Monday, 13 March 2017

Battle Report 24: Cygnar versus Retribution of Scyrah

Greetings and salutations, soldiers of Caspia!

I finally got another game in. I wasn't sure what to play (if even Cygnar!) but in the end I decided to run the same list as I did last time I played and slammed down Stryker1 Storm Division. Now, I know the 'in' list is in Heavy Metal, but I don't own two Stormwalls so there's that. As usual I'm not great at taking pictures every turn...

Stryker1
- Stormwall
Max Storm Lances
Min Storm Lances
Stormblades
- UA (free)
- 2 Storm Gunners
Journeyman Warcaster (free)
- Firefly
Arlan Strangeways (free)
Kathrine Laddermore

I played vs Retribution of Scyrah, under Kaelyssa.

Kaelyssa1 [+29]
 - Chimera [8]
 - Discordia [18]
 - Manticore [14]
 - Manticore [14]
 - Griffon [8]
 - Griffon [8]
 - Sylys Wyshnalyrr, The Seeker [4]
Heavy Rifle Team [4]
Heavy Rifle Team [4]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Mage Hunter Assassin [4]
Mage Hunter Assassin [4]
House Vyre Electromancers [8]

Scenario was Outlast.

I go first and advance up like so. I don't go full tilt, because I want to spare my Storm Lances both MHA charges and Rifle Team shots (Dahlia and Skarath are proxies for another HRT). 
This is following my turn 2: Retribution has pushed up cautiously. I pushed up aggressively and feated. The Stormwall shot something I believe.
In response Kaelyssa gets nothing done really. He sends a griffon into my right hand zone, some electromancers into my left and a griffon into my Stormblades and killed two or something. A manticore goes after Laddermore, but she's feated on so she's fine. 

In return I killed the Griffon with some Stormblades. They also contribute to killing the Manticore. I score two. 
This is following Kaelyssa's turn. He had his Chimera punch a Stormblade so he can only contest my left zone with the HRT. Discordia (the robot without a torso) contests right. A manticore kills off most of my Stormblades. 
It's easy killing off the HRT on the left, and Discordia and whatever random guy he had contesting the right. Stormwall finally gets to punch something, after much shooting. Stryker runs into the right zone and dominates for the win.

Victory for Cygnar!

Honestly my opponent is still pretty fresh so this wasn't the most trying game for Stryker1. I like the list though. I'm not 100% about the Stormblades - they do shitloads of damage but Stryker cannot speed them up. He does protect them somewhat though which is great. Sadly they take a fair bit of real estate though. Considering I run 9 large bases and a colossal that speaks against their inclusion. 

I did play two more games versus Retribution, but I forgot to take any pictures at all. Stryker1 Storm Division won versus Rahn (same guy as this game) and versus Ossyan (not the same guy). It's a good list.

I did go to a tournament first weekend in March, with Circle Orboros. I played Wurmwood for 5 straight games and went 2-3. I'm a really bad Circle player it turns out (though I'm sure playing the lists beforehand at all would've helped a lot) so that's all I'm going to expand on that.


I'm getting another game in tomorrow, during which I hopefully remember to take pictures. With some luck it's not versus Retribution, though I might run Stryker1 again. I'm itching to bring Haley3 out again, but I feel I should investigate other lists. This is both so I can widen my repertoire and so that I can find a great list to pair with Haley3.

Wednesday, 25 January 2017

Battle Report 23: Cygnar vs Protectorate of Menoth

Greetings and salutations, swanophiles!

Long time no gaming, as they say. Christmas and finals and vacations etcetera. Let's get to the game instead.

I've played almost solely Haley2/Haley3 for the entirety of 2016, so I figured I could try something else for a change. Nemo3 is being talked about a lot in Swanworld lately so I was a bit interested in that. Stryker1 is another caster who's been mentioned increasingly lately. Hearing good things about Stryker1 from Patrick Dunford, and actually owning that model, I decided to go in that direction.

Theme: Storm Division
Stryker 1 [+30]
 - Hurricane [39]
Storm Lances (max) [20]
Storm Lances (min) [12]
Stormblade Infantry [10]
 - Stormblade Infantry Officer & Standard [0]
 - Stormblade Infantry Storm Gunner (2) [4]
Journeyman Warcaster [0]
 - Firefly [8]
Captain Arlan Strangewayes [4]
Major Katherine Laddermore [8]
Bunker (Steamroller) [0]

Stormblades I hear you say?? Yeah I know, but they seem to fit well here. You get so many hard-hitting units this way. They're very good with Snipe, and they're good with Blur as well. You get two Arcane Shields, Iron Zeal, some models with natively high ARM to make sure the feat turn is a real time walk. Squire sure would've been cool but I think this is a better build than making room for it.

I know the Hurricane isn't out yet, but it seems so cool so I wanted to try the list with it anyway. It should work roughly as well with a Stormwall instead.

I faced off against Björn Wahlstrand, who used to be an aspiring swanlet but who betrayed us for the Creator of Man. He played Severius2.

Severius 2 [+26]
 - Reckoner [16]
 - Reckoner [16]
 - Reckoner [16]
 - Blessing of Vengeance [13]
Choir of Menoth (max) [6]
Idrian Skirmishers (max) [15]
 - Idrian Skirmisher Chieftain & Guide [5]
Vassal Mechanik [1]
Vassal of Menoth [3]
Wrack [1]
Visgoth Juviah Rhoven & Honor Guard [9]
Bunker (Steamroller) [0]

We rolled up Extraction.

This looks rather stretched out here due to formatting.

Björn wins the roll and choses side, and lets me go first as a result. This was a tough choice since the side I wound up on really was bad, but on the other hand going first is often great. The table we play on has a fair bit more disruptive terrain than we're generally used to, which I found pretty interesting. Terrain being relevant is good for the game, I believe.

As always, I forget taking pictures sometimes. This game I got pictures of the end of my turn every time, but I didn't get any at the end of Björn's.


Deployment
Okay so there's a big fucking house right outside the middle of my deployment. That's shit. This picture was taken before I advance moved my stormblades, do that in front of the Hurricane. The three carnivean-bodies pretend they're Storm Lances this game, so as to stave off the feeling of irrelevancy which came with mk3.

Top of 1 looks like this. Not much to say. Storm Lances on the left should've been more aggressive. 
Here Blur is on the Stormblades, Snipe on the Hurricane, Arcane Shield on both units of Storm Lances.

Björn advanced a bit too warily his turn 1. He killed one storm lance with his idrians, and damaged a second one. Passage out on the warjacks. 

Top of 2:
I've killed 7 idrians here, and got some damage into one Reckoner (the one next to the objective) as well as knocked it down. One of Rhoven's buddies shield guarded a momentum shot so he and a choir member was killed as a result.

I feated this turn too, of course. The plan turn 2 is pressuring your opponent really hard. I should've played all my units a lot more aggressively here, and more than anything I should've put my lances around each of the flags to threaten scoring on his turn. I'm too rusty.

Nevertheless, the feat protects my army splendidly. Björn gets very little done, killing just one Storm Lance which was too far away to get the feat. He stripped Arcane Shield from the right-most storm lances, but junior put it back.

This is after my third turn. I've killed the remaining idrians since Björn used them to try jamming my army, which really didn't do him any good considering how many leaps and lightning generators I'm running. I got 13 damage into his Bunker objective and scored 2. 

At this point I'm feeling pretty in command with a good scenario lead, and I've got a sniped Hurricane doing decent damage behind all my dudes. What remains of Björn's army is very resilient though, considering Hymn of Passage and Field Marshal: Oracular Vision. Luckily for me he's got pretty few attacks though.

Björn feels really pressured on scenario here (rightly so) so he sends his 3 Reckoners up to contest both flags. He uses Severius' feat and a Hex Blast to kill 2 Storm Lances and a Storm Gunner. The latter is really annoying considering his feat now creates dangerous clouds and shit, protecting his objective really well.
I fail scoring any points at all my fourth turn. The Hurricane spreads his shooting between the Reckoner on the left and the central one (the hole near Laddermore and the firefly). Björn has been very disciplined about keeping a focus to mitigate a heavy hit on each of his warjack all game so the grind is slow. The leftmost Reckoner gets disrupted by Stryker, but I forget to move Snipe to the stormblades. This means 3 shots rather than 8, so that's boring. 

Björn gets a little little work done in return, killing only Laddermore and 2 Stormblades. 
By this point the game is over more or less. Hurricane and junior shot down the Reckoner contesting my left flag. He also shoots Rhoven who gets slammed into my own Storm Lance, which dies. The lance had already killed the objective so it doesn't really matter, but I feel a bit stupid anyway. 4 Stormblades charge Blessing of Vengeance and kill it. I'm at 4 CP and Björn cannot contest.
So instead he decides to kill as much as he can. Severius goes in and whacks two stormblades, and the admonisher from his staff kills off lots more of them. He also hex blasts the firefly for 10 points. The poor robot gets finished off by Gius and the Reckoner. 

Victory for the Swans!

I'm not sure what to say for the post-game summary. I did quite a few mistakes, mostly due to not playing much lately. The list seems really strong, and Stryker1 surprised me. He's got a great feat, a disruption gun, good spell list. He's not very dynamic or active himself though, which is something I value highly. Nevertheless, the sniped colossal is great fun and the supertanky army I enjoy. Versus an army without Oracular Vision and Hymn of Passage I think the list has tremendous damage output. Momentum guns work very well with storm knight shooting, and everybody knows how much Stormblades hurt in melee anyway.

Learning points to bring with me, I should've been a lot more aggressive top of 2. I think I could have pushed Björn really far back, or gotten a great attrition turn top of 3 if he decided he couldn't back up that far! 


Saturday, 7 January 2017

Haley3 and the Errata

As everybody who reads WMH-blogs know by now, the errata was released just before Christmas. Being a Haley3-fan I considered writing some about how the errata affected Haley3, but there is not really a lot to say. I didn't expect Haley3 to get changed, instead hoping they remove the echoes' ability to contest in SR17, and she didn't. 

Assuming that I would be correct about that, I thought Haley3 would get comparatively buffed - throws would get hit because they were obviously fucked up and Haley3 skewing DEF so hard would as a result become an even happier camper. It was sort of correct, throws are worse now, but seeing how clumped up Haley3-lists often play there's sadly often going to be Cygnar models close enough to her for your opponent to have a good model to throw at her. Nevertheless, it's going to be harder than just running a model there so it's a small buff to her anyway. 

As for the other models being changed in the errata, Ossyan and the Karchev Mad Dogs list are the main problems being removed from the meta. Ossyan I think was playable (though I never got to try it) but Karchev Kennel was probably not so that's a good change. By now I think Haley3 plays well into anything Khador can come up with (at least everything I've seen), but maybe Zerkova1 or Vlad2 can build something to trouble the Queen.

Other than that, not much new for me. Here's to hoping Haley3 survives SR17 too!

Friday, 6 January 2017

The year in review - 2016

Greetings and salutations, boys in blue!

2016 was a good year for me in warmachine world. I won some smaller tournaments, placed well in big ones, was chosen for Sweden's third team in WTC and placed 11th in said tournament. I played Cygnar almost exclusively for the entire year too, which is a big thing for a (former?) faction hopper like me. And the last tournament I played was a very enjoyable team tournament in which my team ran Haley1-Haley2-Haley3 and won, to really hammer in who the top dog is. 

As for the number of games I played, the year was less impressive. I managed to rack up a total of 84 games played during 2016, which is fewer than many top tier players do and definitely too few for me to continue to increase my skill in a good pace. 

Nevertheless, the games were good. I've played almost solely Haley2 and Haley3 both in mk2 and mk3. 

38 games of mk2: 29-9
46 games of mk3: 32-14

For a total of 61-23 W/L record over the year, with many good opponents. Not too shabby. 

The lists themselves, and I'm focusing on mk3 here since that is what feels relevant, have been very good. I've felt slightly disadvantaged versus Circle and Mad Dogs, but not much else. The pairing got me to at least even versus everything else in my experience. Not only that, I often felt upon choosing lists that either of mine would give me an advantage versus either of theirs. Whether that is a result of faction imbalance or just that my lists are better developed than my opponents' is hard to say - a mixture likely. Cygnar has a very active community nowadays where ideas spread quickly and are improved upon. I guess the only negative thing with the Cygnar community is that Jarle's ideas (and perhaps Scandinavia in general's) have a profound effect on Cygnar players all over the globe. This is fine as long as Jarle knows what he's doing, though, and that doesn't look to change.

For next year I'm going to continue playing Haley3 for as long as I can before she gets changed (I still believe echoes should not contest scenario elements for the best of the game) but maybe change up her buddy. I'm really keen to try Nemo3 after talking to Jarle and some other Cygnar players about him (see I'm doing it too!) so hopefully I can get a chance to do that sometime soon.

As for goals for 2017, I'm not sure. 2016 I had the goal to beat current and former WTC-players, which I now have done a fair bit. I will probably not apply to the WTC teams for personal and financial reasons, though it was an incredible experience and I really enjoyed the preparation work too. 

I would like to win a big, national tournament in Sweden so I guess that will be my goal. If I can get top 10 on the Swedish ranking system that would be swell as well, but more than anything I think I will set a goal to get 100 games in during 2017. It's going to be tough, sadly, since I'll be spending a lot of time away from home due to my university studies sending me to small hospitals all around southern Sweden. Anyway, a goal is a goal is a goal :)

Painting wise I'm less impressive.. I finally finished my Haley3 unit lately, after playing her base coated for almost a year. I have to repaint my Stormwall too eventually (it was bought second hand already painted). 

A short mention of the errata - I'm slightly disappointed. I had hoped for more changes, it feels like there are more obvious problem models than those addressed, and more than anything I would have hoped for some more buffs to bad models. 

This post is probably of no use to anyone else, but it helps me gather my thoughts, or something.

Tuesday, 15 November 2016

BSK Team Tournament Tumble (Battles 18-22)



Greetings and salutations, Soldiers of the Swan!

First weekend of November meant finally getting some games in again, on a team tournament with three player teams. I and Cygnar friend Olov Winroth decided early on (or well sort of, I was considering attending a non-wmh event this weekend) to team up, and we eventually found Torbjörn Hansson who I played in the WTC with as our third guy. He was interested in playing Cygnar, so naturally we decided on an all-swans team.

The name of the team was a source of great discussions. Olov propagated for "All Haley All the Time" while I naturally preferred a much superior alternative, namely "Haley to the King, Baby" (actually credit goes to one of the WTC teams which had fun names for all their lists). Since we both sent our suggestions to the TO, we wound up with "All Haley to the King All the Time, Baby" which, honestly, was better than either by far.

So Torbjörn, being the newer guy to Cygnar got first pick and chose Haley2. I refused to play Haley1 since she's boring, so I got to play Haley3. This meant that Olov, the better player of the three of us, got stuck with the C-tier caster Haley1 (she's not C-tier, I'm joking guys).

So to the surprise of the thousands upon thousands of long-time readers I'm playing Haley3. I chose the same list as always:

(Haley 3) Major Prime Victoria Haley [+25]
- Grenadier [9]
- Grenadier [9]
- Ironclad [12]
- Thorn [13]

Storm Lances (max) [20]
Trencher Infantry (max) [16]

Journeyman Warcaster [4]
- Charger [9]
Ragman [4]
Rhupert Carvolo, Piper of Ord [4]

Unlike most tournaments though, this one we get 30 points of specialists. This is to alleviate the weakness of only getting one list each, which in itself is to make the match up selection process a bit more interesting.

My specialists were:
- Sylys Wyshnalyrr, Seeker [4]
- Reinholdt, Gobber Speculator [4]
- Min Trenchers [10]
- Alexia1 [10]
- Gobber Tinker [2]

I figured that if I got dropped into Ossyan, I could throw in some more trenchers instead of my ironclad and keep the cloudwall up a turn or two extra which probably could get me far. Alexia1 I figured maybe could be cool somewhere. Sylys and Reinholdt could change in for Rhupert in match ups where I felt I didn't need concealment of the Haleys, which admittedly is very unlikely.

Anyway, onto the tournament. Torbjörn did all the match up fixing at WTC, and Olov is also good at those kinds of things. I could be good-ish if I had the need for it, but in a team with these two fuckers I just told them what I wanted to face/not to face, went talking to people I knew, and came back to choose a table.

ROUND 1

First round we get matched up against three guys from Linköping, where I used to live until the summer, and where I still study. Honestly considering the history, and how they'd mock us if we lost, this is the most important round in the tournament, no contention!

David, one of the guys on their team, spend a long time flaming me trying to get me to tilt, apparently thinking that'll work. I don't think it would, I don't tilt to stuff like that anyway, but I guess he was grasping at straws. We're good friends so no harm done either, it was done in jest.

In a fit of karmic justice, I get paired up versus David. He plays Haley2, so we get Haley3 vs Haley2, Haley1 vs Madrak2 and Haley2 vs Wurmwood. We go into the games feeling that 2-1 or 3-0 is the likely outcomes.

David played a very popular Haley variant:

Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Ironclad - PC: 12
- Stormwall - PC: 39 (Battlegroup Points Used: 25)
- Lightning Pod
- Thorn - PC: 13


Captain Arlan Strangewayes - PC: 4
Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Lanyssa Ryssyl, Nyss Sorceress - PC: 3

Storm Lances - Leader & 2 Grunts: 12

The scenario is Entrenched and Haley2 has a rather legit scenario game here, which he needs to leverage strongly to have a shot versus Haley3. This match was quick - we advanced towards each other as was expected, David spent top of 2 podding into the wall and shooting the pod with bouncing lightning, killed a couple of Trenchers and not much else. He decided to hold his feat and advance onto a hill into his zone.

Unlucky for David, he placed a Storm Lance 2 inches in front of Haley2. Since he didn't feat, this means he died. A quick Force Hammer followed up by two shooting storm lances, an electro leap and then finally the grenadier unloading meant her death. She did have Arcane Shield, but Haley3 don't care.




The other two Haleys also win their games. Torbjörn fucked up a LOT by forgetting to feat and losing the stormwall to a couple of warpwolves as a result when playing into the Tree, but he managed to ride that out to a scenario victory anyway. Apparently his specialisted Gastone plus Freebooter throw tech was very good in this match.

ROUND 2

Our opponents for round 2 are The Irken Empire which I forgot to ask about. I guess there's some meaning to it?

They run Exulon Thexus, Haley2 and Reznik2. It's once again decided that since I'm our best match up into Haley2, that's what I get. Torbjörn plays Haley2 into Cephalyx, and Olov steers Haley1 into the foul heretics and their chariot-riding overlord.


Fredrik Bäckstrand runs a Dynamo variant on Haley2:

Major Victoria Haley - WJ: +25
- Squire - PC: 5
- Dynamo - PC: 18 (Battlegroup Points Used: 18)
- Thorn - PC: 13 (Battlegroup Points Used: 7)
- Defender - PC: 16
- Hammersmith - PC: 12

Journeyman Warcaster - PC: 4
- Firefly - PC: 8
Captain Arlan Strangewayes - PC: 4
Arcane Tempest Rifleman - PC: 4
Arcane Tempest Rifleman - PC: 4
Eiryss, Mage Hunter of Ios - PC: 7
Gun Mage Captain Adept - PC: 5

The scenario is Extraction, which I think it's decent for Haley2. It's not really fast, but you have to get far up to contest it properly. On that topic, I fuck up my contesting pieces top of 2 a bit, so Fredrik can easily score 2 there. This is fine though, it's more or less expected, but I should've made it a bit harder for him. Anyway, he decided to have Dynamo run and score on his right flag.

This was probably a big mistake, since it meant I could shoot him down even though Haley2 had feated to protect her army.

From there on out, the game was pretty much in the bag. The following turn when his feat was down, I swarmed onto both flags and denied him any real chances of getting to 5 points. Thorn disrupted a Defender a couple of times, and Past Haley probably got to beat something to death.

This is a picture describing the end of the game. Fredrik had a fair bit of bad luck upon trying to kill Past Haley, failing with Thorn one turn and Haley2 the next.

 




We got 3-0 this round too. Olov won a close game versus Reznik2, and Torbjörn killed Exulon top of 2.

ROUND 3

Jönköping is a town a little more than an our away from Linköping, where, again, I've been living for a while until recently. We got paired down against them in the third round, us being 2-0 and them 1-1.

They've got Rask, Irusk2, Doomshaper2. We don't get perfect match ups this round, but 2 great and 1 rather bad. I get Rask, Haley2 gets Irusk2 and Haley1 gets stuck versus Doomshaper2. Flogger, who's playing Rask, fielded this list:

Rask - WB: +27
- Targ - PC: 4
- Ironback Spitter - PC: 15 (Battlegroup Points Used: 15)
- Swamp Horror - PC: 14 (Battlegroup Points Used: 12)
- Blackhide Wrastler - PC: 16
- Blackhide Wrastler - PC: 16

Orin Midwinter, Rogue Inquisitor - PC: 5
Bog Trog Mistspeaker - PC: 4

Bog Trog Mist Speaker - PC: 4
Wrong Eye - Wrong Eye & Snapjaw: 17
- Snapjaw

Gatorman Bokor & Bog Trog Swamp Shamblers - Bokor & 9 Grunts: 11

The scenario is Incursion, which is good for me.

My game plan here is simple, I don't think this list has enough attacks and durability to chew through my list so I'm gonna wade up to the middle line and start killing his shit, and seeing how small his army is I'll also probably want to start scoring rather soon.

And that's pretty much what happened. Flogger made a rather big mistake when he charged Snapjaw into 2 Storm Lances (he actually did get to shoot one too I think) and moved Wrongeye a bit too far up. Past Haley could punch him into the dirt as a result which gave me control of my left flank. Flogger scored twice on my rightmost flag, but after that I could get his Wrastlers dead and Spitter under control.

In the end it came down to Flogger not being able to contest my left flag while a Grenadier scored on it, and running out of time while failing.

Torbjörn did as was expected and managed to get a win out of his match versus Irusk2, and Olov also managed to push around Doomshaper2's beasts enough to handily win on scenario too. 3-0, again.

This marked the end of day 1, and All Haley to the King all the Time, Baby, has a perfect 9-0 score. There's two other teams with a 3-0 score at this point, I think.

ROUND 4

There's really 3 more or less successful team tournament captains in Sweden, looking at international results. They decided it'd be fun to band together in one team, and thereby try to bereave the rest of us of their amazing brain powers. Hugo Svanborg, Jocke Rapp and Christoffer Wedding are the three amazing captains, playing under the team name L'Equipe Les Trois Capitaines running Damiano Kingmakers, Ossrum and Wurmwood.

I'm not really sure if we got the match ups we wanted in this round; I got Ossrum, Haley2 got Damiano and Haley1 got Wurmwood. Scenario is Outflank, and Jocke played:

General Ossrum - WJ: +28
- Ghordson Driller - PC: 10 (Battlegroup Points Used: 10)
- Ghordson Driller - PC: 10 (Battlegroup Points Used: 10)
- Grundback Gunner - PC: 6 (Battlegroup Points Used: 6)
- Grundback Gunner - PC: 6 (Battlegroup Points Used: 2)
- Grundback Gunner - PC: 6
- Ghordson Driller - PC: 10

Orin Midwinter, Rogue Inquisitor - PC: 5
Eiryss, Mage Hunter of Ios - PC: 7
Anastasia di Bray - PC: 3

Horgenhold Artillery Corps - Gunner & 2 Grunts: 6
Lady Aiyana & Master Holt - Lady Aiyana & Master Holt: 8
Horgenhold Forge Guard - Leader & 9 Grunts: 16
Alexia Ciannor & the Risen - Alexia & 9 Risen Grunts: 10
- Thrall

This game was enjoyable, but not a great game from my end. We juggled around a little bit, doing a little damage here and there to each other, until Jocke decided to feat with Ossrum and push his three heavies into my cloudwall and make me deal with them. At this point my fucking Ironclad was disrupted by Eiryss1 and Past Haley died.

Thorn does his thing and disrupts two of the warjacks, I deal some damage through his feat, semi-cloud up again and just decide to wait out the feat and then win.

Bad plan as it turns out, since Jocke had one non-disrupted heavy in my lines. He's pushed a bit up on either side and with Snipe and Energizer and bulldoze and shit he's got a way to get a fair few shots into Prime Haley. She's defense 20 though, Flux and in a forest. I forgot about his Drillers having open fists was the issue. So the driller goes to throw my Ironclad (which I put next to it giving it a good target for throwing...) and rolls a 4 on his STR-check. I decide I'm just going to boss the STR roll and rolls the 6 needed to stop the assassination.

As a result the assassination fails and I believe Jocke even clocks out at this point. His earlier turns took too long and this turn even more so. Jocke said afterwards that he thinks this was his best shot at winning considering the clock, and I think attrition would go my way anyway.

Olov who got put into the tougher match up lost this round. Torbjörn looked to have a cool match up vs Damiano, doing Torbjörn stuff like spending a Domination to "soften up" Damiano. A bit later, he pushes up the Stormwall to a great position SHOULD HE REMEMBER TO FEAT TO PROTECT IT.



.........



So the Stormwall gets to fucking Nomads or something into it and down it fucking goes. Torbjörn looks to give away the game and round then.

Then he does Torbjörn things again and manifactures an assassination run which works out. So we're 2-1 and due to the other games we're the only team at 4-0.

ROUND 5

The only team standing between us a certain victory is team Inside Ticklers. I don't know about the name, I didn't want to ask.

Like the team before us, it's comprised of three really good players, two of which have played in the WTC multiple times. They're running Irusk2, Ossyan and Haley2.

We get Haley3 vs Haley2, Haley2 vs Irusk2 and Haley1 gets thrown into Ossyan. Torbjörn should beat Irusk, so it's really up to me to carry this round.

The scenario is Take & Hold which should be in my favour. I get a bad side, with a forest really disrupting my advance, but at least I got to go first to alleviate this a little bit. My plan is as always push up, kill the Stormwall, contest scenario. Again, Haley2 has to pressure scenario a lot to force Haley3 into bad attrition plays to have a game.

Bottom of 1 Jeppa forgets that Haley3 has Domination. He puts Thorn aggressively behind an obstruction to threaten REALLY far into my army next turn. I have to chose between Repudiating and doing a little more than half of the Stormwall's grid, or killing Thorn. The latter costs me my feat. Seeing how Thorn is VERY important to Haley2, I go for that play and down he goes.

Interestingly enough, this turned out to be the wrong play! Jeppa pushes into my army with Stormwall, feats and since Arlan gave him magic attacks he got to kill a badly positioned Past Haley. My next turn is abysmal; I use lots of my warjacks to make sure Prime can't get something thrown onto and die. Jeppa correctly moved Haley2 onto his flag too, which I contest weakly.

From here on Jeppa actually manages to get good attrition done to my army, which is very unusual. He pushes scenario incredibly hard, standing aggressively and camping 4-5 focus with Haley2. I try to find a way to get her killed but the Stormwall is holding onto too many of my warjacks since I had to committ them to bodyblocking Prime Haley last turn. In the end Jeppa takes down this game on scenario.

What went wrong? As I said, taking Thorn top of 2 turned out to be the wrong play. I can hardly believe it as I'm typing it, but it definitely was. I should've put 30-32 boxes on the Stormwall instead, which would've meant I could simply have killed the fucker under Temporal Shift the following turn! This would've meant that my warjacks weren't tied up just keeping Prime safe (on top of the colossal being dead of course, which would've been great). I would still have been pressured a bit on scenario, but by then I think I could have attritioned Jeppa's remaining pieces down so quickly that he wouldn't have time to win on scenario.

The Thorn move wasn't a bait from Jeppa's side either. I asked him "On a scale between 1 and tons, how much did you forget that Haley3 has Domination" and his reaction was deep despair I hardly think he could've faked, haha.

Again Torbjörn pulls through as he should. I'm pretty sure we'd lose the round now on the back of my bad judgement, but it turned out Andreas who played Ossyan has so fucking cold dice that more than ten MHSF couldn't kill a Stormwall under Ossyan's feat. As a result, the fucker got killed and we won 2-1!

Victory to All Haley to the King, All the Time, Baby!

This of course puts us at 5-0 and undisputed winners of the tournament! Both Olov and I went 4-1, and Torbjörn having barely played Cygnar before carried us with a perfect 5-0 score (even losing his stormwall twice to forgetting to feat... ).

Winning is of course very fun. We got a nice trophy which I was allowed to take home with me (apparently Olov's price rack is too full and Torbjörn had left already to catch a train home). I'm childishly excited by this, haha.

 


Weeeeeeeeeee!

The reasoning behind our team composition was simply that it'd be fun to run all three Haleys, and since they're all really strong casters we figured it would work out nicely. The tournament were filled with strong players, even though only drawing 12 3-man teams.

As a fun side note, the team we faced in the third round from Jönköping got a nightmare draw through all of the tournament. They managed a 1-4 score, but had to face at least 1 WTC player each round and got an amazing 18 SOS out of 5 rounds. 

Overall, a very fun tournament. Team tournaments are the best, and winning is even better.

Friday, 14 October 2016

A Time Walk in the Park

Greetings and salutations, Cygnar lovers!




Overview:

1. Introduction
2. The List
3. The Haley Unit
4. Win Conditions
5. Bad Match Ups
6. Alternate Builds
7. Conclusion

As I'm sure you've noticed if you've read more of my blog (why would you have done that, though), Haley3 is my favourite warcaster. She's the BOMB. Back in Mk 2 I played a rather unusual variant forgoing the Trenchers for Boomhowlers, though still utilising waves of revived Stormblades and Storm Lances to do most of the work in the army. In mark 3 I guess there is no standard list just yet so I guess mine is as reasonable as anyone's.

I'll preface this by saying I'm not an exceptional player. Haley3 is MY best warcaster by far, but that's not saying I'm the best Haley3 player (or even close to it). She's also good enough a warcaster that there are a multitude of ways to play her with many different viable builds. In my eyes, she's at the time of writing absolutely a top 5 warcaster choice in the game, losing the top 1 position she had in mk 2. Her incredible attrition power combined with a surprisingly hard to assassinate Prime Haley and the Echoes ability to stall out scenario makes her power almost unparalleled. 

I'm going to talk about my preferred style of play with my list. Many of you will likely have lots of objections and different experiences, which I'd love to hear about (unless you're a shithead saying Haley3 is bad in which case fuck off).

Furthermore, this piece will refer to Mk 2 a fair bit. If the post for some reason is read a while into mk 3 this will feel completely unnecessary. Really, some people will likely think so already, but it helps me frame my thoughts, and I hope it will be helpful to highlight things changed between the editions, things I feel a Haley3 player need to realise changed to be successful.

List


First of all I'll show you the list I'm running with Haley3. I think starting off with it helps frame my thoughts and make what I'm saying about the echoes for instance more understandable later. 


This is the list I've been running since a few weeks into Mk 3, including taking it to the WTC. It was born in a discussion amongst friends when Mk 3 was released and has since then been developed cooperatively by me and a good friend, Olov Winroth. 

Major Prime Victoria Haley [+25]
 - Grenadier [9]
 - Grenadier [9]
 - Ironclad [12]
 - Thorn [13]
Storm Lances (max) [20]
Trencher Infantry (max) [16]
Journeyman Warcaster [4]
 - Charger [9]
Rhupert Carvolo, Piper of Ord [4]
Ragman [4]

Some choices in the list are obvious. Trenchers are very good on their own and become an incredible choice with a caster who can give them Tactical Supremacy. Their Dig In ability synergises with Temporal Distortion beautifully as well. Storm Lances are equally obvious; competing for (and maybe winning) the title of the best unit in the game there's almost no Cygnar lists where they aren't a great choice. Their innate DEF 13 combine nicely with Temporal Distortion, and being high-value models means they're good targets for Revive.

Actually Storm Lances are worth expanding on anyway - positioning them is something I've had some troubles with. On the one hand you want to keep them behind the smoke to keep them safe and deliver them, especially considering you won't have Arcane Shield on them for longer than a turn. On the other hand, being stuck behind Trenchers and other models who all need to be behind the clouds, you can't make the best use out of them. What I've found works decently in most games is a combination of the two: I keep 2 storm lances up beside the cloudwall, roughly 5-8'' laterally, a third one 8-9'' behind them, a bit towards the clouds, and the last 2 behind the smokewall. This way you support two of the main workhorses of the list: the two aggressive ones can help the grenadiers and charger kill something at a distance, the two behind the clouds can help Past Haley deliver the beatdown to anything which advanced into or close to the cloudwall, and the last one ties them together CMD wise. The two hidden ones also serve as Revive anchors should your opponent have good enough shooting to punish the three ones you've left visible.

Since I quite recently started taking pictures of my games, I couldn't find a great picture to illustrate the what I'm trying to say with the Storm Lances. This is the best I can find. Two Storm Lances are protected by the clouds, and two are placed aggressively to the flank. The huge terrain piece limits where how far I can get them up though.

The battlegroup is the part of the army most people aren't sure on until they've tried it. The grenadier is an amazing warjack, only it never works out well on the table in my experience. The exception is with Haley3 - she can fuel the little focus hogs easily turn after turn, they synergise well with Temporal Distortion considering their higher DEF stat (14 compared to the typical 13 on Cygnar lights) and Dig In and you're already running Trenchers after all. The only thing getting them in trouble is order of activations if you want to maintain the cloudwall whilst getting work done out of your army. Simply put, you have to play a turn ahead when positioning the Grenadiers. I sometimes make the mistake of aiming turn 2, and keep Dig In, where I probably needed to advance so that turn 3 was less of a puzzle. A tip worth remembering is that you can somewhat alleviate the order of activation issue by Reviving a Trencher base-to-base with a grenadier. It's an expensive trick, but early-mid game you can often afford to and have Past Haley allocate.

Bombs away!

The Ironclad is the latest change to the army, 12 points which used to be two Trench Busters. Much of the time the Ironclad winds up a sponge and/or anvil unto which you lure opposing heavies. It's the only great target for heavies and ARM crackers, so they often aim for it, though it sometimes survives sporting a sexy 14/18 defensive stat line. 

I really shouldn't have to explain why Thorn is part of the list. One of Cygnar's absolute best models, for only 13 points Thorn brings A LOT to the table. Disruption and cortex damage can punish and control warjacks beautifully, threatening arced spells and the amazing synergy between dodge, set defence and Temporal Distortion makes him an auto-inclusion. He often punches out of his weight class too.

Founding member of "I'm too good for my points"-club.

The solos are rather obvious, and there's not that much to say about them. Rhupert plays Dirge of Mists for the Haleys at least 90 % of the turns, pushing the survivability up that extra bit. Similarily the journeyman casts Arcane Shield on the Haleys by turn 2 at the latest in almost all my games. Ragman is a huge help, synergising incredibly well with Past Haley in particular, but with Ragman even the shooty lights can get punching stuff reliably. To some degree you could make a case for either of the 3 solos being MVP:s of the list. Rhupert and Journeyman turn the Echoes into literal nightmares, making the list so much more durable than it looks. Ragman fits so incredibly well into the list: he's hard to get to, with the mass of models and clouds in front of him, and he turns the list really on. Without Ragman I don't think the list is even close to as strong as it is. 

All in all the list is surprisingly difficult to kill, and does WAY more damage than you expect it to do. It's one-rounding colossals reliably as long as you can get any ARM buffs off it using Repudiate. The only real exception is a Hyperion with Discordia backing it up (not even counting the possibility of the Hyperion being under Deceleration or Inviolable Resolve as well), which you probably would have to work on over multiple turns. 

I've paired the list with a Haley2 Stormwall list most of the time. I wish I could say there's that much thought behind that choice - they're just the two best casters in Cygnar in my eyes, and both lists are incredibly strong generalists with some variance in what they prefer not to have to play against. I could see a case being made for a dedicated ARM cracker as a companion to Haley3, but honestly I don't know if there's one better suited in Cygnar than Haley2 for that task anyway. Lately I have been giving Stryker2 some thought.


The Haley Unit

Wooo!

I won't go through what Haley3 does, I assume if you're interested enough to read a post like this you're invested enough in Warmachine that you can look her rules up yourself. I'll try to briefly discuss how I generally use the Haleys. 

First things first, stack all the buffs on them. While losing an echo is far from game losing, they are very important pieces for the list. Stick Arcane Shield on them as soon as you believe there's even a remote risk someone wants to kill the echoes (let alone Prime), give them Dirge of Mists or Heroic Call unless you really need to get pathfinder out on another unit. Let the echoes become literal tanks.


12 focus, is that really fair?

Focus-wise, you typically want to allocate to your jacks from the echoes. Most turns you can easily allocate three from one of the echoes, and one focus from the other echo. This will let you fill up both the grenadiers. 9/10 turns you want to fill both grenadiers (unless they're wrecked or something). You simply have to decide which of the echoes want to keep its focus the most. This is often very easy early game: for instance, there are no enemies close for Past Haley to punch, she allocates and Future either Revives or shoots something. 

Come mid-game, the choices tend to be harder. There are generally something of at least medium value close enough for Past Haley to punch, so she needs her focus suddenly. On top of that, you're generally not far enough into the game that you want to drop Tactical Supremacy, and going down to 0 camp with Prime is very scary. For me this often results in the unpleasant experience of allocating almost solely from Future Haley, which robs me of her gun. This is a bit counter-intuitive considering how you want her to be shooting stuff here, but I've yet to find a better way to do it.

Late-game all rules go out of the window. You can sometimes allocate a focus or two from Prime Haley at this point, if you have eliminated enough threats to her person. At this point it's important to remember that you always have the possibility of going all in and charging both echoes into something heavy to bring it down. 

There's a pirate's rule (remember Pirates of the Caribbean and "more of a guideline..") for allocating from the echoes though, you never allocate down to zero. An echo with arcane shield, temporal distortion and 1 camp is seriously hard to kill without investing far too much into it, but camping 0 it becomes a lot easier. 


Yarr.


There's Haleys EVERYWHERE (or "How to Give a Half-Assed Explanation of Proper Positioning")


Upside down triangle. The Breach of the Walls of Sul was an inside job. Menoth's Fury can't melt steel beams.


This is obviously a difficult concept to write about. Basically, most of the times you form a triangle with the base towards your opponent's table edge, to maximise the coverage of Temporal Distortion. Ideally you get the echoes to a scenario element each and lock that shit down. This means pushing Prime a bit further up than comfortable, but any piece of terrain typically makes this decently safe. If there's nothing LoS-blocking in a suitable position, you often want to keep two Trenchers back there to cloud up in front of Prime (even after dropping Tactical Supremacy, the only important thing is to keep Prime safe). 

An example of the triangle. I did wind up losing on scenario here, so I should've pushed the echoes further up, but for attrition this is a great position.

A little trick worth remembering versus far-threatening melee armies is that while you can't free strike while incorporeal anymore, you can still block landing spots. Removing an echo at range is often difficult, so many assassinations relying on melee can be stopped by placing an echo in the spot a warbeast/warjack/whatever would need to stand to beat down Prime. You might be able to artificially reduce the threat range of many assassinations this way. 


The Feat

Honestly, it's not that impressive. You can keep it for an assassination, to get more Focus out and allow Past Haley to boost to hit a Force Hammer on something. I usually use it turn 3 to get a big attrition swing whilst staying a bit safer than usual: Past Haley can punch something really well, Future can allocate 4 and stay safe, and Prime can cast Temporal Distortion and often a second spell while maintaining camp. That's really all you need to aim for in my experience. Turns 3 and 4 are typically when you're most vulnerable, since at that time the armies have gotten close enough to each other for Prime to be in range of things, but you haven't yet managed to kill off enough things to make her safe again. Getting 2 extra focus to allow some focus camping at such an important time can often help push a game in your favour.

The way the feat gives you the big attrition swing is two-fold: firstly, the echoes become a bit more dangerous, or they can allocate a little extra. Secondly, it allows Prime Haley to cast a second spell. Since you always cast Temporal Distortion, and sometimes upkeep Tactical Supremacy, you can very rarely get another spell out. The feat lets her boost a Repudiate, cast a Domination or something similar. That's often a big, big deal. Preferably you know the turn before that you're going to feat, so you can set up for it. What this means is different depending on what you want to achieve, but often it is things like getting the Grenadiers to a place so they can aim to what you're going to want to kill, getting Thorn disentangled to let him run and arc early in the turn, swinging out a bit with the Storm Lances to give them charge lanes.


How do I win?

Haley3 and the Scenario Game

Lacking the cool control elements of her first two iterations, Haley3 isn't a scenario caster per se. Most of the games are won on the back of strong attrition play, resulting in (most often) a caster kill or (less often) a scenario win. My strongest scenarios are the slow ones in SR2016, like Line breaker, or the central ones like Recon. 

When fighting a very aggressive list and/or a control caster I often find myself giving up 2-3 early CP to preserve my army. While this plays into a control caster's game plan a bit, they usually have to offer up something to get the points. Typically Haley3 is very strong attrition wise, while control casters generally are less so. What this means is that if you give up scenario pressure early you are definitely going to win the long game, 

UNLESS you lose the scenario game, that is. As long as you stay on top of your game, you rarely will (and as a result, I lose the scenario game every now and then, haha). Your key pieces preventing the scenario loss are the Echoes without a doubt. They're abhorrently hard to kill, to such a degree that they might be the worst balanced part of Warmachine Mk 3 (nah I'm kidding, Throw Power Attacks still exist... ). To a lesser degree Thorn is a very important contesting piece - Temporal Distortion plus Dodge and Set Defence is a patently unfair combination. 


Assassination then?

Offensively, assassination is not a huge win condition for this list. In mk 2, it absolutely was. But losing Revive in the direction assassination game really did hurt her a lot here. Had I chosen Defenders rather than Grenadiers for this list I'm sure I might have had a different experience, but the short range of the Grenadiers, the fact that the Charger generally stay a bit back pulls her ability way down here. That being said, she's not exactly bad here, a caster with Domination, Force Hammer and good output herself (or rather the unit has good output) can never be bad at assassination.

Defensively, I feel many people think Haley3 is weak to assassination. I typically disagree on that point. With Temporal Distortion, Dirge of Mist, Arcane Shield and new focus camp rules, I think Prime Haley is very hard to assassinate. Typically you will have one or two trenchers who can smoke up infront of Prime mid and late game after you have dropped Tactical Supremacy from them as well. 

The main thing to be wary of are Throw Power Attacks. This is one of the reasons the Ironclad was included in the list, being a large base he can body block many Throw assassinations. If you successfully eliminate that path of attack Haley3 rarely dies.


"Don't let them throw anything at me!"


So attrition

Yeah this is where Haley3 REALLY shines. So far I have only lost the grind once in Mk 3. Admittedly, this is partly since I haven't dropped her into very many lists that have the rare combination of traits to beat her in the long game. Versus the lists where cloud effects block LoS, keep calm and smoke up. If you have to choose between a half-bad attrition turn and just pressing two or three inches extra and getting a great turn after that, definitely go for alternative two (unless you're way behind on scenario, I guess). 

One of the reasons you do so well attrition-wise is simply that there are literally 4 points in the list which do nothing for attrition, Rhupert. He's there to keep Haley alive. Everything else is just geared to slowly (actually quite quickly) grind whatever it is you are facing to dust. List damage output is great versus heavy armour, it's great versus infantry (I guess if someone came with a Mk 2 style spam I'd have a tough time), and it's very strong defensively. Jarle of Courage of Caspia-fame (link here but honestly if you've found my blog you've know of his already) put it well: 


It baffles me how well haley3 can "receive" an alpha sometimes. I say receive and not tank because she doesn't really tank it. It feels like my opponent is punching the air. Sure he might strafe something here and there but the alpha rarely connects.
After first picking up the list, I realised the grenadiers were the work horses of the list and I was afraid to lose them. Upon actually losing both quite early, I quickly found it barely mattered. The same thing happens if your opponent somehow can shut down your echoes well a game, except for making allocating to your Grenadiers a bit more difficult, you still have enough to get shit done. Same goes for the Storm Lances, if you face someone who can get them shot off the table reliably, just focus on getting work done with the rest of your army. Whatever dies, you've got something to pick up the lost output. 

Part of the amazing attrition game is great focus redundancy - if you can't punch something with Past Haley, just allocate instead. If you can't allocate, shoot with Future and throw a Chain Blast. If you can't do that, Revive a Storm Lance or a Trencher. If you can't do that, go back to the beginning or come up with something else. You're almost never out of options. 

A drawback with a great attrition game is that you have to play long games. Six or seven turns per player isn't very uncommon for me. This leads to 2 problems in particular: 1) you get tired as fuck and the last game of the day often sucks, and more importantly, 2) Haley3 can avoid losing on scenario and assassination as long as you play well. If you're playing a 6 turn game, you have to position correctly for both scenario and assassination 6 times. If you fuck up once you typically lose, assuming a player of equal skill.


Be more aggressive than you feel comfortable with!

At least I think you should. This is probably the point I need to improve on the most myself. It sort of ties into the play style I described versus control casters with giving up scenario and board pressure for attritional advantages. Versus most lists you can probably afford to sacrifice parts of your attrition game to reduce the risk of you losing on scenario quickly. A couple of my latest losses with Haley3 came partly because I made the mistake of being too cautious.


Don't give them names, they're there to die.

The list's inherent survivability combined with some recursion and personal output from the warcaster choice means you can be most aggressive with your list than you think. Losing Trenchers doesn't hurt very much, neither does losing Storm Lances, for instance. I mean, of course, ideally you want to lose nothing, but you can afford it.

Admittedly, this principle might lead to me losing more games to assassination. There's no great counter-point to this argument, except to tell myself to position better I suppose. 


Bad match ups

Bad match ups for Haley3 would typically be lists with a high volume of very accurate attacks. On top of that, it probably needs to come together with a way to punish the army through a LoS-blocking smokewall. Contrary to some opinions, choosing a list which can reliably kill an echo per turn does not do enough to give you an advantage unless you can do it VERY trivially. Losing an echo IS a big tempo loss but the echo is coming back and whatever was spent to kill it typically won't. 

I'll try to go into some detail about some of the worse match ups for Haley3. Honestly even the bad match ups typically aren't bad per se, but maybe a bit worse than 50-50.


Lylyth3

My experience with the Lylyth3 game is that how good a match up this is for Haley3 correlates almost perfectly with how bad you can make her assassination run. The game WILL come down to Lylyth going for the kill, and sometimes she will get it. You have to build a Fort in front of Prime Haley using Storm Lances and the Ironclad. The exact formation is up to taste and availability of terrain, but at the very least you can place two large bases base-to-base, push Haley3 into the crevice created behind them to stop the Bolt Thrower from pushing anything, and maybe stick a second Storm Lance in front of that. 

Sadly you cannot just keep Haley3 far enough back to stay safe. The reason is two-fold, firstly Lylyth3 can reach you anyway, and secondly, if you do you might actually lose out on the long game. If you keep Prime back far enough, you definitely can't get the Echoes to cover anything worthwhile with Temporal Distortion. Why? Because you'll have to take your gunline and fuck the dragons up in melee. Surprisingly, this works.

Retribution of Scyrah

The problem presented by an army with Deadeye and an ability to ignore cloudwalls for a turn makes Ossyan a strong drop versus Haley3. If Ossyan runs one unit of MHSF you might be able to play it, since he has to choose between killing the Trenchers and killing the Grenadiers the turn he minifeats. If he runs two units with UA, I don't know what you'll do. Without trying it, I think the only shot you get is hoping Ossyan moves up to feat or whatever the same turn so you can kill him in return.


Still the strongest caster in Ret.

Other than Ossyan, Kaelyssa and Issyria can be problematic for Haley3, though not to the same degree. This is assuming they run Discordia and a Hyperion, if they don't I think the edge goes back to Haley3. The combination of a colossal with tons of boxes and Disco bubble (and the ability to protect said Hyperion with feat or Inviolable Resolve plus Arcane Vortex), plus the ability to attack through the cloudwall hurts our favourite Haley. 


Kara Sloan

Surprisingly not as bad as it seems. Dig In does a lot to keep your army alive and deliverable, and this is probably one of the few match ups where you want to push for a speedy scenario win. Way worse if Sloan runs Storm Lances who can run up and remove Dig In from the front ranks. For her personal safety, Haley can push her defense so high even Kara Sloan is unlikely to kill her. Somewhat similar to the Lylyth3 match up, I feel.


Madrak2

I think this is a playable match up, but I have trouble pulling it off. You have to get within 10'' to get damage onto his army, and if you do that you're pushing up close to Madrak2 with a large number of living models. This isn't great. Even so, I do think it's playable, but I have chosen to play Haley2 into Madrak2 instead.


Karchev Mad Dog Spam

This list doesn't really full-fill the same criteria as the other ones on this list. This list is simply an abomination with too quick, too cheap, too many boxes backed up by a very hard to kill warcaster. Maybe there's a game here, considering the Mad Dogs aren't great at killing high-defense targets, but they could just slam their buddies and then get work done. A better player than I might pull this off.


Topical picture.

Alternate builds

This is far from my strong suit, I'm the type of player who finds a list they like and then play the fuck out of that list (or switch factions, but I'm bad at exploring different lists for the same caster). I've seen variants with Defenders in the battle group which I think could work well; the longer range obviously helps the assassination game a fair bit. 

A more dude spam list utilising perhaps Sword Knights, with or without Trenchers could maybe work decently and take advantage of how many lists tend to skimp a bit on anti-infantry in the early days of Mk 3. 

Maaaaybe viable?

Early on I did consider changing the entire battle group out for cheap heavies, something like running 4 Ironclads or 2 Stormclads plus an Ironclad or something like that. The Ironclads in particular utilise Temporal Distortion very well, 14/18 with 30 boxes are great value for their points. Similarly to the Grenadier build that would be a rather focus heavy list, which Haley3 can pull off. I never tested the list for two reasons: I think it would be too slow, and more importantly, the grenadier build is so strong. 

Conclusion

Haley3 is the fucking bomb. If you want an incredible attrition caster with surprising durability both regarding scenario play and surviving assassinations, look no further. There are likely many more strong builds for Haley3, but this is the one I'm playing. I hope this post has given you, the reader, something worth the time investment. I'd love comments, questions and further discussion on anything Haley3, either here, a forum or privately. I'll leave you with the immortal words of Olov Winroth, fellow Swedish Cygnar player:
1. Play Haley3.
2. Summon echoes.
3. ????
4. Profit.