Saturday, January 23, 2010 

Flying Lead

I played a second round of tune-up games Thursday night in preparation for this weekends Resurgence MKII launch event. This time we were playing the 50 point lists, 12-minute turns, and using the resurgence scenario, which has 3 different control zones that score progressively more points the further you are into you enemies territory. We played two games, only going to round three both times, so we could have time to tune the lists.

I started out with 50 point list I described a few posts back, and I found myself frustrated on a few points. First, I just wasn't getting the points out the Thunderhead and Thorn. I'm not saying they aren't worth it in Mark II, but so much of this army is built around using Haley to give the rest of army ranged superiority that there isn't a lot of focus left over for the T-Head. Plus, I felt like Prime Haley had better synergies with these units than Epic Haley, so I decided to stick with the regular version all the way through. With a few adjustments, my lists now look like this:

25 Point List (30/30)
  • Haley (+5)
  • Squire
  • Lancer
  • Journeyman
  • Stormguard x10
  • Gun Mages
  • Gun Mage Captain
  • GMCA
35 Point List (40/40)
  • Haley (+5)
  • Squire
  • Lancer
  • Defender
  • Journeyman
  • Stormguard x10
  • Gun Mages
  • Gun Mage Captain
  • GMCA
  • Stormsmith
50 Point List (55/55)
  • Haley (+5)
  • Squire
  • Lancer
  • Defender
  • Journeyman
  • Hunter
  • Stormguard x10
  • Gun Mages
  • Gun Mage Captain
  • Cyclone
  • GMCA
  • Stormsmith x2
By dropping the T-Head and Thorn and replacing with a Defender and a regular Lancer, I free up enough points to fit a hunter in, which is a perfect match for the two focus that the Journeyman has on him every turn. (I may have Jr. run the Defender in round two for the same reason). I debate whether or not I want a Defender or a Centurion, but I like the flexibility of the melee/ranged combo. I wish I could fit Rupert in, but you can't have non-Prime character solos until the 50-point rounds, which means I would have to hold back points in prior rounds to fit him in.

Facing off against a pile of angry elves. Feeling the disparity caused by spending 21 points on 2 jacks. The blue tape marks the corners of the three control zones.

The good news is that my modified list worked out pretty well. Even against overwhelming numbers of ranged infantry I could push through. With this list, Haley's feat turn is an absolute bitch for your opponent. For those not familiar with Haley, her feat allows each model in her control area to have an addition attack at the end of it's activation, regardless of rate of fire. So, turn 3 tends to looks something like: Move Haley up, cast Temporal Barrier (to give all enemies in your control -2 DEF), and put Dead Eye on the Gun Mages. Then, you charge the Stormguard. Each Stormguard is POW 12 and causes a POW 10 electroleap, so they can spawn up to 40 damage rolls (two primary attacks each, two electroleaps). In my games so far I have been able to decimate the front lines, and if the army is packed tight enough, well into the back line.

The gun mages then advance and clean up. They typically use critical brutal shot, and thanks to the extra die from Dead Eye, they roll a fair number of criticals. They get 14 shots this way, with half of the attacks getting the extra attack die. Combine this with True Sight from the UA, and not much can hide. Finally, the marshaled Cyclone gets to go, generating 2d3+1 attack rolls, and thanks to Rune Shot from the Dude, he can use arcane effects as well.

You are starting to get the picture - in one turn 27 models generate up to 76 attacks/damage rolls without spending focus to purchase more. The biggest challenge is getting it all done in a 12-minute timed turn! (You have to resovle an attack every 9 seconds!)

It's great to see 'jacks on the table again, and the Cyclone is already turning into a favorite. Marshaled by The Dude, he's an absolute horror.

At this point I'm pretty happy with the list and how it's playing. It remains untested against a pile of heavy armored jacks, and that's the one thing I fear. I've proved it to be reliable against ARM18 infantry, but I'm worried about a heavy jack swarm. The hunter should help, but I might have to shift tactics and use the Gun Mages to slam things around rather than trying to kill them. A lot of AOEs that can deviate onto my fragile Gun Mages could spell doom as well, but I should be able out-range almost everything but mortars... Yes, I'm afraid of Khador. Hopefully it will hold up!

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Sunday, January 17, 2010 

Epic Nemosity

I took a few minutes this morning to put the finishing touches on my Epic Nemo. I had this model mostly finished last weekend, but I still needed to do a few small touch-ups and seal him. Of course, immediately after sealing him, I notice a few more touch-ups that need to be done... *sigh*

Epic Angry Old Man about to deliver lightning to your face-hole.

This is what Nemo would look like running away. You will never see this.

As I was playing a game the other day I was looking at my Journeyman Warcaster - he's really well painted (at least by my own personal standards), and I realize the difference is that back then painting was my primary hobby, and I played only the occasional game with a friend. Now that I am more of a player, I think I must be starting to cut corners to get models on the tabletop faster... My models these days don't seem to hold up under the scrutiny of a digital camera, but at least (I hope) they look great on the tabletop.

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Saturday, January 16, 2010 

Tensions Rising

I played a couple more games this week as I tested out some list ideas for our upcoming Resurgence MKII launch event. It is an escalation format, which means you start with a 25 pt. list, then go to 35, then to 50, by adding models in each time. It forces you to make some hard choices, because you have to keep everything you had the previous round (with some allowances for upgrades - for example you can pay the point difference and upgrade a lancer for Thorn or an Ironclad for Ol' Rowdy). I've been playing with lists all week, and after some playtesting I still have mixed feelings. Here is what I have at each level:

25 Point List (28/30)
  • Haley (+5)
  • Squire
  • Lancer
  • Journeyman
  • Stormguard x10
  • Gun Mages
  • Gun Mage Captain
35 Point List (40/40)
  • Haley (+5)
  • Squire
  • Lancer
  • Thunderhead
  • Journeyman
  • Stormguard x10
  • Gun Mages
  • Gun Mage Captain
50 Point List (55/55)
  • E. Haley (+5)
  • Squire
  • Lancer
  • Thunderhead
  • Journeyman
  • Stormguard x10
  • Gun Mages
  • Gun Mage Captain
  • Cyclone
  • Strangewayes
  • Stormsmith x2
The overall idea is to use the Stormguard as the front screen (they have Ranked Attack now) and deliver the Gun Mages behind them. The Stormguard's Electro Leap should help them take out whatever front line forces they meet, and they have combined melee attacks if I run into something heavy. The GunMages will spend most of the game with Dead Eye on them, making it much easier to getthe Critical Brutal Shot. The Gun Mage Captain is in there primarily for Tactics: True Sight to deal with stealthy stuff. I have to go two points light on the first list to fit the T-Head in for round two, which is a little scary in an already small point size.

My two practice games were at the 25 and 35-point level. I won both, but the 25 point level is scary. Normally I lose about half my front line early, making me feel very exposed. Haley's Blitz feat turn (top of 3 for both games) was critical - Dead Eye on the GMs, use Temporal Barrier for the -2 DEF, and then everyone gets two attacks. Even half a unit of Stormguard can take out most of an enemies front row with Electro Leap attacks (on the feat turn, even with only half the unit that is ten POW 12 attacks that generate ten POW 10 electro leaps!). The Gun Mages can usually follow up an annihilate most of the second line infantry with 14 shots, getting a few brutal crits off in the process.

In both of the games my feat turn was truly frightening and I was able to slaughter the enemy troops wholesale. While the list is good at killing armies, it takes a little more work to kill warcasters... I managed to get the job done, but with only a handful of troops left at the end. (Admittedly, the 35 point went much better with the help of the Thunderhead!) I also have no idea what I would do if I faced off against a Khador list with two or three heavy 'jacks. So, at best I think the lists needs some tweaking, and at worst I may head back to the drawing board.

In other news, I forgot to mention in my last post our local group managed to show up on Page 5 of No Quarter this month for our Breast Cancer Brawl tournament! Now I can say I've had my picture in No Quarter (I'm one of those teeny tiny little people in the group shot, which is ironic, because I'm about 6'4" in real life!) Congrats to Bobaferret for putting on an awesome event!

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Sunday, January 10, 2010 

MK II is Upon Us!

Like everyone else in the Warmachine universe, I picked up the new Prime rule book the day it hit the streets, and I'm pretty happy with the book. Typical for Privateer Press, the book is a gorgeous piece of layout and design, and the art is excellent as usual. there are a few pieces I don't care much for (What is up with Skarre's weird stiletto legs?) but I was happy to see some of the updated warjack art. Either way, it felt great to have MK II in my hands. No more field tests or asking which version someone wants to play. It is upon us.

To celebrate, I played my first "official" MK II game Thursday night, once again against Bobaferret's Retribution army. Our FLGS is having a MK II launch event on the 24th of this month, and it will be a escalation event, where you army goes from 25 pts. to 35 and then to 50. To warm up, we decided to play a 25 pt. game. I didn't get to play at all over all of my holiday time off (How does that make sense, right?), so I felt really rusty. I'm sure my play was a bit clunky - but that's what friendly games are for: Knocking the rust off. Armies looked something like this:

My Cygnar Army (25 pts)
  • Haley (+5)
  • Squire
  • Lancer
  • Journeyman Warcaster
  • Defender
  • Precursor Knights x10
  • Stormblades
Bobaferret's Elves (25 pts)
  • Ravyn (+6 pts)
  • Hydra
  • Arcanist
  • Houseguard Halberdiers x10
  • Houseguard Riflemen x10
  • Ghost Sniper
  • Mage Hunter Assassin x2

After playing 750 point games, the smaller size was really challenging to build a list for. The game itself was a rough one... We played a "Mosh Pit" type scenario using this roundish piece of hill terrain to define the mosh pit. I pushed ahead fast, but forgot that you can't run and shield wall on the same turn (I told you I was rusty). When the Houseguard Riflemen started shooting up my Precursors the next turn, I was starting to fear that I had seriously overextended myself.

Round 2 I moved up a little further, and this time I shield walled. Temporal Barrier would assure I didn't eat a charge this turn, and would force the 'Ferret to advance cautiously. I did manage to shoot some lightning around and take out a few enemies, which made me feel better.

Moments before the last of my infantry get wiped out by Rayvn's Thresher attack...

Round 3 was the money round: Haley pops her feat and throws Deadeye on the Stormblades. We wade in and manage to kill off most of the infantry. Suddenly things are looking up. I've got most of Ravyn's infantry dead, and a huge pile of troopers standing in front of her to gank her next round. Unfortunately, I don't know Ravyn very well... She casts Vortex of Destruction and then dives in and threshers my pile of infantry, killing most of them. My Defender (which has had it's heavy barrel destroyed by the Hydra in prior rounds) gets picked up an chucked at Haley, and they both get knocked down.

The assassination attempts drag on for a couple more rounds, both of us unable to get the job done. I finally get off a lucky damage roll to take Rayvn down, but by this time I'm down to Haley, the Defender, the Journeyman, 2 Stormblades and the Lancer. Bobaferret is down to Rayvn, the Hydra, 2 Halberdiers, 2 Riflemen and a Ghost Sniper. A brutal but good game. We were both fighting tooth and nail to stay alive, and it showed.

In other news, I picked up Darksiders on the XBOX 360 yesterday. I've seen this game at PAX for the last couple of years, and both times I knew there was something special about it. The visual style and polish is so far very impressive, and the game is a blast to play. Has a very visceral, Devil May Cry sensibility to it, and the controls are smooth like butter.

Also, went and saw Sherlock Holmes last night, and liked it much more than I expected to. It had a nice blend of steampunk and occult horror, and if you are a fan of either one, there is likely something here to enjoy... I was entertained the whole time (a rare thing these days, especially for movies over a couple hours long.) I approve.

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Friday, January 01, 2010 

Happy New Year!

Happy new year to my friends in the blogosphere! Here's hoping that 2009 treated you well, and that 2010 treats you even better! All told, it was a good year for me - I find myself more than a little disappointed that we are almost a decade into the twenty-first century and I still don't have a flying car or a robot sex slave, but what can a guy do? A new year always makes me feel both nostalgic and hopeful, and this morning I'm sitting at a coffee shop this morning looking back on the year gone by, and thinking a lot about the year to come, and I thought maybe I should put some of those thoughts to digital ink. So here goes...

Last year was my first full year playing Warmachine, and it was a great year. I've made some great new friends down at my FLGS, and I've learned a lot about how important a good community is to the health of a game. When I first started getting interested in Warmachine I was really intimidated. The game had been out for years, and was on it's fifth expansion. I hadn't really played tabletop games before, and I thought there was no way I would be able to get involved in any competitive way - but thanks to a great local community and an outstanding press ganger, I've been able to jump in with both feet. I've won more than I've lost, I've been in the hunt at several tournaments, and even placed third in out Breast Cancer Brawl!

Of course this year looks to be one of the best ever for Warmachine players. Mark II promises to clean up much of the sediment that has built up in the system over the years, and new models and books will revive interest after what felt like a long draught in 2009. We should see even more new players as the new rules level the playing field - at least for a short time. I know that I personally can't wait to get my hands on a Cyclone and a Firefly and put them to work!

I picked up a couple of started fleets for Firestorm Armada, and I'm hoping that game catches on (and that Spartan Games doesn't errata the rules to death like they did with Uncharted Seas). I'm a huge fan of Sci-Fi fleet combat stories like Jack Campbell's Lost Fleet series or David Weber's In Death Ground and Shiva Option, and I love the idea of playing out my own fleet-scale broadside battles in deep space. I have no idea if the game will even catch on locally, but I'm hoping I can find at least a few other folks with an interest.

I also finally got my D&D game back on track last fall. I DM a long-running Eberron game that went on hiatus late in 2008 when 4E hit the scene. Between D&D and Warmachine, it has become abundantly clear that a change in core rules (even for the better) is a disruptive thing, and the shift to fourth edition had quite an impact on our game. It was only after playing in a couple of RPGA events at PAX that everything clicked for us, and everyone finally decided that 4E was going to be a good thing. When we got back, we rebooted the game, and we've been having a blast ever since.

So, what's in store for 2010? We'll, I still have the goal of paining my entire Cygnar army (as well as their supporting mercs). I didn't make as much progress on that as I wanted to last year, so I'll have to keep working on that. I like to get a regular schedule and play Warmachine at least one time a week, and I need to do a better job of planning for (and defending) that time. I'd like to get my Khador army on the table and get some play time in there.

On the roleplaying side, I'd like to see my D&D game push well into the paragon tier and finish the current story arc of their campaign. I'd like to host of couple of "NanoCons" and run one-shot games of couple of other systems that I have a lot of interest in - most notably Spirit of the Century and CthulhuTech. I'd love to go to GenCon (I've never been!) but I need to figure out how to do that while still being able to attend PAX (GenCon is a convention, PAX is more like a family reunion.)

Ah, so much opportunity. There is nothing like the first day of a new year. Hope springs eternal, and none of my best-laid plans have had a chance to go completely to hell yet. Here's to a great year!

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Monday, December 07, 2009 

No Country for Old Men

It's hard to believe it has been a month since the last time I posted, but sure enough, November has come and gone, Christmas is on the horizon, and it is far past time for me to check in! November was a quiet month for Warmachine – there were no local tournaments, and in-between work and the holiday break I only managed to get a couple of games in. One of those was last Thursday, as did my part to help out with the Hordes MK II Field Test. This time around it was a battle of the Epic Old Men, with my eNemo facing off against Jen’s (Bobaferret) eDoomshaper. It’s been a while since I’ve played MK II, so it was a kind of clunky-but-fun game. Here are the lists we took:


My Cygnar Army (56 pts)

  • Epic Nemo (+6)
  • Squire
  • Ol' Rowdy
  • Thunderhead
  • Lancer
  • Journeyman Warcaster
  • Ogrun Bokur
  • Arlan Strangewayes
  • Gun Mage Captain Adept
  • Sword Knights (x10)
  • Sword Knight UA
  • Rupert Carvolo
  • Stormsmiths (x3)
  • Black 13th Strike Team
Jen's Pink Trolls (56 pts)

  • Epic Doomshaper (+6 pts)
  • Earthborn Dire Troll
  • Dire Troll Mauler
  • Mulg the Ancient
  • Troll Axer
  • Troll Bouncer
  • Farrow Bonegrinders (x4)
  • Feralgeist
  • Gatorman Posse (x5)
  • Troll Whelps

I’m not going to do a full battle report, but here were the highlights: We decided to play a “King of the Hill” scenario, with a 12-inch hill we had laying around. I went first and was able to push my Sword Knights into the middle early. I learned a lot about MKII Sword Knights this game – they are no longer the offensive powerhouse they once were, but when paired with the Piper (who can pipe “tough” every turn in MK II) they become one hell of a tar pit unit. With Flank and a change they can still do some damage (POW 10 + 4d6) but otherwise they are now much more useful for their staying power than their killing power. That being said, I had a hell of a time killing warbeasts, and knew I was going to have to go for the scenario win.



The rush for the hill. Some gatormen are going to die. Rowdy eyes Mulg.
At the bottom of turn three I was pretty sure I have victory locked up when I had a close call. Jen trampled her Earthborn through my line of Sword Knights and into position to deliver two Primal Shocks! (If you haven’t read MK II trample rules yet, do so now… It is far easier and more effective to trample these days!) Luckily eNemo had two focus on him, as the assassination attempt would have been successful otherwise. As it was, he survived with two wounds, and the game ended by scenario.



End Game: Nemo withstands two Primal Shocks FTW.
MK II still feels strong to me, and I’m excited to get on with it come January. In general, I still think it plays smoother and faster than the current version, and I like having less rules per model. Sure, models like Rowdy and Thorn were awesome, but the amount of rules you had to remember was just absurd. I like this way better now. Still getting used to some of the role changes in my army (like Sword Knights changing from offensive powerhouse to defensive tar pit) but I don’t mind them. I was starting to feel like some of the Cygnar units had gotten so strong that there wasn’t much motivation to try other things. MK II feels like it is pushing the game back to more of a combined arms affair, which I really like.

On a side note: I talk about Warmachine quite a bit on this blog because, well, I like it quite a bit. But the truth is, I’m a huge gaming geek and I like a lot of different stuff, and I’m probably going to start talking about more of that other stuff here. I’m a huge fan of roleplaying games, and at one point I had even talked about starting a separate blog for that. As it turns out, keeping up with just one blog is hard enough, so I’ll probably just be posting all of that stuff here. I’ll be using tags, so If you are only interested in following my Warmachine stuff, that’s easy enough, but hopefully you’ll find some other interesting stuff in here from time to time as well.

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Sunday, April 26, 2009 

MKII Tournament


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.


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Wednesday, April 22, 2009 

MKII: Stryker vs. Bartolo

As promised earlier in the week, here is my first Warmachine MKII battle report! This game was really all about getting a feel for MKII, and to help that along I wanted to play a list that I already had experience with, just to see how different if felt. I went with my Stryker “Sword and Storm” list, which I’ve played a couple times over the past few weeks and had good luck with. We decided on a 50 point game, which meant that I was able to fit a couple of additional models in over the old 750 list. In this case I chose Strangewayes and a Charger, not because of any great synergy they offered, but rather because I just wanted to see what they could do in MKII. In the end, the armies looked like this:

My Cygnar Army (50+6 pts)
  • Stryker (prime)
  • Squire
  • Lancer
  • Centurion
  • Stormclad
  • Journeyman
  • Charger
  • 10 Sword Knights + UA
  • 6 Stormblades + UA
  • Strangewayes
  • Black 13th
Jen's Mercs (52+5 pts)
  • Capt. Bartolo
  • Nomad
  • Nomad
  • Vanguard
  • Dirty Meg
  • Nomad
  • Mangler
  • Reinholdt
  • Dougal McNaile
  • Herne & Jonne
  • Aiyana & Holt
  • 10 Precursor Knights + UA
  • Eiryss

First thing: Notice that my opponent is a dirty cheater! Two points over! Hah! Seriously, not a big deal - You have to expect these kinds of small errors with a new ruleset. Anyway, on to the game... Deployment was pretty standard, with only Eiryss advanced deploying on the same side as the Black 13th. That should be fun to watch.

Deployment Deployment. Every model but one (Strangewayes) in my army painted!

Turn 1: Jen won initiative, and went first. For the most part turn 1 was uneventful, both armies running out toward the inevitable collision. I kept the Stormblades back a little bit to make sure I’d get a chance to lob some lighting before we closed into melee range. I really didn’t like the idea of Dirty Meg’s Nomad and Mangler charging me at the top of turn two, so I used Bedivere (the Lancer I have embedded in my Sword Knight unit) to drop an earthquake right on their heads. Junior cast Arcane Shield on the Sword Knights, because that’s what he does.

End of Turn 1 End of Turn 1. Everybody runs.

Turn 2, Jen: Jen advances her Precursor Knights and they shield wall. Holt shoots one of the Sword Knights dead from his hiding place behind the Precursors, and opens up a lane to assassinate Jr. - but he misses! Jr. empties his pant load. McNaile grants artillerist to Herne and Jonne, who then pound the Sword Knights with an arquebuss barrage, but thanks to Defensive Line and Arcane Shield they were mathematically impervious to the max 19 damage. Eiryss moves up and murders Lynch before Bart's heavies move up to surround her.

Top of Turn 2

Top of Turn 2. Eminent Bloodshed.

Turn 2, Me: My Lancer advances to engage Meg’s Nomad and Mangler, and pokes the Nomad. While the damage was inconsequential, the real value is in setting up the Flank for the Sword Knight charge that is about to happen. The Sword Knights charge the two heavies, laying out a respectable amount of damage. Here is the first place MKII was different – with Dismember and Sword Master under MKI, I would have thrown two POW 10s and 9d10 of damage. This time I only got one attack at POW10+4d10. While part of me misses all that extra damage, the other side of me realizes how absurd it really was. Even under the new rules I was able to take out more than half of each jack, disabling their main weapon systems.

On the right side, the Stormblades receive the assault order and smash into the Precursors with lightning and blade, utterly decimating them. One of the Stormblade’s AOEs manages to take out Aiyanna on a lucky roll. The charger steps up and takes a shot on the standard-bearer, but misses. The Black 13th shoots up the Nomad on the far right, ending with Ryan getting off her Chain Attack Mage Storm and catching Eiryss in the AOE, killing her. Finally, Stryker hides behind a tree like a bitch so Holt wouldn’t shoot him in the face.

Bottom of Turn 2

Bottom of Turn 2. Ten dead Precursor Knights.

Turn 3, Jen: Meg fixes the Mangler’s nasty flail, and then it makes a thresher attack, taking out two Sword Knights, while the Nomad takes out a third. Herne and Jonne score a direct hit on another Sword Knight killing him, but his buddies are still effectively immune to the blast damage. The Nomad and Renegade on my right flank advance into the Stormblades, killing only one of them. Bart moves up into the middle of his army and pops his feat.

Top of Turn 3
The top of turn 3.

Turn3, Me: I’ve never played vs. Bart before, and it occurrs to me that I have a couple of choices – I can either pull back to avoid the next-turn knockdown or push in and just deal with it. It would have been a harder choice if I wasn’t playing Stryker, but his feat counters Bart’s nicely… Sure, I was going to be knocked down, but I would still be damn hard to kill. So, Stryker abandons his hiding spot and moves up to mid-field make sure he has everyone in his control area, and then pops his feat. He also takes the opportunity to lob another earthquake onto Herne & Jonne, and manages to catch McNaile and Holt in it as well. Finally, he puts Arcane Shield on the Sword Knights (and Jr. re-casts it on the Stormblades) just to make sure we were maxed out on the armor for the knock-down turn.

I take advantage of a very exposed Bart and use my Stormclad to give him a full measure of lightning, boosting the damage and putting 8 points on him - and as an added bonus, the lighting bounces and kills Reinholdt. Next, I try to slam the Nomad back into Bart with my Centurion, hopefully causing some nice collateral damage and knocking more stuff down. Unfortunately, I only roll a 3 on the attack roll. The Stormblades attack the jacks and shoot lightning at the Precursors, but thanks to a string a bad rolls they are mostly impotent. The second wave of Sword Knights charge Meg's jacks, managing to scrap the Nomad, and damn near take out the Mangler.

Bottom of Turn 3

Bottom of Turn 3: Preparing to get knocked down.

Turn 4, Jen: Most of my right flank is knocked down this turn from Bart's feat, making them easy to hit, but Stryker's feat has their armor up to astronomical levels. The Precursor Knights pop their mini-feat and attack the Stormblades, killing two. The Vanguard goes after the officer and but can't get through the 23 armor, while one Nomad mixes it up with the Centurion. Herne and Jonne take a shot at Stryker, but miss. We didn't even roll for deviations because the blast damage couldn't touch anything with the armor, although the Mangler does manage to kill another Sword Knight. Bart takes a play out of Stryker's playbook and hides behind a tree like a bitch, pulling his other Nomad as a bodyguard.

Top of Turn 4 Top of Turn 4: Trying to get through Stryker's feat.

Turn 4, Me: There is always that point in a game when you can smell the blood in the water and you just look at the table and think, “Okay, how can I get this done right now.” This was that turn. I took advantage of the new Shake Effect rule to put my Charger, Stormclad and Centurion back on their feet during the control phase, and then I start working through my kill options.

First I would try the Black 13th – Watts was knocked down, so he just stands up and shoots a jack, but Ryan was out of Bart's control range, so she could run in and take a shot. She manages to land all both shots and the chain attack, but only puts four more wounds on Bart. Next the charger wades into the fountain at the center of the map, boosts, and drills the dirty pirate for another 4 points (BTW, spending one focus to boost both attack and damage is sweet!) At this point Bart is hanging on by a thread, but I don’t have anything else that can get to him turn… Or do I? The Stormclad advances just into range and targets the Nomad that Bart pulled back to be his personal bodyguard, and lets the lightning fly! He hits, and the lightning bounces to Bart on the bank shot - It’s only a POW 12 vs. Armor 19 (with Batten down the Hatches), but boosted, I manage to land 2 points – which is just what I needed. The dirty old pirate goes down, and that’s the game.

Bottom of Turn 4 End of the game. Death by Bank Shot.
Wrap-Up

So, that was my first MKII experience, and all in all, it was a good one. The changes to the units were noticeable, but everything still felt useful and appropriately costed. More importantly, contrary to all the grumbling, I didn’t feel like my army lost any of their fine Cygnaran flavor. It was still all about making your opponent slog through arcane shield while you shoot them in the face with lightning. Jacks felt far more solid– we had only lost one at the bottom of round 4, and they could actually hit things without boosting. Shake Effect is a great new rule – it still gives you a chance to wail on a knocked down opponent, but it doesn’t take away their entire next turn. I am definitely in the camp that is completely excited about MKII. My biggest complaint at this point: No pictures on the stat cards made it a bitch to find the right one during the game. For this weekend’s field test tournament at my FLGS I think I’ll draw stick figure versions of all the units on their cards…

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Sunday, April 19, 2009 

Black 13th, MKII

I finally finished painting up the Black 13th this weekend. I had Lynch and Watts painted last week, but I didn't get back to Ryan until this weekend. I'm pretty happy with the way the turned out, considering I hated the models when I first saw them. To be fair, the models themselves aren't bad - in fact they have a fantastic amount of detail - but they just don't share the same chunky "heroic scale" aesthetic as the rest of my Cygnar army. That, and they are so thin that if they turn sideways they almost disappear (that must be where the Prowl ability comes from...) The good news is that a little paint makes them pop, and they seem much more three-dimensional now that they have color on them. The bad news is that Eiryss still looks like she has 30 pounds on them.

The completed Black 13th, now shooting you in the face in technicolor.


In other news, I made it into my FLGS today to play my first Field Test game of MKII. All in all, I was ambivalent. I don't mean that in a bad way - I just mean to say that really I don't know what all the fuss is about. It still felt like Warmachine, it still played like Warmachine, and I still had every bit as much fun playing MKII as I ever did playing MKI. Of course, that doesn't mean that every time the dice didn't go my way, I wouldn't yell "This stupid game is borken now!"

I truly play games to have fun. I'm not super-competitive, and I'm not an elite tournament player. I'm just a guy who enjoys the fluff, the mechanics, and his weekly game. So, it's less important to me that I have the uberest stats and abilities, and more important that the game is balanced, tactically diverse, challenging, and offers off lots of interesting choices. I hate games with widely known unstoppable combos... using them doesn't make you brilliant, it just means you can read forums too. I'm not saying Warmachine was there, but it was certainly getting closer.

So yes, I could feel where my units had been "nerfed." The Sword Knights are far less frightening than they used to be, but they are still plenty frightening considering their cost (they can still completely scrap one heavy, and damn near scrap a second in two turns.) While still nasty, the Black 13th has had some of their reach taken away, but they have also become much more straightforward. The Stormblades/Stormclad combo worked together very differently, but still felt very synergistic and perfectly effective (and much easier to run). Oh, and now the Charger can be really nasty under the right circumstances. All in all, I am very happy with where the game is sitting - my weak units have become more potent, while my stratospheric units have come back down to earth a little bit. In all, it just feels... well... more balanced.

From a rules standpoint, the impact of the changes was less dramatic than I expected when I first read them. The formation rules ended up not mattering that much, as I still ran all of my units inthe same way I would have under MKI, and never had a out-of-formation issue. It was nice to not worrying about spacing between each model ("Is that more than three inches?"). The new "Shake Effect" rule came in handy, allowing my to bounce back after Bart's feat, and set up the assassination run on my next turn. The rules around Warjacks and disabled systems were much improved, and for me it made the game more fun, as 'jacks felt far more resilient and dangerous.

So, yeah, it's different, but I'm okay with it. After a couple weeks of letting it sink in, and now getting a game in, I'm really starting to shift my way of looking at it - I'm starting to look at the game more as a whole system rather than a collection of individual units. When you look at it that way, you realize that while some of your units may have changed, the game on the whole still plays an awful lot like it always did, and in many ways, even better.

I'll will post a battle report with pics and all of the gory details of my first MKII game within the next few days so you can get a taste of how it went for me. Until then, get out and play.

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Monday, April 06, 2009 

MKII: First Impressions


Like everyone else in the Warmachine universe, I was tuned into release of the new Warmachine MKII rules first thing after work (yeah, I’m guessing many of you dug in at work… you know who you are.) Before we get too far, let me say I have not read them cover-to-cover by any means yet, but I have managed to give it a good cursory read, and kudos to Privateer Press for giving us such a polished and professional document for a field test. (BTW - do yourself a favor and go to Kinko’s an have it printed and spiral bound for $11. Money well spent!) Now, on to the first impressions.

First off, I was happy and relieved that it still looked like Warmachine. I opened up the stat cards first, and found that they were immediately understandable (with the exception of new damage type/immunity system, which, oddly enough, reminded me of the old D&D miniatures skirmish game.) The idea of the immunity system seems nice– at least now my Stormguard can bounce lighting around without accidentally hurting the Stormblades. It was reassuring to see that from a stat-block and layout standpoint, not much had changed. It appeared that Privateer Press kept their promise - Warmachine is still Warmachine.

As I dug into rules, the first thing to catch me off guard was the new point system. Almost everyone I had talked to expected the point system to expand into a wider range, offering more granularity between point values. I was very surprised to see it go in the other direction, with points values contracting massively. A 100-point game is now equal to the old 1,000-point level. I can see the appeal in the simplicity of it, but I also think it will put a lot of pressure on the designers to have a model’s abilities tightly tuned. It would seem that it makes the game a little bit more fragile, but to be honest, I can’t really wrap my mind around that one until I get some play time in.

I was also surprised how the “Warjack points” work. Warcasters are now free (again, meaning they will need to be finely balanced and roughly equivalent) and each one comes with a set number of points that can only be used to take warjacks. It seems like kind of a ham-fisted way to get warjacks into play (Hordes integration of Warbeasts with the Fury mechanic is still far more elegant) but to be honest, I don’t care –big stompy robots are what attracted me to this game, and anything that gives me more full-metal mayhem is okay by me.

I was very interested to see how formations were handled, and was somewhat surprised to see them handled much like a warcaster’s control area. Under the new system, any model in CMD range of the unit commander is considered “in formation.” Logic says this will make for much tighter clumps of troopers to keep them in formation, but at the same time the “out-of-formation” penalty is lessened, so maybe we won’t feel as compelled to be in formation. Once again, it’s hard to gauge what the actual impact of this change will be until I get some play time in. I do know that under the old rules, trenchers with a UA and could be spread out across 36 inches of table and still be in formation. Under the new rules, they would all need to be inside an 18-inch diameter circle! One possible outcome of these rules could be people fielding less full units, trading out instead for multiple small units… Dunno.

As I looked through models, I was surprised to see Sorcha’s and Kreoss’ feats unchanged. I was certain they would have seen some tweaking – that is until I saw that both Warcasters and Warjacks have now picked up the ability “Shake Effect." Basically, for one focus point they can stand up or cause stationary to expire during their control phase (after allocating focus). So, while those feats still have their intended effect on the player’s turn, at least as an opponent I don’t have to lose my entire next turn being neutered by their feat.

Of course, I also took a quick look at the four main warcasters I’ve been playing as of late. Here is a quick summary of what I saw (at least in terms of spell lists and feats):

Commander Coleman Stryker: seems to be the least changed of the four warcasters I’ve been playing. The one obvious change is that Snipe has been reduced to a fixed +4 range. This seems to be a theme, as the Long Shot ability on the GMCA has also been toned down to +4. I will miss putting +7 snipe on Stormblades.

Captain Victoria Hailey: The biggest change is the toned-down Temporal Barrier, which no longer halves movement, but still delivers the -2 DEF and prevents charges and slams. Temporal Barrier is also back to being an aura rather than a pulse, meaning models moving into the control area are now affected.

Siege Brisbane: The new Siege seems seriously toned down from the old incarnation. Ground pounder now has a 3 inch AOE rather than the old 5”, and Higher Ground is gone – No more Tower of Power! Illumination is replaced my Mage Sight, which seems a little more straightforward.

Commander Adapt Nemo: Nemo has long been one of my favorites from a fluff and “cool” perspective, and now he is much more of a badass. Moving ball lightning from the spell list to a ranged attack is a welcome addition. Blinding Flash has been replaced by Deflection, and Disruption Field got a +1 STR boost. Most importantly, Nemo’s Electrical Storm feat now effects warbeasts, meaning it now works against hordes equally as well as Warmachine!

Anyway, that’s just a start, but so far so good. Given what I’ve seen, I’m still excited. To be honest, I am struggling with the point costs more than I am the changes to model abilities, and I really need to see it in action before it will click. At first review, it’s still very much Warmachine, and I don’t see anything that ruins it for me - In fact, I see a lot that I like. It is amazing how this new incarnation is both very much the same and very different. Looking forward to play-testing the hell out of it.

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