Showing posts with label 50pts. Show all posts
Showing posts with label 50pts. Show all posts

Monday, September 26, 2011

Old Witch Lists For Game Night

Following the advice of Von, who left a comment on one of my posts, I thought I would try to take a much simpler Old Witch list to Game Night tomorrow.  Goal being to learn the Old Witch and be able to focus on her and have units with simple tactics to use.  So here are my two lists:

Old Witch 35pts
  • Behemoth
  • Scrappy
  • Battle Mechaniks
  • Great Bears
  • Widowmakers
  • Widowmaker Marksman
  • Manhunter
  • Winterguard Rifle Corps
  • Kovnik Joe
Taking Behemoth for his two bombards gives me some range threat early in the game and then of course his ability to wreck heavy armor with his armor piercing fists.

Battle Mechaniks I thought I would try just to be able to heal systems like the Behemoth's subcortex and hopefully to keep my 'Jacks going a little bit longer.  Secondary duty for them will be to deny charges to my 'Jacks.

Great Bears are a bargain for 5 points and help OW with dealing with armor.  Just gotta make sure I play them aggressively but safe.  Easier said than done right?? :)

Widowmakers and the Marksman.  Taking them because they are a simple unit and I'd like to learn what they can do.  Thinking they can free up lanes, plink enemy 'Jacks to cripple a system or just harass on a flank.  With the Marskman, they will get Swift Hunter which will be icing.  The Marskman I've always liked with his RAT 8 and POW 12 gun.  He has stealth too which is another bonus.

Along with the Marksman, I bring another flanking stealth solo in the Manhunter.  She (bought the female variant) can help with armor duties and I like her two Weapon Master attacks.

For my main infantry unit I want to try the Rifle Corp out.  They fit with OW's denial/control theme with Suppressing fire.  With Joe and Boosted attacks they should tear apart infantry.

Thoughts on The List

It's very different than how I normally play.  Usually I have an infantry unit as my tarpit, helping to deny charges to my 'Jacks.  Here I'll use a combination of Murder of Crows and Suppressing Fire to block lanes from infantry and deny LOS to my 'Jacks.  Theory of course :)  But in looking at the list I feel good about it.  Behemoth, Great Bears, and the Manhunter should be able to deal with enemy armor and I feel confident that Scrappy, Widowmaker group, and the Rifle Corp can handle any infantry.  Widowmakers will be great against Shield Wall units with Sniper.  List is also fairly simple and if I make mistakes with my 'Jacks I'll have the Mechaniks hopefully nearby to repair.  We'll see how it goes. I'll post some batreps of my games and I'll be sure to take some pictures this time.

I also have a 50 point list just in case:

Old Witch 50pts
  •  Behemoth
  • Spriggan
  • Battle Mechaniks (max)
  • Great Bears 
  • Aiyanna & Holt
  • Widowmakers
  • Widowmaker Marksman
  • Winterguard Rifle Corps
  • Kovnik Joe
  • Manhunter
Same as the 35pt list except I bring a full unit of Mechaniks since I have two 'Jacks.  Choose the Spriggan for his Reach and tough armor.  Was considering the Devastator but last week when I had him I wished I had more attacking power.  Spriggan can also Bulldoze and starts with ARM 21 which is nice.

Aiyanna and Holt are there to help with damage helping all those POW 10s to become POW 12s and Holt is always a great shot.

Wednesday, September 21, 2011

Warmachine Batrep: Old Witch vs pMadrak

Another loss with the Old Witch :(  I have somewhere close to ten games with her and haven't won a game yet.  She is pretty tough to learn and use effectively but I will continue to press on.  She is really fun to play though as she has a lot of tricky things she can do and is very different than the usual Khador caster. 

Played a 50pt game against Doug tonight and had a really fun game despite the loss.  I had:

Old Witch
Scrapjack
Behemoth
Devastator
Full Winterguard +UA+3 Rocketeers
Joe
Full Kayazy Assassins + UA
Gorman
Aiyanna & Holt

I can't remember the unit names that he had but here's their description

pMadrak
Mauler
Axe heavy
guy carrying big stone with three other guys
Ogrun Bokur type Troll
cheap tarpit unit with CMA and the pillar guy
heavy infantry unit with 8 boxes
cannon with 2 grunts
solo with scrolls
and a few more that I can't remember :P 

There were a lot of trolls.  Just going to give a brief summary of the game and what I learned/did wrong.

Doug advanced his army up on his first turn and on my turn I might have feated.  Can't remember but when I did feat I caught the Mauler and most of his front line units on the right.  His army was stopped dead cold as the Mauler couldn't charge and the rest didn't want to take POW 14s.  During the feat my Assassins ran up but I didn't have any other units move up to get ready to charge on the next turn.  This was a little mistake.  Sure I stopped his army from hitting mine but I wasn't in a good position to hit him back.  Only the Assassins were in charge range of some of his units.  If I had to do it again I would have ran the WG up and position them so they could do CRAs or sprays next turn.  I'd run the Assassins up more so most of them could get the charge up and I would trample the Behemoth and run both the Dev and Scrappy to get them into position along with the Bears who for most of the game were in the back.

I've just learned recently (from reading the card lol) that the Old Witch's feat not only gives POW 14s if you advance and end your activation in her control area but if you are caught in it, you can't run, charge, or make special actions.  So basically since your opponent can't charge you, if they don't have range, you can just run up and get into threat range to charge them on your next turn-- first striking.  But in this game only the Assassins were in position.  So I'll try to remember that next time.

After feat turn I ran the assassins into melee with some cheap tarpitting trolls to engage them and hopefully Killstroke next turn.  They were at DEF 19 in melee with Iron Flesh but those trolls got a lot of +2 MAT buffs and CMAs gave them MAT 11 or was it 13?  It was crazy and after charging them in, all my assassins were wiped out except the underboss.

Madrak moved up and the heavy infantry Trolls ran up and created a wall in front of him.  There was a opening to Madrak though and Behemoth shot some Bombards.  The first one was negated by the Bouncer (like the Ogrun Bokur) and the second shot was negated by one of Madrak's abilities which allows him to not take damage once per game.  So sad for the Behemoth.  Underboss charged Madrak for no damage.

After this his heavy infantry Trolls charged Behemoth and tied hm up for the remainder of the game with their high armor and tough rolls.  Next to the Behemoth, the Devastator was taking charges from the cheap tarpitting Trolls.

Devastator would get to use Rain of Death twice before eventually falling to some heavy hitting from that unit and that guy with the pillar. 

Srapjack got to charge and clean up some of the Trolls with Avatar of Slaughter but it was very difficult to do with the Trolls making Tough rolls. 

Winterguard tried to CMA those heavy infantry Trolls and after that did a ton of boosted sprays into the Troll carrying the stone and his unit.  Eventually they were able to take the stone out. 

So Doug continued to advance Madrak and his posse of heavy beasts, one getting a thresher on 3 of my WG. 

Eventually my front line would fall so I tried to do an assassination.  Aiyanna goes first and Harms Madrak.  Cool.  A Bear takes two free strikes to try and reach the Troll blocking a vital charge lane to Madrak.  He Toughs the first free strike but fails the second one and dies.  Not cool.  Joe activates with boosted attacks and gets that troll down to one life.  Then it takes almost the entire WG to blunderbuss that troll leaving one to do a blunderbuss on Madrak.  The Bouncer may have taken the hit for that one. 

So Scrapjack on 4 focus charges Madrak and does a ton of damage on his first attack but Madrak spends his last focus to transfer damage.  Scrapjack then has a tough time damaging so that leaves Witch left.  She teleports into melee with Madrak and does some damage.  With one focus left on her last attack she needed 10s to hit and 10s to kill.  She misses her bought attack and I concede :P 

It was a really fun game and a long grueling one too.  Some things to remember for next time:

  • On Feat Turn, try to catch as many of the opposing army as possible to prevent charges.  Then aggressively position my units to be able to first strike on my next turn.  Only thing that can really hurt me is range so watch out of that.
  • Play Bears more aggressively up front especially against SPD 5 Trolls.  
  • Don't allow Behemoth to get charged.
  • Devastator: ARM 25 is awesome but I wish I could attack more with him.  Perhaps I just gotta bulldoze stuff away and if it was scenario just have him contest a zone or flag.  Maybe bring back Spriggan for some P+S 18 goodness (and Bulldoze too). 
  • Assassins-- I feel like they don't do enough damage with Old Witch.  Sorta makes me wonder if I should bring in Doom Reavers or even Iron Fangs.  But then again, with Gang and Harm from Aiyanna, Assassins would be at P+S 14 which isn't too shabby.  
  • eEiryss would have been helpful to take away some of the ARM buffs on the trolls.
  • if it comes down to assassination, consider putting Avatar on Old Witch the turn before I need her to assassinate.  Then I can run Srappy up, teleport and have Witch in melee with Avatar upkept.  
  • Maybe try advancing my 'Jacks with Murder of Crows in front of them to prevent LOS and charges to them.   

Tuesday, September 6, 2011

SoCal SmackDown Batreps



SoCal SmackDown wrapped up yesterday and I was there from Friday to Sunday getting in a lot of games and taking part in the 50pt SteamRoller and the 35 Hardcore.  It was a blast meeting other gamers and hanging out between rounds.  Here is my summary of my games:

50pt SteamRoller Day 1 (sat)

We made two lists but in all of my games I played eSorscha, Winterguard + Joe, Max Kayazy, Great Bears, A&H, Gorman, Saxon, eEiryss, Jugg, Spriggan, min Mechaniks.

Game 1
First game I went against Matt from Arizona (Jason Flanzer and his friends all drove in from AZ).  Was going against Vayl (?) and a bunch of heavies.  Scenario was Sacrifice, radial deployment.  I send most of my army to battle the zone leaving the Assassins to handle the flag and sacrfice themselves.  The Assassins faced off against a Carnivean, Forsaken, and a DeathStalker.  OMG Moment is when Kayazy fail their command check for terror, Forsaken gets to ignore free strikes and then blows up with 4 Fury the ENTIRE unit of Assassins.  kk.  So I learned what the Forsaken can do. 

Over in the zone, Winterguard make a bazillion Tough rolls which makes Matt send in another Heavy.  Sorscha feats, Spriggan bulldozes one of the Heavies out but got within 6" of Vayl who got to move another Heavy in.  Spriggan gets attacked and knocked down but Bears charge in and manage to clear the zone.  Saxon over on the right runs to the flag and makes the ultimate sacrifice taking a magical POW 20 and dies.  1 point for Khador! 

At that point it was a matter of keeping Sorscha alive and flooding the zone with Winterguard.  Just before "dice down" Matt manages to jump a Raek over to Sorscha but fails to hit her twice.  So I won on Scenario with the point I scored.

Game 2
Against Patrick! :P  So Patrick and I have been playing a billion games recently and knew each others lists pretty well.  Before we saw our lists I basically said, "so eSorscha vs Harbringer?"  He said with a smile, "yep."  Scenario was Demolition?  You blow up a flag and then another one appears on the other flank.  Flags you had to get where in the opponents side of the board.

Summary is basically Errants annihilated the Winterguard like never before lol.  I also had the Assassins on the opposite flank and the two big infantry units weren't really able to help each other.  Assassins were taken apart by Patrick's Gorman, some Daughters, and can't remember what else.  Also lost my two 'Jacks really early.  Patrick destroyed his first flag and scored a point and with no way of destroying mine I offered the handshake and conceded.  1-1 at this point and Patrick at 2-0.

Game 3
Played against Matt from Sacramento.  Scenario was Killbox and he brought out Siege with Precursors, Arlan, B13, Squire, Harlan Versh, Journeyman Warcaster, Old Rowdy, Cyclone.  This was pretty cool as I've faced Ben and his Cygnar lists a lot and was familiar with most of those units.  Precursors were a little new. 

I advance into the Killbox with Jacks in the center.  Assassins on the left and Winterguard storming down the right side.  Assassins take a Ground Pounder (from Seige) and I lost quite a few.  Over on the right B13 decide to snipe and try to take out my WG Officer but don't get her at DEF 17.  Ryan Mage Storms killing a few.  Then Harlan Versh steps up and unloads at least 3 shots into my Winterguard!  Thinking at least one Toughed.  Cyclone lays two suppressing fire templates in front of the Assassins who sigh.  Precursors run up. 

I respond by taking out Ryan and Watts.  Versh also gets taken out.  Feeling really good to get Ryan.  Can't remember what I did with the Assassins. 

More Ground Pounder on them and Rowdy charges Spriggan and takes him out.  Precursors advance in two massive Shield Walls in Pyramid formations. 

I feat and Jugg (probably Bears) take out Rowdy.  Winterguard advance and I get massive sprays across the Precursors but with Shield Wall I only manage to take out two.  Got it.  Will be CRA'ing next.

Little hazy with what happened next but I do end up wiping out the Precursor unit.  At one point I'm planning to CRA Siege with Winterguard.  I free up a lane in front of Eiryss.  She steps up and needs 5 to hit (you know where this is going).  She rolls a 4.  Not going to crack Siege's armor this turn.  At this point I've only lost a few Winterguard and they are dominating the right flank forcing Siege to camp focus and shift to the woods on the left.  I still have Bears and Jugg.  But Dice Down is called and tie breaker is scoring units in Kill Box.  Most of my Winterguard are out of the box and a bunch of my solos are out too.  I lose by tie breaker.

In this game I felt my army was winning the attrition war and would have eventually reached Siege.  Gotta say though that Matt was very sporting, very friendly, and even let me get back into the Killbox once lol.  So I'm glad that he got the win.  Precursors were pretty cool as they have Blessed (ignore upkeeps) and have a mini feat for additional die on melee attacks.  Also Spell Ward.  I like 'em.  So with that I'm 1-3 and I think Patrick is 2-1.  Time for the Hardcore tourney!

35pt Hardcore (a few hours later)

So I brought my pButcher "I like to get shot a lot before engaging you" list.  Has most of the first models I collected and was glad to have them in the list.  I ran pButcher, Jugg, Sprigg, Marauder!, Dog, Great Bears, and Kayazy Assassins.

Game 1
Faced off against eKaya with 3-4 Heavies and Skinwalkers (like Forest Man-O-Wars).  Played against Jaqueline who plays at Brookhurst.  All games were caster kill.

She straight up had no answer for the Assassins.  With time clicking away as she fathomed how she would hit DEF 19 in melee she stopped attacking them. 

Assassins got Fury and Ganged most of the Skinwalkers and took the unit out quick.  My Heavies and Bears were making quick work out of her army too. 

Can't remember how she responded but on my next turn I feated with Butcher and the 3 Fury'd Assassins charged Kaya.  They do really good damage and then she transfers the damage to her pet Wolf that blows up.  Oh yea~~ that's what Warlocks can do.  First ever game of Hardcore and the rounds are intense!!  So many things to do and you don't have time to do everything.  Only Spriggan activated from my Jacks and attacked one of the Wolves.  Got a little greedy trying to catch everything in Butcher's Feat. 

Next turn one of the wolves advances down through the woods to my right and Dog counter charges it for no damage.  Wolf Heavy then throws Spriggan into Butcher.  Both are knocked down and Butcher takes a lot of damage.  The other Heavy tramples through my Assassins and then slaps Butcher for the win. 

In this game, similar to the game against Siege, I felt my army was winning on the field.  There was no answer for the Assassins and I still had two Heavies and the Great Bears.  But as always, I leave Butcher exposed and he pays the price.  I'll take this lesson with me though in the next games.

Game 2
So if you've watched SteamPoweredTV on Youtube you've probably seen Steve play against his good friend Tom.  He was my opponent for game 2.  Tom brought Harbringer along with a Reckoner, Avatar, and a Guardian (?)  He also brought That Guy that can't be hurt by non magical attacks-- oh crap.  Can't remember what his infantry was.

Game had him commit his Avatar against the Spriggan.  Avatar failed to kill it so he had to commit That Guy who finished him.  Now usually when I see the Avatar charge (Patrick's) it's decisive and I have no easy way to retaliate (unless Patrick misjudges the charge range :P).  Tom gets Gaze on the Avatar and Assassins who were off to the side manage to run over and block his back escape routes.  I then was able to charge my Heavies in and finish him off. 

Harby uses Cataclysm at close range to take out a handful of Assassins but with the ones that are left I have a plan.  Butcher charges a Great Bear and kills him but now is close enough to the Assassins to put Fury on them.  With Parry (oh I love Parry!) they walk over to Harby who is sitting on 1 or 2 focus.  Assassins are swinging at P+S 15 with Fury and Gang.  All three hit and are able to get the win.  At this point I am LOVING Fury+Gang; my new favorite combo. 

Game 3
This game was against a fellow Khadoran player Dave, from Brookhurst.  He brought Karchev with Jugg, Spriggan, Berserker, Great Bears, along with eEiryss, Kell, and the Dog.  Steve is probably shaking his head.  Yep, it was over from the beginning.  Oh!  But funny part was when he trampled the Berserker into the center of my Assassins.  Can you guess what happened next?  He attacked twice (of course misses) and then proceeded to blow up and take almost all the Assassins with him.  Rest of the game was Karchev towing everything maneuvering for the alpha strike.  Eiryss blows off Butcher's Focus and Karchev Feats sending the Spriggan to finish Butcher off. 

Game 4
Joe from Arizona and a little delirious from lack of sleep played Reznik on this one.  Brought Errants, Dervish, Avatar, Reckoner, Guardian.  Joe goes first and sends his Errants into some woods while his 'Jacks take center. 

I run up the Assassins as usual in front of my Jacks who are in a wall.  Great Bears nearby. 

Errants charge the Assassins and aren't able to hit anything.  I counter by Killstroking most of them through to his back rank, Underboss and the Bears trailing and hitting the first wave Errants.  Gang+Fury again making quick work out of everything. 

I have to survive Resnik's feat turn for one round; Butcher without Focus and next round can't cast any spells.  Dervish charges into Juggernaut who is on the left of the 'Jack wall and side steps into Butcher!  He does 10 damage on the first attack and then thinks about the next one-- he's at dice-3 on 3 dice for damage and Butcher has 10 boxes left.  He goes for it and rolls a 7 for damage.  Butcher lives!  Assassins do what they do and advance into Reznik.  Two Bears charge him, one surviving a free strike from the Reckoner with Tough (was bad play on my part) and they bring Reznik down.

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So I ended up going 2-2 in Hard Core and having a ton of fun in the tourney despite the very short time limit.  It's very exciting as you have to think quick and prioritize.  The good players can do everything that they want to do but for me and a few others, I know we had to choose which attacks were worth doing.  By the 3rd and 4th game though I was getting into a flow with activations in the early turns and trying to get the Fury+Gang combo off. 

There were a ton of medals handed out in Hardcore for different things and I was able to bring home the one for best painted army which was very nice y^^y  Flanzer got the one for fastest caster kill and Dave from Brookhurst got the one for most army points destroyed.  Go Khador!

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50pt Steamroller Day 2 (Sun)


Game 4
Starting at 10 a.m. the Steamroller Tourney resumed play and I faced off against another player from Arizona, Josh.  He took a look at both my lists and saw high DEF, low ARM infantry and brought pKrueger (maybe epic) with two Scarloc-type Heavies.  One of them was Megalith.  I was about to enter the school of Chain Lightning.  Scenario was three flags, one disappears.  I'm not sure what disappeared first, the flag or my infantry.   I have Assassins facing off against a unit of infantry (Wolves of Orboros?), Winterguard on the right against his Heavies and some artifact-looking things that shoot lasers. 

So :D Winterguard run up and then get Chain Lightning to the face.  Most of my WG get blown up BUT, the one model that was the initial target for the Chain Lightning attacks made 4 Tough rolls in a row!  Josh having some fun decided to send his Totem Hunter over just to make sure to kill that guy, and he did.  Now I'm motivated to paint up that WG dude and make it so he looks like he's all charred and fried from the lightning.   

Over on the left, Krueger feats and pops down 3, 3 inch AOEs of... wait for it... Lightning.  I lose maybe half my Assassins as they just wear t-shirts for armor.  I split up my Jacks (very good idea!)  Sprigg goes left around a Forest.  Jugg goes right (it's not a good idea).  Jugg takes a charge and dies. 

Sprigg does fire some grenades and with boosted attacks kills two of the Wolves of Oboros.  And...then more Chain Lightning.  An Assassin gets hit with a boosted shot and then it arcs to 6 other targets in a perfect ring back to him taking out Underboss and Eiryss along the way. 

So basically I've lost my entire infantry units lol.  Josh was a great player and very friendly so the game was quite enjoyable despite being annihilated.  He preyed Joe with the Totem Hunter who took out A&H but Joe and the Standard with boosted attacks killed him.  Oh and Gorman Acid Bombed him lol.  I advanced Sorcha up and then Cycloned to a Heavy Beast; didn't kill him.  I was basically going all out because that's all I could do.  Sorscha soon fell afterwards. 

Then me and Josh chatted for quite a bit afterward about the awesomeness of the Drakhun and how I might make a second list for SteamRoller to compliment my first.  More on that later. 

Game 5
Last one!  So I might have been at the bottom table for this one :P  I faced off against Jacqueline who I lost to in HardCore.  She basically brings the same list but this time has Druids, shifting stones, and some other stuff.  Scenarios had two 6" x 8" zones vertically in the center.  Score in the farthest one for a point. 

She goes first and advances everything up.  I do likewise and like before Killstroke the Assassins past her Heavies on the front line and hit the Druids in the back.  They take out a few but without Fury, Assassins aren't doing nearly as well as with Butcher (still good though).  The game had them battling the Druids who kept using spells against them that pushed them out of melee but the hit usually killed them.  Assassins spent most of the game in the back ranks of Circle while the rest of my army was facing the front rank.  That was pretty neat.   At one point the Assassins charge the Skinwalkers IN THE BACK earning the legendary Back Stab which gives them an additional die for melee damage.  Too bad they failed their CMD check for terror ><;  Druids continue to hammer at them with that spell and they all got taken out except one.  Earlier I had the Underboss and another Assassin charge the Shifting Stones lol who were the only things guarding my scoring zone but a Gnarlhorn took care of them, Underboss failing to make his third Tough roll :P

In the Front, Winterguard and the Bears battled the Skinwalkers who were suprisingly resilient.  After getting charged by the Skinwalkers and surviving, the WG stepped out of melee with DEF 17 and 4/5 survived the free strikes.  The rest moved up to CRA the Skinwalkers and took ONE out but heavily damaging the rest.  Bears took care of another one. 

Heavies mainly battled in my defending zone, Spriggan getting thrown again, this time into Juggernaut.  Jugg lived but Spriggan was destroyed. 

Game was getting long so I ran Eiryss into my scoring zone.  When Dice Down was called it went to tie breaker because none of us scored a control point.  Eiryss was the only one scoring for me with 3pts.  Circle had no one in their scoring zone who could earn points.  There were two Skinwalkers in the zone but the third was tied up in melee with a Bear outside.  If Jacqueline had gotten that Skinwalker in the zone she would have had more than half the unit in and would have won.  So I got the win on the rematch which was cool. :D

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So ends the major gaming for the weekend, phew.  Had a really great time.  I ended up going 2-4 for the SteamRoller and 2-2 for the Hardcore.  Definitely learned a lot in all my games. 

I saw how powerful Assassins with Fury+Gang can be under pButcher.  It's just ridiculous as they can parry out of melee and have free reign about who they want to engage.  They're so much fun once they get into melee.  Definitely shows me that they can have the same power with pIrusk and Battle Lust.  Oh man that's gotta be sweet.  You miss pButcher's feat turn and that added die but Battle Lusted Assassins-- yep I'll take a few of those. 

I also saw what Chain Lighting can do to my high DEF infantry army.  Talked with Josh and Jason about that and they suggested bring more armor for my second list.  Something like pButcher and 'Jacks, which got me talking about pButcher tactics and what range support to give him.  Lots of people, including Dave from Brookhurst recommended Rifle Corp because they have a 20" threat range and with Joe and pButcher's feat will get boosted attack and damage rolls.  really really nice.

I learned that not only Chain Lighting but Ashes to Ashes (from a casual game), Berserkers, and the Forsaken can really make Assassins cry.  Will be watching for that in the future. 

Wednesday, August 24, 2011

Warmachine Batrep: Old Witch vs Harbringer 50pts

Was supposed to demo a game to a friend but couldn't reach him so ended up going to my gaming club and got a game in with Patrick at 50pts.

Patrick was looking for some revenge as I've beaten him the last 4 or 5 times but I have to say he helps me a lot in my games when I forget things.  He brought Harbringer and had something like this:

Harbringer
Avatar
Reckoner
2 Vassals
Choir
Piper
Errants
Daughters
Aiyanna & Holt
Gorman
eEiryss
Anastasia

I brought the Old Witch and had:

Old Witch
Scrapjack
Beast-09
Spriggan
Full Winterguard + UA + Joe + 1 Rocket
Full Kayazy Assassins
Aiyanna & Holt
Gorman
eEiryss
Widowmaker Marksman

I can't remember the specifics of what happened each turn so thought I would give a summary and talk about how each of my units did in the game and what I learned.

The Game

Scenario had two vertical control zones in the center and you earned a point for controlling one.  First to two points and more than your opponent wins.  We each had a wall and forest on our sides of the board at the outside corners of the zones.

I deployed with Witch and Scrapjack favoring the right where the forest was.  Jacks in the center with Winterguard on the left and Assassins on the right.  Gorman and Aiyanna & Holt were near the Old Witch behind the Jacks.  eEiryss advanced deployed on the outer left and Marksman on the outer right; thought that was pretty cool :P

Patrick had Harbringer opposite corner from the Old Witch, his Jacks in the center with supports.  Errants opposed the Winterguard on my left and the Daughters facing off against the Assassins on the right.  Piper was with the Errants and eEiryss was with the Daughters and Aiyanna & Holt nearby.

To summarize the game.  We both advanced towards the center and Patrick feated first holding most of my infantry at bay with a few of the Winterguard in the left zone.  I sent the Assassins forward and counter-feated with Witch.  It protected the Assassins from the Daughters which was good and forced the Errants to swing left to attack the Winterguard.

I pulled Eiryss from the flank towards the center fearing Anastasia and she spent most the game disrupting my own Jacks.

Winterguard tarpitted a little but Patrick cleared the ones in front of my Jacks and the Reckonner charged Beast-09 doing a considerable amount of damage.  I countered with Beast but it wasn't enough to bring down the Reckoner.  Spriggan walked up to the Reckoner and with his Lance rolled a 3...  Out of range for his shield arm so Reckoner lived.  He scrapped Beast and the Avatar charged Spriggan nearly killing him.  I could have attacked with Spriggan and done an awful lot of damage but my own Eiryss distruputed him TT.

Forgot to activate Joe before the Winterguard on a key turn when most of the Winterguard were spraying the Errants.  It was bad.  Errants ended up clearing most of the Winterguard and scored a point in the left zone.

Assassins were doing okay against the Daughters but on a crucial turn I ran out of time as they charged the whole flank; getting into melee with Aiyanna and Hold and Eiryss as well.  Not only was I not able to attack but the Underboss was so far back that half the unit was out of formation.

The disruption on my Jacks (even Scrapjack was disrupted) took the wind out of me and with no real way to win I conceded the game with the Avatar just steps away from the Old Witch.

Analysis of My Units

Assassins
Always fun to use and in my battles with Patrick he always advance deploys the Daughters against them because he doesn't want them going against the Winterguard.  Usually they battle it out for most of the game and my Assassins do pretty good because of their sick DEF in melee and with Gang they are able to take out the Daughters.  But, the Daughters usually do stall my Assassins because I chose to get bogged down and fight.

In this game, there was a lot for my Assassins to attack; besides the Daughters Patrick sent eEiryss and A&H after them.  Still, I feel I should be running my Assassins to the back rank of Patrick's line, where stuff like the choir and Vassal are.  I'm thinking I need to run at the Daughters and then continue running through them by mini feating or just parrying off.  If I engage in two waves, the first wave can hit then move on and then the second wave can hit.  Goal might be to keep pressing forward and pressure his support units.  Well, if Patrick is reading this he knows what I'm going to do next game :P  Ya, my general feeling is they need to pressure more not just fight with the Daughters and keep moving.  Really like the unit.

Winterguard
The most basic lesson to learn; activate Joe first.  Even if he's going to give them Tough, just activate him first for good practice.  It's easy to forget this when you're mind is focused on all the sprays your Winterguard are going to do but guess what; The sprays won't be as effective without boosted attacks.  Happened to me on a vital turn in our game when I had the Piper, Gorman, and a handful of Errants in spray range.  A simple mistake like that can cost you the game for sure.  So gotta remember-- Joe first, Winterguard second.

Winterguard fought the Errants and man the Errants are hard to bring down.  I believe when one takes a fatal wound, Patrick can decide which of the Errants dies.  So this leaves his front line intact while he removes the backside ones.  It really felt like I was fighting 20 Errants.

One thing I have to learn is when is it best to spray vs. CRA vs. normal shot.  Topic for another post.

Beast-09
I allowed him to get charged by the Reckoner which nearly killed him.  No one EVER shoots Beast for fear of the free advance he gets and I haven't used his Imprint yet...  He does kill whatever he attacks but then I could have had a Juggernaut do that for 4 points less.  Beast does get to run for free though which is really nice.

Spriggan
Didn't really get to do much this game but wow he missed a vital attack when he needed a 4 and rolled a 3.  That would have wrecked the Reckoner.  Did get to fire some grenades.  I do like having that extra armor and he is brutal on the charge.  Haven't gotten the opportunity to use his flares yet but I like Spriggan.  Bulldoze is very handy too.  I may prefer him over Beast but they do make a good pair-- Beast can bring anything down and with his Imprint can decimate infantry.  Spriggan has great utility and he hits about as hard as Beast.  Both lack range.

Scrapjack
I have a lot to learn with this guy.  Upkept Avatar of Slaughter the whole game but really didn't get to attack infantry which is what Scrappy does best.  I didn't use him at all this game.  He sorta just hung around the woods.  At the very least he could have charged some Daughters to free up my Assassins then get teleported back to Old Witch.  Definitely have to think more about his use and tactics.

eEiryss
So... big lesson; don't run her near your Jacks or they'll be disrupted!  That can really screw you when you either need to charge or load up a 'Jack before a big attack.  Keep her wide or in front of the Jacks.  She did okay this game working with the Marksman against some Errants.  She's another one that I have to learn to use.  Did get to knock of Fear of God from my Winterguard.

Widowmaker Marskman
I really like this guy and every time I've used him I've been happy with his performance.  He's just very reliable.  RAT 8, POW 12, Stealth and Hunter.  All of these things set him apart from Widowmakers (even though he gives Widowmakers Hunter)  He took up house in the woods and shot at Errants all game.  Had him shoot at Aiyanna but she had Stealth ><  Would like to bring him in more lists especially with Widowmakers.

Aiyanna & Holt
May have used her Kiss but forgotten to count it on my roll.  Need to get Holt in the action more as he is a B@D A$$.  He's accurate like the Marskman and boasts DEF 15.  So good.  Aiyanna can protect them with Stealth so I should be a little more aggressive with them.

Old Witch
So after playing a handful of games with her, I still have a lot to learn.  She has a lot of ways to help her army; not necessarily by enhancing their attacks but by supporting them through denial/board control and helping her army with terrain.

She can block LOS with Murder of Crows which pervents range shots and charges.  Could use this in front of infantry or on my Battlegroup Jacks to prevent attacks.

Weald Secrets I haven't used a lot and I think I should.  Gives not only Pathfinder but Camouflage.  This is huge.  Park a 'Jack behind cover and hello DEF 16 Khadoran 'Jack.  Allows 'Jacks to charge through forests to sweat.  Wow I really gotta make use of that.  Gorman can put a cloud on a Welded Secretive 'Jack which will make them DEF 14 to range.  Oh Witch you... I'm starting see some things.  Gonna need another post for Old Witch specifically to theorymachine all this stuff.        
    

Wednesday, July 20, 2011

Warmachine Batrep: eSorscha vs Terminus

Spent the night hanging out in the beginning then got a game in with Coco, one of our resident Cryx players.  He and I have never played before and it was his first time playing 50 pts and Scenario.  We rolled and got Overrun which has a big rectangular control zone in the middle of the board.  You score at the bottom of the second if you control it and your enemy isn't contesting it.  Here are the lists:

50pts

eSorscha
Beast-09
Devastator
Winterguard Infantry
-Officer and Standard Bearer
-Two Rocketeers
Joe
Widowmakers
Great Bears
Kayazy Assassins (max) + UA
eEiryss
Gorman


Terminus (not sure about all the names and sizes)
Deathjack
Tartarus
Bane Thralls (min)
Bane Knights
Mechanithralls
Necrosurgeon & Stitch Thralls
2 Pistol Wraiths
Withershadow Combine
and guy who makes friendlies advance an inch. 


Terrain has three ruins spread out across the middle and a wall on each of our sides of the board to our lefts.  Coco won the roll and let me go first.  I put the Battlegroup in the center with Winterguard on the right and Assassins on the left.  The plan is pretty much to advance everyone up to contest the zone and hopefully get some rockets into his army.


He deploys on my left in a very, very, big infantry ball.  There was a lot of dudes.  Mechanithralls in the front on the left with Bane Knights behind them with Terminus.  On the right is the rest of the army with Pistol Wraiths on the far right. 


Widowmakers advance deploy behind the wall on my left with Eiryss also on the left near a building.  I want to keep her away from those Pistol Wraiths.


Deathjack deploys in front of Tartarus and some Bane Thralls just to the right of center.


I move everyone up, Winterguard getting Desperate Pace from Sorscha along with Iron Flesh to get their DEF to 15 (I forgot to give them the Bob & Weave order to get their DEF to 17...)  Shot with a rocket that scatters and misses.  Joe gives them Tough.  Widowmakers get Shatterstorm and one takes a shot at his front line Mechanithralls but they're out of range.  Can't remember what Eiryss did.  Assassins run around the Widowmakers heading towards the Mechanithralls.  Battlegroup heads for the center.

The Cryx army all move up in formation.

Upkeep Shatterstorm on the Widowmakers and they go to work on the Mechanithralls now in range of their guns.  Can't remember exactly but I box a few and manage to forget the Shatterstorm effect ><.  Eiryss also takes one down and at least one Toughs.  Assassins charge and two manage to reach the front line taking out a pair of Mechanithralls.  The rest run up and try to get into melee.  Over on the right the Winterguard get Desperate Pace again and I forget to activate Joe first (again) to give the Winterguard boosted attack rolls.  So bad.  Rockets take some shots deep into the Cryx army but scattering shots don't do anything significant.  Bears meanwhile continue their advance within the Winterguard formation.  Beast moves up and Dev steps into the zone.  Sorscha heads to the wall to get some cover behind the Widowmakers and I decide to put Iron Flesh on the Assassins because they're going to get into the mix soon.  Gorman pops smoke (more for practice as Coco's army didn't have range).

Cryx slow advances and Necrosurgeon brings back some Mechanithralls.  Terminus puts Malediction on himself and Coco begins his plan to tear through the front Assassins and get Terminus' armor up.  With Iron Flesh the the Assassins are sitting at DEF 17 because of Malediction and Terminus only manages to kill one of them.

Over on the right Deathjack advances and casts Annihilation on a Rocketeer but misses.  Things not going well for Cryx.  Pistol wraiths on the right continue to stream down the flank.

With Terminus open for attack, Sorscha pops feat getting Terminus in her command range; now any damage above armor is doubled.  On the right, Desperate Pace goes on the Winterguard and with boosted attacks (Brad reminded me ^^) advance very close to the Cryx line.  Rockets fire deep into his formation and hit a lot of guys but with Tough rolls only a few get boxed.  The Winterguard then open up with sprays and are able to take down a few of the Bane Thralls and even do one damage to Deathjack.  Bears charge DJ and one fails the charge running into a Winterguard.  One does reach DJ and hits only with his first attack doing something like 6 dmg.  On the left Widowmakers take down more Mechanithralls and Eiryss goes for a lucky shot into melee at Terminus but misses (we both forget that the missed shot should hit my Assassin).

Assassins pop mini feat (allowing them to pass through models) and 5 of them are able to charge Terminus with another already in melee with him.  With Sorscha's feat the Assassin's are doing good damage.  The Underboss attacks third and with his second swing is able to bring Terminus to the ground.

The night had me rolling hot and Coco rolling really cold (not counting those tough rolls hehe).  The attack of Terminus on the Assassins was really unlucky as he had to roll 7s to kill and he only was able to get one.  His plan was to get his armor up, heal him and advance him in a march of death.  The unlucky rolls along with Sorcha's feat allowed the Assassins to hit harder than usual and get the job done.

Speaking of Assassins, after having them face Arcane Tempest Gun Mages for weeks against eHaley or AOEs with Siege, it was refreshing to have the board clear of that kind of stuff.  They had the opportunity to get safely into melee where they can really shine.  <3 my Assassins. 

As for the Winterguard, I was able to get more practice with them and the more I play them the more I like their versatility.  There's a lot of things they can do.  In this game, Joe mainly gave them Tough but he can also give them boosted attack rolls which is a good speech to give on the attack.  Those boosted attack rolls really help the rockets and sprays to hit.  I just have to remember to get my activations right.  Sorscha needs to go before them to give Desperate Pace and Joe needs to go before them as well to give them boosted attack rolls.   

Joe would be a great target for the Pistol Wraiths.  Without him, the Winterguard are very, very average.  Another good target would be the Standard Bearer who gives them their sprays or the Officer who can give them the Bob & Weave order for +2 DEF.  Wow, now that I think about it, I really have to keep those guys safe. 

Windowmakers were able to take a lot of shots in the game but next time I have to remember to do the Shatterstorm result which creates a 3" AOE on a model that's boxed.  That can have good effect on tight infantry formations.

So overall I'm liking eSorscha a lot as I feel she has a nice balance between killing armor (her feat) and killing infantry (Shatterstorm).  She also can give Winterguard +2 movement and let them reroll failed CRAs which is really nice.  So far she is my favorite caster to use. 

Coco and I are set for a rematch next week as we both enjoyed our game and have a better knowledge of what the other's army is like.  I don't think he'll roll as cold as he did today nor I as hot so it should be a good game.

Great to see a lot of the guys enjoying 50pts and Scenario Play too on the other tables.     

Saturday, July 16, 2011

Warmachine Batreps

Had a good Friday of Warmachine and here are a couple batreps from the games I played. 

Game 1: pButcher vs Mortenebra

First was a 50pt game against Jim's Tier 4 Mortenebra list-- Deathjack, 3 Slayers, Seether, 2 Reapers... or something like that, along with a few necrotechs and Warwitch Sirens (maybe not the Sirens, can't remember). 

I had my own tier 4 list with pButcher-- Devastator, 2 Juggernauts, and a Marauder, along with a full unit of Man-o-War Shocktroopers, a full unit of Demo Corps, and 4 Manhunters.

I won the roll and deployed first with Shocktroopers in front in the center, Demo Corps behind them and Butcher behind them with the dog.  Jacks were advanced deploy because of the tier bonus; I put them in the center just right of the Man-O-Wars.  Manhunters deployed right of the Jacks.

Jim deployed with his Jacks mostly in a line across his front with his Scrapthralls in front to screen/tarpit.  Rest in the back.

I advanced the Man-O-Wars up to the Jack line and Shield Wall.  Jacks stay put and Manhunters redeploy to behind the Jacks. 

Jim sends his Scraps forward getting really close to my lines.  Everything else advances behind them.

Kodiak responds by picking up one of the Scraps and throws it into another one, destroying both in a big AOE 4 explosion.  Juggernaut moves up and one hand throws another that hits DJ and two Jacks.  The Scrapthrall blows up but no damage to the Jacks.  Marauder moves up to a wall and combo smites another Scrap but it doesn't reach the jacks.  Another scrap gone.  Shocktroopers advance and shoot their shild cannons and take out a few more of them.  After all of that Jim has only 1 ScrapThrall left.  Pretty neat round for Khador.

He attacks with his Reapers trying to pull the Shocktroopers out of Shield Wall but they have  Iron Flesh and he misses both attacks :O  One of the Slayers advances and attacks the Marauder doing some damage.  DJ charges one of the Juggernauts and annihilates it and with Overrun advances into my Manhunters on the right.  Seether moves into the other Jugg and does a ton of damage, and doing a chain attack and throwing the Kodiak back and into one of the Manhunters who lives with one box left. 

Butcher Feats and casts Full throttle again.  The three Manhunters charge DJ maybe taking off an arm.  But then a loaded Juggernaut charges in and with his two initials kills the Deathjack.  He turns to the Seether and buys additional attacks and wrecks it.  Over in the middle the Marauder does his Combo Smite again doing major damage to the Slayer and knocking it down. 

Devastator in the middle advances and does his Rain of Death blast and with an additional die does big damage against the knocked down slayer and another nearby Jack.  Shocktroopers charge in with Reach and finish off to Jacks and hurt the Reapers. 

Demo Corp reposition and move to the right to block some charge lanes to protect Butcher.  It was a pretty sick Feat turn and I've never done so much damage before.  Jim is out at least 4 Jacks and the two Reapers are heavily engaged with the Man-O-Wars.  I'm threatening to strike back with all my Jacks and the Demo Corps coming in the next wave.  Jim needs to find a way to get to Butcher as his army is about to be wiped.

He puts Spectral Steel on his other Seether. (can't remember what Jack it was, let's call it a Seether)  It charges over a wall and into my Manhunter who just got up the turn before.  He's got Overrun on him.  He kills the Manhunter and then makes a full advance around my Demo Corp right into Butcher.  He misses with his charge attack and hits with the rest of his initials.  This is for the game right here.  There's no way that Jim can survive the onslaught that is about to come down on his army next turn.  He hits with his next attacks bringing Butcher down to half life.  With two more attacks left he needs to do 12 damage.  He's down to his last roll and needs to roll something like a 7.  He tosses the dice and gets what he needs bringing Butcher to the ground in a crazy assassination run.

It was a pretty amazing game for sure.  The one thing that sticks out is of course the big lesson I learned-- When you have a HUGE advantage, you have to be extra sure that you are safe from assassination.  I moved the Demo Corps to try and prevent exactly what happened but I failed to see the Overrun angles.  Patrick saw it though.  So I just have to make extra certain that my caster is safe, especially after using up all his focus.   

I could have done two things to keep Butcher safe.  I could have surrounded him tightly with the Demo Corp.  This would have left no angles to get to him and the Jack that Jim used didn't have Reach.  Patrick also mentioned that I could have used the Dog and positioned him a little forward and when the Seether attacked the manhunter, i could have counter-charged and then reposition the dog to block a lane.  So some really good lessons there.

The other amazing thing was seeing how deadly Butchers feat can be with Full Throttle and some Jacks.  All the hits are boosted so Khador Jacks, who have a pretty low RAT, can hit a whole lot better.  Also good for getting off the Marauder's Special because all he needs is to hit with his first melee attack to get off the P+S 20 Combo Smite.

Patrick had just shown up and watched the finale to that game.  He was all set to play so I got out pIrusk @ 35 points.

Game 2: pIrusk vs Harbringer

Patrick wanted to get more practice in with his 35 point Harbringer list because he has a tournament tomorrow.  I'm a little hazy with his list but I know he had the Harbringer (duh), Book, Choir, Errants (min), Vassal (maybe two), Avatar, Reckoner, and a trio of guys who make one model ignore stealth (can't remember their name and they might not have been in this list)

I honestly can't remember most of the turns but here's a general summary of events.  Over on the right control zone, the Errants ran up to it quick with Patrick taking first turn.  I sent my Assassins to contest it and they got shot up.  I learned a great deal about Errants and especially their Quick Work ability which lets them shoot if they make a kill in melee.  My assassins were never able to really get a foothold on the control zone.  I had the Great Bears in support there but they were soon charged by the Avatar who ran behind Beast 09, who got Black Oil'd by Gorman. 

Over on the left, the Winterguard had a tough time controlling that zone.  Can't remember why really but they were knocked off of it. 

Irusk ended up running away from the Avatar while casting Inhospitable Ground.  With most of my army killed and no hope to win the scenario I concede the game.  It's only 11:30 so me and Patrick decide to play another.  This time bring out eSorscha!

Game 3: eSorscha vs Harbringer

So pretty much the same list as before and I know he had two Vassals and also that unit of three guys who can make the model see Stealth.  This one is a little easier to remember as me and Patrick talked a bit about this game afterwards.  I'm brining:

eSorscha
Beast-09
Dog
Great Bears
Full Winterguard + UA + Joe
Full Kayazy Assassins + Underboss.
Widowmakers
eEiryss

Scenario had three flags at the beginning but one would soon disappear.  I won the roll and decided to go first.  Winterguard on the right with Battlegroup in the center and Assassins on the right.  Everyone pretty much runs.  Winterguard go for the left flag with Tough by Joe.  Beast moves up the middle.  Assassins go for the right flag.  Widowmakers advance forward and get behind a wall and to Patrick's surprise are within range of his Errants!  They all fire and manage to kill two.  Patrick says this is really bad news.  Bears head towards the right to either go for the central or right flag.  Sorscha puts Iron Flesh on the Winterguard and Shatterstorm was on the Widows.

Patrick moves everyone forward.  Harbringer feats so on my turn if I advance towards her, I will take damage (and infantry most likely die).  Reckoner is on the right.  Avatar on the left.  Trio ready to head for the right flag. 

I can't move towards the Harbringer but luckily the central flag disappears. Assassins move laterally and are able to move towards the right flag.  Beast and Sorcha both move to the right a little to get behind a wall.  Over on the right, the Winterguard are able to move towards the left flag mirroring what the Assassins did, just moving laterally.  Widowmakers then unload some shots on the Harbringer who was in range!  They manage to do quite a bit of damage maybe leaving her with 10 boxes left? 

Avatar heads to the left flag and will be doing battle with the Winterguard for most of the game.  Harbringer also put Fear of God on the Winterguard so they basically can't do any special attacks or give/recieve orders.  They can only walk and shoot... so sad TT.  Over on the right, the Assassins fight the trio and eventually are able to secure the objective thanks to some charges by the Great Bears.  Widowmakers with aiming bonus do more killing of Errants and other targets of opportunity.  Over the course of the game they took out Errants and Choir, possibly one of the Vassals.  They had such an influence on the center of the board that Patrick sent the Reckoner to tie half of the Widowmakers up in Melee.

I decide to run the Assassins and try to make a go for the Harbringer.  The Assassins are near full strength and make a break for it.  Two tie up Gorman while more run forward and engage the choir in melee.  Another round and they'll be able to run into melee with the Harbringer, but...

She responds by AOE'ing two of them with a spell and charging another and killing it.  The Book moves up and blocks a charge lane from Beast-09 to the Harbringer.

Sorcha feats and casts Boundless Charge on her favorite Jack.  He charges (after the Dog charged :) and gets just within Reach Range of the Reckoner.  It takes two swings because of Sorscha's feat to bring it down. 

The Avatar has to then leave the left objective and charges Beast 09 with fully loaded attacks.  After heavy swings the Beast has 3 boxes left-- 1 Cortex and 2 on his right arm.  Ice Axe still operational. 

At this point Patrick points out that all I have to do is clear both objectives and I'll win because I already have a point.  So Winterguard on the left now without the presence of the Avatar are able to CRA and kill the remaining Vassal and Choir that was on the objective.  On the right, Bears charge the last of the trio and secure the right objective for a Khador victory. 

Some things that me and Patrick talked about afterwards was how big it was to lose the Errants so early to the Widowmakers.  Already being a min unit they can't afford to lose two right off the bat.  He lost his ability to tie up the front while his army moves up.  Also, the deployment of the Widowmakers behind a wall essensially gave them +6 defense for a total of DEF 20.  That's crazy.  Their deployment in the center allowed them to have a huge infuence on the game.  Patrick said that their position prevented the Harbringer from helping the right flag.  Widowmakers definitely the MVP of the match.  Also of note was how the Widowmakers are a good unit to pair with the Assassins.  They are able to shoot targets that are just outside of charge range of the Assassins and can free up more space for them to run.  So lesson learned was how important it is to position the Widowmakers; preferably somewhere where they can have a lot of targets and cover a lot of ground with their guns.  Put them behind hard cover and they are very, very, hard to hit.

We chatted about eEiryss and not having her upkeep removal.  Was definitely a pain to have Fear of God on the Winterguard but in the end, with Tough from Joe, they are still able to stick around and contest objectives.  Getting eEiryss in the list would be really nice but @ 35 points I would have to either give up the Widowmakers and the Great Bears.  That's hard to do.  Shatterstorm is great on the Widowmakers and Bears add a much needed punch to the army.  I might rather not have eEiryss and just grind it out when Fear of God or Crippling Grasp is on my units.  At this point, would much rather have the Widows and Bears.

Patrick learned not to have the Errants in range of the Widowmakers in the open.  Sniper damage from the Widowmakers plus aiming bonuses isn't a good matchup for them.  So he learned to deploy the Errants safely when Widowmakers are on the board and in this game thought perhaps a deployment on the left against the Winterguard was better, also because there was a forest nearby and the Errants have Pathfinder.  He realized he should have sent the Avatar to handle the right objective and take out the Widowmakers.

I like eSorscha a lot, second time using her.  She helps the Winterguard greatly with Desperate Pace and rerolls on failed CRAs.  She aslo has a great Feat for taking out Heavies or multi wound models.  Shatter storm is also great with the Widowmakers.  She has to real way to buff the damage of her army but Bears are already good at that.  She does have Iron Flesh though which can get Winterguard up to DEF 17.  She does the same for the Assassins.

For 50 points, will probably add in Devastator, Gorman, and Eiryss, and switch the Dog for Wishnayler.

So that ends Warmachine Friday.  Not sure what the plan is tomorrow but I'd like to either make some terrain or paint up the Great Bears.  I'll probably use them in most of the lists that I run so it would be really cool to see them painted.  They need some work though as converted their heads is going to be tricky.  I want to add gas masks to them.  Not sure I can get hoods on them but hoodied Great Bears and gas masks would be so B@dd @$$.