My FLGS had a small Warmachine MKII tournament today, just to provide us with an opportunity to get a few more games in and to try out the new rules against a variety of armies. It was arranged with short notice, and the crowd was small (only six players), but that was okay by me. The people that did show up were all really great folks, and it made for some very enjoyable games. As far as factions, we were well representated, with everybody but the Protectorate making a showing. We had two Cygnar armies (my Seige and a Nemo), two Merc armies (Bartolo and Gorten), a Goreshade/Cryx army, and a Sorscha/Khador army.
The tournament was a 30-point event, and I wanted to bring a list that would play fast, furious and in your face. Win or lose, I didn't want matches going past turn 3. I'm not a great list-maker as it is, and I spent the night before wracking my brain. I had originally thought about running a Stryker/Stormblades list, but he's a little more defensive-oriented than I wanted, and the Stormblades and all their AOEs can bog your turns down. I finally settled on the following:
Seige's Rocket's Red Glare (30+6pts.)
- Major Markus 'Siege' Brisbane
- Squire
- Lancer
- Defender
- Reinholdt, Gobber Spectator
- Journeyman Warcaster
- Sword Knights (10)
- Sword Knight Officer & Standard Bearer
- Rupert Carvolo, Piper of Ord
- The Black 13th Gun Mage Strike Team
The idea behind the list is pretty self-evident. The Sword Knights would charge forward to tie up my enemy's lines, killing as much junk as possible. I don't expect to need an arc node, so the Lancer's job is really just to hang out with the Sword Knights and set up Flank. Junior will put Arcane Shield (gasp!) on them, while Rupert will play Heroic Call to make them tough and fearless. The Black 13th provide the list with some ranged punch, and can negate Stealth with Fire Beacon. Reinholdt is there to give Siege the extra shot via Reload, making Siege and the Defender the assassination squad. The idea is to use Foxhole when necessary to create LOS, pop Siege's feat (halving armor for the first damage roll they take this round), and then hit them with two boosted POW14 rockets and a boosted POW15 long barrel. I figure that should be enough to get the job most of the time.
So, how did it all work in practice?
Game 1: vs. Gorten Grundback (Searforge)
Gorten was running a Driller and a gun-bunny (I don't know if the gun-bunnies were Blasters or Gunners - they never got a shot off), Thor Steinhammer had a Rockram and another gun-bunny. There was a small unit of High Shields and a small unit of Forge Guard, and Herne and Jonne mixed in. Somehow that doesn't quite feel complete, but being the first game, that's all I remember off hand.
Early in the game, Jonne managed to deviate a shot onto Lynch, and kill him, which made me sad. To get revenge, Ryan killed him dead, but unfortunately, she hit him too hard and killed him before she could get the chain attack off. I misjudged my range on the Sword Knights' charge, and they fell short, failing to engage the Forge Guard and High Shields. The next turn there was a big scrum in the middle of the field, which lead to the deaths of some Sword Knights, but ended up being to my advantage as it bottled up Gorten's jacks in his backfield. Gorten pulled back, but not far enough, and at the top of turn three Siege was able to pop his feat and hit the little guy with a pair of rockets, ending the first game. 1-0.
Game 2: vs. Sorscha (Khador)
Khador scares me. They always have, and especially Sorscha, although her feat is a lot less painful in MKII thanks the "Shake Effect" rule. This particular list included a Behemoth, a Devastator, a unit of Iron Fang Pikemen with the UA, the Wardog and a unit of Widowmakers. Needless to say, that Behemoth made me nervous. The trick to beating this one would be two parts: 1) survive Sorscha's feat, and 2) ignore the Behemoth and go straight for the kill.
The game started as most games against Khador do - slogging through incoming mortar barrages just trying to get there. The Black 13th were able to set up shop in a forest to take advantage of Prowl, but they didn't do much else besides distract the Widowmakers for the rest of the game. My opponent got a lucky deviation early, managing to kill Junior and make Arcane shield go away, which in turn made my Sword Knights a whole lot squishier. Now I really had to hurry.
Siege cast Explosivo on himself and the Defender, and together they managed to kill off all but a couple of the IFP, which made me feel a lot better. It also opened things up considerably for the Sword Knights to charge forward. This actually worked out well for Siege - I had a good screen of SKs to block LOS for Sorscha's feat, but I could easily move them around and open up shooting lanes on my turn. Sorscha tried to kill them off and open up some lanes, but some seriously unlucky rolls left her poorly positioned at the end of her turn. On my next turn - you guessed it - Siege feats, boosts the rocket, gets extremely lucky on the attack roll, and lands 30 points of damage against her armor 8. Sorscha goes down! 2-0
Championship Round: vs. Goreshade (Cryx)
The Goreshade army intimidated the hell out of me - it was huge. Besides Goreshade there were two Seethers, a Pistol Wraith, a full unit of Mechanithralls with two Brute Thralls, a full unit a Satyxis with the Sea Witch, a Machine Wraith, a Necrotech and a Necrosurgeon. Of course, as soon as Goreshade pops his feat there will also be a unit of Bane Thralls to contend with... I knew that I didn't have a chance if I tried to kill off the entire army. I needed to go for the throat early or die trying - this game would definitely end by turn 3.
I ran forward, bravely into the fray, and the Cryx came rolling forward like a putrid, black tide. I learned that Satyxis are really, really fast, and that every time they hit a jack they hurt your warcaster just a little. I also learned that on a full charge they are more than a match for ARM19 Sword Knights. By the top of turn 3, both armies were fully engaged, and my Sword Knights were starting to get depleted. I needed to do something fast. Goreshade was within striking distance of Siege, but was protected by Stealth from Shadowmancer.
I put a plan into motion that I knew to be a desperate gambit. Lynch descended from his hill into the snarling horde of undead. He closed within 7 inches of Goreshade and shot off his Fire Beacon. It automatically missed, but still managed to deviate onto Goreshade, neutralizing Stealth. Watts hit, but couldn't beat the armor. Ryan missed her first shot, but hit solidly on the second. This was an unfortunate turning point and the ultimate unraveling of the plan, as I needed the Chain Attack Mage Storm to take out the Deathwalker so Goreshade couldn't sacrifice her to save himself. Unfortunately, that wasn't meant to be...
Siege feats, and sends a boosted rocket into Goreshade, but my dice fail me, and I leave 1 wound on the warcaster. The second shot (thanks Reinholdt!) boxes him, but that just takes the deathwalker out and brings him back with one wound. Even Jr. steps up, ready to be a hero, and takes a shot. He hits, but doesn't lay out enough damage to bring him down. Epic fail.
On my opponents turn the Satyxis run around the flank at their amazing 14 inch speed, and Goreshade soulgates in a Seether right next to Siege, ending the warcaster's reign of rocket-delivered terror in a gooey, bloody mess. Game over, 2-1.
Wrap up
When it was all said and done, I didn't even take second place - I ended up with third thanks to the other 2-1 guy losing less points than me along the way. Oh well. It was still a great day of really enjoyable gaming with really good people. I feel like I'm getting consistently better with my army, and I really like where MKII is going. In three games I didn't spot any egregious rules issues, although the Seether felt like it may have been a little cheap, while the Highshields felt a little... well... sucky. All in all, the game remains intact, and I'm actually really excited for where it is going. For me, it's going to be hard to go back to MKI for the next 8 months while we wait.
Labels: miniatures, MKII, wargaming, Warmachine