Cygnar is once again making incursions into Khador territories. This time, Siege1 is brining some Heavy Metal. Who else but Vlad and his trusted Winter Guards can clean up the Cygnar trouble. It turns out to be a pretty simple exercise for the long term veterans. Khador metal is simply just heavier than Cygnar metal. Vlad is victories despite being on the receiving end of an assassination attempt under Siege1’s feat. As an extra bonus, in this game Vlad never did get to use his feat!
| Cygnar [Theme] Heavy Metal [Brisbane 1] Major Markus “Siege” Brisbane [+28] . |
Khador [Theme] Winter Guard Kommand [Vladimir 1] |
Initial Thoughts
His most famous spell is probably Foxhole, which allows him to place, basically a AOE 5″ trench (almost) anywhere within 14″ (thanks to the Squire). Siege likes to hide in such a hole. A lot of models can hide in a foxhole. This is unfortunate, as Vlad has quite a few models that like to blast stuff. He can also cast Mage Sight, which puts a 5″ AOE completely within 14″ (thanks to the Squire). Siege’s models can ignore forrest, clouds and stealth when attacking. He can also slam stuff using Force Hammer. Rift is a 4″ AOE, which also leaves rough terrain. Explosivo allows a model to gain Magical Weapons and 3″ blast. Finally, his feat allows him to remove all walls in his control and his models basically gets Armor Piercing when damaging a model in Seige’s control area (14″ due to the Squire).
The battlegroup includes the ubiquitous Squire, a Hurricane, and his pet ‘jack Triumph. The Squire does quite a few neat tricks for Siege. First and foremost, it extends his control range to 14″. It also allows him to reroll one magic attack roll per turn. Finally, it has a 5 focus battery, which Siege can user in his control phase.
Siege’s pet ‘jack Triumph has a bond that gives it boosted range attack rolls. Triumph is a surprisingly shooty ‘jack. It carries a range 16″ gun, POW 15 gun, which it can fire both in normal activation, but also in the Maintenance phase. At RAT 7 (automatically boosted), it is going to hit must stuff (DEF 17 on average); also because it has True Sight. As an extra bonus, it is a Shield Guard.
The Hurricane is the largest Arc Node around. It is a standard colossal with ARM 19 (probably 22 under the Journeyman Warcaster’s Arcane Shield), 56 boxes and two massive fists; the latter causes Cortex damage. So, Warjacks beware. It has four guns, two range 12″, POW 16, which slams small- and medium-based models; and two range 14″, POW 13 AOE 4″ guns. The Hurricane is actually not too scary. It will still go down to two Marauders, using just two focus in addition to feat and power up).
Siege brings two junior Warcaster. The ever present Journeyman Warcaster, and Journeyman Lieutenant Allister Caine. The standard Journeyman Warcaster is basically there for Arcane Shield (+3 ARM to a model). Here he is bringing a Charger as his little friend. The Charger is actually a quite nifty light warjack. It can shoot twice with its range 12″ POW 12 gun, and using Powerfull Attack it can boost all attack and damage rolls. This means hitting DEF 16 for 22 points of damage on average.
Journeyman Lieutenant Allister Caine, carries two POW 10, range 10″ magelock pistols that can either shoot 14″, push stuff D3″, or hit a model within 4″ of the original model hit. In this setup, I do however think his most important role is to bring his pet ‘jack Ace, and the spell Fire for Effect (we all know and love this one. How Cygnar has stolen it from Irusk needs to be investigated). Ace is a small shooty ‘jack. It carries a POW 12, range 14″ gun, which like Caine’s guns also can do three different things: Shadow Fire, which stops the target model from blocking LOS; Thunderbolt, which pushes D3″; and Trick Shot, which hits another model within 4″ of the original model hit.
Siege also bring a Battle Engine, namely the Storm Strider. It has a ROF 2, range 14″, POW 15 gun, which also arcs lightning to D3 nearby models. Not nice behaviour against the Winter Guards. It generates its own power tokens (fake focus). Finally, and quite important it adds +2 to friendly Faction model’s range attack roll targeting an enemy model within 10″ of it. It is probably going to be close to the Hurricane. At ARM 18 and 28 boxes, a single fully powered Marauder can take it out.
There are two units in this army, a minimum unit of Field Mechaniks, and Alexia1. The former basically does what it says on the tin. Yet the Heavy Metal theme allows the Reposition [3″], and that they repair for an addition 1 point.
The final unit is Alexia Ciannor & the Risen, who has been payed, handsomely I hope to assist Cygnar here. Alexia1 can make solos (Thrall Warriors) and is in her self actually pretty dangerous as long as there are Risen around. Unfortunately for her, she needs to restock her supply of Risen to really function, and there are mostly Winter Guards around to do that. Not having an ample supply of bodies on her own side will probably make her less efficient.
All in all, Vald is not too scared. The huge-bases should be manageable. Siege needs to get within charge range (under feat) of the Marauders to really do something. Alexia is probably going to run suboptimal. There is, however and tremendous amount of potential very damaging shooting. In particular when Siege feats.
Deployment
Siege deploys in the middle with all the solos and Alexia around him. The two huge-bases deploy on the left and all the remaining ‘jacks on the right. The Risen and Mechaniks deploy in the back.
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| End of deployment |
Round 1
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| End of turn 1 |
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| End of round 1 |
Round 2
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| End of turn 1 |
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| End of round 2 |
The rightmost Gun Carriage charges the Thrall and takes it out. It the shoots Ace and the Charger. It the repositions into the zone to score. On the left flank, the other Gun Carriage charges the objective and takes it out. It the proceeds to shoot at the Hurricane. The leftmost Marauder moves through the forrest and lines up to charge either the Storm Strider or the Hurricane. The middle one (disrupted) just moves forward. The right one moves between the flag and the house to protect the Artillery Kapitan.
That was it. This makes four scenario points for Vlad: two zones, a flag, and killing the objective. The scenario score is now 4-0 in Vlad’s favour. The picture above shows the end of Vlad’s scenario turn.
Round 3
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| End of round 3, end of game |
Siege deceides to go for the assassination. Luckily, Vlad is nicely placed. He is behind a wall, under Wind Wall, and with nine Sacrificial Pawns near by. Nevertheless, that is probably the only choice for Siege.
There is some tricks that Siege can do. He can cast Explosivo to give a model Magical Weapons, Triumph has a Magical gun, Caine has a magical gun, Ace has a magical gun (but can’t reach Vlad), So Siege begins. He feats, casts Explosivo on the Hurricane, moves forward and starts shooting Winter Guards. I think Siege either made an error here, or Vlad is not behind a Wall template. Siege’s feat can remove walls in this control (14″ with the Squire). So he either should have moved, and then feated; or he forgot. All in all, Winter Guards are dying.
Next up is Ace, which shoots the right most Marauder using Shadow Fire to hinder it in blocking LOS. The Hurricane also kills Winter Guards (Vlad is running low). The Charger moves up and shoots Vlad. Triumph follows up with the same procedure. Vlad is left with five boxes!
Siege did not kill Vlad. He did not score any points either. He did manage to contest the circular zone and the flag. Vlad manages to score two more points leaving him at 7-0. Thus, the game is won. The picture above shows Vlad’s victorious moment.
Final thoughts
Vlad is a beast behind a wall (or not) under Wind Wall, and with enough Sacrificial Pawns. There is no way to assassinate him by shooting.
Even if Vlad did not win on scenario, he would probably have won in the next turn. The picture below demonstrates the plan. Vlad would give focus to a sensible number of ‘jacks, feat, and cast S&P. The two leftmost ‘jacks can trivially remove the Hurricane, and the last one can kill Siege. This still leaves the havoc that the two Gun Carriages and the remaining Winter Guards can cause.
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| The winning plan |
For the Motherland!







