Road to Texicon, Ragnor test, v2

Things don’t always work.  In last night’s test game, things didn’t work.

I played into a merc list.

War Room Army


Mercenary – New Army


Theme: No Theme Selected

74 / 75 Army



Magnus the Traitor – WJ: +30

– Renegade – PC: 10 (Battlegroup Points Used: 10)

– Renegade – PC: 10 (Battlegroup Points Used: 10)

– Mangler – PC: 15 (Battlegroup Points Used: 10)


Hammerfall Siege Crawler – PC: 18


Master Gunner Dougal MacNaile – PC: 4

Gastone Crosse – PC: 4

– Mariner – PC: 14


Cylena Raefyll & Nyss Hunters – Cylena & 9 Grunts: 19

Horgenhold Forge Guard – Leader & 5 Grunts: 10




GENERATED : 06/30/2017 08:57:04

BUILD ID : 2043.17-06-20

I think maybe something was a little different.  There was a jack that I thought had boosted attack and damage rolls, but I’m not certain.

Turn 1, I lost Janissa.  She was in a trench, and the Mariner hit her without moving.  He was on the 10″ line, and Janissa ran to the trench.  He put Fire Group up, Moving Shadows, Snipe, and used the double powder ration and artillerist. The threat was 8″ + 15″ to 23″ without moving.  He aimed for +2, artillerist helped for +2, and he had a RAT 9, with 3 dice to hit DEF 16, needing a 7.

Janissa failed to tough.  In fact, most everything failed to tough.

Why don’t I stick with a Plan?

Worried about the threat from ranged fire, I reacted by digging in with the Runeshapers.  I think that was a huge mistake.  The Mountain King became jammed by my screen.  The Slag Troll never entered combat.  He managed to move upfield, but died to a charge.

The game lasted four turns, with Magnus taking a point at the bottom of two, two points at the bottom of three, and then two more at the bottom of four for five points to end.

I gave away the left zone to the Nyss, only barely contesting.  Magnis was able to run from one side to the other, and take a zone cleared by the Nyss.  I struggled to get close enough to the Seige Crawler on my right to melee with it.  I gave away alpha, and even gave charges away where there should have been none.

Turn two-ish?

Runeshaper Problems?

The Runeshapers struggle into high defense units like the Nyss Hunters.  They only have a 41% chance of killing on a charge.  They really need a Fell Caller or Chronicler to fix MAT.  The problem with Chronicler is that they also need a beast with reach nearby.  The problem with the Fell Caller is that he isn’t allowed in Power of Dhunia.

I can’t imagine running more than the FA:3 of this unit.  FA:U has to be included to prevent the claim that Privateer invalidated something that came from mk2.

I think dig in is a trap.  It shouldn’t be somethi g relied upon atg the start to get them close to the enemy.  They need to run full tilt until they’re close enough to pop spells, and hope they aren’t killed in melee.

Individually, in melee, Nyss have a 41% chance at dealing a mortal blow to the Runeshapers.   Tough does reduce the kill to a 27% (Odds Machine), but that’s based on whether I make my 33% chance to roll tough.  If I had flooded the zone with Runeshapers,  I might have stood a chance.

On the other side, against The Forge Guard, the Runeshapers managed to lay down free Knockdowns, but their melee into armored infantry couldn’t break ARM 16.  Without charging, the Runeshapers only net a 53% chance at killing a Forge Guard.  Their Rock Hammer works better vs armor, but they have to worry about in combat defense bonus, or hitting my own guys.

In short, the Runeshapers were not aggressive enough, and I feel it was my fault, not theirs.  They should have ran forward on turn 1, and engaged the Nyss and ranged jacks, leaving the beasts to handle the center of the board.

Light Beast Blues

With 20ish boxes, the light beasts really don’t take a beating.  With speed 5, you don’t really get far.  With 0.5″ melee, you really don’t really get really far.  Really.

Winter troll making jacks stationary is cool, but they just shake it off on their turn.

I wasn’t impressed by the Slag.  It never got close enough to do anything.

Other mistakes?

Not really a mistake, but I rolled stupid high on threshold checks.

I did slide too far to the right with Ragnor.

The stone was too far back to help.

Forgot the feat works for ranged attacks too.  Took a bunch of damage I shouldn’t have.


Of course I’m making changes.  I like the Runeshapers,  but feel like I played them poorly.

War Room Army

Trollblood – Ragnor’s Runeshapers v2

Theme: The Power of Dhunia

2 / 2 Free Cards 75 / 75 Army

Stockpile – Steamroller Objective

Ragnor Skysplitter, the Runemaster – WB: +30

– Trollkin Runebearer – PC: 0

– Mountain King – PC: 36 (Battlegroup Points Used: 30)

– Earthborn Dire Troll – PC: 15

– Storm Troll – PC: 9

Janissa Stonetide – PC: 0

Trollkin Runeshapers – Leader & 2 Grunts: 9

Trollkin Runeshapers – Leader & 2 Grunts: 9

Trollkin Runeshapers – Leader & 2 Grunts: 9

Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9

– Stone Scribe Elder – PC: 3

Dhunian Knot – Leader & 2 Grunts: 6


THEME: The Power of Dhunia

GENERATED : 06/30/2017 10:05:43

BUILD ID : 2043.17-06-20

The Runeshapers only need a bump.  I have the models for a Dhunian Knot.  They don’t have to be embedded to throw around puppet master.  A reroll may help.

The Storm Troll replaces the Slag and Winter.  It has a good gun, which can kill off d3 dudes in a chain.  I could have my Earthborn far up, shoot (vs DEF12 @ RAT 5+back arc+2=7), then chain some dudes.

At least if I had gotten charged, the jack would only have gotten two hits before being knocked back too far to hit again.

I’m keeping the Runebearer.  It didn’t do much because it didn’t get up far.  I was intimidated by the guns, and should have just given his army another target instead of holding back.

The Krielstone did help, but I needed a bit more oomf.  I’m going full unit.

In Short

Disappointing game, poorly played, and only changing something small.  I need to be way more aggressive, and play to take scenario.



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