Haley2 vs Morghoul2

Last week, Haley3 found her way onto the table, for a bout with Morghoul2.  My opponent has been interested in running minions with the Skorne army, and has been toying with some pretty killer combos.  Having more than one Skorne player in the local group (Shreveport), as well as in the extended meta (Dallas), means these guys get a lot of extra feedback on what works and doesn’ work, as they get to experience not only their own games, but those of their peers.

I feel like my list development for Trollbloods and Cygnar sometimes stagnated in the past, although there is one other former Cygnar player who has given me some insight into faction strengths.

After the last frustrating tournament (a series of losses due to bringing a primarily melee army, and not having a good combined arms list), I blew the dust off my Trenchers, assembled some new kits, and threw them onto the table.

The Lists

War Room Army

Cygnar – Haley3

Theme: Gravediggers
3 / 3 Free Cards 75 / 75 Army

Major Prime Victoria Haley – WJ: +25
– Haley Past
– Haley Future
– Thorn – PC: 13 (Battlegroup Points Used: 13)
– Ironclad – PC: 12 (Battlegroup Points Used: 12)

Trencher Blockhouse – PC: 14

Captain Maxwell Finn – PC: 0
Trench Buster – PC: 0
Trench Buster – PC: 0
Ragman – PC: 4
Trencher Master Gunner – PC: 4

Trencher Infantry – Leader & 9 Grunts: 16
– Trencher Infantry Officer & Sniper – Officer & Sniper: 5
Trencher Long Gunners – Leader & 9 Grunts: 18
– Trencher Long Gunner Officer – PC: 4
Trencher Express Team – Spotter & Gunner: 5
Trencher Combat Engineers – Leader & 2 Grunts: 5

Basically, a variation on the accepted internet born Haley3 list.  I have no strategy in mind, other than a general feeling that the Long Gunners want to be near the blockhouse, in the trench, and everything else is fighting.

War Room Army

Skorne – Reference Army (copy)

Theme: Disciples of Agony
1 / 1 Free Cards 73 / 75 Army

Lord Assassin Morghoul – WB: +29
– Aradus Sentinel – PC: 16 (Battlegroup Points Used: 16)
– Road Hog – PC: 16 (Battlegroup Points Used: 13)
– War Hog – PC: 15
– Blackhide Wrastler – PC: 16

Mortitheurge Willbreaker – PC: 0
Paingiver Task Master – PC: 3

Farrow Brigands – Leader & 9 Grunts: 15
– Farrow Brigand Warlord – PC: 4
Farrow Valkyries – Leader & 2 Grunts: 8
Paingiver Bloodrunners – Leader & 5 Grunts: 9

Something like this, plus or minus a solo.  A Khador jack is proxy for the road hog.  There is a trio proxying the Valkyries.

The Game

Deployment

I went first, and set the blockhouse in the center.  My AD hung out while Skorne deployed.

Skorne set their Farrow Brigands off to my left, and preyed the Trenchers.  I wasn’ worried, since they could dig in and go to DEF 17 vs shooting.  So they’d only be in danger in melee.  The Farrow would need a 9 to hit at range.  And if I had a clue about how Haley’s Temporal Distortion worked, I would have realized that their DEF could have negated prey.

Turn 1

The Trenchers advance, digging in, and the apparitions are summoned.

Skorne AD beast shoots, doesn’t hit anyone, but leaves that acid thingy.  The rest of the army moves up cautiously.

Turn2

Trench buster runs out to threaten a flag on the right, other buster to the flag on the left.  Everything else up center, poised for the ambush I know will come.

Sure enough, he ambushes my right side.  Then he charges with the road hog (Khador jack) to spray some fire and threat the center.  The troll from the express team died along with Ragman in the spray. Morghoul drops an upkeep on the hog so it goes incorporeal.  Brigands on the left kill one buster, and the ambushers on the right kill another.

He gains a point, and contests all of mine, so score is 1/0 Skorne.

Turn 3

Thorn took some damage, so the mechanics take off in a run toward the wounded jack.  My original thought was that the blockhouse would be a target, but it doesn’t really threaten anything.  It would need snipe, and a way to boost to be a major player.  The Trencher mechanics were meant to repair the structure, but it looks like the jacks need more help.

Trenchers charge with cloud effects and do a little damage, but the Skorne heavy has too much ARM. I have convinced myself that the road hog can only be killed via magic, so I try baby Haley.  She whiffs, and although I clear the rectangle zone, I have no real plan and end the turn with 1 focus on Haley prime.

Skorne turn 3

The Game is won on this turn.  Morghoul moves up, feats.  He catches a lot of important guys, to include Haley Prime.

The road hog charges, sprays, knocks down a blind Haley, and kills.  It’s that simple.

Final thoughts

Repudiate should have been used to turn the hog into a target.  The heavy Warjack should have focused on it.  The Trenchers should have dealt with the ambushers.   The block house did bring dudes back, but they weren’t helpful.  Long Gunners didn’t do much, since they really didn’t get unharmed by my own guys.  Tactician isn’t something I normally think about, but will in the future.  I obviously need more reps.