Showing posts with label Lando's Friday Challenge. Show all posts
Showing posts with label Lando's Friday Challenge. Show all posts

Tuesday, 28 August 2018

Lando's Friday Challenge - Joshua's Nurgle Daemons

I recently had my fourth challenge game, against Joshua's Nurgle Daemons. For reference, my army is here;

http://hiveoffunandsilliny.blogspot.com/2018/06/landos-friday-challenge.html?zx=f668c8e0cfe0c6cb 

Josh took the following (in order of deployment)
  • Feculent Gnarlmaw
  • 3 Nurglings
  • Daemon Prince
  • Great Unclean One (in reserve)
  • 3 Nurglings
  • Poxbringer
  • Smallpox Scrivener
  • Sloppity Bilepiper
  • 3 Beasts of Nurgle
  • 30 Plaguebearers
  • 30 Plaguebearers
  • Daemon Prince with Wings
  • 3 Nurglings
  • 30 Plaguebearers
  • Poxbringer
This looks on paper like a really good match-up. A slow moving army, with almost zero range attacks. That means I can choose where I engage and not have to risk any Overwatch. However, the resiliency of Nurgle is disgusting and 90 Plaguebearers is a lot. Like, almost double my model count on their own. While I can leave combat and re-engage on a whim, if my units ended up bogged down, Aeldari fragility would become a problem.

We chose the Tactical Gambit mission, as Tabletop Tactics videos have made it look fun. Gambling on how many Objectives you are going to achieve and giving your opponent points if you are wrong is an interesting wrinkle.

The Game

Josh had the first turn and I failed to seize. With no real shooting available to his force, I decided to not put any units in the Webway.

Josh guessed 1 Objective, to start the game conservatively. This was good, as he drew a had full of unachievable cards. Behind Enemy Lines and Assassinate were highlights, as cards he could not possibly score in his first turn. He spent the turn manoeuvring into position, getting ready to guard Objective markers and receive my charges. His inability to score anything made the Victory Points 0/1.

My first turn also saw me guessing 1 Objective, having learnt how cruel the cards can be (sidenote; I actually forgot my cards, leaving me rolling for my objectives. Don't do this, it's really annoying).  Defend 5 cant be scored in one turn, so that was no use. Witch Hunter and Assassinate are the same things against Nurgle, so again not great turn 1. Supremacy was scoreable though. I positioned my army to make the charges I wanted where I wanted and moved on to the Psychic Phase.

Mirror of Minds is a high variance power. Because it involves a roll-off that repeats upon success, it can oft-times do nothing. This turn though, this game, it went crazy. I cast it on one of the Poxbringers and managed to win 5 straight roll-offs, and Josh failed to stop the Mortal Wounds with Disgustingly Resilient rolls. That scored me Assassinate, Witch Hunter, First Blood and ensured I would fulfil my Tactical Gambit.

The assault phase saw my start to chew through the Plaguebearers. I ended the turn with the Victory Points at 0/8.

The game continued along this vein. The cards weren't kind to Josh and the score spiralled beyond his ability to catch up. When he conceded at the end of Round Four, the Victory Points we 3/26 in my favour.

Aftermath

While the flow of the game went as I expected, the wrinkle of Tactical Gambit rapidly dragged victory out of Josh's reach in a way that didn't feel fair.

Harlequins put out a lot of attacks, and Josh's force lacked the ability to thin their numbers pre-combat. Add in the re-rolls from the Great Harlequin and the Plaguebearers weren't as big a worry as I expected. They still took multiple units for me to tackle them, but I was able to do things like charge two units in from opposite ends to minimize the return attacks.

Josh played well, but his Tactical Objective deck did it's best to let him down at every turn. In later turns he was having to guess higher numbers so that the bonus points would have a hope of catching him up. Ignoring the mission itself,  the game was fun. Once the Great Unclean One turned up, it was met with a desperate scramble to keep things away from it. Which mostly failed. And it's always a pleasure to game with Josh.

I'll have to get some photos of his armies and do a showcase. He has done a real good job on his Death Guard and his Nurgle Daemons.

I've played four games with the Harlequins now, and I've been really happy with the way they operate on the tabletop. Their tricks are enjoyable to use and Riddlesmiths is fun. The variety of builds is limited though, so I'll get a couple more games in and then change my challenge army to something else.....

Monday, 6 August 2018

Lando's Friday Challenge - Ron's Deathwatch

This week saw my third challenge game, against Ron Gargett's Deathwatch. For reference, my army is here;

http://hiveoffunandsilliny.blogspot.com/2018/06/landos-friday-challenge.html

Ron took the following (in order of deployment)
  • 3 Bikers
  • 3 Bikers
  • Watch Captain with Jump Pack
  • Corvus Blackstar, containing a Librarian and two 5 man Veteran Squads
  • Corvus Blackstar, containing a Librarian and two 5 man Veteran Squads
  • 5 Veterans
  • Watch Master (Warlord)
  • 5 Veterans
  • Corvus Blackstar
This was my worst match-up so far; a mobile, shooting army. All the Veteran squads had a Frag Cannon for devastating Overwatch, and three Fliers to keep his guys out of assault. Both the Librarians had Null Zone too. After looking at my army, he chose the Furor Tactic, letting him re-roll 1s to wound my Troupes.

Ron chose the Cleanse and Capture mission. Three Objective cards a turn, so plenty of opportunities to score points. I'd have to approach the mission very carefully, holding Objectives is not the Harlequin strong point.

The Game

With Ron having the first turn, things were an uphill struggle. His shooting phase took a chuck out of my army and had the potential to leave me reeling. Luckily his assault phase didn't really follow up.

My first turn consisted of ignoring the Corvuses and taking on the units currently on foot, to much success. The only sticking point was the Watch Master, a solitary Biker and a squad of Veterans I couldn't quite reach. I left the Skyweavers in the Webway and Path of Heroes was pretty key too. I have become a fan of that Stratagem.

Ron's second turn felt like more of the first, with a lot more losses to my forces. I did manage to Deny a key Null Zone though, which let my Great Harlequin and his Shadowseer survive the turn on 1 wound each.

My response left him with next to no Infantry alive, merely the Watch Master, a Librarian, the Biker and 2 Veterans. This was facilitated by bringing on the Skyweavers. Haywire Cannons make a mess of infantry as well as vehicles. This allowed me to start racking up the points, as the Corvuses would have trouble scoring points in future turns.

Time meant that the third round was our last. Ron made a good effort in trying to pull points back and killed half the Skyweavers, as well as finally vanquishing my Warlord. I was very low on models at this point.

My final turn saw the Watch Master also fall, as well as the remaining Skyweavers put a lot of damage into 2 of the Corvus. Both were Hovering, making it easier to shoot one, and the other one was still in combat with a lone Player which allowed me to charge without receiving overwatch.

The game ended with me ahead, 8 Victory Points to 5.

Aftermath

To be honest, the game was brutal on both sides. If you were on foot, you were not long for this world. Both armies are good at killing opposing units in the phase of their choice, but not great at being on the revenge side of the equation. If the game had gone on, I would not have had many, if any models left at the end of Ron's next turn.

I can see why most people are putting their army in Starweavers. The mobility and protection seem key against armies like the one I faced today. I've also been finding the Prismatic Cannons hit and miss. The Focussed profile is not worth using at 1 shot, and the random shots on the other two profiles aren't great when you only have two of them.

However, I am becoming happier with the army as I become more comfortable with its usage. There are a lot of tricks available to the Harlequins, practice will help me learn which ones to use when.

Monday, 16 July 2018

Lando's Friday Challenge - Alfie's Armageddon Astra Militarum

This week saw my second challenge game, against Alfie Bennet's Astra Militarum. For reference, my army is here;


http://hiveoffunandsilliny.blogspot.com/2018/06/landos-friday-challenge.html 


Alfie took the following (in order of deployment)
  • Tempestor Prime (in deep strike)
  • Militarum Tempestus Command Squad (in deep strike)
  • Company Commander
  • Heavy Weapons Team, with Missile Launchers
  • Taurox Prime, containing a squad of 10 Tempestus Scions
  • Chimera, containing a Company Commander and Infantry Squad
  • Tempestus Scions
  • Tank Commander, in Leman Russ Battle Tank
  • Leman Russ Demolisher
  • Stormlord, filled with the rest of the infantry (38 models)
 I foolishly didn't make note of how they were organized. I think it was 2 Battalions and a Supreme Command. I know the Scions were in a Militarum Tempestus Detachment and the regular Guard were Armageddon Regiment.

It was a lot of troopers and a Super-heavy Tank to boot. That's a lot of firepower, and quite intimidating.

Alfie wanted to play the Open War cards. For deployment, we got standard Dawn of War. The Objective card was Burn and Pillage. That's 3 objectives in each deployment zone and if you control an opposing one at the end of the turn, you destroy it. The winner is the first one to destroy all three of their opponent's objectives. Finally, the Twist was Warpstorm, adding one to all Psychic and Deny the Witch tests. Great for my three Shadowseers, less good for Alfie's lack of Psykers.

The Game

With the Stormlord carrying so many units, I feared going second. So I put my Skyweavers in the Webway, to bring in at an opportune moment. My fears were realised when he finished deploying before me and I failed to seize the initiative.

Round 1

Astra Militarum turn 1

The Chimera moved to the middle of the table to start heading towards my objectives, followed by the Taurox Prime. Then his guns opened up on a couple of Troupes and two of the Death Jesters. It felt like I couldn't make a save and I took a lot of casualties and lost the Death Jesters. If that carried on, this game was going to be an uphill struggle.

Harlequins turn 1

I wasn't going to gain much by sitting back. I left the two dwindled Troupes guarding objectives and ploughed forward. Heroe's Path once again sent my heroes forward to key positions and the bulk of my force moved straight up the centre. I also once again used the Shadowseer with Twilight Pathways to send the Starweaver forward.

My shooting finished off the Tempestus squad out in the open, after Mirror of Minds had killed four of them, and the remaining Death Jester dropped the Commander with the Heavy Weapons squad to 1 wound.

My charge phase saw me successfully engage the Tank Commander with the Starweaver, the Heavy Weapons and Officer with the Death Jester, The Taurox Prime with a Shadowseer and the Chimera ended up surrounded by the bulk of my force. The only disappointment was the Solitaire failing its charge.

The Death Jester killed off the Company Commander and held up the Missile Launchers, meanwhile the Shadowseer and Starweaver prepared to stop their tanks from firing in the next turn. Versus the Chimera, my goal was to surround it and lock it in combat to keep the bulk of my force from being shot in Alfie's second turn. To my horror, the Troupe with Kisses killed it outright, leaving my army out in the open right in front of Alfie's.

Round 2

Astra Militarum turn 1

His deep striking Storm Troopers arrived on my back line, near the Voidweavers. The Leman Russ' fell back from the Starweaver and a lot of troops disembarked. There were a lot of guns pointing at the bulk of my force.

The good (for me) part of his shooting phase was him losing 3 Tempestus Plasma Gunners overcharging against a Voidweaver. Everything else found its mark and I took a hammering. By the end of his turn, I had gone from 3 Troupes, the Great Harlequin and a Shadowseer at his front line, to just the two characters. Both of whom were surrounded by Guardsmen and Officers.

Harlequins turn 2

I had gone from being outnumbered to being severely outnumbered and on the verge of being tabled. 4+ Invulnerable saves don't cut it when mixed with Toughness 3, and the Shadowseer's aura can only do so much. Luckily, the mission we were playing had an instant win condition - control all three opposing Objectives at the end of turn.

One Objective had the Missile Launchers on it. If the Solitaire and or the Skyweavers could kill them in melee, that would easily give me that one. Even if they failed, the bikes should outnumber the heavy weapons at the end of turn.

The second Objective was currently held by the Leman Russ and the Stormlord. While the Russ is Objective Secured, so is the Troupe in the nearby Starweaver. If they disembark and sit on the Objective, I can steal that one away.

The final Objective was the tricky one. After some measuring, it was clear that the Taurox and the Stormlord were out of range to control it. I could also move the Starweaver into range after the Troupe disembarked. However, it was being controlled by a lot of Objective Secured Storm Troopers. This could be the one that makes or breaks me.

The second Objective was easy. The Troupe disembarked and moved onto their Objective. As long as I didn't go crazy and assault either tank, that one was mine.

The first Objective was straightforward. The Death Jester fell out of combat, as his firepower would be needed elsewhere. The Solitaire moved up and I brought the Skyweavers out of the Webway.

That third Objective.....
The Great Harlequin and Shadowseer fell out of combat, ready to brave the Overwatch from the Tempestus if needed. The Death Jester prepared to fire. The Starweaver moved over behind them to hold the Objective should they fall. The remaining Voidweaver moved into range of them. The final Shadowseer even used Twilight Pathways on herself to close the gap.

It took pretty much all of the Psychic and Shooting phases, but the Tempestus' were slain, leaving the Starweaver in control of the Objective. The Troupe it had protected were in control of another, leaving just the Skyweavers and Solitaire to succeed in the Fight phase to give me the win.

Thankfully, the Skyweavers made their charge, only losing 1 bike to Overwatch. I fear that if they had failed and the Solitaire had to move in, thee n an errant Krak Missile would have spelt it's doom. Their Zephyrglaives being 2 damage each sealed the Heavy Weapons Team's fate, giving me the third Objective and the game.

Aftermath

Looking back, Alfie reflected that he could have positioned better on the Objectives. While he is right, as it allowed me to steal the game out from under him, I was so under pressure from his other decisions that I had to go for the desperate triple grab.

His firepower was really good, and it felt like I was unable to make any saves. That last bit probably isn't true, but I was pulling a lot of models off the table at a worrying rate. I was able to close the distance really quickly though, so getting to his army wasn't a problem.

If positioning was Alfie's mistake, underconfidence was mine. When the Chimera died to the first unit I had activated, I realised I had made a grave error. My goal was to lock it in combat, to skip Alfie's second shooting phase,  and instead, I put all the best targets directly into Rapid Fire range. To make matters worse, I had jumped across terrain that would have protected me from so much firepower by blocking lines of sight, allowing me to pick and choose what I engaged in my second turn. If the mission hadn't had an instant win condition, I doubt I could have taken control of the game back and would have been tabled turn 4, if not turn 3.

This teaches me two things; firstly, don't get carried away trying to do sneaky tactics. Sometimes patience is the way forward. Secondly, always play the mission.

ALWAYS PLAY THE MISSION!

Many players get distracted trying to table their opponent and lose because their opponent was either too hard to kill or better at killing than them. But the mission allows you to win when facing superior troops. Every turn you should be keeping in mind what you need to do to achieve the mission, this being a wargame means killing will be part of that. Learning to play to win rather than play to kill will increase your ability to win games and still lead to epic stories.

As an aside, Alfie has long been wondering about the Stormlord as a choice for his army. His worries have been twofold. If he puts it in every Guard army, does that make him boring? Also, as a Titanic unit, is it fair on his opponents for him to bring it?

For the latter point, at 2000 points it seems silly to stop someone playing Titanic units. Thier reputation from 7th Edition for dominating the game just isn't true anymore. You can ignore them, their effectiveness lessens as they take damage and every weapon has a chance of hurting them. In this game, I used terrain where I could to block its lines of sight and mostly ignored it. Killing it wouldn't have achieved the mission, so I didn't look to doing so.

As for the former point, is starting your army building with the same unit everytime boring?

No. We all have a unit or character we like to field. Maybe they are the character that attracted us to the game/army. Maybe we really like the model/paint job/conversion and want to show it off. Maybe we really like what it does on the tabletop or how efficient it is. Whatever the reason, we should be able to field that unit. What's the point in spending money on a unit and spending time putting it together and painting it, if we are going to guilt trip ourselves into not using it?

I look forward to facing my next opponent.

Monday, 2 July 2018

Lando's Friday Challenge - Newby's Sisters of Battle

This week saw my first challenge game, against Dave Newby's Sisters of Battle. For reference, my army is here;

http://hiveoffunandsilliny.blogspot.com/2018/06/landos-friday-challenge.html

Newby took the following;

Sisters of Battle Battalion
  • Cannoness (Warlord)
  • Cannoness
  • Battle Sister Squad
  • Battle Sister Squad
  • Battle Sister Squad
  • Battle Sister Squad
  • Imagifier
  • Imagifier
  • Imagifier
  • Exorcist
  • Exorcist
  • Exorcist
  • Immolator
  • Immolator
  • Immolator
Sisters of Battle Outrider
  • Cannoness
  • Seraphim Squad
  • Dominion Squad
  • Dominion Squad
  • Dominion Squad
  • Immolator
  • Immolator
  • Immolator
That's a lot of Tanks to deal with, especially protecting the Sisters from my melee capabilities. I could see this being a difficult game. I was going to have to focus on the mission, killing what I can while trying to keep enough of my units alive to keep the game going. Once the Sisters disembark, they become much easier to shift, but that still leaves their transports.

Newby chose the Cloak and Shadows mission, which has the standard 3 Objective cards a turn but if you shoot a unit over 18" away, you get -1 to hit. There is a 1 point Stratagem to ignore this for a phase against one unit. While that feels like it helps should he get the first turn, it potentially hurts what little early shooting I have, and his army is pretty mobile too.

The Game

After setting up the objectives, I rolled on the deployment table and got Vanguard Strike. Due to all of his Transports, Newby easily finished deploying before me. Here came his first mistake.

Given the option of choosing to go first or second (we are playing the rules as written), he chose to let me go first!

I had a die in hand ready to try and Seize the Initiative. I think you need a really good reason to choose to go second. Some mission types favour the player who has the final turn, for instance. The majority of the time, however, I feel you want the first turn when possible.

His second mistake came shortly thereafter. Dominion Squads and their Immolators have the ability to make a free move at the start of the game after the first player has been determined. This allows them to get closer to the enemy and start using their Immolation Flamers sooner, as well as get to Objectives quicker. Newby chose to not use this ability.

Talking to him after the game, I saw his reasoning. He let me go first as Harlequins want to close with their opponents. That would allow him to maximise his firepower in his first turn. He also didn't scout move in an effort to minimize my ability to get First Blood.

I'll discuss why both of these ideas were wrong after the report.

Round 1

Harlequins turn 1

My priority this turn was scoring points and minimizing which units he could kill during his turn. I had to keep the core of my force back due to some of the Objective cards I drew, which also meant I had to be surgical. I moved a Shadowseer, the Voidweavers, the Starweaver, the Skyweavers and used Heroes Path to move the relic-bearing Shadowseer, a Death Jester and the Solitaire.

My Psychic Phase saw me cast a few powers, the two key ones being Path of Twilight on the Starweaver to get deep into his lines and Mirror of Minds, which killed a surprising 3 members of the only Sister unit not in a Transport.

In the Shooting Phase, I opened up with the Skyweavers against one of the Exorcists, using the Stratagem to negate the shadows for the turn. Haywire is insane. I managed 6 Mortal Wounds just from the 4s and 5s to wound, let alone the d3s from the 6s. They deleted their target and I used Fire and Fade to move them back behind terrain. The Voidweavers also killed the Seraphim,

My characters charged 3 of the Immolators (not the Flamer ones) to lock them down and cause a couple of wounds, while the Starweaver managed to charge BOTH Exorcists to remove their firepower.

I scored First Blood, Secure Objective 3 and Secure Objective 6 (both in my deployment zone) to make the score 3-0.

Sisters of Battle turn 1

He moved up one Immolator to get some shots on the Skyweavers and fell his other stuff back from combat. The lead Cannoness and the Sister squad with her moved to deal with the Starweaver, and the rest of the tanks that could shoot attempted to deal with my Heroes.

His shooting phase was ineffective, and he caused 6 wounds across his targets but failed to force me to remove a model. I suspect he may have needed to disembark more units to get more shots.

The Cannoness and Sisters charged the Starweaver and continued to fail to bring it down. It survived quite a bit from them, only losing 1 Wound across the turn.

He scored Secure Objective 5 to make the score 3-1

Round 2
  
Harlequins turn 2

I moved the Great Harlequin, a Shadowseer and two of the Troupes to deal with the Immolator nearing my lines and moved the other Troupes up towards his deployment zone. My Heroes prepared to take on specific targets, with the Solitaire rolling a double 6 for his Blitz. All the skimmers moved into the deployment zone, with the Starweaver dropping off it's Troupe.

My Psychic Phase was spent baiting out his Deny Stratagem and causing Mortal Wounds to nearby targets.

In the Shooting Phase, the Skyweavers claimed their second Exorcist, some Fusion Pistols killed the Immolator near my lines to force the units inside to disembark. My shooting at his few disembarked units was a little lacklustre, however.

In the Charge Phase, my Solitaire went for his Warlord, my Shadowseer went for an Imagafier and the Great Harlequin and support went for the Dominions and Imagifier. Everything else charged the nearest tank in an effort to jam Newby up and remove movement options. The Skyweavers charged and surrounded the final Exorcist, meaning of the 3 the only one that got to fire did it as Overwatch.

The Solitaire killed his Cannoness to grant me Warlord kill, the Troupes killed the Dominion and Imagifier, the other Troupe reduced their foes to 1 model. The damage done to the tanks was inconsequential, but the key was removing their firepower for the next turn.

I scored Strike and Evade, Dominate, Psychological Warfare and Warlord to make the score 9-1.

Sisters of Battle turn 2

This turn is where the full impact of his mistake cost him. He couldn't get the majority of his units out of combat, nor could he disembark the units within them. There simply wasn't enough room. I had successfully jammed him into his own deployment zone. This left him only a couple of units to work with.

They put in work, managing to finish off the original Shadowseer and the Starweaver to score some points. But that was literally all he was able to do with his turn. He scooped as he felt that he was losing too many points and expected to be hit heavily as my Troupes would reach his lines in my next turn.

He scored Witch Hunter and Scour the Skies, but the game end meant I scored Linebreaker to make the score 10-3.

Aftermath

As I said, we discussed the rationale for his costly decisions. Letting me go first gave me the ability to dictate the flow of the game, and shut down a lot of his firepower. Not scouting with the Dominions meant he was stuck in his corner deployment zone, which robbed him of the ability to move in the second turn. These are the things, as a Harlequin player, that are key to victory.

If you can decide where the fights are happening and lock the opponent's key shooting in combat you control the game. This battle was an extreme example of that, as normally there is some counterplay. But those early decisions proved costly.

Whenever a game presents a decision to you, always consider why you are making the choice you are making. Every decision is important, that's the nature of games.

I look forward to facing my next opponent.