Siege2 vs Scaverous1 – Local tournament – 2nd round

Hello everyone!

We organized a first MK4 tournament in Warsaw and I decided to bring Cygnar this time. There were 13 players signed in at the beginning, but eventually only 7 showed up. I decided to take the first pause on me. I already played a couple of MK4 games and I wanted the others to have fun too πŸ˜‰

If you are interested in more photos from the event, please visit Warmachine Poland Facebook page – HERE.

In the second round I was paired against Robert and his Cryx army:

Robert’s lists:

I saw too many Banes and decided that probably Siege with 2 units of Trenchers and Finn would be the best fit.

My Siege2 list:


Robert won the starting roll and decided to go first. He placed Banes in the middle and warjacks on sides. Machine Wraith was placed on the right side, aiming for the flag.

I put Brisbane in the middle, together with Triumph and Hitch. Then I placed Trenchers on flanks and the rest in the middle. Oh, I proxied second Patrol Dog with a shredder πŸ˜‰ due to new rules we were allowed to proxy models.


Round 1 Turn 1

Sorry, I forgot to take a photo after the first turn. Nothing spectacular happened, Cryx ran forward.

Round 1 Turn 2

I moved forward. Hitch gave Feign Death to Trenchers on the left. Siege put the Rocket Turret to play and cast Battle Lust on the leftmost unit, Hallowed Avenger on Triumph and Razor Wall in front of the rightmost unit to protect them from Machine Wraith. Later on we checked that the Razor Wall doesn’t deal magical damage, so there was no point in casting it. Robert offered me to take this back, but I decided to go with it and leave as it is. By the way, if you haven’t noticed, Hallowed Avenger gives any attack now, so theoretically Triumph has 3 shots per turn! It is a huge deal!

Round 1 Turn 2

Round 2 Turn 1

After making quick calculations Robert decided to go for a caster kill. I helped him a little by leaving 0 FOC on Siege, right? πŸ˜› Making the short story even shorter πŸ˜‰ The arc node ran forward, Scaverous feated, TKed the jack forward and cast Feast of Worms on Siege to reduce his ARM. Then, he cast several Icy Grips of FOC cost 1 and POW 12! and killed my warcaster with the last one πŸ™ of course boosted attack rolls meant that every spell hit easily, despite the cloud effect on me. Robert had also a Sniper ready to shoot in case Scaverous would fail.

In this case, since we played only 2 rounds, Robert offered to play the turn again, assuming that I kept those 2 FOC instead of casting the Razor Wall πŸ˜‰ The game was lost by me obviously, but we were just hungry for MK4 experience!

Round 2 Turn 1 vol1

We reracked the turn and Robert started over. Siege had 2 FOC this time πŸ˜‰

This time Cryx focused on the left flank and seized the circular zone. Bane Warriors flooded the zone. In this edition 7 models in the unit feels much bigger than it did before! Erebus accompanied the infantry. Enemy warcaster walked up to the zone, feated and started casting spells – Icy Grips mainly. Erebus has Arc node as Scaverous’s character warjack. The cannon survived, but I lost 3 Trenchers. On the right, Machine Wright charged in and I lost another one.

Round 2 Turn 1 vol2

Round 2 Turn 2

Siege upkept Battle Lust on leftmost Trenchers. I started with Triumph’s 2 Maintenance shots and missed both of them. I tried to hit Machine Wraith, so it seemed fair to miss one I think πŸ˜› I was wondering whether Hitch should use Rise or Stir the blood, but I decided it would be better to rise up 2 Trenchers and have 2 more melee attacks on Erebus, so Hitch used Rise. I started with Finn and to no surprise he dealt with Banes easily. Killing Spree is so powerful against so tightly packed units! When the dust settled there was no Bane left. Finn was Banes’ bane xD Master Gunner gave additional shot to the cannon and stayed within 5″ from the cannon and the Rocket Turret. Then, The Good Boi charged Erebus, but he missed. I was aiming for a critical knock down… one can hope πŸ˜› Trenchers charged in but did some insignificant damage. On the other side I figured out a great plan. I would be able to push Slayer back with Battering Ram, use feat and cast Battle Lust on the other unit and charge Scaverous with those buffed Trenchers… if only I had Range Amplifier among my cards… but then I realized that it would be a trap anyways, as Scaverous can force me to reroll any rolls with his soul tokens, and I would need to pay double cost for spells in his control range πŸ˜›
Instead I cast Battle Lust on Trenchers. Triumph dealt some damage on Slayer and Trenchers charged him finishing the warjack with the last attack. I used Reposition command card to spread the unit and contest the flag. Rocket Turret killed Machine Wraith. I scored one point, 1:0.

Round 2 Turn 2

Round 3 Turn 1

Robert had a simple task – to kill all the trenchers I threw in his face and continue the attrition game. To be fair, apart from two Trencher units I didn’t have any serious melee damage dealers. Sniper killed two Trenchers. Scaverous cast TK on Erebus (and maybe another spell?) and failed to kill the Trencher in the zone. Erebus killed two more and smashed Finn. The last Trencher alive kept the circular zone contested. We both scored a point on the flags, 2:1 to my advantage.

Round 3 Turn 1

Round 3 Turn 2

Well… I didn’t have enough models to continue the attrition game, so I decided to go for a caster kill. I had 2 cannon shots, a charging Trencher, and Triumph on top of that… not much, but might be enough. First I walked up with Triumph and missed both attacks with Triumph against Erebus. Cannon dealt some damage. Siege used his feat and charged Erebus to be able to cast Battle Lust on the last Trencher. Triumph walked up and hit Scaverous leaving him on couple of damage boxes. Charging Trencher missed his attack and we shook our hands πŸ˜‰

Round 3 Turn 2

Somewhere throughout the game, Robert forced me to reroll this wonderful hit roll πŸ™ Those are Poland WTC dice with faces of players that played in 2019 when we placed 2nd on the tournament πŸ˜‰

WTC 2019 dream team always in my heart πŸ˜‰


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Well, leaving Siege on 0 camp was a mistake for sure, but who would have thought Scaverous got Icy Grip that deals damage now! πŸ˜› I should have paid more attention while my opponent is describing his army πŸ˜› It is not MK3 anymore and things have changed. I should keep that in mind.

Abilities like Killing spree, Overtake, Thresher etc are now much better against units.

I like the cannon+Master Gunner combo, but it is 8 points and I am not sure if it is worth it with Siege2? What do you think? Let me know in the comments section, I need your insight πŸ˜‰

I like the damage output of Trenchers with Stir the Blood on Hitch, Battle Lust and increased POW on charge – it is essentially POW 14 weapon master! And with Siege’s feat, increased melee range and general changes to units’ movement they threat soooo far!

With every game I am digging MK4 more and more, but unit movement… it got too complex, there are many rules that are not totally clear (at least to me) and there are some possibilities for unintentional exploits (at least from MK3 point of view). I’m curious what future will bring.



  1. Hi and thank you for the report. From my games with Axis I remember that the Razor Wall as it is a spell does indeed magic damage. Just FYI

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