Siege1 vs Gearhart1 – Poznań tournament – Round 1 – A wipe out

Hello everyone!

The day of my first tournament outside Warsaw since the beginning of You-Know-What has finally come, yeah! There were 16 participants from 4 different cities playing 9 different factions and I was the only Cygnar player. In the first round I faced Filip and his beautiful Crucible Guard army. If you are interested in better quality photos of his great work, go check his instagram profile HERE. After a while we decided our lists, so without further ado, let’s get to the lists!

Cheers, Mischa! By the way, he is also a CG player and we played a cool game on WTC 2019 – HERE 😉 the same match up, different lists.

Filip’s Gearhart1 list:

Crucible Guard
[Theme] Prima Materia

[Gearhart 1] Marshal General Baldwin Gearhart [+27]
– Suppressor [13]
– Vindicator [15]
– Aurum Ominus Alyce Marc [0(5)]
Ascendant Mentalist [0(4)]
Ascendant Mentalist [4]
Death Archon [8]
Death Archon [8]
Combat Alchemists [0(7)]
Crucible Guard Assault Troopers (max) [13]
Crucible Guard Assault Troopers (max) [13]
Failed Experiments (max) [14]
Failed Experiments (max) [14]

My Siege1 list:

[Theme] Heavy Metal

[Brisbane 1] Major Markus “Siege” Brisbane [+28]
– Charger [9]
– Triumph [18]
– Squire [0(5)]
Harlowe Holdemhigh [5]
Journeyman Lieutenant Allister Caine [0(5)]
– Ace [10]
Savio Montero Acosta [0(6)]
Alexia Ciannor & the Risen [10]
Artificer Prime Nemo [18]
– Defender [14]
Storm Strider [18]

We played Invasion.


That was the first time I was playing against CG heavy infantry list, but from what I remembered, Siege was pretty good in handling multi wound heavy infantry, I was curious if that was the case in this particular matchup. Filip explained to me carefully all the new models I didn’t know, as we don’t have a CG player in Warsaw at the moment.

I won the roll and decided to go first. I deployed Nemo4 in the center of my deployment, right next to Siege. Storm Strider was deployed on the right, Triumph and Acosta closer to the right flank. On the left side I deployed Charger and Nemo’s Defender. I also put there Ace, Caine and Harlow to take care of the flank on the left. On both sides I had models that put out a lot of additional damage, apart from their regular attacks. Even POW10 under Siege’s feat can be deadly! Alexia was deployed in the middle, Risen all around.

Filip deployed his forces fairly symmetrically. Failed Experiments on the flanks, Assault Troopers closer to the center, together with Death Archons. Gearhart was deployed in the middle, alongside his heavy warjacks. Combat Alchemists were advance deployed.


Round 1 Turn 1

Nemo4 put Lightning Shroud on Defender, spit out a Trencher Buster, and moved forward. Siege cast a Fox Hole and moved forward. Caine0 cast Brisbane’s favourite spell – Fire for Effect on my warcaster 😉 Acosta jumped into the Fox Hole. BE ran forward and gained 3 power tokens. Triumph moved forward too. Alexia created a Thrall, who ran to the right. Charger, Defender and Ace ran forward on the left flank, too. Harlowe took a sweet position behind the building.

Round 1 Turn 1

Round 1 Turn 2

Crucible army moved forward, outside of the range of my most powerful guns. Combat Alchemists created a cloud wall on the right. Gearhart cast Deceleration. Death Archons stayed behind the wall of bodies, patiently waiting for their moment to shine.

Round 1 Turn 2

Round 2 Turn 1

Aware of the charging threat ranges I wanted to keep my precious models safe, but on the other side I didn’t want to give the scenario away too easily. Fortunately, this scenario is quite slow and I could aim for the long game. I also wanted to avoid getting my BE shadow binded, so the idea was to keep both shield guards within 3″. I had to start dealing damage and I had enough of powerful long ranged guns to at least kill a couple of dudes. Charger, together with Defender and Ace on the left, managed to get rid of 2 Assault Troopers. On the right side, I was a little bit to greedy and I severely damaged two Failed Experiments, but killed neither of them. To be honest, I was surprised how difficult it was to damage any of those models. Carapace combined with Deceleration is tough to get through. The same against Failed Experiments and their Impervious Flesh (one less die on DMG roll). I was getting worried how the following turns will evolve. I knew that Siege’s feat will play the decisive role in this match up.

Round 2 Turn 1

Round 2 Turn 2

Filip surprised me with a bold decision and simply ran everything forward, right into my face and engaged most of my shooting models. He was hoping, I guess, for me to eat a lot of my clock on figuring out the puzzle and disengaging my models, making a mistake and opening an opportunity for a caster kill. Focusing exclusively on attrition/scenario aspect is dangerous and can lead to forgetting about caster kill possibilities. Gaining a serious attrition usually force the opponent to fully commit to a risky and unlikely caster kill plan, but hey, sometimes that pays off, dice spike here and there and the game is finished 😛 ok, let’s get back to the game. Combat Alchemist tried to reduce Acosta’s def with an Ice Cage grenade, but he missed. Failed Experiments engaged my models on both of my flanks. Death Archons took a position behind the infantry, to join the party the next turn. Gearhart stayed safely in the back and together with Suppressor and Vindicator they destroyed Charger.

Round 2 Turn 2

Round 3 Turn 1

I had all the enemy models served on a plate, I had to untangle the knot first and do that in a reasonably short period of time. First, Siege feated and opened fire. Have you noticed a clump of models in the right zone? Yep, they were all gone with a single Ground Pounder attack. Death Archon and a whole unit of Assault Troopers, together with one or two Failed Experiments. My friend simply forgot Siege had Ground Pounder, otherwise he would spread those models a little. Acosta and Buster killed the jamming models. BE repositioned slightly. Triumph charged the last FE and opened fire to a Suppressor I think. Sadly, I couldn’t hit the Combat Alchemist. On the other side, Harlow together with Ace and Caine managed to free up my models. I killed remaining heavy infantry models easily and even dealt some damage to the Archon. Trick Shot killed the Mentalist. That was a truly devastating turn! I removed around 66 points in a single feat turn, although I was with a little over 9 minutes left on the clock! But, and that’s what I love Warmachine the most for, the game wasn’t over yet!

Round 3 Turn 1

Round 3 Turn 2

That’s right! Filip had only one chance to win the game and that was to try to kill my warcaster. The chances were very slim, but with a right amount of luck it might have worked. CG player had Gearhart’s feat, his gun and Suppressor to get the job done. Luckily enough Siege is a tough guy and with 5FOC left is not as easy to kill as it may seem. He survived with 4FOC left, as most of the attacks missed. I also kept Buster within 3″, so he intercepted one of the shots. When you cannot do anything more, instead of surrendering, however hopeless the situation might be, never surrender. Give your opponent a chance to commit a mistake. Sometimes the simplest caster kills might go terribly wrong! That being said, Filip finished his turn by sending his Death Archon in and killing a bunch of my models.

Round 3 Turn 2

Round 4 Turn 1

It looked quite simple to me, and to Filip too, but I knew that until his caster was dead, the game wasn’t decided yet. I started with Alexia creating a Thrall who ran in front of Gearhart, a little over an inch from him. Then, Siege walked up and cast Force Hammer in Thrall’s back slamming him into enemy warcaster and knocking them both down. The Thrall was dead obviously. Then he shot his rocket in Gearhart’s face dealing some damage. Then, Nemo cast Locomotion to move Defender within a charge range and instead of shooting Gearhart (as I didn’t want to push him away) I killed Death Archon and knocked down Suppressor and pushed him away. Then, we came to Defender’s activation and we realized that he was made stationary the previous turn by getting hit twice by Death Archon! Fortunately, I had one model left that could reach Gearhart in melee and it was Acosta! Thanks to Swift Vengeance he repositioned slightly at the beginning of my turn. Nemo pushed Suppressor away, so he had a clear charge path to victory! He charged knocked down Gearhart and finished the game with the first attack! Ufff, I was so lucky he was still there!

Round 3 Turn 2


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Wow, what a game! I think that was my best Siege feat turn ever! Multi wound heavy infantry is normally the best match up for him, but frankly, Carapace, Deceleration, Impervious flesh and some other defensive gimmicks made this game much harder than it might look like from the photos. Filip’s idea to ran and jam me wasn’t that bad, but forgetting about the Ground Pounder might have sealed the deal for me.

That was a nice game and the result wasn’t that obvious in the end! It is always important to let the opponent make mistakes for you ;D and I almost did, but Acosta saved the day!

Thank you, Filip, once again for the game! I’d love to see how would the game go if I wouldn’t get jammed and we would play the slow game instead.

If you’d like to see those sweet CG models (and not only! There’s also Cygnar, CoC and more!) go check his instagram profile HERE.


PS I will be moving to a new place, just outside Warsaw, and as you may expect, it will take a lot of effort and time to move. I will do my best to post battle reports, but it may take some time for me to settle there for good. Keep your fingers crossed! I cannot wait to move all my models to my hobby cave!


  1. Striders Lightning Generator attacks can ignore carapace and deceleration, leaving just the flesh. On a feat turn those 10+1d6 rolls can easily toast the experiments!

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