Saturday, 25 April 2015

Game 9 - eMorv vs Rhyas

Game 9 - eMorv vs Rhyas.


Faction: epic Morvahna - Seasons of Fate
Casters: 1/1
Points: 50/50
Tiers: 4
Morvahna the Dawnshadow (*5pts)
* Gorax (4pts)
* Pureblood Warpwolf (9pts)
Druids of Orboros (Leader and 5 Grunts) (7pts)
* Druid of Orboros Overseer (2pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 3 Grunts) (6pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)


VS

Rhyas, Sigil of Everblight (*6pts)
* Shredder (2pts)
* Zurial (10pts)
* Typhon (12pts)
Blighted Nyss Swordsmen (Leader and 9 Grunts) (8pts)
* Blighted Nyss Swordsmen Abbot & Champion (0pts)
Blighted Ogrun Warmongers (Leader and 4 Grunts) (8pts)
Blighted Ogrun Warspears (Leader and 4 Grunts) (8pts)
* Warspear Chieftan (2pts)
Blighted Nyss Shepherd (1pts)
Blighted Nyss Shepherd (1pts)


Looking over the pictures I cannot see any other models, perhaps points down were played accidentally. 

Deployments:

He won the roll off and opted to go first, no-one swapped sides. 

Deployment looked like this: 


Not used to Legion with dudes.


Circle turn 1:


Run ahoy!

So AD Ogres are pretty scary sums up my turn. We discuss a little math, and really it's not the assault I am scared of but rather the charging threat (16 deploy + 11 threat = 27, otherwise known as my 21" line).

With basically means I run everything that can be threatened by the War-spears to the 20" line. On the other side, Riders and Ravagers do much the same vs the Warmongers threat range. Morv runs forward, Carnivore up on the Wolfs and Fog on herself. Pureblood runs up to support the middle with the Gorax on the right.

Not nearly as aggressive as i'd like!


Legion turn 1:


Considering the two aggressive lists, there has been a lack of aggression in this game. So now I was in threat range of him, but he is just out of  threat range of me. Not a great place to be! He decides for a more defensive turn.

Swordsmen run up to the Forest to next to the Warspears, Warmongers do much the same on their side. Rhyas, Typhon and Zurial take up behind the forest and the Warspears decide to not move at all.


Circle turn 2:


I have a number of options here. I went with the jam play, with the aim of locking his Swordsmen and Warspears out of the game for as long as possible. What I didn't count on was command checks!

A better plan might have been to wait him out, he didn't really advanced so I can again just wait outside threat ranges, with the aim to simply clear and score next turn. 

Due to how easy it would be to contest, I didn't want to put Morv in range of Typhon for an attempted early point, as this would risk taking tons of damage. 

From left to right, the Wolf riders advance and charge into the Warmongers, taking some out with Assault shots. Druids advance and deploy clouds, spell and fire immunity. Ravagers run/assault and set up to be useful next turn, and the White Mane sets up across from the Swordsmen.

Blood Trackers charge/run to engage the Warspears and Swordsmen. Unfortunately they also fail their command check, so they're not going to be super good at jamming from here on :(  

I also realize here that I forget that could attempt to rally at the end of their turn.



Legion turn 2:

Jammed! There's a lot of models set up to be killed here, and he certainly takes the chance to do so.

On the left, the remaining two Warmongers kill a Wolf Rider, and Typhon clears up three of the Wolf Riders. Zuriel sets up to deal with any models that get into Typhon.

Wolf Riders fail their command check.

Warspears assault in, one charging past the Bloodtrackers to take out the Shaman, the other four take out Bloodtrackers in front of them (Mat 9 pretty good) A few Swordsmen charge past the Bloodtrackers to take out a tree, a couple more Trackers and make the attacks they can get. 

A pretty effective turn. I was a little concerned that Typhon would be able to get to the last two trackers so it looks like I dodged a bullet there. 

It looks like this at the end of the turn:

From my point of view, I look to be in a good position.


Circle turn 3:

Even thought the turn was painful to watch, I am in a good position to bring back to all the models I lost, and I look set up to do some reasonable damage to him this turn. 

Unfortunately, it all goes a little wrong. 

First up the Wolf Riders and Bloodtrackers rally. Pureblood moves up and lands a spray over Typhoon and the two Warmongers. He only manages to hit Typhon but does land a solid hit for ten.

Druids go and do what they can to clear a path for the Ravagers, taking out a Warmonger and the Warspear Chief. Following this said Ravagers get a charge in on Typhon. Due to not being in a position to use re-rolls (Morv needs all her health this turn) they do pretty badly, having two miss the needed fives, and the one that hit rolling low, leaving Typhon with about half his boxes left. 

So this is looking much worse now, having killed very little and Typhon really needed to be dead to allow Morv to be more forward and scoring. 

Gorax goes forward to throw a Swordsmen into another one, taking out two. The Whitemane charges and takes out a Swordsmen, but then unfortunately misses his next two attacks (One reroll) 

Morv then feats, bringing back the Wolf Riders and Bloodtrackers, placing them spread out in ranks to annoy the Warspears, as they cannot quite get close enough to re-engage. She ends her turn with a massive stack of fury and one health. 

So the turn looks like this: 

Def 13 to hard. Silly Typhon :(


Legion turn 3:

The slog continues! Rhyas clears up the Ravagers that charged into Typhon, allowing him to then move up and take out three of the five Wolf Riders I brought back (Who fail their command check). 

Zuriel comes forward to attempt to do some work but most models have been killed at that point, and so ends up not doing that much other than supporting Typhon.

Swordsmen (Above picture taken mid-charge!) gather round and take out the Whitemane, while the Abbot gets some points onto the Gorax.

Warspears accept the challenge and charge into the Bloodtrackers, but without prey they are not nearly as effective and only kill one.

Circle turn 4:

Wolf Rider fails to rally. Didn't like them anyway.

So here's were I have an excellent turn, and then screw it up. It starts by Morv putting Primal and Carnviore on the Pureblood. I then check my 12" to Rhyas (To check her speed 6 + Rush and charge threat range, find I am 12.5" away and feel safe) so sit next to the flag.

Pureblood goes in at Mat 10 power 18, finishes up Typhon and takes out Zuriel. Bloodtrackers take out some Ogres, Gorax Frenzies and fails to kill the Abbot and I score a point


Looks good right? Wait, what do you mean Rhyas's threat is 13?

Legion turn 4:


So it turns out that Rhyas threats 13", not 12 as she is speed seven! Crap. 

Long story short, shes charges in, misses the charge attack. Buys and boosts to hit doing a few points of damage. Last attack hits the seven and finishes her off. Sadness! 

Closing thoughts! 


I felt good about the match up despite the outcome. Command checks and a few unfortunate rolls I couldn't re-roll slowed me down quiet a bit, but when I was able to finally get stuck in I was able to take out a fair few models as my models are very good at taking out his guys!

Rhyas is speed 7, that's pretty important to know it turns out also.

The early threat range game is an interesting one and some to be experimented with against other fast armies that also AD.

I will highlight that I made several mistakes in this game, and in general was rather disorganized.

> I played two games. I both Alpha'd in with the Wolf Riders, while delaying on the Trackers. This basically means that I had a bad alpha and lost models (The Wolf Riders) for no real value. I should be willing to play the long game with this list on a slow Scenario.

> I valued bringing models back over making sure models died. In this case, Typhon. I was being greedy with the feat, and it turn it meant I didn't kill Typhon. Because of this, the models I brought back died anyway. Morv is excellent at preventing bad luck, and I need to use this. In the best case, I can transfer the reroll damage or heal it. 

> Plan for the worse, do the risky first. Basically, I did the Bloodtrackers last, and so when they failed their command check I couldn't react to it. This was the risky play, and I should have done it first (If going for that plan) 

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