Showing posts with label circle orboros. Show all posts
Showing posts with label circle orboros. Show all posts

May 16, 2011

Satyr in the Shadows

Often, when I play Circle, I draw a fine line between the users of living warbeasts and the users of construct warbeasts. Sometimes, they intermingle, but typically I'll stick to one or the other. (Kaya, Morvahna, and Kromac prefer living beasts in my eyes, while Baldur, Krueger, Cassius, and Mohsar tend to prefer constructs.) Typically, when I use living heavies, I tend to favor Warpwolves. This isn't too surprising. All 3 flavors of Warpwolf are very versatile, and they tend to hit harder because of their ability to augment their strength on top of other effects Circle can provide. This tends to leave me neglecting the Satyrs. Sometimes, I don't know why.

The Gnarlhorn's fairly good in its own right. It has a very useful animus (Bounding can be devastating in conjunction with Epic Kaya's Dogpile and/or the Wayfarer's Hunter's Mark), it's a huge threat if it can get a slam off, and it can hit relatively hard with enough support. But we're not talking about the Gnarlhorn here. I want to talk about the oft-maligned Shadowhorn Satyr.

The Shadowhorn has a reputation of being Circle's “light heavy.” With a 13/17/24 defensive spread and relatively low POW attacks for a heavy, it's often called a large-based light much like the Seraph was in Hordes MkI. It does serve its own purpose, though. It's tied with the Rhinodon for the cheapest heavy warbeast in the game, and low cost has its own benefits. It also has a lot of abilities that can directly support Circle's hit-and-run tactics. It might not hit as hard as a Warpwolf, but it can certainly be an enabler for one of the harder-hitters.

One of my favorite Shadowhorn tactics is to use it to set up a kill for a big target. With Bounding Leap, it has greater versatility than other Circle heavies, who generally can only go directly at their target. Bounding Leap opens up a number of possibilities. One such tactic is to leap behind a warjack or warbeast and lock an arm or weapon system, causing them to be unable to break the lock as the attacker is not in its front arc, thus disabling it. I'm more of the one for destruction though. I'll typically activate its animus and throw the target toward my army. This way, I can both knock the model down and get it into the range of a heavier hitter while keeping the heavier hitter safe. Typically, this will result in your opponent being distracted by a heavy up in their grill. I recommend a Druid Wilder when employing this tactic, as not only can she use the animus for free, but you can also wander a little farther due to her Herding ability. With Kaya the Wildborne, this becomes even more brutal, as she can then use Spirit Door to bring the Shadowhorn back so you can wash, rinse, and repeat the procedure next turn.

Epic Kaya can provide some good options for it, as well. While Forced Evolution is typically best used on a Warpwolf due to their higher DEF and the fact that it augments their strength better, it's definitely not wasted on a Shadowhorn. With Gorax support, the Shadowhorn now hits ridiculously hard, and your opponent isn't going to want to charge a DEF 17 warbeast that grants some dire consequences (Reversal) if you miss. Besides, they'll probably underestimate the Shadowhorn anyways.

The Shadowhorn also has good synergy with its beefier cousin. While you lose the additional movement provided by Bounding or the extra hitting power a Gorax could provide, you also get a very powerful slam that will move a minimum of 5 inches (2 from Virility, 2 from Grand Slam, and a minimum of 1 on the distance die). From there, following up is optional; after all, you might just be knocking a model out of a control zone.

The Shadowhorn is cheap, but unlike Circle's other heavies, it's not about picking a target and murdering it. The Shadowhorn plays a more tricky style. It sets up the kill or disables a threat. It also provides support for other living warbeasts in your army. It might not hit hard. It might not make anything else hit hard. But what it does do is create openings for your army. And when Circle sees an opening, they'll not only take it, but they'll take advantage of it. And that's what makes the Shadowhorn worth using.

March 20, 2011

Mohsar Goes Hardcore

Ended up with a 2-2 finish in the four-round hardcore. I managed to get “lucky” and draw the first round bye. (The only problem is that I wanted to play.) So after waiting around for an hour and taking a few pictures, I finally got my first game in against eSkarre.

I'm going against Skarre, Deathjack, a Leviathan, a Nightwretch, a full unit of Satyxis Raiders (with Sea Witch and Captain), a Necrosurgeon and Stitch Thralls, and a Warwitch Siren. I get some Pillars of Salt up early to block the Raiders' and Deathjack's advance, but he goes around. Skarre uses her feat, leaving Mohsar and Megalith useless while making herself, Deathjack, and Leviathan invincible for a turn. I use the Warpwolf Stalker to try to get into position, but I can't hit the Nightwretch to save my life. I get one last shot when Skarre charges the Warpwolf and fails to kill it, but I left her alive by one. Meanwhile, Mohsar was playing with his new friend...

Next round I got paired against one of the two Legion players. This one had Saeryn, a Carnivean, a Raek, 4 Shredders, 2 Scathers, 2 Forsaken, a Shepherd, Gudrun, and Totem Hunter. The Wolf Riders are the MVP's here, as they take out the Totem Hunter, Gudrun, a good chunk of the Carni, and manage to get a blow on Saeryn. This was the only game I had a feat in, and it caused a couple Shredders (those who didn't die to a Crevasse) to frenzy and get in the way of the Carnivean, who was already toying with a Pillar of Salt. Things got a little fishy in the end, but time was called and I had enough of a presence in the Killbox (read: Megalith) to get myself a win.

In the last round I got paired against eStryker packing an Ironclad, Stormclad, 10 Stormguard, Gun Mage Captain, Journeyman with a really annoying Charger, Reinholdt, Rhupert Carvolo, and 3 Stormsmiths. I call the Charger annoying because it took out 2 of the Wolf Riders and a decent chunk of Mohsar before I tied it up with the Woldwatcher. We traded a lot of blows, though. A couple of Crevasses and the Stalker took out most of the Stormguard in one turn, and a missed charge prevented the Stalker from boxing the Ironclad, running back via Lightning Strike, and coming back to work on the Stormclad (who ultimately finished both my heavies). I got Stryker down to about 5 before time was called, only this time I'd lost the attrition battle for the 2-2 finish.

I thought the list worked well though. Mohsar did get caught in melee twice (though it survived the assault from the Raek), but all of my games were close. The list performed well, just fell a little bit short a couple times. It's looking like my next major tournament is going to be at the end of next month, and probably a 150-point monstrosity. I'm starting to get a few ideas, but more on that at a later date.

March 18, 2011

Preliminary: East Lansing Hardcore

Tomorrow I'm going to a Hardcore tournament up in East Lansing. I'll report on it on Sunday in full, I'm just going to do a quick once-over over my list and a loose plan for it. For starters, the 35-point list is:
  • Mohsar the Desertwalker
  • Megalith
  • Warpwolf Stalker
  • Woldwatcher
  • Woldwyrd
  • Shifting Stones
  • Stone Keeper
  • Tharn Wolf Riders (3)
There's not a lot to get in the way, so I want the Watcher to stay close to Mohsar to prevent a ranged assassination. Knowing there's a pretty good Retribution player up there, I'm going to want to protect some fury for transfers in case of Kaelyssa. The lack of models also means that placement of Pillars of Salt is crucial, but I wanted to keep model count down because it's Hardcore and time is an issue. The two heavies are my primary damage output, and the Wolf Riders provide a good flank that can come in for an assassination (especially if I can get Curse of Shadows on their prey target). The Wyrd can pick off targets depending on upkeeps (and in a practice game I played did a good chunk of damage to Calandra with Bullet Dodger up), and the Stones can give me better positioning, or they can heal when necessary.

My main problems during the little testing I did revolved around dice (as in another game I was having trouble hitting an unbuffed Scythean of all things), so I'm pretty confident the list can do something. I'll be posting updates throughout the day on Twitter (@arkanikawmh), so stay tuned to that, as well as the full report here. (Hopefully with pictures!)