Hey guys! We got another brand new Steamroller 2015 Battle Report for you! This is a 35 point match between Protectorate of Menoth's fiery balls of flaming radical justice and Circle Orboros' howling at the moon and building roundish structures out of piles of rocks.
Let's meet the armies!
Protectorate of Menoth Army (35 Points)
Warcaster: pKreoss - Pop and drop, spell denial
Warjack: Vanquisher - RNG 10 AOE 4" Continous Fire blast
Warjack: Redeemer - Highly inaccurate RNG 16 AOE 3 shot
Units: Choir of Menoth - Battle Hymn and Passage (No ranged damage unless it is Magical)
Units: Knights Errants + UA - Pathfinder + Able to sacrifice a model to protect another in its unit
Solos: Covenant of Menoth - Spell denial, Can give Continuous Fire to a unit
Solos: High Paladin Dartan Vilmon - Impervious Wall (Forfeit Movement or Action to prevent all damage except from Magical attacks.)
Solo: Paladin of the Order of the Wall - Can use Vilmon's Impervious Wall
Solo: Paladin of the Order of the Wall - Can use Vilmon's Impervious Wall
Solo: Vassal of Menoth - Gives a Warjack a free attack
Solo: Vassal Mechanik - Repairs Warjacks
Circle Orboros Army (35 Points)
Warcaster: eKrueger - Telekinesis, Storm Wall (RNG denial), Feat: Hurricane - Pushes models 3" away and gives them -2 speed.
Warbeast: Warpwolf Stalker - Reach, Lighting Strike - Full advance at the end of your turn after killing an enemy, Berzerk
Warbeast: Megalith - Geomancy - Can cast a Warlock spell, Undergrowth - Creates Rough Terrain and debuffs enemy defense
Warbeast: Woldwarden - Geomancy - can cast caster spells, Wild Growth - Creates forests
Units: Druids + UA - Summon Vortex Cloud -2 Attack Debuff, Force Bolt - Push and pull D3
Solo: Gallows Grove - Arc Node and blocking charge lanes
The Battlefield
This is the Steamroller 2015 Scenario: Fire Support. It offers 2 flags, one friendly and one enemy. You can dominate the friendly flag to gain 1 point or dominate the enemy flag for 2 points. You can also control an enemy flag for 1 point or blow up their objective for another.
Oh! And this scenario offers the new player selected objectives. We both took Bunker which basically says: Objective and units B2B with it do not suffer blast damage.
The forest is great placement for Circle but there's also some great Cover for Menoth's guns on their side. The terrain to the bottom right is played as a rolling hill. Don't mind the giant circles on the map, those are just to soften dice rattle so we don't wake the baby.
Circle vs. Menoth Starting Positions
Here are the starting positions for each faction. Menoth is split into two groups, pKreoss, Vanquisher, Redeemer, and the jack support crew. (Mechanic, Vassals, Choir) The Knights Errants backed up with Vilmon and the Paladins are going to try to guard their friendly flag from eKrueger and his bag of tricks.
Cirlce is kind of clumped in the middle since they have more flexibility when it comes to movement with Pathfinder, Telekinesis, Gallows, and the Druids pushy pully spell.
Turn 1 - Menoth
- The Menoth army runs in but keeps a safe distance hoping to draw circle out.
- pKreoss casts Defenders Wards on the Errants which makes them harder to damage than Warploves
- pKreoss also casts Lamentation
- The Choir sings Passage but just realized that everything Circle has is Magical.
Menoth ends their turn.
Turn 1 - Circle
- Circle decides to take a defensive postition in the forest
- The Druids drop their vortex cloud effects giving -2 to Attack Rolls made inside of them.
- Everyone else kind of just advances
- eKrueger casts Storm Wall, a brutal spell that reduces enemy RNG by 5" and also allows him to control deviation.
Circle ends their turn.
Turn 2 - Menoth
- Menoth is just in range to get the Alpha Strike and moves in with the Errants
- pKreoss upkeeps Defenders Ward and Lamentation
- The Errants come in to attack and take out only 1 Druid because of the vortex cloud effect that reduces their RAT. They needed 9's to hit and had below average rolls.
- The Vanquisher and Redeemer secure the top of the zone and get some cover behind a giant rock. The Redeemer is outside of Storm Wall and is able to badly damage the Bunker objective even if it makes him roll 1 less damage die.
- pKreoss sets himself up to run to the objective and score some points next round but a Woldwarden is contesting it in the backfield
Menoth ends their turn
Turn 2 - Circle
- Circle counterattacks but has a hard time hitting Errants with Defenders Wards. They need 9+ to hit and then 9+ to kill. They are able to take out only 1.
- eKrueger is outside of Lamentation and is able to cast Storm Wall again. He uses his magical ranged weapon to hit the Vanquisher twice doing 6 damage. He also pops his feat pushing everyone back 3" and reducing their speed by 2.
- The Woldwarden hides in the back and prepares to protect Circle's friendly flag.
Circle ends their turn
Turn 3 - Menoth
- This was a crucial turn for Menoth because they have a chance to assassinate eKrueger
- pKreoss Upkeeps Defenders Ward and closes in on eKrueger and pops his feat knocking him down.
- The Vanquisher moves up but since his RNG is cut by 5", he is just short of hitting eKrueger who has Storm Wall up.
- The Redeemer moves in as well but he is also just shy of eKrueger. This is bad. This is getting really bad.
- The Errants kill a couple more Druids and the Paladins get in front of their friendly flag and use Stone & Mortar giving them a +5 armor bonus.
Menoth ends their turn
Turn 3 - Circle
- Now it is time for Circle to make Menoth pay for their mistakes.
- The Woldwarden on top uses Telekinesis to turn the Vanquisher around and move him closer to the Warpwolf Stalker.
- The Warpwolf uses Controled Warping for Warp Strength giving him +2 STR. He charges in and kills the Vanquisher and uses 4 fury.
- eKrueger is able to shoot at The Covenant of Menoth 3 times and then casts Storm Wall again.
- The Druids are at a standstill with the Errants that have Defenders Ward.
- Megalith comes in and smashes 2 Errants.
Circle ends their turn
Turn 4 - Menoth
- Menoth is on full tilt now and has to go for an assassination. pKreoss drops Defenders Ward on Errants because he figures it's close to the end and he needs that Focus.
- The Redeemer moves up and launches 3 failed shots at eKrueger. He needed 12+ on 3 dice and missed on all his shots.
- Vilmon and the Paladins counter charge hurting the Warpwolf Stalker
- The Errants take out a few more Druids but can't do enough damage to hurt the army.
Menoth ends their turn
Turn 4 - Circle
- Circle smells blood and moves in for the kill.
- eKrueger moves up to claim his friendly objective and then pops some ranged shots killing the mechanik and some choir. He heals the Warpwolf Stalker and also keeps some fury for transfer just in case things go bad.
- The Warpwolf Stalker activates and control warps for strength. He charges the Redeemer and gets it to within 4 health.
- The Woldwarden moves up and finishes the Redeemer.
- The Druids chip away at the Errants and are able to kill a few now that Defenders Ward is down.
- Megalith uses his giant fists and kills the Errant leader
Circle ends their turn and scores 1 point (Circle - 1 / Menoth - 0)
Turn 5 - Menoth
- Menoth is getting desperate and moving and they have to find a way to assassinate eKrueger
- pKreoss sets himself for a final charge at the Warpwolf
- The Choir and Vassal get in front of pKreoss as a screen
- Vilmon and the Paladins (who have been guarding their friendly flag) finally move up and get into the mix by attacking the Warpwolf Stalker. They missed.
- The Errants do a little more work and kill another Druid. They are down to 3 models.
Menoth ends their turn. Circle gains another point (Circle - 2 / Menoth 0)
Turn 5 - Circle
- Victory is close for Circle, they just have to hang on.
- eKrueger uses his magical ranged weapon and takes out some Choir and a Vassal. He uses some Fury to heal the Warpwolf Stalker.
- The Warpwolf Stalker turns around and destroys the Paladin of the Order of the Wall and is decided not use Lightning strike to advance all up in pKreoss' face.
- Megalith is able to kill the Errants blocking the Druids and allows them to charge Vilmon out in the open. They are successful in killing him.
Circle ends their turn scoring 1 point (Circle -3 / Menoth - 0)
Turn 6 - Menoth
Sensing this is the end, pKreoss wants to take a wolf down with him. He charges the Warpwolf Stalker easily dispatching him but leaving him out in the open.
The Errants miss and just wait for the inevitable.
Menoth ends their turn and Circle gains another point (Circle - 4 / Menoth - 0)
Final Turn
Instead of just ending their turn and winning on points, Circle decides to run the Woldwarden up and knock down pKreoss. eKrueger then begins to reign his three boosted sustained ranged attack shots killing pKreoss.
Final Thoughts
Fire Support is an interesting scenario because (I am assuming we are doing this right) the Objective behind the flag is contesting it which means you need to kill it before you score any points on your enemy flag.
In a previous game, Circle was able to run eKrueger and Megalith towards the enemy Objective and ended up killing it early. eKrueger then used his bag of movement tricks and was able to win on Scenario quickly.
Menoth might have over compensated this game by keeping Vilmon and his Paladins back protecting the flag when they should have been out cracking heads.
I really thought the Errants would have taken out the Druids faster but it became a standstill for a couple turns.
eKrueger's Storm Wall spell is amazing and really screws over your opponents that rely on ranged attacks. Without it, eKrueger would have just been knocked down by pKreoss' feat and then bombarded with Redeemer and Vanquisher shots.
Please comment on any weird moves we did or rules we got wrong because battle reports are really helping me learn how to play! Any suggestions on tactics for either side would be greatly appreciated :)
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