New post

Rss

Ipinapakita ang mga post na may etiketa na battle reports. Ipakita ang lahat ng mga post
Ipinapakita ang mga post na may etiketa na battle reports. Ipakita ang lahat ng mga post
Linggo, Nobyembre 22, 2015
Armada: Admiral Ozzel doing work

Armada: Admiral Ozzel doing work

Apparently, getting choked to death only makes you stronger.

I just got my ass handed to me by Admiral Ozzel and man, did I face off against some craziness.  The list I took was pretty standard, running my Ackbar Control but slotting in Dash Rendar to check out what he can bring to the table.  Unfortunately, my opponent showed up with Boba Fett and Bossk and poor Dash, well, died horribly.  I'm not going to cover the entire battle report as I did get really ballsy and took a big gamble.

Check out some of these sick screens:

Strategy: Blue is safe, red is dangerous.  I like dangerous.

I immediately regret this decision.

Boxed in by the Gladiator.

All is lost.

Keep in mind that we talked for a long time after the game about what I most likely would have done in a tournament setting, but I really just wanted to try and see how my list could perform against what seemed like lighter targets.  He had initiative on me and had the activation advantage, but I thought I would have the damage to cover it up.  Boy was I wrong.  As soon as Ozzel full-stopped and angled that Gladiator trapping my Home One, I knew I was done for.  The constant-refreshing Navigate token with Ozzel's super stop put that ISD in prime firing position while I was stuck in there with nowhere to go.  With 11 hull on the ISD, he just rammed me all day while Gunnery Team put out insane amounts of damage.  Once the Gladiator started ramming and adding its ACM to the party, it was as good as done.  I tried to tie up Boba with Dash, but between the constant free damage and Bossk's Grit just totally ignoring Dash (and actually eventually killed the Home One), I called the game at the end of 4.  Sure, I blew up the ISD, but I also lost Home One and my Whale2 was also close to death.

I was totally caught off-guard by just how ridiculous Ozzel is.  His synergy with Wulff is out of control.  My opponent was able to just smack the token on the ISD turn 1 and it basically sat there the entire game until he wanted to change it; changing the speed of the damn thing from 3 to 1 in a heat beat.  Ozzel is also ridiculous with the Raiders.  I was absolutely overwhelmed by how fast they can move, how tight they can turn, and how fast they can change speeds with Ozzel's speed adjustments.  Going from 4 to 2, performing the tightest turns in the world, and flying up my ass with speed 4 again from 2 next turn.  Unbelievable.  Best of all?  His entire list had command 2 for rapid response thanks to the Relentless title on the ISD.  With all the speed changes in his list, the movement on his ships was completely unpredictable.  I had no idea what the ride was about until it was over.

My opponent admitted he was just trying some things and his upgrades were not optimal.  I said no worries man, you played incredibly well and definitely taught me a thing or two.  I absolutely love the Boba and Bossk combo as it really puts a single Dash to shame and is a huge threat to ships and enemy ships as well.  What about a lot of fighters?  Looks like he had both Instigator and Impetuous to do some heavy lifting vs. squadrons: Raider-Is with Ordnance Experts will be ridiculous against swarm tactics.  Plus, the Raiders can just block congo lines all day, stop full force and keep them jammed up while the ISD and Glad goes to town.

It's OK, where his list wasn't perfected, you sure bet I'm going to try to replicate and improve:

OZZEL TYPE1 
Author: HERO

Faction: Galactic Empire
Points: 400/400
Commander: Admiral Ozzel

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
-  Admiral Ozzel  ( 20  points)
-  Relentless ( 3  points)
-  Intel Officer  ( 7  points)
-  Gunnery Team  ( 7  points)
-  Electronic Countermeasures  ( 7  points)
-  XI7 Turbolasers  ( 6  points)

Gladiator I-Class Star Destroyer (56 points)
-  Demolisher  ( 10  points)
-  Ordnance Experts  ( 4  points)
-  Assault Concussion Missiles  ( 7  points)

Raider-I Class Corvette (44 points)
-  Instigator  ( 4  points)
-  Ordnance Experts  ( 4  points)

Raider-I Class Corvette (44 points)
-  Impetuous  ( 4  points)
-  Ordnance Experts  ( 4  points)

1 Boba Fett ( 26 points)
1 Bossk ( 23 points)

So what we have here is the original list on steroids.  Rather, it's more focused and puts out more consistent damage.  The ISD is now a death machine with Intel, ECM and XI7s added, and I even have the Intel Officer in there over Wulff just because I prefer the damage.  Keep in mind that Wulff is still very good with Ozzel because of the navigate token procing Ozzel's ability constantly, and the incredible token efficiency that it naturally generates.  I just don't think its very needed because with good command management (and on command 2 mind you), you should be able to maintain control of your speed according to battlefield conditions.  I would much rather like to Intel a Brace token and just having the target eat the damage.  The rest of the list is pretty much history:  Added Demolisher and ACMs to the Gladiator for max damage, and have the Raider-Is take both titles for supreme AA coverage.  Ordnance Experts helps ease out the rolls and increase damage overall against both capital ships and squadrons.  Boba Feet and Bossk will stay in the list because they can absolutely maul fighters and at the same time, pose a huge threat to ships.

I'd like to thank my opponent JafarIronclad for the awesome game and introduction to how to make Ozzel fly.  I hope the rest of you guys learned something new as well.
Lunes, Mayo 12, 2014
BR: 50pt eCaine vs. Butcher3

BR: 50pt eCaine vs. Butcher3

Look at this god damn crazy.

I was itching for a game all week but due to work, I wasn't able to get one in until last night.  As usual, I played over Vassal man, was it a lot of fun.  The scenario was Close Quarters.

Here's the list he took.  I'm not sure if it was standard or not, but that's what he brought to the table:

Points: 50/50
Kommander Zoktavir, The Butcher Unleashed (*4pts)
* Beast-09 (11pts)
* War dog (1pts)
Greylord Ternion (Leader and 2 Grunts) (4pts)
Iron Fang Pikemen (Leader and 9 Grunts) (8pts)
* Black Dragon Officer & Standard (2pts)
Kayazy Assassins (Leader and 9 Grunts) (8pts)
* Kayazy Assassin Underboss (2pts)
Lady Aiyana & Master Holt (4pts)
Widowmakers (Leader and 3 Grunts) (4pts)
Eiryss, Angel of Retribution (3pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Iron Fang Kovnik (2pts)
Ragman (2pts)
Reinholdt, Gobber Speculator (1pts)

I brought my standard eCaine list and we duked it out on a map with a trench on each side and a long shared forest on the right.  Most of the right side of the map was also a giant hill, so elevation all over the place.  Sorry, no pics, it ran pretty late last night and I just went to sleep right after the game.

Anyways, here are some highlights from the game:
  • The game started out with him playing very aggressive and running or advancing everything up.  I did the same with all my guys but I couldn't really shoot at anything so I camped all my focus.
  • Next turn, he manages to kill some of my Boomhowlers and strip them of their Arcane Shield thanks to Eiryss.  No further damage is dealt to the rest of my army while all of his marched up fearlessly down the middle.
  • On this turn, I was able to run a few Rangers up and go hard on his army with my shooting.  My B13th killed some of his Pikeman with Ryan doing most of the work as usual, killing 4 by herself thanks to Mage Storm.  The Tempest Blazers advanced 9 and used Elecro-leap to drop a ton of Kayazy from the field despite them having Stealth.  Man, I absolutely love their ability to move 9.  Caine himself did some serious work as he was able to pick off a few Pikeman, Magic Bullet the nearby Eiryss to death and ping another Magic Bullet into Beast '09, but failed to kill Aiyana despite the +1.  A few more shots here and there from some of my other units at Ragman and he sac pawns to one of Butcher's dogs.
  • The next turn was something pretty hilarious.  While I think I had a pretty good turn and I was pretty far ahead, I was definitely not expecting this.  Butcher immediately moves up thanks to Vengeance and drops one of my Boomhowlers stone cold.  He adds 2 focus to Beast '09 and then casts Impending Doom, Silence of Death and Flashing Blade, followed by Feat.  Needless to say, most of the Boomhowlers are dead in one foul swoop with no chance of Tough rolls.  He then advances, into some more Booms including Greygore, and Flashing Blades again to kill every single Cygnar-sympathizing troll on the board while camping 5 Focus.  Damn, that did not go the way I wanted to, especially when I was relying on them to block Beast so I can get another round of shooting.
  • Some of the remaining Kayazy including the Mob Boss charges Ol'Rowdy and actually do something like 8 points of damage to him due to hot rolls.  Not just that, but he activates incorrectly and the 1-HP Aiyana trolls boxcars to Kiss Ol'Rowdy while he was already engaged!  Now, I watch grimly as his Beast '09 barrels down the field and straight into Ol'Rowdy's face, beating his ass into the ground and leaving him with 5 boxes left.  Looks like things really changed in a span of a few activations.
  • With Ol'Rowdy near death, my primary jack was out of commission and the battlefield situation looks pretty damn even.  I choose not to allocate any Focus to Ol'Rowdy because both of his arms were out.  Instead, I move up my Gorman really close to Beast, toss Black Oil, it can only scatter 1" and it hits '09 in the face, sharply dropping his defense.  I then land a Kiss from my own Aiyana, shoot him for some damage with Holt, and put him at roughly half-health after Rowdy activates and hits him with straight dice.  Not the best outcome, but better than nothing.
  • Now, my Rangers run ahead to mark the rest of his army while my Tempest Blazers advance into range of his A&H.  A few Electro-leaps after and both are dead, including his Gorman who's unfortunate enough to be within 5" of one of the Blazers after checking range.  With no more real targets, I'm left with a really tough decision.  I have Beast with Kiss and Butcher in range with Ranger's Mark Target.
  • I know for a fact that with effectively POW14 guns, I can drop Beast in one go with Feat thanks to Black Oil, or I can go for Butcher.  My Eiryss was out of range to threaten Buthcer unfortunately, so I'm going to have to rely on Caine to do all the work.  Well, what the hell, why not go big or go home?  My B13th with Brutal Damage and Taryn try to do some damage to Butcher, but it was just not happening with his camped Focus.  Caine then activates and moves in range of Butcher with +2 RAT.  He throws down 10 shots, misses with the last shot and then proceeds to roll damage.  After the dust settles, Butcher is left with 1 HP and everyone in the room is sitting there in shock.
  • Needless to say, I think that's going to be game.  Next turn, he charges one of his own Kayazy to get within Impending Death range of Caine, and smacks him in the face with Lola.  It actually took him two swings and that was the only thing he could muster, but he rolled what he needed to hit Caine for a second time and that was it.  If he missed, I would have shot him to death next turn.

The winning scenario for me would be to kill Beast with Feat, reallocate Eiryss to the other side of the board to threaten Focus-camping, and to shoot everything else dead in Butcher's army leaving him with no support.  Unfortunately, that might have taken too long to play and I was in a very YOLO mode because this is just a casual game and I've been working too damn much.  You gotta learn to relax and have fun a bit, especially when you're not playing in a tournament and its all fun and games.

I talked with my opponent for a little bit and he said I could have been a bit more aggressive with Rowdy and Eiryss.  I definitely agreed with the Eiryss part, as I think her ability to drop Focus off of Butcher might have been exactly what I needed on Feat turn.  A very fun and close game, I enjoyed it very much.
Lunes, Mayo 5, 2014
BR: 35pts eCaine vs. eIrusk

BR: 35pts eCaine vs. eIrusk

Not bad for a first game.

I managed to play my first game of Warmachine in two years today on Vassal.  It was a smaller game than most SR lists and we only played caster kill.  We could have played a scenario game, but my opponent actually suggested caster kill after finding out that it was my first game in a long time.

Alright, so we're off and away.  I used my eCaine list with Tempest Blazers vs. eIrusk.

Points: 35/35
Supreme Kommandant Irusk (*5pts)
* Destroyer (9pts)
* War dog (1pts)
Man-o-war Demolition Corps (Leader and 4 Grunts) (9pts)
Man-o-war Shocktroopers (Leader and 4 Grunts) (9pts)
Widowmakers (Leader and 3 Grunts) (4pts)
Winter Guard Mortar Crew (Leader and Grunt) (3pts)
Winter Guard Mortar Crew (Leader and Grunt) (3pts)
Harlan Versh (2pts)

When I looked across the table, I saw lot of multi-wound models in front of me.  The problem with my list is that while I have a good amount of firepower, it struggles against high armor.  I guess I was lucky he wasn't running heavy jacks/beasts with another caster.

Alright, now to the game:

  • My opponent went first and ran most of his stuff into better positions.  I did the same, put my Tempest Blazers and Rangers on high elevation and threw my B13 into the woods.  My A&H slowly moved up and Caine lurched forward and threw Blur on the Tempest Blazers.
  • The second turn saw a bunch of shots explode from the Khador side and most of it missing.  Nothing hit their targets dead on but one of the mortar blasts found Eiryss and Taryn under the scatter.  Thankfully, my opponent rolled low for damage and Eiryss survived with 1 health (this was huge) while Taryn didn't take any damage.  His Widowmakers ran far up my left flank.
  • On my turn, I dropped Blur on my Tempest Blazers and ran one of my brave little Rangers up to paint the backside of his Demos, Shocks and Destroyer who was behind an obstacle.  The Tempest Blazers moved up on the far right, shot at the Destroyer and with the help of Mark Target, managed to do 9 points of total damage using Brutal Shot.  They then used their Light Cav movement to get out of the LoS of the Destroyer.  I charged Ol'Rowdy up but I was just short of Tremoring the first batch of Shocktroopers.  It's OK, I can still do some damage:  Ryan opens up on the first batch of Shocktroopers and puts her Mage Storm on top of 6 dudes.  After damage rolls, I was only able to damage two of them because of Shield Wall.  Next came Lynch and Watts who opened up and shot down one of the Widowmakers on the far left.
  • Caine himself moved up 7 and opened fire with Feat and 10 shots.  I only missed one shot and focused everything I had at the Shocktroopers and Demo Corp.  After the smoke cleared, I killed 2 Shocktroopers and 2 Demos.  Not the best results, but what upset me the most was that I shot a Shocktrooper with a POW19 shot and left him with 1 HP.  That's one more ST that's going to swing at Rowdy next turn.  I finished off the turn by running my 1 HP Eiryss up and put her within Arcane Interference range of his Destroyer.
  • On his next turn, he retaliates by trying to shoot Caine with the mortars but missed with everything.  His Destroyer aims and takes a shot at Caine as well, but it scatters and hits Ryan in the face.  Since Eiryss was next to his Destroyer, he was unable to allocate any focus to it, so he wasn't able to capitalize on the revenge shot.  He retaliates with his Shocktroopers and a single Demo Corps on Ol'Rowdy and did some serious damage.  Fortunately for me, Rowdy's hammer was still functional.  Two of his Demo Corps break off and charge my Tempest Blazers.  Three of them go down to Backsswings but that's to be expected because he was rolling really hot to hit.  One of the mistakes that my opponent makes this round was moving his warcaster slightly behind his medium based units engaged with Ol'Rowdy thinking he would be safe.
  • Next round, I analyzed the situation and activated my units:
    • Caine takes a bite from the Squire.
    • Reinholdt moves up and reloads Caine.
    • The remaining Tempest Blazers move up and Brutal Shot the Demo Corps (killing 1 and leaving the other with 1 HP, tying up Eiryss still). 
    • Taryn doesn't move, aims and Black Pennies the remaining Demo Corps to death.
    • This frees up Eiryss to take aim and shoot his warcaster, stripping his focus.
    • Next is Ol'Rowdy who Tremors all of the Shocktroopers and remaining Demo Corps to the ground.
    • I thread the needle with one of my Rangers and paint his Warcaster.
    • Caine checks his control range, sees Irusk past the knockdown Shocktroopers, aims with Mark Target and shoots with RAT13 vs. DEF15 with a -3 damage modifier.  It takes 5 shots to put Irusk in the ground.

Overall, I think this game went pretty well for me.  I was able to utilize most of my units and use them to full effect, although the Tempest Blazers were not ideal vs. such heavy armor.  The only unit that didn't see much use was A&H, and I think I played them too defensively because I was afraid of Aiyana dying to random blasts.  Against a list like this, I really need her Kiss to allow me to punch through heavier armor.

The only thing I was really afraid of was messing up my activations.  I played this game pretty religiously back when I was invested and I think that helped a lot.  During this game, a lot of things were coming back to me and I was able to capitalize on mistakes and activate my units in the correct order.  A good first game.
Copyright © 2016 - Design by Thiet Nguyen