So recently I attended a Blood, Sweat and Tiers tournament run by our very own Pressganger Dave Downs. A great local event full of familiar faces, I took a pretty standard Tier 4 Borka1 family reunion list which I am well experienced with and a Tier 2 Borka2 Avalanche list, which I had only had a few games with. Seeing as there was no divide and conquer (or character restrictions which everyone seemed to miss) I was going to stick with Borka 2 unless things went really bad. My list included Fire eaters, max Longriders and Horthol. Stone Scribes, Pyre,Bouncer, Earthborn and Rok.
Game 1.
Played Harvey from this very blog and his Butcher 3 list. I suffered my usual tournament first game mental block, in which I forget all the strategies needed for my list to work and hope my opponent is also half asleep, sadly Harvey wasn't. I was on the back foot most game, I had a turn when Rok was with in charge distance of Butcher 3 but I couldn't clear the models in front of him. There was a strange moment when a war dog charged, got counter charged by Rok, who failed to reach melee due to a Berserker 'Jack being in the way, but before Rok could complete his assault move got counter-charged by the wardog who then returned to Butcher3, thus avoiding the spray assault! Lost this on scenario.
How did the Tuffalo do? They mostly made poor road blocks as Ruin with silence of death one shotted them with ease.
Game 2.
Played another friend and his Grissel1 dude swarm. There were 2 max units of Kreil warriors with all the trimmings, Scattergunners,Fire eaters, some support and a couple of lights. I ran my army, he ran his, I was engaged. The speed of the tier list was something but it seemed to lack hitting power and the massed attacks of Kreil warriors couldn't take out Rok or the Earthborn. My two heavies completely heal them selves on stationary Kreil troll Popsicle's. Game turned into a grind in which my opponent's death clock run out.
How did the Tuffalo do? They made much better road blocks this time, the high armour was to much for Kreil warriors to deal with and once free of Kreil spam they could go off and deal with the real threat, the Fire eaters.
Game 3.
Played a PVayl beast list with Hex Hunters. Borka's feat allowed me to get right down the throat of Vay'ls beasts and kill box prevented her from running to far. Borka himself took care of Vayl after Horthol bull rushed her. This was quick and brutal.
How did the Tuffalo do? Great, they rushed ahead of Borka's battle group and cleared out the two units of Hex Hunters, dealing with there high def. Once past the Hex Hunters they tied up the large Legion battle group during Borka's feat.
Game 4.
Played my Nemesis Paul (from this very blog). PZerkova's hunting wolves NQ tier. I have played this list a few times, whilst Paul is very competent with this I never struggled against. No different this time and with once central objective zone my Borka list rushed the Khadorians and proceeded to bully it. Only the Devastor constantly clamming up and running back into the zone prevented a scenario win. The Kayazy decided to avoid fighting anything threatening and attacked the Scribe unit, which felt very characterful. Left with only a handful of models, Zerkova run up to Borka, casted multiple razorwinds and shot him to strip him of focus an then charged the remaining two Greylord Outriders to kill Borka. The slim chance of victory through a hail mary shot is one of the things I like about Warmachine, but it still stings to be on the receiving end of it.
How did the Tuffalo do? Great again, they managed to slam Greylords into Kayazy Eliminators, removing that threat from the table, before going through the rest of the Kayazy into a Vanguard light jack before swinging back into the control zone.
So a 2-2 result and the Tuffalo performed well. I feel like they can dominate certain games but they need to keep mobile to be fully effective, impact hits and slams is where it is at. Borka's feat help them if they get tied up, so I will be trying them with other casters (Jarl next) but already I feel they have earned their reputation as great cavalry models, are they best? As with anything it's debatable, I have seen Skorne Ferox used to devastating effect, I have seen wolf riders demolish entire army flanks, I have suffered under the shots of Tempest Blazers but Tuffalo are easily up there.
A collaborative blog about the Warmachine and Hordes game system from a South-East UK meta.
Showing posts with label Trollbloods. Show all posts
Showing posts with label Trollbloods. Show all posts
Wednesday, 15 July 2015
Sunday, 12 July 2015
..this news just in folks - Hit Squad is a thing.
..and lo, did our heroes from the Imperishable Dominion blog travel, across the highest snow wreathed mountains, overcome the sandy and barren deserts, through verdant green fields, over the endless sapphire seas, and go to a local tourney hosted by our resident Press Ganger, which included the 'Theme Forces: Tier1 Required' variant. And it was pretty cool.
So initially, I should probably explain, for those uninitiated that are unfamiliar with the variant. The Theme Forces: Tier1 requirement states that all lists for the event must be theme forces taken from either No Quarter or Forces of books, and must be at least Tier1. All non theme lists are illegal. Otherwise, the Steamroller pack is the same, although interestingly, the variant also lifts the usual FA C restriction - something which most people don't realise, myself included.
Although nervous of seeing a lists filled with hordes of Banes led by Bane Lord Tartarus, I've been looking forward to this one as a first tournament testing ground for the Morghoul2 Hit Squad list I've been working on. To pair with it, after much deliberation I chose another experimental list - a Makeda1 Army of the Western Reaches list at Tier3, filled with Scarab Beast Packs. More on the latter later.
At this stage, it would probably be best to discuss list construction and the build a little.
Hit Squad, Tier4
Lord Assassin Morghoul
-Cyclops Brute
-Titan Gladiator
-Titan Gladiator
-Titan Gladiator
Paingiver Bloodrunner Master Tormentor
Paingiver Bloodrunner Master Tormentor
Agoniser
Paingiver Task Master
Paingiver Task Master
Paingiver Beast Handlers (Leader and three grunts)
Gatorman Posse (Leader and four grunts)
Gatorman Posse (Leader and four grunts)
So.. I know. There's no Archidon. No Basilisk Krea either, although that's probably less mandatory than having Sprint on a stick. Finally, there are no Paingiver Bloodrunner units. Morghoul2 doesn't do anything much for the Titans either. So what does it do?
It plays on two fronts for the most part. Early experimentation with maximising the amount of Heavy Warbeasts that I could get out of the Tier3 bonus was a lot of fun, but ultimately a real strain on a Fury 5 Warlock. Most Warbeasts would start the turn with Fury and risk frenzy, especially once the game was into turn three and beyond where careful placement of Beast Handlers or a Bronzeback couldn't keep the rest reigned in. Additionally, due to the small Control Area I could never quite get the most out of some of the higher SPD Warbeasts. An Archidon with Rush, a Shadow Whip move and either Ghost Walk or the Feat for immunity to Free Strikes has a tremendous threat of 15.5" inches which is difficult to defend from, but typically flies straight out of control and cannot then boost or buy any additional attacks. The alternative forces you to push Morghoul too far forward to a vulnerable position, and whilst on occasion it was possible to get a long shot assassination (the Archidon at MAT6 with one attack base isn't the best for this..) more often this would be for a piece trade, and certainly not worth the risk.
The answer I found was to instead focus on the slower Warbeasts, which were easier for Morghoul to keep control of, and with less of them, to reduce the strain. I overlapped multiple Titan Gladiators to reduce my opponents chances of sniping out Rush from my force, too often the obvious tactic to experienced opponents, and to allow for the beasts to buff each other if needed - removing the need for Morghoul to cast the animus each turn. Plus, three Titan Gladiators is an imposing sight heading down the battle field, and very tanky. With Morghoul and the Paingivers either Stealthed or immune to CRA attacks, the Warbeasts needed to be able to take a hit at reasonable power and keep going.
The second learning curve of this list was that the same small Control Area meant that the list couldn't effectively play into scenarios where the focus wasn't a central zone. Whilst it was easy for Morghoul and his zoo to clear one side of the battlefield, on the other, I'd lose to scenario. Using Bog Trog Ambushers and a unit Gatormen to contest was one approach which worked in some games but often didn't maximise the potential of either, the Bog Trogs suddenly too predictable in where they would ambush and the isolated Gatormen easy to pick off before they could close. Losing the Big Trogs and using the points from the extra Warbeasts allowed to add in a second unit, and back them both up with a Paingiver Task Master to further increase their versatility and survivabilty.
Finally, although initially I didn't include the Agoniser, I felt that the new build with its heavy armour skew could benefit from the inclusion of one to maximise the strengths of the list further - additionally, with no Fury 1 spells or animus, Morghoul often could find the Fury to drop into the solo, keeping it topped up during the game.
All the subtlety of the average house brick? Must be one of Sherwin's lists then.
So.. how did it do? I fielded the list in Games One, Two and Four - and won all of them.
Game One was against the Protectorate of Menoth, and Feora2. I was helped in this game by a central forest on the table, allowing me to run my Titans forward under the cover of the trees and out of line of sight but at the same time able to draw LOS to the inevitable Judicator, which my opponent was forced to either hold away from my battlegroup, or risk the Titans wrath. On the other side of the table, the two Gatorman units were more than enough to initially wipe out the Temple Flameguard and then contest the zone, whilst Morghoul cleared out the friendly zone from enemy models to start scoring. Even so, clever placement from my opponent mean that this one came down to an assassination in the end; with my time on the Deathclock running out, a Task Master was able to use her Mancatcher attack to hold Feora in place so that a Titan could beat her into red paste.
Game Two played into a Sorcha1 Khador list, and was Recon. Going second and having seen my opponents deployment, from the first turn, I gambled that Morghoul could capture the flag on the far left, whilst the rest of my army denied my opponent the same in the middle and on the far right flank. My opponent suffered from trying to advance in a more linear manner, unable to capture the other two zones, I managed to walk away with a scenario victory from this often awkward scenario.
Game Four pitted my list against Siege Brisbane in Destruction, and this was a far more conventional Morghoul2 game, pushing aggressively up the table on the first turn, and then finding a janky assassination in the second turn after extending my threat via Apparition and Shadow Whip.
..I came second in the event, my only loss to Dan and his Trollbloods in Game Three, Dan being the guy that won the event. This was my only non-Morghoul game, and where sadly my second experimental list failed utterly, in a very rough Runes of War Matchup. I'll keep pushing with that one, especially once the Aradius Soldier arrives, which I think is exactly what it needs to give it more punch. More on that in weeks to come.
Overall, I'm delighted with the list. It plays very well into scenario play, which is both unusual for an assassination Warlock, and not necessarily something which Skorne armies are best suited to. It can both take attrition from the opponents forces, as well as deal out significant damage, but at the same time is interestingly mobile. I might keep playing around with it and fine tuning, but in truth will probably keep it this way for some time, until I come up against a wall.
Until next time fellow Tyrants.
Labels:
Cygnar,
Feora,
Forces of Distinction,
Hit Squad,
Khador,
Menoth,
Morghoul,
Protectorate,
Runes of War,
Sherwin,
Siege Brisbane,
Skorne,
Sorcha,
Tier List,
Titan Gladiator,
Trollbloods,
trolls
Sunday, 21 June 2015
Tuffalo Tales
So continuing my discussion with my newest Troll additions, I recently played my first game with these guys.
Playing Captain Winter (from this very blog) I had taken a 50 pt Tier 3 EBorka list, with full Tuffalo and Horthol vs a tier 4 PSorscha Khador list (we were both practising for an upcoming tier tournament, full report will follow).
The game started with typical running, Khador mortars running to the light artillery boosting objective, full Winterguard and Joe running down one flank shadowed by Widowmakers and Beast 09. Two more kahdor heavies and a load of mechanics ran down the other flank heading straight for my objective. Borka feated and waited, not wanting to make the entire Khador army stationary Sorscha had her army take potshots at the approaching Trolls, mostly lobbing mortars at the Kreilstone unit behind the wall of beasts. Next Troll turn there was a couple of slams and a Winter Troll's spray (yay it did something!)which cleared the way to Sorscha. Borka was just within 12" and that was that (I think the fact Borka2 had pathfinder caught out Captain Winter as Sorcha was hiding behind rough terrain trying to avoid kill box), but how did the Tuffalo do?
They had snow shroud upkept then formed a wedge around Horthol, stopping them outdistancing the kreil aura was annoying but they need that ARM 19. Line breaker and bull rush was awesome, boosted impact hits and slams on annoying Winterguard was great, I didn't really have anything else to deal with that amount of high def (maybe a primaled axer). Did they earn their points back? nearly.
Horthol slamming Beast 09 helped set up the assassination but he didn't do anything else (other than bring line breaker for the Tuffalo). So they had an important impact on the game. Potential pitfalls? Lack of pathfinder but that's why we have the Fell Caller Hero.
Playing Captain Winter (from this very blog) I had taken a 50 pt Tier 3 EBorka list, with full Tuffalo and Horthol vs a tier 4 PSorscha Khador list (we were both practising for an upcoming tier tournament, full report will follow).
The game started with typical running, Khador mortars running to the light artillery boosting objective, full Winterguard and Joe running down one flank shadowed by Widowmakers and Beast 09. Two more kahdor heavies and a load of mechanics ran down the other flank heading straight for my objective. Borka feated and waited, not wanting to make the entire Khador army stationary Sorscha had her army take potshots at the approaching Trolls, mostly lobbing mortars at the Kreilstone unit behind the wall of beasts. Next Troll turn there was a couple of slams and a Winter Troll's spray (yay it did something!)which cleared the way to Sorscha. Borka was just within 12" and that was that (I think the fact Borka2 had pathfinder caught out Captain Winter as Sorcha was hiding behind rough terrain trying to avoid kill box), but how did the Tuffalo do?
They had snow shroud upkept then formed a wedge around Horthol, stopping them outdistancing the kreil aura was annoying but they need that ARM 19. Line breaker and bull rush was awesome, boosted impact hits and slams on annoying Winterguard was great, I didn't really have anything else to deal with that amount of high def (maybe a primaled axer). Did they earn their points back? nearly.
Horthol slamming Beast 09 helped set up the assassination but he didn't do anything else (other than bring line breaker for the Tuffalo). So they had an important impact on the game. Potential pitfalls? Lack of pathfinder but that's why we have the Fell Caller Hero.
Saturday, 13 June 2015
Trying The Tuffalo
For a long time these have been lauded as the premier heavy
cavalry in warmahordes, I just got me some. Over the next few weeks I will
playing these alot in the various Troll lists I build and I will report back my
experiences.
Looking at them they bring decent speed for Trolls but not
great when compared to other cavalry models. Decent enough elites level
attacks, ok infantry level armour and boxes, with troll defence. So what do I see them
doing with my warlocks?
My bear is getting painted, so I will be playing them in
Borka 2, in tier. Sadly I don't have the party bus so will be stopping at tier
3. Borka 2 has nothing then to help their speed. Snow shroud I think realistically
won’t really make much of a difference to their defence. My plan of attack
revolves around the feat so the tuffalo won’t be out pacing the army so should
have healthy armour as they should not really be leaving the stone aura. Run
up, feat and counter with a ton of beasts supported by the tuffalo/Horthol on
the flanks. The points discount for them is great.
Jarl Skuld is another lock I use and the speed buffs he brings I think can make the tuffalo more dangerous, quicken is great on anything but I think the star spell here will be tactical supremacy, the 3" reposition will be great for trying to set up the bull rush. Jarls feat may provide interesting opportunities for using the tuffalo as a second wave, using quicken and clouds to get through the trolls who have held the enemy front line in place to clear them with slams, then having the front line (something fighty like champs) leap frog back through the tuffalo to re-engage the now slammed enemy. Will it be complicated as hell to pull off? Yes! Will I still try it? Yes!
Madrak1 is another lock I intend to put the tuffalo to work
with. I play a beast brick with Madrak but I find taking and contesting the
objectives with this list sometimes a struggle, the tuffalo will be a flanking
support element so I'm not sure how they will be benefit from Madraks spell
list, sure foot will be no where near them and they hit pretty good anyways without
carnage. I’m unsure what kind of mileage they will get out of the feat, as they
are all about the rush, but free hits is free hits.
I pretty much play Borka 1 exclusively in family reunion so I don’t see a place for them here, but out of tier? The feat helps for a little extra movement but iron flesh stops them bull rushing and they will probably be knocking down things on their own so won’t need the help from mosh pit. Wind wall seems pointless with them as well as that would mean they are in the centre of the brick, which would limit there manoeuvrability. So probably no for Borka 1.
So am I expecting great things from them? Sadly no, I don't think they can have the impact on the game that justifies the cost, when I play against trolls I don't often see them, but hopefully I can report back soon how wrong my initial assessment is.
Wednesday, 10 June 2015
Intro
Grandad here, mostly an Omnipotent but I have dabbled in everything. Working on my second faction at the moment which is Trollbloods, so I guess I will be talking about 'dem Trolls. Working on a Borka 2 Tier list, building tuffalo and finding out that painting a polar bear is hard......
Tuesday, 9 June 2015
Paul the Cygnar Player
Hello all,
Just a quick introduction to start with. I am Paul Winter and have been playing Warmachine and Cygnar solidly for about 4 years roughly. I am renowned for losing my first 100 games with the boys in blue and having tried every Tier list they have. Currently I win quite a bit now. Cygnar are my main faction, I have the whole range, my minor factions are Khador and Legion which I am keeping to two lists each. I have played Ret Trollbloods and Gators in the past but sold them off.
Just a quick introduction to start with. I am Paul Winter and have been playing Warmachine and Cygnar solidly for about 4 years roughly. I am renowned for losing my first 100 games with the boys in blue and having tried every Tier list they have. Currently I win quite a bit now. Cygnar are my main faction, I have the whole range, my minor factions are Khador and Legion which I am keeping to two lists each. I have played Ret Trollbloods and Gators in the past but sold them off.
Monday, 8 June 2015
Dirt mystics, werewolves and movement shenanigans!
Hey all! My name is Aaron, and I have played warmachine for about four years now and have been a pressganger for about three. I started with Cryx, then rotated to trolls and have settled on circle orobos. I have played only circle Orobos for about 3 years and have literally just purchased (this month) a Haley1/2, Brisbaine and Caine2 list for my self. Just to see if guns are any good or not eh? My Circle Orobos range is fully painted with the help of Fanplastic Little Men, a fantastic painting service! My cygnar will be painted by myself and I'll keep you all updated with how that goes!
In regards to the game of warmachine the reason I play more so then anything else is the amazing friends I have gained (and writing this blog with) throughout playing it. We have the best banter, trash talk and very late nights in the bar at all events we go to and without them I wouldn't bother traveling for over night events. That being said as I do go far and wide for events, I am there to play tight competitive games. This year I have been practicing a lot, I have won some local events and most recently went 4-1 on the first steamroller at the UK Games expo and qualified for the masters. Next year I plan to attend smogcon (I will be running events here) UK, Irish and Welsh nationals as well lots of local events and hope to get podium spots!
I'll be speaking about the events we attend, Circle Orobos as a faction, Hobby and the current tournament meta: how and when it changes!
Cheese for reading my little part, hope to see you all back soon.
In regards to the game of warmachine the reason I play more so then anything else is the amazing friends I have gained (and writing this blog with) throughout playing it. We have the best banter, trash talk and very late nights in the bar at all events we go to and without them I wouldn't bother traveling for over night events. That being said as I do go far and wide for events, I am there to play tight competitive games. This year I have been practicing a lot, I have won some local events and most recently went 4-1 on the first steamroller at the UK Games expo and qualified for the masters. Next year I plan to attend smogcon (I will be running events here) UK, Irish and Welsh nationals as well lots of local events and hope to get podium spots!
I'll be speaking about the events we attend, Circle Orobos as a faction, Hobby and the current tournament meta: how and when it changes!
Cheese for reading my little part, hope to see you all back soon.
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