Showing posts with label Witch Coven of Garlghast. Show all posts
Showing posts with label Witch Coven of Garlghast. Show all posts

Thursday, January 16, 2014

Warmachine Battle Report: Vice Scrutator Vindictus vs The Witch Coven of Garlghast

Fresh on the heels of my first outing of Vice Scrutator Vindictus, I wanted another game before I committed to picking him up (proxied this time with Testament). My devious Cryx playing friend (from an earlier battle) squared off against my Vindictus list with his Witch Coven and their demon ball - now with significantly fewer proxies (yay Cryxmas). I didn't much mind going up against whatever was available on the day because I wanted to get a better feel for what had the potential to become my new caster.


The scenario was Fire Support (SR2013) with Lady Aiyana and Master Holt playing the role of flags. Cryx won initiative and elected to go first.


The Lists:
Vice Scrutator Vindictus
    - Sanctifier
Exemplar Bastion Seneschal
    - Repenter
    - Repenter
Reclaimer
Nicia, Tear of Vengeance
Allegiant of the Order of the Fist
Allegiant of the Order of the Fist
Wrack
Choir of Menoth (min)
Exemplar Bastions
Exemplar Bastions
Holy Zealots + UA (Monolith Bearer)


The Witch Coven of Garlghast
 - Egregore
 - Skarlock Thrall
 - Deathripper
 - Deathripper
 - Scavenger
 - Stalker
 - Stalker
Pistol Wraith
Pistol Wraith
Warwitch Siren
Warwitch Siren
Satyxis Blood Witches + UA (Blood Hag)
Satyxis Raiders + UA (Sea Witch)
The Withershadow Combine


Deployment:


The Raiders are on the left, the Stalkers are on the wings. The Coven is lined up facing the linear obstacle. The Bastions flank the Zealots and the Seneschal and his jacks hold the center. Nicia is hanging out in back with Vindictus but not for long as there is a kill box. The monks are on the wings and the Reclaimer and Sanctifier each have a side.




Turn 1 Cryx:
Everything runs forward and the Coven drops a cloud out in front of it.





TURN 1: Menoth


The Zealots run forward. Vindictus puts Defender’s Ward on Nicia, casts True Path, then moves forward and feats defensively. Bastions run like the wind. The monks shifting sands and move up. The Repenters move forward and the Seneschal camps right behind them at ARM 20.





TURN 2: Cryx (no picture)


The Witches advance out of the hill, a few of them move up to engage the Zealots and all go incorporeal. The Raiders sidle sideways down the flank and take shots at Nicia and a Monk. They both live, although the Monk is knocked down from a Tough Check. A Pistol Wraith advances but does not go base to base with the flag. The Coven advances and feats, catching most of the Menoth army (reducing their LOS to 5” and impacting their stats). They also drop a cloud out between the right Bastions and the Witches.


TURN 2: Menoth


With LOS at 5” for everything that matters, Menoth is forced to rely on advances instead of charges. Vindictus moves sideways and brings up True Path again. The Zealots minifeat and run. The Sanctifier slides forward which removes Incorporeal from the waiting Witches. It smashes one but misses the other. The Bastions advance and try to chop down some Witches and try to put a hit in on a Defiler (under feat this does not go well). The right side Monk advances under Shifting Sands and attempts to be an engaging nuisance. On the other side, the Bastions advance and one gets a shot on Egregore, transferring a little damage to the Coven. Nicia and the Monk chop up some Raiders. The Choir battles the Repenters. The Repenters advance and spray a Bastion in the back, catching Egregore and lighting both on fire.




TURN 3: Cryx


Egregore burns a bunch during Maintenance because Menoth rolls fire on fire dice. The Raiders murder Nicia and the Monk, the Scavenger advances and attempts to kill the Bastion, but there is enough damage to go around to allow him to live and deny the Sprint. A Pistol Wraith death chills a Bastion, and another one in that unit perishes (but his soul is STOLEN by Cryx). The Coven puts out a cloud, and Egregore backs up over the linear obstacle. The Witches attempt to kill some Bastions, but only take one off the table. The right side Monk is brutally murdered and the Defiler whiffs on the Bastions. (The pic was taken after Menoth started turn 3 which is why the Sanctifier is in a different position.




TURN 3: Menoth


The only Bastion with a shot at Egregore (the other was death chilled) *should* have advanced and hacked at a Coven, but in all the excitement of surviving through fire and corrosion, he advanced and took a swing at the Demon Ball - missing. Then the Zealots activated and prayed for damage. Four Zealots found range and LOS (and remained in command range of the Monolith Bearer). The first Zealot rolled fire and blew up a Coven. The second Zealot rolled fire and blew up a Coven, and the third Zealot rolled fire and blew up the Demon Ball and the third Coven.


Victory for Menoth!





Less direct involvement from Vindictus this time. He upkept Defender’s Ward until it was time to put it on himself. He dropped True Path through most of the battle. He used his feat early to keep the Satyxis from getting a charge turn. I kept him in close touch with some defensive Zealots. According to my opponent, if I had moved the Repenters any far forward, the Scavenger was going to make my day a sad one. It turns out that True Pathed Bastions jam pretty hard. If the Zealots hadn’t closed it out on the last activation, I would have Battled the Repenters and hosed everything down with fire. The Coven is strong when at full power, but once you start cracking it, they become significantly easier to keep cracking.


After I finished the match, I walked over to the Warmachine section of the shop and picked up Vindictus. I put him together while waiting for another match to complete. I painted and based him last night. I just need to add some shading and varnish. I am thoroughly enjoying his playstyle.

Thanks for reading.

Friday, January 3, 2014

Warmachine Battle Report - eFeora vs the Witch Coven of Garlghast

And now for something a little different ... one of my Cryx playing friends (and an especially devious one) went toe to toe in a series of three matches in mid November. We were practicing our death clock play, but we weren't ending the game if someone went over.

There are a number of proxies in this match on the Cryx side of things. Until writing the up, I didn't know what the Witch Coven looked like.


The scenario was Outflank and I have mentioned before that I am reasonably comfortable with this one (after having lost some of my earliest matches in spectacular fashion). Two zones, standard SR2013 zone scoring rules.

The Lists:
eFeora
  - Judicator (bonded)
  - Vanquisher
  - Castigator
  - Repenter
  - Repenter
Temple Flame Guard with UA
Vassal of Menoth
Choir (max, which is rare for me)
Vassal Mechanik


Witch Coven of Garlghast
  - Egregore
  - Skarlock Thrall
  - Defilers x3
  - Harrower
  - Seether
two Warwitch Sirens
a Pistol Wraith
a max unit of Satyxis Raiders with Sea Witch
and the Satyxis Raider Captain

I am incredibly concerned about feedback. Also, my opponent is a devil with arc nodes and is the Cryxiest Cryx player in my meta.

Menoth wins initiative and elects to go first. Cryx remains on the side with the big multi-elevation hill.

DEPLOYMENT
Menoth: 
The Judicator pre-deployed centrally. I have made mistakes on this scenario before and knew I wanted to try to march the Judicator straight up the pipe. The TFG are represented by the Errants.

Cryx: 
Cryx messed up their deployment, reversing where jacks needed to be. The harrower is up on the mountain when he should be over by the woods to take advantage of pathfinder and ghost shot. Instead, the seether is over by the woods. In the image Egregore is being represented by the unpainted Gerlak Slaughterbane and the witches are the figures surrounding him.




TURN 1

Apparently I forgot to take a picture for turn 1 and Feora forgot to allocate anything. Those were indicators that food was needed and I ordered us some pizza from the shop next door. Feora cast escort and put ignite up on the TFG. The Judicator advanced 6”, everything else moved forward … forgetting to use the extra two inches for escort. The TFG ran. Menoth definitely had serious concentration problems at the start of the game.

Cryx raced forward and engaged the left zone. The Raiders bounded ahead on the right and popped into the Menoth forest. The Coven advanced some. Spells went out. Being able to cycle +2 spd upkeep spell on 4 already fast jacks is pretty fantastic.

TURN 2 - MENOTH

Menoth upkeeps both spells and moves forward with the Judicator. Since the Satyxis are immune to blast damage, the Judicator attempts to lob deviations into the Coven. A Defiler gets a deviation and catches on fire. The heavy jack contesting the zone catches on fire from the Vanquisher. The Repenter advances and contests the left zone, the Castigator advances and contests the right zone. The TFG redeploy / run to the right to slow the approaching Raiders. The Right flank Repenter sprays a couple sacrificial Raiders.




TURN 2 - CRYX

The left zone heavy jack throws the Repenter into the Vanquisher, but it still has a toe in the zone. The right side jack advances into the zone. The Raiders charge in against the TFG, pass their command check against Terror, and kill several. Some of them do huge end runs to enable them to eat Menoth with free strikes if the TFG move or turn. The other Defilers advance. The Coven advances, hits the Castigator with a spell that crits and shadowbinds the Castigator so it can’t advance, and then drops a cloud between the Castigator and themselves and then feats reducing the LOS limit of all of the Menoth models in their control range to five inches. All zones contested, no points scored. If you look carefully at the picture below, you will see the Menoth army ringed by Raiders and arcnodes. As I said, my opponent is a Cryx devil.




TURN 3 - MENOTH

Feora allocates three to the Castigator and two to the Judicator. Some of the TFG attempt to charge and murder Satyxis to little effect. Then the show starts. Menoth looks up some rules to double check some things and Cryx looks up some rules to make sure everything is going to happen the way Menoth thinks. The Judicator activates and advances. It sacrifices its initial attacks and spends a focus to double-handed throw the Castigator. We decide from looking at the rules that you do not need a target to throw at (just a direction). All the Judicator needs to do is hit and beat the Castigator on a strength test. The Judicator boosts to hit to make sure, and throws the Castigator 8.5 inches on to the Coven. We actually forget to do the proper deviation, but when we looked back over our notes, there was only a very small chance it would have resulted in a different outcome  The Coven are all pushed aside via least disturbance … and take POW 17 Collateral Damage hits, snuffing them out. The Castigator didn’t even get to activate and use his powers!! (Which, upon reflection, would have been a challenging activation because it would start knocked down and is shadowbound. Hooray for Collateral Damage!)




Victory for Menoth via Assassination

This is the first time I had ever defeated my Cryx friend, and I felt like I did it in a super cool way (akin to how he often gets victories). I was really psyched. I had recently listened to the Chain Attack Dojo podcast about power attacks and knew I had double-handed throws in my tool kit for this list. The Castigator gets bad press because for the 8 points you could select a Reckoner or almost any other excellent Menoth Jack. In truth, it was the Judy that got the work done, and I am ok with that. Of course, if it didn’t work, Feora was gonna die the next turn. If you look at the last image you can see why, 3 arc nodes totally in range of Feora.






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