November 26, 2008
Also begun work on a new colour scheme for my Protectorate of Menoth units going with a combination of blue/grey/white highlighting different areas. First units to get the new scheme are a Devout and the Legends unit Rhoven & his 2 Bodyguards. Not quite sure how it will work out yet, but advantage of metal models is you can always dip them in paint stripper and start over. Painting backlog for Warmachine is without a doubt the longest although I still have more than a few WHFB figures to complete as well.
November 25, 2008
Also scanning White Dwarf for ideas on new colour scheme for my Protectorate models, I like the red/white/purple thing I have, but I'm now looking at a more subtle blue/grey look. Other big news on the gaming front is that Games Workshop have just realised a 'Bits' catalogue allowing people to place specific orders for individual sprues. Makes finding extra shields and customising your models that much easier.
November 21, 2008
Same as for WHFB, don't let the enemy dictate your deployment or how you use your forces, set up in the manner that best works for you and your troops. In Game 1 I needed to be in position to get into melee combat quickly while minimising any damage from Drago's Bombards. Unfortunately I deployed to far back and then advanced particular units to far forward on their own allowing them to get isolated.
In Game 2 Khador's Jacks were bunched together and I followed suit rather than spreading myself out and using the terrain more to my advantage. While melee is Menoths fortee it is better to get into that melee on your terms, e.g., as with Dwarfs get the firs charge.
Unit activation lessons
Activating the Choir and Vassal better than in previous games, although I keep getting the abilities mixed up particularly the Vassals Enliven. Having 2 Choirs is a definate must - 1 to Chant Safe Passage, the other to Chant Ward giving your Warjacks complete immunity from ranged and magic attacks.
Using Kreoss much better now principally as I have decided to only use Kreoss as my Warcaster so I can build some familiarity with his abilities. Key mistake was not getting forward fast enough to get Lamentation into play. This would have dramatically reduced Khador's effectiveness.
While Devouts get a bit of bad press in some forums etc I think they work well, particularly the Defensive Strike ability. This is really fun to use after an enemy Jack has been knocked down. If they forfeit their move to attack then you get to hit them with another Defensive Strike first, as technically they have ended their movement phase (by not moving).
Units I am definately missing though are Redeemer's so I can shoot rockets at models knocked down by Kreoss feat, e.g, the drop and pop tactic. Also need another Choir, some Wracks and some Zealots pluts unit attachment. Next purchases will definately be the Zealots and some Irdian Skirimishers.
Anyway last night was the final official club night at the Duellists until January 15th, so outside of casual games and posts on modelling, painting and product reviews etc I wont be blogging as much over the next couple of months.
November 20, 2008
"If you havent already purchased and used these, THEN DO IT NOW!!!"
I cannot say enough about this product. The box set contains the entire citadel wash range thats 8x12ml pots in the following colours: Asurmen Blue, Baal Red, Badab Black, Devlan Mud, Leviathan Purple, Ogryn Flesh, Gryphonne Sepia and Thraka Green. They act in the exactly the same way as inks and other washes, e.g., Flesh Wash but are far superior. In short if you want to add some amazing detail to your models then you HAVE to HAVE these as they allow you to do all sorts of things both subtle and quite bold. The colour range is great and so far I have used them all, except for Asurmen Blue (nothing blue to paint at moment), to great effect.
I initially thought this was a weaker version of black ink, which it is, but it seems to perform better offering a more consistent coat. Best use found for it so far was applying it to armour over top of a layer of Boltgun Metal the effect is to create a dull 3D weathered effect on the armour that really heightens the realism. I still use Black Ink for chainmail areas though. I also applied it over the Scab Red armour of my Daughters of Flame which resulted in some nice detailing.
Without a doubt MY FAVOURITE WASH in the pack. After a tip from Keith at the Club I have been using this to great effect on the white areas of my Protectorate of Menoth units. The process is quite simple and much easier than the methods I have used previously all you need to do is: (1) apply a layer of Bleached Bone, (2) apply a layer or two of Sepia Wash, and (3) highlight the raised areas with Skull White. The overall effect is quite good. My Choir of Menoth is a good example - although with the first one (in the photo) I applied the Sepia after the Skull White.
Devlan Mud & Thraka Green
Also really good for adding detail to cloaks particularly near the bottom where you can add very subtle (especially if your brush work is better than mine) wear and tear effects from fabric being worn through dirt and grass.
The Other Colours
Haven't found any specific uses for the other colours yet other than to highlight colour sets of the same type, e.g., using Leviathan Purple on Purple Cloaks. The Ogyrn Flesh is good it is kind of in between Elf Flesh and Dwarf Flesh in tone but with a more dull pinkish shade to it.
Anyway, final say - BUY THESE THEY ARE BRILLIANT.
November 14, 2008
750pts Epic Warcaster Battle
Only a brief report on this game as I was enjoying it too much to take any notes and didnt have my camera with me. Anyway the evening started in some confusion with 4 of us all seemingly turning up to play the same opponent who himself didnt show up?!? Rather than wait we sorted ourselves out with the 2 Everblight armies fighting eachother (somewhat confusing that) and myself going up against Cryx.
The game went quite slowly as I was using some of the new units/warjacks I ordered recently, that and my opponent hadnt played Cryx in a long time if ever so we were both kind of feeling our way through the right tactics. My list for the battle was:
- Epic Kreoss
- Vassal of Menoth
- Choir of Menoth (Warpriest & 5 Acolytes)
- Daughters of Flame (Standard Unit)
- Temple Flameguard (10) + Unit attachment
- Visgoth Juviah Rhoven & Honor Guard
Overall the game see-sawed back and forth with both sides taking relatively heavy losses throughout, but a number of bad calls on my part in terms of using units in the right order, and some surprising Cyrx abilities saw them triumph. Final turn of game saw Epic Kreoss immobilised by the Cryx warcasters Feat and fighting a Bonejack and a unit of Pirate things (?!?) all on his lonesome. He some how survived the first round of combat despite taking 14 damage points and then narrowly missed out on lasting another round but was eventually cut down.
Really not sure what this was capable of as it got destroyed in only the second turn by a large unit of very powerful Cryx infantry. Only contribution it made was to give them something to hit.
Could have gone quite well but as it was the first time I had used him it didnt go too well. The assualt capability is particularly good allowing you to fire the ranged weapon as part of any charge attack. That and the choking veil give it good defence against a lot of units. Unfortunately it lost both of its arms relatively quickly and was reduced to marching around head butting people for the remainder of the game.
Loved this warjack. I used him to guard Kreoss for most of the game before charging him into combat. With good DEF and ARM plus a P+S 14 reach melee weapon its a great Warjack to use. The defensive strike ability was also fantastic a free attack on any enemy model that moves with in 2" of it at +2 and with a boosted damage roll. Hits result in the enemy unit losing -2 MAT in its turn, so if you pick the right target you can effectively stop any attack on it before it begins. The defensive bonuses it brings to your Warcaster are also good, but in attack I think its better used.
Daughters of Flame
Two melee attacks which can be combined at a base MAT 7 (or 8 for leader) make this a powerful unit, however I positioned it wrong and it was killed pretty quickly by the Cryx pirates. I think the best thing to do with them is position them behind (despite their advance deployment) another unit and then have them charge through.
Visgoth Juviah Rhoven & Honor Guard
Good unit to have particularly against Cryx as Menoths Sight allows you to remove Stealth etc. Their ARM bonuses are also good as are their 2" reach PWR 14 melee attacks. Need to work on better use of their special abilities though.
Vassal & Choir
Once again I wasnt activating these guys in the right order - really going to have to get that right or their abilities wills simply be wasted. Safe Passage was an option I definately didnt use enough.
I'm used to normal Kreoss's abilities but Epic was good, I particularly liked one spell that at 2 Focus turned a normal melee attack into a Slam attack with all the normal bells and whistles. Sanctified and Retribution were also great. Once again 'Retribution' proved to be my favourite spell. Casting it on my Revenger he was back striked by the Cryx Hunter who did 5 damage to the Revenger (killing it) but 14 damage to himself resulting in his death.
P: Shop 38, Downstairs, BNZ Centre, 1Willis St, Wellington 6001, New Zealand
T: +64 4 473 7350
About the Store
Wargames Supply was established in 2004, to provide the New Zealand war gaming market with the best war gaming products from around the world. They stock and can source items for a wide variety of gaming formats, publishers and manufacturers including:
- Games Workshop
- Privateer Press
- Rackham Miniatures
Their collection of source material for alternative games notably ancients formats is particularly good.Shopping Options
Like most retailers Wargames Supply maintain a website with online ordering capability, they also take orders by phone and via email. The online ordering system is well set up and requires a simple registration to gain access. Registration allows you to track the status of your orders and maintain & update your personal details in much the same way as Amazon and other large retailers. The website is well set up and very easy to navigate. A number of sections are missing images but from talking to them it is because the owner manages the webpage in his spare time and finds it difficult to constantly maintain. Phone orders are easy to make as the staff are very friendly and helpful. I would also recommend visiting the store in person as it is usually busy and they occassionally get in hard to get items that go rather quickly.
My Shopping Experience
I have to be honest here and say that my personal experience with this store was quite poor. I placed two orders online near the end of October 08 and recieved no feedback etc from the store on the status of those orders. Compare this with the Warstore in the US who sent a response almost immediately. A key issue was that the website does not provide details of which items are in stock and which need to be ordered in, or of the time it will take for orders to be filled. Despite the small size of the order I placed it took over a month for the items to arrive as the shop had continual problems with its overseas suppliers. It took several phone-calls to the store to check on the status of my order. The items did arrive though and were extremely well packaged. Shopping in person was a much better experience though.
While my personal experience with this store was poor the members of my gaming club have nothing but positive comments to make about them and it seems that I was just unlucky. Overall, I would recommend them to New Zealand based gamers (those in the lower and central North Island anyway) but if you are planning on ordering online call them and check they have the items in stock first.
November 12, 2008
P: 47420 Main RoadSouthold, NY 11971USA
T: 631 765 0047
This reasonably well known supplier is located in New York in the United States a long way from New Zealand but still highly recommended for gamers on this side of the world. The Warstore stocks pretty much everything and what it doesnt stock it can get hold of at usually discounted rates, this includes Games Workshop merchandise. The cater for a wide range of games and stock (or can source) items in the following ranges:
- Games Workshop (Black Library, Historicals, WHFB & 40k, Citadel)
- Dice, templates & Game Aids (Army builder software, GF9, Chessex etc)
- Paints, Tools & Glue (from variety of manufacturers)
- Terrain, Buildings & Bases (All sizes & wide range of manufacturers)
- Figure Cases & Card Protection
- Fantasy Miniatures (Huge range of suppliers & models)
- Sci-Fi Miniatures
- Historical Miniatures & Rulebooks (10-54mm & above)
- Strategy board & card games
- Collectible cards
The online shopping option is very easy to use, and so i'm told is the phone ordering system. Email confirmation of your order, reciept of payment and shipment of your goods (including a tracking ID) is extremely quick and contains more than enough detail to follow the status of your order. Key advantage is that the system tells you what items are in stock so you know before you order if you will have to wait any longer for particular items.My shopping experience
I recently ordered a large amount of Warmachine Protectorate of Menoth items from the Warstore after a recommendation from a club mate. Placed the order online on a Thursday, recieved email confirmation of details a few minutes later and confirmation of dispatch of goods the next day. All up the order cost NZ$270 including postage and arrived well packaged on my doorstep only 7 days later. Compared to Amazon and even a lot of NZ based stores this was absolutely brilliant. The Warstore also refunded that part of the order they couldnt fill, one of the Warjacks I wanted, before I recieved my complete order.
Advice for New Zealand buyers
The key barrier to purchasing from the US is the cost of postage. One reason I think that E-Bay doesnt allow overseas bids on most US auctions, and also why many Amazon suppliers don't ship here. The baseline cost for shipment to NZ is around NZ$50-70 depending on the exchange rate as all international orders are sent via UPS. So I strongly suggest placing large orders, or combining orders with friends, to split postage across more items. Sending 1 item at NZ$50 isnt cost effective ordering 10+ is, particularly as postage costs only increase slowly with item numbers.
I would highly recommend this retailer to anybody looking to purchase wargaming items. For NZ based gamers this retailer is also a must for those hard to locate items e.g., certain Warjacks for Warmachine that are simply not stocked in this country. In simple terms it is actually quicker, easier and cheaper to purchase these items from the US than placing orders in NZ stores and waiting for them to source the items.
Battle 4 of Sigmars Betrayal Campaign
King Druegar Stromnisson himself leads the throng of Karak Thorinkin into battle against the full might of the Empire Army. Of the four battles this was by far the most enjoyable and one that saw the balance of power shift both ways in almost every turn. Dwarven artillery decimated the Empire ranks on one flank, while Empire Knights crushed the other and Empire magic competed with Dwarven runes and the Anvil of Doom.
Dwarven Army List
w. MR Kragg the Grimm, RO Fury, RO Snori, RO Stone, RO Resistance & Shieldbearers
w. Spell Eater Rune, MR Balance, RO Spellbreaking & Anvil of Doom
w. MR Alaric Mad, RO Cleavingx2, MR Gromil, Oath Stone
w. MR Swiftness, RO Fury & RO Striking
w. RO Stone & BOP
Battle Standard Bearer
w. MR Stromni & RO Sanctuary
w. RO Stone & RO Spellbreakingx2
w. MR Dismay, Spelleater Rune, RO Stone
w. RO Stone, RO Warding & BOP
w. Shields, GW & Musician
w. Shields, GW & Musician
w Shields, GW, Musician & SB w. RO Slowness
w. Shields, GW, Musician & SB w. RO Stoicism & RO Battle
Quarrellers x10 (3 units)
w. Shields & Musician
w.Shields, Musician, SB w. RO Stoicism
w. RO Forging, RO Reloading & Engineer
w. Ro Forging, RO Burning & Engineer w. BOP
w. RO Forging, Valiant Rune & Engineer w. BOP
w. RO Accuracy, RO Reloading & Engineer w. BOP
w. RO Penetratingx2, Engineer w. BOP
w. RO Penetratingx2, RO Burning & Engineer w. BOP
All up this gave me a lot of options for set up and some decent anti-magic ability with 10 dispel dice, 3 RO Spellbreaking and 2 Spelleating Runes. The overall mix was: 4 Lords, 5 Heroes, 9 Core units, 7 Special and 1 Rare. Would have loved another couple of Organ guns and more Slayers but I only fielded what I had (dont like proxying stuff anymore).
Empire army was again very cavalry heavy but this time backed by large units of Empire foot soldiers. Two of Halberdiers and one of Swordsmen each with detachments of Handgunners. A unit of Huntsmen and an Ogre Hero completed the mix. The large complement of Wizards and Priests also gave the army some strong magic abilities boosted further by the inclusion of numerous power stones and bound spell items.
Deployment & Terrain Set Up
Terrain consisted of a number of large forests dominating the centre of the board and the right flank of my deployment zone and a large hill in the centre of the Empire deployment zone. Dwarven left flank was largely free of terrain with exception of small forest right on edge of Empire deployment zone creating a large empty area in middle of board. Empire moved first and advanced along two main axis.
Shooting was simply outstanding in first few rounds with huge numbers of Empire Knights simply blasted out of the saddle by the Cannons and Bolt-Throwers at long range. Those few Knights that remained were then further decimated by the Organ Gun and core missle units as they moved in closer. The carnage included 15 of 18 Blood Knights (think thats what they're called) who were systematically cut down, first by Cannon and then Organ Gun fire. Unlike Game 3 in this one my dice rolls were spot on with major hits coming from everymissle unit and artillery piece. Empire magic also proved unlucky with the Spelleater runes both coming up 4+ and taking 2 powerful spells out of play - but not as it turned out the worst one (Conflaguration of Doom) which was held back for later.
On the right flank the battle was more in the Empires favour. While one of the 2 units of Knights was wittled down early it was magically unbreakable and soon entered combat against the Dwarven units on that flank. While the left flank reamined solid and unbroken Dwarven units were cut-down and overrun piecemeal on the right as the Empire Knights were joined by the Halberdiers and Swordsmen. The only melee combat that went well was the charge of the Slayers in the centre, who helped by the Anvil of Doom, were able to rout the Huntsmen and charge into the Ogre Unit. This proved a double bonus as it kept this powerful character out of almost the entire battle and prevented the entire centre of the Empire army (inc. its key infantry units) from marching in only Turn 2.
This is where combat was joined. The surviving Knights on the left flank now cut through the Dwarven missle units although the Thunderers amazingly cut down a couple of Knights in melee. The Thunderers rout allowed this weakened (2/18 Knights were left) but still powerful (as it contained a Warpriest, Captain & Battlemage) to plow into the Dwarven centre toward the embattled right flank and the Anvil of Doom. On the extreme left though the other Empire Knights failed their charge and were themselves charged by a unit of Warriors and another of Longbeards. Their supporting Cannon also routed the Outriders in close combat (after Grapeshot first weakened) them allowing it to fire into the Empire units that could have supported the Knights. While it took 3 turns the Knights were eventually routed, the Outriders destroyed and the entire Dwarven left flank secured from harm.
Disaster on the Right & game end
While the left was going well for the Dwarves the rest of the board wasnt. The Slayers were eventually cut down by the Ogre and Empire infantry and the entire Dwarven force on the right flank was surrounded and destroyed by Empire Knights and Halberdiers. The turning point of the battle though, and one which led to it being a draw was the casting of Conflaguration of Doom on the Hammerers. 18 strong with the accompanying powerful Dwarf Lord this unit was poised to flank charge the Red Knights and their accompanying characters in the centre. If successful this would have allowed the Longbeard units on the left to hit it in the rear surrounding and hopefully destroying it, thus securing the left and centre of the board for the Dwarven army.
Unfortunately some extremely good use of magic by Jason saw the Conflaguration of Doom kill all 18 of the Hammerers leaving King Druegar Stromnisson alone on the battlefield. The game ended with Druegar challenging and killing an Empire Warpriest and the remaining units on both sides consolidating their respective table quarters.
Overall the Dwarves lost approx 3000 pts worth of units, 1 standard, the Anvil of Doom & the Battle Standard. Also to fall were 3 Dwarven Lords and 2 Heroes. The Empire lost approx 2800 pts, no banners and a few characters but also held one table quarter. End result was a draw with Empire gaining approx 380 pts more than the Dwarven army. With the Hammers @ 241 pts & the RuneLord & Anvil of Doom @ 465 pts, their deaths in the last Empire turn were crucial to that result.
Dwarfs (Druegar Stromnisson) vs. Empire
This was a series of games fought between myself and my brother's Empire army (extremely well painted, VERY VERY cavalry heavy, and all magnetically based for easy movement). It consisted of 4 games each larger in scale culiminating in a big 5000 pt battle. Each game was fought over a larger than standard table which was 72" long, giving us 18" deployment zones and a 36" gap between our respective forces (good for me, not good for him).
Battle 1 - Border Skirmish (500 or 750 pts?!?)
Where the evil Empire's plan to extend its borders and betray its ancient oath of friendship with the Dwarves first makes itself known. Simple battle over our out-sized board. Terrain consisted of a few forests, one large hill and an area of impassable terrain that we both agreed completely blocked LOS (even from the hill).
Empire forces consisted entirely of Knights and some outriders. Dwarfs relied on a single Runesmith, 2 core units of Warriors & Quarrellers and as much artillery as it could afford within the points limit. Outcome was better than expected with Dwarven artillery smashing the Empire units to pieces before they got within charge range and the warriors finishing off the remnants once close combat was joined. VICTORY TO THE THORINKIN
Score: Dwarfs 1 Empire 0
Battle 2 - Border Incursion (1500 pts)
Much bigger battle this time. Armies were largely the same as for the 500/750pt game but with the addition of a few more characters. For the Empire this included more Outriders, more Knights and some Ogre Dogs of War. The Dwarfs added some Slayers to hold up one flank, Thunderers to help vs. the Knights and as many additional Warmachines as the rules allowed. This game also included the debut of my Grudge Thrower - which was impressive when it hit people, but my guess work was way off when using it; guesses for Canons were 'as usual' bang on. Result more Dwarven slaughter of the hapless Empire Knights who got themselves bottle necked behind the impassable terrain.
Worst moment of the Battle was the Grudgethrower missing the large block of Knights it was aiming for and landing instead on top of the Slayer Unit engaged in melee combat against the Ogres. End result 2 dead Ogres and 6, yes 6, dead Slayers. Needless to say the remaining Slayers were butchered by the surviving Ogres. End result though was still VICTORY TO THE THORINKIN
Score: Dwarfs 2 Empire 0
Battle 3 - Major Confrontation (3000 pts)
This battle was very different from the first two and very difficult for my side. The extra 1500 points gave me more warmachines and a unit of Hammerers, with accompanying Lord of course, as well as additional units of Longbeards, Quarrellers and Thunderers. The Empire forces were bolstered by even more Knights, with the Ogres sitting out, Warpriests and a couple of Battle Mages. Upon reflection the battle was decided at setup when I deployed the majority of my warmachines on a large hill in the left hand corner of my deployment zone. The other units deployed around them except for a unit of Quarrellers, some Warriors and a Bolt-Thrower out on the extreme right flank. While this gave me some good massed shooting it also meant that once melee combat was joined the Empire Knights rolled right through my entire force with overrun after overrun. With some Empire units containing 15+ Knights it was exceedingly difficult to score enough hits to force panic tests.
End result was a resounding Empire win. Although we only played 4 of 7 turns (all of these games were played with 7 turns due to size of table) the outcome was never in doubt. My artillery failed miserably, although the Organ Gun did extremely well against the Out-riders, and one Bolt-Thrower managed to skewer a BattleMage foolishly riding solo. Consequently, large virtually undamaged empire units charged into my ranks rampaged over everything and effectively wiped out my entire force in a single turn of carnage. Empire magic also decimated several units, including the Hammerers who Jason targeted constantly, and in the end I was grossly outnumbered with two exposed flanks and no where to run. VICTORY TO SIGMAR.
Score: Dwarfs 2 Empire 1
Battle 4 - Battle Royale (5000 pts)
The final battle of the week and the most enjoyable. Full report in next post.
November 4, 2008
- Epic Feora
- Visgoth Juviah Rhoven & Honor Guard
- Deliverers Unit
- Exemplars Errant Unit + 2 Troopers
- Daughters of Flame
The Legends stuff is pretty damn exciting especially the new Exemplar unit which is going to be almost impossible to kill. Just have to wait for the models to come out.
November 3, 2008
Protectorate of Menoth (Kreoss) vs. Khador (Zevanna Agha the Old Witch)
My first game against Rob the Club President and resident Warmachine expert. He's the guy we all go to whenever we have rules questions, consequently most nights every game being played will be interupted with shouts of "Rob, can we..." or "Rob, is this right..." etc. Originally I was going to be part of a big 3v3 match but swapped out so another Menoth player could have his first go at a larger battle.
Big change for this battle was the addition of my Choir of Menoth unit, albiet with 2 Cleaners proxying for a couple of the Acolytes (still waiting on the models). This would, if I used it right, give me some important bonuses re: my warjacks notably 'Safe Passage' which would negate Khador's advantage in RAT troops. I won the initial set up and split my force with the 2 Crusaders, the Revenger, the Choir, the Vassal and Kreoss on the left flank and the Temple Flameguard + Attachment (12) on the right.
Unit placements after both sides have made initial movesRob's Khador contained one large Warjack a Devestator which gave me a slight advantage in numbers only, but his supporting units were somewhat stronger. A Mage-hunter, a group of Widowmakers and a large unit of Iron Fang pikemen. His warcaster was one I hadn't faced before - Zevanna the Old Witch whose accompanying Scrapjack would later cause me a lot of problems. The DEF & ARM bonuses available to the Iron Fang unit, and Zevanna's feat were particularly difficult to deal with.
Crusaders with Iron Fang Pikeman in distance
Initial moves saw Khador go to the right of the board, my left flank, where my Crusaders and Choir were moving. Kreoss and the Vassal, which Rob didnt notice until I first used its special actions (AH HA HA), hid behind the nearby village building. The Revenger and Flameguard rushed the right flank with the aim of circling round behind any units that engaged the advancing Crusaders. First blood though went to the Widowmakers whose shooting caused serious damage on the right hand Crusader. Khador magic also laid down some nasty area affect spells that reduced my movement options somewhat.
Turns 2-3 were where it started to get messy. The ranked up Iron Fang unit ran full tilt into the Crusaders and used massed attacks to cause more damage crippling one of them and slightly damaging the other. However, after his initial success Rob threw a series of disastorous dice rolls that saw most of his attacks, across the board, miss by a wide margin or cause no damage. The Choirs use of Safe Passage and the advance of the Crusaders also chases the Widowmakers and the Mage Hunter out of the Forest to the left, as the Devestator advances to meet the Flameguard (if only I had known what it was capable of).
Flameguard (foolishly) take on the Devestator
Things could have gone really well for me in the next couple of turns. With the Pikeman missing their attack rolls my Warjacks were well poised to have a go at Zevanna with one of the Crusaders now moving around the Pikemans flank. However, I failed to use the abilities of the Choir and Vassal effectively and basically screwed up the order in which I activated my various units/solos. Rather than leaving Zevanna open to a charge from a Crusader and my Revenger I was only able to hit her with a magic bolt from the Vassal, although this did do 5 damage. Meanwhile the Flameguard scored 1 point of damage on the Devestator before it rudely bulldozed them out of the way (great ability that) and rampaged forward as though they werent there.
With the Flameguard now out of formation, thanks to the Devestators bulldozing, the Scrapjack now came into play. I had largely ignored it so far but this was to prove a costly mistake. Next thing I now it gets the 'Slaughter' ability (one successful attack allows you to move 1" and attack again and so on) saw it trample through the Flameguard wiping out all but 2 of them. These later went on to kill one of the Widowmakers before being taken out by the ScrapJack in the next turn.