Tuesday, November 25, 2014
Game 229 - C - Rask vs eMorghoul
SR 2015 New Scenario
Flags Dominate, Objectives destroy, standard zone
Rask - Wrastler, Horror, Snapper, 3x Posse, Totem Hunter, Shamblers
eMorghoul - Molik, Gladiator, 2x Archidon, Bloodrunners, Nihilators, Paingivers, 2x Willbreaker, Puffy pants
Lose the dice roll, given second.
Proxies: The Jacks are the Archidons, the Rangers and the Bloodrunners.
Super relevant shallow water! (That gets removed later).
Totem Hunter Preys the painted Willbreaker, should have preyed the Paingivers instead. Basically not a solo that is happy to run the hell away from my far away flank deploy.
Skorne 1: Advance! Preyed Will breaker runs away.
Gators 1: Advance, feat, Fury on the Bone Posse, Admonition on Rask
Skorne 2: Bloodrunners jam, Morghoul Feats
Gators 2: Runners get cleared and some Nihilators, Bone Posse have to get out of the way. Squid and Wrastler both go in and fail.
Skorne 3: Heavies and many Posse die to rampaging Skorne beasts.
Gators 3: Bokor kill Molik, Totem Hunter kills puffy pants and the non-prey Willbreaker.
Skorne 4: Right Archidon frenzies, Gladiator tramples and kills the Bokur. Sadness.
Gators 4: Game night time running short, so Rask gets pushed by the Snapper, casts Boundless Charge and goes for Morghoul camping one. On the way Archidon free strike crits and throws Rask into the other Archidon. I concede.
Probably the best play at the time anyway, early trades went to badly otherwise.
I needed a different second turn, possibly jamming in with Posse and keeping the heavies back. To be considered.
Player Grading
Time Management: 7, activated everything sufficiently promptly.
Scenario Awareness: 6, not a viable scenario to push.
Spacing and Placement: 4, positioned for poor trading. Placement from opening turn meant that the Alpha strike was poorly managed with the Jamming Bloodrunners being way to effective. Probably should have thrown out two Posse units and kept the bone back on one side.
Target Priority: 7, knew I had to go for the heavies. Right targets, wrong methodolody.
Effectiveness: 4, choice poor dice odds. Morghoul feat too well timed for the attempted plans.
Cool: 8, Hade-stastic.
Grade: C (36)
Sunday, November 23, 2014
Game 227/8 - B/C - Arkadius vs Old Witch/eAbby
Sunday Slam
Deathclocks, SR 2014
Arkadius' Ark
Game 1
Outflank
Old Witch + Scrapjack - Conquest, pEiryss, Widowmakers, Marksman, Kell, Mediocre Bears, Silly Wishnailer, Mechanicks, Ternion, Bad Santa, Kayazy Assassins + UA
I win the roll, pick second to deny the Conquest the hill. In hindsight should have gone first to either win the feat trade or force Witch to use it up bottom of 1.
Farrow Deploy
Khador 1: Everything runs up, Avatar of Slaughter goes on Scrappy (Represented by Medium base), Iron Flesh goes on Great Bears, Weald Secrets goes on the Kayazy.
Farrow 1: Everything runs up.
Khador 2: Old Witch upkeeps Avatar for free, gives three to the Conquest. Between the Sniper boat and the Collosal all the RaBo's die, Kayazy sweep forward as well. Old Witch gets a Ternion cloud, casts Iron on herself, teleports in the right zone and feats, camping zero.
Farrow 2: All upkeeps dropped. War Hog clears a Kayazy, Road Hogs and Gun Boars all go for the Witch, knicking her down to five or so boxes and setting her on fire. Arkadius does two boosted Primal Shocks, second one hits and kills.
Alternate plays: Old Witch could have gotten to the same position camping five, which takes the assassination off the table.
In that instance, feat should be held for a turn. Left Gunboar should aim and boost to hit on the right Road Hog to clear off the Kayazy Assassin. Arkadius then walks up, holds feat, boosts a Crippling grasp into the unengaged Kayazy. Right Road Hog aims and sets Old Witch on fire, other Gnn Boar moves up and kills the Underboss. Left Road Hog moves up, maxes Furty to kill Great Bears, War Hogs move in to threaten the Conquest. Targ runs up to contest the left zone. Turn after War Hogs kill Conquest, right zone probably clears and Arkadius can dominate.
Clock on the right is Farrow.
Player Grading
Time Management: 7, had the lead but not yet especially relevant.
Scenario Awareness: 6, had a decent scenario plan but shelved it for the assassination attempt.
Spacing and Placement: 8, good match ups on the board, Road Hogs placed to threaten Old Witch appropriately.
Target Priority: 8, killed warcaster, much success.
Effectiveness: 6, used some risky dice math that paid off.
Cool: 8, all was Sykedelic.
Grade: B (43)
Game 2
Two Fronts
eAbby - 2x Ravagore, Angelius, Raek, Raptors, Legionnaires, Stalker, Shepherd, Forsaken (Might have missed solo or two?)
Legion deploy after winning the roll, I pick the forest side to avoid Ravagore hiding shenanigans. Should have taken the side with a wall...
Farrow Deploy
Legion 1: Stuff moves up and I choose to take a terrible picture.
Farrow 1: Everything moves up, Gun Boar kills the Stalker.
Legion 2: Infantry charge in, Ravagores hurl some shots that ding up various Gorax'
Farrow 2: RaBo's kill some Legionairres, one Road Hog charges over and kill a pair of the Raptors, after some skrewing around the left Road Hog gets Primaled and a charge lane on an Angel after boosting for speed. Leaves it on about four boxes.
Arkadius moves up to toe the zone and not feat because I am an idiot. War Hogs and Gorax' run to try to shield him.
Alernate plays: Feat with the RaBo's/Road Hogs, hold Arkadius out of the Ravagores charge range.
Abby feats, kills a model and teleports back, Angel and Ravagore charge Arkadius and burn through his transfers and kill him.
Farrow on left.
Player Grading
Time Management: 7, ahead even with slow play.
Scenario Awareness: 6, had a vague plan at work but didn't push as hard as I could.
Spacing and Placement: 4, good except for that moronic Arkadius move.
Target Priority: 6, somewhat limited in available targets.
Effectiveness: 7, tolerable dice math.
Cool: 6, unsure on list and had trouble keeping up with the Beast damage.
Grade: C (36)
Deathclocks, SR 2014
Arkadius' Ark
Game 1
Outflank
Old Witch + Scrapjack - Conquest, pEiryss, Widowmakers, Marksman, Kell, Mediocre Bears, Silly Wishnailer, Mechanicks, Ternion, Bad Santa, Kayazy Assassins + UA
I win the roll, pick second to deny the Conquest the hill. In hindsight should have gone first to either win the feat trade or force Witch to use it up bottom of 1.
Farrow Deploy
Khador 1: Everything runs up, Avatar of Slaughter goes on Scrappy (Represented by Medium base), Iron Flesh goes on Great Bears, Weald Secrets goes on the Kayazy.
Farrow 1: Everything runs up.
Khador 2: Old Witch upkeeps Avatar for free, gives three to the Conquest. Between the Sniper boat and the Collosal all the RaBo's die, Kayazy sweep forward as well. Old Witch gets a Ternion cloud, casts Iron on herself, teleports in the right zone and feats, camping zero.
Farrow 2: All upkeeps dropped. War Hog clears a Kayazy, Road Hogs and Gun Boars all go for the Witch, knicking her down to five or so boxes and setting her on fire. Arkadius does two boosted Primal Shocks, second one hits and kills.
Alternate plays: Old Witch could have gotten to the same position camping five, which takes the assassination off the table.
In that instance, feat should be held for a turn. Left Gunboar should aim and boost to hit on the right Road Hog to clear off the Kayazy Assassin. Arkadius then walks up, holds feat, boosts a Crippling grasp into the unengaged Kayazy. Right Road Hog aims and sets Old Witch on fire, other Gnn Boar moves up and kills the Underboss. Left Road Hog moves up, maxes Furty to kill Great Bears, War Hogs move in to threaten the Conquest. Targ runs up to contest the left zone. Turn after War Hogs kill Conquest, right zone probably clears and Arkadius can dominate.
Clock on the right is Farrow.
Player Grading
Time Management: 7, had the lead but not yet especially relevant.
Scenario Awareness: 6, had a decent scenario plan but shelved it for the assassination attempt.
Spacing and Placement: 8, good match ups on the board, Road Hogs placed to threaten Old Witch appropriately.
Target Priority: 8, killed warcaster, much success.
Effectiveness: 6, used some risky dice math that paid off.
Cool: 8, all was Sykedelic.
Grade: B (43)
Game 2
Two Fronts
eAbby - 2x Ravagore, Angelius, Raek, Raptors, Legionnaires, Stalker, Shepherd, Forsaken (Might have missed solo or two?)
Legion deploy after winning the roll, I pick the forest side to avoid Ravagore hiding shenanigans. Should have taken the side with a wall...
Farrow Deploy
Legion 1: Stuff moves up and I choose to take a terrible picture.
Farrow 1: Everything moves up, Gun Boar kills the Stalker.
Legion 2: Infantry charge in, Ravagores hurl some shots that ding up various Gorax'
Farrow 2: RaBo's kill some Legionairres, one Road Hog charges over and kill a pair of the Raptors, after some skrewing around the left Road Hog gets Primaled and a charge lane on an Angel after boosting for speed. Leaves it on about four boxes.
Arkadius moves up to toe the zone and not feat because I am an idiot. War Hogs and Gorax' run to try to shield him.
Alernate plays: Feat with the RaBo's/Road Hogs, hold Arkadius out of the Ravagores charge range.
Abby feats, kills a model and teleports back, Angel and Ravagore charge Arkadius and burn through his transfers and kill him.
Farrow on left.
Player Grading
Time Management: 7, ahead even with slow play.
Scenario Awareness: 6, had a vague plan at work but didn't push as hard as I could.
Spacing and Placement: 4, good except for that moronic Arkadius move.
Target Priority: 6, somewhat limited in available targets.
Effectiveness: 7, tolerable dice math.
Cool: 6, unsure on list and had trouble keeping up with the Beast damage.
Grade: C (36)
Tuesday, November 18, 2014
Game 226 - C - Arkadius vs 3Gaspy
No Clock
Close Quarters
Arkadius Tier 4 (Nature of the Beast) - 2 Road Hogs, 2 War Hogs, 2 Gun Boars, 2 Gorax, 6 Free RaBo's, Targ, min Bone Grinders
3Gaspy + Vociforon - Cankerworm, Bane Riders, Bane Thralls + UA, Bane Knights, 2x Warwitch Sirens, Darragh Wrathe, Tartarus, Withershadow Combine
Win die roll, go first.
Farrow 1
Cryx 1
Farrow 2: Screw up feat turn by misplacing Razor Boars, both Road Hogs spray but fail to trigger Sprint.
Cryx 2: Blegh. Gaspy feats. Darragh gets dismounted by fire.
Farrow 3:
Cryx 3: Darragh burns to death.
Farrow 4: Trampling Primaled War Hog kills Cankerworm, Light beasts do throws all over the place.
Cryx 4: Withershadow strips off Forced Evo and Grasp, Bane Knights charge and kill Arkadius.
Player Grading
Time Management: 6, reasonable.
Scenario Awareness: 6, vague plan for scenario but not the focus, unlikely to be the win condition.
Spacing and Placement: 3, screwed up feat turn so bad.
Target Priority: 6, knew what to go for but couldn't get sufficient attacks out.
Effectiveness: 5, maths was off all over the place.
Cool: 8, no problems.
Grade: C (34)
Tuesday, November 11, 2014
Game 224/5 - B/C - Barnabus vs eVlad/Rahn
Game 1 - Loss
No Clock
Destruction
eVlad - Marauder, Nyss + Valachev, Uhlans, 2x Eliminators, Greylord Ponies, Doge, Aiyamma + Holt, eEiryss, Gorman
Gators win the roll, pick first.
Khador deployment, unit in the middle is a proxy of the Nyss, pEiryss is actually epic.
Gator 1: Everything runs up, upkeeps go out, Iron Flesh to the centre Posse.
Khador 1: Transference, Assail and Hand of Fate go up.
Gator 2: Upkeeps kept, Swamp Pit goes out, Barnabus charges a Posse and feats, hitting everything not in the extremities (Basically the cav models). Everything runs up.
The mistake: Iron Flesh made the Blue Posse to slow, they couldn't run up to Block Barnabas as intended, leaving an assassination well and truly open.
Khador 2: Assail and Tranference Drops. Marauder gets a focus.
The assassination run: Maruader charges, slams a Posse into Barny, Vlad charges him and dirts him.
Marauder comes in and misses. Vlad holds back instead, several Posse die to various attacks, Vlad feats on the Uhlans/Eliminators who jame up into the zone, one dies to a free strike.
Gator 3: The plan: Marauder to lose its Boiler and kill Gorman.
Swamp Pit goes out, Barny walks out of the way. Wrastler moves up, hits the throw, fails the stength check. Swamp Horror walks up, fails the strength check. Posse screw around, put the Objective down to three health.
Khador 3: Marauder hits the Horror over to Barny, Nyss shot get rid of the Fury but don't do enough to kill the Horror for more transfers. Eliminators come in and Barny fails the tough.
Player Grading
Time Management: 6, reasonable I feel.
Scenario Awareness: 7, had a reasonable scenario plan given the circumstances.
Spacing and Placement: 4, attempted to give the game away with Barnabus bottom of 2.
Target Priority: 7, overall correct target selections with the available options.
Effectiveness: 7, reasonable dice math used, even if they chose to disagree, possibly could have had another Backup plan.
Cool: 8, no issues.
Grade: B (39)
Game 2 - Win
No Clock
Close Quarters
Rahn - Phoenix, Silly Wishnails, Narn, MHA, 2x Battle Mages, Sentinels + UA, 2x Battle Mage Adepts, Stormfall, eEiryss
Gator Deploy.
Gator 1: Standard advancing.
Ret 1:Positive Charge on the Sentinels, Force Field on Rahn.
Gator 2: Posse run up, the right Battle Mages fail their terror check. Both Beasts do weapon locks.
Ret 2: Rahn feats, doesn't do much. Sentinels kill multiple Posse.]
Gators go to 1 CP.
Gator 3: Barny feats, remaining Posse charge up.
Ret 3: Posse get cleared out.
Gator 4: Snapjaw gets into Rahn but does little. Wrastler kills the Phoneix after Horror triggers a Warpath advance.
Gators go to 2 CP, Ret concedes (Time issues)
Player Grading
Time Management: 7, definitely quicker activations and plans than opponent.
Scenario Awareness: 5, had an average plan, did not execute it as well as was possible.
Spacing and Placement: 4, sacrificed to many Posse to early.
Target Priority: 6, did allright, though main weapon was terror checks.
Effectiveness: 6 , average dice math.
Cool: 7, did allright.
Grade: C (35)
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