Showing posts with label Vlad2. Show all posts
Showing posts with label Vlad2. Show all posts

Sunday, 12 May 2013

Battle Report: Vlad2 vs Stryker2

So it appears I will get to write this one up now. Hopefully I can get to a point where I know a good way to write these. I really want to add pictures because otherwise battle reports can get a bit dull.

The game was Vlad2 against Stryker2 at 50 points and the scenario w as Rally Point. Our lists were as follows:

Vlad2, Behemoth, Dog, Max Iron Fang Pikemen and Unit Attachment, Doom Reavers and Unit Attachment, Widowmakers, Koldun Lord marshalling a Marauder, Eiryss2, Gorman and the Great Bears.

Stryker2, Rowdy, Stormclad, Squire, Stormblades, Gun Mages with Unit Attachment, Min Storm Lances, 3x Stormcaller, Arlan, Rhupert, Lanyssa, Eiryss2 and the Journeyman Warcaster (Jr).

I won the roll and elected to go first. My pre-game thought process was that I wanted to keep Vlad back to make it harder for Stryker to get him, I wanted to try get some control points and I wanted to push for table presence with Doom Reavers while I shoot with my snipers and the Behemoth.

Deployment
I deployed everything centrally. He deployed centrally with his Gun Mages, Rhupert and Lanyssa on my left flank behind a forest and the Storm Lances on my right side. For my Advance Deployment I out the Widowmakers on the left with Eiryss and I out the Doom Reavers just to the right of my objective. His Eiryss hung out with his Gun Mages in the forest. The Bears are on my left side before I forget.

Turn 1
I ran stuff forward. I put Hand of Fate on Behemoth, Assail on Marauder and Transference on Vlad. The Koldun Lord power boosted Behemoth to run, the Marauder used his pseudo focus to run. I ran the Widowmakers behind a linear obstacle opposite the forest but I spread two out to avoid the Gun Mage CRA special blast thing. The Doom Reavers moved about 3-4 inches too few (I was worried about losing them to charge/run and feat).

He runs stuff forward casts deflection. Rhupert makes the Gun Mages have pathfinder, they move up and between them and Eiryss they kill two Widowmakers who promptly fail they command check. He also moves the objective int his zone. Arcane Shield is out on the Storm Lances who advance a bit but hang behind the objective and a linear obstacle to stop the Doom Reavers getting on them.

Turn 2
I am pretty bummed about the Widowmakers failing command. I wanted them to aim and start thinning out the Gun Mages because I didn't want the Gun Mages killing Doom Reavers or Pikemen, I wanted them tied up. Anyways, I upkeep all my spells and put 2 on Behemoths sub-cortex. Behemoth walks up and tries to take a shot at a Gun Mage, I am out of range so it scatters but I get lucky and it hits Rhupert, I boost, he dies. I take another shot, get lucky it scatters, hits Lanyssa, I boost, she dies. I might have tagged someone else as well I'm not sure. Eiryss aims shoots the other Eiryss in a forest and misses (we both totally forgot about stealth which was funny). The Bears move up to sit behind the linear obstacle in base to base. I activate Vlad, feat for 6 Doom Reavers then dominate my objective and move it into my zone. I send the Doom Reavers in thinking I can get 3-4 onto Stormclad. I was wrong. I get two on Stormclad, three fail charges and one runs to engage the Storm Lances. The first Doom Reaver does 5-6 damage, the second dials it to 11 and does something like 15-18 leaving the Stormclad with 5 or 6 boxes and not the Cortex. He passes his abomination checks with other stuff. The Pikemen Shield Wall and get into position. I forgot to put anything in his zone which was a mistake.

He has super Doom Reavers clogging up his table space but I think he didn't realise the feat buffs their defences so much. He spend his turn killing Doom Reavers. His Plan was to repair Stormclad, swing and arc lightning onto them. This doesn't work when Arlan rolls box cars for his repair check so now he has two focus on Stormclad with crippled weapons. Sad times. After a bunch of skill checks from Stormcallers, Rowdy, Storm Lances, Stormblades he as killed all the Doom Reavers and the UA. His Gun Mages slowly walk rough the forest do the Mage inferno order on the bears kill the one that gives pathfinder, force a tough on another (which he makes) and does 4 to the last Bear. Eiryss moves up and shoots Behemoth. He scores a point.

Turn 3
I upkeep my spells. Between the Widowmakers and the Bears I kill a few Gun Mages and Eiryss. Behemoth is power boosted and shoots and kills some Stormblades I think. I Hand of Fate the Pikemen and send them in and mini feat, I kill some stuff I think, I knock out Rowdys weapons, I do 13 to the objective and I clog up the zone. Gorman runs int his zone to control it. Vlad sits on 2 focus (I either boosted something with Transference or paid to upkeep Hand of Fate even though Eiryss stripped it). My Eiryss runs into the middle of stuff and gets within 5 of his jacks. I score 3.

His turn, he kills some pikemen, he kills Gorman, he kills a bear but he has to go for it because his jacks will die next turn and I am ahead on control points and board position. Arlan rolls an 11 on his repair check so he has to run Rowdy 11" from Stryker, positive charge him, velocity top lad taking two Pikemen freestrikes (which do 5 or 6 damage but no critical knockdown), somewhere along the way he shot the dog which toughed. He gets 3 attacks on Vlad after overloading for +7 he misses, hits for lots leaving me on 5 then misses and he feats and his feat attack misses.

Then Vlad with 8 focus casts Martial Paragon and boosts hit and damage and its over. I've got a few thoughts that I will put down sometime later.

Rolled some dice

The last month has been very busy for me (hence the silence) but yesterday afternoon I got to play two games. Both were against a good friend of mine and I rocked Vlad2 in both games and I had a great time. I won the first game (50 points against Stryker2) and I won the second game as well (35 points against Feora2). The second game is kind of a fake win since we were running out of time so my opponent just went for a Judicator trample to Vlad but took two freestrikes from super solider Iron Fang Pikemen. I don't think I was a lock for the win but I was probably just ahead.

I plan on writing a bit of a more detailed battle report tomorrow. I didn't take any pictures so it will probably be a bit text heavy perhaps. All in all, I really liked the way the lists (particularly the 50 points one) played. I bunched up a bit preventing my Marauder getting to the fight and I didn't push my Doom Reavers far enough forward so they clogged up my lines (and missed some charges) because of that. Yet I still played it the way I designed it. I attritioned and looked for opportunities to score control points. That was what brought Stryker to go for it and I survived.

The one thing that I was thinking about the games (particularly the 50 point game) was that it is really hard to distinguish how much luck played a role. Finishing a game you won tends to feel as if you were not lucky and it is all skill but I am trying not to do that. I can remember several rolls that I guess could be attributed to luck that greatly influenced the game. I got two lucky scatters on turn 1 with Behemoth - sure it is lucky but I was shooting that way trying to get some thing (this is a moment of luck I engineered I think). I spiked a damage roll on a feated Doom Reaver against his Stormclad meaning that while only two guys got on him he only had 5 boxes left. He failed skill checks for Arlan to repair on consecutive turns making it much harder for him to clear out my dudes.

So I don't know. I think with luck a huge part of success is making the most of it when it comes around. You also have to be putting yourself in situations it can occur. I think it all comes to playing the game with a really aggressive mindset. Play to beat your opponent; even when you win because they went for it and failed it was probably your play that engineered the situation.

Tuesday, 19 March 2013

Vlad Squared

There has been a bit of a change of plans regarding lists for Wintercon and I now am planning on running Vlad2 and Vlad3 (if its three list I will add Vlad1 for lols). There are two reasons for this. The first is that I was pretty hesitant about Sorscha1’s ability to crack heavy armour so I switched in Sorscha2 but I just don’t think she looks fun. Vlad3 does look fun; very fun. This also means a few less things to paint or something. On that note I did finish my Doom Reavers (UA excepted) so I am feeling pretty happy about that. No painting prizes will ever come out of this unit but they look pretty good at the table top level.

Here are the two lists.
  
The Lists

Vlad2
- Behemoth
- Wardog
Iron Fang Pikemen (Leader and 9 Grunts)
- Officer and Standard
Doom Reavers
- Greylord Escort
Great Bears of Gallowswood
Koldun Lord
- Marauder
Widowmakers (Leader and 3 Grunts)
Eiryss, Angel of Retribution
Gorman di Wulfe, Rogue Alchemist

Vlad3
- Beast 09
- Spriggan
- Wardog
Winter Guard Infantry (Leader and 9 Grunts)
- Officer and Standard
- 2 Winter Guard Rocketeers
Doom Reavers (Leader and 5 Grunts)
- Greylord Escort
Fenris
Kovnik Jozef Grigorovich
Lady Aiyana and Master Holt
Harlan Versh, Illuminated One
Saxon Orrick

As mentioned the Vlad2 list is slanted towards attrition (via Transference) rather than Assassination. I really like the options in this list. It can crack some serious armour if needed. The Marauder module is nice. It is hard to completely justify it because the Marauder is seriously rubbish once an arm is crippled but I don’t think people will focus on that. Slams are still just as good in the post-Colossals world. Yes, you cannot slam a Stormwall (there might be a ruling that you literally cannot damage them with the Slam as well) but Assail + Slamming one of my Pikemen/Doom Reaver/Gorman or whatever in the back leads to a D6+3” slam which has niche caster kill value if I put two into Behemoth’s sub-cortex. Another cool thing is Assail onto Marauder + Hand of Fate onto Behemoth + 2 onto his sub-cortex turns out to equal exactly 7. The Koldun Lord will be feeding the Marauder to boost the to hit roll. I really like having the option to just go for an unexpected assassination. If I make any changes it will be to drop Gorman for Kell.
  
The Vlad3 list is a bit weird. I have no idea how good it will be but I do know that Winter Guard + Signs and Portents (or in this case Hand of Fate) is a definite thing. I remember shooting to death Thorn (or maybe a normal Lancer) that was engaged by my own jack with WGI+S&P. It was pretty brutal because I landed about 8 of 9 shots needing an 11 to hit! They are only DEF14 which is solid but not back breaking but in combination with tough they can be reasonably resilient. Part of the attraction of something other than Irusk1, Sorscha2, Butcher1 or Old Witch is that you absolutely cannot start to rely on DEF17.

Immunity to free strikes and SPD7 is not something to mess with because it ensures they can bring their guns to bear. Vlad3 has this feel of you take 2 reach jacks (or one reach jack and Drago) and Fenris and anything else you feel like. Lots of casters have some pretty obvious pairings but there doesn’t seem to be anything major for Vlad3. There are a few mercenaries but these are pretty much all support. I have no concerns about the lists capacity to clear infantry off the table. Heavies are also no issue. A single colossal is no issue. Two colossals or a single buffed one could be a bit of an issue.

I am hoping to line up a game in the next two weeks to give one of these (or a 35 point variant depending on time) a whirl.