Showing posts with label Huxley. Show all posts
Showing posts with label Huxley. Show all posts

Saturday, November 2, 2024

Swapping Playstyles

Back in Mk2 I was quite fond of Lady Aiyana and Master Holt. It's a great looking unit, with an elegant decorative style, Holt looks cool with his bladed pistols and his rules and stats lived up to his appearance, while Aiyana's debuff spell was an incredibly powerful tool. But in Mk3 it became much harder to justify taking them outside of a Mercenaries list as the main reason to bring them, the Kiss of Lyliss, became friendly-faction only. Still, I've been thinking about running them lately, and the other day I had an idea. I've been having a hard time getting the most out of the Cutthroat's Prey, and was wondering if it was worth throwing it at a jack early. Then I realised that if I couple it with Kiss and Brittle Frost that becomes functionally POW 16 shooting; against an ARM 18 Cygnar jack, that's doing 5 damage per shot! Couple that with Holt's pistols and that's an average of 35 damage, enough to one-round a Cygnar heavy!

Of course I should take some more quality shooting just to be sure; since I'm pulling out some old models, how about Harlan Versh? He could be very effective if the target jack has an upkeep on it. But that's a lot of delicate pieces I would want to keep alive for multiple turns, so the best Khador caster to run them under would be Strakhov 1. But he'll only protect them for one round, and even then there's ways to ingore Stealth, so I would need some shield-guards. The High Alert card would help, but it wouldn't be enough, so how about Alexia 2 and a unit of Legion of Lost Souls to both stand in front and also catch bullets? Plus that amounts to a +6 damage swing for them, putting them at effectively POW 18!

Obviously I'd need the Blessing card, and I chose Infiltration and Hit & Run for extra defense. Finally I chose Old Faithful over Power Swell, since I was only taking one shooty jack and no repair models. This all sounded like a very silly and janky list that would probably catch someone by surprise and win the first time I run it, then probably never again.
50pts Unlimited Khador
Strakhov 1
-Destroyer
Lady Aiyana and Master Holt
Croe's Cutthroats
Legion of Lost Souls
Alexia 2
Koldun Lord
Ol' Grim
Harlan Versh
*Blessing
*High Alert
*Hit & Run
*Infiltration
*Old Faithful



I told Karas I was running a Strakhov gunline, and he finally succumbed to the urge to run a jackspam list; it's something he's mentioned wanting to do even though he knew it wouldn't work very well.
50pts Cygnar Storm Legion
Huxley1 (Electrify, Jackhammer)
-Courser (Advanced Deployment, Mag-Bolter, Voltaic Punching)
-Stryker (Arcane Precision, Voltaic Javelin, Heavy Mag-Bolter)
-The General
Arcane Mechanics
Sharpshooter
*Blessing
*High Alert
*Infiltration
*Old Faithful
*Sentry Duty



Pre-Game:
We took a quick look at the Battleforge Customs 1.2 scenarios (by Alif Cheng). On a whim I chose the Extraction scenario. I tried to set the table up in a slighly less symmetrical way than I usually do while still having an overall uniform spread; I chose to put some terrain in the very center, but not something that would be too punishing. I don't know why I have such a hard time laying out terrain... Karas won the roll and chose to go second.


Deployment:
I put Strakhov in the center to ensure he could cover my entire army with his feat, but closer to the forest since he likes concealment. Ol' Grim also went close to the forest. The Legion went in the center with all my important units and solos behind them. Karas deployed in a block to my left. My Cutthroats went behind the forest. I declared The General as their Prey target.

Round 1:
I ran everything up. The Legion went as far forwards as possible, while everything else tried to get defensive bonuses. Strakhov cast Assail on the Destroyer, then Feated and ran forwards to cover the entire army.
The General ran to the left objective. Huxley and maybe the Courser shot the right objective, leaving it on a few boxes, then Huxley used Jackhammer to destroy the left objective with The General, giving him a point.

Round 2:
I upkept Assail and allocated one focus to the Destroyer. I started by activating the Koldun Lord, who successfully landed Brittle Frost but did no damage. Aiyana and Holt went next; Aiyana landed the Kiss but Holt rolled low for damage. Next the Cuthroats activated, walking out of the forest and doing a fairly poor job as well. Harlan Versh activated, but without an upkeep on The General he did very little damage. Alexia tried to land a Hellfire (which would have been effectively POW 18) but missed. Ol' Grim tried his hand, and also fell flat on his face, missing one aimed shot and doing very little damage with the other.
Mathematically speaking The General should have been VERY dead by now, but it just wasn't happening. So much for that plan. I activated Strakhov, aimed, and cast Hand of Destruction on The General. I rolled three shots on the Riot Gun, and with damage boosts plus Hand of Destruction killed The General with the second shot. I put the third shot into the Stryker, then... somehow had two focus left? I... must have forgotten to pay for something? Anyway, I cast Convection at the objective but didn't do any damage, then repositioned backwards. I played High Alert on the Destroyer, who walked to within 3" of Strakhov and put a double-boosted Bombard into the Stryker. Finally the Legion of Lost Souls charged the Stryker and cranked their damage rolls, killing it! I scored two points for killing two undamaged jacks.
The Mechanics moved in and shot at the Legion, but only managed to kill one. The Courser hit Strakhov with his armour-piercing gun, but the Destroyer took the shot, taking 9 damage iirc. Huxley then shot Strakhov, doing 8 damage. The Sharpshooter took a shot as well, but missed.

Round 3:
Prey went on the Courser. I dropped Assail but forgot to allocate focus to the Destroyer. The Koldun Lord walked up and landed Brittle Frost on Huxley, but did no damage. Aiyana landed Kiss, but Holt didn't do all that much with his guns. Harlan Versh rolled four shots, missed two, and only did around 3 damage with the ones that connected. This was turning into The General all over again. Eventually, between Ol' Grim, Strakhov (who landed a boosted Hand of Destruction and remembered to use the Infiltration card after activating), the Destroyer (who didn't have any focus for boosting the damage roll), and the Cutthroats, I finally managed to take Huxley down. I think it might have been Croe who got the final shot, doing a single point of damage and also ensuring that Huxley wouldn't have been able to cast any spells next turn. I was planning to have Alexia buff the Legion's damage and walk them in if I couldn't finish Huxley with shooting.

Post-Mortem:
That was a silly but fun game, where we both played lists that felt better suited to each other's factions. I had a janky shooty list and Karas was running very unoptimised jackspam, so he was facing an uphill battle. The mission was a bit of a weird one, I didn't end up liking it; technically I won by points, because caster kill wasn't a win scenario. It's weird though, because I can see situations developing where you would run out of ways to score points and essentially have no way to win; I guess at that point you play to draw, or just conceded? That wouldn't be very satisfying. I need to spend more time looking at scenarios.

I was careless with Strakhov, running him dry; I really need to get used to resisting the temptation to use all my caster focus. It was a bit scary, facing down armour-piercing guns without any focus. In retrospect I could have protected him better; if I had put High Alert on Versh instead of the Destroyer, I could have replaced him with a Thrall with Shield Guard, allowing my to block two shots instead of one. Also I could have stayed within 3" of Old Grim, who benefits from Alexia's aura and thus was also a shield-guard. I kept forgetting to transfer Prey, and also forgot about Volume Fire on Strakhov. Oh well. Karas forgot that the Courser had Advanced Deployment, didn't put out his usual upkeeps, and he might have forgotten about the Eyeless Sight card (I'm not actually sure if he every had a chance to use it). Tournemant-winning players we are not.


Last game I said I was done with Strakhov, but I have to admit I felt as if he worked this game. He did pull his weight when so many models weren't; rolling a lot of Riot Gun shots will do that I suppose. Still, I think it's time to move on. I've had my eye on Butcher2, and recently I've been considering Vlad2 (who on paper looks like he has some similar gameplay elements). Most casters want faction infantry though, so realistically I need to start playing less mercs and get some more Khador stuff ready for the table. Eh, we'll see.

Monday, May 6, 2024

Hail Maries Are Fun

I played very carelessly last game, so I was happy to get another game in, hopefully I would actually remember to pay attention to little things like threat ranges this time. I've been exploring a lot of list ideas in the app over the last few weeks - thematic ones, skewy ones, gimmicky ones, all sorts really - but I wanted to give Strakhov another chance first, so I ran almost the same list as before, only replacing Sylyss with the Koldun Lord to help me with armour:
Khador Unlimited 50pts
Strakhov 1
-Juggernaut
-Kodiak
Cylena & the Nyss Hunters
Croe's Cutthroats
Battle Mechanics
Alexia 3
Koldun Lord
Ol' Grim
*Grave Robbing
*Hit & Run
*Old Faithful
*Power Swell
*Blessing


Karas was excited to try Cygnar's new Karchev. Sorry, I mean Karchev. Oops, my bad, what I meant to say was the new large-based Cygnar warcaster, Karchev-with-a-jetpack-and-a-gun-instead-of-an-axe.
Storm Legion 50pts
Huxley (Electrify, Jackhammer)
-Strike-her (Relentless Charge, Voltaic Javelin, 40K Fist)
-The General (OP-Head, Gun-Sword, Red-Light)
Arcane Mechanics
Tempest Thundercats
Stormblade Legionnaires
-Standard Bearer
*Old Faithful
*Power Swell
*Probably some other cards, idk


Pre-Game:
We've been having issues with scenarios; the current Steamroller scenarios feels too complex, at least for 50 points. After asking for some advice online, it was suggested that the Brawlmachine scenarios were decent for smaller games. A quick search brought up version 1.2 of the Brawlmachine rules, I skimmed down and snap-picked the "Binary" scenario, because it seemed simple but with a good number of objectives.

We used 6inch zones (I think the scenario called for 12", but we weren't sure and just kinda felt that was too big), which according to the linked Steamroller could only be scored by units and warcasters). For the 40mm flags, which could only be scored by warcasters and solos, I used my old plasticard discs. I threw some terrain onto the table and tried not to make it too symmetrical, while still hopefully being balanced. Karas won the roll and chose to go first, so I picked the side with more forests because I have a lot of pathfinder and my guys like to stand in forests for concealment - especially Strakhov.


Deployment
Karas placed his infantry on my right, ready to head for his zone. Since he didn't have any solos to score the flag, he put his battlegroup on that side so Cygchev could score it instead. I put my Nyss on the right, with Ol' Grim ready to grab the flag. Everything else went on my left. The I chose the Thunderers to be the Cutthroats' Prey target.


Round 1:
Karas got into position to score, even though scoring wouldn't start until next round. He put Electrify on the Stryker and Failsafe on The General.

My Kodiak "accidentally" vented steam before running to the zone, instantly and painlessly killing a mechanic. At least that's what the official report sent to his wife and children said. The part about Alexia reanimating his corpse as a Thrall was not mentioned in said report. Strakhov cast Assail on the Juggernaut and moved up into the forest. The remaining mechanics, Koldun Lord, and Strak's bony new shield-guard buddy followed.

The Nyss Hunters moved up and opened fire on the Legionnaires, only killing one. I used the Grave Robbing card to give Ol' Grim an unearned soul, then used a couple of well-aimed bullets to steal two more from the Legionnaires. I wanted to load him up to start putting boosted POW 12's into harder targets later, but I did spend one soul for +3 DEF, leaving him with two.

I didn't know what to do with the Cutthroats; it didn't look like they were going to be able to do any work on my left, so I bit the bullet and ran them all to the right. Alexia followed them into the forest, making sure to stay close enough to the Thrall for him to take advantage of her (now properly worded, thank you PP) Shield-Guard aura.


Round 2:
The remaining Legionnaires charged the Nyss Hunters, not doing much. The Thunderers then advanced into the zone and fired on Ol' Grim. The first AOE attack missed, but a big damage roll on the POW 8 blast damage was enough to kill the soul-laden spectre. The other shot into the Nyss Hunters, killing Cylena and one of her friends. I replaced Cylena - who was only just in range of Alexia) with a fresh Thrall (proxied by an unpainted Laddermore who had been converted to be holding a sword).

The Stryker shot at the Juggernaut for some damage, then repositioned back. I believe The General did too, and put up Polarity Field while he was at it. Huxley also chipped in some damage, but a low roll meant it wasn't too bad.

I allocated two focus to the Kodiak and dropped Assail as I wasn't going to use it this turn, but was going to use some focus. The Nyss killed two Legionnaires, and the Thrall took out the last one. The Cutthroats moved up and shot at the Thunderers, managing to kill one. Alexia ran across to base the flag so I could score.

The Koldun Lord cast Puppet Master on Strakhov. The Hoff then Feated and moved into the zone to cast an uboosted Hand of Destruction at The General. I needed a 6, and missed. Luckily I gave him Pupper Master for just this reason, allowing me to reroll the attack roll. I missed again. I then landed three unboosted Riot Gun shots, burning the Power Swell card to give me enough focus to boost the damage on all three for an OK number of boxes. The Kodiak trampled up to The General, buying two attacks and missing them both. He then Vented Steam and repositioned backwards - the cloud wouldn't save the Kodiak, but it would make it harder to reach the Juggernaut. The Juggernaut just stood at the back of the zone, where the Mechanics could walk up and heal a few boxes (very few; they only healed 3 between them). I realised that the Thrall was too far from Alexia to use Shield Guard, so I moved him away from the rest of the group so at least he wouldn't get killed by any blast damage or a stray Electroleap.

I had Alexia and Strakhov in position to score, Karas had Huxley and the Thunderers, so we both scored two points.


Round 3:
I believe this was the turn Huxley Feated, casting Full Throttle to help his jacks kill the Kodiak. He also shot Strakhov for 11 damage. I think Karas used the Old Faithfull card this turn. The Thunderers charged into the Cutthroats, making sure each Thunderer was only engaged by one Cutthroat - the plan was for each to kill a Cutthroat in melee then use Dual Attack to put an AOE shot into my mass of low-ARM infantry. Unfortunately they both missed their melee attack, so each could only kill one Cutthroat with a POW 8 blast damage roll. I replaced one with another Thrall, proxied by Ol'Grim. The Arcane Mechanics ran over to score the zone in the Thunderer's stead. This meant we both scored two points again, keeping the score even.

I loaded up the Juggernaut. The new Thrall moved to base my flag. The remaining Cutthroats killed the last two Thunderers, giving me yet another Thrall (proxied by Sorscha). An older Thrall charged a Mechanic, leaving him on one box. The three remaining Nyss Hunters charged the other two Mechanics; the first two rolled low on damage and just chipped away at him, then the third one cranked the damage roll and completely overkilled him, invalidating everything the first two had done.

The Koldun Lord put Pupper Master on Strakhov again, who moved up and cast Hand Of Destruction on the Stryker, then did a bunch of damage with his gun before repositioning into the forest. I also recast Assail on the Juggernaut. I made a stupid math mistake earlier on, thinking the Juggernaut could charge the Stryker and get into melee range of The General, but actually no, he could barely make it to the Stryker. So the Juggernaut made one charge attack - which crit and left the Stryker stationary with three damage boxes left, suffering from crippled left arm and movement systems - then got pushed back out of range by Electrify, leaving my jack with three unused focus.

Sadly I had nothing else in range to try to finish off the The mechanics ran into the zone to score, doing what they could to block LOS to strakhov. The original Thrall ran back to be in 3" of Strakhov again, and Alexia - now free of scoring duties - ran back into the forest, making sure to get close enough for the Thrall to get Shield Guard again. With the far right zone contested, I scored two points and Karas scored one, putting me one point in the lead.


Round 4:
Huxley swapped Failsafe onto the Stryker so it could ignore the crippled systems, and put Electrify onto The General instead. I think Karas used Power Swell this turn to help Huxley cast Jackhammer on the Stryker, but it might have been last turn. Huxley and the General then finished off the Juggernaut. This allowed the Stryker to charge a Mechanic and get close enough to ignore Strakhov's Stealth. The Stryker killed the Mechanic and gunned down the Thrall to deny Strakhov a Shield-Guard, but luckily missed his actual shot at the 6-health, 0-focus Strakhov.

One Arcane Mechanic killed the last three Nyss Hunters with stupid hot rolls on a single spray attack. The other one brained the Thrall engaging him. They didn't have any attacks left to try to kill the last contesting Thrall though, meaning they couldn't score the zone. I still had a Thrall on my flag, and Huxley was still on Karas' flag, so we scored one point each.

Well, I was all out of jacks, so I really needed some luck if I was going to do anything now. I debated upkeeping Hand of Destruction on the Stryker, but decided Strakhov wasn't going to be able to put any attacks into it, so I needed to commit all my focus to The General and let the upkeep drop. I remembered Alexia had a POW 14 spell and put it into the Stryker, but I rolled low on damage and did nothing to the ARM 20 jack. This left the Koldun Lord, who I REALLY needed to come through for me. I used a command card to give him Blessed weapons, and charged him into the Stryker. He crit the attack roll, meaning that he didn't need the Blessed weapons since he Dispelled Failsafe. With the Stryker now at ARM 18 with three remaining boxes, I needed to roll at least an 11 on three dice to kill it... I rolled a 12!
Killing the Stryker triggered Battle Wizard, allowing the Koldun Lord to cast Brittle Frost on The General to reduce his ARM by 2 - a crucial part of my plan. The last remaining Mechanic charged The General but missed the attack. The Cutthroats charged their new Prey targers, the Arcane Mechanics, and finished them off. The Thrall on that side ran around the back of the central building to start to threaten Huxley.

All that was left was to activate Strakhov. I cast Hand of Destruction on The General, and actually landed it this time. Strakhov charged into base contact and hit with his Trench Sword, getting pushed an inch back. I rolled two Riot Gun shots, hitting with both and boosting the damage, amazingly putting The General down on the second shot. Strakhov could have still made one melee attack with boosted damage if needed.
I repositioned Strahov backwards, for what it was worth. I now held two zones and a flag, scoring three points to Karas' one. This put me a total of three points ahead.


Round 5:
We spent at least ten minutes discussing the best way for Huxley to try to assassinate Strakhov. Should he take an aimed Mag-Bolter shot in Ground Assault configuration? Or use Sky Stormer configuration to just charge in to melee and start swinging? Finally Karas settled on his plan: charge in, take one swing, cast Ground Zero and boost the guaranteed POW 13 damage roll, then follow up with a boosted Mag-Bolter shot. With his course mapped out, Karas activated Huxley and casually took down Strakhov with his first attack.


Post-Mortem: Man, that was a good game! The last couple of turns were very exciting as we made increasingly desperate moves. We both had good dice at times and bad dice at times. I made mistakes, but overall I felt like I was doing a decent job of balancing agression with caution, sending models forwards knowing they would die, but also knowing it was necessary to push the battle lines to enable me to score. I also remembered the command cards this time. I should have used Old Faithful earlier, in my head I was saving it for fixing crippled systems so I could still allocate focus, but then never got the chance to use it. Blessed happened to not matter because of a crit, but it was certainy good to have. In retrospect I could have used the Reposition card to move the Juggernaut back after attacking the Stryker; this might have been enough for the Mechanics to reach him and repair a few boxes.

I liked the scenario, I thought it worked well at 50 points. It was relatively simple but had enough scoring elements that we had to spread out and push up. I do believe it favoured me, especially with the terrain being set up the way it was: Karas didn't have any solos so he absolutely had to glue Huxley to the flag to keep scoring - luckily for him Huxley was capable to contributing reasonably well from that position. Meanwhile I just kept generating more solos as the game went on. The action basically happening on two lanes also separated the infantry from the jacks, denying him Vengeance triggers when I killed his infantry. And the forest being close to my zone was good for Strakhov's survivability.

I pretty much knew Strakhov was unlikely to survive after killing The General, but that's OK, just killing that damned jack was a victory in itself. He just has SO MANY rules, and they're ALL really good! And then Electrify on top is just overkill. So yeah, I may have lost the game but I'm claiming a moral victory for finally taking that damned thing down.

Alexia3 felt much better this game; being able to create a steady supply of solos worked well for me, and having a shield-guard was a big deal against Huxley's long-range stealth-ignoring armour-piercing boostable gun. The Kodiak being able to cheat out a Thrall in my first turn feels like a big deal though; otherwise it would have been very hard to get a Thrall close the Strakhov early on.

Strakhov himself felt good to activate. I'm not sold on his toolkit or his playstyle (which I'm still trying to discover I guess), but his face card is amazing. Speed 7, Pathfinder, Reposition, Prowl, Alchemical Mask, Dual Attack, Pistol, Takedown; Strakhov basically ignores half the restrictions in the game! I don't know if he's strong, and the tools he has to support his army all feel set up for one big turn rather than the kind of slower game I tend to find myself playing, but there was just something liberating about being able to move 7", ignoring rough terrain, and also move another 3" afterwards, making a decent volume of quality attacks then passively gaining stealth.

Nyss Hunters were decent, which is better than they usually end up performing. As always they are kind of just OK at whatever they need to do, as long as they survive long enough to get the chance to do it. Cutthroats did work this game; two attacks with Prey and Poison worked out quite well against Karas' tougher infantry. Feels like they can be good in the right situations.

Huxley didn't feel crazy powerful, but my impression is that he's pretty good, and pretty fun to play. He isn't doing too much that's too useful mid-game if your opponent has Shield Guards, but he brings some good battlegroup support and, as we saw, he can present a good late-game threat. He did seem complicated to play though: not only do his stats, including weapon stats, change when he changes configuration, so do his base rules - including his field marshal! That means his jacks gain or lose Reposition or Pathfinder depending on his configuration! We didn't realise until halfway through the game that the Stryker and The General should not have been repositioning backwards after shooting!

I did notice that not having Pathfinder is a LOT less punishing that it used to be, and measuring is a lot easier since it's a flat -2 rather than having to break down your movement. I am OK with this change (even though a lot of my favourite models already have pathfinder and that's less of an advantage now than it used to be).


We might be moving up to 75 points next game. 50 points is tight, but I feel it's just enough to write a functional list if you forgo the bells and whistles. At least with my models. And even at 50 we play slow enough that games take a while. Perhaps we should put a time limit and score the game based on objective points if we run out of time? I am NOT ready for an actual deathclock though!