Colonial GT Qualifier – Game 2: Skorne vs. Menoth.

skorne vs menoth battle report image

My Lists:[column col=”1/2″]

List 1

Supreme Archdomina Makeda (*5pts)
* Basilisk Drake (4pts)
* Archidon (7pts)
* Archidon (7pts)
* Bronzeback Titan (10pts)
* Titan Gladiator (8pts)
Nihilators (Leader and 9 Grunts) (8pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)

Reinforcements: Gators, Feral Geist

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List 2

Lord Arbiter Hexeris (*6pts)
* Basilisk Drake (4pts)
* Basilisk Drake (4pts)
* Bronzeback Titan (10pts)
* Titan Gladiator (8pts)
* Titan Sentry (9pts)
* Aptimus Marketh (3pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)
Venators Reivers (Leader and 9 Grunts) (9pts)
* Venators Reiver Officer & Standard (2pts)
Agonizer (2pts)
Void Spirit (2pts)

Reinforcements: Tyrant Rhadeim, Cyclops Shaman

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Game 2: Opponent Mark Smith – Harbinger Tier 4

Scenario: Outflank, Outfight, Outlast

His list: (or something similar to that, Menoth ‘Jacks look all the same.)

 

Harbinger of Menoth (*5pts)
* Devout (5pts)

* Crusader (5pts)

* Crusader (5pts)

* Guardian (8pts)

* Templar (7pts)

* Hierophant (2pts)

Avatar of Menoth (10pts)
Choir of Menoth (Leader and 3 Grunts) (2pts)
Choir of Menoth (Leader and 3 Grunts) (2pts)
High Paladin Dartan Vilmon (3pts)
Paladin of the Order of the Wall (2pts)
Paladin of the Order of the Wall (2pts)
Paladin of the Order of the Wall (2pts)
Paladin of the Order of the Wall (2pts)
Vassal Mechanik (1pts)

 

This was a T4 list, which conveniently brought a wall with each Paladin (handy!) which he placed lovingly in a place where I really didn’t like them. Here is where we made a fun mistake: He placed them parallel virtually touching each other, which is allowed by the faction book, not so much by Steamroller where terrain has to be 3” apart at least.

So there I was, playing against Harby with a shield guard, the typical line of heavies, and to make things even more fun, more Paladins than I have ever seen. This basically forced me into my Hexeris list as the Makeda force decided that magical weapons are fancy gizmos and left them at home. Paladins become a major pain in the butt if you don’t have any magical weapons. Hexeris it was.

 DEPLOYMENT:

I don’t remember who won the roll, I think me (?), but I deployed most of my stuff toward the left circle, leaving my Venators to the right to clear the zone (due to the walls I was afraid to commit much else) or at least look good contesting it. Beasts in the center, Sentry bonded to Hexeris.

Mark deployed almost everything heavily to the right, where his reinforcements would come in, leaving two or so Paladins to the left to defend the walls together with the Avatar. Stayed behind with her shield guard to supervise the battle, because let’s face it, that is what she does, supervising.

Deployment Game 2

Turn 1:

Since I do not remember who went first, this might be out of order, should still work out. I advanced stuff carefully forward making sure I would not get caught in any shenanigans while trying to be in range to have a little bit of fun next turn. I, as usual filled up the Agonizer for 5, and put Ashen Veil on the Venators with Marketh.

Turn 1 for Skorne

Mark then moved most of his Paladins forward and put them in Stone and Mortar stance (the one where they can only be damaged by magic), with the exception of Vilmon, whom he ran forward just over the wall (at which I rejoiced), the Avatar advanced to the wall  and everything else waltzed forward at a steady, zealous pace.

Menoth Turn 1

Turn 2:

My reinforcements went on strike this turn (okay, I forgot them, fine. The hurtful part was that these were two magic weapons I needed so direly) so I started doing stuff. First order of business was Vilmon, who I wholeheartedly hate (the way Indiana Jones hates snakes), so the Venators popped their mini-feat and started taking shots at him. Martyrdom happened next, I had forgotten about that.  I pumped a bunch more shots into him and Harbinger just wouldn’t let him die (although Mark turned out very efficient at rolling 5s and 6s on the damage).  Fast forward: Venators are done and reform towards the wall and Vilmon still lives. Mweh. Everything else just repositioned a bit, I moved the Agonizer toward the pack of ‘Jacks (or is it a gaggle?) to cry them a river next turn, and Hexeris shot a bit more at Vilmon, who finally had to die (Harby dropped to about 3 boxes from being too generous with martyring), mostly unexciting, but at least Vilmon was dead! I think I also got a choir boy who thought he was safe behind the wall.

Skorne Turn 2

Mark’s turn was different in the way that his reinforcements showed the professionalism to show up. The gaggle of ‘Jacks advanced forward and started to threaten the left zone quite a bit (that was a lot of metal, yikes), the Avatar went over the wall and gazed, and the Paladins moved forward a bit. Harby was content with her supervisory role on the hill, and had the Hierophant heal her a bit. He was out of range of my stuff, so nothing overly exciting happened on his turn.

Menoth Turn 2

Turn 3:

I knew this was where the fun and pain would start. For whom each was would remain to be seen, generally it is a turn of fun for me and then eternal pain. I knew the Avatar was in range of the Bronzeback and Sentry, who would need to take care of him. First though, I tried to charge the Void Spirit into Harby (hoping for a miracle, she was camping some, but 4d6 can still put a dent in her, and being hurt there was a slim  chance), but the champion ran out of air before getting there and failed his charge. Abomination still made the choir run at a key turn, which made me happy, this way the gaggle of ‘jacks would be on their own. Next some of the Venators sacrificed themselves in free strikes to disengage the Paladin of the Wall that ran there and the rest shot him and the choir boys behind the wall, killing the Paladin and 2 Choir. Shots against the Avatar were less than efficient. They then reformed toward the wall again. Then the Bronzeback charged the Avatar, scraping him in the progress and removing that dreadful gaze from the field. The Sentry moved up and Lockered one of the Menoth ‘Jacks and preparing to intercept the attacks next turn. The Agonizer ran up and caught all 5 heavies in his cry of joy and Hexeris did some stuff (A2A a ‘Jack to remove 1-2 choir and a Mechanic, I think).

Skorne Turn 3

Mark was very unhappy to learn that nothing could be allocated any focus, but Harby was content on just supervising anyway, so that worked out fine. He moved up his ‘Jacks and did what he could, but ended up failing to kill anything of importance. The Void Spirit got destroyed by Harby but the Sentry weathered the attacks that could be mustered. The Agonizer does suck from a Warmachine perspective, I won’t pretend it was my strategic acumen there.

Menoth Turn 3

Turn 4:

Not much happened for me this time around; Venators could not kill a Paladin that was camping the zone, reinforcements decided that there was a good movie playing and didn’t show up. I moved my heavies into his, scrapping another one (Guardian I think) and Lockering a one or two others. The Agonizer busted out the boom-box and held it high. Despite me slowly winning on attrition, time was running out as I noticed at the end of my turn, I had arrived at the chess clock flag and needed to move fast.

Skorne Battle Report Turn 4

Skorne Turn 4

Mark bounced off my wall of flesh again, killed the Agonizer though and popped his feat, since there was not much else to do. It was as exciting as trench warfare at this point; with the exception that he had tons of time left.

 

Skorne Menoth Battle Report Turn 4

Menoth Turn 4

 Turn 5:

I knew I had to act quickly now, moved the Sentry out of the way, lockered up again. Then the Gladiator rushed the Bronzeback, who charged the Devout in front of Harby, popped beatback on himself and smacked the little guy on his nose. Managed to move into Harby, boost hit, boost damage, Harby dead. The feat did a handful of damage to him, but nothing to write home about. I rolled high enough to smash her to pulp, but I was super lucky on that. My flag was literally on the last 2mm left or so, while Mark had a bunch of time left. I didn’t see myself cutting through that much meat either way. In the end the game seemed extremely one sided though as I ended up getting 61 AP, while he killed 12 or so. Heroes in this game were clearly the Void Spirit (or Mark’s dice, as you want) and the Agonizer, who is usually my only hope against Harby, and only if her feat isn’t up as it has a good chance of frying him while moving up.

Skorne Menoth Battle Report Final Turn

Skorne Turn 5

This was by far the most exhausting game I had the whole weekend, and I was happy that the lunch break followed promptly (we went to a Polish store for lunch, which was amazing as usual). I was very happy having gone 2-0 though, but at the same time nervous of what was lying ahead.

Author: Mike Malarowski

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