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Battle Report: Warmahordes Trollbloods vs Retribution of Scyrah (Game One)

on April 5, 2017

This post is a game Monkey and I played back in Dec-16 sometime, and whilst it’s a little dated, I’ve only played two further games of Warmahordes since! Enjoy and let me know your thoughts in the comments. 

This was my first 75 point game of Warmahordes which I played against Monkey, using my Trollbloods and he fielding his Retribution of Scyrah. My first mistake here is fielding unpainted models (Bomber and one unit of Runeshapers), which no doubt angered the dice gods.

 

Lists

Monkey’s list

System: Warmachine

Faction: Retribution of Scyrah

Warcaster

Kaelyssa, The Night’s Whisper

Warcaster Battlegroup

Banshee

Moros

Hydra

Imperatus

Solos

Arcanist Mechanik

Arcanist Mechanik

Mage Hunter Assassin

Mage Hunter Assassin

Lys Healer

Units

Dawnguard Sentinels – Leader & 9 Grunts: 18

– Dawnguard Sentinel Officer & Standard – Officer & Standard: 4

 

Rob Grimnak’s list

System: Hordes

Faction: Trollblood

Warlock

Ragnor Skysplitter, the Runemaster – WB: +30

Warlock Battlegroup

Trollkin Runebearer

Dire Troll Mauler

Troll Bouncer

Dire Troll Bomber

Dire Troll Bomber

Solos

Horgle Ironstrike

  • Pyre Troll

Fell Caller Hero

Units

Krielstone Bearer & Stone Scribes – Leader & 5 Grunts

– Stone Scribe Elder

Trollkin Runeshapers – Leader & 2 Grunts

Trollkin Runeshapers – Leader & 2 Grunts

 

Scenario

We rolled for Steamroller 2016 scenario, with number 8 coming up. It has two flags on the flanks which can be dominated for one point, a 12×6” zone which can be controlled for one point and dominated for two points, and an objective at either short end of the zone, the opponents can be destroyed for one point. First to five or assassination wins. Monkey chose Effigy of Valour for his objective, and I chose Bunker for mine. We roll off and Monkey wins, choosing to go first.

 

Deployment

Tight deployment from each of us, with clear plan from each of us that big guys run down the centre for zone control. In hindsight, I think I should have positioned the bomber slightly wider, and centred Ragnor and the bouncer more, as it would have given me more flexibility.

 

Turn One

Monkey

Pretty standard unpack from Monkey, with Arcanists dropping focus on to Hydra, Kaelyssa getting upkeeps onto most of the warjacks (Blur on Imperatus, Banishing Ward on Banshee, Refuge on Hydra), and the Lys Healer putting on Power of Faith.

Me

I do nothing but move, unpacking my guys, with a unit of Runeshapers out wide on my left flank, and Horgle out of the right. Horgle puts Hotshot on the pyre troll.

 

Turn Two

Monkey

Wasting no time, Monkey kicks off by upkeeping the three spells with most fury allocated out to ‘jacks. One arcanist moves out to give Moros a focus. The Imperatus moves up to be just in range and shoots at the Bomber, dealing four damage. Banshee moves up and takes a shot at the Axer, missing it by a wide margin, and Hydra then shoots at the Bomber, also missing.

The Dawnguard launch a charge across the crater, having pathfinder from their relentless charge ability, and pop their mini feat which prevents them from being knocked down and grants +3 armour.

Kalyssa activates, moves up and then pops her feat, and the Lys Healer refreshes Power of Faith positioning so the Dawnguard and three ‘jacks are all within its bubble.

Me

I start on the right flank, moving up the Pyre Troll and shooting at the Dawnguard. A direct hit sees me light up seven on them, with the officer directly hit being killed. The Runeshapers on that side move up and shoot at the Dawnguard killing two dudes.

The Axer puts rush on the Bomber and moves forward, with the Bomber then activating, moving up and shooting the objective. The first shot does seven damage, and the second missed, getting blast on Banshee and Hydra but not damaging them.

The Krielstone runs up, with the Stone Scribe Elder putting on the stealth removing ability. Ragnor activates and moves up, casting shockwave on the objective doing five damage, but nothing is knocked down given the Lys Healer’s Power of Faith. He then pops feat.

Everything else runs up, with the Dire Troll Mauler and Runeshapers on the left flank positioning to prevent movement/charges from Moros and the Assassins.

No scenario points are scored here, with the zone contested and our leaders staying safely back in the centre of our respective forces.

Turn Three

Monkey

During maintenance monkey upkeeps Banishing Ward, allows the others to drop, and two Dawnguard die to fire.

Moros moves, taking seven damage from the Runeshapers free stroke, then shoots at the Dire Troll Mauler, causing Paralysis but doing no damage. The Banshee moves in and attacks the Dire Troll Mauler, dealing 14 damage (all to spiral four and five, seeing his spirit crippled!). Hydra then moves in to the Dire troll Mauler and continues to wail on him, leaving him with only a few boxes left afterwards.

The two Arcanists move towards Imperatus and put on the +2 strength buff, giving him +4 strength (note: Monkey worked out after the game that you couldn’t have the same effect stacked on one model). The Dawnguard charge, spreading out to get two into the Bomber, two into the nearby Runeshapers and two into the Pyre Troll, their attacks kill two Runeshapers and the Pyre Troll but do minimal damage to the Bomber. The Imperatus then moves into the Bomber causing it significant damge and leaving it’s mind crippled. Kaelyssa then moves and shoots at the Axer, stealing two fury but dealing no damage.

At this point, the Lys Healer moves out towards Monkey’s left flank, maintaining Power of Faith, but putting the models on his right flank out of range of the no knockdown bubble.

Me

I offered my concession here, given the Bomber was down and Mauler was basically dead, with Monkey’s army basically at full strength and unable to be knocked down. Monkey convinced me to play out the turn though.

I activated Ragnor, healed the Mauler for one point uncrippling his Spirit, cast Rage on the Mauler and moved Ragnor into the zone. The Mauler than attacked Banshee, killing it with two fist attacks followed up by a free headbutt.

The Bomber then activates, throwing Imperatus directly back and out of the zone, leaving me dominating it, however Imperatus does not get knocked down due to Power of Faith being up on the Lys Healer.

The left flank Runeshapers activate and use Trembler to knockdown Hydra, the Magehunter and the Mauler, with the remaining Runeshaper form the other unit on the right killing one of the Dawnguard.

Lastly, the Axer charges Monkey’s objective and destroys it, seeing me chalk up three scenario points at the end of the turn.

 

Turn Four

Monkey

Hydra gets up and kills the knocked down Mauler handily. Imperatus moves up and kills the Bomber, before turning his attention to the Axer dishing out significant damage to it. The Dawnguard move in, finishing off the Axer and last Runeshaper on my right flank. Kaelyssa then activates and shoots the Runebearer, killing him, before Moros takes down a Runeshaper who had moved towards him to use Trembler.

Me

Monkey and I discuss a couple of options, consult the rules as to whether knocked down models contest (they can) before calling it there.

Not sure what happened to the camera for this photo…

 

Conclusion

Monkey’s list felt like a hard counter to mine, with most models being able to get immunity to knockdown either via the Lys Healers Power of Faith or model/unit mini feats. This was then compounded by Kaelyssa’s feat preventing charges and Banshee’s spell denial.  It would be incredibly hard to get to the Lys Healer to kill it, and spells like Hex Blast don’t work as it isn’t upkeep, so countering that particular model seems too difficult.

Looking back, I feel my key mistakes were fielding unpainted models (first and foremost), and then moving forward as aggressively as I did on Monkey’s feat turn, which allowed him to wander in and wail on my Dire Trolls especially.

I think next time I will use the Runeshaper units more as screens or speedbumps to keep his models back during feat turn to hopefully then launch charges the following turn. It feels like using throw or slam power attacks from the Dire Troll models to control/dominate the zone is a sound tactic for scenario victory here. I don’t think I can win the attrition or assassinate game given the widespread immunity to knockdown hard counters my Runeshapers and shockwave effects.

 

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I’ve been playing hobby games for over 20 years, getting in a mix of different miniature and board games. I enjoy all aspects of the hobby, especially generating a new anecdote from the pain of an epic dice fail. Read More…

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