A DUBOIS WARMACHINE BLOG
DuBois, PA is located in Clearfield County. Clearfield County is a part of the Pennsylvania Wilds™, a 12-county region spanning the northern part of the state which is known for its vast expanse of outdoor beauty and wildlife. We play WARMACHINE™ and HORDES™ in the Wilds of Pennsylvania, and invite you to join us. Come visit, there's lots to see and do. And while you're here make sure to bring your dice ... so you can Play Like You've Got a Pair™!
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April 6, 2009
MKII ARCANE TEMPEST GUN MAGES
March 28, 2009
BUSTED BY BUSTER ...
| From DUBOIS WARMACHINE BLOG |
So this is the final tale from the recent 1-1-1-1 tournament I played in at The Vault in Greensburg, PA.
I had won my first game by Victory Points, and lost my second game. I was out of the running, but having a lot of fun. I was matched up with my friend and fellow Pressganger, Saidin, who was running the event. I noticed that he was using Rhulic, but was surprised that he was fielding Durgen Madhammer as the Warcaster.
I admit from the beginning that I didn't know a whole lot about Madhammer. I had glanced over his profile in the Superiority book a few times. I had heard some of the local DuBois players say that they didn't really prefer him as a Warcaster. I knew about his Primed spell, and the fact that he had the wacky Carpet Bomb gun. I was about to be taken to the Madhammer School of Smackdowns.
First off, I put the Thunderhead up close enough to be able to pop off ranged attacks against his unit of Forgeguard. I had Haley in a position behind the Thunderhead where she could wander out and pop off some Chain Lightning. I put Pendrake off to the side away from the Thunderhead because during my last game I had ended up accidentally putting Pendrake in the Thunderhead's front arc and almost killed him with my own pulse attacks. (duh.) And I put the Trenchers in front of Pendrake at an angle so they could do battle with Lug, then hopefully flank out Madhammer. Not the best of ideas. I should really study up on Lug, too, come to think of it ... but that's a whole different story.
Anyway, on turn one, I basically lost the Thunderhead. Yes, on turn one. Madhammer wad just close enough to pop off Buster and use Case Cracker. (Which I didn't realize he could do ... ignorance ain't bliss...) The damage was sufficient enough to knock out movement and remove an arm. Ugh...
My Trenchers were busy making war with Lug and his pet Dwarf, and Haley managed to fry some ForgeGuard with Chain Lightening on my turn one. However, my efforts to move Haley to a defensible position using terrain would prove to be fatal.
On turn two, Madhammer dropped the Carpet Bombs on Haley, and managed to assassinate her in her tracks.
Wow, not a good showing on my part at all. But I had a good laugh and learned that Madhammer is worth a second look ... if only to know what the heck he can do on the battlefield.
In looking back, I probably should have used Nemo with the Thunderhead, but when I was making my list I got greedy and said t myself ... I can add the Thunderhead with all the points I have left over! Sure, why not. Uh, hindsight is 20/20, right?
As I write this, I am getting ready to attend Schism in York, PA. I will hopefully do a little better this time, and have some good battle reports to write about. This will be my 7th (?) official tournament setting. Wish me luck. I'm going to try to capture a bunch of flags!
March 27, 2009
TALES FROM 1-1-1-1 ... Round Two
| From DUBOIS WARMACHINE BLOG |
March 25, 2009
TWO WARCASTERS MANGLED METAL 750 LIST
Points: 744
Model Count: 10
Victory Points: 25
Captain E. Dominic Darius
> Halfjack x3
> Centurion
> Ol' Rowdy
Captain Jeremiah Kraye
> Hunter
> Hunter
> Thunderhead
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I don't think this list needs a lot of explanation. The two feats are awesome. Darius can repair his 'Jacks using his feat. Having only two 'jacks assigned to Darius allows for better use of Focus to throw between the Centurian and Ol' Rowdy. But you have to be more careful about engaging enemies en masse because you don't have extra metal to spare. Keep Darius close and utilize the Crane. In the right conditions you can play off the abilities of Centurian and Ol' Rowdy to get some mischievous melee action going on in the battlefield. Kraye's feat allows for the entire group of Cygnar Warjacks to get off some amazing charges and movement. The Thunderhead can be used for ranged attacks but in this format I believe that he's better off being used as a two fisted brute. The Hunters are in place to do what Hunters do ... soften up the enemy and hopefully help with an assassination run. Don't get too eager to getthe Hunters deep into the battlefield early. Remember that they get to move 6", shoot 14", and move another 6". So that means they basically have a 20" range.
I'm still perfecting using this list as I tend to be too reckless with Kraye and get him assassinated easily. I'm still working out the kinks in my game play and such, but I think this is a fairly good list.
Have your say, and give me some feedback. What do YOU think? Leave a Comment.
March 23, 2009
RING AROUND THE FOREST

Harbinger of Menoth
Captain Victoria Haley
March 2, 2009
JEREMIAH KRAYE
December 26, 2008
SUPPRESSING FIRE

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