Played a skirmish this weekend with the new cards, no motivations, just straight up combat. Forced were
Teknes
2 Union Bosses
1 Lineman Defender Controller
13 Union Workers
5 Linemen Defenders
1 C.A.G.E.
2 Zaalak
Goritsi
1 Herald of Blood
1 Dancing Master
18 War Dancers
2 Shield Breakers
1 Gregorio Don Sissora
Things we found and questions that came up:
For the Teknes, the saving grace of the force were the specialists, which accounted for the first blood, and slowed the inevitable onslaught. The C.A.G.E. lived long enough for a single attack, but that attack killed 5 War Dancers and put 2 wounds on the Dancing Master (and failed to hurt the Shield Breaker). Suppression kicked in and actually caused 2 of the kills. Zaalaks were responsible for 1 kill each.
Pain fueled Workers are very frightening, they rampaged and killed Gregoria Don Sissora in a single volley (though it was a volley of 4 angry Union Workers). The workers also managed to eliminate both Shield breakers.
Basically we found that the War Dancers are a hard counter to the Teknes if the Teknes do not bring an Ironward. Being able to avoid reactions is very brutal to the Teknes. Having the Wardancers leaping across Zaalaks and the C.A.G.E. and the defenders with no chance of Unleashed, Counter Attack or Galvanic Backlash triggering is frustrating. Probably should have brought the defenders instead and sniped the dancers.
Rank 1 Specialists, while nifty, do not last long against Rank 1 infantry. The Zaalaks got 1 kill each, one shield breaker wounded a C.A.G.E. and took down 1 worker, the other failed to get a kill. Against units without 2 dice of attack, they would have fared much better.
Herald of Blood’s inspiration is fantastic, it allowed the War Dancers to position their targets to get the best use out of their Deadly Flourish. The Herald’s Training seemed, and really had no impact on the game. Either the troops started outside the Aura, or if they started inside, the model with the aura was generally the one being attacked. There was only one instance where this had an impact.
Question on timing of events: If a Dancing Master activates with some wardancers can the Dance Master use Come Hither to draw an opponent forward and then have the War Dancers use their Deadly Flourish? If so, this becomes a fantastic way to draw out leaders and specialists for a quick kill.
We also found that no matter how easy a War Dancer is to kill, you cannot kill them all, and their Deadly Flourish becomes incredibly deadly. When you get stuck into the battle, there just is no way to avoid Deadly Flourish hitting, and with the Herald of Bloods inspire, the Dancers will easily get to hit 2-3 enemy models each flourish. One activation of Dancer’s killed 5 workers and 4 Defenders. (Granted there were 7 Dancers in that activation, but each model was being hit by a 4 dice attack.)
Question on Gregorio: His Winged Cleaver attack says that it targets every enemy model in 2”. So, if there were 3 targets, would you roll once and apply the result to each target, or would you roll 3 attacks, one per target?
We discussed methods to mitigate the War Dancers Flourish (which BTW, the Dance Masters final attack killed 1 Unharmed worker, 1 Pain Fueled Worker and the Union boss, getting 3, 3 die attacks is brutal). So, while the ability is called leap, it is more of a pass through, so if you had your troops with their back to a wall (impassable terrain), or even rough 2 terrain, then the Dancers could not flourish since they would not have enough movement to get beyond the unit they want to attack. Terrain of any type is helpful (though the Herald of Blood’s inspiration will help to mitigate this impact).
Question on Offensive Expertise: If 3 pain fueled Workers attack a single model, and all are in base contact with another worker, and they were inspired by the Union boss, would they roll 6 dice, and get 3 re-rolls? This is what we assumed.
How do you work out the War Dancers attacks? Basically is you have 3 War Dancers flourishing 5 Defender Linemen, do you move each War Dancer their 4 inches and see how many attacks would hit each Defender and then roll them? For example, if 2 different War Dancers cross the same defender do you move them all and then make a 4 die attack on the defender? (This was the way that we played it). Does the War Dancers get to choose the order to resolve the attacks? For most instances this won’t matter, but for some it definitely has an impact; such as:
If the Teknes had the Ironward, and we had the same situation, how do we work this out. I assume the the Dancers would choose their first target, if it dies, then the Teknes would get a free strike on the Dancer of their choice (assuming they meet the Ironwards training criteria). If they eliminate that Dancer, then you would remove any further attacks that she would have made, reducing the # of dice added if she and another Dancer were “leaping” over the same model. Then this would be repeated on a model for model basis until all models had attacked. If it works out some other way, could you please explain how this interaction works.
BTW, if anyone is interested, game ended with Goritsi having 2 Moral and Teknes with 0.
Teknes
2 Union Bosses
1 Lineman Defender Controller
13 Union Workers
5 Linemen Defenders
1 C.A.G.E.
2 Zaalak
Goritsi
1 Herald of Blood
1 Dancing Master
18 War Dancers
2 Shield Breakers
1 Gregorio Don Sissora
Things we found and questions that came up:
For the Teknes, the saving grace of the force were the specialists, which accounted for the first blood, and slowed the inevitable onslaught. The C.A.G.E. lived long enough for a single attack, but that attack killed 5 War Dancers and put 2 wounds on the Dancing Master (and failed to hurt the Shield Breaker). Suppression kicked in and actually caused 2 of the kills. Zaalaks were responsible for 1 kill each.
Pain fueled Workers are very frightening, they rampaged and killed Gregoria Don Sissora in a single volley (though it was a volley of 4 angry Union Workers). The workers also managed to eliminate both Shield breakers.
Basically we found that the War Dancers are a hard counter to the Teknes if the Teknes do not bring an Ironward. Being able to avoid reactions is very brutal to the Teknes. Having the Wardancers leaping across Zaalaks and the C.A.G.E. and the defenders with no chance of Unleashed, Counter Attack or Galvanic Backlash triggering is frustrating. Probably should have brought the defenders instead and sniped the dancers.
Rank 1 Specialists, while nifty, do not last long against Rank 1 infantry. The Zaalaks got 1 kill each, one shield breaker wounded a C.A.G.E. and took down 1 worker, the other failed to get a kill. Against units without 2 dice of attack, they would have fared much better.
Herald of Blood’s inspiration is fantastic, it allowed the War Dancers to position their targets to get the best use out of their Deadly Flourish. The Herald’s Training seemed, and really had no impact on the game. Either the troops started outside the Aura, or if they started inside, the model with the aura was generally the one being attacked. There was only one instance where this had an impact.
Question on timing of events: If a Dancing Master activates with some wardancers can the Dance Master use Come Hither to draw an opponent forward and then have the War Dancers use their Deadly Flourish? If so, this becomes a fantastic way to draw out leaders and specialists for a quick kill.
We also found that no matter how easy a War Dancer is to kill, you cannot kill them all, and their Deadly Flourish becomes incredibly deadly. When you get stuck into the battle, there just is no way to avoid Deadly Flourish hitting, and with the Herald of Bloods inspire, the Dancers will easily get to hit 2-3 enemy models each flourish. One activation of Dancer’s killed 5 workers and 4 Defenders. (Granted there were 7 Dancers in that activation, but each model was being hit by a 4 dice attack.)
Question on Gregorio: His Winged Cleaver attack says that it targets every enemy model in 2”. So, if there were 3 targets, would you roll once and apply the result to each target, or would you roll 3 attacks, one per target?
We discussed methods to mitigate the War Dancers Flourish (which BTW, the Dance Masters final attack killed 1 Unharmed worker, 1 Pain Fueled Worker and the Union boss, getting 3, 3 die attacks is brutal). So, while the ability is called leap, it is more of a pass through, so if you had your troops with their back to a wall (impassable terrain), or even rough 2 terrain, then the Dancers could not flourish since they would not have enough movement to get beyond the unit they want to attack. Terrain of any type is helpful (though the Herald of Blood’s inspiration will help to mitigate this impact).
Question on Offensive Expertise: If 3 pain fueled Workers attack a single model, and all are in base contact with another worker, and they were inspired by the Union boss, would they roll 6 dice, and get 3 re-rolls? This is what we assumed.
How do you work out the War Dancers attacks? Basically is you have 3 War Dancers flourishing 5 Defender Linemen, do you move each War Dancer their 4 inches and see how many attacks would hit each Defender and then roll them? For example, if 2 different War Dancers cross the same defender do you move them all and then make a 4 die attack on the defender? (This was the way that we played it). Does the War Dancers get to choose the order to resolve the attacks? For most instances this won’t matter, but for some it definitely has an impact; such as:
If the Teknes had the Ironward, and we had the same situation, how do we work this out. I assume the the Dancers would choose their first target, if it dies, then the Teknes would get a free strike on the Dancer of their choice (assuming they meet the Ironwards training criteria). If they eliminate that Dancer, then you would remove any further attacks that she would have made, reducing the # of dice added if she and another Dancer were “leaping” over the same model. Then this would be repeated on a model for model basis until all models had attacked. If it works out some other way, could you please explain how this interaction works.
BTW, if anyone is interested, game ended with Goritsi having 2 Moral and Teknes with 0.