| Protectorate [Theme] Exemplar Interdiction [Vindictus 1] Vice Scrutator Vindictus [+29] |
Khador [Theme] Armored Corps [Sorscha 3] Kommandant Sorscha Kratikoff [+28] |
Initial Thoughts
Vice Scrutator Vindictus is completely new to me. His build-in abilities seems to favour Holy Zealots. However, he is not brining any this time around (I assume they have all be sacrificed). He does pack a pretty good defensive feat, where his models can’t be targeted by charges, slams, enemy spells or non-magical ranged attacks. In addition, he brings five spells to the table: Admonition, which is a good “get away” spell, allowing a 3″ move if an enemy ends within 6″; Defender’s Ward, which adds +2 to DEF and ARM of a unit (which can bring Cinerators to Shocktrooper-like ARM); Immolation, a POW 12 damage spell; Penitence, where an enemy attacker suffers 1 point of damage if it damages an opponent; and True Path, which gives +2 movement and Pathfinder in Vindictus’ control area.
The Scrutator brings three ‘jacks and an attachment. The latter is the Hierophant, who extends the range of Vindictus’ spells by 2″, allows for Harmonious Exaltation (reduce cost of spells cast by 1 focus), and can heal others a bit. The ‘jacks are two Dervish and a Templar.
The Templar, is a heavy beat-stick with Shield Guard. One important detail is that it carries a Flail which ignores our glorious Shocktroopers’ Shield Wall, and does Beat Back. It is also ARM 21 with 32 boxes. But, all in all not too scary.
The two Dervish are small nimble machines with Side Step and Parry. They can basically surf through light infantry. Luckily, I did not bring any light infantry.
In addition to the Warjacks, Vindictus brought a lot of heavy infantry. Two units of Cinerators and one unit of Bastions. Also the ubiquitous Choir. The latter is, as always there to boost the ‘jacks. They can sing their songs to either stop ‘jacks from being targeted by spells, or not being targeted by non-magical ranged attacks; neither of which abilities changes a lot here; the last ability, Hymn of Battle gives ‘jacks +2 to their damage rolls, which brings the Templar into Juggernaut land, and the Dervis up to P+S 15 – making them pseudo-dangerous for non-Shocktrooper Man-O-Wars.
The two heavy infantry units are difficult to get rid of but not too dangerous as such. What makes them difficult is the risk of loosing an attrition war against them. The Bastions are heavy infantry that hit at P+S 13 and are Weapon Masters (there are so many Weapon Masters in the Protectorate. Haven’t they got better things to do that practice?). This puts them into danger area for most Man-O-Wars, in particular on a charge (average damage of 27, easily enough to take our anything but Shocktroopers in Shield Wall and under Iron Flesh). They also have Sanguine Bond, which allows them to spread out damage. The addition of Exampler Bastion Seneschal adds to the attrition benefit as he makes Bastions in his command range remove one point of damage when they activate. Combined with the Shrine of the Lawgiver (yes, they did indeed bring a bloody church), which can return up to three grunts per turn (assuming it has souls) Bastions are difficult to get rid of.
The other two heavy Exemplar units are Cinerators. They are not as robust as the Bastions, although they can go to ARM 21 in Shield Wall. Where the Bastions are steadfast, the Cinerators are deceptively mobile. Despite their Khador standard base speed, they do have Vengeance and High Exemplar Gravus can give them Desperate Pace. In addition, they have a mini-feat giving them Reposition 5″. Assuming that Vindictus has True Path up, and Defender’s Ward on them, they can move 13″ in Shield Wall and be at DEF 13 and ARM 23. They only thing keeping them out of Man-O-War territory is that they only have five boxes each.
To spice up the army Exemplar Bastion Seneschal, Exemplar Warder, High Exemplar Gravus, and the Shrine of the Lawgiver are on the field as well. Exemplar Bastion Seneschal has already been covered, but it is worth noticing that he also gives Tactician to the Exemplars. The Warder is a tremendous robust Shield Guard (he resembles our own Kapitan Sofya Skirova). In addition to the aforementioned abilities of High Exemplar Gravus it is also worth mentioning that he can do stuff with souls (if the Shrine haven’t got them). This actually makes him a rather dangerous solo. Finally, the Shrine has quite a few abilities. Perhaps most importantly it can shoot (through clouds) with a POW 14 range 14″ ray (boostable), and perhaps even more important if the target is boxed it get to do a range 6″ spray from the dead model, also POW 14 (boostable). This can catch all sorts of models who really don’t want to be sprayed.
All in all, counting killing power I’m not too worried about this list. However, combined with Protectorate doing attrition better that Khador, there might be trouble.
Deployment
King of the Hill gives us two zones for ‘jacks at the edge of each flank, and one for troops in the middle. I’m committing the Shocktroopers and the Bombardiers to the middle zone, where the Shocktroopers can advance in their Shield Wall whilst the Bombardiers can lob grenades over their heads. Beast and a Tanker will go on the right flank. The Demolition Crew and the last tanker will go on the left flank and try to use the hut in the middle to hide from the Shrine’s shooting. The Kodiak will tag along.
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| End of deployment (after Advanced Moves) |
Round 1
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| End of Khador turn |
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| End of Protectorate turn, end of round |
Round 2
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| End of Khador turn |
The Kovnik continues his stubling through the woods and gives Desperate Pace to the Shocktroopers again. They move forward in Shield Wall, and shoots a bit at the Bastions. The Bombardiers follow suit. So far shooting haven’t done a lot. On the right the Tanker moves up sufficiently close to the obstacle and puts down covering fire.
Sorscha move to the right, casts Wind Rush on herself and Stoke the Fires on Beast. She then feats and puts down a a wall of icy clouds to stop too much charging. Finally, Beast runs up into the zone. The picture above shows how the battle er progressing after Sorscha and her army have done their part.
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| End of Protectorate turn, end of round |
On the left flank, the Cinerators go in for what they expect to be the kill. However, the preparations worked. Not a single Demolition guy goes down (everybody are left on five boxes). Some did, however catch fire. Unfortunately, the hitting back was not as efficient as I hoped for. In the centre, the Bastions start swinging and takes down one of the Shocktroopers. All in all, a round favouring Khador. The picture above shows the end of the Empress’ round.
Round 3
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| End of Khador turn |
On the left flank it is charge time. Just before Dragos shouts “CHARGE!”, the Mechaniks move in and do their repair thing. Thanks to Atanas’ Tactician there is more wiggling room for charging. Most get a charge bonus. The Demolition Corps take out all but one of the Cinerators (Shrine and Vengeance will come back to haut them) and together with the Tanker does 12 points of damage to the Objective.
On the right flank, Beast takes out the Dervish with focus to spare. The Tanker moves in between the Cinerators and Beast, just in case. It shoots a bit. The Kodiak also moves up to screen Sorscha.
In the meat grinder the Shocktroopers start hitting the Bastions. The Bastions really prove their worth. The Shocktroopers manage to kill a whooping none. Meanwhile, the Bombardiers shoots at the Cinerators (well aware that it will trigger Vengeance). They are much more successful, leaving only two alive. Finally, the Mechaniks do their thing, Atanas gives Unstoppable Fury to the Shocktroopers, and Sorscha camps focus. The picture above shows the progress of the Empress’ might. Scenario score is now 1-0 in Sorscha’s favour. This was an expensive round time wise. Khador has only 13 minutes left on the clock.
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| End of Protectorate turn, end of round |
Round 4
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| End of Khador turn |
On the left flank, Vengeance triggers, which makes Cinerators and Objective go down. Mechaniks does their thing. The Demolition Corps take out the remaining Cinerators, but can’t kill the Dervish. The Tanker follows up and takes out three quarters of the Choir. Finally, Atanas moves up, just in case.
On the right flank, Beast cleans up, and the Kodiak moves into position to start going behind the enemy lines. Sorscha moves in behind the objective and puts Stoke the Fires on the Kodiak.
In the middle, the grinding continues as the Bombardiers charges in. They manage to dismount Gravus and put even more dents into the Bastions (they are really robust). The Kovnik moves up behind them to be ready to lend a hand. This leaves the scenario score at 3-0 in Sorscha’s favour, and not a lot of time left on her clock. The picture above depicts the end of the Khador turn.
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| End of Protectorate turn, end of round |
Round 5
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| End of Khador turn, end of game |
Final thoughts
Most important lesson learned is to speed up the game. If Vindictus has managed to kill my objective, I would have lost on time instead of winning on scenario.
For the Motherland!










