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		<title>Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Marshal General Baldwin Gearhart &#038; Mr. Clogg (Gearhart1)</title>
		<link>https://greylordarchives.org/2019/08/vladimir-tzepesci-dark-prince-vlad1-vs-6/</link>
					<comments>https://greylordarchives.org/2019/08/vladimir-tzepesci-dark-prince-vlad1-vs-6/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Sat, 31 Aug 2019 06:33:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Pre-Oblivion]]></category>
		<category><![CDATA[Crucible Guards]]></category>
		<category><![CDATA[Gearhart1]]></category>
		<category><![CDATA[Magnum Opus]]></category>
		<category><![CDATA[Vlad1]]></category>
		<category><![CDATA[Winter Guard Kommand]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/vladimir-tzepesci-dark-prince-vlad1-vs-6/</guid>

					<description><![CDATA[The dissidents&#160;from Llael seem to have a hard time accepting the natural order of things under &#8230; <a title="Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Marshal General Baldwin Gearhart &#038; Mr. Clogg (Gearhart1)" class="hm-read-more" href="https://greylordarchives.org/2019/08/vladimir-tzepesci-dark-prince-vlad1-vs-6/"><span class="screen-reader-text">Vladimir Tzepesci, the Dark Prince (Vlad1) vs. Marshal General Baldwin Gearhart &#038; Mr. Clogg (Gearhart1)</span>Read more</a>]]></description>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3aLpatwLFm3W9OdCfaUPButJX6-Gt52kQPyNA4hou7orK5BDfihI77yGByzb5IV94baVpkU_qy4TS2dTh9hyphenhyphenCt2T_5XnLbafMc2gOqNiEDwF3gX36U3ZoEyTZh-1qQg3w4Rgd43RG0D7Q/s1600/SmallLogo_Khador_Crucible.png" imageanchor="1" 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/2019/08/SmallLogo_Khador_Crucible.png" class="wp-image-407" /></a></div>
<p><i>The dissidents&nbsp;from Llael seem to have a hard time accepting the natural order of things under the Empress&#8217; rule. Once again they are stirring things up. This time Gearhart&nbsp;</i><i>is attacking our supply lines and Vlad with his trusted Winter Guard Kommand is dispatched to stop this nonsense. Vlad deals out swift justice and stops the Crucible Guards in the shortest game so far.</i></div>
<p>
<span id="more-406"></span></p>
<div style="text-align: justify;">
The Crucible Guards are at it again. Apparently they can&#8217;t seem to accept finally begin part of the Motherland. I have faced them several times before. Three times with Irusk2 (battle reports&nbsp;<a href="https://greylordarchives.org/2019/02/supreme-kommandant-irusk-irusk2-vs_13.html" target="_blank">here</a>,&nbsp;<a href="https://greylordarchives.org/2019/03/supreme-kommandant-irusk-irusk2-vs_12.html" target="_blank">here</a>, and&nbsp;<a href="https://greylordarchives.org/2019/03/supreme-kommandant-irusk-irusk2-vs_17.html" target="_blank">here</a>). This time it falls to Vlad1 to exert the Empress&#8217; justice. The Vlad1 list is the new version of Winter Guard Kommand, which is detailed&nbsp;<a href="https://greylordarchives.org/2019/07/winter-guard-kommand-under-vladimir.html" target="_blank">here</a>. The two lists are as follows:</p>
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<td valign="top">Crucible Guard Army &#8211; 74 / 75 points<br />
[Theme] Magnum Opus</p>
<p>[Gearhart 1] Marshal General Baldwin Gearhart [+27]<br />
&#8211; Vindicator [15]<br />
&#8211; Vulcan [35]<br />
&#8211; Aurum Legate Alyce Marc [5]<br />
Crucible Guard Mechanik [2]<br />
Gorman di Wulfe, Rogue Alchemist [0(4)]<br />
Hutchuk, Ogrun Bounty Hunter [6]<br />
Combat Alchemists [7]<br />
Crucible Guard Infantry (max) [15]<br />
&#8211; Crucible Guard Infantry Officer &amp; Standard [0(4)]<br />
Dragon&#8217;s Breath Rocket [5]<br />
Steelhead Halberdiers (max) [11]<br />
&#8211;&nbsp;Doctor Alejandro Mosby [0(4)]</td>
<td valign="top">Khador Army &#8211; 74 / 75 points<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 />
Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Rifle Corps (min) [8]<br />
&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (min) [8]<br />
&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Gun Carriage [17]<br />
Winter Guard Gun Carriage [17]</td>
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</tbody>
</table>
<p></div>
<h2>
Initial Thoughts</h2>
<div style="text-align: justify;">
I have faced Crucible Guards too many times. They are always difficult. They all seem to have at least one rule on their card that just counters anything Khador can throw at them. There is a new kid on the block, at least for me. This time it is Baldwin Gearhart and his sidekick mr. Clogg, whom I have never faced before. They are running Magnus Opus in the pre-Oblivion version, where Weapon Crews get Reposition 3&#8243; and +1 on the starting roll.</p>
<p>Gearhart is new to me, it&#8217;s usually Mackay facing me. He has a build in ability that gives +1 to attack rolls to faction warriors within his command. He can also do Battle plans, which are either an additional dice on friendly faction&#8217;s model/unit first non-spray attack; or if a friendly faction model is missed by a ranged attack it can shoot back; or friendly faction models can ignore each other for LOS and movement, within command.</p>
<p>Mr. Clogg is his little sidekick who can change Gearhart&#8217;s gun into four different types: 12&#8243; range, AOE 4, POW 14, continuous corrosion, arcing fire; 8&#8243; range, POW 15, d3 slam; 10&#8243; spray, POW 13 critical stationary (cold); or 13&#8243; range, POW 10, magical, models hit suffer -3 DEF and can&#8217;t advance. Mr. Clogg can also make Gearhart do an additional melee or ranged attack.</p>
<p>Gearhart is equipped with four spells. He does Boundless Charge (+2&#8243; movement and Pathfinder); Deceleration (+2 ARM to models in his control); Hot-Shot (boosted range attack rolls for model in battlegroup); and Snipe (+4&#8243; range for model/unit range attack).</p>
<p>Finally, his feat make a kind of chain Prey (+2 to attack and damage rolls), where everybody gets pray agains a model/unit, and when that is killed a new model/unit gets it.</p>
<p>Gearhart is running the Vulcan colossal, a Vindicator, and has Alyce as an attachment.&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Aurum_Legate_Alyce_Marc" style="text-align: start;" target="_blank">Aurum Legate Alyce Marc</a>&nbsp;is a classic Warcaster attachment &#8211; with a twist. She offers Empower, Guidance, and Harmonious Exaltation to Mackay. In addition, she can transform into Big Alyce (she will automatically if Little Alyce dies). Big Alyce is a Tough, Hyper-Regeneration, Countercharging and Jumping monster. &#8220;She&#8221; has two P+S 14 claws. I still have to see Big Alyce in action.</p>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Vulcan">Vulcan</a> is the colossal from Crucible Guard. It is Winter Guard doom incarnated. Its Alchemical Vents can remove tough within 5&#8243;, or give rust (-2 ARM for our &#8216;jacks). Combining this with its main gun, which can bring a 4&#8243; no tough bubble 14&#8243; inches away from it, and 20&#8243; if it moves. So, basically anything within 24&#8243; of it could potentially loose tough. Using focus, it can do it twice. To add insult, it has two 10&#8243; sprays, POW 14. It can really remove Winter Guards as a pro.</p>
<p>Finally, the Vindicator is a heavy that hits pretty ok, with a reach 2&#8243; P+S 17 maul. As with most Crucible Guard stuff, it can obviously also shoot with a huge gun. The range 12&#8243; (range 16&#8243; if it aims) 4&#8243; AOE, POW 14 gun can really hurt. One might think: &#8220;POW 14, ok, that&#8217;s no so bad&#8221;. But clearly there is yet another a rule:&nbsp;Decrepitation, giving it an addition die agains our &#8216;jacks. So an average of 28 points of damage on the charge is not to be frown upon.</p>
<p>Gearhart has also solicited the assistance of&nbsp;<span style="text-align: start;"><a href="https://warmachineuniversity.com/mw/index.php/Hutchuk,_Ogrun_Bounty_Hunter" target="_blank">Hutchuk, Ogrun Bounty Hunter</a>&nbsp;and the mad Alchemist Gorman di Wolf. The former&nbsp;is famous for his ability to ambush from the side. He can throw a variety of grenades and hit people on their head with his mace. He is very often a nuisance, in particular when his enemy is shooting heavy. So the Winter Guards better watch their flanks. <a href="https://warmachineuniversity.com/mw/index.php/Gorman_di_Wulfe,_Rogue_Alchemist">Gorman</a> is well know for the variety of grenades he can throw. Luckily, he has never pushed a lot of iron so he can only thrown them 6&#8243;.</span></p>
<p>The&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Dragon%27s_Breath_Rocket" target="_blank">Dragon Breath Rocket</a>&nbsp;is also a steady addition to all the Crucible Guards lists I see. It is basically their version of our Mortars. Personally, I think they got a super deal for just a cost of one point more. The are good at removing infantry, and as they get a 3&#8243; Reposition from the theme they are even more dangerous.</p>
<p>As an interesting surprise, Gearhart has payed out for a unit of <a href="https://warmachineuniversity.com/mw/index.php/Steelhead_Halberdiers">Steelhead Halberdiers</a>. They are cheap infantry removers and road block. They do not really pose any significant threat to Khador&#8217;s &#8216;jacks or carriages. The mercenaries have&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Doctor_Alejandro_Mosby">Doctor Alejandro Mosby</a> attached to them, which first and foremost make them friendly faction. He can also juice them up with either The Good Stuff (making them tough) or Fortemorphic Elixir (giving the +2 STR and Overtake). Finally, he has a mini-feat making friendly Crucible Guards warriors tough (on a 4+) within 7&#8243;.</p>
<p>The only &#8220;proper&#8221; unit is a unit of <a href="https://warmachineuniversity.com/mw/index.php/Crucible_Guard_Infantry">Crucible Guard Infantry</a> with trimmings. They are potentially a threat to be taken serious. They can shoot 12&#8243; and 16&#8243; under Gearhart&#8217;s Snipe spell. So they do out-range the Winter Guards. They can also do CRA and has a 3&#8243; Reposition. They also have the mini-feat Support Fire (which we know of from our own <a href="https://warmachineuniversity.com/mw/index.php/Man-o-War_Bombardiers">Bombardiers</a>) that allows to shoot twice if they aim.</p>
<p>Finally, he brings a&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Crucible_Guard_Mechanik" target="_blank">Crucible Guard Mechaniks</a>&nbsp;and a unit of&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Combat_Alchemists" target="_blank">Combat Alchemists</a>. The former is just a better Mechanik; whereas the latter are grenade throwing could-walls. The most important attacks they can do are probably Continuous Corrosion, and remove upkeeps.</div>
<p></p>
<h2>
Deployment</h2>
<div style="text-align: justify;">
We are playing the Steamroller 2018 scenario Standoff, pre-Oblivion. We both chose the Stockpile objective (remove d3 point of damage within 4&#8243;). Crucible Guards goes first. I managed to forget to take a picture of the deployment, so it has to be by memory.</p>
<p>The Guards deploy with the Infantry on my right flank, and the Halberdiers supported by the Vulcan on the left flank. Every thing else goes in the middle, except for Hutchuk who decides to Ambush.</p>
<p>Vlad deploys with a Gun Carriage on each flank (this time a Trollblood Warwagon is stand-in for a carriage), each with a Field Gun on their side. The triple Marauder deploy side by side, slightly to the left staring at the Vulcan. All the rest goes into the middle (in the picture below, the Khador deployment can still be seen).</p></div>
<p></p>
<h2>
Round 1</h2>
<div style="text-align: justify;">
Round 1 is seldom too eventful, but I have been taken by surprise by the Crucible Guards before. So let&#8217; see how it goes. I have to admit I&#8217;m not too scared. I think the carriages can easily handle the infantry, and the triple Marauder should allow at least one to get to the Vulcan; and one is sufficient.<br />
<br class="Apple-interchange-newline" /></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzkRoEFqCLhChao4rDvy1ffhCTWc4aTpwzH5XnRLYJl8fwJd23Q39MHYtAJlsq9YDv1rTmIZzIz8SdnOXYZS6VzAfw64Nz4GiTWqFVMv1NGq26PUowAPV3GdiB-0TzwZrFt9Iftc5vqS5i/s1600/IMG_4206.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1183" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/IMG_4206.jpg" class="wp-image-408" width="570" /></a></td>
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<td class="tr-caption" style="font-size: 12.8px;">End of turn 1</td>
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<p>
As usually everything goes forward as fast as possible to get into favourable positions. Gearhart helps as best he can, by casting Snipe on the Crucible Guard Infantry and Deceleration on himself. On the right flank the Infantry get into position on the edge of the zone. On the left side the Vulcan goes up then hill, the Halberdiers spread out in front, and the Alchemists make a wall of clouds. All the rest just moves forward. The picture above depicts the end of the Crucible Guards movement.</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcupQL9fRSr9tIwfjKvfCjFFM3nxNjxpkp4yr-wen5Z0i6CMIxqh6pDEyfozsMrkxT7IR__uRzMIo4BGB_wS2idr_oIBTAxYr_kmUmxf6qBBuRK9o0Ut4xxrd-CfMoD0HvZFK3MWE5n1Pa/s1600/IMG_4207.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1232" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/IMG_4207.jpg" class="wp-image-409" 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;">
Forward onto glory. There really isn&#8217;t that much more to say. Vlad moves up and cast Signs &amp; Portents, and Wind Wall. The two Gun Carriages each moves forward and take potshots at the enemies, well aware that they are outside range. This results in two 4&#8243; rough terrain AOEs nicely placed in front of the Infantry on the right flank. On the left flank, the Carriage manage to take out on Halberdier and one Alchemist, whilst leaving two rough terrains. The Marauders run forward toward the Vulcan. All Winter Guards also moves forward; some of them nicely spreading out in a circle around Vlad in case they need to sacrifice themselves. The picture above shows the end of Khador&#8217;s advancement.</p>
</div>
<h2>
Round 2</h2>
<div style="text-align: justify;">
So far, so good. I think it can go both ways. However, I&#8217;m in a good mood. Yet, the Vulcan will arrive.&nbsp;</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio6F2ci5hV_NcJvQK2qjOACNRmeXcZflgk0PA3BO0i3gafQbUgPH4DBR_BgtAMdWAkEcNfRd4SJ1TZjJGprwLCvCAKbwCvUxF8M6P5VUju9RsZma6gwqatMWu1JzPQKpxol1xplQJIpW_0/s1600/IMG_4208.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1117" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/IMG_4208.jpg" class="wp-image-410" 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;">
Gearhart starts this round by feating. and designates one of the Marauders as the first prey. Everybody starts shooting at the poor Marauders (from memory at least the Vulcan, Dragon&#8217;s Breath, and Vindicator contributed to the mayhem). Once the smoke settles, and prey has been moved to the second Marauder, both have crumbled. There is only one Marauder left. The Halberdiers contributes primarily by moving in to become road bumps. My left flank took a heavy toll. On the right flank, it is another story. The Infantry mini-feats and shoots at the Gun Carriage. It survives. Finally, Hutchuk arrives on the right flank and ties up a Winter Guard unit.</p>
<p>That was basically it. The picture above shows the result of the Crucible Guard slaughter. It took a heavy toll on my left flank and once again I seem to have lost my &#8216;jacks too fast. On the other hand, not all is lost. Both Gun Carriages are still alive and I have one Marauder left (and most of the Winter Guards of course). I&#8217;m only slightly worried.<br />
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI_fxXh93-tFIbuiK0aL-wSZfY1yt8TfoG0I3llTZ9SsySDPVNAMYUgaqh5KBHZKKb26TGNDd6UhvHkN6Nj9mCkiW6yKmej9Ye3FnTSffoO7OtL26vD6i4EnpsWfRR-Pva5L_x-Q0mp_Yk/s1600/IMG_4209.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img decoding="async" border="0" data-original-height="1030" data-original-width="1600" src="https://greylordarchives.org/wp-content/uploads/2019/08/IMG_4209.jpg" class="wp-image-411" width="570" /></a></td>
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<td class="tr-caption" style="font-size: 12.8px;">End of round 2 &#8211; end of game</td>
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<p></p>
<div style="text-align: justify;">
So the only way is to get even. I have one Marauder left. If I can get it to the Vulcan it should (on a good day) be able to remove it. The two Gun Carriages should be able to deal with the infantry.</p>
<p>Vlad allocates focus to the Marauder. The Objective also heals it a bit. Vlad then activates, casts S&amp;P, and feats. On the right flank, Joe says Courage of the Forefathers to the Rifle Corps who then charges Hutchuk. Alas, to no avail. The Gun Carriage charges one of the Crucible Guard Infantry and does a lot of impacts on the way. It then shoots a lot and takes out some more, and leaves only five troopers alive.</p>
<p>On the left flank, the Rifle Corps move forward and peppers the Halberdiers with rifle shots. All grenades goes into the Vulcan. This cleans up the path for the Marauder. The Field Gun and the Mortar (under Artillerist) also contributes. The Gun Carriage wants to charge the Vulcan but forgets that the Halberdiers are Tough. So, the charge is cut short. Silly me.</p>
<p>But here comes the Marauder. Under Vlad&#8217;s feat it can charge 11&#8243; and threat 12&#8243;, which is sufficient. A charge attack agains a colossal gives an average of 32 points of damage. That leaves four attacks at an average of 29 points of damage per attack. All in all, it should do an average of 53 points of damage to the Vulcan (it only has 58 boxes). Luckily, It have already been shot a bit, and it goes off the table.</p>
<p>The picture above shows the glorious result of the Empress&#8217; finest. Gearhart and his Crucible Guards are broken. The Marauder will probably not survive next round, as the Vindicator is within charge range. However, both Gun Carriages are alive and well. There are plenty of Winter Guards around. Gearhart concedes defeat.</p></div>
<p></p>
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
There isn&#8217;t much to say. Unfortunately, I don&#8217;t think this victory was purely down to brilliant play from my side. I actually think that Gearhart et al. had lost before the got on the table. The matchup fitted Vlad&#8217;s liste really well.</p>
<p>The only real issue I had was the usual problem of loosing my &#8216;jack too fast (that is why I have a backup, and a backup to the backup). I have to learn to anticipate shooting.&nbsp;</p></div>
<p></p>
<div style="text-align: justify;">
Until next time.</p>
<p>For the Motherland!</p></div>
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		<item>
		<title>Supreme Kommandant Irusk (Irusk2) vs. Aurum Adeptus Syvestro (Syvestro1)</title>
		<link>https://greylordarchives.org/2019/02/supreme-kommandant-irusk-irusk2-vs_13-2/</link>
					<comments>https://greylordarchives.org/2019/02/supreme-kommandant-irusk-irusk2-vs_13-2/#respond</comments>
		
		<dc:creator><![CDATA[Igor Khador]]></dc:creator>
		<pubDate>Wed, 13 Feb 2019 16:50:00 +0000</pubDate>
				<category><![CDATA[Battle Report]]></category>
		<category><![CDATA[MK III]]></category>
		<category><![CDATA[Pre-Oblivion]]></category>
		<category><![CDATA[Crucible Guards]]></category>
		<category><![CDATA[Irusk2]]></category>
		<category><![CDATA[Magnum Opus]]></category>
		<category><![CDATA[Syvestro1]]></category>
		<category><![CDATA[Winter Guard Kommand]]></category>
		<guid isPermaLink="false">https://greylordarchives.org/supreme-kommandant-irusk-irusk2-vs_13-2/</guid>

					<description><![CDATA[Irusk has been send to investigate the uprising of the dissident Khador faction from Llael, currently &#8230; <a title="Supreme Kommandant Irusk (Irusk2) vs. Aurum Adeptus Syvestro (Syvestro1)" class="hm-read-more" href="https://greylordarchives.org/2019/02/supreme-kommandant-irusk-irusk2-vs_13-2/"><span class="screen-reader-text">Supreme Kommandant Irusk (Irusk2) vs. Aurum Adeptus Syvestro (Syvestro1)</span>Read more</a>]]></description>
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<p><i>Irusk has been send to investigate the uprising of the dissident Khador faction from Llael, currently hiding in Ord. A winter guard kommand (WGK) group is dispatched. This is probably one of the worst match-ups for winter guards and Irusk2. But as part of the ongoing test of the Irusk2 and WGK, this should also be tested. It will probably not come as a surprise that Irusk came out on the loosing side.</i></div>
<p>
<span id="more-575"></span></p>
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Crucible Guard is a difficult beast to handle. Each card has more rules than our entire faction combined. I get the impression that everybody can shoot, at least three different things, and spray. I always have difficulties with the Llael insurgents. However, Irusk2 stands up to the challenge and brings his current standard Winter Guard list, as detailed <a href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme.html" target="_blank">here</a>. The <a href="https://warmachineuniversity.com/mw/index.php/Crucible_Guard" target="_blank">Crucible Guard</a> list is as follows (based on my memory):</div>
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Crucible Guard Army &#8211; 75 / 75 points  <br />
[Theme] Magnum Opus</p>
<p>[Locke 1] Aurum Adeptus Syvestro [+28] &nbsp; <br />
&#8211; Toro [13]<br />
&#8211; Vulcan [35]<br />
&#8211; Aurum Ominus Alyce Marc [0(5)]<br />
Prospero [0(5)]<br />
&#8211; Vindicator [15]<br />
Trancer [3]<br />
Trancer [3]<br />
Crucible Guard Rocketmen (min) [9]<br />
&#8211; Crucible Guard Rocketman Captain [4]<br />
Dragon&#8217;s Breath Rocket [5]<br />
Railless Interceptor [16]</td>
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Khador Army &#8211; 74 / 75 points<br />
[Theme] Winter Guard Kommand</p>
<p>[Irusk 2] Supreme Kommandant Irusk [+27]<br />
&nbsp;&#8211; Marauder [11]<br />
&nbsp;&#8211; Spriggan [17]<br />
Kovnik Jozef Grigorovich [4]<br />
Winter Guard Artillery Kapitan [3]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Field Gun Crew [0(4)]<br />
Winter Guard Mortar Crew [0(5)]<br />
Winter Guard Infantry (max) [10]<br />
&nbsp;&#8211; Winter Guard Infantry Officer &amp; Standard [4]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Winter Guard Rifle Corps (max) [13]<br />
&nbsp;&#8211; Winter Guard Rocketeer (3) [6]<br />
Lady Aiyana &amp; Master Holt [8]</td>
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<h2>
Initial thoughts&nbsp;</h2>
<div style="text-align: justify;">
This analysis is, as always post-battle. I think Crucible Guards are difficult. They all seem to have at least one rule on their card that just counters anything Khador can throw at them. I am not convinced that Irusk2 in Winter Guard Kommand, at least in this iteration, is the correct choice against them. However, Irusk has to learn his abilities and limitations.</p>
<p><a href="https://warmachineuniversity.com/mw/index.php/Aurum_Adeptus_Syvestro" target="_blank">Aurum Deptus Syvestro</a> is a support caster. His three main abilities that are bad for Irusk and his friends are: clearly Purification, which strips Irusk of his beloved upkeep spells (Solid Ground most importantly; Transmutation is also bad news, it allows his &#8216;jacks to gain pathfinder and hit harder; and clearly his feat, which gives a super version of Signs &amp; Potens, and allows his models to heal when one of Irusk&#8217;s models is killed.</p>
<p>Syvenstro brings a&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Toro" target="_blank">Toro</a>, a <a href="https://warmachineuniversity.com/mw/index.php/Vulcan" target="_blank">Vulcan</a>, and has <a href="https://warmachineuniversity.com/mw/index.php/Aurum_Legate_Alyce_Marc" target="_blank">Aurum Ominus Alyce Marc</a> attached. The Toro is basically just a cheap beat stick with a shield and a P+S 18, reach 2&#8243; sword. I does, however have Counter Charge, which combined with Syvestro&#8217;s Admonition, makes assassin runs in the &#8216;caster problematic. </p>
<p>The Vulcan is the colossal from Crucible Guard. It is Winter Guard doom incarnated. Its Alchemical Vents can remove tough within 5&#8243;, or give rust (-2 ARM for our &#8216;jacks). Combining this with its main gun, which can bring a 4&#8243; no tough bubble 14&#8243; inches away from it, and 20&#8243; if it moves. So, basically anything within 24&#8243; of it could potentially loose tough. Using focus, it can do it twice. To add insult, it has two 10&#8243; sprays, POW 14. It can really remove Winter Guards as a pro. </p>
<p><a href="https://warmachineuniversity.com/mw/index.php/Prospero" target="_blank">Prospero</a> and his&nbsp;<a href="https://warmachineuniversity.com/mw/index.php/Vindicator" target="_blank">Vindicator</a>&nbsp;is a recurrent player in most, if not all Crucible Guard lists. The Vindicator is a heavy that hits pretty ok, with a reach 2&#8243; P+S 17 maul (under Transmutation from Syvestro it is P+S 19). As with all Crucible Guard stuff, it can obviously also shoot with a huge gun. The range 12&#8243; (range 16&#8243; if it aims) 4&#8243; AOE, POW 14 gun can really hurt. One might think, POW 14 ok, that&#8217;s no so bad. But clearly there is a rule:&nbsp;Decrepitation, giving it an addition die agains our &#8216;jacks. One could think that this would be enough. But no, it is Crucible Guards. So Prospero can throw Guided Fire on it for boosted attack rolls, along his Veteran Leader ability.</p>
<p>With all the trimmings, the Vindicator is RAT 6 and boosted (hitting DEF 18 when aiming); it can hit a &#8216;jack 16&#8243; away for POW 14+4d6 (boosted) for an average of 28 points of damage; and blasting (remember Syvestro has Purification) for an average of 17 points of damage. If it is not a &#8216;jack the hit is only for 24 points of damage. I&#8217;ll just have to count on being shot a lot, and thank the Empress for Sacrificial Pawn if Irusk ends within 16&#8243; of this beast.</p>
<p>The <a href="https://warmachineuniversity.com/mw/index.php/Dragon%27s_Breath_Rocket" target="_blank">Dragon Breath Rockets</a> are also a steady addition to the Crucible Guards list I see. It is basically their version of our Mortars. Personally, I think they got a super deal for just a cost of one point more. &nbsp;Its most important feature here is its ability to drop 4&#8243; AOEs on us that remove tough.</p>
<p>Most lists will also have one, or more&nbsp;<span style="text-align: start;"><a href="https://warmachineuniversity.com/mw/index.php/Railless_Interceptor" target="_blank">Railless Interceptor</a>, the spray train. It has a cannon and&nbsp;there sprays, which all remove Winter Guards like there is no tomorrow.</p>
<p>To complement all the shooting and spraying,&nbsp;Sevestro brought a unit of </span><a href="https://warmachineuniversity.com/mw/index.php/Crucible_Guard_Rocketmen" target="_blank">Crucible Guard Rocketmen</a>, including the officer. They are, potentially extremely mobile flying infantry. They have a base speed of 7, which can be augmented with the order Strafing Run, giving them SPD 9 and reposition 5&#8243;, and the Tactics Swift Hunter (addition reposition of 2&#8243;), they can potentially move 16&#8243; is a very non-linear fashion, if they each remember to kill a Winter Guard whilst they are in transit. &amp;nbsp</p>
<p>Finally, two <a href="https://warmachineuniversity.com/mw/index.php/Trancer" target="_blank">Trancers</a> accompanies Syvestro. They are mostly there to contest zones and score flags. but they can blow up when killed.</p>
<p>To sum up. This is close to the worst possible matchup for Irusk2 and his Winter Guards. Syvestro can neutralise most of Irusk&#8217;s tricks, and his army can spray and shoot all the Winter Guards of the table. However, as part of my ongoing testing of&nbsp;<a href="https://greylordarchives.org/2019/01/winter-guard-kommand-under-supreme.html" target="_blank">Winter Guard Kommand under Supreme Kommandant Irusk&#8217;s orders</a>, I need to put them through hard trials.</div>
<p></p>
<h2>
Turn 1</h2>
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We are playing Standoff.&nbsp;We both chose the Stockpile objective (remove d3 point of damage within 4&#8243;). I lost the roll-off, and Syvestro decided to go first. I chose the side where there were a wall that I could tuck Irusk behind.</p>
<p>The first turn starts with him just moving forward. On my right flank he places the Rocketmen and the Intercepter. My left flank is left empty. The &#8216;jacks and the colossal advances up the middle. That was it.</p></div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje5M3EOxh_adI26_o32o4BODhyphenhyphenjfYqKTDwdI5GZGsXS-PDekgTaTTVS2n535eVcHd0JdsOMoD6zRcvn4WcYwNJkj4uBwT7cG6HSclRZrkS3DNw5_yFraO6erG-Cu5Xw09qwEkxTZp_c0o5/s1600/Turn01.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto; text-align: center;"><img decoding="async" border="0" data-original-height="828" data-original-width="1280" src="https://greylordarchives.org/wp-content/uploads/2019/02/Turn01.jpg" class="wp-image-577" 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;">
I know I&#8217;m already in trouble. That is the premise for the entire match. My left flank is kind of OK. I know the Dragon Breath Rocket will hit me soon. So I should spread out. But at the same time, I hoping to use tough against the Vindicator, which will most likely spray the Winter Guards&#8217; pants of shortly. In short, a gamble. On my right flank, I&#8217;m trying to advance the other Rifle Guard unit up as far as possible, without being too vulnerable. In the middle, I just advance a bit to stay out of the Vulcan&#8217;s threat range.</p>
<p>Turn 1 was as uneventful as could be expected. The picture above shows the state at the end of turn 1.</p></div>
<p></p>
<h2>
Turn 2</h2>
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The Crucible Guards spends most of their time shooting Winter Guards. It appears to be a favourite passtime among the insurgents. The Rocketmen on my right, in combination with the Interceptor basically shoots almost the entire Rifle Corps unit of the table, except for a few I have kept too far back for them to reach.</div>
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On the left side, a surprisingly number of guards survive the onslaught. In the middle, I loose more guards, and the Crucible Guards even manages to shoot of my Marauder. The latter was somewhat unexpected.</div>
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The picture below depicts the situation after the Crucible Guards&#8217; round. I forgot to take a picture at the end of the turn.</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigSOwwbxUQ1tvfctYkxpnaVSWm-Wzf0eW62xvGucHnAroUpqRTmFAaR8LnB7cQpDAmyeIwqYJnkFA9ImwAQlKLcZ3Gs7vH5B3yYVg7dn7aYlAHfdYGdsMYm_1b8dFeUlqFKUhGeEyq7NSS/s1600/Turn02.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto; text-align: center;"><img decoding="async" border="0" data-original-height="817" data-original-width="1280" src="https://greylordarchives.org/wp-content/uploads/2019/02/Turn02.jpg" class="wp-image-578" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 1, turn 2</td>
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<div style="text-align: justify;">
I need to at least appear to get some work done. On my left side I advance with the goal of shooting the&nbsp;<span style="text-align: justify;">Dragon Breath Rocket of the table and perhaps at least score a few scenario points. Unfortunately, one of these&nbsp;</span>Trancers has been placed smack in the middle of the zone. So, I have to deal with that one first. I do actually manage to remove it, and probably som of the guards die in the blast. I am now able to score. Unfortunately, that means that the&nbsp;<span style="text-align: justify;">Dragon Breath Rocket is still in the game.</span><br />
<span style="text-align: justify;"> <br />
In the middle, my plan is to get rid of the Vulcan. If nothing else, Irusk can at least hinder further plans by the Crucible Guards by removing the Vulcan. All of my artillery opens fire, and the Spriggan charges in. Together, they actually manage to produce a not insignificant amount of damage on it.</p>
<p>Finally, my right side is just a mess. I can mostly hope to just contest the zone a bit. So the remaining few of the Rifle Corps moves to the right along with Joe and the Artillerist. I score two points, and he score two points.&nbsp;</span><br />
<span style="text-align: justify;"><br />
</span></div>
<h2>
Turn 3</h2>
<div style="text-align: justify;">
Turn 3 starts with the Dragon Breath Rocket and the Toro cleaning up my left flank. He also toes in the Toro, so I&#8217;m done scoring in this zone. On my right flank the clean up continues without much excitement. In the middle I do have a good surprise. I have managed to damage to Vulcan so much that it can&#8217;t finish of the Spriggan. At the same time, a Rocketman manage to place himself between the colossal and the big rock in the middle, hindering the Vindicator in killing the Spriggan.</p>
<p>The picture below shows the status after the Crucible Guards&#8217; round. Apparently, I managed to really cock-up when I took pictures.</p></div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJDxnYIN6wdWH0uOkhHdMZrv7m1mWPi2diVV_1pDNerhH4LL9g1Qu_XOqzZJ41EZrzG5dMV2ZtqQiJAcedvmajecNcE67fzh4o-WXIRFZc8CuS9GXEWR-EprLHgsU1o96vCbFYtISgqzdv/s1600/Turn03.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto; text-align: center;"><img decoding="async" border="0" data-original-height="772" data-original-width="1280" src="https://greylordarchives.org/wp-content/uploads/2019/02/Turn03.jpg" class="wp-image-579" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of round 1, turn 3</td>
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<div style="text-align: justify;">
This is the round where the Spriggan finally shines &#8211; it takes down the Vulcan. Besides that, it is a depressing round. On my left the Rifle Corps heroically attempts to remove the Dragon Breath Rocket with no success. On the right the last of that Rifle Corps manage to contest a bit. In the middle, expect for the shining Spriggan, nothing much.</p>
<p>I do manage to score one point, he only scores one also (remember the lost Rocketman in the middle). This leaves us at three to three, before we enter the &#8220;it is over now, dear Irusk&#8221; round.</p></div>
<p></p>
<h2>
Turn 4</h2>
<div style="text-align: justify;">
So, final round. Actually, Irusk survived longer that expected. The Vindicator finally removes the Spriggan, after the confused Rocketman got out of the way. Besides that, it is only clean-up duty from the Crucible Guards.</div>
<p></p>
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<td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgW6QA3lJ2yZZ1nTzvu3B2iTE5ClgAPA1o5VjPrGeJXwumLQS1v8365VF0Wt17NfwdfM3afF6FfRx88ao6ECdeXNIoBbE4zjyg4ylInI_CrLNH3dZjtvu9ioh4VM1kE7i3pbcV3z7zTBgUP/s1600/Turn04.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto; text-align: center;"><img decoding="async" border="0" data-original-height="830" data-original-width="1280" src="https://greylordarchives.org/wp-content/uploads/2019/02/Turn04.jpg" class="wp-image-580" width="570" /></a></td>
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<td class="tr-caption" style="text-align: center;">End of game</td>
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<div style="text-align: justify;">
Irusk and his heroic Winter Guards can&#8217;t really do anymore. They manage to take out one of the crew from the Dragon Breath Rocket, and a single Rocketman. Besides that, the show is over. Irusk looses with a scenario score of 5-3 in Syvestro&#8217;s favour.&nbsp;</div>
<p></p>
<h2>
Final thoughts</h2>
<div style="text-align: justify;">
This basically went as expected. It was almost unfair to pitch Irusk2 and his Winter Guards against the tough removing sprayers from hell. But I now have evidens to support, what was only a hypothesis earlier.</p>
<p>I don&#8217;t think there is much more to say, except for:</p>
<p>For the Motherland!</p></div>
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