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Post by tkaic on Aug 21, 2015 20:31:00 GMT
Evening all,
Following an abortive attempt to buy Magic The Gathering Cards I appear to have picked up a 35pt 'Army in a box' and so will belatedly throw my hat into the ring for the Tale of Gamers as (a) I always need more things to paint, (b) everyone else is playing Warmachine/Hordes and (c) Gun Mages.
The box has the following list:
Marcus "Siege" Brisbane - a pretty hardcore seeming Warcaster with a big hammer, bigger rocket launcher and a feat that drops enemy armour to half level. Oh, and he can shroud a unit to make them more survivable or make shots explode - pew pew on steroids.
Squire - a little robot that boosts Seige's control range and can give an extra Focus point per turn for 3 turns. Nothing exciting, just all useful.
Journeyman Warcaster - not quite a Warcaster, but almost there - gives extra Focus and can control a jack. His big trick is increasing the defence (or do I mean armour? One of them) of a unit, and it can upkeep. I'm looking forward to using him to marshal the 2 jacks I have to try different tactics and, speaking of the Jacks we have 2 heavies:
Defender - big gun, big hammer. Hmm, sounds like Siege but dressed up in armour. (The kit also builds another couple of variations, one has 2 gatling guns with a cool little rule whereby you mark an area - anyone coming into it gets shot while the other is the Ironclad, a straightforward melee jack)
Avenger - Seismic Cannon (Pew pew, you all fall down) and a Stun Blade. (The other options are also pretty decent - one has a spear and shield while the other has two hammers)
Gun Mages (including an Officer) - pew pew, death to infantry. Napoleonic era themed models who for no obvious reason have swords but use their guns in close combat. Silly swords.
Stormguard - Chaps with halberds that can shoot electricity. Not to put too fine a point on it, these guys seem to be there to speed bump enemies.
My plan is to read the rule book, paint the Gun Mage officer and assemble my two warjacks. Both look pretty simple to magnetise - head swaps, shoulder pads (why? why would shoulder pads be important?!) and weapons only, everything else is the same across the various builds.
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Post by rolandmurat on Aug 21, 2015 20:45:14 GMT
Your warcaster sounds mean Tom. I think my high armour jacks may not like him much.
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Post by tkaic on Aug 23, 2015 13:14:59 GMT
My pledge is a straightforward one - paint one Warjack. This will be my newly assembled and magnetised Heavy who can be an Avenger, Hammersmith or Centurion depending on how he's feeling. Despatches from the WorkshopA lot of people have been complaining about the mold lines on their models - touch wood the Cygnar seem to have avoided the worst of this. However, it's a fact that I only notice mold lines after I've painted things so we'll just wait and see on this little issue for the time being. Now, I like to think of myself as a painter and hobbyist as well (probably more than) a gamer and so have decided that I will use this project to really try and learn some new skills. First up, magnetising. I got the various little bits of plastic out of the Avenger box and it was immediately clear that I could make the model up so I could swap between Jacks with relatively little effort. The torso (bar the shoulder pads. Why would shoulder pads be different? Aesthetically I liked one set more than the other and so went for those) and legs were the same between builds, it was only the head (I guess heads are more important than shoulders but this may have been a bit of a waste of 4 magnets!), right hand and the left arm/hands that would need to be swappable. Step 1 - Drill holes in things.Being in my thirties, I own a number of power tools. These are supposed to be used for fixing furniture, hanging pictures and so on and therefore live an undisturbed existence in a cupboard, unbothered by the need to actually do anything. Until today! For today, armed with an electric drill and a 2mm drill bit, I put holes in things I'd paid good money for: The 10p shows the scale (and is also a handy place to keep your magnets). Step 2 - Stick magnets to thingsThe hand options all had a little nub of plastic, meant to fit into a recess in the relevant wrist. I drilled out the wrists, clipped away the nub with some sprue cutters and glued a magnet in place. Step 3 - Er, nope, all done.Once those parts were magnetised (a grand total of 3 heads, 3 right hand weapons, the Avenger's gun, one left arm and two left hands) I let them dry and the job's a good un. Here's my jack in Centurion mode: I'll showcase the other variants once there's some paint on the plastic!
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Post by ken233 on Aug 23, 2015 15:04:06 GMT
Nice work with the magnetising Looks like a great start as well, looking forward to seeing some paint on him!
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Post by tkaic on Aug 31, 2015 14:38:46 GMT
One week into my first pledge and...er...my Warjack has some base colours on. Still, a week to go, plenty of time. IN the interim, here's my first painted model, a Gun Mage: I didn't paint the cat. Couple of alternate views: I'm happy with the theme, the blue is Necron Abyss, layered with Mordian blue, Agrax Earthshade wash then highlighted with Fenris Grey. The white trousers and sash are Bleached Bone, White, Agrax and another highlight with white. Metas are jusT Auric Gold/Leadbelcher with Chainmail highlights respectively. I'm toying with the idea of glowing blue eyes for them. Might look good, certainly makes the painting easier!
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Post by probynumbers on Aug 31, 2015 16:43:48 GMT
Very realistic cat in that last picture!! Haha looking good and well done with the magnetising! Took me ages to gather the bravery to do that!!!
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Post by tomu on Aug 31, 2015 23:29:51 GMT
More cat pics please
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Post by jansuza on Sept 2, 2015 11:23:44 GMT
Looking good!
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Post by tkaic on Sept 6, 2015 18:55:17 GMT
Ok. So, Pledge 1 = Fail. Like a very bad version of many a poor action film I have 24hrs left to achieve my task and without a very good montage, it ain't gonna happen.
I have managed to get a game in, paint up Squire & one of my mages, decide on my theme and there is paint on the Warjack...he's just a long way from ready. I mean, it'd be tournament legal in a three colours kind of way, but...no. Just, no.
The game was against Gareth who had 3 shades of gribbly and a caster who promptly brought the one thing I managed to kill back to life. Sigh. Anyways, I did actually get quite a lot out of the game, I got to see how ineffective POW10 shots are against big gribblies, how easy it is to under and over stock focus on jacks and indeed how important deciding your unit activation order is.
My list was pretty straightforward: Seige, Avenger, Squire Journeyman Warcaster, Defender Gun Mages w/UA
The plan was to use the mages as a screen for the big jacks to blaze away behind. As it turned out, G's flying gribbly had rather high DEF and my guns didn't make much of a dent. My mages failed to dent the gribbly they went against and in the end my army collapsed over a couple of turns. On reflection, I think the heavy jacks may not be that suitable for my style of play at this point in time. The problem of having a big gun and a melee attack is choosing which to use. Next game I will proxy some light jacks and concentrate far more on the shooting side. I also need to use the Gun Mage UA as a jack marshal for something shooty.
So, onwards and upwards, I pledge to play a couple of games and try and actually get to grips with these tricksy, seemingly underpowered Cygnars.
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Post by tkaic on Sept 11, 2015 13:26:21 GMT
One day into the pledge and I've achieved it, hooray. Got 2 games in yesterday, both of which taught me some important things. Things I should have known from the rule book but..hey, live and learn.
Game 1 - How Siege Brisbane did not live, but Tom learned.
Game 1 was against Chris' Skorne. I've previously played against Chris' battlebox so at least knew what his Elephant of Doom did (run at things), his Warcaster could do (kill things and stop me using focus for a turn) and how annoying his Cyclops was (they can choose to boost after rolling, which is a nice way to conserve fury). As this was 25pts he had a Lesser Warlock, some pain bringers and 2 other gribblies, one of which could shoot, the other could, er, hit things?
I had Siege with his trusty Squire, marshalling a Centurion while the Journeyman took care of a Hammersmith. A unit of Gun Mages with UA made up the points.
Turn 1...Chris forgot his guys could run. I remembered to allocate focus so mine could and we slowly moved towards the middle of the board. Am I missing something entirely or is the first turn entirely pointless? With the low ranges why not just start closer together?
Turn 2...my mages shot one of Chris' gribblies. Chris' smile weakened as the sheer number of shots (7) from such a high RAT unit chipped quite a few boxes off. I then made a silly mistake and pushed my Centurion up in front of Chris' Elephant. Ha ha, cried Tom, I activate my Polarity thingymajig, he can't be charged.
Turn 3. Slam moves are not charges. Turns out, Centurions can fly if hit hard enough. The Elephant followed up and started kicking various gears out of the Centurion, leaving it on a handful of boxes after just one turn. I cunningly manouvered my gun mages to Thunderbolt (push) Chris' other gribbly into his warcaster. Pushes are not slams. This was pointless. I died a bit inside. I also misunderstood the rules and thought if an arm was crippled it was actually, you know, destroyed. Therefore I didn't take all my attacks (which should have been at -1 dice) with the Centurion in retaliation. Silly Tom.
Turn 4. As his Elephant was in melee with my warcaster as well as my Centurion Chris decided to try and take him out. Fortunately Chris had previously used his feat so Siege was at +6 armour and survived. The Hammersmith is a very good attacker and battered one of Chris' gribblies, slamming it into his Warlock in a far more effective version of what I'd tried to do with the gun mages.
Turn 5. I'm an idiot. Chris mowed down most of my gun mages with his Warlock, who then scuttled away to safety. Right, thinks Tom, time to end this. My plan is very simple - move Siege into Control Range of the Warlock, activate his feat and slam a missile into him. This involves taking a free strike from the Elephant but, because I'm an idiot, I don't realise this is (a) very likely to hit and (b) boosted. Siege is promptly turned into paste and the game ends.
Game 2 - Siege dies at the end
I then played a 15pt game against Garry's Circle force which consisted of Kreuger, a Warpwolf, a something Warden and some menacing stones. I dropped the Centurion from the above list...which I've realised means I was playing with 16pts and am a scoundrel. Fortunately my own incompetence must count as at least a -1pt modifier.
Garry was trying to figure out why stones are so rated, I was trying to stop killing Siege through my own stupidity. Spoiler, I don't think either of us really got what we were looking for.
Turn 1 - We moved towards eachother. Seriously now, what's the point of this turn? Even the scenarios force you into the middle of the table. It's just silly. My mages managed to long range snipe a couple of hits off Garry's stones. The stones looked suitably unimpressed.
Turn 2 - Garry messed up his charge ranges and left his Wolf out of Control range in front of my gun mages. I failed to choose the correct shot option (well, in fairness I had 2 sensible choices - 1, use their combined range attack to hit with a POW16 or use Thunderbolt to keep pushing the puppy backwards until it was over 10" away) and took a grand total of about 3 boxes off it. Gary's thingy-warden made a forest appear, which was nice. Chain lightning cooked my Journeyman Warcaster, which in turn meant my Hammersmith would no longer have it's Arcane Shield...this became quite important later.
Turn 3 - Combat, glorious combat! Garry's two beast and my Hammersmith started duking it out, resulting in everyone taking a battering, particularly the Hammersmith who lost one of his arms. Siege went for an assassination run, used his feat, hit Kreuger and did 22pts of damage...which were then transferred to a nearby beast. Sigh, another fail due to not knowing the rules! Still, this meant the Warden was quite damaged and, as in the game against Chris, if I'd known that I still get to attack with crippled weapons, I could probably have taken it out with a boosted Hammersmith.
Turn 4 - Very sensible play by Garry. He repeatedly boosted his 'to hit' rolls with the Warden to activate its chain attack, slamming my Hammersmith away. This cleared a charge lane for the Wolf to go and eat Siege, which it did with aplomb.
So, I learnt some stuff about Hordes, some stuff which I should have known from my own rulebook and am feeling a bit more familiar with some of my tools. I like the Hammersmith a lot, it lacks reach but once it's attacking can easily cover a lot of ground for free. The gun mages are starting to feel a bit more useful, and I need to remember the combined attack for when facing bigger stuff. Siege has a very simple assassination dynamic but I'd have been better off focussing on Garry's warbeasts for a turn and then whittling him down once isolated. As we discussed after the game, Warcasters are better at surviving lots of little or medium strength attacks, Warlocks are better at dodging those huge strikes.
So, a week in hand, will get some painting done and may even make it down next week to continue making bad life decisions for Siege.
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Gary
New Member
Posts: 48
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Post by Gary on Sept 11, 2015 21:36:20 GMT
Good summary of our match I think, and I'd argue that we both achieved a little something towards our goals in that I had my stones used the Fury removal, a little healing, and a teleport to move the Feral into combat with your Hammersmith instead of leaving him just outside range to charge your gunmages again, and I feel like I had to work a little for the Siege kill, so he didn't die to stupidity even if he still died!
I'd question the slam/charge issue you ran into with Chris though, as page 52 of the rules says "Any effects that prevent a model from charging, such as a penalty to its SPD or movement [...] also prevent the model from making a slam power attack". Not sure if that only applies to effects on the model trying to slam/charge, but I'd assume it includes whatever you had on your guy since it does say "any effects".
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Post by tkaic on Sept 12, 2015 14:22:04 GMT
Thanks Gary (and apologies for adding an extra 'r' to your name repeatedly!) and yes, Siege died to a nicely worked assassination rather than my own numptiness!
Having looked on Battlecollege and a few forums it does seem that slams are charges, hooray, the Centurion is a decent blocker after all!
I think my 35pt list might be along the lines of Siege (& Squire) with a Centurion & Hammersmith, Gunmages with UA marshalling a Hunter and Lt Alison Jakes marshalling a Charger. Quite a lot of shots, some melee punch and a few ways to crack or tie up armour.
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Post by tomu on Sept 12, 2015 15:13:42 GMT
Are you liking the caster though Tom? For me the first few games were all about finding out if I liked the style of the caster.
Lovely write up as usual and hopefully one day we whil all learn when some things do count as other things and also when sometimes they do not.
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Post by tkaic on Sept 12, 2015 18:11:51 GMT
Yes Tom, Siege is decent. I can see why he's considered one of Cygnar's 'top tier' choices, particularly with Squire - 6 (7 with Squire for 3 turns) Focus, POW 14 at range and in melee and decent ARM to boot. The feat is excellent too. I'm struggling to use his spells effectively though - he has a whole list and I basically occasionally use his Foxhole...and that's it. I also only just realised how excellent it can be used offensively as well to clear lines of sight. Wins.
All the casters look fun to use - Jeremiah Kraye most of all (makes all Jacks count as Cavalry...yee hah!), Caine for solo pew pew fun and of course Hayley who's just the dog's proverbials. If I had limitless time & money, I'd be playing a lot of games with all of them
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Post by tomu on Sept 13, 2015 9:09:41 GMT
That stupid time and space continuum continues to not play ball. Its such a bitch.
Feora2 is similar in that I only really use one spell regularly. The rest of her focus tends to go on to the jacks.
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