Shae vs Vyross – 15 Points

So last night me and Gday had a Mangled Metal match, and it was a blast. I am not used to playing a force with any form of mobility, but I did make some mistakes, which were correctable. For example: Storm Rager can only be cast on a WARRIOR model and I had it on a jack. Silly me, but we simply added 2 damage (the jack had only taken 1 hit) and gave me a focus back as I had upkept it. We also had a bit of a confusion as to whether or not a building as an Obstruction. The reason this came up was the spell Veil of Mists which allows you to move through obstructions. Turns out we could either declare the building a structure or obstruction. We went with the obstruction.

So, what did we each run? I ran, by suggestion from Jme of Warpainter, the following:

Phinneus Shae:
– Freebooter
– Freebooter
– Freebooter
– Buccaneer

Silly list right? 3 Heavies? Yea I thought so too. But oddly enough they helped deal with my opponent. Gday ran the following filthy elves:

Vyros:
– Griffin
– Hydra
– Manticore

2 heavies and a light, and Vyros. First time for Gday to run Vyros, and the first time I have ever faced him. I had no idea what Vyros could really do, or the Manticore, but thankfully Gday answered my questions. The Hydra and Manticore are no joke in melee let me tell you. The Griffin took down the Buccaneer before it could do anything, which means either I have no idea how to use that little guy or its as worthless as I first thought. Going to have to work on it.

I ended up having to use my feat early when he pressed in, getting the jacks that I was trying to flank with into range so they could defend Shae. I was trying to work my way around the building in the picture attached, but he pressed forward to cause me to retract my movement. I also completely forgot to allocate focus to get those 2 Freebooters to run around the building. Silly me and the focus mechanic.

He actually only fired a few shots. Most of our fight was in melee, with him doing the most damage to my jacks. As you can see from the image, he tore my jacks apart.

However, Shae with Storm Rager proved the Equal of Vyros. Vyros got a charge in, and with Flank did a massive amount of damage. He took his second attack and…MISSED! That left Shae with 5 boxes left. In order to win, I would need to leave the melee range of the Manticore and risk a freestrike, but with a DEF 17 ARM 21 (thanks to 5 FOC and Storm Rager) I risked it. I was able to kill Vyross in 2 strikes of my sword.

What did I learn? Shae is tough to hit. Plain and simple. The Freebooter that trashed the Griffin did it thanks to getting a Headbutt off and then using its remaining 2 FOC to buy additional autohitting attacks. I did forget that the Headbutt does get a damage roll with a POW equal to the strength of the attacking model, which would have been a POW 11 vs ARM 18. May not have done much but could have. The Freebooters are awesome. I am thinking when I get ready to expand to 25 I may end up with something like this:

Phinneus Shae
– Freebooter
– Freebooter
– Buccaneer
Min Sea Dog Crew
– 3 Sea Dog Rifleman
First Mate Hawk
Commodore Cannon and Crew
Lord Rockbottom

That would let me give the Sea Dog’s tough and rolling 3 dice against warrior models, and Shae would give them ALL boosted charges. Furthermore, I could cast Storm Rager on Hawk, making her MAT 9 ARM 15 PS 11 Weapon Master, which is pretty nice. The 3 Rifleman gives me a CRA Option and the Commodore Cannon is well, the cannon. This is all based on how my list fared and how I like Shae vs Bart so far. I need to play Shae a few more times at the MM level I think.

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Bart vs Kaelyssa – 15 Points

So a few nights ago me and AstrayPenguin of Yellow Dice had a Vassal Game. We had chatted via AIM for a while and finally got around to having a match, and it was alot of fun, albiet a bit slow due to no skype. Get your Mic fixed Penguin hehe.

Anyway! I ran the following, and in retrospect I really should not have.

Broadside Bart
– Mariner
– Mariner
– Buccaneer

Here is why I should NOT have used that. 2 Mariners with 1 Warrior Model means they have to stay near me to fire. Otherwise, they are just gonna be melee jacks and I have a slight better choice in the Freebooters for that. In fact what I should have run was the following:

Broadside Bart
– Mariner
– Freebooter
– Freebooter

Thats 3 heavy jacks, only 1 that needs to the help to fire and 2 melee jacks with 2 attacks each.

Penguin ran the following Kaelyssa nonsense:

Kaelyssa
– Griffin
– Hydra
– Hydra

When I saw that I shuddered. 2 Hydra’s, blah. That was going to be rough. Also I knew Kaelyssa could pull some crazy stuff. Now this game I had a chance of winning, but poor rolls caused me grief. The best part was when I crushed his Griffin with a Mariner.

Round 1:

We both advanced, and he dumped focus on both Hydra and 1 on the Griffin. I just had each jack run, knowing that hitting the Hydra would just make them worse. In retrospect I should have fired at them, as I could have cracked their ARM (18) with my POW 14. He ran his Griffin and moved into the forest. I also used Batten Down the Hatches.

Round 2:

He took a few shots, and I believe he feated here so I could not shoot him. He had gotten his Griffin into melee with both my Mariners as well, so it would not have mattered unless I trashed the jack. He also moved up his Hydra and took a few shots at Bart, and hit and did some damage. I took a few shots at the jack in melee with my Mariners and did some damage, but not enough to take it out. I moved my Buccaneer into melee with both Hydras (thanks reach!) so they could not shoot anymore. And then I popped MY feat, and Battened those Hatches down again.

Round 3:

Not a whole lot happened. He couldnt move his Hydra without them getting knocked over, and the Griffin was making attacks at -3.
Kaelyssa moved out and took a shot though and ended up hitting the Griffin with an Arcantrik Bolt making it stationary. Pretty sure she missed her other shots. My Mariners trashed the Griffin thanks to it being stationary, and I took a shot with Broadside at Kaelyssa with the second Mariner. Missed and forgot to deviate this one (DOH!). I also cast Batten Down the Hatches and used my Buccaneer to try to hurt one of the Hydra.

Round 4:

I don’t remember much of what happened save for LOTS of throwing. He threw my jacks around like rag dolls, took a shot or two with Kaelyssa and put more damage on Bart. I took 2 shots at Kaelyssa with the Mariner who could and ended up only doing about 6 damage to her thanks to a deviated AOE. My Buccaneer did nothing.

Round 5:

He killed me. Plain and simple :P And I failed Bart’s tough roll. Once again more throwing shennagins happened as well.

Overall I realized the issue was the fact that I had only 2 heavies. The buccaneer is not the best jack I could have taken and I really
should have had 2 Freebooters. Next time I play a 15 point game against anyone I am gonna try out a list that Mael suggested. Shae, 3 Freebooters, and a Buccaneer. Oh yea. That list will be silly. Just imagine, put Storm Rager on either a jack or Shae, and put Phantom on either Shae or a different jack. Then, just cast Coup de Main to get the drop on my enemy.

I will get those 3 heavies in their face before they can BLINK.

I will say I enjoyed how tough Bart made my jacks, but he really does want Heavies with him. I was a bit afraid to get him into melee, and maybe I should have. He is MAT 7 PS 14 after all, which has a slightly better chance to hit Kaelyssa and her blasted DEF 16 then my jacks did (unless they aimed). After doing my write up about Shae though…I am really starting to like how he looks. So thats why the next game will be 15 point Mangled Metal with Shae. And following Gday’s advice I am planning my 15 point list so that I can simply add 10 more points and make it a 25 point list. IE a List to Grow with.

A Vassling We Go (Games 3 and 4)

So I am up to 4 games now in Vassal and have a solid grasp on how to work the system. I really enjoy it and am having fun playing my beloved Warmahordes on it, even if I suck. I am sure a few of you blogaholics have seen the post on Lost Hemisphere where Gday talks about our 35 point game. I am gonna tell you flat out: I made mistakes. Lots of them, sometimes twice, and most of the time a mistake every turn with something. I could blame the loss on die rolls (they were HORRIBLE I am not kidding) or my brain friedness from work, but in the end I simply made a large number of tactical mistakes. I have yet to update my Win Loss record but now there will be another loss to Retribution and now another to Menoth which I will talk about next.

So, it was Rahn vs eDoomie, and you can find the lists over at Lost Hemisphere but I will post mine for the sake of it.

eDoomshaper
– Mulg the Ancient
– Slag Troll
– Axer
Champions, Full Unit (5)
Fell Caller
Chronicler
Thumper Cannon

I figured I would outnumbered, and I was. He used alot of solos, and ran what is called at my FLGS as a Poncho list, so named after our beloved player Poncho, who hates infantry and loves his solos. He also used his “fury bomb” aka Nayl, which I remember picking up and tossing 10 inches away (with deviation of course) from Mulg which made it useless save for the fact that I had to spend a fury to throw it. Oh, and I rolled a 1 on my throw check, bring my total to 14. Nayl couldn’t beat me but this was a sign of things to come.

Things I learned:
1. DO NOT WALK BEASTS NEAR ARTILLERY. 4 Stormfall Archers, 2 Snipers, and Rahn on a side of the board is not where I would want to be. Then again I walked both my Axer and Slag over there who both died after being turned around and shot in the back a whole lot.
2. Mulg + Forest with no Rush = BAD. I realize now what I should have done is feated, rushed Mulg, and had him trample through the forest over pEiryss, crushing her and making his way to the other side of the forest to threaten the Phoenix and Rahn. He had the distance to do it. But no, I didn’t do that. BAH!
3. I forgot I could charge over rough terrain, leaving my champs bogged down behind a wall and NOT Charging the stupid snake.
4. Dice hate me. I kid you not. I rolled 4 attacks, all boosted, from eDoomie and could NOT HIT NARN ONCE! Assuming an average roll of 9 on 3 dice, I should have hit def 14 which is Narn’s def. I rolled 4 attacks all of them under 6 total on 3 dice. Think about that for a minute.

So yea, I got crushed, severely. I think I killed 2 magisters, Nayl, and pEiryss and that was it. Yea. On the plus side the Thumper kept the Phoenix away for a few turns which was fun, and I did slam it into Rahn once.

Now for the second game, against John G, the man who got me into my Trolls. He played Menoth, and I played a pMagnus 4 star merc list. It was a 15 point game and we were doing it so he could learn Vassal.

He ran:

Reznik
– Avatar of Menoth
– Reckoner (the mace guy with the gun)
Min Choir

I ran:

pMagnus
– Renegade
– Nomad
Gorman di Wulfe
Boomhowler Min Unit

The problem this time? My sucky rolls. I tossed a rush bomb for example and hit my own Nomad after missing the Avatar, and I could not crack the Avatar’s heavy armor. It didn’t help that I tossed the grenade AFTER I got into melee with the Avatar. DOH! Well it was my first time playing Mercs in general and its my first time in about 4-5 months of playing a Warmachine faction.

Overall I am having a blast playing Vassal games. I cannot wait to face more of you and welcome each of you to face me when you have a chance. Alex and me are gonna try to set something up after the holidays cause my weekends tend to be crazy right now, but my evenings are still free. I want to face Mael next, with my new 35 point Broadside Bart list. After testing pMagnus I want to give one of the pirates a shot. The sheer thought of what I can do with the list I came up with makes me giggle. I don’t care if this list wins. Its gonna be hilarious seeing what I can cause with it.

5 3in AOEs, shot 14inchs away, all POW 14 or better. EACH TURN. Hilarious. For those who are curious here is the list:

Captain Bartolo Montador
– Mariner
– Mariner
3 Sea Dog Deck Guns
Steelhead Halberdiers Full Unit
Master Gunner Dougal MacNaile
Rhupert Carvolo, Piper of Ord
Dirty Meg
Aiyanna and Holt
Lord Rockbottom OR Kell Bailoch

The basic idea of this list is as follows: 1 Mariner stays in B2B with Bart, the other with Meg. Meg is basically here to repair my jacks as needed and to also use her Stall attack on enemy jacks. I could replace her with Thor if needed if I face Hordes for the flamethrower, but I think Meg will be fine. Between the Mariners and the Deck Guns I can fire 5 RNG 14 AOE3 shots a turn. If I cast Broadside that goes up to 7. That’s alot of blasts. If I use the mini feat on the Master Gunner I can suddenly fire 16 inches away for a turn, once again up to 7 shots. Lets not forget that each turn one of my guns will get a +2 RAT boost from the Master Gunner as well.

The Steelhead are there as a wall to protect the ranged elements, and Carvolo will keep them Tough. Rockbottom if used will be there with them to flame things and to keep them from breaking if it happens with his Bought Loyalty. If Kell is used he will pick off solo’s or support units from cover, as he can pull 2 shots a turn if he doesn’t move and has Stealth if he is in Cover or Concelment, which is awesome.

Aiyanna and Holt are there to help crack harder targets with their +2 damage spell, and with their stealth trick they can move around fairly freely as long as my opponent cannot ignore stealth. Also the +2 Damage Spell coupled with Holt and his Gunfighter/Virtuoso skills can make for 4 attacks at +2 damage, and he is no slouch at that sort of thing.

Once in Melee, the jacks will start being effected by Batten Down the Hatches. Their base DEF is 12, so a -2 reduction will barely be felt. However, boosting their ARM to a 20 is a solid boost, and Bart will become DEF 13 ARM 19 under Batten Down the Hatches. The Feat will be used to really mess with my opponent because knocked down targets don’t block LOS and I can auto hit them with my Steelhead, Holt, Meg, and so on.

I think this list is a solid list and can cause some issues with anyone. I mean, the Mariners are POW 15 shots, and if I boost their damage roll that can get pretty painful. Sadly I think I will be able to boost one of them a round, possibly 2 because of the cost of Broadside (3 FOC), and the fact that I will likely upkeep Hot Shot (free boosted ranged damage rolls) on one of em.

The next couple of people I play I think will be facing this list. So, who is next? Barret? Mael?

Vassal Game 2: Clay vs Mike (Seraphsong) 35 Points

So this last Sunday (the 13th) I played yet another game of Vassal Warmahordes. I am getting pretty good with that little program, but I am still learning. This time, I played against a gentleman from my FLGS named Mike, aka Seraphsong. He generally plays Everblight and Skorne (and is darn good I might add) but this time he wanted to test out his themed eSkarre pirate list! I figured I would test out the 35 point eDoomshaper list (aka the Mulg Rocket) and see how I fared. I held no illusions about winning given the skill that Mike has, even if he was playing his Cryx for the first time. He may claim otherwise, but its all lies! *winK*

I ran the Following:

eDoomshaper
– Mulg the Ancient
– Dire Troll Mauler
– Axer
Kriel Warriors (Full Unit)
Fell Caller
Chronicler
Runeshapers

Mike ran the following:

Epic Skarre
– Deathripper
– Deathripper
– Deathjack
– Stalker
Skarlock
Satyxis Raiders with Sea Witch (Min Unit)
Blackbane’s Pirate Raiders (Min Unit)
Revenant Crew of the Atramenous (Min Unit)
Captain Rengrave

As he put it, he knew that most of that stuff was not the best options but he wanted to for a theme list, and it seemed to work quite well for him. He was also learning Vassal at the same time as playing against me, and I think he has it down fairly well at this point. He did get annoyed at me several times when I seemed hurried, but I was just excited and having fun. Happens to me sometimes I will admit.

Anyway, the game went badly for me. I had up to this point never faced Cryx (they and Cygnar are the only armies I have yet to face) and so I was not completely prepared for what he could pull off. I also screwed up my deployment, and had a tough time getting everyone advanced. Suffice to say by the end of turn 3 I would say, possibly 4, he had gotten his Stalker up to EDoomie and ate him. Not alot I can do when I cannot transfer. Also eSkarre’s feat is freaking brutal and that alone screwed me up. Basically with his feat he got Deathjack into Melee with the Mauler and Mulg, and they could not go anywhere without suffering a freestrike. Which still would not have saved me because I would not have been able to harm Skarre that turn anyway. I also foolishly moved my Axer away from the Stalker towards Skarre trying to threaten her. I should have gone after the blasted Stalker.

In the end though we had a blast, and I look forward to facing Mike again in the future, either in person or on Vassal.

Things I learned:

1. The list I was running is really a one trick pony. The way I built it and was trying to run it was a Mulg Delivery system. If I cannot get that trample/charge off with my feat (which thanks to his feat I could not) I am gonna be in a world of trouble. I want to try it again though against a different list and see how it works.

2. I don’t think I needed that Mauler. The Rage animus is nice, but Mulg doesn’t really need it. I should have grabbed another light, maybe a Winter or Impaler. Either one would have helped me. Also considering I cannot stack Rage and Rush there really is no point to the Mauler with Mulg around. Unless I want to Rage a solo for free like the Fell Caller.

3. The Kriel Warriors did exactly what they were supposed to do, which was cause trouble. 10 medium based models that can reach MAT 9 PS 12 with a Fell Caller / Prayer are rough.

4. My Runeshapers did not do a whole lot because I could not kill the Quartermaster for the pirate unit, thus letting all the pirates I killed come back. I need to learn to use them more effectively. Ah well, practice does make perfect.

5. The boost to STR for Mulg makes Primal Shock even more effective. In fact, I cannot see a reason to NOT run Mulg and eDoomie together for sure. If you use eDoomshaper, use Mulg as a beast. Its just smart. And use EITHER Refuge or Wild Aggression on him. Either one will let you get some shenanigans off.

6. I wanted the UA and WA for the Warriors. I wish I could have had at least 1 Caber Tosser for more power, and the UA for Anti Knockdown / bigger CMD area. If I had switched the Mauler to a light I could have had the points, possibly.

Now, in regards to my next match against Gday and his filthy elves I am thinking of switching it up and trying out a new improved Madrak list. This is what I am thinking:

pMadrak
– Axer
– Mauler
Kriel Warriors Full Unit
– Standard and Piper
– 2 Caber Tossers
KSB Min Unit
– SSE
Chronicler
Champions Min Unit
Fell Caller

35 points on the nose baby.

Basic Idea: Standard Brick, but with the KSB being able to run it will advance a bit faster. I will use the Champs as a flanking unit, keeping them free to cause trouble. I will want to deploy and go second with this list I think, so I can place my Champs where they will cause the most trouble. I am considering switching out to Runeshapers as they are AOE spammers, but not nearly as tough as the Champs.

Conversely if I go first I can place my champs where I want the enemy to focus, and then just run them out of the area. With the 2 Caber Tossers, I am looking at PS13 base, +2 for the Prayer, and then I can put rage on em to get PS18 with a 3in Line. If I really get lucky I might catch em in the KSB Aura and thus get another point of STR, for PS19. That is something that no one can really ignore at that point. With a Fell Caller and the prayer they are MAT9, and then if I cast Carnage it gets to MAT11. And lets not forget CMA for the regular warriors, which I completely missed during my game with Mike.

Once I get into Combat I need to make sure I can cast Carnage almost every turn until I get down to the nitty gritty, to give my Warriors the best chance they got. With them being steady from the UA, and ARM 17 from the KSB it will be hard to kill them. And then I can use the Chronicler to give em Concealment during the advance so they are DEF 14 vs Ranged/Magic and ARM 17. That’s a hard wall to crack given its size.

The Mauler and Axer are there for transfers, fury, and their Animus mostly. If needed however I can get them into the fight and they will tear things apart given their relative strength.

Overall I have been having blast. I also got a chance to talk to Alex from Khador Red and get our plans going for our Vassal game. He is a really nice guy! So for those of you who have not contacted me yet get on it!

AIM / Email – bluedragonlord23@gmail.com
Skype – claytonblanchard

I cannot wait to hear from ya. Hopefully if this pans out I can start getting some of you playing against each other and not just me and then bam we got a global Vassal Community on top of our regular community! Well maybe not that big but I can dream….can’t I?

Vassal Match – 15 Points (Clay vs Gday)

So, last night I got home and logged into AIM (bluedragonlord23@gmail.com is my screen name) to find the ever amusing Gdaybloke of Lost Hemisphere logged in. We got to talking and it was decided that we should try to connect with each other in Vassal, and to make sure I knew what the heck I was doing. Considering I have never used Vassal until this day that was a bit of an imperative. Perhaps I should have made sure I knew how to use it before I issued the challenge. Eh… NAH! You can read Gday’s thoughts at his blog. He claims it was not an assassination attempt. I say LIES!

I downloaded Skype (claytonblanchard is the user name for those curious, all lowercase) and we started talking as we worked our way through Vassal, which is now version 3.1.13 by the way. I will say that Gday is most assuredly Australian. That mans accent is thick and nifty. So, Gday spent the time to show me how to work Vassal, and during that time I suggested we play a game to get a feel for it. Nothing big, a battle box game if you will. He pointed out that Retribution has no Battle Box, so we decided on a 15 point practice match. To get a feel as it were to playing in Vassal.

Took us an hour and a half total, and I won.

So first, lets show the lists. I went with the following:

Hoarluk Doomshaper, Rage of Dhunia (eDoomie)
– Axer
– Mulg the Ancient
Runeshapers (3)

That is 15 points on the nose. I basically went with a bunch of stuff that I was curious to use. I did not intend to actually win, although I was going to try. Surprise for me that I did win hehe.

Gday ran the following, proxied using Menoth stuff. If you are curious, you can rename your models in Vassal which allows for proxying VERY Easily. I could tell what each unit was, even in the visuals did not match.

Adeptus Rahn
– Phoenix
Narn
Magister
Battle Mages (5+Leader)
– Soulless Escort

So, there you have it. Rahn vs eDoomie, with me being outnumbered. I did take screenshots but do not have them here at work. Basically he spent the game bouncing my guys around with pulls, pushes, and slams. He tried to get Narn in range for an assassination, but I believe either Mulg ate him, or I shot Narn with a Primal Shock. I forget which exactly. All I know is that I had a dead elf and Mulg ate it.

In the end, Rahn attacked my Axer. Gday had a chance to beat me. He first attacked the last Runeshaper who was in Melee with Rahn, and thanks to Beatback was able to get range on my already damaged Axer. It took him several attacks (he had all his focus thanks to me killing his Phoenix) to kill my Runeshaper. I made 2 tough rolls which caused issues. He then did quite a bit of damage to the Axer…but left him with 1 point of life in his Spirit Tree. Had he been able to down the Axer I would have had to melee Rahn with eDoomie, as Mulg was deep in the midst of 2 Battlemages and a Soulless, and far enough away that he would not have been able to reach Rahn. I basically lucked out.

On my last turn I activated EDoomie, walked him up, healed 1 point in each Mind and Body on my Axer so he had no lost aspects, and used the last of my Fury to cast Wild Aggression so I could save the fury for extra attacks and damage boosts if I needed. 1 damage boosted attack from the Axer downed Rahn.

Things I learned (other then how to use Vassal!) By the way, the Ruler function in Vassal is in 1/10th of an inch. Thus a 10 = 1inch. Figured that out thanks to the Ruler template they had.

Primal Shock is fun. With my Control Range I can have a 22in POW 12 damage shot if I use Mulg or a Mauler as the target. With a magic score of 7 I can hit quite a few things. For 2 fury that’s a good attack spell, and since it does not use the Beast as a real arc node I can cast it while the beast is in combat, possibly killing the target to let the beast move around.

Wild Aggression and Refuge should always be cast 1st turn and upkept for most of the game. I had Refuge on my Axer which is what let it get around to Rahn towards the end, as he was near Mulg. I had to Thresher and then bounce him over towards Rahn. Worked well. Rush cannot stack with it though, as rush is not +2 Speed but rather +2inchs of movement. Well I guess you could use Rush for the Pathfinder though. Wild Aggression is a fury saver as well, giving you free charges, slams, tramples, and boosted melee attacks. With Mulg having 2 attacks, at MAT 7, I was almost always sure to connect. Well worth the 1 fury to upkeep.

Mulg is truly a beatstick, but he lacks against Warmachine as his animus is completely pointless. In fact, I would never bother with it even against Hordes. If I am within 5 inches of something, its gonna die. Period. In this game I almost would have rather had the Mauler though. Free Rage on him would have made him almost the equal of Mulg, and would have allowed me to make my Axer P+S 18 instead of 15.

eDoomie’s Hyper Regen is handy if he isn’t in melee. It let me soak back up 3 damage after I got nailed by a slam.

I need to learn to use eDoomie’s feat. I did not use it at ANY point in this game, and I should have. With 2 beasts I could have feated, rushed both, and then had 1 fury left over. Then, I could have had each of them charge. The Axer would have had a 5 + 3 + 3 + 2 (13in) base charge range, and Mulg would have had a 12in. Not counting Reach on either of their weapons. That’s alot of distance to cover, with Pathfinder.

I like Runeshapers. If they do not change I can see them being a purchase for me. I personally like the sculpts and I think they are really a solid unit. Having access to 3 8in RNG POW 14 AOE 3 blasts are nice, with Crit Knockdown to boot. Also with them being immune to knockdown and having an AOE Knockdown in Tremor is nice if I were to run them in before having some champs or something slam into the targets.

Overall I think I am ready to play in Vassal. Next Thursday is the big 35 point Match between me and Gday. I am sure he wants vengence. And Me, well, I want to see what kind of havok I can cause with a full list!

Oh and here is something fun: I can play Vassal via Email apparently, so for those of you want to participate in the Vassal Challenge and cannot because of your time zone, we can try to do it via Email! I would totally be willing. Let me know via AIM, Email, or Skype if you are interested.

AIM / Email – bluedragonlord23@gmail.com
Skype – claytonblanchard

I hope to hear from some of you soon.

And remember, you may face Mercs instead of Trolls!

pMagnus 35 Points: Thoughts?

So I was messing around, trying to come up with a 35 point Four Star merc force. I liked some of the suggestions I got from Von, so I went with that as my basis. Here is what I came up with.

Magnus the Traitor
Renegade
Renegade
Mariner
Steelhead Halberdiers (Leader and 5 Grunts)
Steelhead Heavy Cavalry (Leader and 2 Grunts)
Stannis Brocker
Master Gunner Dougal MacNaile
Reinholdt, Gobber Speculator
Rhupert Carvolo, Piper of Ord

That leaves me with 2 points. With those I can either max out the Steelhead Halberdiers to 10, I can get Dirty Meg for a Jack Marshall (The Mariner) / Repair Person, I can add Kell Bailoch for Sniper Power, Doc Killingsworth for some healing power for Magnus or I could add a Sea Dog Deck Gun for some Artillery.

Not sure what to go with to be honest.

The main idea is use the Haberdiers as a Tarpit / Threat in the center of the board, the Cav to run in with the flank bonus to cause more damage, and Stannis to let them do their crazy shennanigans. Lets not forget the guns either.

The master Gunner is there to boost my Mariner, and when its time to let the 2 Renegades and the Mariner rain AOE Death. The Gobber is there simply because I had a spare point but I could drop him easily. Rhupert is there to help the Steelhead be more of a pain in the rear (Tough!).

More then likely Magnus will be casting Blur on himself or the Steelhead, Snipe on his Mariner (19in RNG AOE? Yes please), and Tempered Armor on one of the Renegades to protect it (more armor)

Iron Agression will most likely be used on the other Renegade just because its free to Upkeep.

Any suggestions or thoughts?

Also be warned: This may be something you face in the The Vassal Challenge for those of you who are curious. Its always best to have some options ain’t it?

Vassal Challenge – Match 1 Set!

So another Vassal Challenge Update. My first match will be against Gdaybloke of Lost Hemisphere and his Retribution, currently set for the 17th of December. Its gonna be a 35 point game. Now, since Vassal does not have Retribution in the system yet he is going to be proxying his dudes with rough approximations obviously. I of course will be busting out my trolls. I was planning on a 35 point eDoomshaper list, as the new Hoarluk looks like a fun guy to break out.

Here is what I was planning. I have 2 lists and wanted your opinions my gentle readers.

List 1:

Hoarluk Doomshaper
Troll Axer
Dire Troll Mauler
Mulg the Ancient
Kriel Warriors (Leader and 9 Grunts)
Trollkin Runeshapers (Leader and 2 Crew)
Fellcaller
Stone Scibe Chronicler

Now this list is all about getting those beasts up in my enemies face. The Runeshapers are there to cause some AOE Damage and possible Knockdown (both with Tremor and with CritKnockdown on the AOE), and the Chronicler / Fell Caller are there as support for my Kriel Warriors.

List 2:

Hoarluk Doomshaper
Troll Axer
Dire Troll Mauler
Mulg the Ancient
Kriel Warriors (Leader and 9 Grunts)
Kriel Warrior Caber Thrower
Thumpercrew (Leader and 2 Crew)
Fellcaller
Stone Scibe Chronicler

This list uses the Thumpercrew as a ranged autoslam threat. Since I know I will be facing Rahn I won’t be slamming things INTO him but I will be able to slam other things around, like his Arc Nodes, Narn, what have you. The Caber Thrower was there cause I had an extra point, and hitting everything in a 3in Line is just something nice. Once again I have the Fell Caller and Chronicler as support.

In both cases I fully intend to cast Wild Aggression on Mulg turn 1, and probably Refuge on the Axer and upkeep them for the rest of the game. From that point I will have 5 fury to work with, and I can use that to cast Rage, Rush, or Primal Shock. And yes, Primal Shock will probably be used to get an AYGET off at some point to get Mulg moving faster. I have no Whelps but with the new Frenzy rules I don’t feel that I need em.

I am leaning towards list 1, but at the same time I want to see a Thumpercrew in action. Both the Runeshapers and Thumper are things I have been considering purchasing based on the Field Test, but I want to wait till its set in stone how they will interact.

These 2 lists are probably what I am gonna run in any 35 point Vassal Challenge Game right now, unless I decide to try out a ranged heavy Calandra list or something. There is something about putting Pygs, Dygmies, and some Thumpers in with Calandra and her feat. I dunno. It just sounds…evil. Oh and lets not forget our 2 Impalers! :D

Thoughts? Suggestions?