Post by mrveux on Jun 19, 2017 1:50:05 GMT
Kraye (out of theme) vs F3ora (exemplar theme) WHO IS THE HORSIEST!
Hey all! Finally got to test out Kraye, something I’ve been really excited about doing since his new rules went up. Played against one of my oldest friends who is just getting into the game playing Protectorate. As he’s super new to the game, I didn’t want to overload him with proxies, so I stuck to mostly what I own already, which means that my list was a little unorthodox.
The lists!
Me!
Kraye
-Squire
-Centurion
-Gallant
-Ironclad
-Charger
-Minuteman
JR
-Charger
Strangewayes
Versh
Thorn Gun Mages
-Murdoch
Him!
F3ora (Exemplar theme)
-Castigator
-Hand of Judgment
-Dervish
Rhoven and Bros
Cinerators (full)
Errants (full)
-UA
Knights Exemplar
Choir (supposed to be base, he accidentally played full, this had pretty much no effect on the game)
Exemplar Seschel
Vassal (x2)
Reclaimer Gatekeeper
Wrack (x3)
I took pictures of this, but they are bit confusing to look at, as all of his stuff is currently base coated gold and a little tough to differentiate, so if people want them, I can try and post them, but for right now, I am leaving them off.
A few other notes: We were playing the “Hold the Line” scenario from the Prime book (mostly because I’m still introducing him to the game and I want him to get the ideas of scenarios but without jumping right in) but where doing it with current scoring rules, IE up by five at the end of turn seven. We also played without a death clock as I wanted him to be able to talk through his turns and strategies with me.
Okay, so, now that that is out of the way, The terrain was set up in a way where there was a decent sized forest in the middle, with a house and a smaller forest on my right on his side of the table, and a lake on my left on his side of the table. On what ended up being my side of the table, there was a decently large hill and a long trench. He won the roll and chose to go first, I chose the hill and the trench side.
In looking at the deployments, boy howdy he had so many more models than I did. He deployed centrally, for the most part. F3ora was right in the middle, with Exemplars on the right along with the dervish and the cinerators on the left. The two heavies stayed pretty close to her. When he ADed, he ADed the Errants out on the left, facing the biggest open space, and in front of the Cinerators.
I deployed pretty heavily to the left, as that had the most open space and the hill, all of my jacks skewed left, and Murdoch and the TGM deployed right to contest. Minuteman ADed out on the hill.
Turn 1 Protectorate:
There is lots of running. Errants move up in three ranks to sit on the flag, along with the seneschal, trying to force me to deal with them to get the rest of the army up. Everything else just pushes forward. I think the jacks got passage sung at them, but it ended up not making any difference.
Turn 1 Cygnar:
Kraye activates, tosses admonition on the Centurion, and Countermeasure on the Minuteman. He then repostions into the trench, just out of charge range of things. Most everything advances, or tramples and repostions. The centurion takes the ‘go ahead, make my day’ stance in the middle of the field, daring people to charge him, which they can’t. Both chargers clip an errant or two, and the minuteman charges in, flak fields and kills some more. I believe about half of them are dead by this point, and the Seneschal is on that annoying 1 hit point he will stay at for most of the game.
Turn 2 Protectorate:
There is a lot more running to get stuff into the fight in a way where if I don’t do something on my turn, I’m going to have an exceptionally large amount of weapon masters in my back field. Speaking of weapon masters, they really freaking hurt. Three exemplar errants scrap about half the minuteman, including it’s cortex. The Dervish ends up in my trench, threatening to put the hurt on Kraye next turn, with the Errants right behind it. The Cinerators are also up in a way where I think he either over estimated their toughness or underestimated the shear amount of hurt I could put out on the alpha. He also pulled a really tech play in which he shot out the Hand’s flame thrower through his Cinerators, tagging my centurion and barely missing Kraye.
Turn 2 Cygnar:
LIGHT ‘EM UP! Kraye goes first, hands out a bunch of focus, pops his feat manages to tag only one of the two Cinerators he shot at. Between Kraye, both chargers, the centurion and the ironclad, I clear out all of the Cinerators, but can’t clear the seneschal. Gallant ends up trampling over it (which it dodges, freaking heavy armor ninja), and so can only put two swings into the hot-shotted Hand, which does about half the boxes, but only knocks out the flamethrower. My gun mages singlehandedly take out 4 of the six errants and that was on crappy roles. One of them is also proudly, bravely standing between the dervish and Kraye.
Turn 3 Protectorate:
I’M ON FIRE! It’s counterfeat turn. All his jacks get loaded up and he swings for the fences. The last two Errents end my Minuteman, and the Seschel breaks away from Versh (who also failed to kill him last turn) to charge Kraye, set him on fire and does some damage. The two remaining Errants charge in, kill a gun mage, set another on fire, and kill Murdoch. The unfortunate part of this is that it means that there is now an exemplar blocking the dervishes charge lane. The dervish ends up charging the squire and murdering the coffee pots before taking a side step and putting a few hits into Kraye. The Castigator picks up the Centurion and throws it at Kraye (rude, I know) and misses Kraye, deviating and dropping the Centurion right behind the Castigator. The Hand gets super buffed and smacks Gallant until there isn’t a Gallant anymore. Kraye skips out of the turn at half life and very on fire.
Turn 3 Cygnar: (In which the remaining two Thorn Gun Mages prove worth their weight in gold)
The Centurion stands up and kills him a Dervish dead. My Journeyman decides that now is the time to make a bold move and see if she can’t get promoted to full warcaster in this fight. She charges the ninja seneschal and kills it super dead (I think I rolled two sixes and a five on the damage dice. Kraye kills one of the last two Exemplars and shoots one of the Errants missing it. The gun mages activate, killing the last two Errants, and then managing to push the Castigator out of the forest and into the sites of my Chargers. JR’s charger kills it dead, finishing the job that I believe the Centurion started. The second Charger and Versh manage to kill the Hand, it’s the upside downside of him needing to redline his jack to kill me things and Versh following the true faith of Morrow. The ironclad charges in killing Rhoven and one of the body guards who were out in front of Feora, before repositioning right up into her face.
Turn 4 Protectorate: (In which I learn about Fire Step_
Feora fire steps away from my Ironclad, charges JR, killing her dead, and assaulting to hit Kraye with the flame thrower through JR. It didn’t kill him, but left him at about five hit boxes, repositioning back to get out of at least some of my charge ranges. His last errant gets into my one functioning charger, and his support staff runs up to engage Versh and Strangewayes.
Turn 4 Cygnar:
Okay, Kraye, you are one of the best scouts in the Iron Kingdoms, did no one ever teach freaking stop, drop, and roll? Fire drops Kraye to one box left. Strangewayes proves that he is the more empowered by killing a vassal with his wrench. Kraye shoots up Feora and does…next to nothing, even on boosted damage. The Centurion charges in and does a lot. The gun mages keep clearing out support. The Ironclad kills the last body guard and repositions to try and block Feora in. The Charger kills the last Errant and repositions to try and block more of Feora’s fire step positioning, and Versh does the same.
Turn 5 Protectorate:
Feora still has a fire step angle because those are an absolute pain in the butt to stop. She gets one good shot off with her flame thrower, and hits a 13. If she’d Incited beforehand that would have been game, but then she would have been camping zero focus and there was a good chance that Kraye was going to die to fire anyway, so it was an understandable play.
Turn 5 Cygnar:
Fire. Finally. Goes. Out. My opponent concedes because now I’m about to drop a Centurion, and Ironclad, and a Charger on him.
Yellow:
Kraye: I feel like he is almost there. I love the feel of his kit, and the options that where open to me. Even if I never cast Full Throttle, my opponent still had to play around it. Admonition let my get my Centurion properly positioned for my alpha (I believe this happened turn one), and Countermeasures meant that my opponent had to deal with my Minuteman. I felt a bit of the lack of defense or damage buff, but not to a crippling level. My real only complaint right now is that I feel like, of all the Cygnar casters I’ve played, he has the least potential in combat. Brutal Charge on the weapon is nice, but you are never engaging him with a thing that has more than a few hitboxes as his reposition leaves still within charge range. His gun is great, but pow 11s, even boosted did not do much for me against anything more than paper armor. My suggestion would either be to add 1 to 2 power to the carbine, perhaps to show his accuracy with it, or to give it something akin to the sniper rule, where it always does one damage and you can pick the column or spiral. Still wouldn’t give him huge output against high armor, but would show his place as a premiere scout marksman.
Anyway, thanks for reading my almost eighteen hundred words of battle report. (Brevity was never my strong suite.)
Hey all! Finally got to test out Kraye, something I’ve been really excited about doing since his new rules went up. Played against one of my oldest friends who is just getting into the game playing Protectorate. As he’s super new to the game, I didn’t want to overload him with proxies, so I stuck to mostly what I own already, which means that my list was a little unorthodox.
The lists!
Me!
Kraye
-Squire
-Centurion
-Gallant
-Ironclad
-Charger
-Minuteman
JR
-Charger
Strangewayes
Versh
Thorn Gun Mages
-Murdoch
Him!
F3ora (Exemplar theme)
-Castigator
-Hand of Judgment
-Dervish
Rhoven and Bros
Cinerators (full)
Errants (full)
-UA
Knights Exemplar
Choir (supposed to be base, he accidentally played full, this had pretty much no effect on the game)
Exemplar Seschel
Vassal (x2)
Reclaimer Gatekeeper
Wrack (x3)
I took pictures of this, but they are bit confusing to look at, as all of his stuff is currently base coated gold and a little tough to differentiate, so if people want them, I can try and post them, but for right now, I am leaving them off.
A few other notes: We were playing the “Hold the Line” scenario from the Prime book (mostly because I’m still introducing him to the game and I want him to get the ideas of scenarios but without jumping right in) but where doing it with current scoring rules, IE up by five at the end of turn seven. We also played without a death clock as I wanted him to be able to talk through his turns and strategies with me.
Okay, so, now that that is out of the way, The terrain was set up in a way where there was a decent sized forest in the middle, with a house and a smaller forest on my right on his side of the table, and a lake on my left on his side of the table. On what ended up being my side of the table, there was a decently large hill and a long trench. He won the roll and chose to go first, I chose the hill and the trench side.
In looking at the deployments, boy howdy he had so many more models than I did. He deployed centrally, for the most part. F3ora was right in the middle, with Exemplars on the right along with the dervish and the cinerators on the left. The two heavies stayed pretty close to her. When he ADed, he ADed the Errants out on the left, facing the biggest open space, and in front of the Cinerators.
I deployed pretty heavily to the left, as that had the most open space and the hill, all of my jacks skewed left, and Murdoch and the TGM deployed right to contest. Minuteman ADed out on the hill.
Turn 1 Protectorate:
There is lots of running. Errants move up in three ranks to sit on the flag, along with the seneschal, trying to force me to deal with them to get the rest of the army up. Everything else just pushes forward. I think the jacks got passage sung at them, but it ended up not making any difference.
Turn 1 Cygnar:
Kraye activates, tosses admonition on the Centurion, and Countermeasure on the Minuteman. He then repostions into the trench, just out of charge range of things. Most everything advances, or tramples and repostions. The centurion takes the ‘go ahead, make my day’ stance in the middle of the field, daring people to charge him, which they can’t. Both chargers clip an errant or two, and the minuteman charges in, flak fields and kills some more. I believe about half of them are dead by this point, and the Seneschal is on that annoying 1 hit point he will stay at for most of the game.
Turn 2 Protectorate:
There is a lot more running to get stuff into the fight in a way where if I don’t do something on my turn, I’m going to have an exceptionally large amount of weapon masters in my back field. Speaking of weapon masters, they really freaking hurt. Three exemplar errants scrap about half the minuteman, including it’s cortex. The Dervish ends up in my trench, threatening to put the hurt on Kraye next turn, with the Errants right behind it. The Cinerators are also up in a way where I think he either over estimated their toughness or underestimated the shear amount of hurt I could put out on the alpha. He also pulled a really tech play in which he shot out the Hand’s flame thrower through his Cinerators, tagging my centurion and barely missing Kraye.
Turn 2 Cygnar:
LIGHT ‘EM UP! Kraye goes first, hands out a bunch of focus, pops his feat manages to tag only one of the two Cinerators he shot at. Between Kraye, both chargers, the centurion and the ironclad, I clear out all of the Cinerators, but can’t clear the seneschal. Gallant ends up trampling over it (which it dodges, freaking heavy armor ninja), and so can only put two swings into the hot-shotted Hand, which does about half the boxes, but only knocks out the flamethrower. My gun mages singlehandedly take out 4 of the six errants and that was on crappy roles. One of them is also proudly, bravely standing between the dervish and Kraye.
Turn 3 Protectorate:
I’M ON FIRE! It’s counterfeat turn. All his jacks get loaded up and he swings for the fences. The last two Errents end my Minuteman, and the Seschel breaks away from Versh (who also failed to kill him last turn) to charge Kraye, set him on fire and does some damage. The two remaining Errants charge in, kill a gun mage, set another on fire, and kill Murdoch. The unfortunate part of this is that it means that there is now an exemplar blocking the dervishes charge lane. The dervish ends up charging the squire and murdering the coffee pots before taking a side step and putting a few hits into Kraye. The Castigator picks up the Centurion and throws it at Kraye (rude, I know) and misses Kraye, deviating and dropping the Centurion right behind the Castigator. The Hand gets super buffed and smacks Gallant until there isn’t a Gallant anymore. Kraye skips out of the turn at half life and very on fire.
Turn 3 Cygnar: (In which the remaining two Thorn Gun Mages prove worth their weight in gold)
The Centurion stands up and kills him a Dervish dead. My Journeyman decides that now is the time to make a bold move and see if she can’t get promoted to full warcaster in this fight. She charges the ninja seneschal and kills it super dead (I think I rolled two sixes and a five on the damage dice. Kraye kills one of the last two Exemplars and shoots one of the Errants missing it. The gun mages activate, killing the last two Errants, and then managing to push the Castigator out of the forest and into the sites of my Chargers. JR’s charger kills it dead, finishing the job that I believe the Centurion started. The second Charger and Versh manage to kill the Hand, it’s the upside downside of him needing to redline his jack to kill me things and Versh following the true faith of Morrow. The ironclad charges in killing Rhoven and one of the body guards who were out in front of Feora, before repositioning right up into her face.
Turn 4 Protectorate: (In which I learn about Fire Step_
Feora fire steps away from my Ironclad, charges JR, killing her dead, and assaulting to hit Kraye with the flame thrower through JR. It didn’t kill him, but left him at about five hit boxes, repositioning back to get out of at least some of my charge ranges. His last errant gets into my one functioning charger, and his support staff runs up to engage Versh and Strangewayes.
Turn 4 Cygnar:
Okay, Kraye, you are one of the best scouts in the Iron Kingdoms, did no one ever teach freaking stop, drop, and roll? Fire drops Kraye to one box left. Strangewayes proves that he is the more empowered by killing a vassal with his wrench. Kraye shoots up Feora and does…next to nothing, even on boosted damage. The Centurion charges in and does a lot. The gun mages keep clearing out support. The Ironclad kills the last body guard and repositions to try and block Feora in. The Charger kills the last Errant and repositions to try and block more of Feora’s fire step positioning, and Versh does the same.
Turn 5 Protectorate:
Feora still has a fire step angle because those are an absolute pain in the butt to stop. She gets one good shot off with her flame thrower, and hits a 13. If she’d Incited beforehand that would have been game, but then she would have been camping zero focus and there was a good chance that Kraye was going to die to fire anyway, so it was an understandable play.
Turn 5 Cygnar:
Fire. Finally. Goes. Out. My opponent concedes because now I’m about to drop a Centurion, and Ironclad, and a Charger on him.
Yellow:
Kraye: I feel like he is almost there. I love the feel of his kit, and the options that where open to me. Even if I never cast Full Throttle, my opponent still had to play around it. Admonition let my get my Centurion properly positioned for my alpha (I believe this happened turn one), and Countermeasures meant that my opponent had to deal with my Minuteman. I felt a bit of the lack of defense or damage buff, but not to a crippling level. My real only complaint right now is that I feel like, of all the Cygnar casters I’ve played, he has the least potential in combat. Brutal Charge on the weapon is nice, but you are never engaging him with a thing that has more than a few hitboxes as his reposition leaves still within charge range. His gun is great, but pow 11s, even boosted did not do much for me against anything more than paper armor. My suggestion would either be to add 1 to 2 power to the carbine, perhaps to show his accuracy with it, or to give it something akin to the sniper rule, where it always does one damage and you can pick the column or spiral. Still wouldn’t give him huge output against high armor, but would show his place as a premiere scout marksman.
Anyway, thanks for reading my almost eighteen hundred words of battle report. (Brevity was never my strong suite.)