Mandragoran

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Posts by Mandragoran

I Go, You Go? No Go!!!!

A guest post from quozI, of infinity tournament fame (read also remorseless pestering)

 

We’re all familiar with the classic Wargaming mechanism of I go, you Go (IGoUGo). That’s where one player moves, shoots etc. with all their miniatures and then the other player gets to do the same with theirs. As an approach for handling player turns it definitely has its advantages – it’s familiar so it makes a new game more instantly accessible, it’s tried and tested and it’s the only approach that many members of our wargaming community have ever experienced.

 

Warhammer Fantasy Battle, Warhammer 40,000, Warmahordes, even down to classic board-games such as Bloodbowl. I get my turn, you wait, then you get your turn and I wait.

 

So what’s the problem, or is there even one?

 

I was a massive Warmahordes fans for years – I still think it’s a great game and it uses the IGoUGo approach. I came to Warmahordes from another IGoUGo game – 40K. All was OK with my relationship with 40K until I was badgered (thanks Paul) into trying a game of Warmachine and realised that there was a game out there that for my personal tastes far surpassed 40K. From then on 40K was dead to me.

 

Now this has happened to me for a second time but this time it’s IgoUGo that’s dead to me.

 

I discovered Infinity the skirmish game and Force on Force/Tomorrow’s War. Both games built on a reaction system where there still is an active player but where the other player gets to react to their actions.

So what’s different without IGoUGo?

 

You no longer have to sit and watch your opponent play the game.

 

I’ve had opponents turns in Warmachine take anything from 7 minutes steam-roller time up to 1 hour (timed with a clock and all!). I would guess that the average turn is about 15 to 20 minutes. That’s 15 to 20 minutes in which you’re not doing anything. You can be sitting there strategizing about what you’ll do in your own turn but I seldom bother as the opportunities that will be available to you only reveal themselves or close themselves off as your opponent plays out his turn.

 

So you sit. You watch and you wait. If you’re like me then you smack talk a bit but wouldn’t you rather be smack talking AND doing in-game stuff?

 

In Infinity if a model performs an action (walk, shoot, climb, hack, whatever) in your line of sight then you get to react to it. You may decide to shoot them, dodge out of sight, hack them to immobilise them, drop prone behind a wall and plenty of other options. So while the active player determines the match-ups and the flow of his turn through maneuver, you get to react to it all, making valuable decisions and possibly stymying his dastardly plans.

 

If your reaction could stop your opponents action from occurring – for example if you try and dodge his gun-fire, or shoot him first – then you both roll dice and the winner gets to perform their action. So you may successfully duck around the corner before he can hose you down with his heavy machine gun, or you may find it’s your bullet ridden corpse that lurches around that corner!

 

As Infinity is a skirmish game and one where terrain is important, this doesn’t slow the game down like you might expect it to. Active players will attempt to minimise the number of automatic reaction orders (ARO) – as they’re known – by avoiding LOS, moving from cover to cover, or best of all, manoeuvering to attack from behind. A good size game of Infinity can be finished in an hour against quick players and anything up to 2 1/2 hours against the analysis-paralysis types… you know who you are!

 

Unlike in alternating activation (AA) games – another possible system where players take turns activating usually a single model, such as Malifaux – in Infinity a player gets to activate their whole force in their turn allowing them to put a larger plan into action rather than – to me anyway – the more seat-of-the-pants tactics that alternating activations encourages. I’m not dissing AA, I just prefer the Infinity style reaction system. I am dissing IGoUGo though!

 

Apart from the greater fun (IMO), perhaps where the difference is most noticeable is if you’re playing a reaction based game system is in your legs! I spend the entire time standing for Infinity and Force on Force because you’re constantly involved in the action, making decisions and thus surveying the board and model positions. In 40K or Warmachine, I found myself sitting down for most of my opponent’s turn. Waiting. There’s that word again – waiting! Waiting’s dull.

 

Force on Force (FoF) is a critically acclaimed Modern-era (post WWII) wargame from Ambush Alley games, published by Osprey Publishing. This year they added a Sci-Fi brother, Tomorrow’s War. Both use the same core system with additional Sci-Fi esque rules added to Tomorrow’s War to allow you to represent tech disparities between forces, bipedal armoured walkers, hover tanks, aliens, all the Sci-Fi staples that you know and love. As an aside it’s also scale neutral and perfectly suited for use with all your 40K minis.

 

Typical game size is around a platoon, with the individual units being 3 to 5 man fire-teams or special weapons teams rather than the individuals in Infinity. Each side has anything from 2 to 10 fire-teams – or significantly more for big games if you wanted. Plus vehicles ranging from pickup trucks with flat-bed mounted machine guns to main battle tanks – or grav-tanks in Tomorrow’s War.

 

In Force on Force each turn game mechanics decide which player is going to be the active player and who is going to be the re-active player. Think of the active player as the side currently with the initiative in the fight – maybe the side putting more lead into the air and better suppressing their opposition, or maybe just the side that is currently better co-ordinated and is implementing their plan.

 

If it’s two regular trained forces fighting each other then who is active this turn will depend on the scenario, or dice rolls modified by various factors.

 

If it’s Regulars versus Irregulars – think militia or un-trained insurgents – then the regular player always retains initiative. That’s right, if it’s you against rag-tag mobs of human civies or animalistic alien hordes then it’s always your turn and never theirs. That sounds like it’d be boring for the irregulars, doesn’t it? Well, trust me, it isn’t. I love playing the irregulars :)

 

The player with initiative gets to activate each of their units. Moving, running, shooting, assaulting or various combinations of these. Or the active player can sacrifice a units activation to place them into over-watch, but more about that later.

 

Any unit on the reactive player’s side who sees an active player’s unit do something gets to react. Just like in Infinity, and again just like in Infinity the reacting player’s action can oppose and possibly prevent the active player’s action. That is if they’re quick enough and lucky enough! Again you may duck out of sight so your opponent can’t shoot you or alternatively you may suck it up and try and shoot them first hoping to do so much damage to them render return fire ineffectual.

 

Regular units can react to multiple actions in a single turn, however they lose one dice of fire-power or an inch of movement for every subsequent reaction that turn. Eventually they just can’t react any more. In FoF – unlike in Infinity – units can even react to reacting units! So an active unit may advance, a reactive unit may declare a shooting reaction at them and then another active unit that has not yet activated or that is in overwatch can itself choose to react to that reactive unit. This sounds complicated but it’s quite easy to keep track of who is doing what just by placing dice beside the units that are reacting or already have done so.

 

This multiple reaction system also speeds up, not slows down the game. You’ll also find that few insurgents will react to an advancing unit if there’s multiple units in over-watch looking at them and few active units will blindly run out in front of multiple reactive units. This is part of the joy of this system, so well does it represent classical bounding over-watch that the Australian army use it train NCOs. Despite all that, it’s great fun and fast and vicious. Just how I like my games!

 

When the active player finishes their turn any units belonging to the reactive player that haven’t reacted this turn can then perform an activation of their own. Only needing to fear those over-watch units we previously mentioned.

 

So where does this leave me?

 

Addicted. I can’t go back. I can’t sit and passively watch my opponent play for 10, 15 or more minutes without getting to make any meaningful decisions myself. I also don’t want to go back to my opponent watching me play – I want them trying to shaft me in my own turn. That’s fun and now my smack talk can be laced with actions and not just toothless banter!

 

And you?

 

I heartily recommend trying out some games with activation approaches other than IGoUGo. If it’s the only thing you know – as was the case with me – then you really can’t know if it’s your preferred approach without trying the alternatives out. I wasn’t even really aware I didn’t like IGoUGo until I saw the alternatives. I thought the waiting was something you had to accept with wargames. It isn’t, and I urge you to try out some of the alternatives yourself. I want to see IGoUGo consigned to the gaming history bin.

 

 

Infinity the skirmish game:

Free rules and army lists available. Links on http://www.infinity-ireland.org

 

Force on Force:

Ambush Alley Games http://ambushalleygames.com/

20 euro delivered from http://www.bookdepository.co.uk

Scale and miniatures neutral. Use your 40K models or a cool 15mm army for 40 quid.

 

I can’t hear you over your….army transport?!!??

I’m not a big one to promote new products for the sake of it….But Team Ireland 40k sponsors and all around good guys portable warfare have come out with something so deliciously loud that I have to make mention of it. They’re sgnt army transport is now available in tactical orange and my God its magnificent!!!!!

if you’re interested head on over to  http://www.portablewarfare.com/ BUT JUST LOOK AT IT….RESPLENDENT IN IT’S ORANGE GLORY!!!!

 

 

 

 

 

 

 

 

The Retribution of Neil: Part 2

 

Neil vs. Lorcan: 35pt battle report

Bonjour folks!  As promised (threatened?) last week, I have a second blog entry for you.  Sorry if last week’s battle report was too tedious to read all the way through… but there were *issues* with the photographs.  This time I’m going to practice my HTML skills (hah!) and link the pictures from somewhere like Flickr or Photo-bucket.  The plan is also to fiddle with them a bit first, and have annotated notes for each game-round.  You never know, it might even work!

The Army:

As much as I really want to play Lord Arcanist Ossyan (only recently painted), I’m still not as comfortable with Kaelyssa as I’d like to be, and consecutive games with her seem to be the best way to learn her various tricks.  Soooo, I’m gonna tweak last week’s list instead:

 

  1. Kaelyssa (+7 Warjack points)
  2. Phoenix (10 points)
  3. Manticore (8 points)
  4. Sylys Wyshnalyrr (2 points)
  5. 2*Arcanist (2 points)
  6. 10 Mage Hunter Strike Force (8 points)
  7. Mage Hunter Commander (2 points)
  8. Soulless Escort (1 point)
  9. 10 Houseguard Halberdiers (7 points)

10. Officer and Standard (2 points)

The Theory:

I was very tempted to substitute my second Warjack from last week’s list for some brutal melee solos (of which the Retribution has more than a few), but despite the general advocacy of one ‘jack per ‘caster on the Scyrah Forums, I like giant robots.  Besides, the more targets for “Witch Hound” the better.  In the end, I swapped the Hydra for a Manticore and a second Arcanist; Sentinels for the ever dependable MHSF (acronyms rock!); and Lanyssa Ryssyll for a partisan-mercenary who actually has a function.

Lorcan’s dudes:

I met Lorcan at Connolly Bridge Burger King, and we talked sh!t at each other through mouthfuls of hot meat(!).  He told me he’d brought two Khador lists (not Circle Orboros then?); one super-competitive, the other *just for fun*…  I never asked which one the Epic Butcher was when he deployed it across the table from me:

  1. Epic Butcher (+6 Warjack points)
  2. Beast 09 (11 points)
  3. Juggernaut (7 points)
  4. Yuri the Axe (3 points)
  5. Manhunter (2 points)
  6. Doom Reavers (6 points)
  7. Greylord Escort (2 points)
  8. 6 Winter Guard Infantry (4 points)
  9. Officer and Standard (2 points)

10. Rocketeer (1 point)

11. Winter Guard Mortar Crew (3 points)

Scenario:

 

 

We went for a rulebook scenario, and I rolled a 6: don’t remember what it’s called, but there were two 10” circles in the centre of the battlefield, and you won if by the end of your turn (starting 2nd player’s third turn) you controlled both zones.  I won the roll, and decided to go first.

Round One

A fairly predictable opening salvo!  Roughly what went down is this: 

  1. The MHSF advanced on the left-hand zone
  2. Houseguard Halberdiers advanced in “Shieldwall”; had “Banishing Ward” cast upon them
  3. Kaelyssa cast “Arcane Reckoning” on herself
  4. Manticore gave some “Covering Fire”
  5. Beast-09 had “Fury” cast upon him… because he totally needed it
  6. The Mortar Crew went for a wild shot on Kaelyssa.  Missed

 

Round Two

I tried to be clever (You’d think I’d know by now that that NEVER works), but poor judgement on my part meant I came out of this round worse off than Lorcan: 

  1. Actually, the MHSF did OK and murdered two Winter Guard
  2. The Halberdiers charged the Doom Reavers, killed two; then got PWNED in the retaliation
  3. I was half an inch short of “Rift-ing” the Manhunter’s face off through the Phoenix’s Arc Node.  At least the AOE drifted and disrupted the line somewhat with Rough Terrain
  4. Kaelyssa popped her Feat, denying the charges that would have utterly destroyed both of my Warjacks.  Go me!

 

Round Three

 

This time it was bad luck that did for me, on two specific rolls (grumble grumble RAEG)…

  1. …except for the MHSF who did great; murdering the remaining Winter Guard apart from the Officer – who then failed his test!  Woot!
  2. My super-duper powered-up Manticore f@cking MISSED Beast-09 with his Combo-strike…  Don’t think I need to tell you what happened next (that Wreck Marker ain’t there for decoration)
  3. My wall of expendable dudes in front of Kaelyssa evaporated in the face of eButcher, and proved Rage Tokens for his guys to shuffle up a bit
  4. The Phoenix failed to Combust Yuri to death by ONE point of damage, despite boosting the roll

 

Round Four

Panic mode: 

  1. The MHSF took a run/charge Order; finished off the Winter Guard with a Combined Melee Attack, and scooted over to help Kaelyssa
  2. The Phoenix FINALLY Combusted Yuri (and two Doom Reavers and my Halberdier Standard Bearer) to death, only to be wiped out by the remaining Doom Reavers
  3. Kaelyssa ran away with full FOCUS

 

Round Five

I think the picture says it all!  I made the mistake of trying to paper-cut eButcher a little with the MHSF (obviously to no effect whatsoever) before shooting him with Kaelyssa.  What I SHOULD have done, however, was shoot the already damaged Beast instead: I would a) have had a much better chance of damaging him and b) Lorcan *might* have taken the bait and moved Beast towards the MHSF with “Hyper-aggressive”, thereby opening up a charge-lane.  Kaelyssa would have had a marginally better chance stabbing eButcher than shooting him, but in the end took him for about 12 points of damage between spells and bullets.  He responded by casting “Boundless Charge” on himself, and splitting my Warcaster down the middle with his initial swing. 

 

I lose!

 

Now, I know I said last week that I’d try to keep it down to 1000 words next time, and so far I have.  So far…

 

Game 2: Neil vs. Mark

 

There was time for a second game, AND a new opponent willing to beat my face in!  I decided to try out Ossyan after all, and Damien helped me build a list on the fly:

 

I liked it!  Had good shooting, and a couple of excellent targets for “Quicken”.  Fewer Warjacks than I would normally like, but that left room for more great units.  Mark had Cygnar, and was proxying Greygore Boomhowler for the new Ogrun Assault Corps.  I think it went something like this:

 

Mark won the roll-off, but gave me first turn.  Basically I just shoved everything as far up the board as possible; casting “Quicken” on the Halberdiers so they could advance 11” in Shieldwall, and running the Invictors so that they benefitted from “Defensive Line”.  Mark responded by “Cautiously Advancing” and pinging my Phoenix for a few points of damage, and taking out one Halberdier and Invictor.

I upkept Quicken for free thanks to Sylys, and charged the Halberdiers into the Ogruns and Trenchers, using their “Follow Up” move to engage the survivors.  Ossyan then cast Quicken on the Phoenix, moved forward and popped his Feat.  The Invictors blew up the Grenadier; the Phoenix walked 8” and Combusted on more Trenchers!  The Stormfall Archers did a whack of damage to the Defender; and Eiryss “Disrupted” Siege like this:

Mark was able to kill off most of the Halberdiers, and even do a bit of damage to the Phoenix with “Assaulting” Trenchers (although he later felt dumb for giving me more Combustion targets; he had in fact prevented me from stabbing Siege with the Phoenix’s Thermal Blade next turn by clogging me up).  Quite spectacularly, Siege then blew up all the Stormfalls with a “Ground Pounder” attack, and under his Feat the Defender was then able to take Ossyan DOWN TO THREE HEALTH with a single shot.  Ouch!

The Phoenix burninated four more Trenchers, and the Halberdier Officer hit-but-failed-to-damage a Trencher that was blocking LOS to Siege.  Eiryss had to kill him instead, and then I went for the assassination with Ossyan and the five Invictors who could get range (I’d popped their mini-feat a turn too early).  When the smoke cleared and I’d spent all my Focus, Siege had THREE HEALTH LEFT; and the battlefield looked like this:


I lose!

Oh well – two fun games and a bunch of lessons learnt!  I do like the Retribution’s latest Warcaster, and that list was a blast to play!  I’ll bring it along next week for my game against Nick’s Skorne.  I’m going to leave Kaelyssa for the moment though, and bring a variation of my Garryth list in case of a second game.  I think they’d be a good pairing for Warpcon on the 28/29th.

Until Next week!

Neil

Substitute Soldiers….

Using alternative miniatures in your games!

 

- by James Carey

 

Time has passed since the early days of miniature gaming, when Games Workshop effectively stood alone in miniature gaming. Since the early days of Warhammer 40,000 Rogue Trader and the Warhammer Fantasy Role Play Mass Combat game, many things have changed. For one, Games Workshop are now a commercial juggernaught. Still a leader in their field and turning profits in a recession, there are so many mainstream commercial enterprises which are falling on hard times (HMV) or as we all know too well are gone altogether.

 

While GW has undoubtedly changed in the last fifteen or so years, so have many other things in gaming. Other companies have surfaced some have come and gone while others, like Privateer Press, Corvus Belli, Mantic games, Rackham, Warlord Games, and Mongoose Publishing to name a few have surfaced. Some have had a massive impact on the hobby on a world-wide scale, bringing something new and special to the hobby, for the benefit of all! Maybe doing GW the favour of providing some healthy competition. Unfortunately, some have faded into the mists of obscurity for all time*.

 

So with many other companies, new and old, producing models in a varied range including historical, fantasy, science fiction, and alternative history, the modern gamer has a wide amount of choice for alternative toy soldiers to really personalise their own armies.

 

Personally, I have always liked to use models from the same company, regardless of game, in my armies for conversions or even simply alternative models. Over time though, this has changed slightly, but my own reason for doing so was because I felt the consistent look with the same scale and sculptors across the ranges, primarily with my GW armies seemed somehow more fitting. While I have become more lax with this on account of more products being available to me I still retain this mentality with Privateer Press games, mainly because that particular line and gaming world is so unique. In contrast, you could easily use some generic sci-fi soldiers or even WW2 models as Imperial Guard regiments for Warhammer (if the scale is right, in my humble opinion…), it is very hard to find an alternative for Cryx Bonejacks or Cyngar Stormblades.

 

Now, we come full circle. The tournament scene in Ireland has exploded in the last few years. People are travelling to more events, the internet has become a very useful communications tool for advertising tournaments and interaction between gamers who normally would not get the chance to talk all that much. While I miss Games Workshop running tournaments in Ireland, I think it is a very good thing that there are independently run tournaments by gamers, for gamers. A major problem I always had with the Games Workshop tournament pack was models had to be GW. This used to be the model having to be at least 50% GW. I heard recently that this percentage has increased. ‘Terrible’ is the word I would use to describe this rule.

 

I remember a few years back a GW tournament in Limerick where a local (at the time) from the Gathering used a Feral Ork army, using large dinosaur models as his Squiggoths and converting them. He had two in the army if I recall correctly. Long story short, he was told he couldn’t use them as they were not 50% GW, and part of them were scratch built. So, this cool, unique army was not allowed to play! I don’t know if this guy stopped playing because of this, but within a few months he had stopped visiting into the shop, and I don’t think I’ve ever seen him at a con or a tournament since. I’d imagine that these two things are related. I could be wrong, in fact I hope I’m wrong but due to this silly rule, a unique army has been lost to the gaming scene, and now Ireland is down one gamer.

 

Anyway, let’s try and keep it positive, and less about anger at big businesses and their brain-dead policies. Mantic games have released their Space Dwarves**, and they are very, very nice. What the hell, they are awesome. Buy them, use them as Forge Fathers in Warpath, and get friends in your gaming group interested by getting the local Space Ork player to bring along his models to use as Warpath Orx***, so nobody else has to spend money if they don’t want to. Then, use your Space Dwarves as Space Marines, in independently run tournaments, where it will be allowed. So now, you have saved money with less expensive models, have an army for two games, and in one game, a very unique looking Space Marine army.

 

I hope you enjoyed reading this article, and hope it didn’t come across as a jumbled mess with no direction in its writing, or a shameless plug of my own political opinion/agenda. Vote Republican! Gingrich 2012

 

Remember: Violence is never the answer, unless the question is ‘What is not the answer?’

 

 

*Rest in peace, Starship Troopers. Your time with us, though short, is fondly remembered.

 

**Pronounced ‘Forge Fathers’

 

***Pronounced ‘Orcs’

The Retribution of Neil: Part 1

The Retribution of Neil

Preamble

Bonjour and welcome to what I hope will become a weekly fixture.  I’m 27 (nearly 28), and currently studying a Masters at UCD.  I’ve been obsessed with model soldiers for AGES, but only ever played the various flavours of Warhammer until quite recently.  Warmachine always looked pretty kewl; but it wasn’t until the advent of mk-II in 2010 that I finally took the plunge.  Three continents later (I got the bug half-way through a Working Holiday in Australia, and my dudes have since battled in British Columbia as well as my hometown of Edinburgh), and I’ve never looked back!

As far as models go, I have *most* of the Retribution of Scyrah, a fair chunk of Protectorate of Menoth and some Thornfall Alliance.  All of it is painted using the rather fabulous Army Painter products (in fact, my Protectorate and Retribution armies look practically identical; both are primed with “Skeleton Bone”), and transported in two rather nifty Battlefoam cases.  Alas, I could only bring one case to Dublin on the plane, so after much hand-wringing I elected to bring just my Angry Elves.  Maybe I’ll swap them out when I next go home.

For those of you that don’t already know what “Warma-hordes” is (Hordes is a separate, but wholly compatible game published by the same company), I’m afraid you’re about to be subjected to some seriously spurious analogies as I try to explain the mechanics of the game and its setting within the Iron Kingdoms.  If you’re already a convert, then please skip down to this week’s battle report.

Depending upon who you ask, there are between 9 and 11 factions across the two games; but while each one has *general* defining characteristics, it is more appropriate to say there are over 100 different “Warcasters” and “Warlocks” to choose from (about 10 per faction).  These guys are all unique characters with their own back-stories and spells, and are the starting point for every army-list.  A game of Warmachine is probably best described as a “what if?” scenario, fought between two such mighty personalities of Western Immoren during the current climate of Serious Sh!t Going Down.

Although there are usually specific objectives to complete in each game, you can always win by “assassinating” your opponent’s Warcaster or Warlock.  In this regard, he/she is a bit like a King in chess, if a little more proactive!  In Warmachine, you get so many FOCUS points every turn which you can either “allocate” to your giant steam-powered robots (the Warjacks) to make them even more badass, cast your own spells, or “camp” to buff your armour for a turn.  The FURY system in Hordes is similar; but rather than automatically receiving the points each turn, they have to be generated by poking the hopped-up monsters under your Warlock’s control (that’ll be the Warbeasts, then…), and then “reeving” their latent energy.  In addition, all Warcasters and Warlocks have an individual “Feat” – a once-per-game ability that can turn the tide of battle if timed well.

A player-turn consists of activating each model/unit in any order that you wish, and performing a “move” and then an “action” with them.  Models fight individually, and combat is worked out by adding 2D6 to the relevant statistic of the attacking model’s card (such as “MAT” for melee attacks), and comparing the result to the corresponding statistic on the recipient’s (such as “DEF” for defence).  The game is all about pulling off dirty combinations, but the rules are so tightly written that you can rest assured the designers expect nothing less of their players!

But enough of my rambling – it’s time I got on with this week’s battle report.  If you’d like to know more, I strongly recommend you visit the Privateer Press Website and check out the Warmachine and Hordes galleries.  The nice folks also provide free basic rules for both games here and here (scroll to the bottom of each page).

Battle Report

The format for these will probably change every week until I settle on something I like.  At the moment, my current feelings are that narrative battle-reports are silly, and that detailed blow-by-blow accounts are tedious (I’ve written both in my time).  Edited highlights are the way to go, and illustrative photographs are Full Of Win.  Feel free to send me your suggestions – just don’t be offended if I ignore them…

I decided to base my first “Irish” list off a Garryth list I’ve had reasonable tournament success with… but with a different Warcaster that a) I needed practice with, and b) ought to be a better fit for the list anyway.  I also swapped some things around to fit in a second Warjack.  Bizarrely, I ended up supplying my opponent’s list too, because I hadn’t actually organised a game, just turned up at Gamers World with a hopeful expression on my face.  Paul took pity on me and consented to a quick game – but not until he’d rather spectacularly ripped apart Pearse’s Blood Angels with his brutal Necron army (bless ‘im).

 

 

I didn’t really have much of a plan, except to run up into Paul’s face and use my Feat to neutralize his potential retaliation, before beating the snot out of his (mine!) magicky Elfs with my superior melee units.  Also, I wanted to cast “Banishing Ward” on something, and remember to take advantage of Kaelyssa’s “Witch Hound” ability

 

In summary:

  • My Phoenix went on a misguided *flanking manoeuvre*
  • My Sentinels got “Banishing Ward” woot!
  • I completely forgot to move Kaelyssa after I’d cast all her spells, but Paul very graciously let me move her up after I’d activated the Arcanist…
  • The Halberdiers should have just run, instead of just walking in “Shieldwall”

 

Paul didn’t do anything terribly exciting in his first turn, except to run all of his Warjacks forward, cast “Polarity Shield” on the Manticore, and “Force Bolt” my silly flanking Phoenix backwards out of the Ork hutz on the left.  I retaliated by:

  • Upkeeping Banishing Ward on the Sentinels
  • Taking the hint and running my Phoenix up behind the Sentinels instead
  • Popping Kaelyssa’a Feat, and walking her behind shield-walling Halberdiers
  • Running the Hydra into b2b with the Manticore (can you spot the *deliberate* mistake?)

 

It wasn’t until Paul’s second turn that I realised I’d forgotten to use Witch Hound when he zapped my Phoenix – GAH!  Next time, next time…  Anyway, Paul took my implicit invitation to manhandle the Hydra, and the Manticore used a Two-Handed-Throw to Knock-down the three retards standing in front of Kaelyssa as well as the Warcaster herself.

 

He then had to clear the route for his Phoenix to come burninate me to death, so he popped Rahn’s feat and went about Spell-ing the roadblocks out of the way…  This took a couple of takes, actually, because I forgot until halfway through that the Sentinels were untarget-able by enemy magic; but the Magister solos were able to beat them to death instead, and leave the Halberdiers to the guys behind them.

 

Luckily, by the time the Telekenesed Phoenix had walked forward and Combusted in my face, Kaelyssa was still out of Reach from its bag-assed sword, so Paul wailed on my knocked-down Hydra instead, wrecking it.  A bunch of other folks died to the fire too – including one of the Magister solos (Paul’s first casualty, I think…).  It was looking grim!

It was time for some Payback:

  • My Phoenix received 3 FOCUS, Kaelyssa stood up, and the Sentinels got them some “Vengeance” on the second Magister solo
  • The Sentinels continued their mini-rampage during their activation, and hacked down two Battle Mages, and scratched the paint a little on the enemy Phoenix and Chimera
  • My Phoenix failed to finish off Paul’s, despite “Concentrated Power” from the Arcanist
  • Frustrated by Polarity Shield, the Halberdiers charged the other unit of Battle Mages and the Phoenix… then “Reformed” to be *slightly* in the way
  • Kaelyssa cast Banishing Ward on herself and walked backwards!

 

Hmm…  So Paul then magicked the Sentinels to death, splatted/burned the remaining Halberdiers, and SHOT Kaelyssa with an aiming Manticore (after Rahn had Telekenesed it).  Scyrah was smiling on me though, and he missed two of his three shots.  I was still in the game!  Sort of…

 

I finally wrecked Paul’s Phoenix, but was unable (due to the Wreck Marker from the Hydra) to engage/wallop the Manticore as well, so I wasted 3 FOCUS that would have been better spent buffing Kaelyssa’s armour.  Other than that, Special K herself shot two Battle Mages, and the Arcanist interposed himself between his beloved leader and the scary Warjack on the hill.  Lanyssa tried to position herself so that the Manticore couldn’t easily move away from her and still have range to shoot.

 

Can you guess what happened next?

 

Yeah… Rahn Telekenesed the Manticore past Lanyssa, and it then walked over to the Phoenix and Two-Handed-Threw it onto the Arcanist, Knocking-down Kaelyssa too.  All it took were two swipes from the remaining Magister Solo to finish her off after that.

 

I LOSE!

Well, I was less rusty than I expected to be, but I still have a way to go before I’ll feel ready for Warpcon in three weeks.  Things to remember for next time:

  • Use Witch Hound!
  • Co-ordinate Kaelyssa’s Feat better
  • Keep Banishing Ward on the Sentinels all game
  • Learn Power-Attacks
  • Don’t use sloped hills EVER AGAIN – they’re a pain in the @ss
  • Maybe annotate photos before adding them, and use numbered bullet points?
  • Keep the whole thing under 1000 words…
  • Pay for my table this time (thanks Paul!)

 

I hope y’all have enjoyed today’s nonsense, and will visit again next week.  Thing is, I’m a work-dodging student, so having something like this will hopefully fill the void and keep me sane.  Cheers!

 

Neil

 

 

 

New Year, New Direction

Hey Guys

First and foremost I hope that the New Year finds you all well, that you’ve gotten lots of gaming and fun in over the festive season and that you’re all geared up for a bumper year of dice throwing!

You’ll probably have noticed a good amount of changes on the Wargaming Ireland forum recently, with new mods (like myself) new sections and generally a lot more activity. We’ve also upped our social networking game with our facebook page being lovingly nurtured by Mr. O’Mahony and our Twitter feed keeping you up to date on the spot at tournaments around the country and beyond. Basically speaking things have been ticking along nicely and now that wave of change is here to sweep through the blog.

The grand plan is to have w-ired as your one stop shop as a wargaming resource, from blog articles about grand international gaming ongoings right down to forums for your local club banter. Here’s hoping you can join us and get involved with the burgeoning community.

On that note lets kick things off with a friendly visitor to our shores Mr. Neil Kettles telling us all about his adventures in Warmachine

PQ

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