Tuesday, July 29, 2014

Game 172 - Win - MacBain! vs Lucant

50 Points
Fire Support
Deathclock

MacBain! standard.

Lucant - Diffuser, Corollary, Cipher, Inverter, Obstructors, Reductors, Reciprocators, 3x Repair Servitors, 2x Enigma Foundries


I won the roll, picked first. Standard deploy.



Big brick of CoC. Heavies leaning to the right side for....reasons.


Merc 1: Near standard opening advance up.

CoC 1: Everything runs up, Watcher and Decel gets thrown down.


Merc 2: Three focus on the Galleon, feat goes off. Eiryss walks up and pings Lucant, Galleon walks up and rolls max shots on the mini-guns. Lucant gets shot down to five hit points.


CoC 2: Lucant feats, some Boomhowlers get killed, many attacks miss Kayazy or hit feated models. A reciprocator engages Eiryss.

Merc 3 (No Pic): Kayazy mini-feat, run into Back line and engage, remaining Boomhowlers move in on the left, Galleon moves up and One handed throws a Reciprocator  at its fellow engaging Eiryss, scatter goes the bad way (1 in 3 chance) and hits the wall instead. Alexia moves to be in charge range of the enemy objective. A + H harm Reciprocators, Ragman Dark Shrouds, one dies to a Jackhammer to free flag.

Galleon claims left Flag for 1 CP.
 

CoC 3: Lucant uses Purification, many Kayazy die to Reductors/Obstructors. Reciproctors charge with Positive charge and power attack form, do massive damage spikes on Galleon, take out the Right side and damage the left. Eiryss gets missed. Boomhowlers Grunts all die, he fails his check.


Merc 4: Galleon gets three. Damage buffs go out on the Reciprocators/Galleon, MacBain! casts Fail Safe on it. Alexia kills the enemy Objective. Galleon shuffles forward, kills all the nearby Reciprocators. Piper puts tough on the Risen.

I forget to activate the Kayazy.

Mercs 3 CP (+1 for flag, +1 for Objective).


CoC 4: Only a few activations completed on the right flank.

CoC times out.

Better moves: On turn one should have put Fortune on Galleon instead of Failsafe, especially with Purification around. On turn two instead of sniping Lucant, Galleon should have just run up into the Reciprocators after A+H debuff, Ragman debuff, MacBain! feats with 5 focus then Jackhammer the Galleon to try to kill all the Medium infantry. Eiryss runs into the far back field then disrupt the Corrolary every turn.


Player Grading
Time Management: 7, won on clock, but still not at a good level for regular games. Can probably fit five turns into Deathclock currently, need to extend that to six.
Scenario Awareness: 7, on verge of winning on scenario, but did not allocate especially well to both flags, the right flank in particular could have been a very different story.
Spacing and Placement: 6, centre obstruction used to advantage, but did no initiate a good piece trade.
Target Priority: 4, the attacks on Lucant in turn 2 were fun, but not the good strategic decision.
Effectiveness: 5, made plans with low odds of success but mitigated some of it with positioning and taking advantage of placement errors by CoC.
Cool: 6, stretched thin a few times but recovered.
Grade: C (35)

Sunday, July 27, 2014

Game 170/1 - Slam - Win/Loss - MacBain! vs Syntherion/Kromac

50 Points
Sunday Slam!
Deathclock

MacBain! - Galleon, Sylyss, Alexia + Risen, min Boomhowlers, Aiyanna and Holt, Ragman, Orin, eEiryss, Rhupert, Kayazy + UA, Gorman Sparkles

Game 1 - Win

Balance of Power (Stupid Flags one)

Syntherion Tier list - Prime Axiom, Corollary, Assimilator, Modulator, Cipher, 2x Galvaniser?, 2x Optifex Directives (Arc Node dudes), Multiple servitors


Lost die roll, given first turn. Fairly standard deploy.


One proxy for the middle Arc Node dude.


After opening turns of running up, MacBain! feats in turn 2. Galleon drags in the Assimilator, but it catches on a model outside of melee range. Boomhowlers and Kayazy jam in. Standard Failsafe and Counter Measures.



Mid Game, Zone remains jammed out by stuff, Alexia burns Risen to kill a Galvanizer. Galleon toes zone to start claiming points, I get up to 3 over the next two turns as the zone wasn't contested. Galleon drags in and kills all the opposing heavies. Eiryss ends up on the hill sniping Syntherion ineffectually.

Galleon spends a turn shooting up Syntherion with the gatlings, hurts but doesn't kill.


Endgame, Axiom gets blinded by Gorman and finally limps into the zone. Aiyanna puts Harm up, Ragman throws down Death Field, Galleon goes in and punches the Axiom up. MacBain! charges Galleon, two Jackhammers kill off the Axiom, zone gets dominated to win on scenario.

Player Grading
Time Management: 4, got all activations in but was hemorrhaging time.
Scenario Awareness: 7, won off scenario but could have claimed a point earlier and had more pressure.
Spacing and Placement: 8, Galleon got in lots of nice drags, slowly ate through all the heavies.
Target Priority: 9, heavy tarpitting and selected attacks done well.
Effectiveness: 7, took some dice math risks that paid off.
Cool: 6, felt the pressure from the clock, unusual area to feel tilt off.
Grade: B (41)

Game 2 - Loss

Fire Support

Kromac - Riphorn Satyr, Ghetorix, Stalker, Gorax, Stones, Stones + UA, 2x Gallows, 2x Tharn Bloodweavers, Swamp Gobbers, Wilder


Won the die roll, picked first. Denied the hill, oh well.


One Proxy - Wold is actually the Riphorn.


Prior to the crunch. Kromac feated bottom of one to cast two rifts that bounced backwards.


Alpha jam, MacBain! feats and stuff jams up. Galleon fails to kill the tree, sadness. Ragman and Eiryss fail to finish it off, leaving it on one hit point.


End of Mid game, Stalker gets teleported to MacBain! and just manages to tough him out. Ghetorix also teleports, one handed throws Alexia into Rhupert and kills him. Galleon moves up, fails to kill Kromac (DRAG IS OPTIONAL NOT ALWAYS OPTIMAL).


Tree ports up, Stalker kills MacBain!


Player Grading
Time Management: 6, managed without issue.
Scenario Awareness: 5, unable to force any pressure on the scenario but likewise felt none.
Spacing and Placement: 4, could have made superior placements, especially against the teleport landing zones.
Target Priority: 5, chose the shorter assassination gambit, was not the right play even had it worked.
Effectiveness: 5, chose the lesser options.
Cool: 9, perfectly composed.
Grade: C (34)


Tuesday, July 22, 2014

Game 169 - Win - MacBain! vs Iron Mother

50 Points
Standard timed turns
Incursion


MacBain! - Galleon, Sylyss, Alexia + Risen, min Boomhowlers, Aiyanna and Holt, Ragman, Orin, eEiryss, Rhupert, Kayazy + UA, Gorman Sparkles

Must stop trying pEiryss, epic just does so much better, affects the whole game and feat + Arcane Interference is gold.

Iron Mother + Servitors - Axiom, 2x Assimilator, Reductors, Enigma Foundry, Corrolary, Reciprocators (Shield Wall Medium Base)


I won the die roll, picked first.


Corrolary next to Axiom, Iron Mother behind it.


Merc 1: Everything runs, Fail Safe on Galleon and Counter Measures on Kayazy. Alexia sends a Thrall far up on the right.


CoC 1: Tactical Supremacy goes on the Reciprocators, everything walks up, a random AoE from an Assimilator does nothing.

Not Pictured: Tactical Supremacy move on the Reciprocators.

Right flag dissapears.


Merc 2: Upkeeps stay all game. MacBain feats, Boomies Jam in and the Kayazy spread out. Eiryss disrupts the right most Assimilator. Galleon kills a Reductor, falling short of the Enigma alas.

I don't finish activating Aiyana and Holt, leaving Holt out of command. I don't take my extension.


CoC 2: Supremacy drops, Assimilators fall back and do some shots. Boomies take a bunch of attacks.Reductors get the Thrall. Shrapnel Swarms fired from the Servitor fails to hit any of the Kayazy. Extension gets used.


Merc 3: Upkeeps continue, Eiryss disrupts again. Kayazy jam up hard, killing a Servitor on the way. Boomies do nothing, Greygore walks over and Rage Howls the Axiom and non-disrupted Assimilator. Galleon moves up, mini-guns kill the Enigma Foundry. Ragman falls short of the left flag, Orin runs up to claim it, Alexia pops a Thrall who runs to the middle flag.

Extension used.

Mercs go to 2 CP.


Pic Error: Photo after the end game brief, Reciprocators didn't move and neither did Alexia.

CoC 3: Both units kill Boomhowlers, Axiom pops out a Servitor and shoots Galleon for minimal damage. Assimilators fall back out of Countermeasure range and do some shots. Iron Mother kills some Kayazy with Shrapnel Swarm. CLocks out before spawned servitor can explode on the THrall on the centre flag.

Mercs go to 4 CP.

CoC Concedes, no way to stop Mercs from scoring a 5th point.

Alternate game: CoC needed to run up turn 1 and deploy Axiom opposed to teh Galleon. Fail Safe wasn't needed on the Galleon, but in this instance a better choice than Fortune early on, if the Axiomn m,oves to threaten the focus will be needed to cast Jackhammer to finish it off. Assimilators either charging or attempting to drift AoE's would have done more. Had left flag dissapeared, would have had a longer game trying to clear off the right flag. Boomies chocke up around the middle, Galleon would be further to the right, support staff and so on would run to the right. Aiyanna potentialy swings the damage enough to kill the Assimilators.



Player Grading
Time Management: 8, fell short on one unimportant activation.
Scenario Awareness: 10, pressured high on it, planned agead and had alternates if the scenario situation changed.
Spacing and Placement: 7, didn't really piece trade but jammed effectively.
Target Priority: 9, got that Enigma dead and ignored the Jacks that didn't do much.
Effectiveness: 6, could have used Fortune more strategically on Galleon, used average math without a backup plan to kill the Enigma.
Cool: 10, zero issues.
Grade:  A (50)





Monday, July 21, 2014

Game 167 and 168 - Loss/Win - MacBain! vs eKrueger/pSorscha

50 Points

Game 1
Deathclock
Destruction
James' WTC list. The pain. The agony.

MacBain! - Galleon, Sylyss, Alexia + Risen, min Boomhowlers, Aiyanna and Holt, Ragman, Orin, pEiryss, Rhupert, Kayazy + UA, Gorman Sparkles

eKrueger - Ghetorix, Stalker, Druids + UA, Stones, Stones + UA, 2x Wold Shrimp, Black Clad, 2x Gallows, Druid Wilder

Lost die roll, given second turn. Sadness and against the anti-circle theory...




MacBain! had to feat bottom of 1, Galleon got to the perfect spot to be short of eKrueger's horrid anti-range spell and managed to pop one of the non-stealthed stones.

Kruegs feated top of two and popped a few models here and there, the Groves using their Aura to stop the True Grit healing.

Bottom of two all the Merc stuff ahs to move in. Ghetorix was placed out of the Galleon's drag range, sadness was had. MacBain hid behind hte Galleon, but had to run up to avoid the killbox and the inevitable loss to scenario ahd that happened (2 for killbox, 1 for objective, 2 for dominating zoone gets Kruegs to 5).

Top of three Ghetorix gets ported near MacBain, Krueger Telekinesis' Ghetorix into MacBains back arc and sad times happen.

Gotcha! stuff:
  • Krueger on scenario. Dear god. Thought Destruction was reasonably safe, I was very wrong.
  • Gallows Grove. More awesome than 1 point should be.
Stuff I could have done: eEiryss would have allowed a technical chance, but on Krueger feat turn she needs to be not knocked down and get within 12" to drop his spell to allow the Galleon an attempt to kill, James wouldn't have given me that chance. pEiryss is jsut wasted points in hordes matches though.

Winning the die roll and going first, having a Jack to weapon lock MacBain, these are all things that would have helped but not things I had access to.

Galleon cracked one set of stones, possibly I should have just run it to have it toe in the zone and try to cop Krueger feat turn ont he chin, concern being that Ghetorix and a Stalker can kill the Galleon, Fail Safe or no, and crowding around it to stop Teleports doesn't cut it.

Could have one handed thrown a Boonhowler in Kreugers direction, but that would just be another last gasp of definance.

Bears thinking on. Alternate Merc list needs to handle Circle/Cryx shenanigans, but Durgens is uncomftable agaisnt eKrueger to say the least. Damiano? Counter feat early on....


Player Grading
Time Management: 9, zero issues under deathclock. Need to play more timed turns, not convinced I have this least down to 10 minute turns without a minute minimum wasted in the tank every time.
Scenario Awareness: 4, couldn't stop Scenario pressure forcing me into a terribad position.
Spacing and Placement: 3, gold moment with Galleon shooting the stone, other than that not seeing good placements I could have done to get an advantage. MacBain! might have been marginally safer running to the other side of the Galleon, but not really.
Target Priority: 3, needed to kill Heavies and the Stones, unable to put meaningful attacks on 99% of that stuff. Underestimated value of the Stones.
Effectiveness: 7, when reasonable dice odds were present they were taken, opportunities limited.
Cool: 9, fealt no tilt, errors were not forced from pressure.
Grade: C (35)


Game 2
Into the Breach!

Not timed

pSorscha - Berserker, pEiryss, Aiyanna + Holt, 2x Doomreavers, Fenris, Outriders, Widowmakers, TAC + Valachev, Eliminators, Reinholdt, Sylyss

Proxies: Fenris as the Merc Defender, Outriders as the Soulhunters.


Won the die roll, picked the side with the hill to maximise Galleon threat range if Sorscha moves up to feat.


Near standard deploy at this point, should really examine this more and consider alternatives.


Khador turn 1: Charge up.


Merc turn 1: Couple Doomreavers shot up, feat on Boomies and other stuff (Blue tokens). Boomies make a wall to block LoS (Error: should have moved the rightmost one up first). Created THrall runs up to engage Outriders/Widowmakers. Kayazy get dirged.


Khador turn 2: Sorsch wind rushes up, pops feat, casts freezing grip on the Kayazy. Everything charges up, many Kayazy die. Widowmakers kill one of themselves to knock down the Thrall. Outriders get several Risen.


Merc turn 2: Rule error, Sorscha thought to be engaging a Boomie, as he is knocked down/stationary this was not the case (Can't be engaged). Most activations wasted failing to kill said Boomhowler. MacBain puts fortune on the Galleon, misses Sorscha with a shot. Galleon moves up, shoots Sorcha down to about three health. Holt moves up, hits first shot and kills.

Not the greatest game for either me or Ed really, mistakes were made.


Player Grading
Time Management: 9, went about all activations fairly quickly, think I would have had no issues. Stationary armies do that.
Scenario Awareness: 5. It sure was there. Nothing to do be done about it.
Spacing and Placement: Galleon on hill is all I've got really. The Boomie line up, while interesting, would have been foiled by a Doomie unit charging in early, knocking them down and stopping the LoS stuff. Not relevant given the Freezing Grip used htough. Definitely did not take into account Sorsacha feat range only being 12", plus movement shenanigans.
Target Priority: 7, not a lot of heavy lifting pieces in that Khador list, attacked appropiately. Found Thrall humorous.
Effectiveness: 5, tolerable dice math only due to fortune being involved.
Cool: 9, no issues.
Grade:  C (35)






Sunday, July 20, 2014

Game 165 and 166 (Slam) - Loss/Win - MacBain! vs eDenny/eButcher

Sunday Slam

50 Points

MacBain! - Galleon, Sylyss, Alexia + Risen, min Boomhowlers, Aiyanna and Holt, Ragman, Orin, eEiryss, RHupert, Kayazy + UA, Gorman wondercape

eEiryss returned. Regretted this later, probably default to Prime version and jsut suck it up when a Hordes matchup crops up.

Rhupert put in place of Saxon, definitely superior.

Game 1 - Supply and Demand - Loss to Robs eDenny Tier.

Nightmare, Deathjack, loads of Drudges.

Eiryss got Pursuit on from the Tier and didn't move all game. She also failed to shoot Marked off the Kayazy, sad times (Snake eyes you fiend!).

Went second, got jammed hard, had to toe the Galleon into the zone. Kayazy got sprayed many times, Denny hid behind an obstruction and just held onto feat. MacBain! had to feat to keep enough stuff alive, just got chewed down.

Errors:
  • Picked the wrong side, wanting to avoid the shallow water on the table, but gave away a superior hiding place.
  • Nightmare has stealth, which meant the early turn plan of dragging it in with the Harpoon was not a good move. Also didn't boost on Ragman on a Blast damage.
  • Habit of going for the Cephalyx leader of the Drudges, not worth it. Just kill the Drudges.
Player Grading
Time Management: 8, small amount of thinking time used.
Scenario Awareness: 5, was struggling to stop the scenario win, failed.
Spacing and Placement: 6, was more dictated to than anything else.
Target Priority: 3, wasted effort on a number of targets (Trying to drag Nightmare, not boosting blast damage on Ragman, attacks on Cephalyx instead of Drudges)
Effectiveness: 5, took shots in the wind.
Cool: 8, focused but resigned.
Grade: High C (35)

 
Game 2 - Two Fronts - Ed's eButcher rides again!

Every second game I've had with MacBain! has been against eButcher....

eButcher - Beast 09, Malakov + Juggernaught, Assassins + UA, 2x Eliminators, Widowmakers, Doge, Great Bears, Madelyn, Saxon

Win die roll, pick second. Galleon anchors on one side, Obstruction on the other, creates a tunnel effect on my deployment which wasn't good. Juggernaught gets nabbed by Galleon and killed, MacBain! feats bottom of two, Eliminators get killed by various attacks but limited stuff goes on the Underboss. Top of three Butcher feats, Kayazy mini-feat to get past the MacBain! feated models and kill various stuff including Alexia. Elevent feat tokens get two assassins and Beast 09 to kill Gorman and put MacBain! on one health.

Khador stuff then gets mauled. Butcher gets four focus, Ravagers up and bounces down to MacBain, missing with his attack. He is then killed by the Galleon getting Death Field, Fortune and Jackhammer.



Player Grading
Time Management: 10, well ahead on clock, could have played for a time out.
Scenario Awareness: 7, could have put more pressure on.
Spacing and Placement: 7, reasonable match ups at beginning.
Target Priority: 6, recognised multiple priority targets, did not leverage enough attacks on them.
Effectiveness: 7, not terrible dice math for the most part.
Cool: 8, composure wibbled at some difficult points but recovered.
Grade: High B (45)

Tuesday, July 15, 2014

Game 164 - Win - MacBain! vs eButcher

50 Points
Into The Breach

Important Scenario Notes: Aligned objectives, if the friendly is uncontested by the enemy Solo's within 4" gain "Inspiration". A Model with Inspiration affects friendly faction models, makes all of them never flee and automatically rally.

MacBain! - Galleon, Sylyss, Alexia + Risen, min Boomhowlers, Aiyanna and Holt, Ragman, Orin, pEiryss, Saxon, Kayazy + UA, Gorman wondercape

Swapped in pEiryss.

Notes on play:
  • Forgot to activate Ragman before Galleon again. Displeasing.

eButcher (Tier 3) - Spriggan, Doge, Fenris, Yuri, Manhunter, SEVEN DOOMREAVER UNITS

Matchup Keys:
  • Feat needs to jam in early
  • Objective needs to be defended and not-contested
  • Alexia needs to be kept alive and pop thralls every turn
  • Galleon needs to not be trivially removed


Deployments, I lost the die roll and got second. Galleon placed to avoid catching on the Objective/Linear obstacle. Normally would have placed it to contest the zone, but opposing Obstruction dictated opponent deploy somewhat and Objective more valuable ot protect with the scenario bonus.

Both Saxon and Eiryss got advance deployed behind my front line.


Khador 1: Charge of the light brigade of frothing maniacs possessed by evil ancient magical swords! (Lacks the ring of the original...). Yuri and Manhunter run up on my left.


Merc turn 1: Galleon moves up, rolls max shots, kills about half a dozen Reavers throughout the field. Gorman moves up to smoke bomb and Ragman applies Inspiration to everything. Boomies, Saxon and Holt move up and take some shots, knocking a bunch off the right flank. MacBain feats with three focus, mainly pings Kayazy and Greygore.

Feat token on Greygore would have been better on another Kayazy. Failsafe went on the Galleon as I wasn't expecting Fortune to be worthwhile, proved wrong again! Would have made a safer back up plan, if Drag attack fails then Jackhammer or Fail Safe could have been applied.


Khador 2: Butcher rolls minimal focus, upkeeps Fury on Spriggan and gives it a focus to run. Doomies roll in, defence 16 and 4+ tough save everything except one Boomie and one Kayazy, only one Kayazy gets knocked down. Butcher and Spriggan move up. Yuri and Manhuntress start racing in. Kayazy pass about six abomination checks after the opening Doomies move close enough to contest the Objective.


Merc turn 2: Galleon gets three focus, MacBain casts Fortune on Galleon, moves to be out of Yuri's charge range. Galleon rolls three mini-shots in total, kills both blocking Reavers thanks to Fortune, Harpoon hits Butcher, boosts and drags him in, boost to hit with the trident strike and kills.

Didn't activate Ragman first....

Player Grading
Time Management:7, would have probably burnt extension on turn 1, but worth it in this matchup. Longer game would have been a strain as Alexia would have many tokens each turn if Butcher feat doesn't get her.
Scenario Awareness: 8, defined the important aspects of the scenario. Didn't plan to win on it early on, but had plans in place to stop a loss if needed.
Spacing and Placement: 8, decent deployment, recognised that putting models up to the AD line would have got them killed.
Target Priority: 10. Picked viable targets, jammed such that opponent forced into poor choices.
Effectiveness: 10, ideal responses to opponent moves that he did not expect, had back up plans prepared.
Cool: 10, completely unfazed.
Grade: A (53)



Monday, July 14, 2014

Game 162 and 163 - Losses - MacBain! vs eButcher/Gunnbjorn

50 Points
Fire support both times (eugh)

Notes from MacBain! two games in:
  • If versing melee or hampered by Countermeasures foe put Fortune on Galleon first, Fail Safe later.
  • Activate Ragman before the Galleon. Always.
  • Paint Rhupert to replace Saxon.
  • Majority of list appears workable
  • Holt has Quickwork!
  • Alexia does not have reach!

Rough timing

MacBain! - Galleon, Sylyss, Alexia + Risen, min Boomhowlers, Aiyanna and Holt, Ragman, Orin, eEiryss, Saxon, Kayazy + UA, Gorman FROM THE GLITTERY SEA

The word of Rob: Replace Saxon with Rhupert. He's right, mayhap I'll paint a proper model outside of a league for once.

pEiryss might be a better choice, stop the focus allocation issues on my own Galleon.

eButcher - Beast 09, Malakov + Juggernaught, Assassins + UA, 2x Eliminators, Widowmakers, Doge, Great Bears, Madelyn, Saxon

Critical matchups: The Jacks need to die before they get to the Galleon (Noted but failed to execute)



Won the die roll! Picked first.


The evil unpainted horde!


Merc turn 1: Charge up, CM on Kayazy (Muscle memory training, Fail Safe on Galleon). Galleon gets a proxy of a wreck marker (Omen for the future).


Khador 1: Onwardo! Widowmakers run away from the Counter Measured Kayazy.


Merc 2: Counter Measures dropped. Stuff moves up including some optimistic Kayazy charges, MacBain! feats on the Boomies who jam in, Gallwon moves in for next turn plan of doom. Eiryss misses evil Eiryss (Dammit)


Khador 2: Some Kayazy die, Great Bears flank around, not-so-evil Eiryss gets chopped.


Merc 3: Boomhowlers get out of the way, Galleon walks up, shoots up some Widowmakers, fails the Drag damage roll on Beast 09! Sadness! MacBain! Jackhammers it to kill the Juggernaught.

BOOST THE DRAG DAMAGE ROLL. Also should have activated Ragman, Aiyana and Holt before the Galleon and get those damage buffs up. Kayazy Jam in.


Khador 3: Butcher moves back, feats. Various dudes die, feat tokens ensure Gallwon pops. Alexia dies to teh final attack with a dozen souls.


Merc 4: Stuff moves up, everything misses Butcher.

Concedes at end before Butcher/Beast 09 cave MacBains skull in.

Player Grading
Time Management: 5, had their been a clock I would have missed some activations.
Scenario Awareness: 5, didn't act to win on the scenario but also was placed to not lose.
Spacing and Placement: 8, pieces were well placed to counter opponent forces, matchups were in my favour.
Target Priority: 7, knew the Jacks needed to die, made an effective plan to achieve that goal.
Effectiveness: 6, had a good plan but executed it poorly (BOOST THE DRAG DAMAGE!)
Cool: 8, mostly good though slightly tilted by amount of rules in play.
Grade: Low B (39)

Game 2

GUNNBJORN! - Dozer and Smiggs, Warwagon, Warders, Scattergunners, Moses, Fellcaller, Krielstone, Blitzer

Proxies: Dozer/Smiggs = Destroyer, Warders = Boomhowlers

Critical Matchups: Countermeasures in the troll guts for as long as possible, target the stone (CM noted, Stone not done)


Back to losing the roll....


Merc deploy.


Troll turn 1, Snipe goes on the wagon, AoE misses Eiryss.


Merc turn 1, Coutner on Kayazy Failsafe on Galleon. Eiryss advances, shoots off snipe off the War Wagon.


Troll turn 2: Wagon gets snipe, tries a shot on MacBain that falls short, knocks Gorman down to 1. One Boomie gets knocked down. Gunnbjorn feats.


Merc turn 2: Boomies move in, Aiyanna Harms the Wagon then Galleon drags it in and kills it. MacBain feats on some of the Kayazy and a bunch of the key solos. Alexia runs onto the hill. Alexia and Saxon do extreme flanking.


Troll turn 3: Alexia gets crit knocked back by Gunnbjorn! Kayazy get attacked somewhat. Fellcaller runs to threaten Alexia.


Merc turn 3: Alexia moves in, doesn't have reach so doesn't attack the Warders. Saxon charges in, Alexia moves in and takes a random shot. Galleon goes on hill, takes shots on Gunnbjorn and fails to do anything.


Troll turn 4: Stuff jams in, Eiryss and Alexia get killed.


Merc turn 4: Things dither around, Risen control the flag. Gorman Black Oils.

Mercs to 1 CP.


Troll turn 5: Stuff starts getting cleared out.


Merc turn 5: Galleon kills objective, MacBain Dominates.

Mercs to 4 CP.


Troll turn 6: Kayazy finally die off, Blitzer moves up and shoots MacBain to death.


Player Grading
Time Management: 5, would have lost some not important acticvations.
Scenario Awareness: 6, started scenario play, but did not do so in the optimal manner.
Spacing and Placement: 7, early moves created good matchups (Kayazy versus low Mats, early tradeup on the wagon) but didn't capitalise.
Target Priority: 1. Did not attack the stones with multiple options to do so.
Effectiveness: 5, math was average.
Cool: 6, focus declined as game went on, did not adapt to changing table state well.
Grade: C (30)