The Legion abominations are again plaguing the land. This time Sorscha is called upon to deal with it. She brings her trusted Man-O-Wars in an Armored Corps list against Kallus and all his merry evil Rudolfs. This battle was almost a song of fire and ice, where Kallus provided the fire and Sorscha the ice. Ice won – winter was coming.
| Legion Army – 75 / 75 points [Theme] Children of the Dragon [Kallus 2] Kallus, Devastation of Everblight [+28] |
Khador Army – 75 / 75 points [Theme] Armored Corps [Sorscha 3] Kommandant Sorscha Kratikoff [+28] |
Initial Thoughts
Kallus, Devastation of Everblight is all about fire. His Warbeasts gain continuous fire, his sword can give Continuous fire to nearby models if he boxes one. He even has two fire spells: Blazing Path, which gives friendly faction models in his control Fire Immunity, and opponents suffer Continuous Fire is they end their activation with 2″ of one of his models and in his Control Range; and Brand of Fire, which deals Fire damage and models with 5″ of the target hit suffers Continuous Fire. All of this fire leads up to his Feat, where everybody already on fire suffers a POW 12, and his beast can charge for free with a +3″ to their movement.
He can do some other suff besides being a pyromaniac. He has Hyper-regeneration (d3 per turn) and Reposition 3″. He also has an OK sword (2″ reach P+S 15, with fiery extras); being his own Cavalry he can also do Critical Knockdown. He has our old friend Battle Lust (model/unit gets addition dice on damage roll), and Overrun (if the target model kills something, a model in the Battlegroup can make an advance).
Kallus is accompanied by three Warbeasts and an attachment: Azrael, a Nephilim Bolt Thrower, and Zuriel; and a Succubus. The latter can upkeep one of Kallus’ spells for free, and cast three of her own. She can produce a 3″ cloud, cast Hex Bolt (no Special Attacks or Actions, or Power Attacks for one round); and can Influence. She is basically just an annoyance.
The Nephilim Bolt Thrower is basically just a light Warbeast that can shoot stuff up to 16″ away (6″ move and 10″ shot) at POW 14, and push the victim 3″ (Knockdown on Critical). The most annoying bit is probably that it can see through Sorscha’s clouds.
The two real beasts are Azrael and Zuriel. The former is not surprisingly another fire lover. To begin with it, like most other Legion stuff, ignore clouds; so Sorscha’s feat it somewhat hampered. The main thread from Azreal is its ability to shoot really hard. It can throw two spears (via Reload), with a base POW 17, range 10″. Of course it causes fire, and it has a Critical Smite. Not too shabby. The same spear is used in close combat. So, Azreal can put out five POW 17 attacks per round; that is 20 points of one of our Warjacks. If Kallus has put Battle Lust on it, it will kill a Warjack.
Zuriel is a highly mobile beat-stick, with a spray to Assault with. It has two P+S 16 swords, with a twist: they have Precision Strike so it gets to choose which column to affect. This is always bad news for our ‘jacks. Luckily, Sorscha brought Mechaniks.
In addition to the Warbeast, Kallus brought three units: one unit of Ice Witches, and two units of Blighted Nyss on evil Rudolfs with their support solo Annyssa Ryvaal. The Ice Witches are there for two reasons: to manipulate dice through Puppet Master; and to lower DEF through our own friend Ice Cage. The latter doesn’t really do a lot against Armored Corps (I mean anything that lowers DEF 10 is really not going to anything spectacular), except perhaps stationary.
The Blighted Nyss Raptors is some of the annoyingly fast cavalry that can both shoot and Reposition. Always a difficult one for the slow Man-O-Wars. They can move 9″, shoot 12″, and then Reposition 5″. So there is basically no way of catching them if they are in shooting mode. They do an average of 21 points of damage with their bow (extra dice due to Poison). If they opt for charging, they can on the average do 19 points on Impact, and then 24 points of damage on the charge attack. Easily enough to take out a Man-O-War, except for the Shocktroopers. However, they are only DEF 14 and ARM 15, with 5 boxes; so, this sounds like work for the Bombardiers. A two-man CRA should be able to take one Raptor out per shot. Unfortunately, the Raptors can shoot and reposition, and stay just outside the threat range of the Bombardiers, unless they have Desperate Pace.
The Raptors are accompanied by their solo Annyssa Ryvaal. She is basically an assassin that can gallop around and shoot poisonous arrows at the poor Man-O-Wars.
Finally, Kallus bring the ubiquitous Blighted Nyss Shepherds, who are there for fury controle and healing; and Craelix, Fang of Everblight, who is another shooting annoyance. Despite being able to shoot a lot, and do some damage, I don’t think she is too dangerous for heavy armoured Man-O-Wars.
Deployment
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| End of deployment |
Sorscha deploys the Bombardiers and the Kodiak on the left flank. They both have Pathfinder and can get through the forest. They are supported by a unit of Mechaniks. On the right flank goes the Demolition Corps along with Beast, also supported by a unit of Mechaniks. In the middle is the ambolt of Shocktroopers along with the two Suppression tankers. In the back goes Sorscha, Atanas and the Kovnik. The picture above shows the deployment after Advance Moves.
Round 1
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| End of turn 1 |
On the right flank, the Demolition Corps runs into the zone and activates Band of Brotherhood. Beast also runs op towards the zone. Finally, the Mechaniks follow suit. On the left flank, the Bombardiers run into the zone. The Kodiak runs along side of them, and the Mechaniks follow up behind. In the middle, the Kovnik moves up and gives Desperate Pace to the Shocktroopers, who them move up into a Shield Wall. They split up into two walls to protect Sorscha and to bait Zuriel. Both tankers just move forward, the rightmost up to the flag. Just before Sorscha activates, Atanas move forward and puts Heroic Call on the Demolitions Corps, as they are probably going to be shot a lot. Finally, Sorscha moves up casts Stoke the Fires on both ‘jacks, Iron Flesh on the Shocktroopers, Wind Rush on herself, and feats. She gets five clouds that she puts between the forest to the left and the house, and to the right of the house. She is now nice and cozy next to the healing objective, and behind a wall of clouds and Shocktroopers.
Round 2
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| End of turn 1 |
On the left flank, the other unit of Raptors move up and and shoots at the Bombardiers. Somehow the manage to take out two. They then Reposition away again. Azrael throws two spears at the leftmost Tanker, and thanks to Eyesless Sight can ignore Sorscha’s pretty clouds. This kills the Tanker. That was it. I think it was more than enough. The picture above shows the end of Kallus’ turn.
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| End of turn 2, end of round |
OK. Perhaps this initial attack was not too bad. Yet, it is now time to get even. The Demolition Corps remove the three Raptors in front of them through Vengeance. Sorscha upkeeps Iron Flesh and moves a bit backwards to get out of Zuriel’s range. She it now on top of a hill and with Wind Rush on her.
On the right flank, the Demolition Corps continues by charging the remaining Raptors and Zuriel. They are surprisingly inefficient, and only manage to remove one Raptor and put a dent in Zuriel. The Tanker moves forward in front of the flag and takes out Craelix from a hailstorm of bullets. Beast moves a bit into the zone. The Kovnik also moves up to the flag and then gives Desperate Pace to the Shocktroopers.
On the left flank, the Bombardiers moves forward and shoots at the Raptors. They only manage to kill one. The Shocktroopers walk forward in Shield Wall and put sufficient axe to Annyssa’s face to kill her. Two remains near the objective to provide road blocking agains Zuriel. The Kodiak moves in between the first line of Shocktroopers and the house, and Vent Steam. The Mechaniks moves forward to the right to remove any landing zones for Zuriel. Finally, Atanas moves forward and puts Unstoppable Fury on the Shocktroopes, his banner bearer tags along and blocks yet another landing zone.
So far so good. One scenario point in the bag, and none to Kallus. The picture above shows the situation at the end of the second round.
Round 3
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| End of turn 1 |
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| End of turn 2, round 3 |
On the left flank, the Bombardiers and Shocktroopers cleans up a bit. They only manage to remove two out of three Raptors and dent Zuriel. Atanas moves up and puts Heroic Call on the Shocktroopers. Finally, Sorscha moves up to the objective and Wind Rush herself. Two more scenario points for her. Leaving the score at 4-0 in her favour. The picture above depicts the end of round 3.
Round 4
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| End of turn 4 |
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| End of turn 5 |
On the right flank, the Tanker bulldoze the Succubus and the Shepherd out of the zone. Beast turns around, strolls up to the Bolt Thrower and proceeds to kill it easily. Now this zone is cleared, and the flag will also score again. Now, over to Sorscha.
Sorscha Wind Rush forward and proceeds to charge Kallus. Cold versus fire is always good when you have Stationary on a stick. She hits Kallus, who is left Stationary and damaged. Sorscha has three focus left, but only one is needed as the second blow kills the abomination. That leaves Sorscha with a solid caster kill and a scenario score of 6-0. The picture above shows how winter is coming.
Final thoughts
Until next time.
For the Motherland!








