Category: Khador

Tale of (Two) Painters


Hey everyone!

Yes a 3++ post. Expect another soon as well *gasp*.

So in an effort to encourage myself to blog more and get the site back up and running, Vinsanity and I are doing a painting challenge with the primary focus being on two armies each for Warmachine / Hordes. If anyone else would like to jump on board, please be my guest and just email me with what you’ll be doing and then with the weekly updates. I’ll keep track of everything with a post on Tuesday with pictures and everything. Much excitement I know.

With this in mind, the below is what we are looking to paint with the goal of a Warmachine / Hordes point per day. As things get painted we will cross them out :).

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Warmachine / Hordes New Edition Mk3 – Spoilers Summary (updated 1/06/2016)



Battlebox casters and contents spoiled here.

Mk3 comes out with rules available June 12 with official release date June 29.

Anything that comes from a card, I will just have the cards uploaded rather than quoting them (click the card to go to bigger picture). Breaks it up nicely too… Let me know if there’s anything missed or you’ve seen (please add a source) and will add :).

First of all, let us look at what the spoilers are to date (I will update this as they come along in pink for easy access):

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Warmachine / Hordes – Full Card Spoilers / Leaks

Hey guys,

Working on compiling all the full card spoilers here. I will keep this separate from the officially confirmed statistics just for easy reference in case these are not real or older versions or something in between.

Edit: for now, I’ll link the IMGURs and then I’ll roll through for some summaries :).

Warmachine / Hordes – Battlebox Spoilers

Hey all,

Just going through all the photos now and will be listing a summary and photos for reference.

The other spoilers, I’m not going to post as there are some obvious inconsistencies with them (i.e. POW of Ravagore being not what PP have directly spoiled). I’ve got them saved if they turn out to be true but likely they are early playtest versions (I believe).

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Warmachine 35 point Battle Report – pKreoss vs Strakhov

So played some Warmachine this past week rather than 40k – didn’t want to muddy the waters too much with the ATC this weekend. Here’s a game of my Menoth versus a friend’s (not Vince’s) Khador. He used Strakhov and I had brought…well an odd pKreoss list honestly. We played a DKFJDKJF mission and the Khador player went first after winning the roll. Here are lists:

Khador –

Beast 09
Full Iron Fangs + UA
2x2x Kayzay Eliminators
Great Bears
Duramuv (dude on horse…)

Menoth –

Full Errants + UA
Min TFG + UA
Full Choir

As I said, odd.


With there being two control areas off to the sides, Khador deploys his fast units (Eliminators + Solo Cavalry model) on the flanks with the IFP, Bears, Beast & Strakhov in the centre. I deploy off to the right essentially giving the Khador player the left control zone but also ignoring the Cavalry solo and Eliminators on that side. Without any shooting Kreoss is going to be pretty safe as long as I deny charges on him and I have excess choir boys… TFG deploy the most centrally to delay the Eliminators/Cavalry if they flank with the Reckoner + Redeemer up front and all the support behind them. Errants Advance Deploy on right where the other control zone is.

Khador Turn 1

Everything runs up with Occulation cast on the Great Bears and Superiority on Beast. Eliminators + Cavalry solo make the control zone on the left whilst the Eliminators on the right hang back a little bit.

Menoth Turn 1

The IFP didn’t shieldwall so that’s the order of the day against them. I’m very aware of Strakhov’s feat and how fast…well everything can suddenly become – especially since a lot of the opposing army has Reach. I therefore give two focus to the Redeemer but none to the Reckoner. The TFG advance and shieldwall up the middle and behind the linear obstacle. The Errants run just into the zone on the right to be out of the Eliminators charge range and everything else advances behind the two Warjacks with the choir casting Battle Hymm. The Redeemer lobs three shells + Vassal and takes out four of the Iron Fangs. pKreoss casts Defender’s Ward on the Errants & Lamentation on himself.

Khador Turn 2

Strakhov maintains both upkeeps but doesn’t allocate any focus leaving himself on four (out of range of Kreoss). The Eliminators on the right move up to jam my Errants on the edge of the control zone whilst the Eliminators + Cavalry model on the left move out of the control zone to harass my flank with large run moves. The IFP advance further and Shieldwall with Strakhov moving behind them and a fence. Great Bears & Beast  move up into the middle of the table.

Menoth Turn 2

I thought about popping Kreoss’ feat but since he’s immune to fire, the Reckoner isn’t going to be able to add two POW15s to the game and Strakhov was camping four focus – too much for me to drop him with the Redeemer and the few Errants in range I think. So I move onto normal movement…having forgot to allocate despite upkeeping. Doh! Oh well, means Kreoss can camp & cast spells I guess…

TFG charge/jam Eliminators & Cavalry on the left killing one Eliminator. The Choir cast Battle again (no need for anything else!) and half of them move up in front of where the Jacks will be placed to protect them from charges. The Reckoner moves up and blasts the Beast with a shell doing three damage – it promptly moves forward. The Redeemer stands still and lobs a couple (one + Vassal) shells at the IFP again but only manages to scrap one this time. Support moves behind the Jacks with Covenant casting no-KD aura, Rhupert Tough on Errants and Kreoss Purification to get rid of Superiority. The Errants then go and start charging stuff with four getting into contact with Beast, one with the IFP (and in the control zone) and five on the Eliminators on the right (and in the control zone). Beast takes some moderate damage, one Eliminator dies but everything else whiffs.

Khador Turn 3

Strakhov doesn’t upkeep Occulation and gives three focus to Beast. He pops feat and moves towards the lone Errant engaging the IFP and tries to smack him silly with that rapid firing gun of his. He gets two shots but kills an IFP instead unfortunately. He’s now centrally placed for extended charges on everyone basically. The Great Bears then activate and charge the Errants around the Beast to clear some of them out – two survive thanks to Tough but get trampled down anyway by Beast as he closes in on control zone on the right. There he threshers to kill some more Errants (no tough rolls here) and smacks another in the face before he runs out of focus. The IFP then activiate to try and finish off the Errants but only kill one near the Eliminators – they use their mini-feat to reform into Shieldwall. The Eliminator on the right fails to kill any more Errants leaving the Officer + two left alive.

The Eliminator + Cavalry on the left take down two TFG as well.

Menoth Turn 3

I only upkeep Defender’s Ward here though it’s probably not needed anyway. Three focus goes to both Warjacks. With Strakhov only on one focus it’s all about feat time now – I don’t pop it immediately though as I want to make sure if it fails, Kreoss is safe. The Choir activates to engage the Great Bears (doing no damage) and then the Reckoner smacks into the Beast where he kills it easily thanks to the Errant damage before. Kreoss moves up then and pops feat, getting all the IFP, Eliminator on the right & Strakhov. Redeemer moves up and drops all three Rockets on him with one boosted damage and overkills by a couple points with the extra Vassal shot to spare and game ends.


I felt the Khador player was trying too hard to get the scenario win Turn 2 which was going to be hard when there were seven Errants in one control zone with Defender’s Ward, Tough and no-KD aura up. This put him in a position to be hit by the classic pop&drop when he could have defended against it with focus camping and/or trying to drop the Redeemer with extended charges from Beast/Great Bears. Even doing what he did but keeping focus on Strakhov would have proved a better idea IMO though he was losing the Beast without getting to any of my Warjacks.

Otherwise pretty basic from me – Errants on a control zone, TFG jamming and Menoth fire shooting away! The list was pretty blah – particularly given I only had Reckoner + Redeemer to utilise on pop & drop… and Strakhov is Immune to Fire. Chuck in the Full Choir…? And ya, thrown together list though I did like having both TFG & Errants with pKreoss – something I haven’t done before.

Warmachine Battle Reports – pSevvy v eHaley & pIrusk

Note: I haven’t added editted pictures (just uneditted ones) here sorry, hopefully the text covers what is happening but my computer is having a fun time being…well not working nicely :P. Worry not, future battle reports will indeed have the editted pictures!

Two seperate games in this battle report but since none of my opponent’s models were even undercoated, they get shoved into one post. We like pretty things (says the man with the half painted army). Both games we finally ran some scenarios (the one with the 8″ bar through the middle) – nothing major but another win condition is nice.

First was against Jason with eHaley and a Jack heavy force. Something like:

Jounrneyman Warcaster
Min Gunmag
Gunmage Solo

I was running my current pSevvy list:

Min Errants + UA
Min TFG + UA
Min Choir


Cygnar spreads out with eHaley & her kicking buddy (the squire) hiding behind a building in the back. Gunmages behind the forest on the left with Defender, Thorn and Charger spread out across the deployment line and the Journeyman behind the forest on the right. Hunter ADs on the right as well (attached to Journeyman).

Three tiered deployment for Menoth with Errants advanced deployed in the front and off to the right. Blessing, Reckoner & Vanquisher deploy on frontline with TFG between them. Support + pSevvy behind and the Wracks in their usual triangle.

Cygnar Turn 1

All the Warjacks run up except the Hunter (who only advances) with eHaley hiding behind her building and casting Deceleration (increased DEF in control area) and Temporal Acceleration on the Hunter (extra shots). The Hunter then blasts at the Errants but does minimal damage on the Leader. Journeyman fiddles around behind forest and casts Arcane Shield on Hunter with the Gun Mages slinking around in the woods on the left.

Menoth Turn 1

Blessing & Vanquisher run up with pSevvy casting Eye of Menoth & Defender’s Ward on the Errants. Reckoner charges the Defender in an attempt to slam it with some shells but is just out of range so the Vassal moves up and casts Enliven. The Choir follows up with Passage to stop the shooting from a force made up of nothing but shooting. The TFG run on the left and set up behind the linear obstacle there and pop their mini-feat for +4ARM. The Errants advance on the right, also behind the obstacle, and shoot some Blessed crossbows into the Hunter but fail to hit.

Cygnar Turn 2

Journeyman upkeeps Arcane Shield and the Jacks + Gun Mages advance a little bit (Jacks in centre all behind wall) with the Gun Mage solo hiding behind the Defender & Thorn. eHaley casts Deceleration again and TA on the Hunter who again cannot bring down any Errants. The Gun Mages + Defender are able to drop two of the TFG between them and stay out of charge range next turn.

Menoth Turn 2

Boring game isn’t it! pSevvy upkeeps both Eye & DW and gives a focus to BoV and two to Reckoner. The Reckoner moves laterally behind the fence and tries to blast the Hunter so the Errants have an easier time of it and critically hits – minimal damage despite boost. The Vanquisher advances up the middle and puts a big flaming AOE on Thorn, the Defender & Gun Mage solo but only does superficial damage (and lights them all on fire). The TFG run along the fence with their standard throwing himself forward to play tickles with the Gun Mages. BoV runs up behind him and pSevvy sucks a focus from a Wrack and launches an Ashes to Ashes onto the TFG and bounces it into the Gun Mages, killing three. The Errants try their luck again on the Hunter and do some damage but no systems disabled.

The Vassal casts Enliven on BoV (before it runs away) and Choir casts Passage again (before the Jacks move away).

Cgynar Turn 3

Scenario win is activated.

Arcane Shield is dropped and eHaley comes out to play (through Thorn). Fire goes out on the Defender and Thorn but only does minimal damage on Gun Mage solo + Hunter. Gun Mages plink at BoV who runs away with Enliven (out of shooting range) and they fail to damage TFG. Defender tries on the TFG as well but fails but moves into midfield. eHaley casts “I control your Warjack” and turns the Vanquisher around and swings at the Reckoner who takes a couple points of damage. Thorn then gets TK’d and charges the Vanquisher, takes down its cortex and does decent damage – other systems are all operational though. Thorn casts imprint.

Charger & Hunter advance out from behind wall and peg Errants but again fail to kill any (gogo 16/18).

Menoth Turn 3

Because scenario win was activated, Jason moved all of his Warjacks into the middle of the field forcing me to kill them all if I wanted to have a chance at that win. Not going to happen so I need to pick my targets here and take advantage of his over-exposure and attrition him down.

Eye + DW are upkept, 3 focus to Reckoner. Choir moves up and casts Battle Hymm on the Warjacks. pSevvy moves away from the centre and casts Ashes through BoV into the Defender which bounces to kill the Gun Mage solo and two of the Gun Mages (leaving one alive) – no damage to Defender. Reckoner then walks over wall and smacks Thorn twice with his club (double boosted) to ensure his cortex stays alive. BoV wanders in and finishes Thorn off. The Errants charge both the light Cygnar Warjacks and thanks to weaponmaster obliterate the Hunter and leave the Charger with only a couple boxes left (and only his gun arm operational).

The Vassal moves to protect pSevvy and the TFG run to engage the lone Gun Mage and protect my Warjacks from the Defender. This was a big mistake and a hold-over from 40k – protect the majority of the army rather than the caster. I had a clear and obvious advantage at this point – my army had basically lost nothing whilst the Cygnar army consisted of barely anything and I wanted to protect that advantage rather than my caster. Instead, I should have moved my TFG to the point where the Defender either couldn’t shoot pSevvy at all (i.e. surround him) or couldn’t moved towards him (even with TK or trample).

Cygnar Turn 4

Pretty simple at this point. eHaley gives a nice amount of focus to the Defender and casts TA + TK on him to get him perfect positioning to shoot pSevvy twice in the face. Boost damage on both and one dead pSevvy.

Conclusion –

eHaley’s a chicken shit =D. I felt the Cygnar list brought was pretty lacklusture and that showed in how I readily dismantled it with my infantry and since it was all shooting, my Warjacks were impervious except up close. This was partly model restriction based so hopefully a better challenge next time. That being said, it taught me a lot, and it’s something I keep repeating in games these days – protect the caster. If the enemy puts me in a situation where it’s other stuff or the caster, pick the other stuff to get hit, regardless of what it is unless your caster is pButch on full focus camp, etc.

This wasn’t really a case of eHaley beating me through the unknown – I knew she had TK + TA and had seen her use them already, I was just more focused on the battlefield as a whole rather than the key piece. Simply a different move for the TFG would have prevented this and I would have won later in the game (more than likely) due to having a superior force on the tabletop.

Anyway, GG jason and lesson well learned!

Second game now against Vince – pSevvy v pIrusk

Same scenario, same pSevvy list. pIrusk was something along the lines of:

min WGI + UA. three rockets
Kovnik Joe
full Kazay + Underboss
Great Bears

Vince won roll-off and elected to go first.


Vince deployed in the top part of the board around the central building – Assassins + Spriggan on the right, WGI + Great Bears on the left with Irusk hiding behind the building and chilling with Gorman. eEyriss in the forest on the right.

I deployed mostly on the right flank behind the forest with the Errants AD’d in front of it. Reckoner on the left of the forest (middle of board), Vanquisher and BoV on the right with the TFG further out that way and the support + pSevvy behind the forest.

Khador Turn 1

Assassins run up like crazy people with the Underboss hanging back. WGI do the same on their side of the board but at a much slower rate and a bit more bunched up since I deployed diagonally from them. Great Bears & Spriggan run into the centre of the board whilst pIrusk chills at the back with Gorman. He gives Assassins Iron Flesh and Spriggan superiority. We both forget about eEyriss in the forest.

Menoth Turn 1

Each Warjack gets one focus to run up (the Reckoner tries an assault shot on the Spriggan but falls short) with the Errants advancing up behind the wall and getting Defender’s Ward. The TFG advance up the right in shield wall formation and the vassal forces the Vanquisher to lob a ball of fire which kills two assassins. Choir activiated poorly so only gets to cast Passage on the Reckoner and pSevvy sucks a focus to cast Eye of Menoth.

Khador Turn 2

Both spells are upkept and the Assassins run into combat with my front line – four engaged with the TFG on the right, three with the Errants on the left. eEyriss runs with them to get within 5″ of my Warjacks. The Winterguard move up and lob some rockets at the Errants but fail to kill anything. Spriggan walks into the middle of the table with the Great Bears running to join him. pIrusk advances and casts inhospitable ground with Gorman walking up and chucking a smoke bomb on top of them.

pIrusk feats.

Menoth Turn 2

No damage dealt to me but there are a bunch of DEF19 evil boys in my lines currently – I need to clear them and prepare for the second wave of Spriggan + Great Bears. Both spells are upkept and the Reckoner gets two focus. The Choir moves up to cast Battle Hymm on the Warjacks.

The vanquisher backs away to allow for a little bit more deviation for his fire bomb and shoots at one of the Great Bears. It scatters to kill one assassin, the underboss (yessss!) and sets one of the Bears on fire. The TFG then wander around to get some CMA on eEyriss and on a assassin – they drop eEyriss but fail to break the high DEF of the assassin despite CMA + EoM advantages. With the BoV now free of eEyriss disruption effects, pSevvy arcs Ashes through him onto a TFG which bounces along several Assassins – most of which pass their tough save *mutter* – in the end only one dies.

The Errants then move around as much as possible so they can shoot with their Blessed crossbows – those in combat use their swords. The end result is three extra dead Assassins with a net result of four left. The Reckoner advances into combat range with a Great Bear and smacks him twice with the club – enough that he fails his Tough test. The Vassal then advances and casts Enliven on the Reckoner.

So, my lines had been cleared quite a bit though a few assassins existed to give me bother – silly Feat! There were also some Great Bears and a fully health Spriggan waiting…

Khador Turn 3

Scenario win activated.

Iron Flesh is dropped, Superiority maintained, Spriggan gets three focus. The Assassins move around as much as possible to try and get into my backfield and combined with the Great Bears, drop half the Errants, a TFG and two choir boys. The Winterguard move up to add their fire (they get bob & weave + boosted attack rolls) against the Errants but failed to kill any but drop the Vassal. One shoots at the the Reckoner as well to activate Enliven who runs away but the Spriggan with Superiority on manages to catch him and disables his melee weapon.

pIrusk and Gorman moved towards the middle of the field with Gorman chucking another smoke bomb and pIrusk casting inhospitable ground.

Menoth Turn 3

DW & EoM upkept, Reckoner gets three focus. The TFG + BoV on the right flank clear out the Assassins there and the Great Bears whilst the Errants get the remaining Assassins in my backfield whilst ensuring several of them are still in the scenario area. The Choir move up and cast Battle Hymm and the Vanquisher lobs a fiery shell at the WGI and takes down three but fails to catch pIrusk. The Reckoner then moves around Spriggan to assault shoot pIrsuk but despite boosting fails and his activation ends.

pSevvy then moves up just a wee bit to pop his Feat.

So here I really think I did the wrong thing – I felt like I needed to get into pIrusk’s grill somewhat with the Reckoner and Feat because with the Reckoner’s combat arm screwed, I felt I didn’t have the power to drop the Spriggan (I always seem to forget the Vanquisher does have a decent P+S). Rather I should have probably have pulled the Reckoner back to block further lanes to pSevvy and then smacked the Spriggan with the Vanquisher, limited Reckoner and the remaining Errants and then used the TFG + BoV later on to engage the WGI & pIrusk.

Khador Turn 4

All upkeeps fall as there is no focus to give out. Gorman moves up and throws a blind bomb thing hitting an Errant and the Vanquisher. pIrusk follows Gorman with a handcannon shot which does nothing. The WGI move up as well to launch as many sprays and rockets at the Errants & Choir boy in front of pSevvy and manage to drop them all. The Spriggan walks into pSevvy and pokes him with a big stick but fails to kill him.

Menoth Turn 4

With pSevvy clinging to life, it’s a now or nothing approach and since pIrusk moved forwards when he really didn’t need to, I need to jump all over him. The Reckoner gets just one focus with both upkeeps dropped. The Reckoner moves up and boosts to hit pIrusk which sets him on fire and lowers his DEF. Vanquisher drops a shell on the WGI which flies off hitting no one and then BoV advances up the right side to double Arc Ashes to Ashes. The Errants and TFG move to be pre-bounce targets and we see most of the WGI get fried but pIrusk stays alive with a handful of boxes.

Khador Turn 5

Fire doesn’t go out but pIrusk takes no damage. Spriggan kills pSevvy.


Vince did a very good job of jamming me early in the game with his insanely high DEF assassins and that caused me no end of grief – it kept me on the back foot for the scenario but since the majority of my force was far away from his WGI, I wasn’t really in too much danger of being pushed off it. It did limit my ability to get to the WGI though and by admitting to myself there was no real way I could deal with the Spriggan, I over-extended myself which ultimately cost me the game despite Vince giving me another bite at the apple.

The Old Witch of Khador

Sorry this took so long to get out guys.

By request I am going to be doing todays piece on The Old Witch and Scrapjack. This is going to be a two or three part piece depending on how prolific I feel like being.

I love the Old Witch for a great many reasons. She is an extremely interesting caster due to both play style and how that play style interacts within her faction.

Now I’m going to assume that you, the reader, is aware of what the Old Witch has on her card and her spell card and I’m going to review what I consider the more important abilities and how to use them effectivly.

Old Witch’s card:

Augery: Models in the Old Witch’s battlegroup ignore clouds and forests when determining line of sight. This makes it very hard to hide from her since this means that you can arc through a forest or if your enemy is using clouds it won’t matter. Keep in mind this doesn’t mean you ignore the concelmeant bonus that your opponents get from clouds or forests.

Cull Soul: You get soul cookies for enemies that die within two inches of the Old Wttch that turn into focus the next turn. Don’t count on it but if you can get it to work it’s pretty awesome.

Great Power: This gives you a free upkeep on a caster with 4 upkeeps. Awesome sauce!

Prowl: She gets stealth when she is in a cloud effect, or something that gives concealment. Keep in mind this means a wall won’t trigger this.

Spell Card

Avatar of Slaughter: this can be cast on either the Old Witch or Scrapjack to let them get a +2 on melee and they get to advance after killing something and make another attack. Think Overtake + Cleave. This alone lets you deal with most infantry in the game, the exception is Kayazy with Iron Flesh and Winter Guard but we can get to that later.

Gallows: It’s a range 10 Pow 13 that pulls the enemy D6 closer upon being hit. This is a major spell as it allows you to affect your opponent’s battle plans by pulling their beasts/jacks into charge or shooting range of your models. You can also use this to keep enemy models away/off of control points in scenerios or to pull them out of Control Range of their Warcaster/Warlock.

Iron Flesh: Do I really need to explain the pure awesome sauce of Iron Flesh?

Murder of Crows: This is a 5 inch AOE that is a cloud effect and forces models who enter or end their activation in it to take a pow 8. Stops charges and stops enemies from putting infantry on control points and gives the Old Witch stealth in a pinch.

Unseen Path: Place either the Old Witch within 2 inches of Scrapjack or vice versa. The key thing is you cannot advance after being placed so you don’t want to try and use Avatar of Slaughter to wreck things. I find this to be key for when you want to place Scrapjack in a dangerous place so he can arc and not lose him.

Weald Secrets: Model/Unit gains pathfinder and Camoflauge. The first part is key since this lets the Behemoth charge over walls and through forests with no worries. Also amazing on Kayazy.

FEAT: Now here is one of the most powerful feats in game. While in the Old Witch’s control area you cannot run, charge or make special attacks. This stops things like slams and tramples as well as attacks like Combo Strike on the Slayer. In additon enemy models who end their movement in her control area suffer an unboostable POW 14. This means that everytime your opponent moves his models, regardless of it’s for changing facing, overtake, side step, etc.


Statline: Scrappy has the statline of a Cryxian arc node. High def, decent arm for a light.

Weapons: He has claws!! The key thing about these are that they have reach and are MAT 5, POW 12’s. Now with Avatar of Slaughter up he can get to MAT 7 which means that he is perfectly capable of ripping through most single-wound infantry in the game.

Stuff: He is an Arc Node. This is the most massive and key thing on his card. You can throw out your buffs from the safety of the back board or arc Gallows at the enemy and pull him back to the Old Witch.

He also has Prowl via the Old Witch.

Tactia: Now there are two things to keep in mind with the Old Witch when you are coming up with your plan for the turn. You need to keep both Scrappy and the Old Witch safe and you want to try and force the enemy into a position that you want them in.

The former is very easy to achieve. Having Gorman in your list so that he can trigger Prowl whenever you need it is probably the easiest way to do it. The next is casting Unseen Path at the end of every turn to keep Scrappy back where he can’t die.

Now as for controlling the enemy and putting them in a postion you want them to be you can do that in many ways. Gallows, Iron Flesh and Murder of Crows are going to be the key ones in order to do this.

With Gallows you can force the enemy out of formation and feed their pieces to your Great Bears or Behemoth. It’s also key during scenerio play for pulling things off of control points.

Iron Flesh is an interesting form of denial but it’s kinda amusing when you think of it. You are, ultimatly, denying your enemy a position because your Iron Fleshed Kayazy are in the way of the enemy and harrassing their lines.

Murder of Crows is an amazing spell and should almost always be out if you can afford it. It’s both a cloud effect so it blocks LOS and triggers Prowl in a pinch but it also stops low arm infantry. You can place this in front of your army to stop LOS or you can place it over your jacks to kill any infantry that may attempt to charge.

Well unfortunatly that’s all we have time for today. I hope that you have found this interesting here guys.

More Warmachine…and some Hordes!

So something showed up on my doorstep today, new stuff! Vince and I placed an order with Combat Company to expand our Menoth & Khador forces (Vince now has close to every model in the Khador range including…two Behemoths…). Vince also got some new Hordes – Legion of Everblight with a bunch of Warlocks, three Warbeasts and a bunch of solos. More painting to come and I finally decided on my next Menoth caster – Vindictus. Hopefully some bat reps will come soon :).

Warmachine Battle Report – eFeora v pButcher

Our 2nd game was eFeora v pButch – again no scenario though this should be our last game without such! Vince took the same pButch list and mine was obviously different (seen below). I won roll-off and gave him first turn to get potential first turn shooting in and counter deployment options. We shuffled the terrain around a bit so forests would come into play more but not significantly so. You’ll excuse the lighting as well and should see some shadows midway through the photos as lights were turned on :P.

Menoth list:

Redeemer (bonded)
Full Choir
Min TFG + UA
Min Errants + UA
Vassal of Menoth

List looks pretty similar yes? Normally I’d not be running the Errants in place of a Daughters unit + Full TFG but my Daughters haven’t arrived yet so I ran with two minimum squads instead. I’ll talk about the list more later as I feel I have too much anti-infantry…


Vince’s deployment is very similar to last time – clumped IFP holding the front of the line with Great Bears & pButch with Doggy hiding behind them. Spriggan and Beast 09 operating on opposite ends of the IFP wall. Widowmakers advance deploy on the right in the forest.

I have a similar deployment with my Temple Flameguard and Reckoner + Vanquisher with the Reckoner again squaring off against Spriggan. The Redeemer with its extra range deploys behind this with eFeora (so she gets her ARM bonus from Escort) along with the Choir & Vassal. Errants advance deploy on the left to shield the Reckoner from future charge lanes. Wracks deploy in the usual triangle to give eFeora extra focus as needed.

Khador Turn 1:

One focus is given to Spriggan, Butcher keeps five. Widowmakers spread out with two sticking in the forest and two more heading for the hill (aka crater). The IFP charge forward and follow-up with their mini-feat to advance a further 6” and gain shield wall (we’re not sure if this was okay? *shrug*). The IFP are spread out more than the were last game and at least have the SW bonus this time around but they still could have been spread more (i.e. little triangles of 3).

Spriggan and Beast both run with the Great Bears following behind the IFP. pButch advances and casts Iron Flesh on the IFP for 16/18 infantry – not bad.

Menoth Turn 1:

The IFP are still pretty clumped and I have again, a potential five AOEs – all of which cause fire. With Escort as well, these guys will be able to get into range and I don’t really care about the DEF 16 as long as they get lit on fire. eFeora therefore gives two to the Reckoner, two to Redeemer and keeps two herself. TFG advance in Shield Wall formation in four pairs of two with the banner at the back – should have kept my own advice with the triangles of three but without a full squad eight doesn’t divide well by three… Choir advances to future defensive positions and casts Hymm of Battle on all three Warjacks who then go to work but not before eFeora advances and casts Escort.

The Redeemer moves up next to eFeora and starts lobbing some shells at the IFP. The Vanquisher follows suit with an extra big one. Vassal moves up and lets the Redeemer fire another shell which attempts to hit the Great Bears but it scatters back onto the IFP. The Reckoner then assaults Spriggan with a boosted damage roll but only does three. The Errants move up to protect the Reckoner from potential charges next turn and throw a few extra crossbow bolts at the IFP.

The end result? Two IFP left plus the UA & standard.

Khador Turn 2:

Fire goes out on one of the IFP and we did a booboo on the other – counted Shield Wall so the other IFP kept kicking after double 1’s. pButch doesn’t upkeep Iron Flesh and keeps all his focus for himself. Greedy bugger! Spriggan advances on the left and lobs grenades into my support but does no damage. I feel Spriggan should have run again here to setup pushes laterally across my lines in future turns. Beast also runs on the right and eyes off the Vanquisher whilst pButch and his dog follow behind. The Widowmakers advance and drop three TFG whilst the remaining IFG claim one more after charging forward.

The Great Bears then take advantage of the too forward Errants and rip into them. Support attacks from some more IFP see only three left.

Menoth Turn 2:

eFeora gives one focus to Redeemer and three to the Reckoner; upkeeps Escort. She then sucks a focus off a Wrack moves laterally and away to stay out of pButcher’s potential charge range (and because Spriggan hadn’t run, she was clear on that side) and casts Ignite on the Flameguard. Choir shuffle around and cast Battle again and we go to work!

The Redeemer launches a couple of shells at pButch but both scatter horribly and don’t set anything on fire. The TFG charge the IFP in my lines and the Great Bears and are able to clear out the IFP but do minimal damage to the Great Bears. The Errants follow-up and again do minimal damage to the Great Bears with tough rolls saving two of them. The Vanquisher launches a shell at Beast but fails to damage it though it and pButch are set on fire. The Reckoner follows up with a Vassal’d cannon shot followed by an Assault shot, a charge and two bought attacks but doesn’t even disable a system.

Khador Turn 3:

pButch gives one focus to Spriggan and three to Beast, keeping two for himself. Spriggan charges the Errants in combat with the Great Bears and kills one. The Great Bears + IFP UA kill all but one Errant and TFG in combat with them. The Widowmakers move into the open and drop the rest of the TFG in midfield whilst pButch, War Dog and Beast converge on the Reckoner and turn it into a pile of scrap thanks to pButchs feat (not that they needed much help).

Menoth Turn 3:

eFeora doesn’t upkeep Escort in an effort to keep as much focus for herself. The Redeemer launches a shell at Spriggan in an effort to set it and the Bears on fire but it scatters and only gets Spriggan. The vassal moves into base contact with the Vanquisher which launches two shells at the War Dog in an effort to set more stuff on fire – the War Dog ends up dying and three Widowmakers from big scatter. The Errant is able to finally drop a Great Bear which frees the final TFG to engage pButch but fails to do any damage. The Choir goes nuts and engages a bunch of Khadorian infantry to try and keep them pinned in place (two of them cast Battle though as they were able to walk into combat).

eFeora then fire steps, Feats and gains three focus and charges pButch. End result: final attack misses by one and he is left on four boxes. Curses!

I think I overdid myself here – the Vanquisher could have easily been chucked into combat with eFeora if I had upkept Escort and used the Feat to plant some focus on him. Those couple extra attacks could have really helped. That being said, I didn’t really need to put eFeora in this turn, I probably could have waited another turn and sent the Vanquisher in alone first. That being said, the Spriggan was looming on the left flank with trample and bulldoze so…

Khador Turn 4:

Fire time!… fails on pButch, kills IFP UA and fails on Beast. pButch keeps all his focus… Wonder why? Spriggan moves into contact with a Choir boy then kills him whilst the Great Bears finish off the Errant and charge eFeora doing moderate damage. Beast lumbers over the Warjack wreck and cleans up the final TFG and pButch then uses up four focus of boosting and buying to kill eFeora after moving over the obstacle.


Tactical errors on my part lost me this game after my stellar shooting Turn 1. The Errants were overextended an inch or so and positioning so they couldn’t self-sac very well against models with Reach. The IFP were the only potential threat to the Reckoner, I should have protected from that angle and kept the other Errants further back. Furthermore, I didn’t use my Reckoner correctly – rather than the toolbox unit he is, I threw him at the Beast and even with two shells before hand, that’s unlikely to work without good dice (avg damage would be about 30 so just on the cusp). Keeping the Reckoner mobile for another turn would have given me better options against pButch later. I also went in for the kill too early I feel or with too little. The Vanquisher with Escort could have reached (measured afterwards) pButch and gotten in some swings. I could have done this to soften him up before I feated the next turn or in conjunction with eFeora that turn by switching fire from multiple models (not to mention I didn’t really do this – i.e. moving fire from Beast to Great Bear).

From Vince’s perspective, again the IFP were too clumped. Widowmakers were much better and the IFP weren’t as clumped as last time but still could have been spread out a lot more – I was looking to put fire on as many as possible and if we had remembered our maintenance phase correctly, any IFP on fire was dead at that point. By moving up so far he put both my Redeemer and Vanquisher in range rather than just my Redeemer and wasted his mini-feat (not sure on legality here again). Simply running and spread out would have made it more difficult for me to do damage/set more on fire and not allowed the Vanquisher to shoot reliably without running him forward then using Vassal (i.e. costing me an AOE).

And that I think basically sums the game up :P. Vince made a mistake early which allowed me to clear most of his infantry and I didn’t capitalise on this enough and basically threw away my best Warjack and Warcaster when I could have done much more with them!

Now, to my list. I keep thinking I have too much anti-infantry and the Redeemer can be a pain in timed settings (this is a knock against timed settings I’m afraid, when during unit evaluation you have to consider how long a unit will take to use comes out as a negative…). I know I threw away my Reckoner but faster armies are going to be more capable of dealing with it and yes, I know I’m not always going to see ARM20 Warjacks. However, dropping Redeemer in place of a Reckoner (also dropping choir to Min and Wracks to get that extra two points) would give me another excellent heavy Warjack and I still have two 4” AOEs from the Vanquisher + Vassal. Plus one of the Reckoners can get four focus from bonding – always nice. I know most answers here are the Templar but just not sold on the guy… At 50 points this is much less of an issue – slap in the new Sanctifier and then seven points of solos (or a Repenter and up to three points of solos) and away you go :P.