eHaley vs. Kaelyssa
My Cygnar Army (744 pts, 27 VPs)
| Retribution Army (750 pts, 17 VPs)
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Deployment. Notice the cav fear.
Deployment was by the book. Jen won the roll, and made me go first, allowing her to set up army heavily on my right flank, avoiding my cav, and getting her the Thunderhead vs. mage hunter (with their extra damage die vs. jacks) match-up she was looking for. This ended up meaning that my first round was all about re-positioning. I may have given the mage hunters too much respect, but their Phantom Seeker rounds and their advantage in that forest really freaked me out. So, the Black 13th headed to the left while the Stormlances went to the right, and Haley cast Deceleration to help mitigate any early game ranged attacks.
Turn 2 gets ignorant fast. My GMCA hit the Phoenix with a critical thunderbolt round, knocking it three inches back (into Kaelyssa) and onto its ass. I ran Thorn forward and hit Kaelyssa with Timebomb, boosting the damage but rolling weak. At least I had her debuffed for what comes next: I used Domination to grab the Hydra standing next to her, walk it around behind her, and punch her. Thorn yo-yos back and the Sword Knights move up around him. At this point I've got her about half way down, but there is no way to finish it this round. I reposition my ponies, setting up for a next-turn charge through the forest (using the piper's March). Every single one of my Stormsmiths roll 10+, failing their stormcall skill checks. This is the turn I should feat and take away her retaliation options, but I forget.
A little pissed off about the whole getting punched by her own 'jack thing, Kaelyssa moves up and hits Thorn with backlash and then feats, giving her entire army stealth and denying me the charge next turn. Her army proceeds to scrap Thorn with a combination of Hydra ranged attacks, Invictors shots and Mage Hunters, doing 5 damage to Haley in the process. It could have been worst, but they actually killed him too quickly. The remainder of the Mage Hunters move up and put some hits on the T-Head, filling out a few more boxes. The Phoenix gets up and advances, sheltering Narn, Kaelyssa and the Magister, while the pair of Hydras bring up the rear.Turn 3: I absolutely need to take some pressure off of that right flank. I move Haley up and cast Telekinesis to move the Thunderhead most of the way across that little pond. Unfortunately, I forgot to cast Deadeye first, at at the end of the movement he is now out of range. Note to self: If you intended to use pulse with eHaley, ALWAYS make sure you cast Deadeye first to get that extra die on every single attack roll. Still, I roll crazy high, and manage to kill off seven of the Invictors, but I can't hit the Mage Hunter with their high defense (I bet I would have with Deadeye!) The piper plays march for the ponies, and I charge them through the forest to tie up the Mage Hunters and hopefully protect the T-Head. Sword Knights charge the Phoenix and get through his forcefield, but fail to bring him down. The Stormsmiths fail two out of three stormcalls, which is starting to piss me off.
On Jen's turn, Narn murders my GMCA, and then moves up next to Haley. Kaelyssa moves into the ruined building and uses Phantom Seeker to shoot at Haley. The game might have been over here if she hadn't activated Narn first, but by putting him next to Haley, she now has the "in melee" bonus, and Kaelyssa can't hit her. The embattled Phoenix combusts, but fails to kill off any of the Sword Knights that surround it. Not to waste the oppotunity a giant, flaming jack presents, one of the Hydras grabs it from behind and throws it at my back row of Sword Knights (where the unit leaders are), and manages to kill the unit leader and one of the troopers. The remaining Invictors CRA on the T-Head, while the Mage Hunters battle the cav, doing some damage, but not taking any out.
I'm also getting a good handle on eHaley and her spell list. While her spells can be pretty subtle, once you start to think of all the nasty situations you can use them to set up, they become pretty fun. I definately need to get better at remembering her feat... Much like prime Stryker, I always end up using it a turn later than I really should. The more I play with her, it very much feels like a good turn 2 option, to guarantee you get off the charge.
Labels: Hordes, miniatures, wargaming, Warmachine






I really think that out of all of the casters I've faced, eHaley suits you the best. Good buffs/debuffs, good offensive spells and her feat is nothing to sneeze at.
I'm not sold 100% on Stormlances in that list... I'm almost thinking Long Gunners with the UA might give you more ... bang ... for your buck. :P SKs were crazy good as always, and I did a better job of protecting my 'jacks from them this game.
Kaelyssa is still a hoot to play. I like running her, will need to try her out with the House Guard stuff when it comes out. I still need to get more out of my MHSF like we talked about; I'm thinking Garryth for our next game. I think that would be a decent match vs. eHaley.
Fingers crossed no more cranes fall on the freeway on your way to the LGS!!
Posted by
ghettokorestudios |
11:13 PM