| Retribution Army – 74 / 75 points [Theme] Legions of Dawn [Goreshade 4] Lord Ghyrrshyld, the Forgiven [+28] |
Khador Army – 74 / 75 points [Theme] Winter Guard Kommand [Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28] |
Initial thoughts
Lord Ghyrrshyld, the Forgiven is very much a debuff caster. He can lower ARM by 2 through Hand of Ice, lower DEF by 2 through Light of Wrath, and cast Freezing Mist, which can make it even more difficult for the trusted Winter Guards to hit anything. -2 to attack rolls makes Winter Guards very sad. I guess this is also one of Goresade’s trademarks: the unreasonable amount of clouds he can put out, given enough souls in his feat turn.
However, this is actually not so bad for a WGK list. This list does not rely on high DEF or high ARM, rather partly on strength in number. Also, Arcane Vortes doesn’t do a lot against the WGK list, as Vlad doesn’t really have any spells to negate. Goreshade’s feat can potentially be a problem for the Triple Marauders. However, the Gun Carriages are immune, and the Winter Guards just want to shoot stuff.
The two main annoying bits are Dauntless Resolve, which offers +3 ARM and tough to a model or unit. This can make Sentinels a proper pain to deal with. Finally, Revive is always annoying – dead elves should stay dead.
Goreshade has two ‘jacks in his battle group: Imperatus and a Chimera. The latter’s two most annoying things are Apparition and being an Arc Node. This little fellow is probably there to be a mostly annoying Arc Node (mostly for Hand of Ice and Light of Wrath in particular), and for scoring zones. Imperatus, on the other hand, is a hand hitting monster.
Imperatus is almost Colossal-robust as it has what amount to 51 boxes (including Phoenix Protocol), and this is assuming more than 12 points of damage per round against it (to remove the Force Field and thus the d6 healing). It has one POW 14 gun at range 10″. But most importantly it has two P+S 17 range 2″ weapons. To add insult to injury, it has Side Step and can ignore friendly Dawnguard models for LOS and advancement (theme benefit). If he has an Arcanist Mechanik nearby to give it Concentrated Power, it can on the average one-round a Khador Warjack. This is clearly a force to be reckoned with.
Dawnguard Sentinels are really annoying. They are reach 2″ P+S 12 weapon masters (which is surprisingly hard hitting). They do Vengeance for a bit of movement and an extra attack in the maintenance phase (assuming a model has been damaged). They also have Relentless Charge from their Officer. What really makes them annoying is their really high ARM. They do a base ARM of 15, which goes to 17 if they are base to base. When they are running along Goreshade4, he can raise it with an additional 3 under Dauntless Resolve; and just to add to it, they do an Iron Zeal mini-feat, which adds another 3 to their ARM. All in all it can bring them to ARM 23!
Dawnguard Destors are Retribution’s heavy cavalry. Here they come in a standard package with the Dawnguard Destor Thane, who is basically a super charged version also giving all the cavalry Unyielding (landing them at ARM 19 in close combat). A charging Destor will do the following damage: Impact POW 12 (avg. 19); Charge P+S 14 (avg. 25); and Cannon POW 14 (avg. 21). A single Destor is not really scary for our ‘jacks nor the carriage (even under Hand of Ice, which would be 11 points of damage to a ‘jack). However, a full unit is a completely different story. Also with (sub)optimal placement of the Winter Guards a single Destor can easily take out three guards. Finally, if they can’t be bortherd to charge, they can shoot our poor Winter Guards, and reposition after.
The two House Shyeel Artificers is a bit of a thorn in the eyes on trigger happy Winter Guards. It can add two to the DEF of themselves or units, forcing the Rifle Corps to do at least two-man CRA to hit stuff. They are also really good for zone contesting, as they are kind of difficult to remove and can slam stuff.
There are also two Lys Healers. They are less annoying here than against other lists. They do however offer no knockdown in a 5″ bubble, which really makes both the Field Guns and Gun Carriage sad. They can also heal living models.
Three Arcanist Mechaniks are also to be found in the list. They are basically super mechanics, somewhere between our Mechaniks and the Choir. They can Empower, Repair, and do Concentrated Power (see the part on Imperatus).
Finally, the huge (but in this specific case invisible) Dawnguard Trident. I have heard quite a lot about it but never actually seen one (I still haven’t). This is a battle engine with a lot of rules, almost so many that it looks like cheating. It can generate Power Tokens, which can be used to increase its DEF or place friendly models within 2″ of it. Most of all, it is a shooting platform. It has three cannons, which can deliver between three and nine attacks. They are range 10″ and POW 13. I already dislike it.
Deployment
Vlad deploys, more or less in the Empress standard deployment pattern 2. That is: a Gun Carriage on each flank; A Rifle Corps and a Field gun on either side; and ‘jacks, Vlad, solos and Mortar in the middle.
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| End of Deployment |
Goreshade deploys his Destors and the Trident on my left flank (note that apparently the Trident is flying so high that only the base is visible). He put a House Shyeel Artificer on my right flank, ready to contest the rightmost zone. The rest goes more or less in the middle. The deployment is quite left skewed. So he is probably going for the leftmost zone, whilst just contesting the rightmost.
Turn 1
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| End of round 1 |
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| End of turn 1 |
The Chimera moves forward, which allows Goreshade to cast Hand of Ice on the leftmost Gun Carriage. He then moves up and hides behind his ‘jacks, and put out two clouds to “block” the rightmost Gun Carriage. The Destors move up the left flank and they shoot everything at the leftmost Gun Carriage. This is followed by the Trident, which proceeds to roll 5, 5, and 6! Everything goes into the Gun Carriage, which is killed. This came as a very unpleasant surprise. The Sentinels spread out and move forward. That was it. I strongly feel that is was more than enough. One Gun Carriage already gone. The picture above depicts the scary and annoying situation at the end of turn 1.
Turn 2
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| End of round 1 |
Vlad starts by casing Signs & Portens, and moves up behind the Objective (this is a very cozy spot to be). Winter Guards are cheap, so I move up the left flank and spread out. I’m assuming that they will be shot or charged to death shortly. They shoot a bit and take out one of the Destors. Joe shouts Courage of the Forefathers at them to make them Tough. A combination of the Rifle Corps and the Field Gun also removes the Thane; at least that removes Unyielding from the Destors. On the right flank, the Gun Carriage moves around the wall of clouds and starts shooting at the Sentinels (well aware of trigering Vengeance). It takes out two Sentinels and the Soulless Escort. The rightmost Rifle Corps spread out and moves up, knowing that some of them are going to die a glorious death. Two of the ‘jacks moves up on the right flank. One to take the hit, and one behind to get even. The last Marauder moves into the forest. The picture above shows the end of the Khador round.
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| End of turn 2 |
Turn 3
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| End of round 1 – end of game |
Final thoughts
Goreshade was the victim of a well carried out assassin run. I don’t think that there was any doubt that it could work. The Gun Carriage did not even contribute to clean a charge lane. Even if Goreshade had feated, it wouldn’t have been a problem. Speaking of charge lane: feat and boundless charge is just wonderful.
Main take away is that Tridents are dangerous, Gun Carriages are not as robust as they look, and Hand of Ice tips the scale more that expected.
Until next time.
For the Motherland!






