up recently, just in the middle of tournament preparations for a the Ribble Rumble, so I'm currently painting three different armies (pButcher for this months journeyman and my two rumble lists). Once they're all done regular posting should resume, probably starting with a mass of pictures of everything I've been painting as well as some battle reports, as I feel I've been slipping a little lately in terms of putting things up, I'll try to get my journeyman battle report up from last night, it may take a while though as the game went very very fast.
Sunday, 9 June 2013
Encounter levels
There is one basic prinicple that makes Warmachine and Hordes what it is, it is a skirmish level game. This means that unlike Warhammer, 40K, Kings of war and such other games you are pitting massive armies against each other, you only have a small force comparatively. I have absolutely no problems with this idea, the issue that I have is when the game grows beyond the 35 point level (or 36 if you play in German tournaments) the game stops being a skirmish game due to the amount of models and units on the table. At a skirmish level you rely on army wide synergy and combos so x does this which helps y to do what it does making it easier to achieve objective a, where as once you get to the point beyond that it becomes more and more how can I deal the most damage to my opponent while trying to not to lose my important units.
Thursday, 6 June 2013
Unit Profile: Kayazy Assassins
Widely regarded as the ugliest Warmahordes models available (although the Nyss hunters are pretty close), this unit is capable of more than compensating for this when they hit the table top. This tricky unit is capable of taking on most threats in the game and dealing some serious damage in a single activation.
Taking a look at their stats, the SPD is average for warrior models, a MAT equal to that of Doom Reavers, and a good DEF to boot, however it's worth keeping in mind that their CMD is relatively low, meaning that if the Kayazy have to make a CMD check they aren't as likely to stick around and they are limited as to how far they can spread out, making that CMD check a big threat if your opponent hits you. For this reason I'd recommend taking the Kayazy Underboss UA as he brings a great deal that makes this great unit, brilliant.
Taking a look at their stats, the SPD is average for warrior models, a MAT equal to that of Doom Reavers, and a good DEF to boot, however it's worth keeping in mind that their CMD is relatively low, meaning that if the Kayazy have to make a CMD check they aren't as likely to stick around and they are limited as to how far they can spread out, making that CMD check a big threat if your opponent hits you. For this reason I'd recommend taking the Kayazy Underboss UA as he brings a great deal that makes this great unit, brilliant.
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