Club Night – Magic vs Bullets

Date: 28/6/16

Game: Warmachine
Opponent: Rich (Cygnar)
Size: 75pts
Mission: Entrenched
Outcome: Defeat

My List:
Zerkova 2
2 x Reaver Guards
Black Ivan
Kodiak
Marauder
Greylord Ternion
Greylord Outriders (Max)
Koldun Lord
Manhunter
2 x Mortar Crew
Aiyana & Holt
Kapitan Valachev
Rich’s List:
Caine 2
Stormwall
Reinholdt
Journeyman Warcaster
Charger
Rhupert Carvolo
Arlan Strangeways
Arcane Tempest Gun Mages with Officer
Cyclone
Rangers (Min)

 

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Rich won the roll-off and chose first, I opted for this side to deny Rich the hill (green area where the Manhunter started).

This game had Rich roll some amazing dice spikes for damage on my ‘Jacks which largely took them out of the fight. Trick shot off of Caine and the Marshalled Cyclone made relatively quick work of the rest of my infantry leaving me with just Zerkova alone by the end of the game.

Regarding the scenario, I was able to start scoring first, but Rich was able to halt my progress on his turns by landing Storm Pods to contest for a couple of turns, and I finally conceeded when I had 2 points and he had three at the start of my turn with no way for me to clear my zone or stop him from scoring to win on his turn. Discussing with Rich after the fact, he reckons I might have had a spell assassination attempt left to me at the end of the game, but it would have still required above average rolls to pull off (if I was even in range).

The major highlight of the game for me was charging my Outriders into his Rangers with Battle Wizard from the Koldun Lord. Impact attacks + boosted melee charge attacks + free boosted magic spray (Occult Whispers) = a unit who can get a phenomenal amount of work done in a turn. Even more so if I forgo the Occult Whispers before their charge and have Zerkova feat after they have activated to take advantage of Reposition to get even more enemy models in the firing line.

Result: Defeat

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