And it’s my first game back with Khador!!!! So excited to be back with the motherland and went straight back to Vlad 2 to get into the swing of things. I’ve always found vlad2 to have a game into almost everything and now some of his natural prey has disappeared (looking at you caine) he’s super strong. He also is possibly my favourite caster to play in the game – so much fun.
To get on the right track we went for a khador off (no room for other factions now!). I was playing into Chris’s Irusk2 list – it’s nasty and he’s starting to convince me on valachev with nyss (not there yet though!)
Full Shocktrooper boat
Full WGRC boat
IFP + UA x2
Nyss + Valachev
Winter Guard Mortar
all the business
Scenario was Outflank (2 circle zones)
My plan on this was to look for a scenario or assassination angle and only play attrition if the feat turn is bonkers and he fluffs in return/doesn’t tough a lot (big ask). Terrain wise the left hand side is pretty neutral. While IR2 has loads of path finder it can be awkward in early/later turns as he usually wants to shield wall (3” move) so I ended up taking the side with some defensive terrain (wall and hill) and gave him the side that would funnel him a bit and make him deal with the rubble. I wasn’t worried about giving him cover as he can put it where he needs anyway and I wasn’t up for trying to run around the rough terrain and forest etc.
He puts the nyss by the forest, GBs behind and IFP on each side. BigB central and mortar behind. I matchup the rifles agains the right unit of IFP, jacks central and shockies/drakhun, mechs and saxon on the left hand side. My plans was to overload the left flank – i didn’t think the nyss would trade up against the shock troopers and once I was engaged I felt they could hold/grind through it. WGRC would sit at the back of the right zone, contest and try and clear out one unit of IFP over the course of the game to maybe start scoring later on.
He runs up, FFE on mortar, SG up and artifice opposite the WGRC
I run up, stay out of threat, assail on marauder, HoF on WGRC and Arcane Might on Vlad. Eliminators position to try and get into range of the IFP in later turns.
All upkeeps stay up – He CRAs down one of the shock troopers, BigB and mortar clear out one rocket, one of each eliminator unit (doh!) and a rifleman. IFP shield wall and advance.
On my turn I see the start of a scenario opening – left zone only has a few models in and the right has 5 IFP (tough ask but not impossible). He hasn’t feated as I guess he needs to hold it to bring forces to bare later in the game and it brings IR2 too far forward to get enough with the -2 speed. It’s feat turn for me, no need to hold it and I have to start trying to win the game this turn.
Upkeeps stay up and no allocation leaving vlad on 5. HOF rifles get +2 from joe and start trying to gun down the Iron fangs in pods of 2/3 and the 2 rockets. By the time the shooting has stopped/tough roles made I have killed 2 guys. so much for scenario on that side of the table.
Vlad cycles HOF onto the shocktroopers and feats rolling the magic 6 (welcome back Rich!). Drakhun charges into the IFP and kills 2 people with impact attacks. Shockies get path finder and +2 mov and blast into the nyss and IFP – with assault and charges they hit everything and after tough rolls kill 4 models. Eliminators run and jam. Mechs take the zone to go to 1. Marauder positions to charge BMoth or the zone next turn.
He drops up keeps, apart from SG. Mortar shoots his own guy, misses and deviates onto the eliminator blowing her up. Right hand IFP commit and mini feat into the Maraduer and the WGRC killing the front line and reforming further in. Irusk 2 feats, Battle lusts the left IFP. IFP, nyss and GBs go to town and by the time they have all finished swinging I have 2 shock troopers left (one on one box) and the Drak on 2 boxes. He missed a roll against the one box shock trooper so bmoth can’t get to ruin and shoots him instead and then clears out the mechs with another shot. I don’t feel good about this, assassination angles are bad, scenario is bad and attrition is awful.
On my turn I drop assail/AW and upkeep HOF – vlad on 7. Elminator kills one IFP in the back arc but snake eyes the next roll, shocktroopers kill one model after tough, drakhun kills one model after attacks. Kovnik assaults valachev and nails the 7 to hit the assault shot. Ruin is on 2 souls and converts it to focus charging a GB – Kills a GB and a nyss so back on 2 souls. Another turn of banging my head against the tough wall and it’s time for Vlad to get involved. Vlad charges into the zone and after charge attacks, 3 purchased attacks kills.. 1 model. Marauder kills the 2 guys in front of him but cant get across to one of the guys in the middle – my scenario opening looks to be slammed shut. WG and Joe get bear strength (grrr) and go into the IFP. By the time the dust has settled there are 2 in the zone. Not a great turn.
Getting into the grind now. Bmoth blows up marauder, puts 5 damage with the blast on vlad which I take to get the +2arm/strength, Nyss, GB, and IFP take out the shock troopers, ruin and dismount the Drak. IFP kill some WGRC
I clear the IFP, slam the GB into the standard bearer with the Kovnik and clear a nyss running vlad across to the right zone camping 7 to score for 3
He clears the drak with the nyss, shoots vlad twice with BigB – one hits but rolls a 9 on damage so with transfers does no damage, one misses. Irusk2 battle lusts the IFP who charge into Vlad – so Vald has enough focus for all of them meaning they are 4 dice on the charge at pow 13 against an effective arm 23. Vlad has 11 boxes left and they need 8’s to hit. He needs 3 to land to put Vlad down so instead goes for the monster CMA….which doesnt do enough!
On my turn I clear the left zone (thresher etc!) and go to 5
An awesome game back into Khador. Really close and loads of fun. It showed how strong IR2 is and makes me want to get back to playing him.
In terms of the game I was definetly rusty and some positioning mistakes left me open every turn through out the game:
eliminators didn’t need to be that far forward at the start of the game
Ruin could run to be more protected by the shocktroopers
WGRC could have been spaced better to stop blasts/IFP tieing them up as much
Marauder could have been useful (!)
On reflection I would have played this completely differently. So my plan initially was to smash into the nyss and grind through with shockies which kind of worked – but what does it actually get me? I was never going to clear that left zone and he had the bulk of his force over there – going toe to toe with IR2 in a grind is a mistake and i’m not going to win it. Even on feat turn I was taking lots of damage due to the raw output of IR2. Keeping eliminators safe and using them as feat targets is far more effective, no tough, no shield wall and high def is the one thing IR2 struggles with. Shocktroopers hit/kill without feat anyway.
I should have skewed heavily to the right and gone for scenario. A lot of his forces would be out of position and while he would collapse the left flank, I could focus on scoring first with Vlad and play from there. Saxon wouldn’t be as crucial so he can hide behind the trees and be a late game contest piece, same with the Kovnik and Drakhun. If both units of eliminators went into the IFP after shots from WGRC and the shockies assaulting I think that right zone would have been dominated. At least it is forcing IR2 to come to me. Another point vs IR2 – wide battle lines are usually a mistake as he plays attrition so well. A focused group of models makes it harder for IR2 to bring everything to bare.
Key lesson – killing stuff is good, winning is better – always keep an eye on how you are going to win the game. It’s easy to get caught up with taking models off the board but that doesn’t win you games. I’ll put it down to being excited about Khador again!
More games on Saturday!