Prince Dimitri Golovko’s Black Dragons, led by Old Witch Zevanna Agha, was unsuccessful with routing Kommandant Ivan Drakhov’s mobilization led by Prince Vladimir Tzepesci in Drakheim, Borstoi. Work began for Drakhov’s military kamp in Drakheim.
On the way back to Umbresk, Prince Golovko’s Black Dragons, led by Zevanna Agha, encountered General Johann Jefferson’s 27th Silverbolts led by Captain Jeremiah Kraye. The Black Dragons were successful in routing the Silverbolts and diverting their march towards Drakheim.
In a daring move, General Edward Nezn took command of the remaining elements of the Silverbolts and ordered Captain Kraye to launch a direct assault on Kommandant Drakhov’s new kamp construction in Drakheim. Prince Vladimir was caught unaware and Drakhov lost several supply trains on that raid.
General Nezn’s plan was unfolded – the attack on Drakhov’s kamp was just the initial phase of it. His primary target was the railroad bridge leading to and from Drakheim. Again, the Cygnaran strike was swift and precise, this time Captain Kraye brought down Kommander Orsus Zoktavir, who was on his way to Drakheim for resupply. Khador forces scattered once more, and General Nezn’s target – the Drakheim railroad bridge – has been destroyed.
If you play a game, report the result via post on the MWPH forum, or comment here (chatbox or Blogspot comment).
Winning a game gets you and your warcaster 3 points. Draw will bag you 2 points, while a loss will get you 1 point.
Location: Kim's Bunker
Attendance: Kim, Fred, Dick, Jeff, Tiny
Date: November 5, 2009
Weekday gaming at Kim's Bunker to shake off some of the rust that collected over from long periods of non-gaming! Pizza and soda galore, and some Tropic Thunder, AXN Wipeout and single player Left 4 Dead action on the side.
Game 1.1 - Kim Navarro's Vlad Tzepesci, Dark Prince of Umbrey [+3] vs. Dick Sy's Zevanna Agha, Old Witch of Khador [+1]
35PC SR4 Mosh Pit
Dick's last gambit was to use Gallows to pull Vlad out of the Moshpit area. With Blood of Kings on, the attempt failed with low die roll.
Result: Kim's Vlad victorious via concede
Game 1.2 - Dick Sy's Zevanna Agha, Old Witch of Khador [+3] vs. Jeff Yu's Captain Jeremiah Kraye [+1]
35PC SR4 No Man's Land
Result: Dick's Old Witch victorious via objective win
Game 1.3 - Tiny David's Captain Jeremiah Kraye [+3] vs. Kim Navarro's Vlad Tzepesci, Dark Prince of Umbrey [+1]
25PC SR4 Mosh Pit
With Wind Wall and Signs and Portents up and Vlad with no focus left, Tiny used Full Tilt on his Centurion for a swift and decisive charge!
Result: Tiny's Kraye victorious via casterkill
Game 1.4 - Tiny David's Captain Jeremiah Kraye[+3] vs. Kim Navarro's Kommander Orsus Zoktavir [+1]
25PC SR4 Mosh Pit
Balls out and multiple high rolls, Kraye humbles eButcher with concentrated fire from the Cygnaran warcaster, the Gun Mage Captain Adept and the battlegroup of Hunters!
Result: Tiny's Kraye victorious via casterkill
+++
Players Standings
Start date: November 2009
[6] John Edward (Tiny) David
• [6] Captain Jeremiah Kraye W2[6]/L0/D0
[5] Ian (Kim) Navarro
• [1] Kommander Orsus Zoktavir W0/L1[1]/D0
• [4] Vladimir Tzepesci, Dark Prince of Umbrey W1[3]/L1[1]/D0
[4] Dick (Wolf) Sy
• [4] Zevanna Agha, Old Witch of Khador W1[3]/L1[1]/D0
[1] Jeff (impjep) Yu
• [1] Captain Jeremiah Kraye W0/L1[1]/D0







15 comments:
I found that the new formation rules really makes for big gaping holes. Will be harder to catch the opponents models under templates for sure. I can actually sacrifice 1 or 2 models if only to get into position then the remaining wave crashes into the position next turn. I think Reach will really be important in Mk II.
Old Witch and Kayazy's performed ok I guess. KA's did their fair share of work but OW tended to stay in the rear looking for opportunities more. Maybe it's me and I need to play her more aggressively but it's kinda hard for me to put her up near the front. Definitely KA's are more the solo and unit hunters now and pose more a threat to light jacks rather than heavies and focus camped casters.
I'll keep trying Old Witch out for now as well as KAs to see if my impressions are confirmed or not.
I still have a Mk I mentality and try to avoid the rough terrain when I should have remembered that one can charge into it but at half the movement. Heheh!
Old Witch
I'd take her hunting for enemy squishy models. Aggressive advance on first turn, keep her in a cloud from Gorman or Greylords. Position the Scrapjack as a retreat anchor and cast Avatar of Slaughter on herself (upkeep for free via Great Power). After plowing through infantry (and fueling her with soul Tokens), she can cast Unseen Path back into safety. The enemy will either be scattered about from the multiple threats you are presenting him, or giving away too much ground because he'll try to chase down Zevanna.
2nd Turn Kills
Despite the supposed balance Mk2 brings, the 2nd turn kill can still be accomplished. This is by no means an auto-win button, but is achieved primarily because of the opponent's carelessness.
In low pointage games, Kraye and three Hunters are a nightmare for larged-based warcasters. Built-in Parry on the Hunters and Kraye's Iron Horse make them slippery as hell and tremendously maneuverable for surgical shooting. Kraye's Full Tilt and Horsepower matches up with Khador's speed bursts for warjacks - that's a threat range of 15" for a Centurion!
A specific counter would be Vlad and jacks under Windwall. Vlad and 3 Berserkers would be interesting to run them down. LOL!
The Hunters will pose very little problem to pVlad if he spams BOK or S&P and Wind Wall, very true. The Khadoran casters who will have big problems with that will be both flavors of Butcher and Karchev.
My second game was eButcher against Tiny's Kraye. I played him as best as I could, to try and grips with the enemy as fast as I can with my whole army. But I guess that's just the rust I have for all this time not playing.
I'll still try eButcher against Tiny's Kraye. Although he'll probably see me running two units of Doom Reavers.
I dunno. I think a Karchev list can work against Kraye and Hunters. Sidearms should be a useful spell in his case with jacks reaching up to Def 12 or 13 at least with one jack reaching 14 depending on which jack you use.
Karchev and 3 Berserkers would be interesting enough with one Zerk reaching Def 14. If anything they'll be ablative armor for Karchev until he gets his mitts on Kraye. Even Kraye can't run for long.
I agree with Sidearms and Karchev. That battlegroup will be fast enough to get to Kraye by turn two, unless the opponent gets scared and lets you win by objective on Moshpit or No Man's Land.
Looks like I've found a use for minimum Uhlans now - ablative shields for our fatter warcasters' advance. That's two must-have units now for eButcher for me (Doomreavers and Uhlans) LOL; heck even Karchev will benefit from that tough shield, too.
Keep the comments coming. Discussions like this are nice! I wish our other members would share their insights, too.
Also don't forget Bokur and his once a turn Shield Guard. Should help Butcher and Karchev. And even a minimum unit of Shocktroopers should protect Butchers. Lastly Gorman could put a cloud on an Iron Fleshed Butcher and he'd get to Def 19 vs ranged attacks.
+6 eButcher
2 Orin Midwinter
3 Ogrun Bokur
7 Iron Fang Uhlans (min)
*5 Beast-09
6 Doom Reavers
6 Doom Reavers
4 Widowmakers
1 War Dog
34 PC for the list above; most of the models there should contribute a lot to Feel The Hate.
Clarification on Gorman's new Smoke Bomb, it will be harder to work with since he'll likely be chopped down by eButcher's mega-Thresher.
Not really. Gorman would be in there if only to protect Butcher from ranged attacks which is one weakness of Butcher. Once he gets a chance to get into melee, Gorman can do other stuff and stay away from Butcher.
List looks ok but I think I'd like Fenris in there just for the speed and Abomination against living models.
I mentioned that because of the change in his ability. Its worded this way now:
Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
Well, at least even if a small fraction of eButcher's base is in the cloud, he'd get the cloud's concealment benefit. It's just hard to properly place Gorman just so he won't get chopped when eButcher attacks something.
MK2
Crazy Formations!
No Screening!
Balls Out!
Better Mat Rat and Arm!
and
No Screening!
did I forget?
No Screening! hehe a little screening yeah...
LOL, Tiny. I'll be more cautious next time when playing against your Kraye. Very good use of tactics.
When are you free to game again? Are you good to game at Mang's, too?
Well, as I said, Gorman's there more for protection vs ranged attacks. Once the Butch is gonna swing, time to get out of the way. LOL!
Any chance of gaming at your place, Kim?
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