Post by ken233 on Apr 4, 2016 14:44:45 GMT
Wrote up a quick report for the Skorne forums, in case anyone is interested: (Not re-formatted or tweaked in any way, so apologies if things aren't clear )
Took Makeda 2 and Morghoul 1 to my second ever tournament (16 players, steamroller 2015), and somehow managed second place...
Lists
Makeda 2
- Karn
- Bronzeback
- Gladiator
- Krea
Soulward
Willbreaker
Max Incindiarii
Min Incindiarii
Min Handlers
Feralgheist
- Arcane Wonder
Relatively standard Makeda2 list I guess - incindiarii make people spread out and then spot-remove (with CRA if needed) things to get Karn through to the caster...
Morghoul 1 - Big Game Hunters Tier 4
- Bronzeback
- Sentry
- Gladiator
- Gladiator
- Gladiator
Max Arcuarii
Min Arcuarii
Min Handlers
Min Handlers
- Stockpile
Very un-standard Morghoul list, really just for a bit of fun. The tier bonuses are: Advance deploy arcuarii, +2 on deployment zone, everything gets pathfinder turn 1, and point reduction on heavies. The idea was to apply heavy scenario pressure early on, and use the feat to prevent/mitigate a counterstrike. Ths issue is, it can't do much to infantry, so you really need a very battlegroup-heavy opponent...
Games
Game 1 vs Barry W: Makeda 2 vs Khador - Sorcha 2, Conquest, max winterguard with stuff, max nyss with UA, aiyanna and holt, 3 great bears, probably something else. Scenario was Outflank
I win the roll off and choose to go first. Barry drops the conquest slightly left of centre from my perspective, I then deploy max incinds on the left, min on the right, and a tight battlegroup in the middle. Barry hides Sorcha and the solos behind the colossal, winterguard on my left, nyss on my right.
Turn 1:
I run up with everything (makeda casts road to war and leash on karn, the charges the conquest), keeping a tight battlegroup roughly central behind a convenient wall, with the incindiarii spreading out into both zones and the feralgheist toeing the left zone.
Barry pushes up the conquest, maybe takes a long range potshot at something. He puts shatterstorm on the nyss, and Iron flesh on the winterguard (although as it turns out they were 12" away, and it's 6" range, but it didn't matter), and hides behind the conquest. Both units of infantry move up, but Barry seemed to overestimate the effect of def bonuses against incindiarii, and jams all the nyss into a small forest, and as many winterguard as he can fit into a trench, with the others in behind it.
Turn 2:
Incindiarii move up and burn up roughly half his infantry. First shot into the nyss was admittedly, lucky, hitting the natural 11, but scatters on the other 3 shots would have got most of them anyway. On the other side I landed a scatter inside the trench, and killed/set on fire a few around the outside as well. In the middle I stayed pretty much where I was - I didn't want the conquest getting into karn or the bronzeback, so I didn't want to commit to a zone yet.
Most of the first doesnt go out, and more infantry die. There's 5 nyss left now with no UA... The conquest pushes up further and manages to shoot off my soulward and do some damage to an incindiarii with a lucky scatter. The nyss try to shoot back at the incindiarii, but don't do a huge amount, and the winterguard move forward out of their burning trench and also shoot at those incinds, but manage to drop about 4 of them to 2/3 boxes, but not kill any. Everyone else continues to hide behind the colossal.
Turn 3:
Incindiarii burn up more winterguard on the left, and on the right they move forward to restrict the conquest's charge lanes a bit, kill abother 3 nyss and miss the great bear cluster behind the conquest. I also commit my battlegroup to the right hand zone, moving makeda in with karn and bronzeback in front, the gladiator in front of them and a beasthandler in front of him (poor guy), and score 2 at the end of my turn for dominating.
Barry pushes the winterguard up further and manages to take out an incindiarii or 2, but there's only about 6 WG left. The nyss hide behind the forest, the conquest charges the beast handler (for some reason. He could have charged the gladiator anyway, with reach - I put the handler there to stop him charging the glad and reaching over the smack karn/BB). The charge attack obviously smears the handler, then his second initial and 3 more fury easily put the gladiator down as well, but that's fine, that was the plan! The great bears charge and kill 2 of the incindiarii in that zone, leaving only 1.
Turn 4:
The left zone bloodbath continues, incinds are now at point-blank range and set more WG on fire. Feralgheist idles at the back of the zone incase all the incinds die. On the other side, I charge the BB into the conquest, leaving space for karn to either go in, or to head over to the bears, or both. Fortunately it's true what they say about an enraged bronzeback, and he one-rounds the colossal (armour 20, 62 boxes. I actually did 68...). Karn goes and eats some bears, clearing the zone and I score another 2.
Barry can't get anything meaningful to contest my zone, and he can't clear the feralgheist (although I think he gets all the incindiarii in the end), so I go to 6 at the end of his turn and win.
Summary:
List worked as expected - Can't always go for assassination!
Game 2 vs Tom C: Makeda 2 vs Khador... - Vlad 2, Victor (we were allowed to proxy un-released models at this event), winterguard with rocketeers, 2 kayazy assassins(?), all the shooting/sniping solos (alten ashley, aiyana and holt, one of the eirysses etc), some sniper type guys (WG riflemen??). Scenario was Incoming (I think)
Again I win the roll off and go first, deploying much the same as before (I'm on the same side of the same table, so why not!)
Tom deploys the colossal just left of centre, vlad in the middle with kayazy, winterguard on my left (again) and all the shooting stuff spread out or ADed across the front.
Turn 1:
I run everything forward much the same as last time
Tom advances, spreads out the solos and assassins across the board and takes a few pot shots. The victor fires its absurd 20" range gun, choosing the 5" continuous fire AOE and setting Makeda, krea, gladiator and an incind on fire, and killing a beast handler straight off. Vlad advances up next to the Victor by his objective and camps 4
Turn 2:
I see a possible karn run, if the incinds can clear alten ashley. Fortunately, 2 of the big unit CRA and take him off, the rest of the unit burn up some winter guard, and I enrage karn, feat and leash him forward, puppet master, the works... Karn charges a winterguard, kills him, side steps right up to the objective, and with careful measuring it seems I can hit Vlad without needing to sidestep again (there was another winterguard if required). Vlad's defensive strike was a bit of a scary moment, but he didn't cripple anything so it was ok! First attack hits, I boost damage (because vlad gets harder to hit etc the more damage he's taken), and roll a mightly 1,1,2,2. Obviously I forget about puppet master, so do 3 damage, like a boss. Buy 1 attack, misses. Suddenly this doesn't look like a great plan. Fortunately the next 3 bought attacks are enough to put Vlad down with 1 fury to spare and puppet master still un-used and forgotten...
Summary:
Karn does what he does. My opponent wasn't hugely familiar with skorne, and underestimated a) how easily I could clear a lane, and b) how hard karn would hit. He went on to lose his next game by karn assassination as well, but hopefully he's now got it out of his system!
Game 3 vs Jan du T: Morg1 vs Legion - Thagrosh2, 2 scytheans, seraph, angelius, 3 raeks, 2 shepherds, gobbers. Scenario was Destruction
I win the roll AGAIN, and go first again. I deploy the beasts in a tight brick around Morghoul, making sure that when I fail a charge with him T1 they'll all still be within 10" of him. The arcuarii advance deploy across the front, handlers in behind and around the sides of the brick.
Jan spreads his beasts a bit across his side, Thagrosh to my left.
Turn 1:
Arcuarii move up to the half way mark. Morghoul Rushes the BB and sentry, then fails a charge forwards. Gladiators all rush themselves and charge up, BB and sentry run. One unit of handlers take the excess fury, the second unit runs to be further forward.
Jan pushes forward, thagrosh heads to behind a wall with a scythean and the rest spread a bit. Some boosted shots from the seraph kill a couple of arcuarii.
Turn 2:
2 arcuarii charge the scythean on the left by thagrosh, one more makes it to the angelius, the others run and spread out to get in the way. I take out the scythean's spirit and do 10 or so to the angelius. The beast brick moves up to his edge of the zone, morghoul tucks in behind feats, and puts up admonition on the sentry, camping 3.
Jan realises he's a bit buggered at this point - without being able to buy or boost attacks, he's not going to be able to clear enough of my beasts if he comes in, especially with jamming arcuarii in the way. He feats in return to try to maximise the damage he can do, kills off all but 1 arcuarii, does some damage to the sentry and a gladiator, and gets 2 raeks in the zone, and hopes that he can get in and do some damage next turn after I go to 3 CP. Then we both remember about killbox, and that's pretty much that...
Turn 3:
I kill his objective and kill both raeks to clear the zone, and end my turn to go to 5...
Summary:
This was the perfect matchup and perfect scenario for my gimmick list, and I even got to go first! There wasn't much Jan could do in this game, if he'd kept thagrosh out of killbox I could have got 2 titans to him next turn anyway, or failing that, I could still have cleared the zone, killed the angelius and the seraph, and then in my turn 4 I could have re-cleared the zone even with only 2-3 beasts left to go to 5...
Game 4 vs Ryan E: Morg1 vs Cygnar - Haley 3, 1 crappy jack, trenchers, alexia and the risen, stormblades infantry, some cavalry (blazer?), probably more infantry and support... Scenario was Fire Support
He won the roll and went first, deploying everything spread out with trenchers across the front and cav on my left.
I deployed much the same as before.
Turn 1
He jammed everything up the board, created a cloud wall using trenchers and a spell that killed one of the risen. Haley split into 3.
I basically ran everything forward, morghoul in the middle of a beast brick, aiming for his objective and hoping max arcuarii could keep my objective safe from his cav. I ran the arcuarii forward into the clouds to jam him a bit because they couldn't see anything to shoot...
Turn 2
Clouds go away, one of the Haley echoes (the smaller one ) moves forward ignoring my arcuarii, force hammers a bronzeback over morghoul, and then the other haley echo shoots/spells him to death...
Summary:
I definitely dropped the wrong list. I didn't know enough about Haley3, and on first glance (without looking at the echoes properly) it looked like a decent matchup for Makeda, whereas his other list (kraye, stormwall, some other stuff) would have smashed makeda. In my tired state (and unfamiliar heights!), I thought he would expect makeda and therefore drop kraye, and so I went for morghoul. In hindsight, I should definitely have dropped makeda, because at least she might have a change of a long shot karn assassination against either list... I still think I would have lost the game, because I have no idea what Haley 3 does (apparently anything and everything), but might have lasted longer!
Took Makeda 2 and Morghoul 1 to my second ever tournament (16 players, steamroller 2015), and somehow managed second place...
Lists
Makeda 2
- Karn
- Bronzeback
- Gladiator
- Krea
Soulward
Willbreaker
Max Incindiarii
Min Incindiarii
Min Handlers
Feralgheist
- Arcane Wonder
Relatively standard Makeda2 list I guess - incindiarii make people spread out and then spot-remove (with CRA if needed) things to get Karn through to the caster...
Morghoul 1 - Big Game Hunters Tier 4
- Bronzeback
- Sentry
- Gladiator
- Gladiator
- Gladiator
Max Arcuarii
Min Arcuarii
Min Handlers
Min Handlers
- Stockpile
Very un-standard Morghoul list, really just for a bit of fun. The tier bonuses are: Advance deploy arcuarii, +2 on deployment zone, everything gets pathfinder turn 1, and point reduction on heavies. The idea was to apply heavy scenario pressure early on, and use the feat to prevent/mitigate a counterstrike. Ths issue is, it can't do much to infantry, so you really need a very battlegroup-heavy opponent...
Games
Game 1 vs Barry W: Makeda 2 vs Khador - Sorcha 2, Conquest, max winterguard with stuff, max nyss with UA, aiyanna and holt, 3 great bears, probably something else. Scenario was Outflank
I win the roll off and choose to go first. Barry drops the conquest slightly left of centre from my perspective, I then deploy max incinds on the left, min on the right, and a tight battlegroup in the middle. Barry hides Sorcha and the solos behind the colossal, winterguard on my left, nyss on my right.
Turn 1:
I run up with everything (makeda casts road to war and leash on karn, the charges the conquest), keeping a tight battlegroup roughly central behind a convenient wall, with the incindiarii spreading out into both zones and the feralgheist toeing the left zone.
Barry pushes up the conquest, maybe takes a long range potshot at something. He puts shatterstorm on the nyss, and Iron flesh on the winterguard (although as it turns out they were 12" away, and it's 6" range, but it didn't matter), and hides behind the conquest. Both units of infantry move up, but Barry seemed to overestimate the effect of def bonuses against incindiarii, and jams all the nyss into a small forest, and as many winterguard as he can fit into a trench, with the others in behind it.
Turn 2:
Incindiarii move up and burn up roughly half his infantry. First shot into the nyss was admittedly, lucky, hitting the natural 11, but scatters on the other 3 shots would have got most of them anyway. On the other side I landed a scatter inside the trench, and killed/set on fire a few around the outside as well. In the middle I stayed pretty much where I was - I didn't want the conquest getting into karn or the bronzeback, so I didn't want to commit to a zone yet.
Most of the first doesnt go out, and more infantry die. There's 5 nyss left now with no UA... The conquest pushes up further and manages to shoot off my soulward and do some damage to an incindiarii with a lucky scatter. The nyss try to shoot back at the incindiarii, but don't do a huge amount, and the winterguard move forward out of their burning trench and also shoot at those incinds, but manage to drop about 4 of them to 2/3 boxes, but not kill any. Everyone else continues to hide behind the colossal.
Turn 3:
Incindiarii burn up more winterguard on the left, and on the right they move forward to restrict the conquest's charge lanes a bit, kill abother 3 nyss and miss the great bear cluster behind the conquest. I also commit my battlegroup to the right hand zone, moving makeda in with karn and bronzeback in front, the gladiator in front of them and a beasthandler in front of him (poor guy), and score 2 at the end of my turn for dominating.
Barry pushes the winterguard up further and manages to take out an incindiarii or 2, but there's only about 6 WG left. The nyss hide behind the forest, the conquest charges the beast handler (for some reason. He could have charged the gladiator anyway, with reach - I put the handler there to stop him charging the glad and reaching over the smack karn/BB). The charge attack obviously smears the handler, then his second initial and 3 more fury easily put the gladiator down as well, but that's fine, that was the plan! The great bears charge and kill 2 of the incindiarii in that zone, leaving only 1.
Turn 4:
The left zone bloodbath continues, incinds are now at point-blank range and set more WG on fire. Feralgheist idles at the back of the zone incase all the incinds die. On the other side, I charge the BB into the conquest, leaving space for karn to either go in, or to head over to the bears, or both. Fortunately it's true what they say about an enraged bronzeback, and he one-rounds the colossal (armour 20, 62 boxes. I actually did 68...). Karn goes and eats some bears, clearing the zone and I score another 2.
Barry can't get anything meaningful to contest my zone, and he can't clear the feralgheist (although I think he gets all the incindiarii in the end), so I go to 6 at the end of his turn and win.
Summary:
List worked as expected - Can't always go for assassination!
Game 2 vs Tom C: Makeda 2 vs Khador... - Vlad 2, Victor (we were allowed to proxy un-released models at this event), winterguard with rocketeers, 2 kayazy assassins(?), all the shooting/sniping solos (alten ashley, aiyana and holt, one of the eirysses etc), some sniper type guys (WG riflemen??). Scenario was Incoming (I think)
Again I win the roll off and go first, deploying much the same as before (I'm on the same side of the same table, so why not!)
Tom deploys the colossal just left of centre, vlad in the middle with kayazy, winterguard on my left (again) and all the shooting stuff spread out or ADed across the front.
Turn 1:
I run everything forward much the same as last time
Tom advances, spreads out the solos and assassins across the board and takes a few pot shots. The victor fires its absurd 20" range gun, choosing the 5" continuous fire AOE and setting Makeda, krea, gladiator and an incind on fire, and killing a beast handler straight off. Vlad advances up next to the Victor by his objective and camps 4
Turn 2:
I see a possible karn run, if the incinds can clear alten ashley. Fortunately, 2 of the big unit CRA and take him off, the rest of the unit burn up some winter guard, and I enrage karn, feat and leash him forward, puppet master, the works... Karn charges a winterguard, kills him, side steps right up to the objective, and with careful measuring it seems I can hit Vlad without needing to sidestep again (there was another winterguard if required). Vlad's defensive strike was a bit of a scary moment, but he didn't cripple anything so it was ok! First attack hits, I boost damage (because vlad gets harder to hit etc the more damage he's taken), and roll a mightly 1,1,2,2. Obviously I forget about puppet master, so do 3 damage, like a boss. Buy 1 attack, misses. Suddenly this doesn't look like a great plan. Fortunately the next 3 bought attacks are enough to put Vlad down with 1 fury to spare and puppet master still un-used and forgotten...
Summary:
Karn does what he does. My opponent wasn't hugely familiar with skorne, and underestimated a) how easily I could clear a lane, and b) how hard karn would hit. He went on to lose his next game by karn assassination as well, but hopefully he's now got it out of his system!
Game 3 vs Jan du T: Morg1 vs Legion - Thagrosh2, 2 scytheans, seraph, angelius, 3 raeks, 2 shepherds, gobbers. Scenario was Destruction
I win the roll AGAIN, and go first again. I deploy the beasts in a tight brick around Morghoul, making sure that when I fail a charge with him T1 they'll all still be within 10" of him. The arcuarii advance deploy across the front, handlers in behind and around the sides of the brick.
Jan spreads his beasts a bit across his side, Thagrosh to my left.
Turn 1:
Arcuarii move up to the half way mark. Morghoul Rushes the BB and sentry, then fails a charge forwards. Gladiators all rush themselves and charge up, BB and sentry run. One unit of handlers take the excess fury, the second unit runs to be further forward.
Jan pushes forward, thagrosh heads to behind a wall with a scythean and the rest spread a bit. Some boosted shots from the seraph kill a couple of arcuarii.
Turn 2:
2 arcuarii charge the scythean on the left by thagrosh, one more makes it to the angelius, the others run and spread out to get in the way. I take out the scythean's spirit and do 10 or so to the angelius. The beast brick moves up to his edge of the zone, morghoul tucks in behind feats, and puts up admonition on the sentry, camping 3.
Jan realises he's a bit buggered at this point - without being able to buy or boost attacks, he's not going to be able to clear enough of my beasts if he comes in, especially with jamming arcuarii in the way. He feats in return to try to maximise the damage he can do, kills off all but 1 arcuarii, does some damage to the sentry and a gladiator, and gets 2 raeks in the zone, and hopes that he can get in and do some damage next turn after I go to 3 CP. Then we both remember about killbox, and that's pretty much that...
Turn 3:
I kill his objective and kill both raeks to clear the zone, and end my turn to go to 5...
Summary:
This was the perfect matchup and perfect scenario for my gimmick list, and I even got to go first! There wasn't much Jan could do in this game, if he'd kept thagrosh out of killbox I could have got 2 titans to him next turn anyway, or failing that, I could still have cleared the zone, killed the angelius and the seraph, and then in my turn 4 I could have re-cleared the zone even with only 2-3 beasts left to go to 5...
Game 4 vs Ryan E: Morg1 vs Cygnar - Haley 3, 1 crappy jack, trenchers, alexia and the risen, stormblades infantry, some cavalry (blazer?), probably more infantry and support... Scenario was Fire Support
He won the roll and went first, deploying everything spread out with trenchers across the front and cav on my left.
I deployed much the same as before.
Turn 1
He jammed everything up the board, created a cloud wall using trenchers and a spell that killed one of the risen. Haley split into 3.
I basically ran everything forward, morghoul in the middle of a beast brick, aiming for his objective and hoping max arcuarii could keep my objective safe from his cav. I ran the arcuarii forward into the clouds to jam him a bit because they couldn't see anything to shoot...
Turn 2
Clouds go away, one of the Haley echoes (the smaller one ) moves forward ignoring my arcuarii, force hammers a bronzeback over morghoul, and then the other haley echo shoots/spells him to death...
Summary:
I definitely dropped the wrong list. I didn't know enough about Haley3, and on first glance (without looking at the echoes properly) it looked like a decent matchup for Makeda, whereas his other list (kraye, stormwall, some other stuff) would have smashed makeda. In my tired state (and unfamiliar heights!), I thought he would expect makeda and therefore drop kraye, and so I went for morghoul. In hindsight, I should definitely have dropped makeda, because at least she might have a change of a long shot karn assassination against either list... I still think I would have lost the game, because I have no idea what Haley 3 does (apparently anything and everything), but might have lasted longer!