Playing the best, Major Victoria Haley Part 2

by Ben Rislove

 

Haley2 in Scenario

 

Haley2 excels at scenario control with enough of an attrition game to stay in the zone and have a very solid chance of taking it a second time, or force someone to sacrifice models, to ensure that you don’t score a 2nd control point.

 

This is the Major Haley we all know and hate. We get locked down and then have difficult to remove models rammed down our throat and into our Zone. Brutal and unrelenting, before I go into further discussion here’s the list.

 

Major Victoria Haley (*5pts)
* Thorn (8pts)
* Centurion (9pts)
* Squire (2pts)
Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts)
* Arcane Tempest Gun Mage Officer (2pts)
Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts)
Horgenhold Forge Guard (Leader and 6 Grunts) (5pts)
Anastasia di Bray (2pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Journeyman Warcaster (3pts)
Ragman (2pts)
Rhupert Carvolo, Piper of Ord (2pts)
Eiryss, Angel of retribution (3pts)

 

Scenario Control Elements:

 

Anastasia: +1 to starting roll. She is invaluable in a scenario army. Going first can often give you a free control point, why not enhance your chances. With Haley’s feat it is also quite possible to get Espionage off.

 

Arcane Tempest Gun Mages: They snipe important solos, (Eiryss, Gorman, anything that clears zones well) then use Thunderbolt to push hard to kill models out of the zone.

 

Boomhowler & Co: They are medium base 4+ tough monsters, armor 19 with Arcane Shield, 14/21 against ranged attacks with Deceleration. Boomhowlers are very hard to move out of a zone, and can’t be trampled; this makes them excellent at protecting a zone. As an added bonus: Deadeye makes them a very respectable shooting unit to help the attrition game.

 

Horgenhold Forge Guard: Reach Weapon Masters will kill almost anything that managed to work past the Boomhowler line.

 

Centurion: He is armor 24 with Arcane Shield, and effectively PS20 with a ragman tagging along. Haley’s bond +TA bring his threat range up to a very respectable 13”s and with 4 focus + TA he can wreck nearly any heavy in the game. While being VERY hard to kill at armor 24 and with polarity shield.

 

Personally I think this is the strongest 50 point tournament option in Cygnar. Often people are ready for it. They know what it’s going to do; and it will still work more often than not. This list maximizes the scenario elements of the strongest control caster in all of Warmachine/Hordes. The weakness here is that there is no surprise element. If you are forced into an attrition battle, a dedicated, grind you out army can win. You’re going to play this list to “dice down” a lot. You will win 1 CP – 0 or 2 -1 a lot. It’s a long game.

 

This list isn’t designed for “Kill Box” games, or casual games. If you’re going to break out a list like this one, you have to be focused in your goal of keeping/moving enemy models out of the control zones. If you’re not playing a game that will allow you to win this way, you’re going to find that you get very far “ahead” early while your opponent slowly catches up. Haley2 has an exceptionally powerful feat, and the ability to alpha strike, but once a masse melee breaks out, a lot of her spell list starts looking very lack-luster, except telekinesis of course.

 

Telekinesis is the most versatile spell in the game. Tk can be used for a simple +2 threat range or a +2 hit buff (rear arc), or for more complex maneuvers like making charge lanes, or preventing enemy charges (can’t charge what you can’t see!).

 

Here are some of my favorite uses for telekinesis:

 

-2 Defense: Simply turn them around and huzzah everyone who started behind them gets +2 to hit.
No charges: Again turn them around and they can’t charge anything, because they can’t see it.
Zone control: Pick their piece up, move him out of the zone.
Punish non-Pathfinders for using the forest: Probably my favorite, when people “toe in” a jack to a forest, and you turn it around, shove it 2″s into the forest, then disrupt it with eiryss…way to take a ‘jack out of the game for a turn!
“TK SLAM”: A lot of people will run up and engage you with reach ‘jacks, while annoyingly being in a zone. TK your guy back 2″s and slam their ‘jack out of the zone! (also a common LoE trick with slip stream)
Lining up slams: move their ‘jack to the correct slam line and some wonderful (or terrible) things will happen to your opponents army 😀

 

As my friend Keith once said “That spell is bonkers” which is the most accurate description I can give it 😀

 

Shazam!

Author: benrislove

My Name is Ben, on the forums I'm known as Rolling_Thunder. I'm a former competitive TCG and Warhammer player. I picked up warmachine a couple months before MKII Hordes was released. I play Cygnar, Menoth, Legion, and Retribution.

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