I've been a pretty outspoken critic of the new SR 2017 packet, specifically the pre-measuring changes. The experiences I have been reading about on the CID forums for battle reports have contributed to this negative outlook, as I repeatedly see reports where the Scenario literally did not matter more than forcing engagement to happen.
I figured I had better put my money where my mouth was and get some games in with the new rules, I will indicate CID feedback with different font.
The terrain set up we used was the Cluster Method:
1. Place a line-of-sight blocking terrain piece touching the center point of the table.
2. Place a terrain piece within 6˝ of the center of the table and of the first terrain piece placed.
3. Place a terrain piece within 6˝ of both the first and second terrain pieces.
4. Repeat step 3 until there are five terrain pieces on the table.
5. Place all remaining terrain pieces within 6˝ of each other but not within 8˝ of any terrain piece placed in steps 1–4.
This resulted in a table pretty much exactly like the tables I have been setting up since the beginning of Mark III, and it was very nice to see that reflected in the SR packet - I believe this is a step in the right direction as far as terrain is concerned.
Anyway, I just came off three weeks of playing the exact same Circle lists, and before the battle engine CID hits in two days, I thought I would dust off some Menoth for a change of pace.
- Redeemer x2
Choir of Menoth (min)
- Hand of Judgment
Zealots and CA
We rolled the Scenario "Spread the Net" which has a central Circular Zone which can only be controlled by Warrior Models or Warcasters/Warlocks, two side Rectangle Zones which only Jacks, Beasts, and Warcaster/Locks can control, and two flags which are only for Warcasters/Locks.
I won the roll off and slammed going second since it seems like the only way to score points.
My opponent skewed heavily right, and I spread my models out like the Riders of Rohan about to charge into Minas Tirith, but with my Battlegroup opposite Feora since I was pretty sure this game would come down to assassination.
CID Note - only having six Scenarios to roll on was convenient, I did not have to go rooting around for my d8 or my Roll for Scenario app.
Bad Menoth turn 1:
Everything ran up. Feora cast Banishing Ward on the Cavalry and the Zealots sang for no spells.
Good Menoth turn 1:
I have literally no reason to go anywhere near him yet, so I load up my Redeemers.
Left side Cav dance outside of Flamebringer threat ranges, but the Vengers are within charge range of a couple thanks to their extra half inch threat range.
My Redeemers move up and scatter horribly, only killing one Zealot. The Reckoner cranks his hit roll on the Daughter, but fails to kill her.
On the right, Kreoss and friends move up to threaten his flag and dissuade him from coming into my zone with...well anything.
|Man I need to paint this list up. It's so pretty on the table.|
He shoots down a single Venger on the right with the Vanquisher after his Reckoner misses his shot (Choir sang Battle).
Zealots flood into the zone, and Daughter Cav stay where they are.
Still no reason to commit to anything here for him since even if I score in two zones next turn (practically impossible) he is under no scenario pressure at all.
Good Menoth turn 2:
Well he triggered Battle Driven and I can charge two Jacks this turn so....
Kreoss loads up the Redeemers with a focus each and the Choir sing Battle.
Reckoner plugs the Vanquisher for a few, and then the Redeemers make up for the previous turn by dropping the hapless Jack to 1 box.
Kreoss gets Harmonious from the Heirophant, pulls a Focus from the Wrack (which blows up) and puts Ignite on the Vengers before backing up.
The Vengers roll in and murder the Reckoner with three of them. Should have put the fourth into the Vanquisher, ah well.
I get two Venger charges on Daughter Cav on the left, connect with one, and Reposition around after the two in the zone kill five Zealots.
Daughter Cav run to gum up the works.
I score 1 whole point thanks to a Redeemer in my zone.
Bad Menoth turn 3:
He drops Redline from the Vanquisher, and Feora casts Fire Step to get into the forest before Feating and Assaulting a Venger. She kills two and Repositions back.
Hand kills the Venger in front of the Vanquisher, and the Vanquisher connects but does not kill the last Venger.
On the left, all but one Daughter Cav die to either Zealots or Daughter Cav, and the Crusader charges and kills two more Vengers.
I get another point.
Good Menoth turn 3:
Feora exposed herself, so time to go.
I run the last Venger over to get right behind Feora but not engage her.
Kreoss gets Harmonious, moves up, and Force Hammers her down. He Feats, putting Arcane Ward on himself, Assail on his Reckoner, and Silence of Death on Feora.
Reckoner and Redeemers blast the knocked down Warcaster to death, as they do.
Victory for the Good Menoth!
This list is goofy fun. It's fast, hits like a truck, and looks really cool.
Onto my CID stuff.
This Scenario is almost as dead as Linebreaker, but also forces you to come and brawl in the center of the table. You are almost never going to be able to win this on Scenario without first killing off literally 2/3 of your opponents army and/or without getting one or two points up and riding out until turn 7.
Scenarios this dead are not interesting, engaging, or fun. I would be much, much more interested if it was first person to six wins, but as it was my opponent felt absolutely no pressure despite being down two nil after round two.
The pre-measurement rules did not come into play simply because I abandoned any real pretense of going for interesting or tricky plays and played it like I would have in Mark 2 with added threat range assessment. Lists like the one I played in this battle report can handle that, lists that are more placement oriented will be in trouble and the rule still feels like it discourages interesting game play and good flow than it creates.