It’s been a very, very long time since I’ve written one of these. But whatever, we’re doing it!
Hello there! My name is Jamie Perkins and this is my battle report series for the 2023 Welsh Masters that recently took place under MK4 Warmachine.
Warning before you go any further: this report is LONG. I’ve got some photos of games in play, too.
Introduction
For those of you who don’t know me, this was my first Warmachine tournament in about 7 years. I picked up the game again shortly before MK4 was announced last year and have been relearning since.
Long ago, I was someone who played quite a lot of competitive Warmachine with Khador and Legion of Everblight and enjoyed writing these kinds of reports afterwards. I managed to win the UK Nationals four times running, the Templecon Masters (a sort-of precursor to Captaincon), as well as playing for Team England at the WTC in the event’s earliest years.
Despite playing many others in the years since, I never quite clicked with a tabletop game like I did with Warmachine. I just enjoyed the gameplay, the decision-making, and the camaraderie of the players more than most other games I’ve tried.
Additionally, MK4 has really done a lot that I like. Where it seems some players are missing using their full range of miniatures, I wholeheartedly believe restriction breeds creativity. Do I miss playing Ravagores with Lylyth? Yes I do. Did I ever put Warmongers or Warspears on the table all those years ago? Absolutely not.
I love that the power level of the whole game has stepped back a few paces. Not every faction has the perfect tool to answer every problem. It’s intentionally uneven again, in an interesting way. And the more limited selection of minis is forcing players to field units and army compositions they wouldn’t have considered before. To experiment, and be creative.
Even so, I’ll be first to agree the new infantry movement rules were strange at first. But after playing multiple games, for me, they’re no better or worse than the previous rules. They’re just different. It’s mainly quicker to resolve because there are fewer miniatures on the game board per unit.
Long story short, I still love this game, and for the last year I’ve been glad to be back playing it.
Before we get into the details, I want to give a quick shout-out.
My wonderful partner, Chynna-Blue – who came with me to the tournament – had surprised me the week before with an awesome new set of tokens and widgets from Monstrous Makings to use at the Masters. I was absolutely over the moon to get these, particularly as my kit at the time was a mixture of cobbled together bits and pieces from events of years gone by.
I actually met the guy who makes them, Chris, as he was also playing in the Welsh Masters and complimented him on the design. I had everything I needed when I needed it and having them in easy reach definitely sped up my gameplay.
Preparing for Welsh Masters
It was watching the reports, results, and good feels coming in from the 2022 Welsh Masters that really sparked me playing Warmachine again. That, and attending the UK Games Expo to play Star Wars Armada, playing some exceptionally good Polish players who really knew what they were doing, and realising that wasn’t the game for me.
As luck would have it, I managed to pick up the exact Legion of Everblight army I sold off 7 years ago to start my collection off, and then started to hunt down newer releases to bring it up to date. I strongly considered diving back into Khador, but that army was sold off in A Lot of different pieces so it’d be impossible to piece back together. Plus the whole playstyle of Khador seemed to have really changed since I played them ‘back in the day’, whereas Legion felt a lot more familiar.
I had a lot of fun playing Children of the Dragon. Thagrosh 2 is a ton of fun. Playing with Anamag was awesome too; those chosen of everblight are immense! This army is the one I re-learned the game with – including the new unit movement rules – and gave a lot of wins away in the process to local legends like Sean, King of Rhul. (Side note: Dwarves are WAY better than I remember them being!)
And then the Ravens of War came.
Ravens of War is a powerful army, no doubt about it. I don’t think it’s the strongest army in the game. There’s a lot of super powerful stuff out there, particularly the new MK4 factions. But Ravens of War absolutely makes Legion capable of winning events and can go toe to toe with the toughest opposition.
Also, I’m a Vayl 1 diehard from way back when, so when I saw she got to move herself with her feat again, I was in.
I played a fair few games to experiment with my army lists. I started out with Angelius in both battlegroups but eventually took them out. I think they’re usable but it’s a hard sell sometimes. Got some advice from our Legion of Everblight lord and saviour, JVM, along the way. Booked my ticket for the Masters, and I was all set.
Firestorm Games is still one of the premier gaming venues in the UK. It’s a fantastic space to game in if you get the chance.
Onto the Army Lists!
Vayl, Disciple of Everblight
15 Azrael
10 Neraph 1
10 Neraph 2
10 Neraph 3
10 Neraph 4
11 Seraph
6 Annyssa Ryvaal
1 Blighted Nyss Shepherd 1
1 Blighted Nyss Shepherd 2
1 Blighted Nyss Shepherd 3
5 Blighted Nyss Sorceress & Hellion
1 Spell Martyr
6 Blackfrost Shard
9 Blighted Nyss Raptors
4 Ice Witches
Defences
DEFENSE 1 - Barrier
DEFENSE 1 - Barrier
DEFENSE 1 - Barrier
PC COMMAND CARDS
Blessing of the Gods
Break Through
Defences
Infiltration
Sapper
TOTAL POINTS 100/100
Lylyth, Herald of Everblight
15 Azrael
8 Nephilim Bolt Thrower
10 Neraph 1
10 Neraph 2
11 Seraph
6 Annyssa Ryvaal
1 Blighted Nyss Shepherd 1
1 Blighted Nyss Shepherd 2
5 Blighted Nyss Sorceress & Hellion
1 Spell Martyr 1
1 Spell Martyr 2
2 Succubus
6 Blackfrost Shard
9 Blighted Nyss Raptors 1
9 Blighted Nyss Raptors 2
4 Ice Witches
Defences
DEFENSE 1 - Barrier
DEFENSE 1 - Barrier
DEFENSE 1 - Barrier
PC COMMAND CARDS
Blessing of the Gods
Defences
Power Swell
Sapper
1 Savagery
TOTAL POINTS 100/100
Ravens of War are gifted with two solid warlocks to lead their forces. Vayl 1 is a melee powerhouse. Those neraphs start out hitting at POW 15 but when you add incite (Vayl), dark shroud (sorceress on hellion), and kiss of lyliss (black frost shard) into the mix you can get up to POW 21. Plus the hellion sorceress giving them free charges makes them feel like 4 fury warbeasts. Add in the native sprint of a neraph and the cat & mouse feat from Vayl and you’ve got something that hits hard and is extremely mobile.
Azrael I could write a whole book about. That thing is an absolute monster in melee and at range, and by far Raven’s biggest asset. Two crit slam ranged attacks, fury 4, snipe animus, heavily armoured (for Legion), and the faction inherent bonuses of flight and eyeless sight. There are very few turns you won’t find something important for Azrael to do.
On the other hand, Lylyth isn’t bringing an out and out shooting list. I’m not sure she even could anymore, without access to ravagores. But what she can do is bring a strong combined arms game to the table, with a lean towards being gun (bow) heavy. A fully stealthed battlegroup is something a lot of lists just aren’t equipped to deal with. Pursuit and parasite are both excellent spells and she can deliver them personally with access to the snipe animus and her funky bow ammo types.
Her main difficulty is that she doesn’t have as much raw damage as Vayl, since parasite can only affect one thing at a time. She has a pair of neraphs in there mainly to contest zones and be a defensive melee threat. Being able to strike out at something and return to the battle line with sprint is really good for an army list that’s happiest standing a bit off instead of engaging in a brawl.
Raptors and Annyssa Ryvaal are in both army lists because they’re just great. They epitomise Legion of Everblight by being complete glass cannons that move like lightning. When they get caught, they go down fast, but they usually do good work before that happens.
My last point will be about defences. Simply put, if you’re not playing with these, you should be. As an absolute minimum, you NEED to take the sapper command card unless you have a large enough base to crush defences. Otherwise, there’s a good chance you’ll find yourself in a bad spot.
I took 3 barriers to keep things nice and simple. Plus, as I found out, Ravens have zero warbeasts capable of throwing a powder keg (note, I was wrong about this), and we don’t need the firepit to ignore stealth. The spike trap I might experiment a bit more with, but I think they’re very match up dependent. Barriers are always excellent, especially when you have DEF 14 warbeasts that happily sit behind them at DEF 18 to shooting and can fly over them to charge.
Battle Reports
GAME ONE | Mike Taylor - Circle (Devourer’s Host) - King of the Hill
Mike was originally playing Warmachine when I was, all those years ago. Like me, he was returning from an extended break and made the trip down with his long term gaming buddy, Rob Brown, who’d brought along his trolls.
I won’t beat around the bush; Vayl tends to be the list I drop into most things, unless I’ve got a specific reason to use Lylyth instead (cough-cough-Storm Legion). Vayl is definitely the more ‘brute force’ of the two lists I brought, and it’s nice to be able to fall back on that when things get rough. Plus, Vayl is the list I had more practice with.
Mike elected to play Kromac 2, and this is as much of his list as I can recall:
Kromac 2
Ghetorix
Warpwolf Stalker
Feral Warpwolf
Tharn Ravagers + Chieftain
Tharn Blood Trackers + Nuala
Tharn Wolf Riders
Than Bloodweavers + Haruspex
Bloodweaver Night Witch
Tharn Blood Shaman
Lord of the Feast
Gallows Grove
Kromac can be quite scary for Legion from the perspective that he’s got access to big threat ranges on his feat turn. Plus, you need to be careful when you shoot his beasts because he gives them all hyper-aggressive.
I won the roll and elected to go first (which feels like what you should almost always do at the moment, unless you’ve got a specific plan). My go-to deployment tends to leave Vayl fairly central with Azrael and the seraph. Then a pair of neraphs to her left and the other pair to her right, with support scattered centrally behind. I put the raptors and Annyssa off to give me more threats against his objective.
Mike deployed his wolf riders opposite my raptors, battlegroup centrally, with most of the other tharn off to my right to pressure my objective.
Turn One
Vayl casts tether on Azrael and Frost Field on a neraph. Then everything runs up. I’m careful to put the raptors close to the obstruction on the left to give them protection from any wolf rider shots. I remembered to take a photo just after my first turn as Mike was starting his:
Mike similarly runs forwards but being more cautious to be careful of my threat ranges. The tharn ravagers take up position behind the forest on the right, just toeing the zone. Lord of the feast is on the left, supporting the wolf riders. Kromac stands in a trench in the middle before casting spiny growth on himself, awakened spirit on the warpwolf stalker, and then dropping some fury.
Turn Two
I measure the distance between Azrael and Kromac. Kromac is only 12” away with just 2 fury on him. I also measure the distance between Vayl and Kromac and I can get incite onto him, too. Azrael threatens 11” on his own, 13” when you add in slipstream, and 16” when you move him with tether.
Under incite, Azrael hits at MAT 9, POW 19 (with a second initial at POW 17, and then his initial ranged attack at RAT 8, POW 19, too), he charges for free due to the hellion sorceress and has 4 fury. And I can spend the blessed command card to ignore spiny growth.
I have a quick think and, considering how the TO Martyn reminded us all this was the first MK4 event for most people and we’d all be shaking off rust, I let Mike know he was in a lot of danger where he was and I could, without too much trouble, get Azrael to Kromac and take him out before the game really got underway.
It just doesn’t feel right. So, I recommend Mike moves Kromac back, which he does.
After that, I take a look at what else I can get to, and Ghetorix is possible to reach for Azrael instead. It would mean I trade Azrael for Ghetorix but, considering I have 6 heavies to Mike’s 3 and could favourably start off a piece trade, I decided to send him in.
Vayl upkeeps both her spells and puts up incite, feats, and tethers Azrael forward. The ice witches put puppet master rerolls on Azrael, the seraph, and a Rhylyss of the black frost shard. The black frost shard then move up and put the kiss of lyliss onto Ghetorix before frost bolting him a few times for good measure.
Azrael promptly charges Ghetorix and takes him out with his initials and 1 bought attack. Azrael then adds insult to injury by force reloading a boosted shot into the feral, which crits. The crit slams the feral into the stalker, knocking them both down and dropping the feral to half its health thanks to the bonus die from hitting the stalker and a boost.
The raptors and Annyssa take out the wolf riders. The seraph and neraphs combine to down some bloodweavers. Then I start my feat moves.
As I move Vayl back I realise it’s theoretically possible for Kromac to reach her if he feats. It’s a big ‘if’ because Vayl’s behind a building, but it panics me a bit with first game jitters, so I surround her with warbeasts just to be sure.
Then I pass the turn. Note below the absolute fortress of warbeasts I left Vayl inside of.
The warpwolves both force to stand and Kormac upkeeps awakened spirit. The tharn on the right combine to take Azrael to low health but don’t quite take him out. The ravagers come through the forest and threaten my objective. Lord of the feast attempts to bird himself into my raptors but misses the shot.
The stalker comes flying into the front neraph of Vayl’s fortress and cleaves it in half. Ouch. The feral can’t quite reach so it hangs around and forces itself to regenerate.
Kromac can’t leave Azrael alive so goes in himself to take Azrael out. The tharn that hit him and Kromac are all set on fire for their trouble.
Turn Three
With Kromac so close to the rest of my battlegroup now, I can’t ignore the opportunity to take him down. I do some quick measurements before upkeeping frost field, casting incite, then dropping rerolls onto Rhylyss, the frost fielded neraph, and the seraph.
The seraph flares Kromac and does some nice damage with its incited shots. The blackfrost shard put the kiss of lyliss onto Kromac and the frost fielded neraph takes the big man out.
Mike was very graceful in defeat and said he enjoyed the game. He spent a while chatting to Chynna-Blue and I after the game about some super interesting things he’s working on. When catching up with him and Rob later that morning, they said they’d managed 3 games before coming down to Cardiff and were looking forward to the chance to play a lot more over the weekend.
I was happy to be off to a winning start for the weekend. Onto game two!
GAME TWO | Luke Archer - Cygnar (Storm Legion) - Spread the Net
I’d been dreading this matchup in particular. nuCygnar was the most popular MK4 faction at Welsh Masters. Although in fairness, that could be at least partially down to being released first.
Wolfe is already an infamous warcaster and I’ve heard and read about players having a really difficult time facing him. I’ve heard that it gets a bit easier once you’ve played him once. And this was my first ever game against nuCygnar…
Luke came to the table with Wolfe and Athena and his lists looked pretty scary. A plethora of well armed heavies in both lists and even though I fully expected to face Wolfe I had a good look at the Athena list to be sure.
Having read the nuCygnar rules a lot, some of it was already in my head. But I wasn’t taking anything for granted so I reverted to what I think is good advice for learning (or in my case, relearning) players and asked a tonne of questions.
Knowing what questions to ask really helps you cut through the mass of information a new faction can present to you. Some basics are ‘what’s the maximum melee and ranged threat ranges in your list?’ as well as refreshing yourself on their warcaster’s stat card in its entirety.
Once you’ve got that down you should also look to stuff specifically important to your own faction. For me it’s important to know how much anti-stealth tech army lists have (mainly for Lylyth). It’s also key to ask about upkeep removal (again, Lylyth).
I had a plan, at least. I just wasn’t sure how effective it’d be given I’d never tried it before. I chose to play Lylyth. Luke went for Wolfe (again, recalling what I think was his list):
Anson Wolfe (chose arcane shield and jackhammer from the spell rack)
Stryker (relentless charge, voltaic halberd, galvanic shield)
Stryker (relentless charge, voltaic halberd, galvanic shield)
Stryker (relentless charge, voltaic halberd, galvanic shield)
Stryker (relentless charge, voltaic halberd, galvanic shield)
Courser (shield guard, mag bolter, electrified shield)
Courser (arc node, voltaic spear, voltaic punching spike)
Stormblade Legionnaires
Stormguard Legionnaires
Stormguard Legionnaires
Legionnaire Officer
Legionnaire Officer
Arcane Mechanics
Arcane Mechanics
Sharpshooter
That’s a lot of stuff to chew through. I was concerned Lylyth might not have the volume of attacks required but I just don’t think Vayl can handle Wolfe’s feat turn as well as Lylyth can.
On the plus side, Luke had no way to ignore stealth. As long as I played smart with my raptors he wouldn’t have much to shoot at on the feat turn. Important because Luke was telling me he got something like 14 shots off with the courser’s mag bolter in his previous game’s feat turn.
I won the roll off, phew, I really wanted that for this game. The feat would be putting enough time pressure on me as it already was. I deployed my battlegroup centrally with a raptor unit on each flank.
I deployed my two barriers on the back edge of the central zone, just either side of the forest. With so little shooting coming back at me they’d probably have limited use in this game.
Luke deployed fairly centrally with everything. There was a large forest in the centre of the table so Luke was angling to send two of his stykers down each side of it. Luke didn’t have any defences himself.
Turn One
I run up with everything as fast as possible and put up fog of war. Because Lylyth has field martial prowl, this is what gives her entire battlegroup stealth.
Raptors move rapidly up the flanks, the unit on the right takes cover behind the building to not give easy targets for Luke’s sharpshooter.
Luke has Anson cast arcane shield on himself, feat, and then run forwards with everything he’s got. The shieldguard makes sure to stay close to Wolfe. Because of the bodies in the way and the level of protection on Wolfe, he’s pretty safe from assassination.
Time to learn how to deal with this feat, then…
Turn Two (Perkins)
My general plan is to try to take off as much of the infantry as possible, and use the neraphs and Azrael to counter attack any stykers that wander too close to my lines. As long as I keep the raptors out of range of the courser, Luke should have nothing to shoot at.
After some pondering and measuring, I feat with Lylyth. She then shifts to the right and shoots at the far right stryker with a witchmark shot before casting pursuit on it. She then caps a stormguard and ends her turn.
I move the blackfrost shard to the left who kiss of lyliss the stormblade legionnaires on the left of the forest before frost bolting a few of them down. It’s then remembered that my frostbolts have critical stationary. It dawns on me that any warjacks I knockdown or make stationary can’t make feat moves and attacks.
I shoot the bolt thrower at the nearest styker but, even with the bonus die from the feat and a boost, I don’t get the critical knockdown.
It’s at this point I realise that in my anxiety from thinking how to handle this feat turn, and my excitement at clocking onto an answer, I’ve forgotten something CRITICAL. I forgot to reposition Lylyth backwards 3 inches… She’s now way too close for comfort and only a few moves away from letting a stryker get within charge range, or even Wolfe himself. Bollocks.
Trying to style it out and play on like nothing’s wrong:
I return to my plan of trying to angle for critical effects and move up the ice witches who take out more of the stormblades and crit stationary the stryker who’s moved up behind them. This stryker is within range of a neraph but I need to drop its health down some so the neraph can finish it off and sprint backwards.
The left raptors come flying in and put decent damage onto the stationary stryker with their charge attacks. Because it’s stationary, they’re free to dual attack with their bows into the arcane mechanics behind it and take out two of them. Another nearby stryker comes in and takes two of the raptors out for their trouble. Felt worth it to get some of those empower / repair bots off the board.
Then the left neraph comes in and finishes it off. Wolfe comes forward, but Luke then asks about Azraels threat range, who’s stood directly behind the forest. I realise Wolfe isn’t going to come any further forward while Azrael hasn’t activated so I decide to keep Azrael until the very end to keep Wolfe as far back as I can.
The raptors on the right come flying into the stormguard there and take out several with their swords and bows before repositioning forward into the second rank of them to give them something to tie them down next turn.
This causes the other stryker on the left to start making its way towards my front lines and butchers the black frost shard. The problem is, now I’m out of critical effects to prevent that warjack from moving. So a combination of my second neraph and azrael go in to take it out.
I still have the hellion sorceress and Annyssa left, but I’m still very concerned at the lack of distance and bodies between Lylyth and harm. Both solos run to engage the non-pursuited stryker on the right.
By the end of it I’ve managed to take out two of the heavies, a full unit of stormblades and a full unit of stormguard. About half the list. There’s only one problem to this otherwise very successful turn.
Lylyth only has 1 fury. And I am bricking it.
Turn Two (Luke)
Luke’s no slouch. He cottons onto the fact Lylyth isn’t far enough away immediately and starts measuring up whether he can get a stryker there to jackhammer her to death. Because of the threat of Azrael, Wolfe himself is a few inches short of sidestepping and beatbacking his way there himself. With energiser though, it’s very possible for a stryker to make it there.
Fortunately, I’ve given Luke some problems to deal with thanks to one of the stykers being out of the equation due to pursuit, and the raptors, Annyssa, and the hellion sorceress being in the way. The forest is also helping me a little here but wouldn’t be enough on its own.
Luke begins by using Wolfe to energiser himself and the warjacks forwards. He casts positive charge on the moveable stryker and charges into Annyssa, taking her out easily. A combination of the remaining stormguard and a legionnaire officer clear out the sorceress and a blocking raptor.
The stryker has a clear run at Lylyth, positive charge, and 3 focus. And it’s only able to reach Lylyth because I didn’t move her backwards when I could’ve.
I hold my breath.
The stryker comes barreling in with a MAT 11 charge attack and drops an 18 damage roll onto Lylyth. I transfer that to the seraph. Now I’m on zero fury. And Luke has 2 focus left.
He ponders whether to boost the second attack, needing a 7 thanks to positive charge.
He attacks without a boost and misses.
He buys a final attack. It connects.
He needs a 10 to take Lylyth out.
He rolls the dice and one disappears behind the building on the right. The die I can see shows a 5.
I lean around the building to get sight of the other and see a 4.
I allow myself to breathe again, briefly, before scanning the table looking for anything else that can get to Lylyth. Saved by stealth and some good luck, nothing else can reach her.
Me doing my best impression of a nervous “this is fine” face (note Lylyth’s health in the background):
Luke’s final move is to advance the pursuit’d stryker into a defensive position close to Wolfe. This allows Lylyth to disengage the stryker that charged at her in preparation to retaliate.
Turn Three
Hooo boy. That took me a minute to recover from.
Okay, Wolfe is low on focus thanks to his assassination run. He’s just behind the forest and slightly to the right. He’s very getable. I need to end this now.
There’s a few stormguard just ahead of Wolfe, otherwise I can get a clear line to him with a pair of raptors, Lylyth, and I can move a neraph and Azrael through the forest to get attacks onto him.
I pushed all my warbeasts hard in the previous turn so the other neraph, the seraph, and the bolt thrower all frenzy. Luckily what I have should be enough.
My ice witches put rerolls onto the neraph and Azrael.
The raptors go first and charge the stormguard near Wolfe, clearing them out and dropping a damage roll onto Wolfe for good measure.
Lylyth boosts her first shot into Wolfe that the courser shield guards. The second one also connects and she parasites him.
The neraph advances into melee and manages to miss all its attack rolls… oh no.
I suddenly feel quite nervous as it’s down to Azrael. Thankfully the big guy doesn’t let me down and skewers Wolfe with boosted attacks.
Me reporting to the local facebook chat that I won game two in style:
Yeah… I very definitely could’ve lost that one thanks to a critical error. Absolute kudos to Luke for seeing it for the opportunity it was and taking a damn good shot at it.
I can forgive myself for the mistake a little. I’ve heard several times how much of a head f**k that feat is to think your way through and I had to do it on a deathclock.
That said, I really feel like access to ranged knockdowns and stationary are a massive boon to anyone struggling with Wolfe’s feat.
This is how the table looked at the end. Wolf was previously between the neraph and Azrael. Lylyth ended up just off camera to the right.
I took out my red drywipe marker and wrote “REPO 3!!!” in huge handwriting next to her name on my army list.
And somehow, by the skin of my teeth, we march on to game three!