TUTORIAL - Gatormen Posse Upgrade!

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So like many Blindwater Congregation players I have 2 full units of the Gatormen Posse. I finished my 1st squad doing nothing special and decided I wanted to spruce up my 2nd unit so I started to search the interwebs. I stumbled onto these SKORNE Gatormen Posse and then it hit me. I just happened to have a box of…

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Gatormen spotted in Chaos Wastes. Knights mugged for weapons. News at 11.

Awesome Tharnness: Ghetorix

From the Privateer Press website:

Once a proud Tharn king, Ghetorix was bested in combat and captured by Kromac for defying Morvahna the Autumnblade. As penance for his defiance, Morvahna forced the warpwolf elixir upon the defeated king, transforming him into one of the fiercest warpwolves the Circle has ever known.

Ghetorix’s thirst for blood and hunger for violence is legendary. His howled battle cry sets his foes’ hair on end, breaking spirits even before his axe and teeth bite into flesh. Ghetorix’s bloodlust is slaked only when he stands knee-deep in the entrails of the fallen, his jaws dripping with gore.

The Ghetorix character warpwolf upgrade kit comes in a blister (PIP 72062). The Ghetorix character warpwolf upgrade kit is NOT a complete model. Players will need a Circle Orboros Feral/Pureblood/Stalker Warpwolf Kit (PIP 72057) in addition to this kit. A player may field one Ghetorix in a Circle Orboros army.

Again, Privateer Press knows awesome.

KING OF THE HILL

KING OF THE HILL

 Tonight we played a 35 point multi-player “King of the Hill” game. It was a battle of four armies. Protectorate of Menoth (eSeverius,) (Khador (Harkevich,) Skorne (Xerxis,) and Mercenaries (eMagnus) faced off. We decided to limit the game to five turns, and made it that the army with the most Control Points at the end would win the game.

I was playing Magnus the Warlord, and the Seeds of Sedition Theme Force. My army looked something like this:

  • eMagnus
  • Renegade x2
  • Mule
  • Nomad
  • Rangers
  • Sword Knights (min)
  • Saxon Orrik
  • Orin Widwinter
  • Kell Bailoch
  • Trencher Master Gunner

Protectorate took the hill first. A unit of Bastions strode on to the hill proudly. Skorne was on the hill next, contesting it with a full unit of Ferox. eMagnus and his Bad Seeds came next, taking the hill with a Mule. Khador never made it to the hill, choosing to hang back and drop bombs on the enemy instead.

The last turn was, of course, the most exciting. Severius had already done some damage to Harkevich. Using Fires of Communion, he converted a Manhunter and three Man-O-Wars. The combined might of these three managed to strike a death blow to Harevich, laying the Warcaster low on the battlefield.

Having lost a Nomad to a vicious onslaught from a Bronzeback Titan, Magnus was down a Warjack. Saxon had been beat into the ground by the same Bronzeback, and Orin was splattered by a Crusader. The Sword Knights had been burned alive by a Rekoner. And one of the Obliterator rockets had been spent on a second Bronzeback Titan, but not before it had charged in and killed the Ranger unit.

eMagnus allotted 2 Focus to the Renegade with the Obliterator rocket intact, 2 to the Mule on the hill, and he kept two for himself. The hill was contested by three remaining Bastions, and a single Cinerator. Destorying these models would give eMagnus the hill, and using his feat would seal the deal preventing Skorne from moving towards the hill.

Kell Bailoch activated first, taking a shot at a Bastion, but missed. Not a good start to the dice rolling. The Trencher Master Gunner moved up, using his Scattergun to spray two of the Bastions. Although he didn’t kill either, he managed to do enough damage to weaken them significantly. EMagnus moved towards the hill, used Killbox to prevent Skorne from coming towards the Merc army or the hill, and then cast Mobility. He then used his Scattergun to spray the same two Bastions that the Master Gunner had shot previously. Excellent damage rolls destroyed two of the three remaining Bastions. This left a Bastion and a Cinerator on the hill. Victory was within Magnus the Warlord’s grasp.

The Mule charged forward at the Cinerator, smashing it to mush with the Battle Mace. The Renegade charged the Bastion, and sawed the warrior to bits with the Shredder. With all the Protectorate warriors now dead, the hill was uncontested and belonged to Magnus the Warlord.

On the next turn, Skorne activated and under Magnus’s Feat could not move towards the hill, or move in order to attack the Mercenary Force. Even the Cannoneer was too far away to target any models on the hill. Unable to do anything to affect the outcome of the game, Skorne ended their turn giving a Control Point to Magnus the Warlord.

The game ended, and Magnus was once again victorious!

That win puts me at 5-1 with Seeds of Sedition. It was a fun game, but very grueling. Fighting on all sides makes for a very challenging game.

RIGHTEOUS WRATH?

Now with New Army Smell!

So my first outing with Protectorate of Menoth was not the best. But it was a learning experience.

Last week at club night I faced off against a friend of mine and his epic Kaya list. I was amused that I got to play against Circle Orboros for my first PoM game. It was fitting.

Sadly, I wasn’t much of a challenge that night. When I first concocted the notion to actually put together an army using the Protectorate Battle Box, I decided that I’d lean heavily on Kreoss’s Feat ability and use the new Attendant Priests to field my beloved Mercenaries.

Knock Down!

The idea was to capitalize on the Feat turn. The Freebooters and Devil Dogs would be trashing the dudes while they were on their backs, and then I could try to get some of those mini-feat 10″ POW 10 sprays up close enough to threaten the Warlock or Warcaster. The Repenter would be there to back up the waves of models, and the Revengers would serve as protection for Kreoss. Sounded good in my head.

The first list I came up with was the following:

High Exemplar Kreoss
Revenger
Revenger
Captain Sam MacHorne & the Devil Dogs (Sam and 9 Grunts)
Freebooter
Mangler
Attendant Priest x2
Steelhead Halberdiers (Leader and 5 Grunts)
Bloody Bradigan
Exemplar Errant Seneschal x2
First Mate Hawk
Kell Bailoch
Rhupert Carvolo 
Piper of Ord
Saxon Orrik

But I changed my mind later on in the week. I decided to use this list:

High Exemplar Kreoss
Repenter
Revenger
Revenger
Captain Sam MacHorne & the Devil Dogs (Sam and 9 Grunts)
Freebooter x2
Attendant Priest
Flameguard Cleansers (Leader and 9 Grunts)
Flameguard Cleanser Officer
Knight Exemplar Seneschal x2
Rhupert Carvolo, Piper of Ord

Now I know this is not a “solid” list. But it’s what I ran with for the evening.

The basic idea was to utilize Kreoss’s Feat for a hard hitting round where I could carry out or set up an assassination. I decided that using my units in waves, and then sending in the Warjacks to clean up the mess would work out well. And it might have, had I followed through with my plan.

My first failing was deployment. I had planned on the waves of models, right? Spread them out to avoid sprays and minimize effects of charges. For some reason I decided not to do this. I deployed my units on either side of a building that was in the middle of my side of the table, and planned on converging on the other side of it to pull off the wave of models thing.

However, when you’re facing down four advanced deployed Warpwolves, two Stalkers and two Purebloods, that changes your mind. I started driving the Freebooters forward but failed to keep the Devildogs in step with them.

I also failed to realize how slow my Menoth ‘jacks move. SPD 5 is slow, man. Real slow. Not giving them Focus to run up the board left them way behind. They never even got into the game. The should have been up front, but they lagged behind and I never put them to any good use.

I got antsy on turn two and decided to move Kreoss up and use his Feat. I managed to knock down everything in the Circle army except for eKaya, Laris, and the Wilder. That put four Warpwolves, a Gorax, a unit of druids, and a unit of Skinwalkers on their butts in the dirt. Problem was that at that exact moment I realized that in focusing on maximizing the Feat that I failed to make sure I had enough models in position to capitalize on it. Rookie, move, for sure.

Problem #1: My Devildogs were too far away to get off any charges. They advanced and fired off a few shots with their puny ranged slug guns. Next time, the Devildogs have to be in a decent location for charges on the Feat turn. I mean, that’s why they are there after all …

Problem #2: My Revengers and Repenter were hanging out in the backfield playing patty cake while Kreoss ran off and said, “Hey guys, look at me standing out in the middle of the board with nothing to defend me!” Kreoss was wedged between the building and the Cleansers but there was nothing in front of him of substance to deter a charge from those hungry hungry hippos … I mean Warpwolves.

Problem #3: The Cleansers were in an okay spot, and had the Piper singing them a song of Toughness, but their 10″ sprays were no where near eKaya. They burned a couple of druids to death with their flamethrowers, and singed the fur on a Warpwolf or two, but that was about it. I was pulling off about 3 damage per shot on the Warpwolf when I shot him, but with POW 10 against ARM 18, you’re looking at doing a max of 4 if you’re really lucky. So … duh.

Anyway, in the end the Pureblood Warpwolf sprayd to clean out a clear charge lane for the Warpwolf Stalker who them charged in under eKaya’s feat. Warped for STR and bosted with the Gorax’s animus, the Warpwolf swung its blade and squished Kreoss in one hit.

I had a lot of fun playing my first game with Kreoss. I think I will go into my next game a little less memorized by “oh, cool new models to play with” and more “let’s get a win.”  So for now, my record with Protectorate of Menoth is 0-1.

I declare a rematch!

PoM

Menoth wills it.

DAMN LUCKY

Hippie Powers Man!

Image via Wikipedia

Have I mentioned that I really like the Seeds of Sedition theme force?

A few weeks back a club night, we were short one player. So two of us joined forces with 35 point armies against a third guy who used a 75 point army. We used Mercenaries (Damiano and eMagnus) against Khador (eButcher and Irusk.) Long story short, although many Steelheads and Sword Knights had to die to get the job done, we ended up winning the game. Damiano cornered Irusk and cut him down while The Warlord chased The Butcher into the woods to seal the madman’s doom.

Last week, I faced off against Circle Orboros. The Circle Orboros is an alliance of magic-wielding hippy druids and their constructs, chompy beasts, and the savage half-naked Tharn. They are fast and maneuverable, and hit hard on the charge.

I play Circle myself, so I knew the challenges that I would be facing. I had my army made ahead of time, but my opponent had the luxury of eyeing my stuff up and creating a list based on what I already had on the table. He chose Balder the Stonecleaver, mainly because of Solid Ground, as well as, the ability to make forests to block my LOS. He chose to use a few extra Warbeasts probably because he could easily see that I had two Heavies (Defender & Mangler) and three Lights, including two Renegades and a Talon.

The battle went a lot like I thought it would. He did everything he could to block my LOS and constantly kept up Solid Ground in order to defend against Obliterator shots from the Renegades.  By the time the fourth round came knocking, most of my army was pushing up daisies. I had a few scant Sword Knights left along with Saxon, a single Trencher Scattergunner, a Renegade minus the rocket, and Magnus the Warlord.

None of the models were in a good place to do anything to Baldur to end the game.

I knew I had to draw Baldur out. I activated Magnus, cast Mobility for a little added SPD and Pathfinder, and then moved into a nearby Forest template. I sat on the rest of my Focus to boost the power field. Crossing my fingers, I ended my turn.

My opponent took the bait, looking to end the game. And honestly by all mathematical odds, he should have won. However, Baldur used Rapid Growth, Forest Walk, and then attacked Magnus. He only managed to land one successful blow, and didn’t do as much damage as he would have liked. Following up for the assassination, a nearby Woldwarden charged in and attempted to smash The Warlord to bits … and missed. Swinging with the second fist … miss. One more swing, and a hit. With the damage roll Magnus managed to weather the attacks and survived with two health boxes remaining. At the end of the his turn, I notice that Baldur has no Fury remaining.

I start out with the Mechanical Arm. I score a hit, Knock Down, and a little damage. Then, Foecleaver X goes to work. Foecleaver X has Armor Piercing special attack along with Powerful Attack. So, eMagnus took two big swings, and sent that hippie straight to Hell. I actually assassinated Baldur with Focus left over!

I am really enjoying the Seeds of Sedition theme list. So far, I’m 4-0-0 with the list if I include the win from the multiplayer game. It offers some cool stuff from the Cygnar range without having to actually play Cygnar. I have always been a big fan of Magnus in any flavor, so this theme force included in No Quarter was a happy surprise.

Anyway, thanks for reading. Keep on playing, and keep rollin’ sixes.

FREE MINI MONDAY 2

A broken egg.

Image via Wikipedia

It’s Monday again, and I’ve got a miniature that I’d like to send out to a nice new home. A friend of mine gave me his miniatures when he got out of the game, and many of the models were broken or damaged. This is the case here, too. I have a single Ferox miniature with a broken (and missing) weapon. The model is partially painted, and the rider is pinned to the mount.

If you’re interested in this model, it’s yours for “free.” All I ask is that you pay for shipping costs. Just send me an email, or leave a comment below.

Have a nice day!

 

BLINDWATER BEATDOWN

Gorten and his 'Jacks

A few Thursdays ago, I played a game of WARMACHINE using Gorten against Bloody Barnabas. It was the first time that I faced the Blindwater Congregation, and honestly didn’t know what to expect. The Blindwater Congregation is the second Minion Pact to be introduced in Hordes MKII. Its prime features are the hateful Gatormen, but other amphibious races like the Bog Trogs, Anuras, and Thrullg.

My opponent arrived expecting to play a 35 point game, but we’ve kicked it up to 50 point games on Club Night. So he had to cobble together a few extra models to fill out his list. I believe he added another Gatorman Posse, and Wrongeye & Snapjaw. He may have added a second Frog-Man too, but I don’t remember exactly.

Bloody Barnabas is a bad-ass. His fluff text says “Bloody Barnabas is an aged gatorman warlock and a veteran of countless battles. In the wilds of western Immoren, only a gator of surpassing strength and tenacity could hope to reach his level of combat expertise.” That’s for sure. He has so many special abilities! I mean Counter Charge, Tough, Unyielding, and a sick feat that knocks almost everything on it’s can unless you’re amphibious.

Luckily, my Searforge weathered the battle pretty well. I was using Gorten’s Hammerfall Irregulars at Tier 4. I sent my Hammerfall Gun Corps to their ultimate demise against his Gatormen and Warbeasts. They held out fairly well, but basically acted as a short lived tarpit and speed bump. I had two units of them, both outfitted with their unit attachments. The Theme gave them a lot of added ability to get up field, and this paid off in the end.

Each unit of Hammerfalls had a Bokur attacked to them. I had to commit the Bokurs to making key strikes to finish off models. Both Bokur managed to land decisive blows and remove important models from the table. One finished off a Gatorman unit that refused to fall, and another landed the killing blow on a very stubborn Blackhide Wrastler. In the end though, they were sacrificed for their utility. After landing the important charges on the opposing models, they got murdered with extreme prejudice. Ah, such is the life of a Bokur trying to prove his mettle.

My Gunbunnies didn’t do a lot at first, but they did manage to get tied up with a full unit of Gatormen. Mainly because he didn’t want them sending sprays on the advancing Gatormen. The melee became one where neither the Gunnbunnies or the Gatormen could really do much to the other, so that unit of Gators was tied up for the majority of the game. Now I have to admit that I didn’t plan this out. It just happened that way and worked out for the game.

My Artillery Corps didn’t have many targets, so they weren’t very useful in this game. Since most of the things I would have liked to have shot at were usually Submerged, it was hard to rain down death on anything. They manged to pull off one hit on Barnabas the whole game.

Herne and Jonne were awesome in this game. I took the chance at getting them right up front on the left flank, and it paid off. They ended the career of a Croak Hunter who got a little too close, and then spent a couple of rounds making craters around Barnabas with the  Barrage Arquebus. For whatever reason, they became key to the end of the game. I’ll explain that in just a moment.

My Two Drillers stayed close to Gorten, and dished out as much damage as possible to his various Warbeasts. Those things have thick hides, and are hard to put down. Luckily, the Drillers can hit hard and have high ARM. Again, the slow moving Warjacks didn’t get into the fight until the end of the game but Driler #2 landed a solid blow that ultimately won me the game.

Driller #2 - Ready for Action

In the end, it came down to Gorten facing off Old West style with Bloody Barnabas. The sneaky Warlock moved up to the front of the battlefield and popped his feat. Now the entire game I had been playing it safe with an early casting of Solid Ground with followup upkeeps until that very round. I got careless and forgot to declare that I was upkeeping the spell. With Solid Ground down, nearly my entire remaining army ended up Knocked Down. Thankfully, my opponent had some really bad dice rolls and nothing terrible happened as a result of the Feat turn. And Barnabas was left with no remaining Fury. That’s always a beautiful sight to behold …

I had to dedicate some focus to getting my Warjacks and Warcaster back on their feet, but I still had enough to finish the game. Now keep in mind that during this whole game the dice rolling was madness. My opponent was rolling high the entire game, and I was rolling so many 1′s and 2′s that I thought I was suffering from some kind of curse. But then on the Feat turn, Lady Luck smiled on my. Like I said, he rolled terrible … and my dice were coming up all sixes!

Rollin' Sixes!

The Warlock assassination went something like this: A single valiant Highshield (the only one still on the table) pinged Barnabas for a damage point thanks to a high damage roll. Herne and Jonne took a shot at Barnabas, and landed a hit with boxcars. The resulting damage roll was high, and I started to believe that I may be able to pull this assassination run off after all. Activating Gorten, he moved up for a shot …

… at this point, we had to determine if Counter Charge would go off. My opponent was somewhat confused at first, thinking that the 6″ Counter Charge range went up to 8″ due to Barnabas having Reach. He shoved his model up without allowing for a discussion of the rules, and suddenly we had a touchy situation. Without the ability to measure exactly where Barnabas was when Gorten moved, my gut started to hurt a little. (I hate winning a game with the possibility of “cheating” looming over my head.”)   We were discussing the situation when suddenly my opponent remembered that you can’t charge when you’re SPD is affected, and his had a spell up that had beefed up his DEF but lowered his SPD.  So we agreed that the Counter Charge couldn’t go off no matter what, and we continued the game …

… anyway … Gorten moved up close enough to get off a shot at Barabas. We had already determined that before the Counter Charge issue. I rolled, and scored a hit with Both Barrells. Using my precious little Focus to boost the damage, it left Barnabas with only a few Damage Boxes left. To end the game, Gorten sent in Driller #2. The Warjack used its only Focus to charge. It landed a hit, and managed to do enough damage to root out that nasty Gator!

It was a good game, and a much needed win for me. Until that point, I had been on a 4 game losing streak with Kraye.

The game was a lot of fun, and the Blindwater Congregation proved to be a tough nut to crack.

That’s all for now.

Keep on rolin’ sixes!

KAYA CONVERSION

This is a conversion of the “regular” Kaya.

A friend of mine handed me a plastic bag one day and said, “If you can do anything with these, go ahead.” I looked into the bag and saw a jumbled mass of Circle Orboros miniatures in various states of disrepair and abuse.

Using these miniatures, I constructed the model below. I used an arm from the Lord of the Feast, an arm from Kreuger, the body from Kaya, a piece of brass rod, and a ram skull from the GW Zombie sprue.

It’s a work in process, of course. I like how it’s coming along.

The Skeletor staff amuses me.

Kaya Conversion

Kaya Conversion

SLOW PROGRESS: BLACKCLAD WAYFARER

Breaking slightly from Cygnar, I am working on one of my Wayfarer models.  This one missed getting done with my Druids and other Wayfarer because it was hiding in the deep, dark recesses of my Army Transport. All I have done with it right now is the basic basecoats.

 

Wayfarer #2

EXTREME WARPWOLF

The Extreme Warpwolf is one of those models that has as many people who hate it as those who like it. Mine has been sitting on my desk for over a year, looking angry that it hasn’t been put together. So with the help of a Dremel, my Low Powered Drill, and some putty … and plenty of pins … I present “Mister Jumpy.”  He needs a little more putty work to fill the gaps and seams, but at least he’s together now!