Showing posts with label Hardcore 2013. Show all posts
Showing posts with label Hardcore 2013. Show all posts

Sunday, June 16, 2013

WarGamesCon Hardcore Game 2--eHaley vs Harbinger

And the slow grind to cover my WGC (which is now TexasGamesCon?) games continues....

After winning Round 1, I advanced and played a local guy using Harbinger.  I don't have a really clear memory of his list, but I'll see what I can do...

Harbinger of Menoth
-Avatar of Menoth
-Templar
-Reckoner
Covenant of Menoth
Exemplar Errants (full)
-UA
Choir of Menoth
Vassal (or 2?)
Gorman di Wulfe
Rhupert Carvolo... and a bunch of other stuff...

It's been like a week (and I've been crazy busy), but as I remember it, the game came down to a few things:

-The Choir making all of his jacks immune to non-magical shooting really hosed my list's ranged advantage (On the Stormwalls, anyway)
-None of my infantry clearing stuff could kill Errants.
-I was trying to work on spreading damage around (mostly because of deployment, I couldn't concentrate ALL of the offensive output on a single model). I think each of his jacks had like 5 points left on them... As I'm typing this out, I'm realizing how dumb that was.
-No Spells on the Covenant was pretty harsh, too.  It forced Haley to walk out of the Killbox to be able to throw her Temporal Acceleration on one of the Stormwalls, but was that really worth the 5pts damage?
-Harbie's feat would have one-shotted my ATGMs and B13th, and would have done 2D6 straight damage to Haley, which was pretty rough.

Overall it was a great game, but a tough matchup for sure!  I'll have to practice this one!

Tuesday, June 11, 2013

WarGamesCon Hardcore Game 1--eHaley vs Vlad3

So, first game of WGC Hardcore went pretty well!  It's been a few days but I'll try and give the best account I can of what happened (but some details are probably off).

I saw I was paired vs Khador and was PUMPED to have covering fire be ultra-useful against a high-DEF infantry horde.  I arrived at the table to see a Vlad3 Cav list with a Conquest. Damn.  Prior to this game, I'd played 2 practice games with my Hardcore list, so I felt pretty nervous going in.



I ran:
eHaley
-Stormwall & Pods (Bonded)
-Stormwall & Pods
-Squire
Journeyman Warcaster
Arcane Tempest Gun Mages
-Arcane Tempest Gun Mage Officer
Black 13th Gun Mage Strike Force

He Ran (I think?) :
Vlad3
-Conquest
Full Uhlans
Full Uhlans
Markov
Man O War Drakhun

I won the roll and opted to go second.

Turn One, my opponent ran things up, and cast Windwall to make a TON of his stuff un-shootable.  That's bad for me.  One Uhlan unit was significantly further to my right than the other, going toward my B13th.

My Turn one, I advanced and got into a pretty good position, but I think that's about it.

His turn 2, more advancing, the Uhlans get closer to the B13th,  the blob of Uhlans in front, Vlad in the middle, and one of the solos in the back all under Wind Wall advance further, unshootably. Conquest wanders into range of my bonded Stormwall.

On my Turn, I mark the squire for an extra focus, I give 3 Focus to the Bonded Stormwall (on my left, well within range of Conquest), Keep 3 on Haley, and give 3 to the other Stormwall.  The Gun Mages activate first and run to Jam the Uhlans in the middle of the board (to the right of Conquest).  Haley activates and feats, catching most of his army, and casts Temporal Acceleration on the bonded Stormwall, who then activates and advances (at speed 9!) into Conquest.  He swings a few times and destroys the Collossal.  My second Stormwall advances and shoots the Drakhun to death, and drops a pod in the way of Uhlans, kills a man in the second Uhlan unit (to my right) with his Metal Storm, etc.  the B13th Shoot and kill 1 Uhlan.

His turn, he sort of flounders through my feat, an Uhlan gets near The Bonded Stormwall.

My Turn, I kill the Uhlan and shoot some more things and leave Haley a little open, so I run the journeyman and place a pod in the way.

During my opponent's turn, Vlad charges the Journeyman, using his impact attack on the pod, and 2 attacks on the Journeyman.  Reaching Haley with sidestep, he misses some attacks and fails to assassinate.

My next turn, I allocate 2 focus to each Stormwall and Time Bomb Vlad, then the first Stormwall finishes him off with PS20 fists.

Win

What did I learn?  

I think I had Haley reasonably well protected, but that game could have ended WAY differently if some rolls went the other way.  I think I need to get more offensive output out of the second Stormwall, but I'm not really sure what he's supposed to be doing when the first one charges something?  The list presented a weird situation where a lot of his models were unshootable (as I had no Aiyana/Holt to give them Magic Weapons.  Curses.

WarGamesCon, an Overview.

So, I survived the weekend that I'd been both dreading and anticipating, and overall had a great time!  Played some great games, saw (and made) some good friends (including my best friend from DC who flew down for the event), and just got generally really excited to be back in the game



Friday I went 1-3 in Hardcore with my eHaley Double Stormwall list, and ended up taking Master Craftsman in a really close contest with Ben Williams' Bart Double Galleon list.
Game 1: vs Vlad3 (W)
Game 2: vs Harbinger
Game 3: vs eDoomshaper
Game 4: vs Lylith3

Saturday, pretty wiped out, I Played in the Team Tournament, our team played two rounds, then our third round opponents dropped.
Game 1: eHaley vs pDoomshaper
Game 2: pStryker vs Ossyan (W)

Sunday, my friend and I showed up late (intentionally) and had fun watching the games, especially the Masters Final (surrounded by WGC teardown as usual.)

I'll link to the games individually when I have time to write them up, but here I'll just do a concise what worked, and what didn't.

So, What Worked:

  • The eHaley Double Stormwall list played really well:  I wish I'd thought of it myself, but it came together pretty seamlessly on the table.  I'm sure with more experience I'll be able to get more output from it.
  • E-leap on Stormwall's Fists: Situational, but nice to have.
  • Lightning Pods: Are obviously the best part of Stormwall, no change here.
  • And, apparently, my painting.
What didn't work:
  • Stormwall's P+S20 fists against Trollbloods.  At -3 to damage, I just totally failed to put any significant dent both a Mountain King, and Mulg.  But that's... pretty much it?  I had some issues, but I think most of that is general lack of experience as opposed to the list/faction/models being bad.

So, overall, a great weekend!  Went 2-4 for tournament games, but being my first outings with both lists I used, I feel like 33% is something I can settle for.  I got a BOATLOAD of Convergence stuff from a buddy who went to Lock N Load, so that will be my next labor, but for the time being, I think I'll be playing Cygnar until I get some painting done.

Sunday, February 10, 2013

DLair Hardcore Game 2--Jarl vs eAsphyxious

So after a pretty rough first game, I'm feeling like 5min turns are rough, but I'm sticking it out.  Names are drawn and such and I get paired against our Meta's resident Cryx expert.  I know from the start that it'll be an uphill battle, but I'm determined to come away with some good lessons--and I did just that.

I brought my same Jarl list from earlier

My opponent brought:
eAsphyxious
-Ripjaw
Full Bane Knights
Min Bane Thralls w/ UA
Min Blood Witches w/ UA
Min Biles
Tartarus
Gorman di Wulfe

We roll for setup and I nab the first turn (I'm 4-0 at this point)

Top of 1:  Jarl puts Quicken on the Fenns and advances.  Fenns run up pretty far.  Battlegroup run/riles for Fury, support pieces keep up.

Bottom of 1: The infantryspam shitstorm that is my opponent's list all runs.  Incorporeal Blood Witches end up RIGHT on my doorstep.  Biles are pretty spread out throughout his mid/back field so it'll be hard to get them.  Gaspy puts two clouds down right in front of my Fennblades--if they advance, they take a point of damage.  Bummer.

Top of 2: I FINALLY see a chance for the Bomber to bomb things-- so the Impaler puts his animus on the bomber and the Bomber goes to town-- He manages to take out a couple of Bile Thralls, a Bane Thrall, and knock Tartarus down to one box.  Jarl activates and sacs his movement.  He puts up Magic Bullet and shoots one of the Witches--Magic Bullet bounces into their UA and knocks her down to one point.  A second Magic Buller shot kills another Witch and finishes off the UA.  AND THEN I RUN OUT OF TIME.  SHIT.

Bottom of 2: Gaspy's clouds go away and a Bile Thrall purges all over my Fenns-- curiously, 4/5 of them make their Tough Rolls.  After that, the Fenns eat a HUGE charge from the Bane Knights which basically wipes them out of the zone.  A Blood Witch engages my Bomber, and the Bane Thralls run further up the board.  Gaspy moves into the zone (and, because I have nothing left, Dominates it) and I think Excarnates one of the poor Fennblades.  Jarl takes 5pts of Grievous Wounds damage for the scenario.

Top of 3: I finally remember Vengeance and the Fenns do OK-- Killing off almost all the Bane Knights they can get to.  I then see another good opportunity for the Bomber (who is engaged)-- so the Impaler puts up his animus again, advances into Melee, and kills the Blood Witch.  Then the Bomber throws at something which I forget, but misses and it deviates right into 3 of my already dwindled Fennblades, and kills 1 or 2 of them.  D'oh.  His second bomb misses as well, but deviates and kills Gorman and a Bane Thrall or two. I don't really remember what I did with Jarl, but I'm sure he Magic Bulleted a few infantry models.  AND THEN I RUN OUT OF TIME AGAIN. Double shit.  I forget what, but I had something in the zone.

Bottom of 3: The Bane Knights Vengeance and kill essentially what's left of the Fennblades.  They charge some stuff in my backfield (the Runebearer, the Fell Caller?) and my Mauler--Doing some damage, presumably.  They kill the Fell Caller, but the Runebearer makes his Tough Check.  Bane thralls charge my Bomber and Impaler, they kill the Impaler and take out the Bomber's Spirit.  Tartarus ends up pretty close to Jarl, and other assorted things are threatening me everywhere--My memory's pretty fuzzy here.  Gaspy Dominates the zone again, and Jarl takes another 5 Grievous Wounds Damage (he's at 6 points now).

Top of 4: At this point, my army is reduced to: A spiritless Bomber, a beat-up Mauler, my knocked down Runebearer, and Jarl.  Damn.  The Mauler Tramples through some Bane Knights just so I can get SOMETHING in the zone. He takes a pretty beefy Free Strike on the way. Jarl activates, shoots down a bane knight and Tartarus, but I forget to heal the Bomber with him.  The Bomber, still unable to force, misses both of his attacks on the Bane Thralls that are engaging him, and the Runebearer stands up and basically does nothing.

Bottom of 4: The Bane Knights Vengeance and get ready to charge my Mauler.  Then they do that, and they kill him.  The Runebearer makes a few Touch Checks, and the Bomber gets beat up some more.  Gaspy Dominates the zone once more and knocks Jarl down to 1 box.

Top of 5: Jarl shoots some stuff to un-engage the Runebearer, and heals the Bomber, who beats the shit out of 3 Bane thralls in Melee with him (the last of whom toughs, to spite me)  I run the Runebearer into the zone.

Bottom of 5: My opponent kills the Bomber (I reave the Fury because, why not), and then the Runebearer makes a couple of tough rolls, and then finally kills him and Dominates the zone once again to finish Jarl off for good.

eAsphyxious Wins-- Scenario Assassination?!?

So, I got tabled which isn't a GREAT feeling, but I feel as though this had potential to be one of my better showings if not for the timed turns.

The Fennblades were able to dispatch the infantry they came up against, and, if I'd had time to fully activate them, they might have made a more meaningful dent in my opponent's forces.  The Bomber did OK-- Being able to throw 4" AOE's 12" into my opponent's backfield, he managed to (accidentally) take Gorman out, so I see that as having some definite potential in later games. The Mauler, as my opponent put it, just felt out of place, having no real synergy with the rest of the army other than his basic beatstick usefulness.  (for the record, he's in the list because he's painted)

My opponent recommended I work on target priority-- Biles were a big problem, and I see Jarl as a good match for these with Magic bullet and being able to effectively stand still and shoot 16" at RAT 9.  I managed to kill Gorman accidentally, but I don't know that I could have managed anything else-- having stealth sort of undoes all my shooting abilities except the AOEs.

I forgot the freakin' whelps again, so I need to work on that.

So, I think more practice with the list will see me improve some. He's got some really good support tricks and Magic Bullet is a really cool trick for attrition.  I'm thinking of running a sort of wonky minion-heavy list with Jarl, but I'll get into that later.

Overall, the event was really fun!  Glad to be getting back out and playing the game more, and seeing friends and losing to them.

Looking at my first week with Jarl and the blog, 4 games and 6 posts isn't half bad.  I feel like I've definitely learned some lessons, now I just have to keep getting experience with it and try and build on those.

DLair Hardcore Game 1--Jarl vs Rask 35pts

Back from the Soft-Hardcore event up at DLair, had a good time!  Suffered two pretty crushing defeats, but for games 3 and 4 with Jarl (and Trolls) that's to be expected.  Pretty small turnout overall (5 of us, plus the TO), so the event wrapped up pretty quickly.



Game 1, I got the bye and played the TO using one of the players' Blindwater Congregation.

I brought the same Jarl list I've been running:
Jarl
-Mauler
-Bomber
-Impaler
-Runebearer
Max Fennblades w/ UA
Fell Caller
Whelps

he brought:
Rask
-Wrastler
-Swamp Horror
Max Gatorman Posse
Max Gatorman Posse
2 Gatorman Witch Doctors

We rolled and I got first turn.

Top of 1: I advance Jarl up, put Tactical Supremacy on myself and put Quicken on the Fennblades who advanced 8"--I wanted to try and keep from getting too exposed early on. The Beasts basically just advance and rile/run for the correct amount of Fury.  I accidentally advanced the Mauler out of Jarl's Control Area, but Tactical supremacy at the end of my turn let Jarl side-step to get the Mauler back in.

Bottom of 1: Pretty much the same thing.  Stuff ran, a few Gatormen toed the edge of the zone, and chanted Dirge of Mists for +1 DEF and Terror. (DEF 13 Overall)

Top of 2: Let me say first that 5 minute turns are a bitch.  Moving forward, I see the chance to alpha-strike.  With the Gators' ability to WRECK living models (so, everything I have), it seemed important to get there first.  Jarl tried some Magic Bullet shenanigans, attempting to bounce it off of a Posse member into a Witch Doctor, but I didn't manage to kill either.  Meanwhile, the Fell Caller calls +2 MAT on the Fennblades, who minifeat and charge-- about 6/12 manage to engage Gators-- and then it all goes wrong.  At MAT 8 rolling against DEF 13, 4/6 Fennblades miss their attacks, and the ones that hit barely scratch the gators.  Moving the whole unit and doing those attacks (none of which were lethal) took up a great deal of time.  Once that was finished, I barely had time to rile the Bomber for more fury before time ran out.

Bottom of 2: After my Fennblades just bounced off the wall of Gatormen, they retaliated, and wiped all of them out. Some who were not already engaged managed to engage others further back in the unit, and the Fenns took heavy losses.  Not much happened, just an attrition war going against me.

Top of 3: Concerned about time, I completely space out and blow by the remaining Fennblades' Vengeance Moves/Attacks.  The Fennblades activate normally, and continue to miss attack rolls and underperform on damage rolls.  I see a chance with Jarl to take a shot at Rask (who is sitting on several fury and 2 largely unused warbeasts, so the Impaler puts his animus on Jarl, and Jarl takes a shot... and misses.  His second shot hits and does a respectable amount of damage (which is immediately transferred).  The Mauler charges and kills a Gatorman, and I pretty much ran out of time for everyone else.

Bottom of 3: My opponent sees a chance to go for the assassination.  One Witch Doctor walks up and uses Sacrificial Strike to kill a Fennblade and open up a charge lane.  Then, 3 Posse charge Jarl and beat him to feakin' death.

Rask wins by Assassination.

Looking back at it, I think a lot of went wrong came down to dice-- Charging at -6 against models with 8 Boxes and Tough was going to be a tall order, but I didn't expect 66% of them to miss their 5-to-hit rolls.  Yikes.  Overall, I'm feeling pretty down on the Fenns at this point, but I'm trying to give them their due and get some more experience with them.

My battlegroup ended up being largely irrelevant in the game-- being so short on time, and not having any particularly juicy targets for the bomber (everything in the list had boxes), he ended up just being a Fury battery.  The Mauler charged and killed a Gatorman, but he should have been doing way more than that.  My major issue is time, I just don't really know how I would have activated all of that meaningfully in 5 minutes--at least at this stage, given my lack of familiarity with Trolls.

I'm not really sure how I could have defended better against the Assassination, probably just placing Jarl more centrally to have more stuff in the way.

Saturday, February 9, 2013

First thoughts: Dragon's Lair 35pts Hardcore-ish

So, with only a few hours till I pack my bags up and bike over to Dragon's Lair for a test run through the new Hardcore 2013 rules at 35 Points, I can't help but think about it some.


At first glance, here's what I'm looking at:
-5 Minute Turns (w/ one 2 Minute Extension)
-Killbox is now 14" and essentially a 5 Damage Grievous Wounds hit.
-When you dominate the central zone (and your opponent doesn't contest it), your opponent's caster takes a 5 Damage Grievous Wounds hit.  If 2 casters are in the zone, the active one dominates it.
-There's a zone and tiebreakers and such, so it's not simply an auto-lose if you fail to assassinate.



Thinking about how I'm going to go at the event, I've decided to do nothing special and just treat it as a chance to get in a few more games with my Jarl list.  As of this writing, I'm pretty sure that the list is going to be completely gutted and changed, but I figure it will be a good chance to try out a few things, so here are my goals tonight:

  • Don't worry about the timed turns.  I'm going to play my game, and if I clock myself, that's better than making a bunch of mistakes trying to rush.
  • I want to get some more practice timing Jarl's feat.  It's subpar, but I think with proper timing I can get some use out of it.
  • 2 games in, I'm not much of a fan of Fennblades but I think that if I slow down some and exercise some more patience with their alpha strike, I can get some more use out of them.  This won't help the issue of their survivability, but if I can get more use out of them before they all die horrible deaths, I might reconsider.
  • I'd like to actually use the Bomber's bombs with some success.
  • I'm going to remember Whelps and Rage this time.  I'm pretty sure.

I feel like that's a pretty good set of goals for the night.  We'll see how it goes!