Stryker3 Vs. Karchev

Tonight I met up with Mikkel to play my first (and his second) game of third edition Warmachine. I brought Stryker3 and he brought Karchev with Ruin, Behemoth, Rager, and double Juggernauts (seasoned with snipers and solos).

Lord General Coleman Stryker (28 points)
– Dynamo (18)
– Stormclad (18)
Archduke Alain Runewood (4)
Captain Maxwell Finn (6)
Ragman (4)
Lanyssa Ryssyl (3)
Arcane Tempest Rifleman (4)
Arcane Tempest Rifleman (4)
Trencher Infantry [Leader & 9 Grunts] (16)
– Officer & Sniper (5)
Trencher Infantry [Leader & 9 Grunts] (16)
– Officer & Sniper (5)

I got ahead on attrition at first, as Mikkel couldn’t really avoid taking my Trencher charge to the face, but a combination of poor dice and horrible dice left me less ahead than I thought I would be. Then slowly and steadily Mikkel took that lead away from me, and Dynamo rolling double ones on two consecutive turns (needing 3+ to hit) and doing exactly nothing with his focus didn’t help either.

In the end he had to give me an assassination attempt on Karchev, but after doing some math I realized that killing Karchev was highly unlikely. Karchev is now ARM 19 with Unyielding and he was camping three focus. On average Stryker3 with Fury and Dark Shroud does roughly half Karchevs boxes worth of damage. I pondered the situation for a while but couldn’t see a way out.

I learned some pretty solid lessons. The double trenchers are fucking gods. Dig-In, Cautious advance, and CRA are like chocolate covered chocolate with extra chocolate on top. They’re not without flaws – like the short ranged guns and lack of pathfinder, but with Runewood and Finn backing them up they’re bosses.

The mini-feat is a bit strange as well, and you have to be quite certain you don’t end up blocking your own line of sight. There’s also some issues with feat timing as one unit of Trenchers will have to charge without either feat or Fury, which makes it a bit less insane (but still really good). All in all I like the way this list is heading, but it needs some tweaks.

Dynamo & Stormclad was a mistake, and I should have gone for volume over quality here as well. I’m pretty sure three cheap melee heavies (Hammersmiths/Ironclads) will do the trick, as the double Trenchers will ensure that the enemy comes to me anyway. If I end up facing an enemy with clearly superior ranged game I’m likely to drop my other list (probably Nemo3 or Cain2) into them instead.

Lord General Coleman Stryker (28 points)
– Hammersmith (12)
– Ironclad (12)
– Ironclad (12)
– Squire (5)
Archduke Alain Runewood (4)
Captain Arlan Strangeways
Captain Maxwell Finn (6)
Ragman (4)
Gobber Tinker (2)
Trencher Infantry [Leader & 9 Grunts] (16)
– Officer & Sniper (5)
Trencher Infantry [Leader & 9 Grunts] (16)
– Officer & Sniper (5)
Objective: Stockpile

The Squire and Arlan make an appearance because I really felt the lack of control area when it came to feat turn, and because I would like to be able to fill up two jacks while upkeeping and swapping Fury, and still camp one for safety. With both Arlan, the Gobber Tinker, and Stockpile I should be able to keep the cheap heavies operational even if facing heavy fire, which will end up forcing the enemy to fight like men in the end.

Mikkel also played a bit of Cygnar but is now back on his Khador, so I got to look through his drawers and borrow some of his unpainted stuff. This will give me time to get my finances back in order before putting down more cash for Cygnar, so the following models are on permanent loan.

  • Kathrine Laddermore
  • Stormlances
  • Stormblades + UA + WA(3)
  • 3 Stormcallers
  • Nemo3
  • Thunderhead

I just need a Firefly or two and I’m ready for a Nemo3 list, which should give me a solid base for a coming games day. In the mean time I’m going to see about getting some games in with Stryker3 and fine-tuning him.

3 Responses »

  1. I’m curious, since it was your first game of Mk3, what were you initial impressions of the game now as a whole? Obviously you saw a lot of Power-Up, and even your comments about trading heavies for more heavies instead of “well, gee, I should have taken that Stormwall” seem indicative about how the game might run now. Certainly you let your thoughts be known on the models you took, but I’d like more detail on how the game flows now, in your opinion.

    • One game might not be enough to judge, but it felt super smooth. The premeasuring opens up a whole new world of tactics, and I didn’t even miss the guessing game.

      The Power Up rule is amazing, and I’ve been arguing for years that Tough should work just like it does now. It might not be fun to lose Trenchers the second time they’re hit, but it’s a much better experience for the opponent.

    • Line breaker might be the dumbest scenario ever though. You wont win on scenario unless you’ve already destroyed 85% of the opposing army, and then your opponent ran his caster away.

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