Thursday, 5 September 2013

National Masters 2013



I’ve been a bit lax of late writing up my tournaments as well as painting related blog entries, but will endeavour to right my tardy ways!  Below is a brief account of my Menite crusade at the National Masters 2013.  I’ll get a write up done of the recent ETC13 as well as some photos of my latest painting projects.

National Masters 2013
The National Masters is perhaps the biggest individual tournament of the year, well at least so far with 128 player sell out [124 attended event].  It was held at the North West Gaming Centre in Stockport.  I’d heard various rumours about the place being able to cope with the volume of players, I was happy to see that it worked out ok; no more crowded than the old 40K GT’s at Warhammer World or events at the late Maelstrom.

In all fairness the organisation was very good, registration was quick and simple – it was also very nice to get a ‘goodie bag’ with a few freebies including a Menoth t-shirt in my size (purely random)!  The tables were all ok, though there was some conjecture over the terrain, all of the wood templates were square, as opposed to a kidney shape – similarly for areas of rough ground.  Personally I thought this was a bit naff as it meant that the 90 degree corners could block LOS, but models could be so close that they engaged in melee but couldn’t see one another?!?  Reason was because the terrain builder apparently didn’t own a jigsaw and resorted to a hand saw…

Regards to gameplay I took the three lists I mused over in my last entry, but to recap; Feora2, Kreoss1 and Harbinger were the casters.

GAME1
Kevin D
Khador Irusk1
Close Quarters

Close Quarters is a good scenario to actually win on scenario and I chose Harby as she does well against Khador in general as well as being a scenario caster, my opponent won the roll and chose board edge, perhaps a mistake from his end given my usual first turn:-  I popped my feat, cast Crusader’s Call and charged a random model in LOS which effectively locked down all of his infantry; doing this effectively hits the enemy deployment zone with Harby’s gargantuan 20” control area.  Kevin didn’t move much in his first turn and my turn two was fairly uneventful as I advanced Harby next to my flag and formed a defensive formation knowing the Khador needed to advance to stop me scoring.  Kevin didn’t advance far enough and I scored in his turn, then again in my following turn.  We fought a small attrition battle, one which I didn’t really commit to particularly as I was winning on scenario, I just kept Harby safe and kept some pressure on his flag.  Oddly Kevin allowed me to score for a second time in his turn, which equated to 4-0 on control points by the time I had taken my following turn.  I just made sure Harby was safe and Irusk1 couldn’t score without committing lots of resources.  Kevin again failed to contest my flag during his turn allowing Harby to dominate for a fifth successive turn, scoring my last control point in Kevin’s turn and ending the game there.

The game was a good start for me, but I can’t help thinking that my opponent should have committed harder to stopping me scoring during his turns, perhaps committing his Conquest to this task, maybe he didn’t quite realise how scenario scoring worked, though I’m chuckling in my head as Dave F will call this the ‘Fun Hoover’ tactic, i.e. where Harby first turn feats and wins via scenario ;-)

WIN, 5 CTRL, 10 AP’s


GAME2
Colin M
Cygnar Caine2
Outflank

I chose Feora2 as my match up here as Colin had Haley2 and Caine2, neither of which like fire, though I do struggle against Cygnar.  I expected to see Haley2, but was sort of happy to see Caine2.  Colin’s list was pretty much a copy of one of the American tournament winning lists with full Boomhowlers, Forgeguard and Alexia & the Risen, it is a very grindy list and also high armour and tough models, when you do kill them they generate souls for Alexia.  I’d never played it before but I like attrition fights and thought I’d see what happened!

The game went as predicted into a massive attrition fest, of note stray, non-battled fire AOE’s do not kill Arcane Shielded, tough Boomhowlers, nor do they kill Defensive Line Forgeguard, but what it does do is provide an enormous armour buff on Feora’s feat turn and the ability to show her face to Caine2 and make him say ‘naah’ for a feat turn assassination run, yep Caine2 won’t get out of bed to try and take down and ARM 35+ Feora2.  This allowed me to burn the daylights out of Alexia and co as well as most of the rest of the army as POW12’s do smart the following turn.

Another quality anecdote from the game was when Colin ran his own Boomhowler next to Feora2 and blinded it as well as Feora2 and my Reckoner with a Black Oil off Gorman, a nice manoeuvre as Gorman ended up quite safe from retaliation.  However I had an epiphany, Judicator picked up the blinded Boomie and two handed threw it at Gorman, it bypasses Stealth as it is a melee attack (not ranged), a boosted MAT8 with super Colossal strength spelled his doom – best move of the tourney for me!!

The game saw me up on the attrition front and eventually I was able to dominate one of the zones for a second scenario win.

WIN, 5 CTRL, 38 AP’s


GAME3
William C
Cryx Asphyxious2
Destruction

I felt that Kreoss1 was my best match up for Cryx and went with that, I’d had loads of practice for last year’s ETC against my friend Andy with this match up, though it is really tough.

The game started off badly for me, I learned the hard way that there was an inconsistency between the Battle Engine’s card and Wrath book’s description of how Doors of Judgement works and basically William managed to get a ‘live the dream’ Bile Thrall purge off on all my Errants and my caster as well as some other bits!  The difference between disabled and boxed being the issue here; it has since had errata to confirm which is correct, but I thought I was safe – oh how I was wrong!!!  I made a bad feat decision and clipped all of the Bloodwitches, but William informed me that when they are Incoporeal, during their mini-feat, they can’t be knocked down – ah crap wasted feat!

In essence I went quite heavily down on attrition and eventually Asphyxious2 feated and managed to assassinate Kreoss1.  Sadly the game got a bit scrappy towards the end, time was running out, some of William’s charge lanes and distances were really tight on Kreoss1 and I really wanted to measure them accurately and this didn’t happen, though to be honest it wouldn’t have mattered that much as I had very little left and I’d lost a lot earlier on the attrition front.  But still, players really ought to adhere to accurate movement whether or not time is running out for them.

Post-game I realised that there is actually nothing stopping incorporeal models being knocked down which would have made a difference, but I wasn’t overly bothered.  I certainly picked up some steep learning from the game, William eventually finished in the top 5, so that would help my SOS no end!

LOSS, 0 CTRL, 15 AP’s


GAME4
Daniel K
Cryx Asphyxious2
Incursion

Little did I know but Daniel Knauss is the German WTC captain, he also dropped Gaspy2 against me, a different list to William’s, but still nasty!!

The attrition battle went better this time, I killed the Bloodwitch Hag with a crafty bounce off the Battle Engine’s gun, nice, as this would help the Errants survive longer.  Daniel caught me with the Gaspy2 clouds and locked in melee trick on a few Errants, combined with Gaspy2’s soul collection AOE, this power’s up the caster for the next turn quite easily.  I managed to get a few Errants out and continued to kill stuff, particularly Bile Thralls!  My feat turn was much better as Daniel was the one who told me that Bloodwitches could be knocked down whilst incorporeal!!

Although the attrition was looking strong for me Daniel saw a cheeky sliver of opportunity and blasted Kreoss through a tight gap with multiple magic missiles, dropping him to just a couple of health, I survived but was in a tough position! Just on a side note Daniel was really good on the tightness and we used a laser line to determine the preciseness of the LOS, something that should have factored in game 3.

I couldn’t retaliate on Gaspy2, he was too safe, so continued the attrition, but aware Daniel still had a feat, I made sure Kreoss1 was safe as a priority and camped focus to try and weather anything that could possibly get through.

Daniel was very cunning and brought back several Satyxix Raiders, these obviously couldn’t get through to Kreoss1, but what they could do is feedback damage to my almost dead caster.  This is what killed Kreoss1, though due to Daniel’s bad luck Kreoss1 almost survived.  Fair play to Daniel, he played it like a pro and although he dropped from the Masters after playing me to compete in the Iron Gauntlet event on the Sunday he still gave me a hell of a good game and then went on to win the IG event the next day!

LOSS, 0 CTRL, 25 AP’s


GAME5
David D
Legion Lylith2
Process of Elimination

After being mown down by Cryx twice in a row I was glad to see another faction and caster.  There was a bit of list chicken between me and my opponent, though I knew I would be taking Feora2 as he had Lylith2 as a caster and my immunity to fire would be golden if he chose this.  I was a little surprised that he did in fact choose Lylith2, but maybe that was the whole list chicken thing – I just played safe to be honest.

The game was basically a rush forwards from me, partly because Dave’s force was primarily shooting and not much in the way of melee, whereas my army could shoot, but had the edge in melee.  We attritioned quite a bit as the two armies closed, but a charging Judicator meant that several key beasts were slain, my other two jacks also made the distance and caused mayhem.  My infantry locked down Dave’s forces, the TFG doing a solid job on my right flank, eventually getting into the back lines.  Dave managed to destroy the Judicator, but it was too late as my forces were in position, the game ended when the Reckoner killed Lylith2.  I think Dave was a little disheartened by the match up, though I think he too lots of positives from the encounter.

WIN, 0 CTRL, 58 AP’s


GAME6
Mr M
Legion Vayl2
Into the Breech

Legion twice in a row now, but my opponent opted for Vayl2, I again picked Feora2 – mainly for the immunity to fire, mitigating the Ravagore assassination threat.  Vayl2 however poses a credible spell assassination with two fully boosted Obliteration spells.

The game started well for me, I was able to use the Reckoner and Judicator in a combined arms approach and shoot the daylights out of the Legion heavies from a central firebase, using some walls as protection as well as denying Mr M the option of scenario, though I was only just toeing in the zone to be fair.

A pivotal point in the game arose when I thought Mr M had declared a charge off one of his Ravagore’s against my Judicator.  As I remember it he measured his casters control area and said 'it was in', I said that it was really tight and I wanted to measure it accurately.  I proceeded to measure the distance with various precise measures and found the Ravagore to be just short.  At this point Mr M said he would shoot instead, I felt this was off as a charge had been declared and the model should have been placed just short; Mr M then said “I was only measuring my control area and hadn’t actually declared the charge”.  Clearly there had been a miscommunication, both of us felt awkward and in hind sight I should have called a judge and gone with whatever they suggested.  We played it in Mr M’s favour and the Ravagore stayed still and shot.  Annoyingly Mr M’s dice spiked big time that turn and the Judicator fell.  This was a huge turning point in the game, from being in a very strong position, then made stronger by a failed Ravagore charge and being gifted that beast I would have been so far up on attrition I doubt I would have lost.  Now I was right on the back foot…

I was really upset by the misunderstanding and almost conceded there and then because I felt that what happened was the single worst thing in any Hordes and Warmachine game I’d ever played, but the voice inside of me told me to carry on and not to give up.  I should note that this was purely how the situation made me feel (at the time).

The last few turns saw more attrition and Mr M going ahead at this point, both of us had lost a lot and I was now loosing on scenario as well.  Having lost all my jacks I went for an assassination run on Vayl2 with Feora2 herself, but the dice weren’t with me and I missed the enemy caster with all my attacks, even boosting, so I was sat with no focus next to Vayl2 and a heavy warbeast.  I had forgotten to activate some Zealots several turns in a row, but had run them around the back of the remaining Legion forces and in what I thought was my last act I threw their bombs into the back arc of the heavy warbeast and my dice turned round a bit and I caused a lot of damage, though it doesn’t mean a lot when Hordes factions can heal their beasts easily.  I was certain this was it and again considered conceding, just to get it over with, but again I held on!

The next turn was possibly quite unbelievable, I honestly thought Mr M would simply heal the wounded heavy and charge Feora2 and pretty much one shot her for the win, but instead he turned Vayl2 away from Feora2, healed the beast and then tried to clear the zone for a scenario win.  Somehow the smattering of Vassals, Choir boys and Mechanics who had nothing better to do than clog the zone managed to survive, I seem to recall Mr M rolling a double one at a critical to-hit point!  Jeez I was still in it.  On my next turn I was almost clocked out of time so Feora2 simply let rip into the back arc of Vayl2 and tore her to pieces – I’d just won…..

WIN, 0 CTRL, 61 AP’s


GAME7
Kris R
Menoth Feora2
Close Quarters

I was pretty tired at this point and there was talk of there being no more games, but it depends on whether there is a single undefeated player, as there were still two we played the seventh round.  I drew Kris, a fellow Menoth player and WTC team member, currently #1 Menoth player in the UK Rankings, so it was going to be tough!

Kris’ force had a similar composition to mine, though he had one less heavy, but instead Eiryss2 and Rhoven & Co.  We talked about his list as I was quite intrigued by his choices, I often wish I had Eiryss2 with Feora2 and did used to run my list that way.  Regards the match-up, it was fairly even, though the presence of Eiryss2 could change the balance in Kris’ favour I felt.  I think we both knew in list selection that it would be a Feora2-off…

Kris took the first turn and hauled ass up the field to get position.  I responed, but made targeting infantry near Eiryss2 a priority, I really wanted her dead as I knew what would happen if not.  I failed in my attempt to kill Eiryss2 and as I predicted she ran at my Judicator, whilst his advanced into charge range.  My choice is to either advance and hit the enemy Judicator twice (no focus) and get destroyed in return or back off.  I chose to back off and kill Eiryss2 and continue the attrition.  To be honest the attrition was fairly even, perhaps a bit more in my favour – but nothing to crow about.

Backing Judicator off led to a change in the no-mans-land lines and actually now allowed Kris to score on the scenario flag safely, whereas I couldn’t as I would be in the enemy Judicator/Reckoner’s charge range.  It would just take Kris five turns to win unless I could mix it up.  To be honest I was pretty much out of ideas and was knackered at this point so I tried to get my Feora2 into a scoring position on full camp, but set a trap for the enemy Judicator and maybe try and rush everything in and see what happened!!  A few errors on my part as I tried to engineer the plan, not clearing out some enemy Zealots meant I couldn’t score a point back.

Kris spotted a cheeky move, well actually it was quite inspired, he slammed my Reckoner with his and cleared some infantry off my flag and scored on that meaning he went 5-0 on scenario and secured a victory.

A really good game, I was outplayed by a better player, so no bones at loosing this game, the better players look at things like the power attacks to get the scenario wins and they are often overlooked.

LOSS, 0 CTRL, 23 AP’s


CONCLUSION
So overall I won four games and lost three, something I was quite happy to achieve, my SoS was quite high and I ranked highly in my 3-2 bracket coming a very respectable 38th out of 124.  I had a few tough games, the Gaspy2 match-ups were really hard and I'm thinking that Kreoss1 is not the man these days, perhaps Feora2 can rise up to the Cryx challenge!?!

Loads of positives from the 'Masters' experience, it was more competitive than other events I've been to, but all my opponents were decent guys and I enjoyed the games - roll on 2014!

Sunday, 16 June 2013

Masters



I’ve booked in a couple of tournaments for the not too distant future, the National Masters being held at the North West Gaming Centre, near Manchester being the main event.  This is a 128 player ‘Masters’ event taking seven rounds to find a champion.  It will probably be the biggest event of the year and all of the ‘who’s who’ of the community will be there.  I’m under no illusion that this will be one of the toughest events I have ever attended for Warmachine, all the top players, a two day gruelling challenge and most likely a stifling hot atmosphere!

I have also just attended the ‘Brothers in Armour’ doubles tournament on 09/06/2013, partnering Paul North – I’ll do another blog entry on this in the near future. [spoiler we won]!!

National Masters 2013:
Regarding the Masters, I am pretty much decided on lists now; I’m going with Kreoss1, Feora2 and Harbinger.  The latter caster has seen a lot of table time recently and the list has evolved to something that I am both comfortable with and somewhat competitive too (more so than the Feora1 and Kreoss3 lists I've been tinkering with lately).  I’ve tweaked the Feora2 list a little and switched the second Reckoner for a Vanquisher, then due to this change, dropped the Zealots unit down to a minimum size and squeezed in a second Vassal.  Reason; having two 4” AoE flaming templates of doom is too good an opportunity to pass up and will get more work done than four zealots.  The other Vassal has a similar function giving the Judicator a third twin missile of flaming goodness, but I also now have more Enliven options.  I am still considering switching the whole Zealot bundle out for the Temple Flameguard bundle in the Kreoss1 list – I just feel the TFG do more work and are more survivable; though the Zealot mini-feat and the KD feat of Kreoss1 is a very strong synergy.  Below are the three lists I’m likely to take:

The Lists:

Harbinger
+5
Feora, Protector of the Flame
+6
High Exemplar Kreoss
+5
   *Reckoner
  8
   *Reckoner
  8
   *Reckoner
  8
   *Heirophant
  2
   *Vanquisher
  8
   *Reckoner
  8
Avatar of Menoth
11
   *Judicator (bonded)
 18
(4) Choir of Menoth
  2
(4) Choir of Menoth
  2
(4) Choir of Menoth
  2
(10) Exemplar Errants
  8
(6) Exemplar Errants
  5
(6) Holy Zealots
  4
       Exemplar Errants UA
  2
     Exemplar Errants UA
  2
     Holy Zealots Monolith Bearer
  2
(10) Holy Zealots
  6
(5) Exemplar Vengers
11
(10) Temple Flameguard
  6
       Holy Zealots Monolith Bearer
  2
(10) Temple Flameguard
  6
       Temple Flameguard UA
  2
Vessel of Judgement
  9
       Temple Flameguard UA
  2
Vassal of Menoth
  2
Vassal of Menoth
  2
Gorman Di Wulfe, Rogue Alchemist
  2
Vassal of Menoth
  2
Vassal of Menoth
  2
Kell Bailoch
  2
Vassal Mechanik
  1
The Covenant of Menoth
  2
Vassal of Menoth
  2
(3) The Wracks
  1
Rhupert Carvolo, Piper of Ord
  2




Vassal Mechanik
  1




(3) The Wracks
  1

Rational behind the lists:
Harbinger
The Harby list is very strong in scenario, her feat is best employed on turn one or two preventing the opposing infantry from advancing and contesting scenario elements.  This isn’t always going to be the case as multi-wound and high ARM units will survive it, certain builds will have no problems such as beast heavy Legion lists for example; but for the most part it will be effective.  This generally boils down to only heavies being able to run forwards and contest, so the Harby player can plan on this and set-up a counter charge to alpha strike said heavies – or go way ahead on control points.  I think that in my practice games so far I’ve won mainly on scenario, though Harby is one of those casters who possesses the trinity of threats: scenario, assassination and attrition in plentiful supply.

The Harbinger list
One of my play-testing changes was to drop the Errants in this list down to a minimum squad, this really felt bad, but they’ve done OK with four less bods and I’m relatively happy with this.  Dropping Gravus was kind of a shame, he synergised really well but in the end he was a big magnet and didn’t really get his points worth – essentially a canny player would target him at range and dismount him reducing his effectiveness greatly.  The list change granted the full TFG unit and I feel they are a real workhorse, they get good use in any list to be fair and they’ve got some great synergy with Harby and her spell list too – so they’re definitely staying!  The Vengers are expensive, but can hit hard from afar, flank if necessary and out-threat/tie up other units when needed.  They block LOS to Harby and saved her bacon from shooting assassinations several times by continually Martyring, for example on a Kara Sloan feat turn, where the battlegroup killed two intervening Vengers about four times over, her Martyring ability keeping them standing and continuing to block LOS!

The army has tools to deal with both armour and infantry, something that a lot of Protectorate units possess both qualities, e.g. Errants charging weapon masters for armour, but also high accuracy stats.  TFG can combine their melee attacks to suit and Protectorate ‘jacks are perhaps the most accurate in the game.  There isn’t a massive amount of assassination threat in the list though everything has the potential, increased speed and an accuracy buff really help here. An Avatar to the face will spell the end for a lot of casters and Harby herself can lay down some hurt, focus 10 with an auto hitting P&S 12 melee weapon or an up to two fully boosted POW20 auto hitting spells is scary.

Feora2
As noted above I made a couple of small changes, I lost some melee threat range on a second Reckoner charging, but gained a really scary AoE and a more surgical method of dealing with infantry, the Zealot mini-feat and set them all on fire for Feora’s feat trick is a lot easier with this and the big AoE synergises well with Feora’s Caustic Presence.
The Feora2 list

The list packs a real punch with the ranged game; Flare from the Reckoner aiding the Judicator’s accuracy when shooting enemy heavies, the ancillary attacks for further damage and the Escort spell giving the ‘jacks 2” more movement to get range.  Clearly the list can deal with infantry; that many continuous fire templates will scare most infantry and Feora2 can surgically target certain models under her feat to almost guarantee this.  With Ignite and the Hymn of Battle the ‘jacks can deal with most armour in the game and the extra movement will help get an alpha strike off.   Perhaps this list can deal with excessive armour more easily than the others, though light infantry will make good hunting too!
In terms of scenario, Feora2 probably has nothing particularly strong to offer, but her army has a good potential to clear zones and scenario elements, she is also very survivable with good native stats and protection buffs, so I’m hopeful she can take charge in scenario by being able to weather an enemy assassination attempt and dominate zones.  Her attrition game is strong and the army can inflict huge damage, assassination wise, she has some tricks and no enemy caster likes being on fire.

Kreoss1
This list has remained the same for quite some time, but synergises well, I’ve mused over swapping the Zealot unit out for the TFG – exactly the same points, possibly because the TFG get more actual work done, though Kreoss’ feat does allow the Zealots two turns of getting out of melee with the enemy and easy pickings for direct hits off their usually low accuracy high POW bombs.  I think the Zealots are staying, but it is always good to muse over these things!
The Kreoss1 list

This list has clearly got a strong assassination threat with the ‘pop and drop’, it can deliver three fully-boosted POW 15’s and two un-boosted to a knocked down target.  If the caster can’t be targeted, or is too tough to kill then the feat can be used in a strong attrition game by killing the enemy army – Errants doing a ‘live the dream’ turn with their Quickwork ability and double tapping enemy infantry.  Regarding scenario, Kreoss1 doesn’t do anything especially effective, though his army is very resilient and can contest zones and scenario elements well, the feat can buy a turn to clear a zone and score points if necessary.

List Match-ups:
This is a real problem for me, I'm just not sure what will do well against certain factions, all of the lists are pretty well balanced so I'd probably do reasonable with whatever I drop against Cygnar for example.  There is a lot of talk about creating and 'anti-X' list, which is perhaps the way to go, but then people build and anti-anti-X list and so on.  To be fair I'm not going to be fighting it out at the top so I'll try and not get too hung up on this, just play what I fancy, or maybe not drop a certain list if they've got a lot of anti-tech, say anti-knockdown in each list would mean Kreoss would be a poor choice.

I've thought about asking various friends who are also honing their Masters lists about which of mine they would least like to face and why, that way I'll see the strengths of my lists rather than focussing on their weaknesses against others.

Glamour shots: