Squeezed in another game of Warmachine last night at the club - against Cryx again. Different player and different size this time - it was a 50 point battle against James and eAsphyxious.
So if people are keen on knowing how to lose really badly in Warmachine - read on.
Ok, so I got to deploy first again. And while I learnt from mistakes in my first game, I made I some new ones by deploying the slow units (Exemplar Bastions) on the far right hand flank. Not a good idea. These guys should be in the thick of things.
Secondly, I put the Wracks in a position where if they were to explode, they would probably do more damage to me. So, for next time, put 'em some place where the 5" AOE won't kill my soft squishy Choir of Menoth. So lesson 1, deployment is key.

I also gave Eiryss a run in this game. Disrupting the chicken jacks and the Seether during the game. Good girl. I don't think she's too bad, she has a very high defense which makes her hard to hit, but I've learnt that her Disruptor Bolt is far more important in the latter stages of the game when you don't want your enemy warcaster camping on heaps of focus.
While Eiryss is a good heckler, none can be worse than the Machine Wraith. The first time it decided to take over my Vanquisher jack, it moved in about 4 inches. After reading the card, the very first thing it states is that the Machine Meld has a range of only 1". So lesson 2, know your opponent. Or at least check their stats/ability card.
Lesson 3, know your spells AND FOR FFS remember them! During my first activation, I had every intention to cast Castigate (models lose Arc node in control area) with Kreoss, then forgot. Good one, Eric, you bonehead. Forgetting this spell let the chicken jack run within range of my Flameguard then Asphyxious proceeded to blast the crap out of them while using the chicken as an arc node. Annoying.
Lesson 4 - charging is not always a good thing. Advancing to an enemy unit can be just as good as charging. Of course, you won't get the additional die for damage, but with Weapon Masters (such as Bastions) it shouldn't matter. In the pic above, I had Tartarus in front of the Daughters and decided to charge him. In hindsight, an advance move would've been just as good. These guys could've walked in and clobbered Tartarus with their reach. The problem is that they are facing away from the Cryx battleline and would not be able to charge anything in my next turn.

Lesson 5 - learn the basics you dope. What kind of idiot forgets to roll an additional damage die on a turn they charge? *Raises hand* The Daughters really should have pumped the Character Troll (forgot his name, but he wiped out the Bastions on his own).
And I should let it be known now, I hate eAsphyxious' Feat. Bring back up to 10 destroyed models back into play for one turn? And all the nastiness they bring with 'em? Oh boy.
So after all the mad hacking and slashing and pumping I copped from the Cryx, James gave me an opportunity to go for the caster kill. So I went for it. Moved Kreoss up and cast Cleansing Fire (Power 14 AOE with a Fire continuous effect) on Asphyxious. I needed 8 to hit. So I boosted it. Rolled 1,2,2.
BAH! You useless POS!
The game was over after that when eAsphyxious charged in and did the honorable thing by killing off Kreoss.
I had lost so many models during the game, but it was amazing how after all the carnage, I was given a chance to win the game with the caster kill.
Well, hopefully the next time I play, I will take into consideration all of the mistakes I have made. I'm also starting to realise that Light jacks might come in handy instead of more infantry. We'll see how we go next time.






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