Faction: epic Morvahna - Seasons of Fate
Tiers: 4
Morvahna the Dawnshadow (*5pts)
* Pureblood Warpwolf (9pts)
* Pureblood Warpwolf (9pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 5 Grunts) (9pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)
VS
Major Victoria Haley (*5pts)
* Stormclad (10pts)
* Squire (2pts)
Arcane Tempest Gun Mages (Leader and 5 Grunts) (6pts)
* Arcane Tempest Gun Mage Officer (2pts)
Storm Lances (Leader and 4 Grunts) (11pts)
Stormblade Infantry (Leader and 5 Grunts) (5pts)
* Stormblade Infantry Officer & Standard (3pts)
* 2 Stormblade Infantry Storm Gunner (2pts)
Anastasia di Bray (2pts)
Eiryss, Angel of Retribution (3pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Journeyman Warcaster (3pts)
Rhupert Carvolo, Piper of Ord (2pts)
Stormblade Captain (2pts)
------------
Deployments:
Dan wins the roll off and decides to go first! The board is pretty terrain heavy, One side has two forests and a nice central wall on his side, whereas the other has a forest, an obstruction and a hill. He opts for the side with the perfect "Haley and buddies" wall right in the middle.
His deployment has Lancers on the left, Stormclad, Stormblades, Haley and Gun Mages all take a central deployment.
------------
I do what I can to counter deploy. Wolf Riders go directly across from Storm Lances, Bloodtrackers take the far right (Putting a Forest between them and the Gun Mages). Ravagers and the Whitemane take the Center with Morv and her Purebloods just behind.
Bloodtrackers prey the Gun Mages, Wolf Riders prey the Lances. Fog of War up on Morvahna, and Carnivore on the Riders.
------------
The usual turn one stuff here! Lances run forward aggressively, Haley and buddies advance and take the wall, Stormblades run up ahead of them and Gun Mages run towards the Trackers, accepting the challenge. Decel up and Arcane Shield on the Lances as usual.
Stormclad leads the way, being somewhat central.
Phil, turn 1.
As it becoming a trend with this list when going second, there is a selection of aggressive options. With the Lances coming so far forward, I feel the best option is to try and take them out. One Pureblood and the Druid Wilder places Wraithbane on the forward two Wolf Riders and then they Assault.
The two targets are in range, and two spears take out two Lances (With some rerolls!) Morvahna herself takes out another one by rolling the 13 she needs to Sunder Spirit one down. Great success!. Morv then moves a fair way back, hoping to avoid being in Haleys feat, joined by her second Pureblood - Ideally they will be able to get some work done next turn by forcible going last and not having to forfeit.
Ravagers do not believe in Caution, and charge directly up the middle, engaging everything they can reach, which is the Stormclad and some Stormblades. The Chief sits back a bit and cheers them on while the Shaman tries a Fucky Electro-Leap from the Stormclad. Unfortunately Gorman wasn't the closest model and everything else is immune to Lightning.
Bloodtrackers run directly towards the Gun Mages, One reaches a toe into the Forest and others trying to find places they are not just going to be shot. Fully expecting them to take heavy losses.
------------
Dan, Turn 2.
Dan starts this turn with a large number of half-naked men and ladies all jammed up in his works, so he sets about doing something about this (Wehey) A plan that is always a worry of mine with a low command army, is to force command decks - This is Achieved by Terror being applied to the Storm Lances, and said Lancers forcing a check (Passed) on the riders, and starting on clearing out some of the Ravagers.
Eiryss plugs a Rider for 4 and drops Carnivore.
The Stormclad kills everything in range, and some Stormblades clean up a few more models - Leaving most of the Ravagers down. The Gun Mages unfortunately do not do nearly as well. Without getting Pathfinder, they find themselves stuck behind other models and the forest. A handful do manage to find some line of sight to the Bloodtrousers, but only manage to score two kills. No Pathfinder and no Deadeye lead to their downfall this game.
Haley basically positions and feats, catching everything other than Morv and a Pureblood.
Phil, turn 2,
Haley feat time! Enjoyable as always. Unfortunately I do not recall the exact order Dan had me move models in :(
On the right side, the Bloodtrackers get their spear throwing on, sending some spears at the Gun Mages who happened to be in range, otherwise they advance and reform to jam up the Gun Mages and generally be annoying.
On the left, Wolf Riders do much the same, the ones that are still alive getting up and engaging what they can and bringing their annoying Def 15 into play.
Morv feats, brings back all the models killed so far, rejams the center with Ravagers, and gets her spell work on, using a placed tree to take out the Stormblade Captain and Gorman, and then falls back, hopefully safe from the Stormclad, while a handy tree moves onto a flag, scoring a point.
------------
Dan, turn 3,
Effectively this is the same turn he just had. He kills everything engaged, but very little moves forward from the current potions. Junior snipes out the tree to prevent further scoring, and Gun Mages score a few Bloodtracker kills. Reasonable sure Eiryss did something but I forget what it was.
Phil, Turn 3
Bloodtrackers kill around half the Gun Mages, basically clearing up what they can. Whitemane takes out a model and then Sprints to the flag. Pureblood with a little back up takes out the Stormclad and the Wolf Riders Achieve.. nothing. Except be really annoying.
Score 2.0
------------
Dan, turn 4
Haley charges into the fray, killing some Bloodtrackers in an attempt to free up some Gun Mages, but does not really have much luck, and this leaves her extremely exposed. The game is conceded as Dan is effectively out of models.
Closing thoughts!
This was a good game for me, effectively everything going as planned. A lot of this came from being able to kill the Storm Knights on turn one. While this was effective, this certainly was more of a Gotcha and I doubt I'll get away with it next time. However, it does force the Stormlances to be less aggressive in the future, which is good.
Being able to keep Morvahna (And Purebloods, although they didn't really do much this game) out of the feat proved to be very handy. Having to go last, and not having to Forfeit went a long way, and Purebloods have a reasonable chance of getting a kill against models that have charged my second line (Say, Lances).
It also makes Morvahna excellent at taking out those problem solo's - It seems like it would be extremely difficult to keep them safe when she gets to activate normally, and has a tree in her pocket.
As usual, I did forget to kill a tree on turn one. Really should get a "Remember to do these" list for Morv attached to her or something.
No comments:
Post a Comment