Showing posts with label trollbloods. Show all posts
Showing posts with label trollbloods. Show all posts

Sunday, September 11, 2016

Warmachine New Models: Lys Healer and the Northkin Shaman


Northkin Shaman - 12/15 - Cost 4 points with FA 2. Cold immunity, Pathfinder and Tough + Battle Wizard.

  • Cold Snap - While within 2" of the model, enemy models suffer -2 DEF unless they are immune to cold.
  • Freak Storm - Center a 3" AOE cloud and then place this model anywhere completely within 5". 
  • Frostbite - Spray 8 Magical POW 12 Cold damage attack

Freak Storm looks amazing. Being able to throw out a cloud wall and move behind it for 4 points is pretty dang useful. He's also FA 2. Makes the Greylord Ter


Lys Healer - 13/11 - Cost 3 Points FA 2. Can heal a living model D3+1.

  • Power of Faith - No knockdown or stationary within 5" of this model for 1 round.
  • Purifying Prayer - Animi and Continuous Effects expire within 8" Command

Move to Assist - If a friendly Faction warrior model was damaged by an enemy attack in her command range last round she can make a full advance in the Maintenance phase.

Soul Ward - Enemies can't gain soul tokens from models within her command range

Not sure how much you'll be healing Ret guys but that's some really cheap sweet tech against Sorscha 1 and Kreoss 1.

Thursday, October 22, 2015

Warmachine Battle Reports - Khador vs. Trollbloods - 50 Point Steamroller

Last night I was able to play Scott again at GMI games but this time he brought out his super Trollbloods. His list was not something I've played before and it had a lot of unique stuff including 2 units of Minions that did fancy things.

Butcher 3 vs. Grim Angus

Butcher 3/3 + Snipers (50 Points)

Warcaster: Butcher Unleashed (Butcher 3) (-4)
Warjack: Ruin (+10)
Warjack: Devastator (+9)
Warjack: Juggernaut (+7)
Unit: Nyss Hunters (+8)
Unit Attachment: Valachev (+2)
Unit: Widowmakers (+4)
Solo: Eiryss, Angel of Retribution (+3)
Solo: Ogrun Bokur (+3)
Solo: Kell Bailoch (+2)
Solo: Marksman (+2)
Objective: Fuel Cache

List building: I've been toying with this list for a while as I love Butcher 3 and I'm pretty good with him. Butcher 3's major problems are things that hinder his Flashing Blade and Impending Doom. (The Book, Orin Midwinter, Mulg, Druids, etc) I have the Widowmakers and Marksman to take out Orin and the Book and I have eEiryss for Mulg's animus. I wanted this list to have a large focus of highly accurate long ranged snipers to soften up my opponent while Butcher 3 and his 3 Warjacks come in and clean up the big stuff. The Nyss are there to be accurate, high defense guys who can contest on the opposite side of the map.

VS.

Scott's Trollbloods (50 Points)

Warlock: Grim Angus (-6)
Warbeast: Mountain King (+20)
Warbeast: Slag Troll (+6)
Warbeast: Troll Impaler (+5)
Unit: Pyg Burrowers (+6)
Unit: Bog Trog Ambushers (+8)
Unit: Farrow Bone Grinders (+2)
Unit: Swamp Gobbers Bellows Crew (+1)
Solo: Fell Caller Hero (+3)
Solo: Totem Hunter (+3)
Solo: Lanyssa Ryssyl, Nyss Sorrceress (+2)
Objective: Bunker

List Building: I hadn't played a list like his before. The Burrow is definitely something interesting that countered my snipers and the Ambushing Bog Trogs make his positioning unpredictable.

Trollbloods Battler Report Round 1

Khador Turn 1 -
Scott chose Butcher as his Prey target for the Totem Hunter which got me worried. On my turn I simply ran everything up and got it ready for the incoming advance. I was kind of worried about his Bog Trog Ambushers because he mentioned something to Andrew, another player at GMI, about how he was going to try to assassinate Butcher 3 with them. I ran my army up and then Advanced Butcher and used Energizer to give my battlegroup an extra 3" move. My plan was to hold the Left flag and use my high DEF models to contests the other.  I was able to get a couple snipes off on to his Burrowers and boxed his Officer which he toughed.

Trollbloods Turn 1 - Scott favored the right side of the board a little by advancing his Mountain King to that side. He then used the Fell Caller to stand up his Officer of the Burrowers and burrowed them 5" up from his advanced deploy. This made it so I could not target them on my turn. He them moved the rest of his army up the center leaning a little towards the right side. He then ran his Totem Hunter up the left flank.

Warmachine Battle Report Round 2

Khador Turn 2 -
When I saw his Burrow marker I figured it'd be a perfect time to set my Devastator up for an awesome Rein of Death turn. I ran him into place next to the marker hoping that when he popped up, I would just destroy his entire unit.  I saw that the Totem Hunter was just in Ruin's threat ranged and since I was not familiar with his army, I thought he was trying to bait me to get close to the side of the board for his Ambush. I decided to take out the Totem Hunter anyway and easily dispatched him with Ruin and 3 focus.

I then set up Juggernaut and one of the dogs to block a charge lane to Butcher from the Left side of the board in case he decided to Ambush. I also was very cautious and popped my feat defensively to get Butcher back up to 6 focus. I debated on this because I wanted to save the feat to deal with the Mountain King but I figured Scott has something tricky up with the Bog Trogs and the Burrowers that I couldn't take any chances.

My Widowmakers, Marksman, eEiryss, and Kell Bailoch were able to take out his Fell Caller under the smoke of the Swamp Gobbers. The Nyss were able to charge the Mountain King and did a good chunk of damage on him. I didn't realize that he spawned Whelps each time I hit him and there was no limit to how many came out. It was probably a bad idea. I should have just stayed back and did a combined attack.

Trollbloods Turn 2 - This is the turn I feared. Scott debated a while and came to the conclusion that he probably would not kill Butcher at 14/24. He decided to do as much damage to my Warjacks as possible. His Burrowers came up and charged Ruin and did a small amount of damage. He then Ambushed me and charged Bog Trogs into Ruin, Juggernaut, and Madelyn Corbeau. His rolls were below average but he was able to do minor damage to the Warjack and take out the Cortex of Ruin. He definitely gummed up that side of the board with 20 infantry.

He then activated Grim and popped his feat catching the Devastator, my sniper crew, and some Nyss Hunters. He then cast Marked for Death on the Nyss reducing their DEF to a 13. After that he activated the Mountain King right side he ate all his Whelps and healed him almost to full health. Grim was able to kill Valechev with a shot as I positioned him too close. With Marked for Death Scott was able to Power Sweep and kill the 4 Nyss that were surrounding him and luckily I passed a command check.

I was ok with this as I figured the Nyss were there to just contest and be annoying. Marked for Death really made the Nyss suffer. I didn't know the Mountain King spawned unlimited Whelps so I probably should have just done a combined ranged attack and hit the Mountain King for 1 shot.

Khador Battle Report Round 3 

Khador Turn 3 -  I didn't get a good picture of it but Ruin and the Juggernaut were completely surrounded by a combination of 20 Bog Trogs and Burrowers. My goal was to wipe them out using Ruin and Butcher and pick off the stragglers with my snipers.

My first move was with Ruin. I started with his little first and missed and then moved on to my big weapon and began decimating his Bog Trogs. Even with his Cortex out, Ruin was able to kill all the Bog Trogs except for the 2 that were behind the Juggernaut by using the souls he collected to buy attacks. He can wipe out entire units that way.

Madelyn Corbeau tries to do some seducing but the Bog Trogs fail to hit each other. The Devastator uses his Rein of Death and smashes 3 Burrowers that surrounded him. He was debuffed under Grim's feat along withe the snipers. My sniper crew takes some shots and they are able to kill one Swamp Gobber who has DEF 19 and a couple of Burrowers who end up Toughing. The Bokur is able to kill 1 Bog Trog with his spear.

Butcher and his Wardogs Activate in hopes to kill all the remaining Bog Trogs and Burrowers. The dogs easily dispatch of the last Bog Trog and Butcher goes in for the remaining 7 Burrowers with Flashing Blade. After Toughing multiple times, Butcher is able to finish everyone off with 2 Focus to spare. He uses 1 to Energize back 1" so he is touching the flag and moves the rest of his battlegroup up 1".

Trollbloods Turn 3 - Scott is in an interesting position because now I've put some scenario pressure on him. Butcher is pretty safe at the moment because of distance so he decides to return some scenario pressure to me. The first thing he does is upkeep Mark of Death on the Nyss and then uses Hunters Mark on my Fuel Cache objective with Lanyssa. He then uses Bait the Line on the objective as well giving models +4 to Charge on it. He then uses the Mountain King and assaulted the objective easily killing it for 1 point. He then shot a spray into my sniper crew but was only able to kill 1 Widowmaker. He then uses the rest of his focus to wipe out 2 of the Widowmakers closest to him.

With his Farrow Bone Grinders, Scott tries to finish off my Marked for Death-ed Nyss but fails to kill them due to some below average dice rolls. His Slag Troll tries to wipe out my ARM 17 Devastator with his Acid with Erosion but also rolls below average and leaves the vulnerable Devastator with all his systems.

The Impaler then shoots a spear at the Devastator failing to crit and does a few points of damage. He ends his turn by running his last remaining Swamp Gobber to contest the left most flag.

The Game is tied 1 - 1.

Khador vs. Trollbloods Round 4

Khador Turn 4 - I was quite lucky that Scott was not able to finish off my Nyss because it gave me a good shot at retaliation. Without Cylena I was not able to combine but I easily shot off the Farrow Bone Griders and Lanyssa which freed up the right side of the board for me. I then used the remaining snipers to do a couple damage points to the Slag.

All I needed to do now was set up my Warjacks to block line of sight to Butcher and position them so that I can kill his Bunker objective next round, oh, and kill that stinking Swamp Gobber contesting my flag which I failed to do with an aiming eEiryss but was able to do with my Ogrun Bokur.

This gave me my much needed 2nd point and put in position to win next turn.

Score: Khador - 2 vs. Trollbloods - 1

Trollbloods Turn 4 - Scott was in a little trouble with his fury leeching and had to make Frenzy checks for all his Warbeasts. He passes both the Impaler and the Slag but fails on the Mountain King which Frenzies and kills a Widowmaker. This is a huge turning point in the game as the Mountain King would have probably been able to clear the center zone putting him up 3 points vs my 2 if he manages to contest the right flag with his Impaler or Slag which would require them to run.

Scott then uses his slag to try to clear Kell Bailoch and the Winterguard but fail to do so even with boosted rolls. He ends his turn with the Impaler and is able to land a crit on the Devastator which pushes him back 1" but fails to do damage.

Score: Khador - 3 vs. Trollbloods - 1

Khador vs. Trollbloods Warmachine Battle Report Finishing Move

Khador Turn 5 - If I can manage to kill the Objective with Ruin (minus Cortex), Ogrun Bokur, eEiryss, Kell Bailoch, and 1 Widowmaker I can win the game. The first thing I do is activate Butcher and Energize everyone up 3". I then charge with Ruin at the objective doing only about 5 damage to it. I use my offhand and do 8 more damage putting it at 2 Life. The Ogrun Bokur leaves his client and is able to finish off the Bunker for the win.

Final Score: Khador - 5 vs. Trollbloods - 1

After Game Thoughts - I really enjoyed playing against Scott's Trollblood list. I had never fought against Bog Trogs, Farrow Bone Grinders, Burrowers, Lanyssa, or a Mountain King before so it was a good model learning game for me. It was really cool how how much flexibility he had with his Ambush and Burrowers. The match up was probably not the best for him because of my Warjacks and 14/24 Warcaster but it was interesting.

This was the first time I played with Madelyn Corbeau and I didn't feel like I got a ton of use out of her. Butcher is normally behind a wall of Warjacks so getting that 3" move in my maintenance phase wasn't all that useful. I almost always play very cautiously with him, trying to camp as much as I can and keep my distance while moving towards a flag or zone. Opponents also play very cautiously against him so I rarely have a chance to assassinate making Corbeau not as effective.

I might switch up and replace her after I try her a few more times. I might go for the whole sniper package and put in Alten Ashely. I was also thinking of swapping out the Devastator and Juggernaut for Beast 09, a War Dog, Alten, and Goreman. It would definitely help me against the Domination spell which the Haleys have and give me a fairly accurate high POW Thresher Reach weapon with a threat range of 12" with Energizer. It also saves me a focus because Beast 09 runs for free.

I would be losing an ARM 25 Bulldozer and a 7 point Warjack to piece trade though. I also lose a large base blocking LOS.

I'll have to do some testing to see which is better. I'll most likely be playing Circle of Orboros for the next 3 weeks because of the Devastation Event we are having at GMI. I look forward to winning another coin!


Thursday, September 10, 2015

Mercenaries vs. Trollbloods - Bartolo Montador vs. pGrissel


I was lucky enough to get 2 games in this week at a game store called GMI Games in Riverside, CA. I had never played at a store before so I was quite nervous till the league organizer, Joe, welcomed us in.

I had only ever played games against five other factions (Cygnar, Cryx, Retribution, Legion and Trollbloods) and I was excited to get a chance to play against something new. I ended up playing two games against Trollblood (doh) but the list was something I had never encountered.

The first game I played was my Mercenaris vs. pBorka in a 50 point mach up which you can read about here.

The second game was 35 points against the League organizer, Joe, and his pGrissel list.

(35 points) Bart's Batten Down The Hot Shot

Warcaster: Bartolo Montador (-5)
Warcaster Attachment: Slys Wyshnalyrr, the Seeker (+2)
Colossal: Galleon (+18)
Unit: Kayazy Assassins (+8)
Unit Attachment: Kayazy Underboss (+2)
Unit: Aiyanna & Holt (+4)
Solo: Master Gunner Dougal MacNaile (+2)
Solo: Ragman (+2)
Solo: Saxon Orrik (+2)

My goal with this list was to set up Galleon as a Hot Shot Colossal turret in the middle of the field while Bart gives him Batten Down the Hatches for +3 armor and gives him a second turn of shooting with his knockdown if moved into control area feat.

The Kayazys would jam while Ragman hid behind the Galleon using Death Field (-2 Armor) to make sure that anything the Galleon dragged in would be blown to smithereens.

Aiyana & Holt would be able to clear paths for the Galleon and Kiss of Lyliss (-2 ARM) would give allow the Kayazys (POW 12, Mat 9 with Gang) to take down some of the other Warbeasts and tough units.

(35 points) pGrissel List

Warcaster: Grissel Bloodsong, Fell Caller (-5)
Warbeast: Earthborn Dire Troll (+10)
Warbeast: Dire Troll Bomber (+10)
Warbeast: Troll Impaler (+5)
Unit: Krielstone Bearer & Stone Scribes (+4)
Unit Attachment: Stone Scribe Elder (+1)

Unit: Trollkin Fennblades (+8)
Unit Attachment: Fennblade Officer and Drummer (+2)

Turn 1 Mercs - I gave the Galleon Hot Shot (Upkeepable Boosted Ranged Damage Rolls) and charged Bart up the field. Everyone else just ran and spread out a bit. I didn't know what was about to come.

In the middle of Trollbloods Bottom of Turn 1

Turn 1 Trollbloods - My opponent used his mini feat on his Fennblades (+2 Speed) and ran them up 16". He then ran up everything else and had pGrissel pop her feat which allowed her entire army to make a full advance. This meant he was 34" into my zone with the Fennblades. He was able to engage my Kayazy and my Galleon and built a nice wall of Fennblades blocking his Earthborn Dire Troll, Bomber, and Impaler.

 Round 2

Turn 2 Mercs - I was pretty shocked and didn't see that coming. I figured since I went first I'd dictate the line of battle with my Kayazy and then use a Hot Shotted Galleon to pick everything off one by one. At the beginning of my turn I kept up Hot Shot on the Galleon and gave him 3 focus. My goal was to find a way to get Galleon a path to drag in his Earthborn Diretroll any means possible.

The first thing I did was activate my Kayazy and used their mini feat which allowed them to move through other models. With this I was able to charge my Kayazy at the Fennblades blocking his Earthborn Dire Troll. With their MAT 9 and POW 12 (+2 to both due to Gang) I was able to clear most of the way for my Galleon.

Aiyana was unable to get Kiss of Lyliss (+2 to all damage taken) on the Fennblades and they were too far to get it on the Earthborn. Holt was able to pick off one of the Fennblades by aiming (RAT 10) vs. their 16 defense (+4 for being in melee). The Fennblades' reach really screwed with my shooting.

I then activated Ragman and had him cast his Death Field and hide behind the Galleon so I would be sure to crush the Earthborn. The Galleon went it and rolled fire. He was able to pop 5 shots into the Earthborn to soften him up and 1 into the Krielstone. He then used his Trident to drag the Earthborn to him and crushed him with melee attacks.

I rolled very well this turn and I almost felt bad. Most of my die rolls were 5-6 through the whole activation. It didn't matter too much because most of my attacks only needed 5's to stick and damage. I was also rolling +3 damage against the Earthborn which made quick work of him.

Before I ended my turn I was dumb and decided to put Bart on a hill and surround him with Kayazy thinking he'd be safe. I was wrong. I ended my turn casting Batten Down the Hatches (-2 DEF +3 ARM to Battlegroup)

I was also too eager and nervous and forgot to pop my feat which would have sealed the game right then and there.

Turn 2 Trollbloods - This was an all or nothing turn for my opponent. He really needed to get the assassination off because he had nothing left to take the Galleon.

His first move was to give Snipe to his Bomber (+4 Range) and then move him up so he could see Bart. I totally forgot that my Kayazy didn't block LOS because they were stealth! He made sure he outside of 5" of them but still within range of Bart and lobbed 2x RAT 5 POW 16 shots which were both boosted and hit bart for a total of 6 damage. I got off pretty lucky.

His Fennblades attacked my Kayazy (DEF 16 in melee) which missed a lot and only manged to get 2. He then moved up pGrissel behind the Bomber and launched Rift at the Kayazy, killing 3 and forcing me to make a tough check which they failed.

Turn 3 Mercs - I kept up Hot Shot on the Galleon and gave him 3 focus. I tried really hard to find a way to kill pGrissel but I couldn't. She was camping transfers and I couldn't get a good angle to her for a drag so I changed my plans to kill the Bomber.

My Kayazy run backwards to protect Bart from charges and rally at the end of their activation.

Aiyana fails to land Kiss of Lyliss on both the Bomber and the Galleon (whew) and Holt was able to take out 2 Fennblades with his guns.

Ragman moves up and gives himself (and Galleon) Death Field.

The Galleon then Activates and I roll fire again and was able to demolish the Bomber which left pGrissel wide open.

Dougal charges a Fennblade but fails.

I forget to feat again! I cast Batten Down the Hatches which was a horrible idea because it dropped my DEF by 2 boosting my ARM 3 but it cost me 3. There was nothing on his side of the board that could have taken Galleon anyway so I just nerfed myself 2 DEF.

Round 3 - Final


Turn 3 Trollbloods - pGrissel ran her beasts hot last turn so she was stuck making a frenzy check on the Impaler which failed. The Impaler charged and killed his own Fennblade.

I thought I was pretty safe vs, his army but I forgo that pGrissel has a spray and Rift. It was all or nothing again for my opponent and he moves up and casts a Rift needing a hard 9 to hit and it stuck. Bart takes a boosted POW 13 against his 19 armor which he takes 7 damage taking him to 4 health.

After that, pGrissel shoots her spray 8 at Bart needing 10's. He boosts and is able to hit and Bart takes a boosted POW 12 to his 19 ARM. My opponent rolls a 10 which does 3 damage leaving Bart on 1 box.

The store was about to close and pGrissel was sitting on no fury in melee with the Galleon so he conceded and shook my hand.

Final Thoughts: I definitely almost handed this game to my opponent by stick Bart on tht hill. What I should have done was to hide him behind the Colossal and he would have been just fine. I also forgot that the Kayazy had stealth which hurt me because they didn't block LOS. I also had 2 chances to Feat (Knockdown any enemy models that end movement within Bart's control and gives them -3 attack) which would have sealed me the game but I totally forgot to do it. I also shouldn't have casted Kiss of Lyliss against a Fennblade that was engaged with my Galleon but I was lucky I missed both.

Looking at the picture, Galleon might have had reach so pGrissel wouldn't be able to make her Hail Mary shot but I can't really tell.

It was really fun to play something and someone new. Joe, my opponent, knew what my models did and didn't have to sit and read my cards which was really nice. I'm looking forward to going back to GMI next week.

Wednesday, September 9, 2015

Trollbloods vs. Mercenaries Battle Report - Bartolo Montador vs. pGrissel


I've never played at a local gaming store and today was my first time. I was nervous at first but after meeting a couple of the regular players I was ready to get a couple games in.



The first game I played I brought a Bart/Galleon Mercenaries list that I wanted to try.

Bart's Gun N' Stun

Warcaster: Bartolo Montador (-5)
Warcaster Attachment: Slys Wyshnalyrr, the Seeker (+2)
Colossal: Galleon (+18)
Warjack: Mule (+8)
Warjack: Mariner (+8)
Unit: Cylena Raefyll & Nyss Hunters (+10)
Unit: Aiyanna & Holt (+4)
Solo: Master Gunner Dougal MacNaile (+2)
Solo: Eiyrss, Angel of Retribution (+3)

My opponent Brought:

pBorka List

Warlock: pBorka (-5)
Warlock Attachment: Pyg Keg Carrier
Warbeast: Earthborn Dire Troll (+10)
Warbeast: Troll Axer (+6)
Unit: Northkin Fire Eaters (+4)
Unit: Trollkin Champions (+10)
Unit Attachment: Skaldi Bonehammer (+3)
Unit: Krielstone Bearer & Sone Scribes (+4)
Unit Attachment: Stone Scribe Elder (+1)
Solo: Horgle, Ironstrike (+3)
Warbeast: Pyre Troll (Attached to Horgle) (+4)
Solo: Fell Caller Hero (+3)
Solo: Troll Whelps (+2)
Solo: Trollkin Champion Hero (+3)
Solo: Alten Ashley (+2)

The goal of my Bart list was to set up my Galleon, Mule, and Mariner to pop off a ton of shots with broadside. I would use the Nyss to jam up the other side and hold off any charges. When I pop my feat I would be able to buy a second turn of guns, hopefully softening him up to be crushed.

The whole 3 Warjack thing didn't work out at all. I needed to put 3 on Galleon so he had enough juice to drag in and finish of heavies. The other 3 focus were spent on Batten Down the Hatches to keep my jacks alive.


In the first round I was able to push my Nyss up to control my enemy's flag and I was able to dominate with Bart on my friendly flag. By the end of the 3rd round I was able to accumulate 3 points.

After that, things went a little bad. My Nyss were decimated by the Pyre troll and Champs. Ryan had positioned his Axer and Earthborn behind rocks so I was unable to drag them to my Galleon. His Champs had Iron Flesh + set Defense + Krielstone which made them pretty hard to kill. Fortunately my Feat bought me a turn. (Models that end their movement in Bart's control area are knocked down and any enemies inside the control area suffer -3 to attacks)

With some buffs and stuff the Earthborn was able to get into melee range with the Galleon and he began beating the crap out of him. The Galleon lost his Left Side from the Earthborn Dire Troll and when I retaliated I was unable to kill it with 6 boosted POW 13 Shots, a Boosted POW 15 shot, and 4x POW 21 Melee hits.


It was a sad day for the Galleon. Fortunately one out of the 9 remaining of my Nyss survived the onslaught of Champs and Hero Champ and contested his friendly flag. My opponent was too far away to contest my friendly flag and I was able to squeeze out a victory.

If it were to go on any longer, the next turn he would have sent in all his champs and Troll Axer and finished off my Galleon. Luckily I was able to score 1 on his turn and 1 on my turn giving me 5 points and the last minute win.

After writing this I also realized that he had a knocked down whelp next to my flag which we didn't count as contesting but I later found out that it did so I would have only had 4 points. He would have had to run his guys through rough terrain to contest on his turn and I have a feeling I would have been able to handle a 1 or 2 Champs to clear out my flag for a win. Oh well.


What would I change about my list? Well having the two other jacks were kind of worthless. They can't do much to heavies without the focus to boost. I never even used Broadside once because I needed to give 3 focus to Galleon and pump everyone's ARM +3.

I would definitely drop the Mule and Mariner and pick up another infantry unit to jam up charge lanes against the Galleon and let his Hot Shot'd guns do the work.

Kayazys would have been great to take on the champs or maybe some Press Gangers to buy some time for the Galleon. Ragman would have also been great to take down the Earthborne that I had to boost to hit.

Overall it was a good game and I was happy I won. It was a great experience to play in public and I got over my fear of game stores :)