Now Available – Gunwitch: The Witch Hunts

 
The new flintlock fantasy sequel to Gunwitch: A Tale of the King’s Coven is now available!
 
The Witch HuntsA Storm Threatens…
 
Once a beautiful settlement named for the fabled Fountain of Youth, Founsteeth has become the stronghold of the Three Captains and their pirate crews.
 
Rose Bainbridge and Janett Laxton arrive in Founsteeth as black stormclouds loom, and as pirates and colonial military officers meet to swap a noble prisoner for a hefty ransom. Rose, a convicted witch and former Gunwitch in the King’s Army, feels almost at home. Young Janett, though, turns heads and more than one of the Three Captains seems to be calculating her possible ransom.
 
When enemies worse than any pirate strike with the onset of the storm and capture Janett, Rose must head back into the Amerigon wilderness…
 
A Witch on the Hunt.
 
Available in trade paperback and ebook formats at Amazon, Barnes & Noble, Apple and more!

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Bloodgorgers vs Bane Thralls

 
Bloodgorgers and Bane Thralls have identical SPD, STR, MAT, DEF and ARM.
 
Bloodgorgers are on medium bases, while Bane Thralls are on small bases.
 
Bloodgorgers have Gang, Tough and Blood Thirst, while Bane Thralls have Dark Shroud and Weapon Master.
 
With General Gerlak Slaughterborn, Bloodgorgers gain No Sleeping on the Job and Overtake.
 
With their UA, the Bane Thralls get Tough and …
 
With Bane Lord Tartarus, Bane Thralls get Curse.
 
This chart compares flat damage, Bloodgorgers vs Bane Thralls, in 4 common situations. The first column shows the % change of of hit and the damage calcuation, with flat damage. The second column, “Activation”, shows how much flat damage the model would do on average. The final column shows flat damage * the % change of a hit.
 
DEF 10/ARM 18
Activation
* %
Bloodgorgers
90%/(2d6-7:0)
0+0=0
0
+Charge
90%/(3d6-7:3.5)
3.5+0=3.5
3.15
+Gang
97%/(2d6-5:2)
2+2=4
3.88
+Gang+Charge
97%/(3d6-5:5.5)
5.5+2=7.5
7.275
Bane Thralls
90%/(3d6-7:3.5)
3.5
3.15
+Charge
90%(4d6-7:7)
7
6.3
 
DEF 12/ARM 18
Activation
* %
Bloodgorgers
70%/(2d6-7:0)
0+0=0
0
+Charge
70%/(3d6-7:3.5)
3.5+0=3.5
2.45
+Gang
90%/(2d6-5:2)
2+2=4
3.6
+Gang+Charge
90%/(3d6-5:5.5)
5.5+2=7.5
6.75
Bane Thralls
70%/(3d6-7:3.5)
3.5
2.45
+Charge
70%(4d6-7:7)
7
4.9
 
DEF 14/ARM 18
Activation
* %
Bloodgorgers
40%/(2d6-7:0)
0+0=0
0
+Charge
40%/(3d6-7:3.5)
3.5+0=3.5
1.4
+Gang
70%/(2d6-5:2)
2+2=4
2.8
+Gang+Charge
70%/(3d6-5:5.5)
5.5+2=7.5
5.25
Bane Thralls
40%/(3d6-7:0.5)
3.5
1.4
+Charge
40%(4d6-7:7)
7
2.8
 
DEF 12/ARM 16
Activation
* %
Bloodgorgers
70%/(2d6-5:2)
2+2=4
2.8
+Charge
70%/(3d6-5:5.5)
5.5+2=7.5
5.25
+Gang
90%/(2d6-3:4)
4+4=8
7.2
+Gang+Charge
90%/(3d6-3:7.5)
7.5+4=11.5
10.35
Bane Thralls
70%/(3d6-5:5.5)
5.5
3.85
+Charge
70%(4d6-5:9)
9
6.3
 
Conclusions:
 
If you can get 2 Bloodgorgers on a charge target, they outperform Bane Thralls in all 4 situations. Especially versus DEF 14/ARM 18.
 
On the other hand, Bane Thralls *always* get Dark Shroud.
 
Gang allows Bloodgorgers to tackle DEF 14 targets that Bane Thralls would typically miss (and so would Bloodgorgers without Gang).
 
I’m not sure one unit is unequivacally better than the other, but Bane Thralls are probably easier to use in more situations. That is, they have less of a learning curve. Besides needing proper positioning for Gang, Bloodgorgers have a medium base, which can be a struggle to learn how to advance and charge and otherwise maneuver.
 
Me? I love my Bloodgorgers. I have 2 sets.
 
-David

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I Found a Use for Necrotechs!

 
Aside from a couple games with pGaspy’s theme force (where creating a horde of Scrap Thralls from wreck markers is kinda fun), I haven’t found much use for Necrotechs. Their repair ability seems to fail when I need it most, and their ability make scrap thralls/clear wreck markers is just as unreliable and very situational.
 
Over the last week, though, I found what I’m thinking is a very cool use for them.
 
I’ve been fielding my Bloodgorgers a lot lately. Sometimes both max units. I like the models, I enjoyed painting them, and with General Gerlak Slaughterborn they are a very strong melee unit. Even with Saxon Orrik handing out Pathfinder, though, Bloodgorgers are simply not the fastest melee unit available. Which means they’re almost guaranteed to need to weather a charge, especially if I’m going second.
 
In other words: They need a screen.
 
I haven’t been running the Bloodgorgers with a separate screening unit, so that means they have to screen themselves.
 
The typical approach to self-screening is to create a front rank with 3 Bloodgorgers, spread to cover as much width as possible (2″-2.5″) with the second rank far enough back to be out of Reach range (3.5″-4″) from charging attackers.
 
Last week, while pondering this setup after a playing a friend with his Finnblades (medium-base trolls that have Reach), I found myself wishing that Bloodgorgers had Reach. The 2 Bloodgorgers on the left and right “corners” of the front rank cannot adequately prevent enemy models with Reach from bypassing them to get to the second rank. Which defeats a large part of the self-screening front rank. Only the center is protected, not the flanks.
 
Then I remembered Necrotechs. Necrotechs are the same SPD as Bloodgorgers, so they can deploy with the front rank and keep up. Necrotechs have the same DEF as Bloodgorgers, and 5 wounds (which almost makes up for their worse ARM). Necrotechs are actually *cheaper* than Bloodgorgers (.67 pts vs .8 pts). Most importantly, though, Necrotechs have *Reach*.
 
For 2 pts, I can have 2 Necrotechs anchor my front rank of Bloodgorgers. I can go with the same 3 Bloodgorgers in the front rank if I want (covering a width of ~17″), or I can reduce the front rank to just 2 Bloodgorgers and still have a wider front rank with Reach on the corners (~13″ vs ~10″).
 
Necrotechs are hardly frontline models, but on a free strike (or charge, if they survive) they can do some damage.
 
That same 2 pts, BTW, also comes with 2 Scrap Thralls. Those can be deployed/positioned to protect the flank, as well. Or if you’re running Skarre1 (like I am, currently), you can use them for Ritual Sacrifice. In that case, they’re almost free. :)
 
-David

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My Venethrax Theme Force Attrition List

 
35-point Tier 3 Theme Force
  • Venethrax +6
  • Seether – 8
  • Skarlock Thrall – 2
  • General Gerlak Slaughterborn – 3
  • Bloodgorgers (max) – 8
  • Bloodgorgers (max) – 8
  • Black Ogrun Boarding Party (max) – 6
  • Pistol Wraith – 3
  • Pistol Wraith – 3
Teir 3: (cheap Seethers; 3″ cloud per unit [3]; Gerlak/Bloodgorgers gain Advance Deployment)
 
Reinforcements
  • Reaper – 7
 
I thought of this list as I was finishing up my first set of Bloodgorgers. I liked the Bloodgorger models, the units are FA:2, and in Venethrax’s theme force Bloodgorgers (plus General Gerlak Slaughterborn) gain Advance Deployment. I already had a unit of Black Ogrun Boarding Party, though I hadn’t played them much. They were medium bases, though, and very troll-like (being ogrun), so I decided to go with them instead of the Mechanithrall horde also allowed in the theme force.
 
I’ve played it twice now, once versus Siege (Cygnar, theme force) and once versus the Old Witch (Khador, with that damnable Scrapjack). Both games were wins, ending with a caster kill. Both games were all about grinding down the other force until Venethrax was able to move in and make the kill.
 
The Bloodgorgers are fun to play, even with their somewhat sluggish SPD. Two maximum units of Bloodgorgers allows me to present a very wide front line–a very wide front line that starts out 6″ closer to the enemy due to the theme forcing granting them Advance Deployment. I need to work on my Gerlak advancing, though, as he died early in both games before getting to do anything useful (that is, besides draw fire and attacks).
 
The Black Ogrun Boarding Party then becomes the second wave, bringing forward what I call their “wall of wounds”. 5 medium bases with 8 wounds, a CRA harpoon and, more importantly, a P+S 13 melee attack. I’ve pretty much decided that the Black Ogruns are primarily a melee unit and secondarily a range unit.
 
The Pistol Wraiths use their Death Chill to protect the Seether and to set up the Seether’s charge targets. I’m beginning to think that the reason I bring 2 is because one of them is always gonna die early. It’s kinda fun to Death Chill a heavy warjack, then charge it with the Seether, who then gets off a Smash and Grab and does a two-handed throw. Now the enemy warjack is knocked down and Death Chilled. That’s a lot to shake off.
 
I chose a Reaper for the reinforcements because, hell, why not? So far, I haven’t played a scenario with reinforcements. Seems like it could be useful, though, to have a Reaper coming into the game with 3 Focus.
 
My current plan for taking this list to 50 points is to add:
  • Seether – 8
  • Black Ogrun Boarding Party (max) – 6
 
The 2nd Seether makes the list a Tier 4 theme force (and gives the Seethers Advance Move). And a second “wall of wounds” can’t be bad, I figure. Before I can do that, though, I have to buy (and paint) a second set of Black Ogruns.
 
That only comes to 49 points, but there is no 1-point option available in the theme force, unless I add the Mechanithrall horde (and I don’t wanna).
 
At either point level, I can tell you this list has 2 particularly glaring deficiencies. The first is versus terrain. Venethrax offers nothing to help his army get over rough terrain or see through forests, and the theme force doesn’t allow any other models that might. Only the Pistol Wraiths, with Incoporeal, can ignore terrain. The theme force benefit of Advance Deploy for the Bloodgorgers helps this deficiency, but does not fully mitigate it.
 
The second glaring deficiency is versus high DEF, which I faced in the game with the Old Witch. Venethrax’s spell Blood Rain is the only weapon available. The Skarlock can cast that, though that means it’s not casting Soul Harvester, and/or Venethrax can cast it, but then his Focus armor is down 3–and that’s not good.
 
Neither the Bloodgorgers nor the Black Ogruns are particularly useful versus high ARM (20+), even on a charge, but they don’t need to be. The Pistol Wraiths and the Seether–and Venethrax, if necessary–cover that part of the battle. At worst, the Bloodgorgers can get in the way of the enemy heavies and hope they make their Tough checks.
 
I’ve created a non-theme force version of this list that tries to mitigate both the terrain and high DEF issues. I’ll give that list a go in the near future. Right now, I’m having fun double Bloodgorgers. (If Privateer Press ever creates a theme force that increases the FA of Bloodgorgers, I’ll be sorely tempted to buy a 3rd set.)
 
Sooner or later, I’ll field this list versus Hordes. I’m looking forward to that. In the meantime, I guess I’ll get used to facing Warmachine.
 
-David

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Reaper Spam and/or Harpoon Spam

 
I ordered my 2nd Reaper helljack earlier this week. I never thought I would be doing that.
 
When I started played Mortenebra’s theme force recently, I created a list that used cheap Slayers (only 5 points in the theme force) to fill out the force. Playing that list, though, I realized that I would rather have multiple Reapers than multiple Slayers.
 
Reapers don’t have the Slayer’s huge Combo Strike, but they have Reach and with their Harpoon’s Drag feature they have the potential for 2 attacks followed by Sustained Attacks. Reach, with both a solid range attack and a solid melee attack (plus tusks), just gives Reapers so much versatility. And they only cost 1 point more than Slayers (and only 6 points in the Morty theme force).
 
Example:
35-point Steamroller, Mortenebra Theme Force (Tier 4)
  • Mortenebra +4
  • Leviathan – 8
  • Reaper – 6
  • Reaper – 6
  • Slayer – 5
  • Deathripper – 4
  • Helldiver – 3
  • Helldiver – 3
  • Warwitch Siren – 2
  • Warwitch Siren – 2
 
Of course, once I have 2 Reaper, I know I’m going to be tempted to create a Harpoon Spam list with Malice (which I already own) and a couple Black Ogrun Boarding Party units (the temptation will be to buy a 2nd BOBP).
 
Example:
35-point Steamroller
  • Skarre2 +6
  • Malice – 9
  • Reaper – 7
  • Reaper – 7
  • Skarlock Thrall – 2
  • Black Ogrun Boarding Party (max) – 6
  • Black Ogrun Boarding Party (max) – 6
  • Warwitch Siren – 2
  • Warwitch Siren – 2
 
Why Skarre2? Because she grants Black Spot. Which means all those Harpoons get a DEF debuff *and* a chance at multiple shots, ignoring ROF. To field that list, though, I would need a second full unit of the Black Ogrun Boarding Party. Maybe I can find one cheap on Bartartown…
 
-David

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The MAT 8 Hypothesis

 
I’m approaching the completion of my first year of playing Warmachine. A recent game with a Coven theme force where I included Bane Knights (who proved incapable of hitting anything even while mildly scaring my opponent with their mere presence) caused me to start thinking about how best to evaluate the potential effectiveness of a melee unit/model in a list.
So now I’m working on what I called “The MAT 8 Hypothesis”: If a melee unit/model cannot reach MAT 8, either by itself (with Gang, Combined Melee Attack or some other ability) or with the help of the warcaster or a solo (boosting, spells or other abilities), then it has no business in your list.
 
Except for automatic hits (via Knockdown, Stationary, and so on), MAT 8 is the closest thing to a guaranteed hit for DEF 10-12, and a better-than-even chance of hitting DEF 14. In other words, for most melee cases, you can plan on MAT 8 actually hitting.
 
Most units/models have some way of reaching MAT 8. Bloodgorgers and Satyxis Blood Witches have Gang, and Satyxis Raiders have CMA, which means they are largely self-sufficient and can function with just about any caster. Bane Thralls and Bane Knights, though, need Bane Lord Tartarus to hit MAT 8, or need some help from the caster (like Black Spot from Skarre2). Soulhunters get +2 to hit on charge and can boost with souls. And so on.
It’s possible, my new hypothesis is a solid “Well, duh”. :-) But it might also have caveats. So in true scientific fashion, I’m now looking for counterexamples that disprove the hypothesis.
 
In the meantime, of course, I’m going to build all my lists as if it were true. :-)
 
-David

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Lich Lord Terminus Battle Report

 
The list I played last night:
 
35-point list
  • Lich Lord Terminus +4
  • Leviathan – 9
  • Leviathan – 9
  • Mechanithralls (max) – 5
  • Brute Thrall – 1
  • Brute Thrall – 1
  • Brute Thrall – 1
  • Necrosurgeon & Stitch Thralls – 2
  • Withershadow Combine – 5
  • Darragh Wrathe – 4
  • Gorman DiWulffe – 2
 
I consider this my first “real” Terminus battle, in spite of a couple of 20-point Highlander games I played with him some months ago.
 
This list is a modification (35-point reduction) of what is called the Terminus “Gunslinger” list.
 
My opponent was running a Madrak2 list with Finn Blades + UA, Scattergunners + UA, Troll Hero, Fell Caller, Storyteller, an attachment and two light warbeasts, an Impaler and a Pyre Troll.
 
We played the SR2012 Incursion scenario, and I went first.
 
My First Mistake: I struggled with the 7″ deployment zone. I opted to deploy my Mechanithralls and Brute Thralls to the right of Terminus and the Leviathans, with the idea of having them run slantwise on turn 1 to get in front of Terminus. The result, though, was that I lost at least 3″ in turn 1 advancement up the board. Even Darragh Wrathe’s Death Ride +1″ could not make up for this.
 
My Second Mistake: I forgot the Finn Blades have Reach. On turn 2, knowing that I could not reach my opponent’s front line with a charge, I set up a screen with my Mechanithralls to receive his (inevitable) charge. I thought I had positioned the Mechanithralls so that only 4 of them could be targeted by the charge, at most 5. But I had left too much space between the front screen models, and my second line too close. The Finn Blades were able to charge my second rank as well as my first rank, letting them get in deep. I had also underestimated the Finn Blades threat range, and Gorman was also charged. The Scattergunners followed the Finn Blades in and caused even more damage. My Mechanithralls made a good % of their Tough checks, but ultimately my opponent was in a good position for Madrak2′s feat, which really tore apart my force. Darragh Wrathe’s Beyond Death made a minor difference on the right side of the field.
 
My Final Mistake: Terminus didn’t advance far enough. Terminus allocated all his Focus to the Leviathans, then activated and Feated. Unfortunately, wanting to get as many souls as possible–including Madrak2 in the AOE–he only advanced far enough to be able to use his breath weapon. Between Terminus and the Leviathans, I collected 9 souls, then had the Necrosurgeon deploy some new Mechanithralls as Sacrificial Pawn fodder. Because Terminus had not advanced to within 4″ of the closest scenario Flags, though, Madrak2 was able to clear a lane, charge and kill Darragh Wrathe, and win on scenario.
 
I don’t think I used Darragh Wrathe particularly well in this game, though he did assist. Gorman DiWulffe accomplished nothing except one cloud that helped screen one of the Leviathans from an Impaler. And the Withershadow Combine just helped with upkeep a couple times.
 
What went right? My Mechanithralls, combined with some decent Tough checks, did create a useful tarpit. The Leviathans with an aiming bonus and full load of Focus were rather effective–but only one turn.
 
I like the list, but I’m obviously a novice with it.
 
I’m tempted to swap out the Mechanithralls/Brute Thralls/Necrosurgeon for a full unit of Bane Knights–but that will have to wait until I have my full unit of Bane Knights painted. So until then, I’ll stick with the Mechanithralls. Maybe even learn to use them more effectively.
 
My other temptation is to replace one of the Leviathans with a cheaper warjack, or one with more melee potential. Again, though, I want to try the list again. See what happens.
 
I’ll let you know. :-)
 
-David

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My First Scaverous Battle Report – Boomhowler Bowl I

 
I created this list with no real competitiveness in mind:
 
35-points
  • Scaverous +5
  • Erebus – 8
  • Nightwretch – 4
  • Nightwretch – 4
  • Skarlock Thrall – 2
  • Boomhowlers (max) – 9
  • Bile Thralls (min) – 5
  • Gudrun the Wanderer – 3
  • Ogrun Bokur – 3 (client: Boomhowler)
  • Saxon Orrik – 2
 
The point of this list was to play some of the models I have recently painted but never used, especially my Boomhowlers. The bolded models/units had never been played by me. The Bile Thralls I had only ever played once. Saxon Orrik and the Ogrun Bokur, only a few times.
 
So, except for the Nightwretches and the Skarlock Thrall, it was like playing a completely new list.
 
I fought an eMagnus theme force with Mule, 2X Renegade, Boomhowlers (max), Devil Dogs (min)…and maybe something else? I forget. Oh, right: Dannon (sp) & Bull.
 
We played a SR2011 Capture the Flag scenario with no time limits.
 
What went right:
  • I won with a casterkill on turn #4.
  • Erebus trashed Mule with a charge + Combostrike + 2 additional attacks, leaving only 4 boxes.
  • I got to purge with 2 Bile Thralls — but due to Boomhowler’s Tough++ Fell Call, I think I only killed 3 trollkins out of 8 or so hit in the 2 purges.
  • I had some fun using Telekinesis to move things around. TK Rocks!
 
What went wrong:
  • I should never have tried to use Boomhowlers as a range unit. They’re a melee unit. I should have run them into melee with the Devil Dogs (who were guarding the flag) and at least one of the Renegades.
  • Gudrun was a waste against Boomhowlers. Their 50% Tough++ meant he doesn’t get to do much Berserking. He did none.
  • My Boomhowlers made only 1 tough check out of 8 or 9. Even if I had had Fell Call tough enhancement going (which I didn’t), I still would have missed most of them. Just a lot of low rolls on Tough checks.
  • I underutilized Saxon Orrik and the Ogrun Bokur (though the Bokur did enjoy Slamming a Renegade). I still need to get a handle on using those models.
 
What might have been better:
  • Deploying Gudrun where he could run at the Devil Dogs in front of the Boomhowlers. That might have exposed my Bile Thralls to her Boomhowlers, but that still might have been OK. Because then her Boomhowlers would have been stuck in that forest.
 
I don’t expect to ever play this list again. But it was fun to pit Boomhowlers against Boomhowlers. =)
 
-David

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Witch Coven Fast List (35-points) + Battle Report

 
I had the idea for a new Witch Coven list built of the fastest units I could field:
 
  • Witch Coven +5
  • Reaper – 7
  • Nightwretch – 4
  • Nightwretch – 4
  • Satyxis Raiders (max) – 8
  • Satyxis Sea Witch – 2
  • Satyxis Raider Captain – 2
  • Soulhunters (max) – 9
  • Darragh Wrathe – 4
 
The Satyxis Raiders + UA have Pathfinder, and the Raider Captain can give them an additonal +2″ movement.
 
The Soulhunters are Incorporeal when they activate near Darragh Wrathe–and Mr. Wrathe himself is no slouch with a SPD 8.
 
The Reaper is the slowest model on the list, besides the Witches, but even he’s a SPD 6–and the Witches can give him Ghost Walk to ignore terrain and Infernal Machine to give +2 SPD.
 
Battle Report
 
I played the list for the first time today versus a pSkarre pirate list, SR2011 scenario, and won with a casterkill.
 
Opponent’s list
  • PSkarre
  • Mariner
  • Freebooter
  • Stalker
  • Scavenger
  • Skarlock Thrall
  • Revenant Crew (min) + 3 Riflemen
  • Black Ogrun Boarding Party (max)
  • Warwitch Siren
 
Skarre’s Revenant Crew used their Advance Move to come up the center of the field.
 
Turn #1
 
I went first, running the Soulhunters (on the right) and Satyxis Raiders (on the left) up to about the 20″ line (from my edge), with the Reaper just behind in the center. One Nightwretch hung behind the Reaper, the other on the left flank. The Witches move up a bit too, remaining in Perfect Conjunction. They dropped Veil of Mists in front of the Reaper and put Occultation on the Soulhunters.
 
Opponents first turn, he ran his Scavenger and Stalker up his right flank (my left). His Revenant Crew advance up the middle, then took pot shots at my front line. His Black Ogrun Boarding Party followed the Revenants with the Mariner, while the Freebooter and the Skarlock Thrall went left. Skarlock cast Ritual Sacrifice for some extra focus on the next turn.
 
Turn #2
 
My second turn, I split the Satyxis Raiders, sending 4 to deal with the Scavenger and Stalker, a few that were in range to challenge the Revenants, and the rest to screen the Sea Witch. The Raiders on the bonejacks failed completely.
 
Lesson Learned: When attacking DEF 16 with MAT 6, I need at least 3 for the CMA, and 4 is probably better.
 
The Soulhunters charged the Freebooter and the front line of the Revenant Crew. The Soulhunters put a dent into the Freebooter and wiped out the front line of the Revenants. They then pulled back with their Light Cavalry Movement.
 
Soulhunter Tip: When attacking a warjack without Reach, use only their Reach weapon. That way they can use their Light Cavalry Movement to get away with no free strikes.
 
The work done by the Satyxis Raiders and the Soulhunters exposed the Revenent Crew unit commander, so the Reaper was able to step and harpoon him, making the Revenant Crew “deaths” permanent.
 
I feated before the end of my turn.
 
Opponent sent his damaged Freebooter after the Soulhunters, killing one of them. The Mariner moved up behind the line of Black Ogrun Boarding Party, but still outside the Coven’s feat’s aura, and took a shot at Darragh Wrathe–and blasted Wrathe’s horse out from under him.
 
Overall, the Coven’s feat had the desired effect of limiting the effectiveness of my opponent’s army.

Turn #3
 
Skarre had shifted her position enough to tempt me with an assassination run. I arced Ghost Walk and Infernal Machine on the Reaper, then remembered that Ghost Walk wouldn’t let the jack go through models. So I then arc-ed Curse of Shadows onto the Black Ogrun Boarding Party. The Reaper charged Skarre through the Black Ogrun Boarding Party and hit Skarre. With Sustained Attack, the Reaper took out a good chunk of Skarre’s health, but not enough.
 
Soulhunters charged again. They finished off the Freebooter with help from Darragh Wrathe’s Hellfire, and killed the Skarlock Thrall and a couple of the Black Ogrun Boarding Party. (Souls!)
 
Satyxis Raiders put a 4-count CMA on the Scavenger and put some hurt on it.
 
Opponent popped feat.
 
The Mariner, with the help of the Black Ogrun Boarding Party, finished off the Reaper. The surviving Revenant Crew took out a couple Satyxis Raiders.
 
The Scavenger cleared the path for the Stalker to run toward the Coven.
 
Turn #4
 
Soulhunters attacked the Black Ogrun Boarding Party and the Mariner. The Black Ogruns all died (more souls!) and the Mariner was dinged up. The Scavenger was scrapped, and two more Satyxis Raiders ran to put themselves between the Stalker and the Coven.
 
Nightwretches were maneuvered into position, Curse of Shadows was cast on Skarre, and the Coven opened up with Stygian Abyss. And missed with a boosted attack (versus 7) on the first attempt. The second attempt, also boosted, hit, but left Skarre with 1 point of health. Foiled by the dice twice.
 
Skarre retreated, sending the Warwitch Siren and Mariner to attack the nearest Nightwretch. The Stalker killed the Raiders blocking it, but could not get closer to the Coven.
 
Turn #5
 
The last few Satyxis Raiders ran to interdict the Stalker–just in case.
 
The un-engaged Nightwretch burned a very valuable Focus to run to get in range on Skarre.
 
Coven cast Stygian Abyss at Skarre and that was game.

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Foodmachine Battle Reports

 
I went to the Top Deck Game Shop “Foodmachine 2012″ tournament yesterday (10 December). I took 2 lists, because I could. Here are the battle reports:
 
List #1
  • Lich Lord Venethrax +6
  • Seether – 9
  • Seether – 9
  • Skarlock Thrall – 2
  • The Withershadow Combine – 5
  • General Gerlak Slaughterborn – 3
  • Bloodgorgers (max) – 8
  • Saxon Orrick – 2
  • Ogrun Bokur – 3
 
1 game.
 
Loss versus Menoth with some caster (whose name I forget) that prevents soul taking (or insists that he gets all of the souls from his troops), which made for a bad matchup. Very bad. List included the Menoth battle engine.
 
What went wrong:
  • I choked up on the Bloodgorger’s initial Run, cutting back 1″-1.5″. Which was too far back to get a charge off the next turn (they fell short of charge range by .25″), so they got shot up 2 turns in a row (to death) by an Idrian range unit.
  • Seethers achieved nothing except trampling some Flame Guards.
  • My attempt to grab a control point failed because I couldn’t keep the unit in formation (Withershadow Combine) and couldn’t afford to camp all of them on the point.
  • Saxon Orrik was completely wasted. Which I guess is typical for the first time I play a model. Though, in his defence, there wasn’t much need for Pathfinder on the map. The Bloodgorgers had a straight shot at the Idrian range unit. It wasn’t Orrik’s fault I screwed that up.
 
I’m not sure how I would improve this list. Other than never again use it against that matchup.
 
List#2
  • Witch Coven of Garlghast +5
  • Reaper – 7
  • Nightwretch – 4
  • Nightwretch – 4
  • Skarlock Thrall – 2
  • Darragh Wrathe – 4
  • Soulhunters (min) – 6
  • Soulhunters (min) – 6
  • The Withershadow Combine – 5
  • Warwitch Siren – 2
NOTE: Tier 3 (Soulhunters start with 1 soul token each; redeploy one unit).
 
2 games.
 
Loss versus EGoreshade tier list: 2X Bane Thralls + UA, Bane Knights, Nightwretch, plus some Scrap Thralls for use during the feat turn. The loss came from the scenario tiebreaker. I was lining up my last-ditch attempt at an assassination when “dice down” was called. Which might have worked. Maybe.
 
What went wrong:
  • My Soulhunters + Darragh Wrathe got stuck in terrain.
  • Soulhunters can’t take souls from Bane Thralls (who don’t got none).
  • I forgot about Bane Thralls having Stealth and moved the Withershadow Combine into a vulnerable position.
  • Reaper died to Bane Knights without doing anything useful.
 
I’m not sure how I would have handled that list better. I don’t have any way to absorb a charge, though Coven’s feat does help with this. Attrition is out. I should have used Curse of Shadows on the Bane Thralls or the Bane Knights, or both, and made it easier to take them down.
 
Also, in trying to avoid taking a charge, I choked up on the Soulhunters turn 1 run. The worse part was that I hid them behind an obstruction, which prevented charges and reduced my second turn charge or run distance.
 
Win versus Khador: The Butcher, Beast09, Widdowmakers, 2X Manhunters, Great Bears, Iron Fang Pikemen(?), and the War Dog.
 
I won by assassination. What won me the game was remembering to use Curse of Shadows *before* attacking. The Withershadow Combine, with the assistance of Curse of Shadows, nearly destroyed Beast09 by themselves. Cycling Curse of Shadows to the Butcher, then a lot of boosted Stygian Abysses, followed by an Incorporeal charge of Soulhunters through a shield wall and a bevy of Great Bears ended the game by caster kill. Without the Foodmachine boosts on the attacks, it probably would not have worked. Still, I had almost killed Beast09 *without* using those boosts. If the Reaper had been able to contribute even a single attack, I would have converted Beast09 into a Seether. That would’ve been fun.
 
The trick, it seems, is: Curse of Shadows *first*, then attack.
 
And I should probably use Ghost Walk more. For example, on the Soulhunters I parked in a forest for protection from the Widdowmakers. If they had had Ghost Walk on them, Darragh Wrathe’s Dead Ride would have been more useful. I also need to use Veil of Mists more strategically.
 
What went wrong:
  • I didn’t put Occultation on a useful target in the first turn of the game, so I lost an entire 3-man Soulhunters unit.
  • I provoked Beast09 into a Hyperaggressive full advance before I was ready for it.
 
Conclusions
 
I think I will be adjusting the Coven list, maybe swapping one unit of Soulhunters for a minimum unit of Bane Knights to have some real infantry on the board. But maybe I just need more practice. I see no reason to mess with the Venethrax list. I want to play that list versus Hordes (or at least an army with souls) before I make any changes.
 
Two games in a row, once with each list, I screwed up my first turn movement, leaving my Bloodgorgers and my Soulhunters exposed to enemy fire/charge. I need to do a better job of maneuvering on the first turn.
 
A significant lesson from this tournament is that I should not have 2 soul-dependent lists. Venethrax is not at his best without a ready supply of souls. And the Soulhunters need the souls from the infantry they kill so they can kill more infantry.
 
-David

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