Thursday, 20 June 2013

pMorghoul theorymachine (possibly a tactica)

Greetings fellow Tyrants,

In this (admittedly huge) post I will try to put together a successful play style for pMorghoul. As you might know, list-building is not everything in this game, playing it and practising it. 
I have already played two battles with pMorghoul, I've read some articles about him. That coupled with the experience I had before I started Skorne, should suffice for some theory crafting :)

I came up with the idea of theory crafting 15 points (really not a lot of points) when I figured how I could make it work. For instance, deployment: where do you deploy everything to maximise your potential. Or the first turn - often one of the most crucial, especially at 15 points -, do I want to fill the Agonizer or do I want to cast Rush and Abuse, or Rush and Admonition, or ... The possibilities are endless and the main reason for writing this is to give myself some room for writing down my thoughts - simple Word documents, and even less pen and paper, do not suffice for a world conqueror, after all!

Before I start, I must say it has always felt strange when I read a tactics article. Most of them looked at the model in a vacuum, and just stated the obvious - great for a new player, but not so much when you want to delve into some deep and hidden tactics. That is why this article will not just talk about pMorghoul, but it will look at him in a set point value (15 points) with a list. I will see if this format works.



1) The list

This is about a fairly simple and straightforward 15 points list.

pMorghoul
Cyclops Brute
Cyclops Savage
Titan Gladiator
Paingiver Beast Handlers (min)
Agonizer

2) The tactic

Skorne basic tactics are all about applying Titans or Molik Karn. You can play some other type of games of course, like control or denial, but I don't think Morghoul is an ideal caster for this (although he has some huge denial elements incorporated in his Feat and spell list, I would not consider him a denial 'lock; he's more like an axe-to-the-face warlock with some gimmicks).

Now, with some help from his friends, the Gladiator in this list really has a large threat range. With Abuse, Rush and Enrage, our armed elephant charges 11" for free, and swings at P+S 20 with three initials (one at P+S 19) and has 4 fury. This will our primary 'trick'. After your charge, you will most of the time have succeeded in killing either the opponents caster or his heavy, which, at 15 points, can be devastating.

It's really just like this

3) The Problems (and some solutions)

  1. Knockdown: This problem can be solved by applying the Brute's animus, which prevents KD. On the other hand, 2 fury is a lot, and you'll have to make decisions (I talk about fury management below). When facing pKreoss, never end your turn without Safeguard on pMorghoul. Same can be said when facing pDeneghra or pStryker.
  2. Retaliation: Often, your heavy who just charged is ready to get pummelled. Consider the Khador battle box for instance - killing a heavy leaves you at at least 4 P+S 17 hits in retaliation, and if he's playing Butcher, well, let's just say killing a heavy sometimes is not enough to warrant the safety of your heavies. How can we deal with that? Simple: Admonition: he walks into melee range? Just walk away. The feat is also a good tool to help this - if you catch enough of his 'jacks, they will only be attacking with their initials, and if he's playing Hordes, he won't be able to force if they venture too close to Morghoul.
  3. Stationary: When facing pSorscha, remember she has a huge threat range. Screen your 'Lock accordingly. Not much that can be said, I still need to face her. 
  4. being out-threatened: It is possible the other army has a way to out-threaten you. I'm thinking about a Feral Warpwolf with pKaya and a Blackclad Wayfarer. That's 13", and Kaya just zips him back to her, although the Feral does hit fairly weak (at 13", he hits at dice -4). Having played her myself, the only way to try to beat her is to play with Objectives :D . Not really sure what to do when it's just Caster Kill.. When I come up with something, I'll add it. I can say what you should not try: split up. At batllebox level, the average speed of her battlegroup is approx. 6,  she can just focus on one element and out-attrition you! (#4 might need some clean-up, I'll see what I can do about it)
  5. Being Debuffed: An easy solution would be to just swap a Savage with a Shaman, but playing at 15 points with 14 points of 'support', might not be the best idea. Losing your Heavy means losing the game if the other caster is a tough nut to crack (and not-living). When you are unable to charge, a possible solution is to run to engage, and then pop feat. You limit the retaliation this way (also, when you pop your feat and you are able to catch the opponent Warcaster in it, he won't be able to upkeep the debuff! However, be careful with this, being 10" away from the opponents caster might end badly for you). Not optimal, and I'm still thinking about other possible solutions. Playing Objectives might help.
  6. There are other problems, and when a new one pops up (either during playing or someone mentioning one in the comments), I'll add it to this list (or make a whole post about, who knows)
4) The real problem: Fury Management with pMorghoul

Reading the above list, you might want to criticise that Morghoul can't do all those things in the same turn and still have fury left for transfers. That's true, and that's why I have made a whole additional chapter about it :)

As you might have noticed, a lot of the above problems can be solved by casting spells - Retaliation can be lessened by good use of Admonition, and you can't be knocked down when you have the Cyclops's animus up. However, just casting those two will leave you at 0 Fury, one if you Maltreated. And you won't have casted Rush or Abuse, nor will you have filled the Agonizer. How do we solve this? On the other hand, after a good turn of having cast safeguard with the Brute, and having had a good time with the Gladiator and the Savage, you have 9 fury on the table, and Morgoul can only leach 5 (4 if he left one for transfers). Now you risk losing out on an activation of one of your beasts! Fury Management is no doubt the most important  dogma in Hordes. This puny mortal will try to cover it with pMorghoul (note this is subject to change - opinions change over time, and I will acquire new insights over the next few months). Later on, I will try to post about the dogma of fury management in general.


  1. What does pMorghoul want to do with all his fury?
    1. Cast Abuse (Most plausible thing you are going to do)
    2. Cast Admonition (Often a really good choice - moving your models his turn is nerve-shattering)
    3. Cast animi (See 2.5 for sometimes the best option for this)
    4. Spend on extra attacks or boosts (pMorghoul should only do this later in the game though)
    5. Fill the Agonizer with it (Turns 1 & 2, later on your fury might be better spent - or you agonizer is dead)
    6. Cast Torment (Most of the time, your fury is better spent)
    7. Keep them for Transfers (consider it an insurance, and try most of the time that he won't be able to reach you)
  2. What enables/helps him to do all of that?
    1. His meagre 5 fury (leaching)
    2. Maltreatment (needs beasts as well)
    3. [Aptimus Marketh (3 point investment)]
    4. [Cyclops Shaman (5 point investment)]
    5. Letting his beasts cast their animus themselves
  3. How does he keep his Beasts at bay (the other spectrum of Fury Management)
    1. He can leach up to 5 Fury himself
    2. The previous turn, he can maltreat a beast for 1 fewer fury
    3. The previous turn, paingiver beast handlers can Condition warbeasts so they drop to the desired amount of Fury
(Some options are in brackets: that is because although we have those options, I do not have them in my current list. 15 points doesn't allow for much :p)

So, how does a turn of pMorghoul proceed. He'll have 5 fury, 6 if he opts to maltreat.

I realize this might be a little straightforward for the most, if not all of you because in fact I am stating the obvious - I am however, doing more than that: I am stating the options. With these in the back of my head, it's easier to go over my turn - might just be me, but schematics do help us remember :)

5) How does a turn look like

So, in the previous chapter I went through all the things Morghoul can possibly do in one turn. The best way to illustrate fury management (and to be honest, the reason I started thinking about a tactica) is to imitate the opening turns of the game. We have some decisions to make then

  • Do we want an Agonizer filled with Fury?
  • Do we want our beasts halfway up the board?
  • Do we want Admonition on the field?
Obviously, you can't do them all at once. 

Turn 1.
We have different possibilities here. Sometimes you feel that you need to fill that agonizer quickly, for instance against Warmachine armies, and sometimes you need to go up the board quickly, so you don't lose momentum (this is especially true if you are going first) Here are some possible paths I suggest:

Cast Admonition on either the Gladiator or Morghoul himself (would advise the Gladiator, but only if you keep Morghoul in the back) and then put the remaining fury on the Agonizer. In SR2013, when you go first, that will put your Heavies at 15", 9" from the middle of the board.

When you are up against a Purification Caster, Admonition usually isn't the best choice, because you have so low fury. I would then cast abuse 2 times  and put the remaining fury on the agonizer. This is also viable if you feel you need to rush op the board!
Now your heavies go up the field faster ( If you are going first, 6" away from the middle line).

Obviously, you could also cast Admonition, Abuse and then put the remaining fury on the agonizer. I would advise using this one most of the time. You have your upkeep up, you have a heavy far up the field, and you have started filling the Agonizer! Now your heavy of choice will be 12" further. 

6) epilogue

I feel this post is a little strange and I feel I should have stayed on course. I will just post this up and take note of any remarks, and upon rereading this and after playing some more games with Morghoul, I will change it accordingly.

Thank you for reading this, and see you next time,

The Archdominar

Wednesday, 19 June 2013

How to systematically own the Skorne

Hi all, my third post in two days (feeling productive), and I am going to adress how I plan to acquire the faction. Right now, I don't own anything yet, so getting stuff might be helpful to ascertain the continuation of my blog.

This post will be a mix of my own thoughts, forum wisdom, and other people's thoughts.

When reading this article, you will notice I will suppose that you know the rules of the models - later on I might write some tactical articles explaining in detail how certain models-units-warlocks work, but for now, if you want to know additional ruling, I advise visiting Battlecollege.wikispaces.com

1) What do I own yet


I must be honest with you, I lied.. I already have the Skorne faction book :) Great book, though a little light on fluff in my opinion.

Anyway, the book gives me, together with Domination and Gargantuans, a full overview of the Skorne models. I do not think it is essential, because we have acces to wonderful sites as Battlecollege for a quick overview of what models are capable of, to Forward Kommander, which helps us with army construction.

The book is however a necessity for playing with Tier Forces - And Skorne apparantly has a few good ones.


Unfortunately, I don't own the deck. I'm also not really into buying it, as I feel it's a waste of money - but each to its own, I've heard from a lot of people the deck is recommended. But I already have the Circle Orboros Faction Deck and it are just a lot of cards that I will own twice when I have the model. 
Note that I'm a collector rather than a rational consumer, so I will buy a model before I playtest it.

2) The Next step - June list

So, indeed I do not own any model - at all. Yet. Until Saturday that is! 
My buy list goes as follows:

  1. (The Skorne Battlebox (it's not in stock at my LGS, so I have to wait for this one, but still, a really good choice and if you would start Skorne, take this! You get 2 Savages almost for free!))
  2. Paingivers: Those are ordered, and it are these I'm going to buy Saturday (can't wait really). In my first two games, I really missed something that could add 2 STR and give free charges.
  3. Agonizer: the perfect 2-point filler. Not really sure yet how I am going to fill it with Morghoul, but I'll figure it out! If it works, My opponent won't be able to hand out focus to his jacks :D and if he's playing Hordes, my Warbeasts just got some additional ARM (because his Warbeasts lose STR).
  4. This is personal, but for 15 points I feel two savages is a little too much. Instead, I'd opt for a Cyclops Brute. The animus (prevents knockdown) and Shieldguard are in my opinion worth it better than the added agression of an additional Savage. Also, I have a feeling I will be using this one, a lot.
3) Beyond 15 points - going up to 35!

So, after I have everything summed up above, I will obviously buy models to be able to play bigger battles (muhahaha :D). 
  1. First on the list is the Titan Bronzeback. Not only will this model get me to 25 points, it is also considered a crutch in the Skorne Faction.
  2. Nihilators: 8 point infantry and they look bad-*ss. Will help me to go to 35 points.
  3. Additional Solos: the Willbreaker, the Void Spirit, Aptimus Marketh and a Feralgeist. The idea is that I can quickly make a change in my list and play a slightly different game. For instance, switching the Agonizer for a Willbreaker will cause me to lose my control I was able to exert, but in addition I can force my warbeasts further up the field ( 10 inch control area really is small - In my previous post, it got me killed) in addition to adding a reroll. Pure win. 
  4. Some additional Light Warbeasts. For the same reason as lined out above - being able to switch between games without having to buy large expensive models or whole units whilst still being able to alter your gameplay, is a real boon in my eyes. I'm thinking about the Razorwurm and the Cyclops Shaman.
  5. Some Warlocks, because playing Morghoul all day might stop being fun. I'm thinking about Naaresh and pHexeris - the former because he is good with beasts, and the latter because he is the guy that got me into Skorne!
So, when I have reached this point, I think it will be August. I will try not to buy something new before I have painted everything (not going to happen I fear).

Buys beyond that are relatively uncertain, depends on what I like at that moment. I think Praetorian Swordsmen with their Unit Attachment will be great, and so will Cataphract Cetrati be. Obviously Molik Karn will be buyed as well, but I want to practice the faction without him (silly me). An extra heavy kit wouldn't be misplaced either, and additional Warlocks is not a bad idea at all! 

Thanks for reading this, and I will post how this worked out for me. Eventually, I will write a post with some actual advice in it on starting the faction, but that is only after I have some experience!

See you later

the Archdominar

Edit: well, it turned out quite differently. 

  • I only got the Bronzeback recently, because he was everywhere out of stock.
  • I still don't have Naaresh, the Razorwurm and the Shaman.
  • In September, I got my hands on a huge Skorne deal. Then I found lists with eHexeris and Rasheth, and I wanted those (eHex was in fact my second Warlock after Morghoul). The deal netted me a lot of solo's, slingers, a sentry, a lot of lights, Molik Karn, Immortals, and some Warlocks. Then I bought Posse, Incindiarii and Nihilators. In hindsight, I don't think the deal was bad per se (in fact, the deal was awesome) but because I got so much in so little time, I now have a huge unpainted collection! 
  • Next Warlock is Naaresh!

Tuesday, 18 June 2013

My first Skornate experiences

Hi there, Archominar here for two quick battle reports. Those were also my two first games with the Skorne, and also my first two games against Convergence ( it were his two first games with Convergence as well)

I'll be honest, I've lost two times (progress until world-domination: 0%) but I can safely say I have learned two important things after playing those games.

Game 1 - The game I forgot Morghoul had a feat

The first game was a straight battle box game, although I swapped a Savage with a Brute.

Convergence of Cyriss


  • Forge Father Syntherion
  • Mitigator
  • Galvanizer
  • Cipher
Skorne
  • prime Morghoul
  • Savage
  • Brute
  • Gladiator
He won the roll-of, and he just ran everything up. Then I did the same, but thanks to some buffs (Abuse and Rush) my Gladiator ran 14 inches. Now **** started to get serious!

In his second turn, he wanted to try out some stuff: the Cipher's Rough Terrain templates and Magnetic Hold. Ow, he also knocked down my Brute and my Gladiator.

Easy Solution: apply Rush. However, due to having my speed lowered, I couldn't charge, so instead I ran up and engaged Syntherion and a Cipher. And it is here I made a mistake - my gladiator stood open for 5 P+S 19 attacks (Synergy..) and was at Def 10.. If I had popped my feat, it would have gone a lot different! After having lost my Gladiator, I tried to kill Syntherion with a Savage and a Brute, but after I failed, I resigned.

Lesson #1: Morghoul's feat is really strong, especially in battlebox games - use it when you have engaged his forces, to minimalize his retribution. I did use it in my second game, and it had swung the game in my favor.

Game 2 - the day I learned DEF 17 is not insurmountable.

I am not going to recite the battle completely - we changed our list a little bit (dropped a light and inserted a heavy), and it went just as the previous game untill my second turn - First, he was out of range for Magnetic Hold this turn, so I could charge, which I did, and my Sentry did the same. Then I popped my feat and I was about to win: Cipher and a light destroyed, and the Inverter was in combat with my brute), but then I made the most stupid mistake that evening - I let Morghoul stand there within walking distance of his Inverter, with no transfers (I did have the brute's animus up). He missed his first attack, but he did hit with his second, rolling triple 6's on three dice..

Lesson #2: DEF 17 is not bad at all, but don't count it, especially when you have no Transfers left. More importantly, keep your Warlock/Warcaster out of harm's way - as I said, DEF 17 is good, but not having to rely on DEF 17 is even better!
Short: being out of harm's way < having to rely on DEF 17

So, Skorne tally is 0-0-2 unfortunately. I did learn some valuable lessons - Key is not forgetting them!

See you next time

Archdominar

A new Archdominar rises

Upon seeing this post, you have ascended to what I want to be a tome of knowledge for al present and future Skorne-players. But before you unravel the endless amount of Skorne wisdom, I first want to tell you something about myself.

1) Who is this "Archdominar"?

I'm a fairly avarage dude who has decided Skorne might be something for me. I suffer from a severe case of 'Faction ADD' which makes me want to swap factions on a weekly basis, but Skorne has always been one of those factions that came up regularly - so I decided I'd pick those up for a while :)

2) Why Skorne?

There are a lot of reasons why I would like to play Skorne. It's not just their urge for world dominance that strikes me as really cool, nor is their affinity for pain (I'm not masochistic (I think) but, for instance, who doesn't like the looks of Master Ascetic Naaresh? That guy rocks me like a cyclone!). Their is a lot more that drew me to the faction than just the fluff:

  • The aesthetics: Skorne combines adorned elephants with Samurai. I don't know about you, but hell that looks like a warm applepie coming right from the oven! But then with swords, and tusks, and tortured animals.. Anyway, to like a faction, one must like its looks (in my humble opinion).
  • The Raw Stats: Jup, that's with a capital! I've been playing a little Circle here and there, and that made me realise I really want to play bricks and beasts that could level a city if left unchecked! For a while, I've been looking at Khador to start with, but there were some things I really didn't like about that faction (gut feeling, I call it :) )
  • The fluff: That has already been documented above. I just like everything about the fluff: from wanting to conquer the world to ascetism. I like it a lot more than, for instance, Khador, Trollbloods and Cygnar.
3) What is this blog about?

My plan is to write down my experiences in this blog. I can use it as a reference, and others can come here to look it up as well. 
Something that struck me is the (possible perceived) lack of blogs about the Skorne, and the limited tactica section in the Privateer Press Forums. That is my main reason to pen my experiences down, and I hope others can profit as well.

So, that's it for today. I still need to get used to blogging again, and writing introductions is in my eyes never easy ( I don't know what to talk about in introductions :o ), but the good part about them is that they only need to be written once :)

Thanks for reading,
The Archdominar