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		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Aurora, The Numen of Aerogenesis (Aurora1)</title>
		<link>https://greylordarchives.org/2022/01/kommandant-sorscha-kratikoff-sorscha3-2/</link>
					<comments>https://greylordarchives.org/2022/01/kommandant-sorscha-kratikoff-sorscha3-2/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Tue, 25 Jan 2022 15:28:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Quality of life]]></category>
		<category><![CDATA[Aurora1]]></category>
		<category><![CDATA[Convergence of Cyriss]]></category>
		<category><![CDATA[Jaws of the Wolf]]></category>
		<category><![CDATA[Mercenaries]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Strange Bedfellows]]></category>
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					<description><![CDATA[Sorscha is trying out her new irregulars in Jaws of the Wolf. First point of contact &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Aurora, The Numen of Aerogenesis (Aurora1)" class="hm-read-more" href="https://greylordarchives.org/2022/01/kommandant-sorscha-kratikoff-sorscha3-2/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Aurora, The Numen of Aerogenesis (Aurora1)</span>Read more</a>]]></description>
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<div class="separator" style="clear: both; text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-233938648.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-233938648.png" class="wp-image-169" /></a></div>
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<div style="text-align: justify;"><i>Sorscha is trying out her new irregulars in Jaws of the Wolf. First point of contact is a set of strange bedfellows. Aurora is leading, basically a Convergence army, just camouflaged as mercenaries, with a twist of Cryx. That is indeed strange. Sorscha&#8217;s mixture of nimble light infantry and heavy cumbersome Man-o-Wars is a really good counter to flying flimsy stuff. All is fine, until an important lesson is learned: Do not stand within 10&#8243; of Asphyxious.&nbsp;</i></p>
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<p><span id="more-168"></span></p>
<div style="text-align: justify;">It is rare to see Convergence on the table. It is even rarer to see Convergence dressed up as Mercenaries. What a strange sight indeed. I have faced some of the models before. But never Aurora and a bunch of angles. Sorscha is bringing her brand new Jaws of the Wolf list (see <a href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for a description of the list). I have so much been looking forward to this list. However, it is my first time, so many things can easily go wrong. The two lists facing each other are:&nbsp;</div>
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<td style="white-space: pre-wrap;" valign="top">Khador<br />
[Theme] Jaws of the Wolf</p>
<p>[Sorscha 3] Kommandant Sorscha Kratikoff [+28]<br />
 &#8211; Devastator [14]<br />
 &#8211; Devastator [14]<br />
 &#8211; Greylord Adjunct [3]<br />
 Man-O-War Kovnik [3]<br />
 Man-O-War Demolition Corps (max) [12]<br />
 &#8211; Sergeant Dragos Dragadovich [4]<br />
 Man-O-War (max) [15]<br />
 &#8211; Man-O-War Shocktrooper Officer [3]<br />
 Kayazy Assassins (max) [13]<br />
 &#8211; Kayazy Assassin Underboss [4]<br />
 Kayazy Eliminators [0(4)]<br />
 Kayazy Eliminators [0(4)]<br />
 Kossite Woodsmen (min) [7]<br />
 Manhunter [2]<br />
 Manhunter [2]<br />
 Yuri the Axe [4]<br />
 Bulkhead [0(5)]<br />
 Battle Mechaniks (min) [2]<br />
 &#8211; Battle Mechanik Officer [1]</td>
<td style="white-space: pre-wrap;" valign="top">Mercenaries<br />
[Theme] Strange Bedfellows</p>
<p>[Aurora 1] Aurora, the Numen of Aerogenesis [+29]<br />
 &#8211; Corollary [5]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]<br />
 &#8211; Negator [6]<br />
Algorithmic Dispersion Optifex [2]<br />
Destructotron 3000 [6]<br />
Enigma Foundry [4]<br />
Enigma Foundry [4]<br />
Hermit of Henge Hold [0(5)]<br />
Prefect Hypatia [0(5)]<br />
Widget, Mathlete Archeologist [0(4)]<br />
Stormsmith Stormcaller [1]<br />
Asphyxious the Sanctified [14]<br />
 &#8211; Stalker [8]<br />
Clockwork Angels [5]<br />
Clockwork Angels [5]<br />
Negation Angels [6]<br />
Negation Angels [6]<br />
Negation Angels [6]<br />
Stormsmith Storm Tower [4]<br />
Stormsmith Storm Tower [4] </td>
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</tbody>
</table>
<p>
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<h2>Initial Thoughts</h2>
<div style="text-align: justify;">The theme, <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Strange_Bedfellows" target="_blank">Strange Bedfellows</a> really makes for a strange mixture of model. It turns all models into Convergence and Mercenaries, which basically makes them friendly fraction. Further, all solos that are not <a href="https://warmachineuniversity.com/mw/index.php/Category:Servitor" target="_blank">Servitors</a>&nbsp;gain Swift Vengeance (advance 3&#8243; and make an attack, if a friendly warrior model was destroyed within 5&#8243;). Finally, if a model is repaired and additional point of damage is removed. These are really good benefits.&nbsp;&nbsp;</div>
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<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Aurora,_the_Numen_of_Aerogenesis" target="_blank">Aurora</a> is a speed up and hit first &#8216;caster. She has an alpha or double strike feat. A weak little brother to the one we know from our own&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Vladimir_Tzepesci,_Great_Prince_of_Umbrey" target="_blank">Vlad3</a>. The feat gives models within 16&#8243; (see Corollary below) Reposition [5&#8243;] and Parry. Combined with her build in Field Marshal ability that gives her &#8216;jacks Apparition (2&#8243;) and her spell Aerogenesis, which gives warrior models with 16&#8243; (see Corollary below) +2 movement and flight, makes for potentially strange hit and run tactics.&nbsp;</div>
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<div style="text-align: justify;">She is not really a front line &#8216;caster with DEF 16, ARM 15 and 16 boxes, which makes her squishy. However, if she happens to be nearby a &#8216;jack she has Mechanikal Seizure on her range 2&#8243; staff (making a &#8216;jack stationary).&nbsp;</div>
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<div style="text-align: justify;">In addition to the Aerogenesis spell, she brings another four spells: Admonition, which allows a model to move 3&#8243; if an enemy model ends its advancement within 6&#8243;; Arcane Might, which is a bit nasty as it allows warrior models within 16&#8243; (see Corollary below) to use Auroras focus to boost melee attacks or damage rolls; Blade Gale, which removes flight from models hit (so not really relevant here) and is a POW 13 spray; and Flashing Blade, which allows Aurora to make an attack against all models within 2&#8243; and in her LOS.</div>
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<div style="text-align: justify;">Aurora brings five &#8216;jacks: four Negators and one attachment, a&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Corollary" target="_blank">Corollary</a>. The latter is basically a focus battery. It gains focus when near the Warcaster (within 3&#8243;); it extends the &#8216;caster&#8217;s control range with 2&#8243; (when within 5&#8243; of the &#8216;caster). Finally, it can transfer focus to Warjacks within 5&#8243;.</div>
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<div style="text-align: justify;">The five <a href="https://warmachineuniversity.com/mw/index.php/Negator" target="_blank">Negators</a> are light Warjacks with just P+S 10 (two attacks). In this list, they will attack with just MAT 6 (from Aurora). They do have flank, giving them MAT 8 and P+S 10 on 3d6. Nevertheless, they are not really dangerous to Khador&#8217;s heavy armour. On a charge (with another Negator already there for flank) the average damage output is just 24 (4d6+10). That is just one point of damage on a Shocktrooper Shield Wall under Iron flesh or the Devastators. At ARM 15 and 33 boxes it is like fly swashing.</div>
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<div style="text-align: justify;">Aurora is brining an impressive nine solos: an Algorithmic Dispersion Optifex, the Destructotron 3000, two Enigma Foundries, the ubiquitous Hermit, a Perfect Hypatia, Widget, a Stormsmith Stormcaller, and finally the (black) rabbit in the hat: Asphyxious 4.</div>
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<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Algorithmic_Dispersion_Optifex" target="_blank">Algorithmic Dispersion Optifex</a> basically does two things: it extends the focus induction range by 3&#8243; and Aurora can channel through it. The latter doesn&#8217;t really do anything in this list, besides the occasional spray. The other support type solo is two <a href="https://warmachineuniversity.com/mw/index.php/Enigma_Foundry" target="_blank">Enigma Foundries</a> that are basically advanced mechanics. In addition to being able to repair constructs they can also make new grunts (assuming angles here) if there are souls on the Foundry. This is kind of annoying and means that care should be taken to kill whole units in one go; or they will return.</div>
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<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Destructotron_3000" target="_blank">Destructotron 3000</a> is a new model that I haven&#8217;t see before (one of the Riot Quest solos). Surprisingly, it is a cavalry model and stumbling drunk. It supports the Stormsmith units and solos by being super conductive giving +2 to the attack roll if the target is within 6&#8243; from it. It has two POW 12 guns that also slams small and medium based model d3&#8243;. It is probably OK, but not a big threat here.</div>
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<div style="text-align: justify;">Along the Riot Quest solo line is also <a href="https://warmachineuniversity.com/mw/index.php/Widget,_Mathlete_Archeologist" target="_blank">Widget, Mathlete Archeologist</a> who has a fun ability to define half of the table as her digging site, which give +2 to attack and damage rolls for her against model in that half. She is also &#8216;jack hunter, which gives her an additional die on damage rolls against &#8216;jacks. This actually gives her gun an effective RAT 7 and 3d6+14 (average 24) on her gun against the Empress &#8216;jacks. Luckily, they are Devastators.</div>
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<div style="text-align: justify;">Obviously, the <a href="https://warmachineuniversity.com/mw/index.php/Hermit_of_Henge_Hold" target="_blank">Hermit</a> is here. <i>I would like to point out that I have never ever put an army on the table including him; and I think I&#8217;ll keep it like that.</i>&nbsp; The Hermit can take six hits before he dies. Five for Ancient Shroud, which allows him to only suffer one point of damage, and once for Mad Visions, which allows him to disregard a damage roll against a model within 8&#8243; of him. He can also cast spells. In this matchup the only one that matters is Whispers at the Gate, which lowers the ARM of all models within 5&#8243; of him by 2.&nbsp;</div>
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<div style="text-align: justify;">To support all the angels (see below) a <a href="https://warmachineuniversity.com/mw/index.php/Prefect_Hypatia" target="_blank">Perfect Hypatia</a> is on the field. It is born with Apparition 2&#8243;, which is also gives to angles within 7&#8243;. It has a P+S 11 reach 2&#8243; weapon, which it is weapon master with. It also has a range 10&#8243; POW 12 beam, which har critical push. Again not a big problem for the heavy Khador, which is mostly steady.&nbsp;</div>
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<div style="text-align: justify;">For some reason, a Stormsmith Stormcaller has entered the list (I&#8217;m guessing it&#8217;s because it&#8217;s one point). In this list it&#8217;s only danger point is the critical disruption, which is quite annoying for our nice &#8216;jacks. In particular in combination with Aurora&#8217;s Stationary stick.</div>
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<div style="text-align: justify;">Finally, the (black) rabbit in the hat: <a href="https://warmachineuniversity.com/mw/index.php/Asphyxious_the_Sanctified_%26_Annihilation_Servitors" target="_blank">Asphyxious4</a>. He is nasty. On his own he is actually an accomplished fighter. With MAT 7, P+S 16 (actually 18, due to Dark Shroud), and five focus he can put out a lot of damage. Also, him and Aurora are BFF, so if she casts Arcane Might and nothing more, she will be left with five focus. This allows Asphyxious 6 attacks all boosted (if charging). That is 51 points of damage against standard Khador armour, or 33 points of damage against a Devastator (which is just one shy of what it has). Dangerous guy.&nbsp;</div>
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<div style="text-align: justify;">Yet, that is not all. He has three Annihilation Servitors, which can fly and kill light infantry. One can come back every round if it is missing. They also have Dark Shroud when within 9&#8243; of Asphyxious. That could potentially be annoying. But wait, there is more. He also has spells. He can cast: Caustic Mist (3&#8243; AOE cloud with corrosion), Hellfire (POW 14 spell that also removes Tough), and Vanish (placing him completely within 3&#8243;). Wait, that is still not all. He also has a &#8216;jack with him: a Stalker.&nbsp;</div>
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<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Stalker" target="_blank">Stalker</a> is a Cryx &#8216;jack (just to mess up the coherent list a bit more), which is highly mobile; yet not horrible dangerous for heavy Khador. It is speed 7 and can jump 5&#8243;, Pathfinder and extended control range (in this case 20&#8243;). So it can show up almost everywhere. It has two P+S 12 weapons with Grievous Wounds. Yet, without help, it can&#8217;t kill Sorscha.&nbsp;&nbsp;</div>
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<div style="text-align: justify;">Finally, Aurora brings a load of angels: two units of Clockwork Angles and three units of Negation Angels; and two units of Stormsmith Storm Towers for good measure.</div>
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<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Clockwork_Angels" target="_blank">Clockwork Angels</a> are fast, flying and hard to shoot units of 3. They have a P+S 10 blade (with brutal charge) and a POW 10 beam. They are not really dangerous to the heavy part of the Khador list. The <a href="https://warmachineuniversity.com/mw/index.php/Negation_Angels" target="_blank">Negation Angels</a> are somewhat similar, except they have Gang and Prowl; and they can paralyse living things with their weapons.&nbsp;</div>
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<div style="text-align: justify;">At the very end are two units of <a href="https://warmachineuniversity.com/mw/index.php/Stormsmith_Storm_Tower" target="_blank">Stormsmith Storm Towers</a>. They can shoot 14&#8243; at POW 14 with lightning arcing to d3 other models. Again, another model adept at killing light infantry. It also does Disruption, which combined with Aurora&#8217;s stationary staff could be a pain. Luckily, Devastators can still go Kaboom without focus.</div>
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<div style="text-align: justify;">In general, this list does not worry me. The Assassins, Eliminators and Kossites are going to die. But there really isn&#8217;t anything that can touch the Man-o-Wars or the Devastators. Not that they are immortals, but a lot of concentrated attacking is required to kill ARM 21-23 things. (Almost) everything is flying and fast, so it is going to be interesting to keep track of where stuff will be next round.&nbsp; I think that as long as I do not cock up, I should be good.&nbsp;</div>
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<h2>Deployment</h2>
<div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">Steamroller 2021</a> Bunkers scenario. Aurora chooses the Observatory Objective (one model can have True Sight), Sorscha goes for a Cargo Net Objective (giving Steady to one model). We roll for who&#8217;s going first and Sorscha wins. Aurora&#8217;s army is fast, so Sorscha gives Aurora the opportunity to&nbsp; pick side.&nbsp;</div>
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<div style="text-align: justify;">Sorscha deploys according to the Empress&#8217; standard deployment 11 (see <a href="https://greylordarchives.org/2022/01/jaws-of-wolf-under-kommandant-sorscha.html" target="_blank">here</a> for details and tactical discussion). The BYOF (Bring Your Own Forest) is dropped on the right flank for Yuri to hide in, whilst threatening the rightmost flag. The Manhunters deploy to take advantage of the leftmost forest and threaten the other flag. Oh, and there is an annoying house in the middle. Whatever happened to Demolition Corps being experts at demolition?</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1006892730.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="3051" data-original-width="3473" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1006892730.jpg" class="wp-image-170" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of deployment</td>
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<p></p>
<div style="text-align: justify;">Aurora deploys herself and her battlegroup to the left, probably going for the zones. Asphyxious deploys to the right. All angels are Advance Deployment and does so. The picture above depicts the end of deployment.&nbsp;</div>
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<h2>Round 1</h2>
<div style="text-align: justify;">For once, there is actually a chance of the first round becoming slightly more than just moving forward. Khador is fast and Aurora is even faster. Interesting times ahead.&nbsp;</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-503662317.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2383" data-original-width="3573" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-503662317.jpg" class="wp-image-171" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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<p></p>
<div style="text-align: justify;">Sorscha sends the Eliminators as far up each flank as possible. Yuri and the Manhunters moves into each of their own forest. The Kossites stay at the camp fire.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the middle, the Assassins run up the board, but stays out of the angels&#8217; charge range (perhaps I should have baited a few?). Some of them also get stuck in a stupid field. That is not something to put up when the city boys arrive. Sorscha manage to place herself so she can&#8217;t cast Stoke the Fire on both Devastator before they move. So the right most is a bit slower. Nevertheless, they run up the board, as there really aren&#8217;t anything dangerous in front of them.</div>
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<div style="text-align: justify;">Man-o-Wars follow suit. The Shocktroopers in Shield Wall, and the Demolition Corps just tagging along. That is about it. The picture above shoes the end of Sorscha&#8217;s first turn.&nbsp;</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1062114652.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2451" data-original-width="3820" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1062114652.jpg" class="wp-image-172" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 1</td>
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<p></p>
<div style="text-align: justify;">Aurora is a bit hesitant to meet Khador steel head on. She moves the Negators up to present a wall. Most of the other stuff clamp up and hide behind the house. Two units of Angels manage to draw first blood by killing one of the Manhunters that got too cocky. The picture above depicts the end of Round 1.</p>
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<h2>Round 2</h2>
<div style="text-align: justify;">OK. so far so good. Nothing interesting so far. Aurora is moving cautiously up the board. So it seems that Sorscha has the initiative.</div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-85548807.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2108" data-original-width="3259" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-85548807.jpg" class="wp-image-173" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of turn 1</td>
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<p></p>
<div style="text-align: justify;">As we all know, Hubris is the precursor of Nemesis. So let&#8217;s start with a bit of Hubris. Since Sorscha is not worried and she really wants to try out her new toys, she sends the Assassins far up the field. She should have waited, but&#8230; In combination with the Eliminators, they take out the Angels that killed the Manhunter. Shadow Dance is so cool. Yet, it takes some finesse and is heavy on the clock. But, the magic it can work; and this was even without the mini-feat. I love it.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Except for the over eager Assassins, not a lot more happens. Everybody else moves into postions. Perhaps the most important thing that (didn&#8217;t) happened was that Sorscha forgot to feat. She was too engaged in admiring the Assassins&#8217; dexterity. The picture above shows what Sorscha made out of the first turn in Round 2.&nbsp;</div>
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<tbody>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-17391052.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2491" data-original-width="3626" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-17391052.jpg" class="wp-image-174" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 2</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Aurora is finally moving. This is her feat turn. First of all, some of the angels are being recreated by foundries. I should make sure that whole units are killed. A whole bunch of them moves into the forest on the left flank.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the right flank, the Stalker moves and jumps to eliminate Eliminators, but can&#8217;t really hit them. A bunch of angles fly forward to mess up the right flank. They are basically everywhere. They also manage to chip the Devastator on the way. The Foundry on the right moves into contact with the flag; hoping that it might score if Aurora somehow can remove the Devastator. She can&#8217;t. Asphyxious moves in and hides behind the house.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the middle, all sorts of flying stuff happens. The Hermit flies down behind the Man-o-Wars and does his -2 ARM thing. The Algorithmic Dispersion Optifex moves forward to be used as an arc node. Aurora can then spray from it to take out the Assassins and a single Eliminator. One of the&nbsp;Stormsmith Storm Tower also shoots the Devastator and Disrupts it. Finally, the Negators attack the Devastator and gives it some damage. However, ARM 23 is hard. Finally, the two Assassins, including the Underboss is killed by the Perfect Hypatia (on in this case, the Perfect Nemesis).</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is more or less it. Scenario score is now 1-1. The picture above depicts the end of Round 2.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Round 3</h2>
<div style="text-align: justify;">On paper, Sorscha is on top of this. Aurora has thrown most of what she has at the heavy Khador armour, with no effect. The sensible choice would now be to hide Sorscha and just grind Aurora into the ground. However, being sensible has never been my strong side. So, let&#8217;s see what happens.&nbsp;</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-836655416.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2117" data-original-width="3354" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-836655416.jpg" class="wp-image-175" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Hubris is back! After much thinking and contemplating, the Kossites decide to leave the campfire and move in on the left flank; which was perhaps not the best choice.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On that flank, the Kovnik charges the Hermit and damages it 3 times (assault, axe and shield). The remaining Eliminator charges him and kills him (I must have damage him once in a former round). There is now room for the Demolition Corps to charge and kill the leftmost Negator.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Kossites discover that the Angles in the forest have Stealth (from Prowl). So they have to move to shoot them. It also turns out that Negation Angels have an effective DEF of 18 (14 +2 for Blade Shields +2 for concealment). With RAT 4 and shooting in the back, they need a 12 to hit, which is a 37% chance. I do, however think I forgot to roll 3 dice (from backstab). So they hit nothing.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Shocktroopers can now charge into the enemy part of the field. In the middle, they take out the Perfect Hypatia and move in behind the house. On the right flank they try to contact Asphyxious, which one can do. The Devastator on the right parks next to the flag. It goes Kaboom and removes an angel.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorscha now moves in and kills the Negator next to the Devastator. She then Wind Rush back into the zone. There really isn&#8217;t any reason for her to move. She should just have moved left and backwards in the zone to stay safe. But, she is not Cygnar. For reasons that are not clear she decides to feat now.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the back, Bulkhead cleans out some Angles by charging and spraying (he is so cool). Yuri cleans up the remaining ones. The Eliminators take out the last Angel and a Servitor. The Adjunct also sprays a Servitor. This area is now disinfected.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is about it. Scenario score is now 2-2. The picture above shows the result of the first turn.&nbsp;</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1161860483.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2273" data-original-width="3456" src="https://greylordarchives.org/wp-content/uploads/2022/01/kommandant-sorscha-kratikoff-sorscha3-2-1161860483.jpg" class="wp-image-176" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 3, end of game</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">As stated earlier, Hubris is always followed by Nemesis. In this case Nemesis is called Asphyxious. The only thing that matters in this turn is that Aurora casts Arcane Might.&nbsp;Asphyxious flies over the building, dodging a free strike from a Shocktrooper. He is now in front of Sorscha. He needs sevens to hit (she has DEF 14 due to Wind Rush). He has six attacks, five of them with a boostable damage roll due to Arcane Might. There really isn&#8217;t anything more to say. Except for: &#8220;do not stand within 10&#8243; of Asphyxious!&#8221;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above depicts the result of Nemesis. The scenario score ends at 3-2 in Aurora&#8217;s favour.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">On paper this is an easy game. Aurora really has nothing to deal with heavy Khador armour. To a large degree I followed the master plan; which was fine. Of course, I should have been more thorough and relaxed. But, I really wanted to try the new Assassins and Kossites.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I was too early with the Assassins. I did not think through the deployment of the Kossites. But most importantly Sorscha ended up within 10&#8243; of Asphyxious! This should never be done. In particular not when Aurora has cast Arcane Might. That is potentially 6 attacks from his on focus, five boosted with Aurora&#8217;s focus.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">It is possible to snatch defeat from the jaws of victory.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
]]></content:encoded>
					
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		<title>Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Kaelyssa, Night&#8217;s Whisper (Kaelyssa1)</title>
		<link>https://greylordarchives.org/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs/</link>
					<comments>https://greylordarchives.org/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Sun, 09 Jan 2022 20:00:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Quality of life]]></category>
		<category><![CDATA[Defenders of Ios]]></category>
		<category><![CDATA[Kaelyssa1]]></category>
		<category><![CDATA[Retribution of Scyrah]]></category>
		<category><![CDATA[Vlad1]]></category>
		<category><![CDATA[Winter Guard Kommand]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/vladimir-tzepesci-dark-prince-vlad1-vs/</guid>

					<description><![CDATA[The pointy eared xenophobes are on the move again. Since the Infernals have been kicked out &#8230; <a title="Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Kaelyssa, Night&#8217;s Whisper (Kaelyssa1)" class="hm-read-more" href="https://greylordarchives.org/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs/"><span class="screen-reader-text">Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Kaelyssa, Night&#8217;s Whisper (Kaelyssa1)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-32351574.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-32351574.png" class="wp-image-195" /></a>
</div>
</div>
<div style="text-align: justify;"><i>The pointy eared xenophobes are on the move again. Since the Infernals have been kicked out of Khador, the Retribution are attempting to get rid of the few remaining humans with magic. Luckily, Vlad1 is back with his relentless Winter Guards. They have been affected by the quality of life update and are now ready to once again defend the Motherland&#8217;s borders. The battle is fierce, However, Vlad is a bit rusty and has to face defeat against Kaelyssa and her Defenders of Ios.&nbsp;</i></p>
</div>
<p><span id="more-194"></span></p>
<div style="text-align: justify;">It has been a very long time since I have played the double Gun Carriage Winter Guard Kommand list under Vlad 1. I actually thought that I had retired it (see <a href="https://greylordarchives.org/2020/04/last-stand-of-vlad-and-his-valiant.html" target="_blank">here</a> for Vlad&#8217;s last stand). However, with the recent <a href="https://home.privateerpress.com/2021/10/21/warmachine-hordes-quality-of-life-dynamic-update/">quality of life</a> update, Vlad is back. The list has been brushed up and update (see <a href="https://greylordarchives.org/2022/01/winter-guard-kommand-under-vlad1-post.html" target="_blank">here</a> for a summary).&nbsp; So who better to try the new version of the list on that the first opponent I encounter. Kaelyssa and the pointy ears. The two lists are as follows:&nbsp;</p>
</div>
<div style="text-align: justify;">
<table border="0">
<tbody>
<tr>
<td style="white-space: pre-wrap;" valign="top">Khador<br />
[Theme] Winter Guard Kommand</p>
<p>[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]<br />
 &#8211; Marauder [11]<br />
 &#8211; Marauder [11]<br />
 &#8211; Marauder [11]<br />
 &#8211; War Dog [2]<br />
Kovnik Jozef Grigorovich [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Winter Guard Artillery Kapitan [0(3)]<br />
Battle Mechaniks (min) [2]<br />
Winter Guard Field Gun Crew [0(3)]<br />
Winter Guard Field Gun Crew [3]<br />
Winter Guard Mortar Crew [3]<br />
Winter Guard Rifle Corps (min) [7]<br />
 &#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [7]<br />
 &#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]
</td>
<td style="white-space: pre-wrap;" valign="top">Retribution<br />
[Theme] Defenders of Ios</p>
<p>[Kaelyssa 1] Kaelyssa, the Night&#8217;s Whisper [+29]<br />
 &#8211; Aeternae [16]<br />
 &#8211; Aeternae [16]<br />
Aelyth Vyr, Blade of Nyssor [0(5)]<br />
Arcanist Mechanik [2]<br />
Arcanist Mechanik [2]<br />
Eiryss, Mage Hunter of Ios [6]<br />
Ghost Sniper [0(3)]<br />
Ghost Sniper [0(3)]<br />
Lanyssa Ryssyl, Nyss Sorceress [3]<br />
Lys Healer [2]<br />
Priest of Nyssor [0(4)]<br />
House Vyre Electromancers [5]<br />
House Vyre Electromancers [5]<br />
Ryssovass Defenders (max) [15]<br />
Ryssovass Defenders (max) [15]<br />
Arcantrik Force Generator [17]
</td>
</tr>
</tbody>
</table>
<p>
</div>
<h2>Initial Thoughts</h2>
<div style="text-align: justify;">I&#8217;m assuming that the update also has been good to Retribution. However, there is no way I can be bothered to know all the details; and it doesn&#8217;t really matter. What matters is what they can do now. It is Kaelyssa who is facing Vlad and she is doing it in <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Defenders_of_Ios" target="_blank">Defenders of Ion</a>.</p>
</div>
<div style="text-align: justify;">The theme gives House Vyre Electomancers and solos Reposition [3&#8243;] (also Stormfall Archers, which is not relevant her), and Kaelyssa can place a wall template anywhere within 20&#8243; of her rear table end. I guess that is ok. Even though reposition on shooting models always is a pain.</p>
</div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Kaelyssa,_The_Night%27s_Whisper" target="_blank">Kaelyssa</a> is a support caster who can shoot and packs a dangerous assassin potential. For this matchup, in particular she has a quite annoying feat. It gives Stealth to all friendly Faction models within 14&#8243; of her. Also, models within 14&#8243; of her can&#8217;t be charged or slam power attacked (luckily, a Marauder can still slam stuff around). She is a Focus 7 &#8216;caster but have ways of getting more (see below).</p>
</div>
<div style="text-align: justify;">She likes to shoot a lot with her nice magical ROF 3 gun. She has True Sight, can steal a focus when hitting and get a power token if she destroys a model. As a bonus she can choose +4 range, dispel or make warjacks stationary. To add insult to injury, she can also cast Phantom Hunter to ignore cover, concealment and stealth (again). All in all, getting within 14&#8243; or even worse 10&#8243; of her results in all sorts of annoying difficulties.</p>
</div>
<div style="text-align: justify;">In addition to phantom hunter, she brings four other spells to the table: Backlash, which she can cast on a Warjack. When the &#8216;jack is damaged, Vlad suffers one point of damage; Banishing Ward for removing upkeeps from her own models (this does noting in this matchup); Blur, which adds 3 to DEF of a unit or model. This is handy against Vlad&#8217;s shooters; and Refuge, which allows a friendly model to make a full advance at the end of its activation, if it has hit something.</p>
</div>
<div style="text-align: justify;">All in all, Kaelyssa has a pretty good assassin potential against Vlad. His Wind Wall does nothing against her, Backlash it actually more efficient when &#8216;jacks have a high armour, and she can shoot a lot. So Vlad has to be on his toes.</p>
</div>
<div style="text-align: justify;">Kaelyssa brings two identical &#8216;jacks. They are new and I have never seen them before. The <a href="https://warmachineuniversity.com/mw/index.php/Aeternae" target="_blank">Aeternaes</a> are heavies with DEF 12, ARM 19 and 30 boxes. Being Vyre &#8216;jacks, they don&#8217;t have forcefields. They do, however have a pretty hefty gun. Range 14&#8243;, magical POW 8 — but Armor Piercing. That kind of shooting combined with Kaelyssa&#8217;s Refuge could be really annoying. They also pack two swords: a P+S 17, reach 2&#8243;; and a P+S 15, also reach 2&#8243; with beat back. Two Aeternaes will, on the average trivially remove a Marauder. One can also do it, if it has been doing some shooting first.</p>
</div>
<div style="text-align: justify;">The &#8216;jacks are obviously escorted by two <a href="https://warmachineuniversity.com/mw/index.php/Arcanist_Mechanik" target="_blank">Arcanist Mechaniks</a> — the best mechanics in the game. They do the three things we all wish all mechanics did: Repair [d6], Empower (remove disruption and give one focus), and Concentrate Power that add two to the melee power of a &#8216;jack. This brings the Aeternaes to P+S 19 and 17, and into Khador &#8216;jack killing territory. Arcanist Mechaniks should be on the receiving end of some shooting as fast as possible.</p>
</div>
<div style="text-align: justify;">Another big thing on the battle field is the Battle Engine (or as they are known in Vlad&#8217;s army: Marauder Munch — or M&amp;Ms, if you prefer),&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Arcantrik_Force_Generator" target="_blank">Arcantrik Force Generator</a>. First of all, it can&#8217;t be charged due to Polarity Field, which is worth remembering when doing M&amp;M. Secondly, it is difficult to shoot of the table due to Carapace, which brings it to ARM 22 against shooting. Finally, if an Aeternae is within 2&#8243; it gets +2 range and +2 on attack roll; bringing an Aeternae to RAT 8 at range 16&#8243;. This is of course not all, the M&amp;M can also shoot on its own. It has a ROF 2, range 14&#8243;, POW 14 cannon that can either be an AOE 4, leaving rough terrain like our Gun Carriages; or automatically boost the damage roll; or finally, slam small and medium bases d3&#8243;.</p>
</div>
<div style="text-align: justify;">On the unit side, there are two different types: two units of <a href="https://warmachineuniversity.com/mw/index.php/Ryssovass_Defenders" target="_blank">Ryssovass Defenders</a> and two units of <a href="https://warmachineuniversity.com/mw/index.php/House_Vyre_Electromancers" target="_blank">House Vyre Electromancers</a>. The former are basically reach 2&#8243; P+S 10 weapon masters. It is in itself not terrible impressive. However, they do have Precision Strike, allowing them to dictated which column to damage on a &#8216;jack. They also do Defensive Line giving them DEF 14 in melee and making them immune to knockdown. They are also girded, which makes them selves and anybody B2B immune to blast. Finally, thanks to Alyth Vyr (see below) they get Dying Breath, which allows them one attack as they are destroyed.</p>
</div>
<div style="text-align: justify;">The two last abilities makes them fantastic jammers agains Vlad. There is no blasting them with the Mortar, the Rocketeers or the Gun Carriages. Also, they can&#8217;t be knocked down by the Field Guns, Marauders or Gun Carriages. They are kind of annoying.</p>
</div>
<div style="text-align: justify;">The Electromancers are really annoying. They can shoot 10&#8243; (threatening 16&#8243;) and thanks to Reposition [3&#8243;] from the Theme, they can also get out of trouble again. They damage both infantry, thanks to Lightning Generator (basically Electroleap to d3 models) and &#8216;jacks thanks to Energy Leak that lowers the focus limit by 1 — cumulative. All of this is just shooting. They can hit with a melee weapon as well giving one point of cortex damage.</p>
</div>
<div style="text-align: justify;">The remaining seven models are solo galore. Eyriss1 is there, Lanyssa as well, not to mention two Ghost Snipers, a Lys Healer, a Priest of Nyssor, and finally Alyth Vyr.</p>
</div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Eiryss,_Mage_Hunter_of_Ios" target="_blank">Eyriss1</a> is an oldie but goodie. She can threaten 19&#8243; with her super crossbow that either gives Disruption and the loss of all focus, Deadly Shot giving 3 points of damage and remove tough, or Phantom Seeker (see Kaelyssa). She will typically move forward, disrupt a Warjack and then Reposition [3&#8243;] (thanks to the Theme) out of harms way and hide in her stealth. She really needs to go.</p>
</div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Lanyssa_Ryssyl,_Nyss_Sorceress" target="_blank">Lanyssa</a>, is typically there to throw Hunter&#8217;s Mark on something. This will allow Kaelyssa&#8217;s models to move an additional 2&#8243; when charging something hit by it. I think she might be using Winter Storm as well here, which removes Pathfinder within 9&#8243; of her. She has Prowl and also Reposition [3&#8243;].</p>
</div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Aelyth_Vyr,_Blade_of_Nyssor" target="_blank">Alyth Vyr</a> is new to me. He is a Ryssovass solo, which is probably why he gives the Defenders Dying Breath and are Veteran Leader for them (+1 to attack rolls within 9&#8243; of him) — the latter also to Lanyssa and the Priest, as they are also Nyss. I think these two things are his primary roles. Beside these things he is just a slightly better Defender.</p>
</div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Ghost_Sniper" target="_blank">Ghost Snipers</a> are what it says on the package. They can shoot 14&#8243; has Marksman (choose column), Deadly Shot (3 points of damage), and Swift Hunter (Reposition 2&#8243; when destroying a model, which is actually 3&#8243; due to the theme).</p>
</div>
<div style="text-align: justify;">The <a href="https://warmachineuniversity.com/mw/index.php/Lys_Healer" target="_blank">Lys Healer</a> is there to heal stuff (d3+1) and hinder knockdown within 5&#8243;.</p>
</div>
<div style="text-align: justify;">Finally, the <a href="https://warmachineuniversity.com/mw/index.php/Priest_of_Nyssor" target="_blank">Priest of Nyssor</a> is probably there to hand out Blessing of the Winter Father, which gives all Nyss +1 to attack rolls within 9&#8243;. He can also remove Pathfinder like Lanyssa and obviously has Stealth (due to Prowl and Snow-Weathered).</p>
</div>
<div style="text-align: justify;">This is going to be interesting. On paper, it should be no trouble killing most of this. However, hitting it is difficult due to Stealth and highish DEF. Also, Kaelyssa has also sorts of ways to make the Marauders into somewhat ineffective lumps of metal through Disruption and taking our specific columns at range. Luckily, she hasn&#8217;t got any fancy way of dealing with the Gun Carriages, except good old fashion shooting and hacking. I think this calls for aggressive Gun Carriage playing and getting the Marauders into a position to assassinate Kaelyssa under Vlad&#8217;s feat.</p>
</div>
<h2>Deployment</h2>
<div style="text-align: justify;">We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">2021 Steamroller</a> Scenario Bunkers. We roll off and Kaelyssa wins. She wants to go first. Vlad picks a side of the board thinking he would like to hide behind the forest on the left flank and the house on the right flank (see picture below). In hindsight, this was probably a bad choice (more on this later). We both go for the Pathfinder objective, which we later discover seem to have disappeared as an option. Never mind, we both made the same error.</p>
</div>
<div style="text-align: justify;">It is worth mentioning that Kaelyssa had trouble finding the right models. So, basically not many of the Retribution models are what they appear. Here is a list:</p>
</div>
<div style="text-align: justify;">
<table align="center" border="1" style="width: 570px;">
<thead>
<tr>
<td><b>Army model</b></td>
<td><b>Phycial model</b></td>
</tr>
</thead>
<tbody>
<tr>
<td>Kaelyssa1</td>
<td>Kaelyssa1</td>
</tr>
<tr>
<td>Aeternae</td>
<td><i>Some other Retribution &#8216;jacks</i></td>
</tr>
<tr>
<td>Alyth</td>
<td><i>First Mate Hawk</i></td>
</tr>
<tr>
<td>Archanist Mechanik</td>
<td><i>Tactical Archanist Corps</i></td>
</tr>
<tr>
<td>Eiryss1</td>
<td>Eyriss1</td>
</tr>
<tr>
<td>Ghost Sniper</td>
<td>Ghost Sniper</td>
</tr>
<tr>
<td>Lanyssa</td>
<td><i>Lady Aiyana</i></td>
</tr>
<tr>
<td>Lys Healer</td>
<td>Lys Healer</td>
</tr>
<tr>
<td>Priest</td>
<td><i>Protectorate choir boy</i></td>
</tr>
<tr>
<td>Electromancers</td>
<td>Electromancers</td>
</tr>
<tr>
<td>Defenders</td>
<td><i>Dawnguard Sentinels</i></td>
</tr>
<tr>
<td>Arcantick Force Generator</td>
<td><i>Dawnguard Trident</i></td>
</tr>
</tbody>
</table>
<p>
</div>
<div style="text-align: justify;">Anyway, Kaelyssa deploys in the middle along with Eiryss1, Alyth, Lanyssa and the Priest. All base to base with Alyth to avoid blast damage. A unit of Defenders go on each flank with a Ghost Sniper. The left flank also has the Lys Healer and the M&amp;M. Electormancers deploy behind both Defender units.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-54927799.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2580" data-original-width="3037" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-54927799.jpg" class="wp-image-196" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of Deployment</td>
</tr>
</tbody>
</table>
<p></div>
<div style="text-align: justify;">Vlad deploys more or less in the standard setup. A Gun Carriage, a Field Gun, a Kapitan and a unit of Rifle Corps on each flank. Everything else in the middle. The picture above depicts the end of the Deployment&nbsp;</p>
</div>
<h2>Round 1</h2>
<div style="text-align: justify;">Round 1. The exiting round of moving forward. Having possibilities of drifting AOEs, something might actually happen.&nbsp;</p>
</div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-1559929334.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2779" data-original-width="3399" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-1559929334.jpg" class="wp-image-197" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></div>
<div style="text-align: justify;">Kaelyssa basically just moves everything forward. She is cautious as she fears Khador shooting. She casts Blur on the Defenders to the right, bringing them to ridiculous DEF. She also casts Refuge on one of the &#8216;jacks. I think that pretty much sums up the turn. The picture above shows the end of the first turn.&nbsp;</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-2076668298.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2322" data-original-width="3329" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-2076668298.jpg" class="wp-image-198" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Vlad is a bit worried about being shot to death. So his primary goal is to bring a much cannon fodder —I mean Winter Guards— into range of Sacrificial Pawn. Also, both armies&#8217; guns have approximately the same range. The Mortar has the longest. However, one of the enemy &#8216;jacks can get to range 16&#8243;. So, it is basically just a matter of getting forward and into range.</p>
</div>
<div style="text-align: justify;">The two Gun Carriages move forward and shoots at something out of range. This is fine, as it is only to put down rough terrain. The elves haven&#8217;t got any Pathfinder to speak of. So this will slow them down. Everybody else moves forward. Vlad cast Might of Kings on himself since Wind Wall won&#8217;t help. Joe says tough to the Field Gun on the left as it can be shot by the Force Generator.</p>
</div>
<div style="text-align: justify;">That is basically it. The picture above depicts the end of round 1.</p>
</div>
<h2>Round 2</h2>
<div style="text-align: justify;">The second round is where something is going to hit somebody&#8217;s fan. One thing is for sure, guns will roar (or crackle in the case of Retribution).&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-6478964.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2491" data-original-width="3414" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-6478964.jpg" class="wp-image-199" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Kaelyssa upkeeps her spells. On the left flank, the Defenders and Electromancers spread out, and stay back fearing the Motherland&#8217;s guns. The Force Generator shoots at the Field Gun as predicted. Unfortunately, the three guys fail all tough rolls and are removed</p>
</div>
<div style="text-align: justify;">On the right flank, one of the Aeternaes in cooperation with a Mechanik take out the other Field Gun. Some combination of Eiryss and Kaelyssa manage to disrupt the rightmost Marauder. The Defenders play the game of how many models can we fit into rouble — all of them.</p>
</div>
<div style="text-align: justify;">All in all, no so bad. Even though loosing both Field Guns so early is bad. The picture above depicts the end of Kaelyssa&#8217;s turn.</p>
</div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-696569429.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2242" data-original-width="3163" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-696569429.jpg" class="wp-image-200" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 2</td>
</tr>
</tbody>
</table>
<p></div>
<div style="text-align: justify;">So, we can either go for slow grinding or rely on Khador fast &#8216;jacks. The rightmost Marauder has been disrupted, which is really annoying. If it hadn&#8217;t, Kaelyssa would be dead by now. There is less than 14&#8243; between that Marauder and her. Nevertheless, there is a chance of Combo Smithing her into the objective, which has a reasonable chance of killing her.</p>
</div>
<div style="text-align: justify;">Vlad allocates to the left most Marauder. He the moves the middle Marauder in front of the house on the right flank to make room for him and to be ready for a potential second wave. The Marauder doing the assassin run would benefit from being under Signs &amp; Portents. Vlad moves in front of the Objective, casts Boundless Charge on the disrupted Marauder, Sings and Portents and feat. He is now naked.</p>
</div>
<div style="text-align: justify;">The disrupted Marauder can now charge for free and move 13&#8243;. It does and arrives next to Kaelyssa. She has DEF 16. The Maruader has MAT 7 under Signs &amp; Portents. It should have a 64.4 % chance of hitting. She has ARM 14 and camping five I think. So she is basically ARM 19 and 16 boxes. A Marauder doing Combo Smite and slamming her into an objective should do 5d6+20 points (drop the lowest) of damage against her, for an average of 36 points of damage. One more than what she has all in all. The odd are in Vlad&#8217;s favour (actually not, it just appears so).</p>
</div>
<div style="text-align: justify;">The Marauder swings its two pistons to hit, having a 64.4 % chance of hitting. The dice are: 1, 2, 4. So 6. Hitting DEF 13. If I only could have boosted. What I wouldn&#8217;t give for a <a href="https://warmachineuniversity.com/mw/index.php/Greylord_Forge_Seer" target="_blank">Greylord Forge Seer</a>. This Marauder will be reassigned to mining duties at the first possible opportunity.</p>
</div>
<div style="text-align: justify;">OK, change of plans. The only way is forward. The Gun Carriage on the right moves forward and shoots at one of the Defenders. It is clear that the odds of hitting is very low. But, the main purpose is to slow them down with rough terrain. The Winter Guard on the Gun Carriage almost takes out the Ghost Sniper.</p>
</div>
<div style="text-align: justify;">The Gun Carriage on the left does more or less the same. It moves up and tries to drift an AOE onto the Priest and almost kills him. The other AOE drifts way off. The Rifle Corps shoot at the Defenders and kill a few. Finally, the remaining Marauder tramples through to woods and into a very surprised Aeternae. It puts some damage onto it. But not enough to make it impossible to repair in the following round.</p>
</div>
<div style="text-align: justify;">That is more or less it. A failed assassin run. To be fair, it only had a 35% chance of killing her. But the stories that could have be told around the camp fire if the Marauder had succeeded. Vlad is probably going to loose the two Marauders in the front and perhaps a Gun Carriage in the next round. But all in all, Vlad is still in the game. The scenario score is 1-0 in Vlad&#8217;s favour.</p>
</div>
<h2>Round 3</h2>
<div style="text-align: justify;">Kaelyssa is spooked, but more importantly angry. So, she&#8217;ll probably take it out on the citizens of Khador who are just innocent bystanders.&nbsp;</div>
<div style="text-align: justify;">
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-900706770.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2182" data-original-width="2898" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-900706770.jpg" class="wp-image-201" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">Kaelyssa upkeeps her two spells and allocates a few to the two &#8216;jacks. On the left flank the Force Generator shots at the Gun Carriage and does some damage. Getting rid of the Gun Carriage requires the Defenders to engage. Luckily they are hindered by a lake and a lack of Pathfinder. Nevertheless, enough Defenders manage to get to the Gun Carriage and they take it out. The last Defender takes out the last box in his last attack. So, it was a close run.</p>
</div>
<div style="text-align: justify;">On the right flank, the second unit of Defenders tries to do the same. Rough terrain is our friend. Not enough make it to the Gun Carriage and it survives. The last Marauder takes a few hit. But nothing serious. The Electromancer on both flanks kills quite a few Winter Guards and the Mortar Crew. The rightmost &#8216;jack moves up and kills the assassin Marauder. Finally, the last &#8216;jack takes a bit out the leftmost Marauder. But still nothing serious.</p>
</div>
<div style="text-align: justify;">All the shooting ladies make sure that the front Marauder is disrupted. Kaelyssa moves backwards and hides in a cloud. Finally, the Lys Healer on the extreme left flank runs to the flag to score. The picture above shows the end of Kaelyssa&#8217;s revenge. Also know as turn 1, round 3. Scenario score is now 2-2.</p>
</div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-1226585846.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2401" data-original-width="3209" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-1226585846.jpg" class="wp-image-202" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of round 3</td>
</tr>
</tbody>
</table>
<p></div>
<div style="text-align: justify;">There is still hope. The front Marauder is disrupted but might be able to sneak around the opposing &#8216;jack and slam it over Kaelyssa. This requires that the rightmost Marauder can take out the rightmost &#8216;jack. Hey ho, here we go.</p>
</div>
<div style="text-align: justify;">Vlad fills up the rightmost Marauder, moves a bit to the right to get away from the Defenders on the letf flank. He then casts Signs &amp; Portents.</p>
</div>
<div style="text-align: justify;">The Gun Carriage would like to soften up the Aeternae and impacts all the Defenders surrounding it before wanting to shoot the &#8216;jack. It takes out most of them. Unfortunately, Dying Breath results in the Defendes killing it whilst dying. Annoying and unnecessary, if you ask me.</p>
</div>
<div style="text-align: justify;">The rightmost Marauder tramples over the Defenders in front of it and starts hammering the Aeternae in front of it. It rolls almost as bad as the assassin Marauder. So, not a lot of fun here. The last Marauder still goes for a slide to the left to slam the Aeternae. Yet, a pattern is emerging. MAT 7 under Signs &amp; Portents can apparently not hit DEF 12. The Mechaniks moves in behind the two Marauders; just in case.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left flank, Joe starts by telling the story of what can be done For the Motherland to the Rifle Corps. It is very important that they can kill the Lys Healer hugging the flag. They start shooting and easily kills the Lys Healer, a Defender and one of the Electromancers.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is it. Not impressive and I think Vlad is in trouble. The picture above depicts the end of round 3. Scenario score is now 3-3.</div>
<div style="text-align: justify;"></div>
<h2>Round 4</h2>
<div style="text-align: justify;">This is probably where it ends. Kaelyssa is clearly in the lead. She has so much more of her army left than Vlad. Let&#8217;s see where it ends.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-586066591.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="2062" data-original-width="2921" src="https://greylordarchives.org/wp-content/uploads/2022/01/vladimir-tzepesci-dark-prince-vlad1-vs-586066591.jpg" class="wp-image-203" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1, round 4. End of game</td>
</tr>
</tbody>
</table>
<p></p>
<div style="text-align: justify;">On the left flank, the Force Generator shoots at the remaining Winter Guards and kills at least one. The Defenders charge and take out the remaining. One also runs to contest Vlad&#8217;s zone. The Priest runs to the flag to score.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the right flank, the remaining Defenders charge a Marauder and some Mechaniks. Together with the two Aeternaes both Marauders are killed. The Electromancers move forward and kill more Mechaniks and some Winter Guards. The Ghost Sniper runs to the flag to score.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That is basically it. Vlad is done for. He is left with very few models and can&#8217;t reach Kaelyssa. So, he concedes. The battle ends with a scenario score of 6-3 in Kaelyssa&#8217;s favour. The picture above shows the end of the battle.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">It was actually a good battle. Vlad and his Winter Guards still have game. I think I did a tactical error when I chose the side. I should not have feared the Retribution shooting. The house did really hinder the Gun Carriage on the right flank.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Perhaps I should have resisted the assassin run in round 2. Then again, It would have been so cool. A 35% chance for a kill is probably too low to be pursued. Nevertheless, there was quite a few bad rolls from the Marauders. But, one should plan for bad dice rolls.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, I&#8217;m not sure what the Mechaniks are doing. Perhaps I should exchange them for something else. That would require a more through exchange as they are only two points. So, I&#8217;ll need to think about it.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">At the end of day, it was fun. I&#8217;m pretty sure that Vlad is back.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
]]></content:encoded>
					
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		<title>Kommandant Sorscha Kratikoff (Sorscha3) vs. Xerxis, Fury of Halaak (Xerxis2)</title>
		<link>https://greylordarchives.org/2021/11/kommandant-sorscha-kratikoff-sorscha3-3/</link>
					<comments>https://greylordarchives.org/2021/11/kommandant-sorscha-kratikoff-sorscha3-3/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Sun, 28 Nov 2021 12:21:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Quality of life]]></category>
		<category><![CDATA[Armored Corps]]></category>
		<category><![CDATA[Masters of War]]></category>
		<category><![CDATA[Skorne]]></category>
		<category><![CDATA[Sorscha3]]></category>
		<category><![CDATA[Xerxis2]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/kommandant-sorscha-kratikoff-sorscha3-3/</guid>

					<description><![CDATA[It is not only Khardor who have gotten a quality of life update. It is clear &#8230; <a title="Kommandant Sorscha Kratikoff (Sorscha3) vs. Xerxis, Fury of Halaak (Xerxis2)" class="hm-read-more" href="https://greylordarchives.org/2021/11/kommandant-sorscha-kratikoff-sorscha3-3/"><span class="screen-reader-text">Kommandant Sorscha Kratikoff (Sorscha3) vs. Xerxis, Fury of Halaak (Xerxis2)</span>Read more</a>]]></description>
										<content:encoded><![CDATA[<div style="text-align: justify;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1537805320.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img decoding="async" border="0" data-original-height="130" data-original-width="130" height="75" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1537805320.png" class="wp-image-209" /></a></div>
<p><i>It is not only Khardor who have gotten a quality of life update. It is clear that Skorne has as well. Xerxis, Fury of Halaak has mounted his favourite Rhino, gathered some elephants and a litter of kittens. For unknown reasons he has decided to bring the whole menageri across the desert and into Khador territory. Sorcha is dispatched along with her Man-o-Wars to send Xerxis back. It turns out that Khador steel is steadfast against claws and bites from Xerxis&#8217; pet shop.&nbsp;</i></div>
<div style="text-align: justify;"><i><br /></i></div>
<p><span id="more-208"></span></p>
<div style="text-align: justify;">It has been ages since I have seen Skorne across the table; also before the pestilence. I have never seen the guy on a Rhino before, so this will be fun. I am so regretting not bringing Marauders. Yet, with the appearance of <a href="https://warmachineuniversity.com/mw/index.php/Death_Archon" target="_blank">Death Archons</a> in the Empress&#8217; service, it is time to review Sorscha3 and her trusted Man-o-Wars (some thoughts on an earlier version of Armored Korps under Sorcha3 can be found <a href="https://greylordarchives.org/2019/08/armored-corps-under-kommandant-sorscha.html">here</a>). Sorscha has a new Armored Korps list that I haven&#8217;t played before. The Skorne list is from memory and I&#8217;m not completely sure that it is correct. Nevertheless, here they are:</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="left" border="0" cellpadding="5" cellspacing="0" style="width: 570px;">
<tbody>
<tr>
<td valign="top">Skorne [Theme] Masters of War<br />
        Xerxis, Fury of Halaak [+28]<br />
        &#8211; Bronzeback Titan [16]<br />
        &#8211; Tiberion [16]<br />
        &#8211; Aptimus Marketh [0(4)]<br />
        Makeda of House Balaash [4]<br />
        &#8211; Basilisk Krea [7]<br />
        Tyrant Rhadeim [8]<br />
        Cataphract Arcuarii (max) [13]<br />
        Paingiver Beast Handlers (max) [7]<br />
        Praetorian Ferox (max) [17]<br />
        Praetorian Ferox (max) [17]<br />
        Tyrant Commander &amp; Standard Bearer [0(5)]<br />
        Tyrant Commander &amp; Standard Bearer [0(5)]</td>
<td valign="top">Khador [Theme] Armored Korps<br />
        Kommandant Sorscha Kratikoff [+28]<br />
        &#8211; Devastator [14]<br />
        &#8211; Devastator [14]<br />
        &#8211; Greylord Adjunct [3]<br />
        Bulkhead [0(5)]<br />
        Death Archon [9]<br />
        Greylord Forge Seer [4]<br />
        Greylord Forge Seer [4]<br />
        Man-O-War Kovnik [3]<br />
        Man-O-War Kovnik [3]<br />
        Man-O-War Strike Tanker [5]<br />
        Man-O-War Suppression Tanker [0(6)]<br />
        Man-O-War Suppression Tanker [0(6)]<br />
        Battle Mechaniks (max) [4]<br />
        &#8211; Battle Mechanik Officer [1]<br />
        Kommandant Atanas Arconovich &amp; Standard [5]<br />
        Man-O-War Demolition Corps (max) [12]<br />
        &#8211; Sergeant Dragos Dragadovich [4]<br />
        Man-O-War Shocktroopers (max) [15]<br />
        &#8211; Man-O-War Shocktrooper Officer [3]</td>
</tr>
</tbody>
</table>
</div>
<div style="text-align: justify;">
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2></h2>
<h2>Initial Thoughts</h2>
<p>I have never faced&nbsp;<span style="text-align: left;"><a href="https://warmachineuniversity.com/mw/index.php/Xerxis,_Fury_of_Halaak" target="_blank">Xerxis, Fury of Halaak</a></span>&nbsp;before. He looks rather imposing on top of his pet Rhino. He is leading the Skorne troops in the <a href="https://warmachineuniversity.com/mw/index.php/Theme_-_Masters_of_War" target="_blank">Masters of War</a> theme, which gives warrior models take down. So no tough for Khador.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Xerxis himself is a battle engine, which already makes him immune to the primary trick in Sorscha&#8217;s list: stationary by cold. He has the &#8220;standard&#8221; defensive stats of a battle engine (DEF 13, ARM 19 and 19 boxes). Thus, he is killable (even without Marauders).&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">He brings a pretty hefty feat, <i>Hand of the Ancients</i>, which basically covers the entire board, and gives his models an extra die on attack and damage rolls. Contrary to our version, <i>Signs and Portents</i>, the model can choose any die to discard, not just the lowest. This is nice when fishing for critical effects. I am assuming that Xerxis will position his army for an alpha strike, feat, and then hit everything with everything. I just hope that Khador armour will hold against this.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Xerxis also brings three spells to the table: Ignite, Rapport and Stranglehold. The fist one gives a unit +2 on melee damage and critical continuous fire.&nbsp; Rapport allows the targeted warbeast to use Xerxis&#8217; MAT (8) and RAT (4) -I&#8217;m assuming the latter is irrelevant- and makes the warbeast controllable within 20&#8243;. Finally, Stranglehold forces the damaged model to give up either movement or combat action. It is not a terrible set of spells. One of the elephants will have MAT 8, which really doesn&#8217;t do a lot since Man-o-Wars are pretty easy to hit. The +2 damage to one of the units is of course annoying as Sorscha&#8217;s list tries to survive on armour.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I have to admit I&#8217;m not completely sure that I remember the list correctly. So the rest of this is my best guess.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The battlegroup consists of two elephants, a Bronzeback Titan (it might actually have been a <a href="https://warmachineuniversity.com/mw/index.php/Titan_Gladiator" target="_blank">Titan Gladiator</a>) and Tiberion. The <a href="https://warmachineuniversity.com/mw/index.php/Bronzeback_Titan" target="_blank">Bronzeback</a> is a beat stick. It is ARM 19 (21, using its Animus Unyielding) and 34 boxes, two P+S 17 fists and a P+S 16 Tusks. They will most likely be P+S 19 and P+S 18 due to <a href="https://warmachineuniversity.com/mw/index.php/Paingiver_Beast_Handlers" target="_blank">Paingivers</a>, and if Xerxis is really cheeky he will also cast Ignite, making it effective P+S 21/20. In addition, it has Countercharge, Hyper-aggressive and can remove 1 fury from other Titans within 7&#8243; (in this case Tiberion).</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"><a href="https://warmachineuniversity.com/mw/index.php/Tiberion" target="_blank">Tiberion</a> is another beat stick and it is bonded to Xerxis, giving it Overtake. ARM 21 (due to shield) and 32 boxes. Three attacks: Tusks P+S 15, Tetsubo P+S 18 and Shield P+S 14. Again, most likely P+S 17/20/16 due to Paingivers. Its Animus gives it Bulldoze.&nbsp; &nbsp;</div>
<div style="text-align: justify;">&nbsp;</div>
<div style="text-align: justify;"><span style="text-align: start;"><a href="https://warmachineuniversity.com/mw/index.php/Makeda_of_House_Balaash" target="_blank">Makeda of House Balaash</a>, who is a newcomer, is bringing a <a href="https://warmachineuniversity.com/mw/index.php/Basilisk_Krea" target="_blank">Basilisk Krea</a>. She is, in classic Makeda style capable of doing quite a lot of damage on her own; in particular against infantry. She is a P+S 11 Weapon Master with Flashing Blades. However, Man-o-Wars are too heavily armoured to be concerned. She is brining a Krea, which I guess is there primarily to protect her against ranged attacks (+2 DEF and +2 ARM against&nbsp;ranged attacks within 3&#8243;).</span></div>
<div style="text-align: justify;"><span style="text-align: start;"><br /></span></div>
<div style="text-align: justify;"><span style="text-align: start;">There are six units: two units of kittens (</span><span style="text-align: left;">Praetorian Ferox), two units of&nbsp;</span><span style="text-align: left;">Tyrant Commander &amp; Standard Bearer, a unit of&nbsp;</span><span style="text-align: left;">Cataphract Arcuarii and a unit of&nbsp;</span><span style="text-align: left;">Paingiver Beast Handlers. The latter has already been described under the elephants above.</span></div>
<div style="text-align: justify;"><span style="text-align: left;">&nbsp;</span></div>
<div style="text-align: justify;">The two units of&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Praetorian_Ferox" target="_blank">kittens</a> are potentially quite annoying. They are only two times P+S 12 (one unit probably P+S 14 from Ignite). However, they are quick (SPD 8), can jump 5&#8243; and at the end Reposition 3&#8243;. They might even get an extra 2&#8243; if the Tyrant Commander &amp; Standard Bearer is nearby. If they jump or charge, they get an additional +2 to attack and damage roll. Also, they have Take Down from the theme. The kittens are lead by head-kitten-master <a href="https://warmachineuniversity.com/mw/index.php/Tyrant_Rhadeim" style="text-align: left;" target="_blank">Tyrant Rhadeim</a>, who is a Dragoon on another kitten. Most interestingly for units, he gives them Dodge within 10&#8243;. All of these kittens are going to run, dodge and jump around like crazy. The best defence against this is probably to make an impregnable&nbsp;brick where they can only scratch their claws on the outside.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The shooting unit on the table is a unit of <a href="https://warmachineuniversity.com/mw/index.php/Cataphract_Arcuarii" target="_blank">Cataphract Arcuarii</a>. Their primary purpose is to drag units out of shield walls or out of safety. Luckily, the Shocktroopers are immune to push, thanks to their Unit Attachment. Yet another good argument for keeping a brick. Also their range is just 8&#8243;. Whereas the Death Archon&#8217;s Mortal Fear aura is 10&#8243;. So the Shocktroopers are probably going to be ARM 25 against them.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, there are two units of <a href="https://warmachineuniversity.com/mw/index.php/Tyrant_Commander_%26_Standard_Bearer" target="_blank">Tyrant Commander &amp; Standard Bearer</a>. They are there to fix minor issues with warrior models. They have three Battle Plans that can give Pathfinder, +2 SPD og get knocked down models to stand up. It is probably the +2 SPD we will see most.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">This is so not going to be a walk in the park (or in this case zoo?) for Sorcha. I do, however, think that with a solid brick, the Man-o-Wars are presenting too much ARM to break. The Shocktroopers are ARM 25 in Shield Wall, under Iron Flesh and if the attacker is within 10&#8243; on the Death Archon. Basically, it is only the elephants that can trivially remove Shocktroopers. So, the plan is simple: 1) move brick forward; 2) kill anything getting too close; 3) win. I like simple plans.
</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<h2>Deployment</h2>
<p>We are playing the <a href="https://home.privateerpress.com/wp-content/uploads/2021/06/Steamroller-Rules-2021_v4.pdf" target="_blank">2021 Steamroller</a> scenario Invasion. I don&#8217;t think this battle is going to be decided on scenario, so this is probably fine. We rolled off and Khador won. Sorscha is going first (Man-o-Wars should always go first). She picked the Fuel Cache objective, which gives a model Pathfinder. I forgot what Xerxis picked.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorcha deployes in a massive brick. Shocktroopers in front, followed by the Demolition Corps and Kommandant Atanas Arconovich &amp; Standard. The brick is flanked on either side by a Devastator and a Suppression Tanker. Everything else just tries to fit into the 7&#8243; deployment area. The picture below depicts the deployment after the Advanced Move.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1813008261.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1710" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1813008261.jpg" class="wp-image-210" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of Deployment</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Xerxis deploys more or less symmetrically around himself in the middle. The outer flanks are occupied by the kittens. The two elephants are next to Xerxis on the right, and the Arcuarii on the left. Everything else fill up behind the front line.
</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<h2>Round 1</h2>
<p>Round 1 &#8211; the exciting move everything forward round.&nbsp;</p></div>
<div style="text-align: justify;"></div>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1666033436.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1540" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1666033436.jpg" class="wp-image-211" width="570" /></a></td>
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<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorcha simply sticks to the plan. The brick moves forward by having the Kovniks shout Desperate pace to the Shocktroopers as well as the Demolition Corps. Sorcha drops Iron Flesh on the Shocktroopers and Stoke the Fires on at least the Devastator to the right. She then cast Wind Rush on herself and gets behind the brick. The Shocktroopers can move forward a whooping 9&#8243; in Shield Wall! The Death Archon just get into the middle and does nothing more. Everybody else move forward to protect the brick&#8217;s flanks. The picture above shows the battlefield after the first turn.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-244419739.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1702" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-244419739.jpg" class="wp-image-212" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 1</td>
</tr>
</tbody>
</table>
</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Not surprisingly, Xerxis moves his troops in a classic pincer movement. The kittens spread out on each flank, whilst the main force move forward in the middle. The picture above depicts the end of the first round.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
<h2>Round 2</h2>
<p>There is a fair chance that something might happen in this round. Probably not initiated by Sorscha. But action is action.&nbsp;</p></div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-386670289.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1439" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-386670289.jpg" class="wp-image-213" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sorcha moves her brick forward. The Shocktroopers stay in Shield Wall with the Demolition Corps right behind them. The Death Archon tags along and uses the only corps token on Mortal Fear. This brings the Shocktroopers to an effective ARM 25 against most of the stuff that can attack them. Atanas give the Shoockies Unstoppable Fury (Retaliation Strike), since Tough doesn&#8217;t really matter here.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Everybody else move forward. The Devastator on the right decides to go crazy and runs into the right most zone. In hindsight, this is probably not a good idea.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">That&#8217;s it. Khador steel is ready to receive the Skorne pet shop. Sorscha is confident. Yet, you never know.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-104982013.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1488" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-104982013.jpg" class="wp-image-214" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 2</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Initially, the Arcuarii moves forward, trying to stay out of the 10&#8243; Death Archon bubble. They do get a few shots off, without a huge effect. It is quite a difference story with the Bronzeback. It charges into the Shocktrooper line (for PP-overhang reasons its back is turned to the frontline in the above picture). He manages to kill two Shockies! I love ARM 25.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In my honest and as unbiased as possible opinion. ARM 25 is where Shocktroopers should be without paying the Death Archon tax (9 points). It feels right without feeling too over the top. It is easily fixable. They have a shield (they can do shield wall and have a shield cannon). Give them the shield rule so they would be ARM 19 before bells and whistles. Anyway, I digress.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Having removed two of the Shocktroopers makes room for the kitten. They get the +2 SPD Battle Plan from the Tyrant. Then they move and jump and what not. On the right flank that costs Sorcha the first Forge Seer.&nbsp; In the middle they take out a single Demolition Corps (giving them Vengeance). The left flank also suffers, as the second Forge Seer is removed along with Bulkhead.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, as predicted, the Devastator should not have strayed. Tiberion is quite capable of removing an ARM 23 &#8216;jack. Well, lesson learned.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">All in all, both Xerxis and Sorscha agreed that this turn was not as bloody as they both expected. I have to admit I forgot if Xerxis did feat this turn. Nevertheless, heavy armour was too heavy it seems. The picture above shows the end of the second round.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Round 3</h2>
<div style="text-align: justify;">This is where it get&#8217;s interesting. The Man-o-Wars, finally after all these years survived an alpha strike and can now strike back.&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
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<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1853679243.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1273" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1853679243.jpg" class="wp-image-215" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">End of turn 1</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">There is a lot of cleaning to be done after all the kittens have spread out behind the lines. Sorscha starts the cleaning from the bottom. Atanas and his standard does a press forward in opposite directions. The Standard takes out the kitten in the bottom left corner; whilst Atanas takes out the one in the bottom right corner. On his way to that kitten he also gives the Kovnik behind the wall Relentless Tide.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Having Relentless Charge enables the Kovnik to assist the Strike Tanker in removing one of the two remaining kittens. The plan was to take out both. But they have Tough that works.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">On the left flank, Vengeance helps cutting down on the feline pest (the move was of course taken to begin with). This, in combination with the Suppression Tanker and Kovnik cleaning up made room for charging possibilities. Before that, however, the Devastator bulldoze Rhadeim to the left and explodes on him. Unfortunately he survives.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Now it is party time. Sorscha begins by freezing the Bronzeback using Winter&#8217;s Wrath. Now the Demolition Corps can charge it (despite som difficulties as Atanas is quite far out to the right). Demolition Corps against stationary is fun (P+S 16, 4d6. That is 30 points of damage on the average). Thus, the elephant goes down. The remaining troops take out as many kittens as possible and try to position so that they block line of sight to Sorscha. The Death Archon uses one of its newly acquired corps tokes to put up Mortal Fear.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The picture above depicts the result of the Man-o-War revenge.&nbsp;&nbsp;</div>
<div style="text-align: justify;"></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;">
<tbody>
<tr>
<td style="text-align: center;"><a href="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1497525830.jpg" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1273" data-original-width="2048" src="https://greylordarchives.org/wp-content/uploads/2021/11/kommandant-sorscha-kratikoff-sorscha3-3-1497525830.jpg" class="wp-image-216" width="570" /></a></td>
</tr>
<tr>
<td class="tr-caption" style="text-align: center;">Almost end of round 3 and the game&nbsp;</td>
</tr>
</tbody>
</table>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">This is where the photographer forgot to take picture. He was simply too excited. So the picture above must also stand in for the remaining battle.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Xerxis can easily see that this is not going in his direction. He needs a clever plan. Unfortunately, he does come up with one. By clever manoeuvring what is left on the right flank, he should be able to get Tiberion all they way to Sorscha. Despite her have two focus, there is no way she can survive elephant to face. I&#8217;m getting worried.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">So, without further ado the arrow in the picture above shows the direction on Tiberion. Xerxis moves forward slightly to the right. This might be when he feats.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The remaining cat removes some of the troops in the way; whilst Tiberion can bulldoze what is left; kill something (in this case the <a href="https://warmachineuniversity.com/mw/index.php/Battle_Mechaniks" target="_blank">Battle Mechaniks Officer</a>) and Overtake. What stands between Tiberion and Sorcha is two free strikes. One by a Demolition Corps and one by the Shocktrooper Officer. Both have Critical Freeze.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Officer gets to take the first attack. He hits and does an insignificant amount of damage.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Next up is the Demolition Corps grunt. He attacks and hits on double 4&#8217;s. Tiberion is frozen in his path. No assassination of Sorscha. There will be medals when we return to camp.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">After this, there really isn&#8217;t any reason to play on. Tiberion is now, for all practical reasons, dead. There is nothing really left on the table to threaten Man-o-Wars. End of game.&nbsp;</div>
<div style="text-align: justify;"></div>
<h2>Final thoughts</h2>
<div style="text-align: justify;">ARM 25 rocks. This is exactly where Shocktroopers are suppose to be. They can now actually survive an attack. It is probably one of the few times in the last decade or so that Man-o-Wars actually get to strike back. I will still argue that this should happen without the 9 points payed for the Death Archon.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In this game the Death Archon really didn&#8217;t do anything else than radiating Mortal Fear. Perhaps a bit of normal threat. It is able to do a lot of harm on its own. Yet, Mortal Fear is the winner.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The Devastator can finally go kaboom without opening up. This is a nice change in quality of life. Not too much and not too little.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I think the brick was the sensible solution. Luckily, the opponent did not have any AOE weapons. That would really have ruined the brick.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">I got over excited with one of the Devastators. I was so keen on using the new version of Rain of Death that I basically gave it away on a silver plate.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Finally, Sorcha must be better protected. She almost got killed by assassination. Although, I&#8217;m not quite sure how to pack her better. Perhaps she should just have move to the left earlier to get away from the elephants?</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Besides that, there is not a lot to complain about. Victory to the Empress.&nbsp;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
</div>
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