Showing posts with label tournament. Show all posts
Showing posts with label tournament. Show all posts

Tuesday, 26 August 2014

40K and Competitiveness

This post started as a review of the Grey Knights and my thoughts on it, as well as my thoughts on the general internet opinion of it. (I apologize in advance, as I've had to rearrange my thoughts after deciding to split it into two posts.) Needless to say, I wouldn't be considered part of the current "popular" view of it. I liked it. Most of the internet - and by that I mean, most of the player base that frequents the internet, which is best described as Mos Eisley Space Port - believes that this Codex is, simply put, bad. But before I address why I like this codex, I think I need to first address the elephant in the internet (clogging those tubes I would imagine).

Where to start?

The 40K blogosphere is ranting about the latest release the Grey Knights, and much of it stems from the lowering of the competitive edge the codex once held.  I know why they think this way and I understand it. For example, the recent Grey Knight codex seems to have two distinct groups that are defined by their reason for their dislike for it. Both groups are unhappy with the codex being stripped of half it's units, the Inquisition and the Assassins, along with two Grey Knight specific characters that had no model, which is completely understandable. Anyone who played a Grey Knight codex army that was pure Inquisition, will find themselves buying a the digital only Inquisition codex. Is this a money grab by GW? Yes and no. GW has ridiculously overcosted eBooks, especially in their iBook format. But it makes sense when one looks at how 7th edition plays with detachments.

When it comes to the Inquisition codex, the lore sections are weak. It is essentially a copy/paste from the old Grey Knight Codex and the Inquisition Illustrated Guide, but for people who lacked either, it was useful. The rules, however, are updated so that if you run an Inquisitor and crew, then now have access to their own detachment, warlord traits, relics and valkyries as dedicated transports, as well the ability to run an inquisitor not as the primary detachment, but still your army's warlord. In my opinion, if you are running an Inquisition list, it is preferable to run it out of the Inquisition codex (surprise!). And, despite what I keep hearing, you can buy it if you don't have an iPad. I bought the "cheaper" epub versions straight from Black Library's site and use it on my Android tablet. Alternatively, you can get a PC epub reader and print it out. I sucks to have to buy another codex, and this hobby is already expensive, but if you play pure Inquisition, then you just saved money, unlike those of us you play both sides combined and need both codices.

The second, and most vocal from what I've seen, groups dislike for the Grey Knight codex and the most the recent codices in general is derived from the competitive nature of the players and their dislike of the way GW is taking 40K, coupled with their view (one that is think is incorrect) that 40K is a competitive game. Warhammer 40,000 is not a competitive game system. Games Workshop has flat out stated that Warhammer, both varieties, is a game for narrative play. It isn't designed to be played competitively - at least not without restrictions and rules placed on it by tournament organizers that realize that - and it shows when someone tries to play it as such. If you want to play a game designed from the concept stage up to be competitive simply look at Privateer Press's Warmachine and Hordes. It's release strategy even emphasizes this with every faction is a system getting updates simultaneously. Unlike Games Workshop which has a staggered release schedule for each faction, which has lead to issues of some factions being updated multiple times before others; for example, Sisters of Battle who haven't had a fully-fledged codex since 3rd edition.

In 7th edition, more narrative elements were added, especially with the ability to make "Unbound" armies, throwing balance right out the window. If you let it. When players play 40K as a narrative game, you avoid the overly unbalanced issues that occur in a tournament setting. You don't see the large, overpowered "Deathstar" units that frequent tournaments that are not fun to play or play against. The game no-longer has that tactical feel to it, that other games retain while being competitive. It becomes a "who's got a bigger stick and swings first" game.

This isn't to say that players who enjoy the competitive style 40K shouldn't. If competitive play is your thing, all the power to you. However, it's hard to justify complaints that a narrative designed game plays poorly in the tournament scene. That's like complaining that the cops and robbers you played as a kid with finger guns isn't competitive.

That being said, it is not impossible to make 40K "competitive" - I used the term loosely - however, it takes a lot of work on the part of the Tournament Organizer, and usually a lot of additional rules and restrictions on what you can and can't bring to the event or how your build your army in an effort to create balance.

The best experience I've had with a tournament is the Astronomi-con event, which has fairly extensive set of guidelines for building a list, but in no way does it detract from the tournament. In fact, the way the entire tournament is set up, with points awarded for thing like theme ("adherence to the background of the 40k universe") and adding things to your list like names and fiction, in addition to each table having it's own scenario - like protecting/raiding a base using kill team rules until the alarm sounds, at which point turn one begins, or random aliens attacking both players - leads to a competitive tournament that includes the narrative elements of the game and it's background, and limits the problems that arise in extremely competitive environments. It also makes for an event that anyone who's played agrees is one of the best 40k experiences you can go to.

A Narrative Campaign Weekend I created
at the release of 5th Edition 40K
I'm not saying GW is perfect. Because God knows they're not. I actually want to get to the Grey Knights review, so I won't even talk about the latest financials or their business model, so I'll just end with this: There are lots of things to gripe about when it comes to Games Workshop and how they do things. That their rules are poor for the tournament scene isn't one of them. If you want to go to tournaments - which I do on occasion too - that's all fine. But don't expect some great balanced competitive environment from a game that isn't intended to be, without changes to format of the game. If that is what you're expecting, I would suggest other games. Go to have fun, and talk and play with people who enjoy the same hobby as you. Make the tournament appeal to to everyone by adding thematic elements, maybe awards for best faction/team, or have secondary goals that are based on each codices lore. Emphasize these positive elements, and not only will it make the tournament better, but help build the community.







A Campaign I created for the release of Apocalypse

*Addendum: As I was finishing up this post, I saw on my Facebook that the Alberta Grand Tournament Circuit is coming to an end, at least temporarily. I don't know the details as to why, but now might be a good time to start a discussion on what can be done to improve the tournament scene in the Alberta community.

Unknown  /  at  8/26/2014 10:24:00 pm  /  No comments

This post started as a review of the Grey Knights and my thoughts on it, as well as my thoughts on the general internet opinion of it. (I apologize in advance, as I've had to rearrange my thoughts after deciding to split it into two posts.) Needless to say, I wouldn't be considered part of the current "popular" view of it. I liked it. Most of the internet - and by that I mean, most of the player base that frequents the internet, which is best described as Mos Eisley Space Port - believes that this Codex is, simply put, bad. But before I address why I like this codex, I think I need to first address the elephant in the internet (clogging those tubes I would imagine).

Where to start?

The 40K blogosphere is ranting about the latest release the Grey Knights, and much of it stems from the lowering of the competitive edge the codex once held.  I know why they think this way and I understand it. For example, the recent Grey Knight codex seems to have two distinct groups that are defined by their reason for their dislike for it. Both groups are unhappy with the codex being stripped of half it's units, the Inquisition and the Assassins, along with two Grey Knight specific characters that had no model, which is completely understandable. Anyone who played a Grey Knight codex army that was pure Inquisition, will find themselves buying a the digital only Inquisition codex. Is this a money grab by GW? Yes and no. GW has ridiculously overcosted eBooks, especially in their iBook format. But it makes sense when one looks at how 7th edition plays with detachments.

When it comes to the Inquisition codex, the lore sections are weak. It is essentially a copy/paste from the old Grey Knight Codex and the Inquisition Illustrated Guide, but for people who lacked either, it was useful. The rules, however, are updated so that if you run an Inquisitor and crew, then now have access to their own detachment, warlord traits, relics and valkyries as dedicated transports, as well the ability to run an inquisitor not as the primary detachment, but still your army's warlord. In my opinion, if you are running an Inquisition list, it is preferable to run it out of the Inquisition codex (surprise!). And, despite what I keep hearing, you can buy it if you don't have an iPad. I bought the "cheaper" epub versions straight from Black Library's site and use it on my Android tablet. Alternatively, you can get a PC epub reader and print it out. I sucks to have to buy another codex, and this hobby is already expensive, but if you play pure Inquisition, then you just saved money, unlike those of us you play both sides combined and need both codices.

The second, and most vocal from what I've seen, groups dislike for the Grey Knight codex and the most the recent codices in general is derived from the competitive nature of the players and their dislike of the way GW is taking 40K, coupled with their view (one that is think is incorrect) that 40K is a competitive game. Warhammer 40,000 is not a competitive game system. Games Workshop has flat out stated that Warhammer, both varieties, is a game for narrative play. It isn't designed to be played competitively - at least not without restrictions and rules placed on it by tournament organizers that realize that - and it shows when someone tries to play it as such. If you want to play a game designed from the concept stage up to be competitive simply look at Privateer Press's Warmachine and Hordes. It's release strategy even emphasizes this with every faction is a system getting updates simultaneously. Unlike Games Workshop which has a staggered release schedule for each faction, which has lead to issues of some factions being updated multiple times before others; for example, Sisters of Battle who haven't had a fully-fledged codex since 3rd edition.

In 7th edition, more narrative elements were added, especially with the ability to make "Unbound" armies, throwing balance right out the window. If you let it. When players play 40K as a narrative game, you avoid the overly unbalanced issues that occur in a tournament setting. You don't see the large, overpowered "Deathstar" units that frequent tournaments that are not fun to play or play against. The game no-longer has that tactical feel to it, that other games retain while being competitive. It becomes a "who's got a bigger stick and swings first" game.

This isn't to say that players who enjoy the competitive style 40K shouldn't. If competitive play is your thing, all the power to you. However, it's hard to justify complaints that a narrative designed game plays poorly in the tournament scene. That's like complaining that the cops and robbers you played as a kid with finger guns isn't competitive.

That being said, it is not impossible to make 40K "competitive" - I used the term loosely - however, it takes a lot of work on the part of the Tournament Organizer, and usually a lot of additional rules and restrictions on what you can and can't bring to the event or how your build your army in an effort to create balance.

The best experience I've had with a tournament is the Astronomi-con event, which has fairly extensive set of guidelines for building a list, but in no way does it detract from the tournament. In fact, the way the entire tournament is set up, with points awarded for thing like theme ("adherence to the background of the 40k universe") and adding things to your list like names and fiction, in addition to each table having it's own scenario - like protecting/raiding a base using kill team rules until the alarm sounds, at which point turn one begins, or random aliens attacking both players - leads to a competitive tournament that includes the narrative elements of the game and it's background, and limits the problems that arise in extremely competitive environments. It also makes for an event that anyone who's played agrees is one of the best 40k experiences you can go to.

A Narrative Campaign Weekend I created
at the release of 5th Edition 40K
I'm not saying GW is perfect. Because God knows they're not. I actually want to get to the Grey Knights review, so I won't even talk about the latest financials or their business model, so I'll just end with this: There are lots of things to gripe about when it comes to Games Workshop and how they do things. That their rules are poor for the tournament scene isn't one of them. If you want to go to tournaments - which I do on occasion too - that's all fine. But don't expect some great balanced competitive environment from a game that isn't intended to be, without changes to format of the game. If that is what you're expecting, I would suggest other games. Go to have fun, and talk and play with people who enjoy the same hobby as you. Make the tournament appeal to to everyone by adding thematic elements, maybe awards for best faction/team, or have secondary goals that are based on each codices lore. Emphasize these positive elements, and not only will it make the tournament better, but help build the community.







A Campaign I created for the release of Apocalypse

*Addendum: As I was finishing up this post, I saw on my Facebook that the Alberta Grand Tournament Circuit is coming to an end, at least temporarily. I don't know the details as to why, but now might be a good time to start a discussion on what can be done to improve the tournament scene in the Alberta community.

Thursday, 6 March 2014

Grey Knights and Imperial Knights



So for the last week or so, I've been getting ready to prune my Warhammer 40K collection down further. It was a rather large collection spanning my 20 years of playing the game system, as well as my approximately three years as an employee at two GW stores (three if you count the fact that I worked at one when it moved locations). Suffice to say, it needed to be organized down to the armies I most frequently play to give me a) more room for other game systems I was expanding into and b) focus my attention to a smaller subset of unpainted models as my painting time shrank with the approach of my second child (aka future opponent #2. Who, by the way, still isn't here. Much to my wife's chagrin.).

The nice thing about it is, with a little bit of swapping, I was able to get my hands on one of the new Imperial Knight kits. Without the trade, I wouldn't have been able to afford the kit, the price being the only negative to the kit (in Canada it's $170). Other than the cost, it is a very nice kit. All the part fit on three large sprues, something that I was surprised to see. I honestly expected more. They also have a high level of detail. I especially liked the bars for the pilot to climb up to the cockpit.

Leg assembly

Last night, I was able to finish up the building stage of the kit and have it ready to be primed for painting.  I did some simple converting with the legs to get it into a more appealing stance, but nothing too complex (I do that enough to my Crisis Suit!). I liked the idea presented in the White Dwarf last week, and followed suit with building mine in pieces to be painted separately and combined at the end. This will allow me to do some finer brush work with the armour plating.

Dry fit the main assemblies together.

All of the various assemblies.

My hope is to have this done by the end of the month so that I can participate in a painting competition that is being held in Canadian Games Workshop stores. So far, my plan is to paint it up as a Freeblade knight, because the lore behind the Freeblades is too cool to pass up. I was planning on calling him the "Night Watchman," and using a similar iconigraphy that I had planned to use for a Space Marine army a few years ago (the Night Watch chapter, which has a location on the map in the Space Marine codex and a snippet in the old 13th Black Crusade book), but I saw that in the latest White Dwarf one of the studios guys name theirs something similar, which has made me rethink it. However, I'm probably still going to go with the name because I like what I have designed.

The other reason I want to finish it fast, is there is an upcoming tournament in Edmonton, which is one of our larger tournaments; Onslaught. I want to make a list for that based around my Grey Knights.
An older shot of my Grey Knights, in progress.
It won't be the most effective list. Honestly, I don't really plan on winning much. I'm building it for the "Cool" factor. I have a pretty cool display board I made up using one of the tiles from the GW Realm of Battle board, and plan on building a list around the Inquisition. I'm thinking of using either Grey Knights or Space Marines (done as Death Watch) as the primary detachment, with the other being the allied detachment. Add a Imperial Knight through their unique "Imperial Knight detachment" rule and an Inquisitor (possibly with a Valkyrie with (really overcosted) count-as Stormtroopers).

The parts I'd like to add are:
- Death Watch (Space Marine) squad with Librarian in Drop Pod
- Inquisitor in Valkyrie with Acolyte count-as Stormtroopers
- Grey Knights (possible a squad of terminators and a strike squad) - haven't decided on which HQ yet.
- Imperial Knight Errant

Obviously, the Inquisitor would be the warlord. Not great at any one thing, I think it would be lacking in anti-air.
What do you guys think? A bit much? Would you enjoy seeing it across the table?

Unknown  /  at  3/06/2014 12:58:00 pm  /  No comments



So for the last week or so, I've been getting ready to prune my Warhammer 40K collection down further. It was a rather large collection spanning my 20 years of playing the game system, as well as my approximately three years as an employee at two GW stores (three if you count the fact that I worked at one when it moved locations). Suffice to say, it needed to be organized down to the armies I most frequently play to give me a) more room for other game systems I was expanding into and b) focus my attention to a smaller subset of unpainted models as my painting time shrank with the approach of my second child (aka future opponent #2. Who, by the way, still isn't here. Much to my wife's chagrin.).

The nice thing about it is, with a little bit of swapping, I was able to get my hands on one of the new Imperial Knight kits. Without the trade, I wouldn't have been able to afford the kit, the price being the only negative to the kit (in Canada it's $170). Other than the cost, it is a very nice kit. All the part fit on three large sprues, something that I was surprised to see. I honestly expected more. They also have a high level of detail. I especially liked the bars for the pilot to climb up to the cockpit.

Leg assembly

Last night, I was able to finish up the building stage of the kit and have it ready to be primed for painting.  I did some simple converting with the legs to get it into a more appealing stance, but nothing too complex (I do that enough to my Crisis Suit!). I liked the idea presented in the White Dwarf last week, and followed suit with building mine in pieces to be painted separately and combined at the end. This will allow me to do some finer brush work with the armour plating.

Dry fit the main assemblies together.

All of the various assemblies.

My hope is to have this done by the end of the month so that I can participate in a painting competition that is being held in Canadian Games Workshop stores. So far, my plan is to paint it up as a Freeblade knight, because the lore behind the Freeblades is too cool to pass up. I was planning on calling him the "Night Watchman," and using a similar iconigraphy that I had planned to use for a Space Marine army a few years ago (the Night Watch chapter, which has a location on the map in the Space Marine codex and a snippet in the old 13th Black Crusade book), but I saw that in the latest White Dwarf one of the studios guys name theirs something similar, which has made me rethink it. However, I'm probably still going to go with the name because I like what I have designed.

The other reason I want to finish it fast, is there is an upcoming tournament in Edmonton, which is one of our larger tournaments; Onslaught. I want to make a list for that based around my Grey Knights.
An older shot of my Grey Knights, in progress.
It won't be the most effective list. Honestly, I don't really plan on winning much. I'm building it for the "Cool" factor. I have a pretty cool display board I made up using one of the tiles from the GW Realm of Battle board, and plan on building a list around the Inquisition. I'm thinking of using either Grey Knights or Space Marines (done as Death Watch) as the primary detachment, with the other being the allied detachment. Add a Imperial Knight through their unique "Imperial Knight detachment" rule and an Inquisitor (possibly with a Valkyrie with (really overcosted) count-as Stormtroopers).

The parts I'd like to add are:
- Death Watch (Space Marine) squad with Librarian in Drop Pod
- Inquisitor in Valkyrie with Acolyte count-as Stormtroopers
- Grey Knights (possible a squad of terminators and a strike squad) - haven't decided on which HQ yet.
- Imperial Knight Errant

Obviously, the Inquisitor would be the warlord. Not great at any one thing, I think it would be lacking in anti-air.
What do you guys think? A bit much? Would you enjoy seeing it across the table?

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Monday, 27 January 2014

Tournament Day


Yesterday (Saturday, January 25) was the first WarmaHordes tournament of the Alberta Warmachine Tournament Circuit, and I'd like to say I did fairly well. Out of five games, I won three. I came in third for "Master Craftsman" (Best Painted) and fifth for "Mage Hunter" (Caster kill with least other models killed), which were the two categories I was going for. Which isn't too bad, as I believe there were about 26 players in attendance.

The tournament has to be one of the best ones I've attended, if not the best, and I regret not being able to attend the "swapmachine" tournament that took place afterword due to other obligations. I'd like to thank everyone who worked hard to make this happen at the Out of the Basement group, as well as all my opponents.

I'd also like to say, I learned that when you need to snap pictures fast, the camera on your phone sucks. I had planned to bring my actual camera, but in my hurry to get out the door I forgot to grab it. I blame the lack of sleep from having spent the night previous desparately trying to finish a couple models (which I definitely need to go back to, as rushing doesn't produce the quality painting I want).

GAME 1

My first game was against Trollbloods. He was using epic Madrak Ironhide with a Earthborn Dire Troll and a Troll Axer, with a full unit of Fennblades and an assortment of solos. This game was a bit of a meat grinder, as my Boomhowlers and Fennblades clashed in turn two. But being that my coffee had not kicked in yet, I forgot to use Boomhowlers Call of Defiance for two turns and the Fennblades chewed through the mercenary company. I was able to severely wound his Earthborn Dire Troll with my hunter getting a critical brutal damage Rune Shot from the Gun Mages and boosting damage (four dice!). He was finished off from a few well placed shots before he could really do any damage back. However, the Troll Axer was able to get in and take a couple of swings at Ol'Rowdy. Rowdy was able to cripple him right before I jumped in with Caine, preventing damage from being diverted to his warbeasts as Caine did his assassination run.

Turn 1: After deployment and he moved his Fennblades up (because I almost forgot to take a picture. A trend through  much of the weekend)

What I can remember of his list, which is lacking 2 models at 11 points:
Madrak Ironhide, World Ender
-- Earthborn Dire Troll
-- Troll Axer
Trollkin Fennblades
-- Fennblade Officer and Drummer
Fell Caller Hero

GAME 2

The second game was Cygnar vs. Cyngar, as my epic Caine clashed with Kara Sloan. Setup was fairly typical of Cygnar, with guns lined up on both sides. His list was comprised of everything Kara would need for her feat turn:

Kara Sloan
-- Defender
-- Triumph
-- Squire
Long Gunners (Max)
Arcane Tempest Gun Mages
-- Arcane Tempest Gun Mage Officer
Reinholdt

I won the dice off and gave him first turn. He moved forward with his force in a line, with his Caster behind the jacks. His jacks and long gunners doing lots of damage to Boomhowler and Company and his Gun Mages trying to shoot Eiryss, but missing. On my turn, Ol'Rowdy and Boomhowler's company ran straight forward, the Gun mages ran towards the wall on my left. Eiryss and my Hunter were able to make it to the wall and still shoot due to their advance deployment, each standing at either end of the wall to ensure Eiryss didn't interfere with my jack. Eiryss took out one of his gun mages and the Hunter pounded on Triumph. Caine stayed comfortable behind the rest. On his second turn he didn't move but continued to shoot taking out more of my Boomhowler company and doing some damage to both my hunter and Rowdy. On my second turn, it was go time. The gun mages shot into the enemy gun mages, clearing out a model to open up line of sight to Kara from her right (my left). Eiryss stepped forward right in front of his gun mages and put a shot into Kara, disrupting her and dropping all her focus. The hunter went next, stepping forward and putting a devastating shot into Kara, nearly killing her. Caine then walked up to the edge of his range and put a single arcane shot down range at her to finish her off. This was apparently unnecessary as I had dominance of the control zone and at the end of my turn would have done 5 damage anyway to her, thus ending the game.


Game over.


GAME 3

Game three saw my first lose against a Retribution of Scyrah force. I knew from the get-go this was going to be a short game as we both were playing the assassination run. It really came down to positioning and who could pull the trigger first. His force was Kaelyssa with lots of ouch. This is his list:

Kaelyssa, Nights Whisper
-- Banshee
-- Sylys Wyshnarlyrr
Eiryss, Angel of Retribution
Arcanists
Dawnguard Sentinels (Max)
-- Officer and Standard
Mage Hunter Strike Force (Min)
-- Strike Force Commander
Mage Hunter Infiltrators (Max)


Turn one was really both of us trying to out position the other, while ensuring our casters moved forward enough to not killbox ourselves.
I ran Ol'Rowdy and Boomhowler's company forward with the Gun Mages and the Hunter on my left. Eiryss moved up on the right. Caine staying back. He ran most of his force up the middle with the Dawnguard in the centre with his Banshee, his infiltrators running up to my left and the strike force moving up field to my right. The Eiyrss were lining up to face each other down. Kaelyssa also popped her feat, making her entire force gain stealth and making it so I couldn't charge.

My turn two I tried to do what damage I could to the Banshee with my hunter, and with shooting from my gun mages and Boomhowler company into his units. I was still out of range to do my assassination run, so Caine moved forward crossing the 14" line by a few inches, thinking I was still out of his range. This was my mistake. I should have just crossed the line and also moved a bit to my left. On his turn, Kaelyssa moved up and cast Phantom Hunter on the Banshee, which then proceed to shoot Caine doing some hefty damage. This was followed by the Mage Hunter Strike Force, which being able to ignore the LOS block from my Boomhowler Company proceeded to shoot Caine, who was JUST in range.
The worst part was, my next turn was setup to be a very good assassination run on Kaelyssa. My opponent even said that if he hadn't killed me then and there, Kaelyssa was in for some trouble.

Middle of Turn 1. Before the Elves go all "Kill all Humans" on my backside.


GAME 4

My fourth game was against a friend of mine who is part of my regular circle of tabletop gamers, and off all my games this is the one that just hurt. He was playing his Retribution, and in this game, Caine and my Gun Mages decided that shooting into the air and dancing like Yosamite Sam would be a productive use of their time. It started out good, with my Cygnar going second. He advanced forward, with Eiryss moving up my left. On my turn, everything advanced forward as well, Caine casting his usual Heightened Reflexes on Boomhowler and advancing up the right side to hide behind some ruins. On his turn, moved in and started doing some damage to the Boomhowlers, who, unlike earlier games, decided that rolling tough was a good thing. It was during my second turn that things started to fall apart. With my army failing to get any shots off and being in a very poor position, Caine retreats to behind the small ruin on my right. Which was probably a bad decision. I probably should have had Caine shoot up the place then Gatecrash out of harms way. But, lessons learned. On his turn, he proceeded to take apart my army, piece by piece, as I failed tough roll after tough roll and the gun mages simply rolled over. However, he did bring his caster forward into a very nice position for an assassination run, albeit with a stack of focus.

So, on my turn, I brought Eiryss up to try and remove the stack but was turned into a puddle of goo by his jack with an impressive free strike roll. Now, Caine had to deal with the caster with full focus... great.
Caine strode forward, popped his feat, and begun shooting... and missed completely. I only needed sixes and could not make them to save his life (literally). Even with all his focus armor, had I been hitting, eventually the negative to my damage should have been able to do something to him. But, alas, nothing.
Caine was now open to die. My opponent was nice at first, leaving Caine be, while he destroyed the rest of the army (he was going for the Executioner award). Only after he had killed everything else, forcing Caine to witness his army die, did he plunge the blade into Caine.

End of Turn 1. "The line must be drawn here! No further!"
Vyros (Prime)
-- Pheonix
-- Banshee
Eiryss, Angel of Retribution
Arcanist
House Shyeel Magister
Houseguard Halberdiers (Max)
-- Officer and Standard
-- Soulless

GAME 5

My last game pitted me once again against Cygnar, this time against another Captain Allister Caine! His list was along the same vein as mine, but switched out up a few things while keeping the focus on the assassination.

Captain Caine
-- Stormwall
-- Squire
Reinholdt
Taryn di la Rovissi
Eiryss, Angel of Retribution
Arlan Strangeways
Black 13th
Rangers
Stormsmith Stormcallers x2

This game was an interesting match up, as both of us vied to get their assassination off. It was a dance almost. I won the dice off and had him go first. His Stormwall deployed slight off of centre to my left, with enemy Caine, his retinue, the Black 13th and Taryn centred. Each Stormcaller was on either end of the army, and the rangers and Eiryss were up front. I deployed in standard fashion with Ol'Rowdy in the middle surrounded by Boomhowler's Company and Caine and his retinue in behind. My gun mages I deployed on my left with the Hunter up front and Eiryss was on my right. Everything ran forward in both of our first turns with a few potshots here and there from both sides, but nothing critical. On his second turn, he advanced his rangers up, and stormcallers up, taking out Eiryss and doing some damage to my hunter and Boomhowlers in the process. His Caine then proceeded to magic bullet assassinate me through Ol'Rowdy. He came very close, but failed to drop my Caine. Wanting to charge his Stormwall in he realized one of his rangers would be in the way, so Taryn summarily shot him in the back and the Stormwall charged into Ol'Rowdy and the Boomhowler company, doing significant damage to Rowdy, but not bringing him down. On my turn, I assaulted with the Boomhowlers that could (thanks to Jonas), and did a decent amount of damage to it's right side. My gun mages proceeded to shoot the stormcaller on my left flank. With the stormcaller gone, my Hunter moved up around the cloud that Ryan had put down the turn previous, and got LOS on to the enemy Caine, and took out half of his damage boxes. Caine (my Caine that is) stepped forward and used an opening between my boomhowlers to use magic bullet through the Black 13th into his Caine, killing him and two members of the 13th as well.

Who's magic bullets reign supreme?

All in all, a good first go at the Warmachine tournament scene. I look forward to trying a 50 point tournament to compare how the two play. I like that at 35 points I can't take everything that I want to take. We'll see how things go at the upcoming Steamroller. Hopefully, I have everything I want in my list painted before the night prior so I'm not scrambling like I was this time around.

In the next day or two I'll be posting more about the Tournament, as well as looking into the newest No Quarter and discussing the changes to GW's White Dwarf magazine. 

Unknown  /  at  1/27/2014 02:56:00 pm  /  No comments


Yesterday (Saturday, January 25) was the first WarmaHordes tournament of the Alberta Warmachine Tournament Circuit, and I'd like to say I did fairly well. Out of five games, I won three. I came in third for "Master Craftsman" (Best Painted) and fifth for "Mage Hunter" (Caster kill with least other models killed), which were the two categories I was going for. Which isn't too bad, as I believe there were about 26 players in attendance.

The tournament has to be one of the best ones I've attended, if not the best, and I regret not being able to attend the "swapmachine" tournament that took place afterword due to other obligations. I'd like to thank everyone who worked hard to make this happen at the Out of the Basement group, as well as all my opponents.

I'd also like to say, I learned that when you need to snap pictures fast, the camera on your phone sucks. I had planned to bring my actual camera, but in my hurry to get out the door I forgot to grab it. I blame the lack of sleep from having spent the night previous desparately trying to finish a couple models (which I definitely need to go back to, as rushing doesn't produce the quality painting I want).

GAME 1

My first game was against Trollbloods. He was using epic Madrak Ironhide with a Earthborn Dire Troll and a Troll Axer, with a full unit of Fennblades and an assortment of solos. This game was a bit of a meat grinder, as my Boomhowlers and Fennblades clashed in turn two. But being that my coffee had not kicked in yet, I forgot to use Boomhowlers Call of Defiance for two turns and the Fennblades chewed through the mercenary company. I was able to severely wound his Earthborn Dire Troll with my hunter getting a critical brutal damage Rune Shot from the Gun Mages and boosting damage (four dice!). He was finished off from a few well placed shots before he could really do any damage back. However, the Troll Axer was able to get in and take a couple of swings at Ol'Rowdy. Rowdy was able to cripple him right before I jumped in with Caine, preventing damage from being diverted to his warbeasts as Caine did his assassination run.

Turn 1: After deployment and he moved his Fennblades up (because I almost forgot to take a picture. A trend through  much of the weekend)

What I can remember of his list, which is lacking 2 models at 11 points:
Madrak Ironhide, World Ender
-- Earthborn Dire Troll
-- Troll Axer
Trollkin Fennblades
-- Fennblade Officer and Drummer
Fell Caller Hero

GAME 2

The second game was Cygnar vs. Cyngar, as my epic Caine clashed with Kara Sloan. Setup was fairly typical of Cygnar, with guns lined up on both sides. His list was comprised of everything Kara would need for her feat turn:

Kara Sloan
-- Defender
-- Triumph
-- Squire
Long Gunners (Max)
Arcane Tempest Gun Mages
-- Arcane Tempest Gun Mage Officer
Reinholdt

I won the dice off and gave him first turn. He moved forward with his force in a line, with his Caster behind the jacks. His jacks and long gunners doing lots of damage to Boomhowler and Company and his Gun Mages trying to shoot Eiryss, but missing. On my turn, Ol'Rowdy and Boomhowler's company ran straight forward, the Gun mages ran towards the wall on my left. Eiryss and my Hunter were able to make it to the wall and still shoot due to their advance deployment, each standing at either end of the wall to ensure Eiryss didn't interfere with my jack. Eiryss took out one of his gun mages and the Hunter pounded on Triumph. Caine stayed comfortable behind the rest. On his second turn he didn't move but continued to shoot taking out more of my Boomhowler company and doing some damage to both my hunter and Rowdy. On my second turn, it was go time. The gun mages shot into the enemy gun mages, clearing out a model to open up line of sight to Kara from her right (my left). Eiryss stepped forward right in front of his gun mages and put a shot into Kara, disrupting her and dropping all her focus. The hunter went next, stepping forward and putting a devastating shot into Kara, nearly killing her. Caine then walked up to the edge of his range and put a single arcane shot down range at her to finish her off. This was apparently unnecessary as I had dominance of the control zone and at the end of my turn would have done 5 damage anyway to her, thus ending the game.


Game over.


GAME 3

Game three saw my first lose against a Retribution of Scyrah force. I knew from the get-go this was going to be a short game as we both were playing the assassination run. It really came down to positioning and who could pull the trigger first. His force was Kaelyssa with lots of ouch. This is his list:

Kaelyssa, Nights Whisper
-- Banshee
-- Sylys Wyshnarlyrr
Eiryss, Angel of Retribution
Arcanists
Dawnguard Sentinels (Max)
-- Officer and Standard
Mage Hunter Strike Force (Min)
-- Strike Force Commander
Mage Hunter Infiltrators (Max)


Turn one was really both of us trying to out position the other, while ensuring our casters moved forward enough to not killbox ourselves.
I ran Ol'Rowdy and Boomhowler's company forward with the Gun Mages and the Hunter on my left. Eiryss moved up on the right. Caine staying back. He ran most of his force up the middle with the Dawnguard in the centre with his Banshee, his infiltrators running up to my left and the strike force moving up field to my right. The Eiyrss were lining up to face each other down. Kaelyssa also popped her feat, making her entire force gain stealth and making it so I couldn't charge.

My turn two I tried to do what damage I could to the Banshee with my hunter, and with shooting from my gun mages and Boomhowler company into his units. I was still out of range to do my assassination run, so Caine moved forward crossing the 14" line by a few inches, thinking I was still out of his range. This was my mistake. I should have just crossed the line and also moved a bit to my left. On his turn, Kaelyssa moved up and cast Phantom Hunter on the Banshee, which then proceed to shoot Caine doing some hefty damage. This was followed by the Mage Hunter Strike Force, which being able to ignore the LOS block from my Boomhowler Company proceeded to shoot Caine, who was JUST in range.
The worst part was, my next turn was setup to be a very good assassination run on Kaelyssa. My opponent even said that if he hadn't killed me then and there, Kaelyssa was in for some trouble.

Middle of Turn 1. Before the Elves go all "Kill all Humans" on my backside.


GAME 4

My fourth game was against a friend of mine who is part of my regular circle of tabletop gamers, and off all my games this is the one that just hurt. He was playing his Retribution, and in this game, Caine and my Gun Mages decided that shooting into the air and dancing like Yosamite Sam would be a productive use of their time. It started out good, with my Cygnar going second. He advanced forward, with Eiryss moving up my left. On my turn, everything advanced forward as well, Caine casting his usual Heightened Reflexes on Boomhowler and advancing up the right side to hide behind some ruins. On his turn, moved in and started doing some damage to the Boomhowlers, who, unlike earlier games, decided that rolling tough was a good thing. It was during my second turn that things started to fall apart. With my army failing to get any shots off and being in a very poor position, Caine retreats to behind the small ruin on my right. Which was probably a bad decision. I probably should have had Caine shoot up the place then Gatecrash out of harms way. But, lessons learned. On his turn, he proceeded to take apart my army, piece by piece, as I failed tough roll after tough roll and the gun mages simply rolled over. However, he did bring his caster forward into a very nice position for an assassination run, albeit with a stack of focus.

So, on my turn, I brought Eiryss up to try and remove the stack but was turned into a puddle of goo by his jack with an impressive free strike roll. Now, Caine had to deal with the caster with full focus... great.
Caine strode forward, popped his feat, and begun shooting... and missed completely. I only needed sixes and could not make them to save his life (literally). Even with all his focus armor, had I been hitting, eventually the negative to my damage should have been able to do something to him. But, alas, nothing.
Caine was now open to die. My opponent was nice at first, leaving Caine be, while he destroyed the rest of the army (he was going for the Executioner award). Only after he had killed everything else, forcing Caine to witness his army die, did he plunge the blade into Caine.

End of Turn 1. "The line must be drawn here! No further!"
Vyros (Prime)
-- Pheonix
-- Banshee
Eiryss, Angel of Retribution
Arcanist
House Shyeel Magister
Houseguard Halberdiers (Max)
-- Officer and Standard
-- Soulless

GAME 5

My last game pitted me once again against Cygnar, this time against another Captain Allister Caine! His list was along the same vein as mine, but switched out up a few things while keeping the focus on the assassination.

Captain Caine
-- Stormwall
-- Squire
Reinholdt
Taryn di la Rovissi
Eiryss, Angel of Retribution
Arlan Strangeways
Black 13th
Rangers
Stormsmith Stormcallers x2

This game was an interesting match up, as both of us vied to get their assassination off. It was a dance almost. I won the dice off and had him go first. His Stormwall deployed slight off of centre to my left, with enemy Caine, his retinue, the Black 13th and Taryn centred. Each Stormcaller was on either end of the army, and the rangers and Eiryss were up front. I deployed in standard fashion with Ol'Rowdy in the middle surrounded by Boomhowler's Company and Caine and his retinue in behind. My gun mages I deployed on my left with the Hunter up front and Eiryss was on my right. Everything ran forward in both of our first turns with a few potshots here and there from both sides, but nothing critical. On his second turn, he advanced his rangers up, and stormcallers up, taking out Eiryss and doing some damage to my hunter and Boomhowlers in the process. His Caine then proceeded to magic bullet assassinate me through Ol'Rowdy. He came very close, but failed to drop my Caine. Wanting to charge his Stormwall in he realized one of his rangers would be in the way, so Taryn summarily shot him in the back and the Stormwall charged into Ol'Rowdy and the Boomhowler company, doing significant damage to Rowdy, but not bringing him down. On my turn, I assaulted with the Boomhowlers that could (thanks to Jonas), and did a decent amount of damage to it's right side. My gun mages proceeded to shoot the stormcaller on my left flank. With the stormcaller gone, my Hunter moved up around the cloud that Ryan had put down the turn previous, and got LOS on to the enemy Caine, and took out half of his damage boxes. Caine (my Caine that is) stepped forward and used an opening between my boomhowlers to use magic bullet through the Black 13th into his Caine, killing him and two members of the 13th as well.

Who's magic bullets reign supreme?

All in all, a good first go at the Warmachine tournament scene. I look forward to trying a 50 point tournament to compare how the two play. I like that at 35 points I can't take everything that I want to take. We'll see how things go at the upcoming Steamroller. Hopefully, I have everything I want in my list painted before the night prior so I'm not scrambling like I was this time around.

In the next day or two I'll be posting more about the Tournament, as well as looking into the newest No Quarter and discussing the changes to GW's White Dwarf magazine. 

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