Tourney this Saturday, I've lost all faith in my pairing, not having a confident matchup into Cygnar/Ret is bad.
Engaging mission oh-god-dodge-popular-factions didn't stop one last practice bout:
Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye + Snapjaw,
Rorsh + Brine, Acosta, 2x Kayazy Eliminators, Ragman, Aiyanna+Holt,
Tinker
Objective: Bunker
Inflicting ourselves upon poor Tyrant Jezaar once more (Odds of us now playing round 1 at the tourney taking place 3 hours away have risen to 83%).
Hexeris2 - Mammoth, Brute, Gladiator, Razor Wurm, Karax, Blood Runners, Pain Givers, Willbreaker, Hutchuck
Rolled up Baseball diamond, both played that enough to re-rack into Incursion.
My concerns were feat stripping my Lessers and killing them and Hutchuck doing a sneak ambush to threaten the same. One of these was alleviated quite quickly, as Hutchuck elected not to ambush, so my lesser could happily fight over the flanking flags as Gorten goes up the guts.
I won the roll, picked second to get the initial score in. One flag will likely be contested by the Mammoth, So Gorten and Drillers will need to go across from that to ensure its demise.
Terrain wise I picked a side with a trench/hill far back and an incidental forest, more to the point I avoided an awful forest placed in front of the deployment zone. Skorne gets a wall to play around with, but I think it is positioned well enough for me that I can feat around it. I also get a tiny obstruction.
This lack of Pathfinder is getting me down. Unless Gorten does extremely well on Saturday the odds are strong of me looking for an alternate Thexus pair, wrong as that feels (It's a me, Bart with Galleons!).
Deployment wise Ninja Pig and Ragman go far left, across from them being the Blood Runners and Hutchuck. Centre is most of the Skorne force, notably the Mammoth sits behind the forest of doom, they face Gorten and all my Jacks. On the right side is the Karax facing off against the Crocs, Acosta and Eliminators.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsqhvzoQAHkJ37pXGMsLkIN_gFzTvhtOkm_ncIxlnlWOzqHyGPPbDv7GVkjVB9g7IQN71DZ4fC0FHxw2z5rZ9ReDub4vQn36UwQRxC37pEXCranQRDBKH2jqPgU5O_vyo2dKyPLy5eWHE/s1600/002+%2528800x450%2529.jpg [/img]
Skorne 1: Out of frame is the Pigs on my far left.
All the Skorne models advance up, no particular matchup changes. The right side conflict is fairly distinct from the left and centre flag matchups, which will be fairly involved.
Cloak of Ashes goes on the Blood Runners.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHp5pTCMjKvKThWXcrBQ-UiTt0mEb0USMQtZg2-iEVyQcdR4Ml9oHacpTpEgdADyS0IbijfYhOyoOGVhBpRWunJqyOlvNp7ttPRhalTKKaDL0H8kbfTf35CQ0cqkLOWCh8-NJSY3YKrHw/s1600/003+%2528800x450%2529.jpg [/img]
Merc 1: Functionally my biggest concern is Ashes to Ashes and the Hexxy Fury feat strip. Even if the Lessers live, cutting for 3/4 on 8 box models feels bad man.
These factors cause me to move out in some weird ways, The Ninja squad (Bacony fellows and Raggles) hang way back on the left, 5 inches to the right of them sit Aiyanna and Holt who I hope to get at least one relevant Harm off.
Gorten and jacks brick advances up, Strength of Granite goes on the right Driller and ......um.....the thing with the no knock down upkeep goes up. Whatever it's called.
Tinker hops into the Trench for some sweet Cover redundancy I guess?
Acosta runs up and into the Christmas forest (Girl look at dat tree).
The Crocs Submerge and charge up, keeping out of Karax threat range. The Eliminators awkwardly space themselves in a half circle around him at 5 inch intervals, far enough that three of them are out of frame.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHfNC2d0xJ2h6hpoiAGZd6zJ85sn-rplXEZ_YhmGaWPNcJqrN4vmOv1DiJAcwAlKA5NjX2420vDsK1tjLJSuf7hzETXRmRy8GKPZzgZ0-di9VXLefjnbdEFtIjQClpK2vEIaAF1Jijr-E/s1600/004+%2528800x450%2529.jpg [/img]
Skorne 2: Blood Runners Apparition forward, lose Cloak of Ash as they face an uncaring metal wall.
Hutchuck moves up, tries for a scattering Rust Bomb that sadly doesn't pan out.
The Beasts all advance a little, Brute pops Animus and goes behind the end of the wall. Gladiator gives Rush to Mammoth and also goes behind the linear safety barrier.
The Razor Wurm moves to an arcing position behind the centre flag.
Mammoth moves up, doesn't contest the centre flag but instead goes to max range of the Gunner shielding Gorten, thankfully rolls minimum shots but still lands some decent hurt on it.
Hexy goes, pops a couple Hellfires, first one finishes off the Gunner, second kills Acosta. he then feats and pull Fury off, gives himself the Brute Animus and puts Cloak of Ash on the Karax. I think he then does another Hellfire onto the remaining Gunner and rolls abysmal damage?
Paingivers advance, whip some Fury on the Mammoth.
Bloodrunners run up and jam, one gets a cheeky charge on Gorten that fails to break armour.
Karax advance and form up in three man shield wall pods.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-FjXtVw5DEJjK7l5rvqFD57HRFmHiEsS_osdbHc5AJ-6s8MxMdjNv1Fb_0LjLCIRoR7B-mi7X1bq1Dy1x4Ji4TzjGqvE5nAS26QdZR_yXY69Sxx4qh-y1SXUkyOjUHJkATRGO6fGg2ts/s1600/005+%2528800x450%2529.jpg [/img]
Merc 2: Feat's used, Lessers can now act with impunity. Plan is to get up, counter feat, early score intending to close out next turn.
Aiyanna/Holt continue to hang around in the backfield, he goes on the hill and pops a Blood Runner.
The Blasters do some futzy movements to spray clear some of the Blood Runners.
The left Driller, allocated an extra focus and without Strength of Granite, walks behind Gorten and punts him forward with a throw.
Gorten feats, nabbing Hexxy, all the beasts, Hutchuck and the surviving Bloodrunner, pushes them all back. He then walks backward and puts up a wall, leaving a gap for the Gunner and Strength of Granite Driller to run up and shield him whilst threatening the Mammoth if he contests next turn.
Tinker runs up to join the wall, as I had no camp and feared the Razor Wurm getting Line of Sight on Gorten.
Ninja Pigs run up, Rorsh hangs back as Brine goes up to claim the flag. I ensure he's in range to pop smoke, learning from that Reznik2 game (I've adapted! Giant flying space cube he we go!). Raggles hangs way back out of Ashes to Ashes fear, ultimately ends up so far back he isn't going to get input in the game unless we go to round 4+.
Leaving just the right flag. Alas, my fear of Ashes to Ashes meant the Kayazy were way to far back to achieve anything. Snapjaw charged up, Eats two Karax. Wrongeye moves up behind him and Star Crosses, camping one. Feeling quite same, as the Razor can't get close enough for Hexxy to arc spells directly and the Eliminators all run into jam locations, so Karax shouldn't be able to get around for Ashes to Ashes action.
Mercs go to 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX-6DmnAyPuWUnzYbNjgmfyfZjIbQRxAW9OkwycT8_cA19sJqCZ1QvhItAWxiTpg6Koqb4qGlVaTisKqEHmPYzrEvS9uQ1Hle-jl22n6C6GnEOnW04Ai4XsSvQuXuWP5EwJWezTMdiL_w/s1600/006+%2528800x450%2529.jpg [/img]
Skorne 3: The left most Blood Runner, courtesy of Apparition, manages to get to contest range of the left flag. Sadness.
Brute and Gladiator futz around at their new low speed, pop Rush on the Mammoth.
Mammoth and Razor Wurm advance and contest the centre flag, the former shoots at Brine but fails to land (RAT 1 POWER!), Brine is incidentally but not intentionally just within Gortens control area and thus immune to the blast damage. The Latter digs in.
Hexy limps back a bit, throws down the Brute Animus, finally casts the spell I fear. Ashes to Ashes hits the Driller, does little aside from torching the Tinker.
Karax Shield Wall again, try some big CRA's but fail to achieve anything.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMQqwy-mIBgE17pL9Vhx37mThQfFhnCueOAXMvwQv4xy4125dWBKN19OkzoI9dEdRfCij1gv1DGr7SBwrvFASW-GN3ZrnumhEv2RLszlFtReZHlXu9bMNQmTuDuXYeeszmIa4LmpvUuOk/s1600/007+%2528800x450%2529.jpg [/img]
Merc 3: Simple enough, carry on the plan. Aim is to clear out all three flags.
Left flag is quite simple, the left Blaster advances, this the Spray attack and removes the last Blood Runner.
Centre wise, Aiyanna and holt advance from way in the backfield, Harm the Mammoth as he was Banishing Warded, Holt does some scratch damage.
After some pre-measuring to leave room for the Pig if needed, the Strength of Granite Driller goes into the mammoth. I low roll on most of the damage, being dice +4 I still leave it on a mighty eight boxes.
Gorten retreats, the other Driller and Blaster then shield him.
The Gunner, having received an extra focus, slams the Razor Wurm. hits, gets enough distance to push him out of contesting range (Though I think at worst I needed a 2).
Ragman tries to shoot Brine to give free charges with some damage, snake eyes the to hit roll.
Ninja Pigs pop smoke, Rorsh goes to the left flag, Brine moves to the predetermined spot, charges Mammoth. Charge attack misses. I decide offhandedly that I'm better off buying Gore attacks than boosting the Claws, so do unboosted other initials. First Claw lands, rolls boxcars and kills the Mammoth exactly. Wootness.
At this point it becomes apparent I've made a terrible mistake, as I've not left anything to control the centre flag.
I'm instead forced to clear out the right flag minus a unit of Eliminators who will have to run to score.
Snapjaw, needing to stay base to base with the flag, can only reach one Karax who he noms.
The Green Eliminators (That's right, they're Turkish communists) move in to stab the remaining four contesting Karax. The first kills two. The second kills none, as I stabbed the Karax she was engaging forgetting she would need to sidestep off him.
I had to kill two Karax, so Wrongeye charges up. Needs a 10 on the charge, I opt to not boost as I'd rather buy initial attacks needing 8's. I hard roll the 10 anyway, boost the reach attack to kill the Karax and I go to a sweet 5 CP win.
Everything went better than expected?
Those Eliminator activations were shameful. Gortens position is also bad, he should be a little closer to allow the back Driller to threaten the Mammoth if it lived or the Gladiator had it killed Brine and the forward Driller.
Had I failed to get the scenario win, I think I still comfortably pull through. Had I failed to score the centre and right flag this turn, then it's a bit more of a game but I think I manage. Skorne can try a low odds Hellfire run on Gorten, the Brute can contest the left flag well and the Gladiator/Razor Wurm can have a try centre wise, but ultimately the right side is mine.
A Hexy feat next turn would ironically have been a nightmare (Brute Riles/Runs), Razor Wurm moves over. Hexy throws down some magic whatever, feat strips Rorsh, kills him via the Brute, Ashes down the Eliminators, Karax CMA to finish off Wrongeye, Gladiator kills one Driller, Paingivers block other Driller.
In any event, mammoth contesting a turn earlier would have slowed me down, or if I get the side with the big forest I have a pretty awful time unpacking in the early turns.
Thursday, September 29, 2016
Monday, September 26, 2016
Game 76 - Gorten1 vs Reznik2
Alas, though the day was that of Holiday, other stuff being on caused only a single game into some loony bin that likes a chariot.
Another tourney coming up on the weekend, so intent is to see if the Gorten list has legs or if I should make the responsible decision to change it last minute to something I haven't played anything at all.
Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye + Snapjaw, Rorsh + Brine, Acosta, 2x Kayazy Eliminators, Ragman, Aiyanna+Holt, Tinker
Objective: Bunker
The aforementioned wheels of fire:
Reznik2 - Fire of Salvation, Reckoner, Templar, Daughter Cav, Idrians + UA, 2x Vassal Mechanics, Choir (Max), Rhoven and buddies
Scenario is Outflank, relevant terrain is one scenario has a big forest and a trench in it, centre of the table has an obstruction and a less relevant hill, right zone has a not particularly useful hill.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL7X4FcpY8bpUdkkF_PZFfcOSXx6vMPVnbn7R_q89k9VqYcak8hIC7TEkJWFXkBlCTJA4wQWUEYiLIFDIU6sUG4vH-zzzHrNB1hjZj1liIp0ReSEAmi0CF1_OYK5vyQ35gwekYvVMWKB8/s1600/004+%2528800x450%2529.jpg [/img]
Menoth 1: I won the roll, picked second for the sake of scoring first, given that Outflank is a slow pull for me.
Menoth Proxies:
* Shephard=Vassal Mechanic
* Nyss = Idrians
* Errant Officer + Standard = Idrian UA
* Vanquicker = Fire of Salvation
The Daughters run up and take the left zone, Templar behind them.
Reznik puts up Lamentation and hangs at the centre back, remaining jacks back right. Idrians get Death March and are in the right zone, they Prey one of my Drillers.
The templates are me putting down Gunner threat range to the Daughter.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGt7G1wJgA7FUUK9mD3XC4g3sGkjt2pOr7jX8RE6C9hVYFx7eIhh-COmpxDXgYixKnjZVua6SZaoZb1Hmb6bqFGOX2JOtR9JFqOFRlLpy1fnt6CfY_nixdwyH7PPUP7BAYI1tM8H8cTpg/s1600/005+%2528800x450%2529.jpg [/img]
Merc 1: So I picked this side for the Trench in the zone. Awful decision, particularly as I deployed and acted this turn intending to use the left zone as the scoring land, when the right would have been far superior, as that large forest causes me a lot of problems contesting wise.
In any event, fort Gorten advances, the Gunners each pop a Daughter. Holt fumbles his shots. The non-Preyed Driller gets Strength of Granite and joins the front wall of metal. Solid Ground goes up, not particularly useful but casting these upkeeps afterwards in a lamentation bubble would be awful.
Rorsh pops smoke, stays way back out of Daughter threat range. Brine charges in and kills a Daughter.
Croc Contest Crew (the CCC team) of Wrongeye, Snapjaw, Ragman, Acosta, both Eliminator units goes to the right zone, Submerge and Star Crossed go up. One Eliminator runs up to engage an Idrian for giggles.
Originally I planned to kill the Idrian guy who gives Prey, but Death March killed that plan.
Menoth 2: Woe and misery this day, we are pictless at this juncture. I blame Menoth being a tool (Menoth fluff is basically an abusive dad not understanding why his children decided to follow their older siblings instead, one becoming a moral political leader while the other became the best crime lord in the city. HBO series incoming!).
Remaining Daughters charge and stab Brine, do a good whack of damage, take out no systems. During this turn I was told they had Crit Grievous,so in hindsight Ninja Pig placement baaaaaad.
The Jacks all advance into the zones, the Reckoner pops a shot into Ragman that pings to Snapjaw and takes out his Mind. Imph.
The Idrians pile into the Eliminators and a couple into Snappy, Warbeast takes very little, Star Crossed finally comes out as worth something as the desert slaves miss every attack.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwTbLT-5p8F3ikAlBy8jRaORSr1kEDhCK6K6lmJvAFRcX1_ZXD2divKA98YtEgwp6uEz45Uf9Dj3QjLhyF1d4v_BPqz0BQbLDsQVw-hXtmkHn5Ggnq-Z9oP2lSRsHduA_FKA_6NjRb4nM/s1600/006+%2528800x450%2529.jpg [/img]
Merc 2: Lamentation makes me only want to keep a single Upkeep, I still haven't realised that Solid Ground isn't required and foolishly drop Strength of Granite.
The Daughter re-positioned into the back of the forest of doom, so were fundamentally immune to any attacks from me this turn. Ergo I moved in and feated on a mighty five models. Awful.
I ping Reznik, the Templar, the remaining Daughters and one Mechanic.
Three of the Bunnies then run to shield Gorten.
Brine runs into the doom forest to threaten the Daughters next turn, Rorsch advances to get in pop smoke range that he was out of doing this turn.
Between a Blaster, Eliminators and Acosta I leave only two out of the way Idrians alive that the nearby Driller fails to hit with a throw.
The no longer Preyed Driller charges and kills one, the the hero of the night, the Tinker, goes in and kills the last Idrian. What a champ.
I need Star Crossed to meaningfully contest, but if I don't Submerge then I'm weary of the Reckoner and Reznik somehow getting a low odds mini-assassination run on him. I therefore leave Snapjaw without a Mind in favour of doing the full Croc tricks.
Mercs go to 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbWzBzQb_vFAjGz2nXXKbIlKm0Y7ZKzO4d30T2JnopfbxHuOn8yECx15h24uv_WkecaoyYrQ1hvoh3jZn5QdFcx_jWce3LRMGxdNM5zWDDvzYmCLUCb0cfYx_P51snVD2QkklcZjo2MWY/s1600/007+%2528800x450%2529.jpg [/img]
Menoth 3: The Daughters go back to contesting in the forest of doom. Le Sigh.
Reznik shuffle across, hits Brine with Flesh is Weak, repositions toward the centre again.
Right side, Reckoner has to move back from melee with an Eliminator, misses by 2. Alas aiming.
Fire of Salvation comes in, Threshers to kill Acosta, then buys an attack to kill an Eliminator. Star Crossed kept one Eliminator alive, so that's nice.
Rhoven and Bro's hang around at the top of the right zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCW_ZydlesvLS7PVoMC5w8Wq7NMrf_qW8Y4sF5eqMAEJoFXHcApS_66WJ6pvgolpyJ1ifAv0yJg43IO4ApDFeulvGQ47_wkl20vb4D6yhLPpCL3QgoRvIZC4uOJovOsP1-bwC-9whmnVs/s1600/008+%2528800x450%2529.jpg [/img]
Merc 3: Easy enough, clear out left zone, score again.
Aiyanna/Holt shuffle, Harm the Daughters and kill one, Ninja Pigs finish the unit off.
Gunners kill some Choir, Driller runs up to join the metal wall, one Blaster runs way up as far as he can to try to stop the Templar charging Brine. Looked good I thought. Foreshadowing there, that's good enough writing to expand the Star Wars Universe (Don't read it. Just don't.Disney did the right thing.).
Gorten moves back in case Reznik can go for the personal assassination somehow.
Onto the Fascist side.
The remaining full unit of Eliminators go in and kill Rhoven.
Ragman advances and Death Fields.
Wrongeye heals Snapjaw for three, walks back a bit.
Snapjaw walks into Salvation, starts making attacks. I put him 2mm out of Deathfield, because the game is hard. Snapjaw fills up to three Fury, leaves him on 10 boxes from 5 attacks, exactly enough for Death Field to have got it done. Killed the Cortex thankfully.
The Driller is out of charge range, so runs to engage.
Centre Blaster and solo Eliminator kill one of Rhoven's bro's.
The Tinker tries to kill a Vassal because of RAT 4 optimism.
Mercs go to 4 CP.
The plan is working, but this turn I done bad.
I could have put a focus on the centre Blaster, done a boosted Slam to knock down Salvation for auto hits, meaning Wrongeye can do maximum tricks.
Didn't submerge Wrongeye, left him camping one when I can't afford Snapjaw to frenzy.
Ragman bad placement obvious.
Put that Driller outside of Control area. Could have hidden behind that Obstruction, scored and been safe.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirnzwlCqHeU4MGkRwtIC0dVmyJ7-ISoMBVDDia29cwLUK9tQKTGROLSxt0bLl2GfFTZiBLGDGk0LWHOfV6PIGGkE3DlcxMNIS877udTAkv61SyicIcODRPZ3Y8gFBFpjMHVXWJb_ZcTgQ/s1600/009+%2528800x450%2529.jpg [/img]
Menoth 4: Reznik charges the Blaster I tried to put in the Templar's way, does a reasonable whack but doesn't kill, puts Boundless on Templar, repositions back. Got a crippled MAT 5 POW 6, was super confident on hurting him with that free strike.
Vassal Mechanik runs to block the left Driller and annoy me in the left zone.
Templar charges Brine, kills him and contests the left zone. Didn't account for Boundless. Tim Allen sigh.
Right side, Salvation swing his gimpy arms for not much, The Reckoner kills the Eliminator I placed to jam.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhslVQBdb8gzY3Y7NzWmnn1BNBpF0IBP5Ofbm5E88fPxCYMGS7svpzE8Uz3SxadGN8cC6RLaUyfCtSuu5P43jL4YvLnjeAZB5vAikFWhlgMfNte6P3ii4eXjQb-voTpVyJWnmeMS7R18Qg/s1600/010+%2528800x450%2529.jpg [/img]
Merc 4: That left Templar is an indestructible contest piece on the left zone. I cannot deal with the Forest, Reznik can dart in, strip a couple systems off the Driller and fall back with relative impunity.
I have to win this on the right zone, good thing I only need one point.
Blaster aims, kills the last Rhoven bodyguard (Had few hit points and two Eliminators if necessary).
Raggles goes to the right location to Deathfield.
No focus Driller with Dark Shroud kills Fire of Salvation. Wrongeye heals up Snapjaw a bit. Snapjaw goes and eats the Reckoner. Done.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkesZdV4p-DHE1G2Q82TTL0Mzf-UGYRtmfu7MzKtBT7-ySpAV_oEg6sTdc55WD1iq36mHBT1jg4Zh_pqF2QqNmrEoU7azfLMQHSVtar4IzjCgfdPlwk6g7pUnCIp9wOmYHg4qmlA5H6O4/s1600/011+%2528800x450%2529.jpg [/img]
Me on the right.
Need practice, looks like its time to give my meta some more Gorten joy rides.
Ragman was excellent this game, expect I'll struggle to swap him out.
Current contemplation is whether I swap a Blaster to a Gunner, though I picture that playing some infantry swarms will change that.
Another tourney coming up on the weekend, so intent is to see if the Gorten list has legs or if I should make the responsible decision to change it last minute to something I haven't played anything at all.
Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye + Snapjaw, Rorsh + Brine, Acosta, 2x Kayazy Eliminators, Ragman, Aiyanna+Holt, Tinker
Objective: Bunker
The aforementioned wheels of fire:
Reznik2 - Fire of Salvation, Reckoner, Templar, Daughter Cav, Idrians + UA, 2x Vassal Mechanics, Choir (Max), Rhoven and buddies
Scenario is Outflank, relevant terrain is one scenario has a big forest and a trench in it, centre of the table has an obstruction and a less relevant hill, right zone has a not particularly useful hill.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL7X4FcpY8bpUdkkF_PZFfcOSXx6vMPVnbn7R_q89k9VqYcak8hIC7TEkJWFXkBlCTJA4wQWUEYiLIFDIU6sUG4vH-zzzHrNB1hjZj1liIp0ReSEAmi0CF1_OYK5vyQ35gwekYvVMWKB8/s1600/004+%2528800x450%2529.jpg [/img]
Menoth 1: I won the roll, picked second for the sake of scoring first, given that Outflank is a slow pull for me.
Menoth Proxies:
* Shephard=Vassal Mechanic
* Nyss = Idrians
* Errant Officer + Standard = Idrian UA
* Vanquicker = Fire of Salvation
The Daughters run up and take the left zone, Templar behind them.
Reznik puts up Lamentation and hangs at the centre back, remaining jacks back right. Idrians get Death March and are in the right zone, they Prey one of my Drillers.
The templates are me putting down Gunner threat range to the Daughter.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGt7G1wJgA7FUUK9mD3XC4g3sGkjt2pOr7jX8RE6C9hVYFx7eIhh-COmpxDXgYixKnjZVua6SZaoZb1Hmb6bqFGOX2JOtR9JFqOFRlLpy1fnt6CfY_nixdwyH7PPUP7BAYI1tM8H8cTpg/s1600/005+%2528800x450%2529.jpg [/img]
Merc 1: So I picked this side for the Trench in the zone. Awful decision, particularly as I deployed and acted this turn intending to use the left zone as the scoring land, when the right would have been far superior, as that large forest causes me a lot of problems contesting wise.
In any event, fort Gorten advances, the Gunners each pop a Daughter. Holt fumbles his shots. The non-Preyed Driller gets Strength of Granite and joins the front wall of metal. Solid Ground goes up, not particularly useful but casting these upkeeps afterwards in a lamentation bubble would be awful.
Rorsh pops smoke, stays way back out of Daughter threat range. Brine charges in and kills a Daughter.
Croc Contest Crew (the CCC team) of Wrongeye, Snapjaw, Ragman, Acosta, both Eliminator units goes to the right zone, Submerge and Star Crossed go up. One Eliminator runs up to engage an Idrian for giggles.
Originally I planned to kill the Idrian guy who gives Prey, but Death March killed that plan.
Menoth 2: Woe and misery this day, we are pictless at this juncture. I blame Menoth being a tool (Menoth fluff is basically an abusive dad not understanding why his children decided to follow their older siblings instead, one becoming a moral political leader while the other became the best crime lord in the city. HBO series incoming!).
Remaining Daughters charge and stab Brine, do a good whack of damage, take out no systems. During this turn I was told they had Crit Grievous,so in hindsight Ninja Pig placement baaaaaad.
The Jacks all advance into the zones, the Reckoner pops a shot into Ragman that pings to Snapjaw and takes out his Mind. Imph.
The Idrians pile into the Eliminators and a couple into Snappy, Warbeast takes very little, Star Crossed finally comes out as worth something as the desert slaves miss every attack.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwTbLT-5p8F3ikAlBy8jRaORSr1kEDhCK6K6lmJvAFRcX1_ZXD2divKA98YtEgwp6uEz45Uf9Dj3QjLhyF1d4v_BPqz0BQbLDsQVw-hXtmkHn5Ggnq-Z9oP2lSRsHduA_FKA_6NjRb4nM/s1600/006+%2528800x450%2529.jpg [/img]
Merc 2: Lamentation makes me only want to keep a single Upkeep, I still haven't realised that Solid Ground isn't required and foolishly drop Strength of Granite.
The Daughter re-positioned into the back of the forest of doom, so were fundamentally immune to any attacks from me this turn. Ergo I moved in and feated on a mighty five models. Awful.
I ping Reznik, the Templar, the remaining Daughters and one Mechanic.
Three of the Bunnies then run to shield Gorten.
Brine runs into the doom forest to threaten the Daughters next turn, Rorsch advances to get in pop smoke range that he was out of doing this turn.
Between a Blaster, Eliminators and Acosta I leave only two out of the way Idrians alive that the nearby Driller fails to hit with a throw.
The no longer Preyed Driller charges and kills one, the the hero of the night, the Tinker, goes in and kills the last Idrian. What a champ.
I need Star Crossed to meaningfully contest, but if I don't Submerge then I'm weary of the Reckoner and Reznik somehow getting a low odds mini-assassination run on him. I therefore leave Snapjaw without a Mind in favour of doing the full Croc tricks.
Mercs go to 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbWzBzQb_vFAjGz2nXXKbIlKm0Y7ZKzO4d30T2JnopfbxHuOn8yECx15h24uv_WkecaoyYrQ1hvoh3jZn5QdFcx_jWce3LRMGxdNM5zWDDvzYmCLUCb0cfYx_P51snVD2QkklcZjo2MWY/s1600/007+%2528800x450%2529.jpg [/img]
Menoth 3: The Daughters go back to contesting in the forest of doom. Le Sigh.
Reznik shuffle across, hits Brine with Flesh is Weak, repositions toward the centre again.
Right side, Reckoner has to move back from melee with an Eliminator, misses by 2. Alas aiming.
Fire of Salvation comes in, Threshers to kill Acosta, then buys an attack to kill an Eliminator. Star Crossed kept one Eliminator alive, so that's nice.
Rhoven and Bro's hang around at the top of the right zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCW_ZydlesvLS7PVoMC5w8Wq7NMrf_qW8Y4sF5eqMAEJoFXHcApS_66WJ6pvgolpyJ1ifAv0yJg43IO4ApDFeulvGQ47_wkl20vb4D6yhLPpCL3QgoRvIZC4uOJovOsP1-bwC-9whmnVs/s1600/008+%2528800x450%2529.jpg [/img]
Merc 3: Easy enough, clear out left zone, score again.
Aiyanna/Holt shuffle, Harm the Daughters and kill one, Ninja Pigs finish the unit off.
Gunners kill some Choir, Driller runs up to join the metal wall, one Blaster runs way up as far as he can to try to stop the Templar charging Brine. Looked good I thought. Foreshadowing there, that's good enough writing to expand the Star Wars Universe (Don't read it. Just don't.Disney did the right thing.).
Gorten moves back in case Reznik can go for the personal assassination somehow.
Onto the Fascist side.
The remaining full unit of Eliminators go in and kill Rhoven.
Ragman advances and Death Fields.
Wrongeye heals Snapjaw for three, walks back a bit.
Snapjaw walks into Salvation, starts making attacks. I put him 2mm out of Deathfield, because the game is hard. Snapjaw fills up to three Fury, leaves him on 10 boxes from 5 attacks, exactly enough for Death Field to have got it done. Killed the Cortex thankfully.
The Driller is out of charge range, so runs to engage.
Centre Blaster and solo Eliminator kill one of Rhoven's bro's.
The Tinker tries to kill a Vassal because of RAT 4 optimism.
Mercs go to 4 CP.
The plan is working, but this turn I done bad.
I could have put a focus on the centre Blaster, done a boosted Slam to knock down Salvation for auto hits, meaning Wrongeye can do maximum tricks.
Didn't submerge Wrongeye, left him camping one when I can't afford Snapjaw to frenzy.
Ragman bad placement obvious.
Put that Driller outside of Control area. Could have hidden behind that Obstruction, scored and been safe.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirnzwlCqHeU4MGkRwtIC0dVmyJ7-ISoMBVDDia29cwLUK9tQKTGROLSxt0bLl2GfFTZiBLGDGk0LWHOfV6PIGGkE3DlcxMNIS877udTAkv61SyicIcODRPZ3Y8gFBFpjMHVXWJb_ZcTgQ/s1600/009+%2528800x450%2529.jpg [/img]
Menoth 4: Reznik charges the Blaster I tried to put in the Templar's way, does a reasonable whack but doesn't kill, puts Boundless on Templar, repositions back. Got a crippled MAT 5 POW 6, was super confident on hurting him with that free strike.
Vassal Mechanik runs to block the left Driller and annoy me in the left zone.
Templar charges Brine, kills him and contests the left zone. Didn't account for Boundless. Tim Allen sigh.
Right side, Salvation swing his gimpy arms for not much, The Reckoner kills the Eliminator I placed to jam.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhslVQBdb8gzY3Y7NzWmnn1BNBpF0IBP5Ofbm5E88fPxCYMGS7svpzE8Uz3SxadGN8cC6RLaUyfCtSuu5P43jL4YvLnjeAZB5vAikFWhlgMfNte6P3ii4eXjQb-voTpVyJWnmeMS7R18Qg/s1600/010+%2528800x450%2529.jpg [/img]
Merc 4: That left Templar is an indestructible contest piece on the left zone. I cannot deal with the Forest, Reznik can dart in, strip a couple systems off the Driller and fall back with relative impunity.
I have to win this on the right zone, good thing I only need one point.
Blaster aims, kills the last Rhoven bodyguard (Had few hit points and two Eliminators if necessary).
Raggles goes to the right location to Deathfield.
No focus Driller with Dark Shroud kills Fire of Salvation. Wrongeye heals up Snapjaw a bit. Snapjaw goes and eats the Reckoner. Done.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkesZdV4p-DHE1G2Q82TTL0Mzf-UGYRtmfu7MzKtBT7-ySpAV_oEg6sTdc55WD1iq36mHBT1jg4Zh_pqF2QqNmrEoU7azfLMQHSVtar4IzjCgfdPlwk6g7pUnCIp9wOmYHg4qmlA5H6O4/s1600/011+%2528800x450%2529.jpg [/img]
Me on the right.
Need practice, looks like its time to give my meta some more Gorten joy rides.
Ragman was excellent this game, expect I'll struggle to swap him out.
Current contemplation is whether I swap a Blaster to a Gunner, though I picture that playing some infantry swarms will change that.
Saturday, September 24, 2016
Game 75 - Gorten1 vs Lucant1
The tourney was finished, but Wardollies is life so Chrisachef threw down the ornate clockwork (I've also been assigned the title of "nemesis" for him, so I've got that going for me I guess).
Written in a more uncertain, sepia-filer, despairing world before Team Echidna nabbed the WTC. Glorious.
Anyway, it's been oily bodies all day, so I was determined to try my slightly altered Gorten list at least once.
Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye + Snapjaw, Rorsh + Brine, Acosta, 2x Kayazy Eliminators, Ragman, Aiyanna+Holt, Tinker
Objective: Bunker
Changes being I dropped a Gunner and the two Bashers for Drillers and Ragman. Basically I didn't own Drillers before and Raggles seems like he might be nice to run with the Pig and boost his otherwise not stellar damage rates against warjacks or just be another convenient magic attack against Trevor style Void Spirits.
It's daddy-o:
Lucant1 - Cipher, Diffuser, Corollary, 3x Medium Base units (Shield Wallers, Side Steppers and pew pew armour piercers with the small base UA), 3 lots of repair Servitors, 2x Enigma Foundries, Clockwork Angels
Scenario is baseball diamond. Or extraction if you're boring.
I nabbed first off some sweet die rollage, a skill learnt from seeing some Dhris Cavies noob roll tough.
Still got some bitter photo corruption for the early turns, you'll get over it.
I get given the side where one half is dominated by a swimming pool, though there's a neat wall/hill series in the centre. Right flag has a forest/obstruction that should aid the convergence player.
It's Gorten into Lucant going first. I'm going to feat and faceroll scenario.
Deploy/Round 1: Most models to the left of the centre line, ready to face off over the left flag.
Conversely, the right side has just Ninja Pig and Ragman opposing the Shield Guard Medium bases, Clockwork Angels and four of the repair Servitors.
Opening turns is we run at each other. Solid Ground, Strength of Granite, Deflection all go up.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoUHplJrJJ75odZAb-rMYN6kuwq9KESjah9ZIGmtTsRPxeWvwHleB3gLKQppCa2OUQOFdO5SLDaaMCkrF-DG9_YmS2O25ifUgcnlrfISJeYwnQU4PET5mY2oj_vaAEGKYzJ-lQ_8ubW6Q/s1600/029+%2528800x450%2529.jpg [/img]
Merc 2: Gunners kill a Pew Pew guy, I bunker the hell up and ad another wall to the mix.
On the right Rorsh throws a Dynomite, gets a lucky scatter, boost damage to kill two Angels. Third one is hidden behind the Obstruction. Brine moves up to threaten the right flag.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZwUAZDEuIVeeIFsMgM58DmhAAy6uIcO5aqFyMdQAf5OLz-gOR7zqzwU8Ai8IhzZJFNAjJh3UZzHpOalk6xtDQqtLcey4b5YbmFXsjttXWKzfvEEdgdbnLcdmzPVsatOWuPRr5kWIh_-Q/s1600/030+%2528800x450%2529.jpg [/img]
CoC 2: Lucant hides behind his Objective, puts up Watcher and feats.
Enigma foundry returns the pew pew guy.
Sidestep guys run up to be past the left flag, in spitting distance of Fort Gorten
Pew Pew guys shoot the right Strength of Granite Driller, get the worst column rolls possible and take out every armour box and no systems.
Cipher walks up behind them and throws out two lots of rough terrain, which is mean.
On the right, the last remaining Angel runs up and gets in Brine face, the Shield wall metal peeps advance and do that.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikphmQN6qFP02T9HiQBaN8KUT8x7ODhcKjAgungV3zDcyh24Yg5Y6_29TELR32w48V1YeSZkYPmDjd6jKE5LPUf24eYbLlKZ5T-M-8A7EdHONwRz_Wa2hJMzhJSgqy-10yZ6s8pLMMsRE/s1600/031+%2528800x450%2529.jpg [/img]
Merc 3: Easy enough, feat, score a point, set up to threaten the Objective and anything that can contest next turn.
Strength of Granite Driller charges up, kills two pew pew men outside of soul collection range. Blaster advances to contest range of right flag,kills the UA on the pew pew men. Giving away a soul. My left and right hands are attached to me, apparently I still can't coordinate them.
Some stuff shuffles around, allowing Gorten to charge into a sidestep guy. I'd hope for a crit slam for some knockdown as well, but snake eyed the attack roll. Oh well. Feat gets everything on the left side of the board except Lucant and pushes it back.
Fort Gorten shifts and reassembles. Acosta goes to be in charge range of the Objective.
On the right, Brine eats the Angel, Rorsh walks back, Souie's him in and casts Pig Pen for the sake of novelty.
I keep Aiyanna way back as I want to keep Harm on the table.
Mercs go to 1 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI6qwd1URp-5Ab4NJpw-vZ296dYyMMJ40TKCo243hzo2jVQpgqdEEfq3u1mqTbX5yLpTzXdSVhDgL1PaHi7Ew1cDZ_xl15O-s9xgHb7YpCxVkXBVdwI7oLWMqUw-PQ1811td_LX4LPCrs/s1600/032+%2528800x450%2529.jpg [/img]
CoC 3: Everything crawls back. Sniped pew pew shots take out the damaged Driller's Cortex.
Right wise the Shield Guards advance around the right flag, do a poke on the contesting Blaster for a little bit.
Rough terrain goes out, one on the damaged Driller, the other smack bang in fort Gorten, repped by the Black die with blue pips. It was an amazing scatter, but not like I didn't give away a million opportunities for that sensible decision.
Lucant heads out to the back right away from
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaQLg82v7ziFD_Zyq127gcXBlyPl8f5QV0rhFubTJLmyZUcoPxz6oBUDTsdUcUgChd7o4B15lecee2FCI_B_aBOUCrL2McTSq9WQMrBvq6gGUlklL77qtRzPBeoavqRhjFF0r5-KdYFR4/s1600/033+%2528800x450%2529.jpg [/img]
Merc 4: Lucant's feat is now gone so I can kill stuff properly. Plan is to wipe out the left units and at least half of the right Shieldy dudes, should be near unstoppable at that point.
Clock is also much nearer than I'd like, Chryton hasn't got half a dozen games on the clock but he's holding his own. I'm sure I was a quick player once?
Aiyanna walks across in the backfield, draws a slither of Line of Sight to Harm the side steppy automatons. Holt misses his shots because RAT 8 is incompetent.
Between Snapjaw, Gunners, Gorten, the healthy Driller and one unit of Eliminators all the Side Steppers and Pew Pewers pop.
Wrongeye sits behind them and Star Crosses.
Tinker repairs the cortex on the damaged Driller (I dropped Granite), who then stumbles through the Ciphers rough terrain.
On the right, Ragman moves into the water and casts DeathField. Brine charges into the nearest Shield guy, takes three fury to kill one. Less than hoped. Rorsh then Souie's, Brine takes some damage from a freestrike that I heal up with mini-Pig's Fury.
The right Eliminators go in and pop the most forward Shield guy (Was no longer in base to base with anyone).
Right Blaster sprays down a Servitor.
Mercs go to 3 CP,
Things went well in the centre, Brine didn't pull his weight on the right but that happens.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwbKrYTRm_7bEMozoazNTjnC4seVo78BkWUbjKqHRXHPatNXh8ndJN95P9It9R3NclTevckYwycE-9UBSGTikN65212QhKU-ARNcSfzVev3ZoFTXufWLKVmK4mqfJ4tkmfEKBc0VcOMQs/s1600/034+%2528800x450%2529.jpg [/img]
CoC 4: Lucant moves back toward the middle.
Cipher goes in and kills the forward Driller, Servitors and Foundries run up to try to contest the left flag, remaining three Shield guys form up on the right flag.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQDs4bUDyTOGBF8wqb-WGGQJkfZnflGh5LDcZ-ac4pL4Kler_S50pCAPOlJgd4XBJ4tcsOp24vk5k6T4a8UxTB_bZcMBVu2Dv3T_Mcr70sVSFYiwUjNMjgEX0CAQv4_OLLzDs9RRprDos/s1600/035+%2528800x450%2529.jpg [/img]
Merc 5: Had to spin through the turn, fair few activations to go through.
Left Wise Snapjaw and Eliminators clear out the Eliminators and Foundry on the left flag.
Right flag, Eliminators kill the Servitor blocking Brine. Ragman Deathfields. Ninja pig drops smoke, goes in and clears out two of the Shield guys, Driller walks over, misses its initials, buys a Drill and gets the kill.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzDjhGvserboYOcSaEHjyVhDTmvJmaZR9EajWCdoLmzL0NjkZwrE30aomfDDhFyBqgtAp9EeLUwS8LlITfu0YLb-KZ0L0hqZ8HZMG5B3NEVCrEMWo_fw-OSbfJsqdx9wbIX2QLmENgLH4/s1600/036+%2528800x450%2529.jpg [/img]
Me on the left. Need to get faster.
Nemesing successful.
Not the matchup to verify if I should have a third Gunner or not, got to give Ragman more chances. Plus I don't want to drop the Tinker.
Written in a more uncertain, sepia-filer, despairing world before Team Echidna nabbed the WTC. Glorious.
Anyway, it's been oily bodies all day, so I was determined to try my slightly altered Gorten list at least once.
Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye + Snapjaw, Rorsh + Brine, Acosta, 2x Kayazy Eliminators, Ragman, Aiyanna+Holt, Tinker
Objective: Bunker
Changes being I dropped a Gunner and the two Bashers for Drillers and Ragman. Basically I didn't own Drillers before and Raggles seems like he might be nice to run with the Pig and boost his otherwise not stellar damage rates against warjacks or just be another convenient magic attack against Trevor style Void Spirits.
It's daddy-o:
Lucant1 - Cipher, Diffuser, Corollary, 3x Medium Base units (Shield Wallers, Side Steppers and pew pew armour piercers with the small base UA), 3 lots of repair Servitors, 2x Enigma Foundries, Clockwork Angels
Scenario is baseball diamond. Or extraction if you're boring.
I nabbed first off some sweet die rollage, a skill learnt from seeing some Dhris Cavies noob roll tough.
Still got some bitter photo corruption for the early turns, you'll get over it.
I get given the side where one half is dominated by a swimming pool, though there's a neat wall/hill series in the centre. Right flag has a forest/obstruction that should aid the convergence player.
It's Gorten into Lucant going first. I'm going to feat and faceroll scenario.
Deploy/Round 1: Most models to the left of the centre line, ready to face off over the left flag.
Conversely, the right side has just Ninja Pig and Ragman opposing the Shield Guard Medium bases, Clockwork Angels and four of the repair Servitors.
Opening turns is we run at each other. Solid Ground, Strength of Granite, Deflection all go up.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoUHplJrJJ75odZAb-rMYN6kuwq9KESjah9ZIGmtTsRPxeWvwHleB3gLKQppCa2OUQOFdO5SLDaaMCkrF-DG9_YmS2O25ifUgcnlrfISJeYwnQU4PET5mY2oj_vaAEGKYzJ-lQ_8ubW6Q/s1600/029+%2528800x450%2529.jpg [/img]
Merc 2: Gunners kill a Pew Pew guy, I bunker the hell up and ad another wall to the mix.
On the right Rorsh throws a Dynomite, gets a lucky scatter, boost damage to kill two Angels. Third one is hidden behind the Obstruction. Brine moves up to threaten the right flag.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZwUAZDEuIVeeIFsMgM58DmhAAy6uIcO5aqFyMdQAf5OLz-gOR7zqzwU8Ai8IhzZJFNAjJh3UZzHpOalk6xtDQqtLcey4b5YbmFXsjttXWKzfvEEdgdbnLcdmzPVsatOWuPRr5kWIh_-Q/s1600/030+%2528800x450%2529.jpg [/img]
CoC 2: Lucant hides behind his Objective, puts up Watcher and feats.
Enigma foundry returns the pew pew guy.
Sidestep guys run up to be past the left flag, in spitting distance of Fort Gorten
Pew Pew guys shoot the right Strength of Granite Driller, get the worst column rolls possible and take out every armour box and no systems.
Cipher walks up behind them and throws out two lots of rough terrain, which is mean.
On the right, the last remaining Angel runs up and gets in Brine face, the Shield wall metal peeps advance and do that.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikphmQN6qFP02T9HiQBaN8KUT8x7ODhcKjAgungV3zDcyh24Yg5Y6_29TELR32w48V1YeSZkYPmDjd6jKE5LPUf24eYbLlKZ5T-M-8A7EdHONwRz_Wa2hJMzhJSgqy-10yZ6s8pLMMsRE/s1600/031+%2528800x450%2529.jpg [/img]
Merc 3: Easy enough, feat, score a point, set up to threaten the Objective and anything that can contest next turn.
Strength of Granite Driller charges up, kills two pew pew men outside of soul collection range. Blaster advances to contest range of right flag,kills the UA on the pew pew men. Giving away a soul. My left and right hands are attached to me, apparently I still can't coordinate them.
Some stuff shuffles around, allowing Gorten to charge into a sidestep guy. I'd hope for a crit slam for some knockdown as well, but snake eyed the attack roll. Oh well. Feat gets everything on the left side of the board except Lucant and pushes it back.
Fort Gorten shifts and reassembles. Acosta goes to be in charge range of the Objective.
On the right, Brine eats the Angel, Rorsh walks back, Souie's him in and casts Pig Pen for the sake of novelty.
I keep Aiyanna way back as I want to keep Harm on the table.
Mercs go to 1 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI6qwd1URp-5Ab4NJpw-vZ296dYyMMJ40TKCo243hzo2jVQpgqdEEfq3u1mqTbX5yLpTzXdSVhDgL1PaHi7Ew1cDZ_xl15O-s9xgHb7YpCxVkXBVdwI7oLWMqUw-PQ1811td_LX4LPCrs/s1600/032+%2528800x450%2529.jpg [/img]
CoC 3: Everything crawls back. Sniped pew pew shots take out the damaged Driller's Cortex.
Right wise the Shield Guards advance around the right flag, do a poke on the contesting Blaster for a little bit.
Rough terrain goes out, one on the damaged Driller, the other smack bang in fort Gorten, repped by the Black die with blue pips. It was an amazing scatter, but not like I didn't give away a million opportunities for that sensible decision.
Lucant heads out to the back right away from
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaQLg82v7ziFD_Zyq127gcXBlyPl8f5QV0rhFubTJLmyZUcoPxz6oBUDTsdUcUgChd7o4B15lecee2FCI_B_aBOUCrL2McTSq9WQMrBvq6gGUlklL77qtRzPBeoavqRhjFF0r5-KdYFR4/s1600/033+%2528800x450%2529.jpg [/img]
Merc 4: Lucant's feat is now gone so I can kill stuff properly. Plan is to wipe out the left units and at least half of the right Shieldy dudes, should be near unstoppable at that point.
Clock is also much nearer than I'd like, Chryton hasn't got half a dozen games on the clock but he's holding his own. I'm sure I was a quick player once?
Aiyanna walks across in the backfield, draws a slither of Line of Sight to Harm the side steppy automatons. Holt misses his shots because RAT 8 is incompetent.
Between Snapjaw, Gunners, Gorten, the healthy Driller and one unit of Eliminators all the Side Steppers and Pew Pewers pop.
Wrongeye sits behind them and Star Crosses.
Tinker repairs the cortex on the damaged Driller (I dropped Granite), who then stumbles through the Ciphers rough terrain.
On the right, Ragman moves into the water and casts DeathField. Brine charges into the nearest Shield guy, takes three fury to kill one. Less than hoped. Rorsh then Souie's, Brine takes some damage from a freestrike that I heal up with mini-Pig's Fury.
The right Eliminators go in and pop the most forward Shield guy (Was no longer in base to base with anyone).
Right Blaster sprays down a Servitor.
Mercs go to 3 CP,
Things went well in the centre, Brine didn't pull his weight on the right but that happens.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwbKrYTRm_7bEMozoazNTjnC4seVo78BkWUbjKqHRXHPatNXh8ndJN95P9It9R3NclTevckYwycE-9UBSGTikN65212QhKU-ARNcSfzVev3ZoFTXufWLKVmK4mqfJ4tkmfEKBc0VcOMQs/s1600/034+%2528800x450%2529.jpg [/img]
CoC 4: Lucant moves back toward the middle.
Cipher goes in and kills the forward Driller, Servitors and Foundries run up to try to contest the left flag, remaining three Shield guys form up on the right flag.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQDs4bUDyTOGBF8wqb-WGGQJkfZnflGh5LDcZ-ac4pL4Kler_S50pCAPOlJgd4XBJ4tcsOp24vk5k6T4a8UxTB_bZcMBVu2Dv3T_Mcr70sVSFYiwUjNMjgEX0CAQv4_OLLzDs9RRprDos/s1600/035+%2528800x450%2529.jpg [/img]
Merc 5: Had to spin through the turn, fair few activations to go through.
Left Wise Snapjaw and Eliminators clear out the Eliminators and Foundry on the left flag.
Right flag, Eliminators kill the Servitor blocking Brine. Ragman Deathfields. Ninja pig drops smoke, goes in and clears out two of the Shield guys, Driller walks over, misses its initials, buys a Drill and gets the kill.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzDjhGvserboYOcSaEHjyVhDTmvJmaZR9EajWCdoLmzL0NjkZwrE30aomfDDhFyBqgtAp9EeLUwS8LlITfu0YLb-KZ0L0hqZ8HZMG5B3NEVCrEMWo_fw-OSbfJsqdx9wbIX2QLmENgLH4/s1600/036+%2528800x450%2529.jpg [/img]
Me on the left. Need to get faster.
Nemesing successful.
Not the matchup to verify if I should have a third Gunner or not, got to give Ragman more chances. Plus I don't want to drop the Tinker.
Game 74 - Thexus1 vs Madrak2
Third round, pair down lost so this is the finals. Juicy.
Confirmed at this point that there was no list played requirement, ended up being into Jacladur's Trolls so content with either list into the totally-not-native-American-parrelel peeps.
List choice became scenario based, if it was something enclosed then it would be Gorten.
TO rolled up Linebreaker.
Every one in attendance protested.
Switched to Incursion.
I'm content in this scenario with Gorten list, but at this point I wasn't super keen on playing a list I hadn't really tested, so sod it, return of the Squiddies!
It's either Doomy2 beast brick or Madrak2 with infantry. I'd outright expected Doomy2, forgetting the last game where Rampager gave me a lot of play into Doomy3, causing ye old Troll brain to pop down the net's current favourite hatred (Based on Wurmwood mocking early in the WTC, give it time).
Madrak2 - Mauler, Earthborn, Stones + UA, Fennblades + UA, Fennblade Kithkaar, 2x Warders, Fell Caller Hero
Start by rolling a six for the die rolls. It begins. I pick first.
Near similar table for whatever reason. Oh well. Clouds in the guts, forest on my side, hill on the opposing area.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQRgRrKTE_p3mXkYULoYoh2nBwkvAciUeqQw1c-kkCO_onDXwj2NOo5gJHlWqwvR-d5O_TZFzCRYZyFP9g85iVm_-d7k8pD9fmnF5rJy8NniAUsCYiA_Y372Z3Q6i028Z1A5iulUSw_Cc/s1600/015+%2528800x450%2529.jpg [/img]
Merc Deploy: It's a line of mah doodz.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizLf6cRPh8BK8dE2Aynrn8JhiZlSyH9p6wn0IenALDw50A8_VpMroPv2r4_eB7YO9bUgFcO0q_KZfHQSfJefrfP2AmmEUGcoqYYfYzeG02-NJArfUf_PJEBoBztTMcYwXmQpivIda0qjg/s1600/016+%2528800x450%2529.jpg [/img]
Troll Deploy: It's a brick of not my doodz.
Mauler right, Dire Troll left? I think?
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicmI_y-PJE3Wx_tlpVdHTGOntt1MLu-BY4SoyK09UijrAqSleCU2eZKJ4e3G5XF1O7venZVBDpLIuZeO2LpNJXD7kaXQGVm_LW3ExeyHIX4iHEfmj3QkCXtuN36koI6p2LoDOSibnU-gU/s1600/017+%2528800x450%2529.jpg [/img]
Merc 1: Stabbings, Psycho Surgery, TK's. Magic. Front heavies stay in walk and stab range of Eliminators. Wreckers most forward.
Thexus goes behind the trees, though they lack relevancy.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkaR7eOZRJd5nQuapncRRLYunzIThovOHx7Sz-luol28tNkCT9QjUE4MeY0GbvC0HXXnZ0jB9aL3zmEk6fKXt7L4deTmXKITG3iowtRchQMDOjvbBUy63nf0-cZN4oHwG7dNWMCBBm610/s1600/018+%2528800x450%2529.jpg [/img]
Troll 1: The Fennblades run up in two lines, about four inches between them, hoping to make me waste my feat.
Madrak moves up at the head of a solid literal brick of Warders flanked by the heavies with Stones up back.
Kithkar dudette goes behind that forest on the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnyixfL-qIZ9en14T1Of6WchfpzBubvsM5DP1CTOJ_bno-r7QAlgq-rPCb7uQDecIJfc7TWZFY2f5rB8p7uaZ6DiQYSpgsAKXRP_KoPEy5kobARWGBGn3kRrirMRZ7l1moeeEhMjz9C74/s1600/019+%2528800x450%2529.jpg [/img]
Merc 2: I'd been hoping to keep my feat for the eventuality of killing Madrak, alas that is mucked up by just how deep his brick is, I need all the models around him to go the full 2 inches from the push for the Madrak TK to get him out of Grim Salvation range.
Instead plan is to feat to remove the Fennblade screen, annoying but they are the only Jammers I have to deal with, after that it's down to quality models.
Two Agitators advance, one to the left of centre, the other to the right flag. They Instigate. Should just call them Instigators and be done with it.
Eliminators move in and stab for focus.
Thexus moves up, feats on the Fennblades and the front pair of ranks of the brick. I create two U-shaped mobs for future Threshers, the right one also nabs a pair of Warders. Then do three TK's, two to move up Wreckers and one in Madrak, moving him and spinning him around to impede him from applying that Grievous junk at will.
Both Wreckers charge in, kill all the models they were in melee with. Still a few Fennblades, but happy with the reduction effort.
Wrecker also charge left flag, kills a random Fenn.
Warden/Subduer run in front of Thexus in case the protective cloud goes away.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgq5WTvn9HpXG5JQh4YGYw5cpjC4XajVYG3mNqAOdQvdobq47VWuM3E0xHmswDrp34044wkvY4CTFKtoDwTQ-bq8xR76030W8TRjG_v2A57EMIzuzV0nHl98DCp2_fa_CLtKaV8xyEMhCU/s1600/020+%2528800x450%2529.jpg [/img]
Troll 2: Cloud hang around as pics deteriorate for some reason...
Madrak spins around, puts Blood Fury on the Fennblades. The Warders then run in front of him.
Fennblades go into the centre forward Wrecker, ding him somewhat and kill an Agitator.
Both Beasts charge into a Wrecker each and munch them.
The Kithkar, who use maintenance move to get around the forest a bit, charge the Agitator on the right flag, misses both attacks.
Nothing contests the left flag, so Mercs go to 1CP.
Relevant central cloud stays.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3aJBCL72ZZxlyMb51GPGRUVdVtgNJFbmBbiTTEFS8TXvHQ1fCozbHXN-Mpyh3bnQwwiO59m2Q4thKYmXGc02rz2J1HsNPqUOVSYr-8YNzvsN-f6mMLyjvovobN5DWyCzfw7qeCieHeXM/s1600/021+%2528800x450%2529.jpg[/img]
Merc 3: My turn 2 took a long time. Like, super sensitive archeological dig finding time. I'm behind by about 20 minutes, so moves likely become suboptimal as I become in favour of just doing stuff.
I want to push scenario and do something to the heavies.
Thexus starts by TKing a Warder forward a bit, arcs a Rampager through the right Warden to move the right Troll Heavy back where he punches the Fell Caller who toughs. He then backs the hell back up.
On the right the arcey Warden charges and kills the Kithkar, assisted by that sides Agitator using Instigate. Ends base to base with the right flag.
Left side, Agitator advances, Instigates. Warden clears out two Fennblades, allows Subduer to move up, the earlier TK freeing up a lane for the the Dire Troll to be dragged in. Subduer cranks the damage enough to the left most Wrecker to move up and happily munch it with his initials.
Centre wise, the Warden transfigures into a Green Proxy base and walks into the mob of Warders. No Instigate nearby, so instead of making glorious -7 attacks I threw a Warden knocking down the last Fennblade with a weapon and two Warderoos.
Eliminators run up the backfield.
Mercs go to 3 CP.
Troll 3: Sadly the photos from here are corrupted
The last weaponised Fennblade could have gone for a charge on Thexus, the knockdown stops it apparently (The Fell Caller is going to stand them up, so I'm assuming he would have had to do something else for it to work?). Anyway, in stuff that did happen.
Unit of three Warders charge the Warden on the right flag, hurt him but take nothing out.
Madrak charges the Warden on the central flag, rolls awful for damage. Mauler tramples (Facing issues from the Rampager), finishes the Warden off.
Warders contest the left flag.
Merc 3: Need to clear three Warders off each side flag to scenario win.
On the left the three Monstrosities and Agitator easily clear out the contesting models.
Thexus arcs a couple TK's through the right Warden, seperating the Warders out and spinning them around. Also TK an Eliminator in case of tough. Arc damage takes out the Wardens movement, but all other systems are still functional.
Warden then goes, kills all the Warders without assistance.
I cruise to 5 CP's and the win, qualified for the Kapital Kup shenanigan. Gonna fail it hard.
I think the end clock was me on 18 and ze Trolls on 30.
Trolls, including Madrak, continue to not strike much fear in me. Need more play into Swans and Elves, suspect those are matchups I'll need practice on.
Confirmed at this point that there was no list played requirement, ended up being into Jacladur's Trolls so content with either list into the totally-not-native-American-parrelel peeps.
List choice became scenario based, if it was something enclosed then it would be Gorten.
TO rolled up Linebreaker.
Every one in attendance protested.
Switched to Incursion.
I'm content in this scenario with Gorten list, but at this point I wasn't super keen on playing a list I hadn't really tested, so sod it, return of the Squiddies!
It's either Doomy2 beast brick or Madrak2 with infantry. I'd outright expected Doomy2, forgetting the last game where Rampager gave me a lot of play into Doomy3, causing ye old Troll brain to pop down the net's current favourite hatred (Based on Wurmwood mocking early in the WTC, give it time).
Madrak2 - Mauler, Earthborn, Stones + UA, Fennblades + UA, Fennblade Kithkaar, 2x Warders, Fell Caller Hero
Start by rolling a six for the die rolls. It begins. I pick first.
Near similar table for whatever reason. Oh well. Clouds in the guts, forest on my side, hill on the opposing area.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQRgRrKTE_p3mXkYULoYoh2nBwkvAciUeqQw1c-kkCO_onDXwj2NOo5gJHlWqwvR-d5O_TZFzCRYZyFP9g85iVm_-d7k8pD9fmnF5rJy8NniAUsCYiA_Y372Z3Q6i028Z1A5iulUSw_Cc/s1600/015+%2528800x450%2529.jpg [/img]
Merc Deploy: It's a line of mah doodz.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizLf6cRPh8BK8dE2Aynrn8JhiZlSyH9p6wn0IenALDw50A8_VpMroPv2r4_eB7YO9bUgFcO0q_KZfHQSfJefrfP2AmmEUGcoqYYfYzeG02-NJArfUf_PJEBoBztTMcYwXmQpivIda0qjg/s1600/016+%2528800x450%2529.jpg [/img]
Troll Deploy: It's a brick of not my doodz.
Mauler right, Dire Troll left? I think?
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicmI_y-PJE3Wx_tlpVdHTGOntt1MLu-BY4SoyK09UijrAqSleCU2eZKJ4e3G5XF1O7venZVBDpLIuZeO2LpNJXD7kaXQGVm_LW3ExeyHIX4iHEfmj3QkCXtuN36koI6p2LoDOSibnU-gU/s1600/017+%2528800x450%2529.jpg [/img]
Merc 1: Stabbings, Psycho Surgery, TK's. Magic. Front heavies stay in walk and stab range of Eliminators. Wreckers most forward.
Thexus goes behind the trees, though they lack relevancy.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkaR7eOZRJd5nQuapncRRLYunzIThovOHx7Sz-luol28tNkCT9QjUE4MeY0GbvC0HXXnZ0jB9aL3zmEk6fKXt7L4deTmXKITG3iowtRchQMDOjvbBUy63nf0-cZN4oHwG7dNWMCBBm610/s1600/018+%2528800x450%2529.jpg [/img]
Troll 1: The Fennblades run up in two lines, about four inches between them, hoping to make me waste my feat.
Madrak moves up at the head of a solid literal brick of Warders flanked by the heavies with Stones up back.
Kithkar dudette goes behind that forest on the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnyixfL-qIZ9en14T1Of6WchfpzBubvsM5DP1CTOJ_bno-r7QAlgq-rPCb7uQDecIJfc7TWZFY2f5rB8p7uaZ6DiQYSpgsAKXRP_KoPEy5kobARWGBGn3kRrirMRZ7l1moeeEhMjz9C74/s1600/019+%2528800x450%2529.jpg [/img]
Merc 2: I'd been hoping to keep my feat for the eventuality of killing Madrak, alas that is mucked up by just how deep his brick is, I need all the models around him to go the full 2 inches from the push for the Madrak TK to get him out of Grim Salvation range.
Instead plan is to feat to remove the Fennblade screen, annoying but they are the only Jammers I have to deal with, after that it's down to quality models.
Two Agitators advance, one to the left of centre, the other to the right flag. They Instigate. Should just call them Instigators and be done with it.
Eliminators move in and stab for focus.
Thexus moves up, feats on the Fennblades and the front pair of ranks of the brick. I create two U-shaped mobs for future Threshers, the right one also nabs a pair of Warders. Then do three TK's, two to move up Wreckers and one in Madrak, moving him and spinning him around to impede him from applying that Grievous junk at will.
Both Wreckers charge in, kill all the models they were in melee with. Still a few Fennblades, but happy with the reduction effort.
Wrecker also charge left flag, kills a random Fenn.
Warden/Subduer run in front of Thexus in case the protective cloud goes away.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgq5WTvn9HpXG5JQh4YGYw5cpjC4XajVYG3mNqAOdQvdobq47VWuM3E0xHmswDrp34044wkvY4CTFKtoDwTQ-bq8xR76030W8TRjG_v2A57EMIzuzV0nHl98DCp2_fa_CLtKaV8xyEMhCU/s1600/020+%2528800x450%2529.jpg [/img]
Troll 2: Cloud hang around as pics deteriorate for some reason...
Madrak spins around, puts Blood Fury on the Fennblades. The Warders then run in front of him.
Fennblades go into the centre forward Wrecker, ding him somewhat and kill an Agitator.
Both Beasts charge into a Wrecker each and munch them.
The Kithkar, who use maintenance move to get around the forest a bit, charge the Agitator on the right flag, misses both attacks.
Nothing contests the left flag, so Mercs go to 1CP.
Relevant central cloud stays.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3aJBCL72ZZxlyMb51GPGRUVdVtgNJFbmBbiTTEFS8TXvHQ1fCozbHXN-Mpyh3bnQwwiO59m2Q4thKYmXGc02rz2J1HsNPqUOVSYr-8YNzvsN-f6mMLyjvovobN5DWyCzfw7qeCieHeXM/s1600/021+%2528800x450%2529.jpg[/img]
Merc 3: My turn 2 took a long time. Like, super sensitive archeological dig finding time. I'm behind by about 20 minutes, so moves likely become suboptimal as I become in favour of just doing stuff.
I want to push scenario and do something to the heavies.
Thexus starts by TKing a Warder forward a bit, arcs a Rampager through the right Warden to move the right Troll Heavy back where he punches the Fell Caller who toughs. He then backs the hell back up.
On the right the arcey Warden charges and kills the Kithkar, assisted by that sides Agitator using Instigate. Ends base to base with the right flag.
Left side, Agitator advances, Instigates. Warden clears out two Fennblades, allows Subduer to move up, the earlier TK freeing up a lane for the the Dire Troll to be dragged in. Subduer cranks the damage enough to the left most Wrecker to move up and happily munch it with his initials.
Centre wise, the Warden transfigures into a Green Proxy base and walks into the mob of Warders. No Instigate nearby, so instead of making glorious -7 attacks I threw a Warden knocking down the last Fennblade with a weapon and two Warderoos.
Eliminators run up the backfield.
Mercs go to 3 CP.
Troll 3: Sadly the photos from here are corrupted
The last weaponised Fennblade could have gone for a charge on Thexus, the knockdown stops it apparently (The Fell Caller is going to stand them up, so I'm assuming he would have had to do something else for it to work?). Anyway, in stuff that did happen.
Unit of three Warders charge the Warden on the right flag, hurt him but take nothing out.
Madrak charges the Warden on the central flag, rolls awful for damage. Mauler tramples (Facing issues from the Rampager), finishes the Warden off.
Warders contest the left flag.
Merc 3: Need to clear three Warders off each side flag to scenario win.
On the left the three Monstrosities and Agitator easily clear out the contesting models.
Thexus arcs a couple TK's through the right Warden, seperating the Warders out and spinning them around. Also TK an Eliminator in case of tough. Arc damage takes out the Wardens movement, but all other systems are still functional.
Warden then goes, kills all the Warders without assistance.
I cruise to 5 CP's and the win, qualified for the Kapital Kup shenanigan. Gonna fail it hard.
I think the end clock was me on 18 and ze Trolls on 30.
Trolls, including Madrak, continue to not strike much fear in me. Need more play into Swans and Elves, suspect those are matchups I'll need practice on.
Game 73 - Thexus1 vs Garryth1
Game 2, into Southinthetank. Still streaming, lower your expectation further than normal, etc.
Still have Gorten and Thexus, the Elvidors are rocking Ossyan and Garryth.
Concerned that Gorten gets lasered off the board by Ossyan, I dropped Thexus thinking his anti shoot tech would be better.
It's Garryth. Whoops.
Thexus seven Monstrosities list. The army that has Charisma, Uniqueness, Nerve, and Talent.
Garryth1 - Sphinx, Manticore, Chimera, Destors, a bunch of Arcanists, Invictors, speedmoving magicky solo guy
Objective: Fuel Cache
Scenario is Entrenched, I got put on the same table so same Terrain jumbled around somewhat.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEir0FbIYa-QVDggGDA85Y6rv0jWXSWWcNkqHEQqsD5TW8xqo_SIphfgWY7bjRJRfwZfrZpvZxnChbPmuVMrbc1SAZmU1OWFbdGLCe2uzRrx49jgxUuQ8M-vQZD90ekvc9FIJpK1qImlhXo/s1600/011+%2528800x450%2529.jpg [/img]
Ret 1: Ret win the die, nab first.
The Destors get mirage, go into the left zone behind the cloud.
Everything else hangs relatively back, the magic whippy solo man in front of the Cricket.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv3DcYg-HgHfP1OviHasehQ6OcYYHJ6E08iGlJ121BGDhlLD5NZBcSIwcbWaCam9CJMTmmQEC6HITu5HT4vSUkgaMwbaTvAqpPjSFJJLBVJoVmskKOVsKqw0ouBcmWPKkzhgCu-pjSLMs/s1600/012+%2528800x450%2529.jpg [/img]
Merc 1: I deployed Thexus a bit to far from the right, so after everything moves up he casts Decel and can't get quite behind the forest as I'd planned.
Otherwise Monstrosites spread out, usual mess of support figures behind.
Ret 2: Skipped the pic, essentially I'd not taken Mirage into account so a Destor pops into the cloud and I get to live in fear.
Whippy solo gets out of the way of the Cricket, Arc Node walks up.
Garryth advances forward, feats, arcs a Gallows through the Chimera, hits Thexus and drags into contact with a Monstrosity.
Sphinx I think moves up, does a shot on Thexus that I palm off to the Wrecker who Hyper Aggresives forward a bit.
At this point the assassination run fizzles out due to misapplied order of activation.
It comes down to a single Destor charging Thexus. Lands the hit, I can't focus reduce the damage.
Puts Thexus on 5 boxes. Eep.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDJKUzvc7zM3Xb6Tt0D1aJQv4GJ31FTTl0sVyQqiw6f9vxS0z9tT_Q08HLMBtacM5wlsfr-g9H03ujXif4dkM89byRM9e4f3oe4LCaNtCUAqxS3tDSTLmas2j0fU-Rz2TTT7homl2O6Qg/s1600/013+%2528800x450%2529.jpg [/img]
Merc 2: Kill kill kill! I DON'T WANT TO DIE!
Thexus feats to free up the assassination run. Can't spend focus but Garryth isn't camping anything, so should be fine.
Thexus backpedals up, TK's a bunch of my things.
Left Warden runs up to be 2.5 inch from Garryth, left most Wrecker then Slams him. I land the hit and get the Slam distance thankfully, after that the centre Wrecker charges for free to Aggresive Reaction and one shots Garryth.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdowi03JQg7w_k4Ns9GgO0Xa9CS5owaoL8vEwQGrLiT2roBlOeI7U1NA8R_iLVXcuiNI2HZXsAWLkh31-HyvadqzB2U88kW4UyRg2-VAVrWXzpgqNPNUu4CfnUumoQNSNFqgXzx0QZtaQ/s1600/014+%2528800x450%2529.jpg [/img]
Me on the left.
If we immediately played a rematch I'd lose nearly every time. This should have been Gorten, who I'm unsure of into Ossyan. Some sweet sweet chickenage.
In any event, I luck out and am at 2-0.
Still have Gorten and Thexus, the Elvidors are rocking Ossyan and Garryth.
Concerned that Gorten gets lasered off the board by Ossyan, I dropped Thexus thinking his anti shoot tech would be better.
It's Garryth. Whoops.
Thexus seven Monstrosities list. The army that has Charisma, Uniqueness, Nerve, and Talent.
Garryth1 - Sphinx, Manticore, Chimera, Destors, a bunch of Arcanists, Invictors, speedmoving magicky solo guy
Objective: Fuel Cache
Scenario is Entrenched, I got put on the same table so same Terrain jumbled around somewhat.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEir0FbIYa-QVDggGDA85Y6rv0jWXSWWcNkqHEQqsD5TW8xqo_SIphfgWY7bjRJRfwZfrZpvZxnChbPmuVMrbc1SAZmU1OWFbdGLCe2uzRrx49jgxUuQ8M-vQZD90ekvc9FIJpK1qImlhXo/s1600/011+%2528800x450%2529.jpg [/img]
Ret 1: Ret win the die, nab first.
The Destors get mirage, go into the left zone behind the cloud.
Everything else hangs relatively back, the magic whippy solo man in front of the Cricket.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv3DcYg-HgHfP1OviHasehQ6OcYYHJ6E08iGlJ121BGDhlLD5NZBcSIwcbWaCam9CJMTmmQEC6HITu5HT4vSUkgaMwbaTvAqpPjSFJJLBVJoVmskKOVsKqw0ouBcmWPKkzhgCu-pjSLMs/s1600/012+%2528800x450%2529.jpg [/img]
Merc 1: I deployed Thexus a bit to far from the right, so after everything moves up he casts Decel and can't get quite behind the forest as I'd planned.
Otherwise Monstrosites spread out, usual mess of support figures behind.
Ret 2: Skipped the pic, essentially I'd not taken Mirage into account so a Destor pops into the cloud and I get to live in fear.
Whippy solo gets out of the way of the Cricket, Arc Node walks up.
Garryth advances forward, feats, arcs a Gallows through the Chimera, hits Thexus and drags into contact with a Monstrosity.
Sphinx I think moves up, does a shot on Thexus that I palm off to the Wrecker who Hyper Aggresives forward a bit.
At this point the assassination run fizzles out due to misapplied order of activation.
It comes down to a single Destor charging Thexus. Lands the hit, I can't focus reduce the damage.
Puts Thexus on 5 boxes. Eep.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDJKUzvc7zM3Xb6Tt0D1aJQv4GJ31FTTl0sVyQqiw6f9vxS0z9tT_Q08HLMBtacM5wlsfr-g9H03ujXif4dkM89byRM9e4f3oe4LCaNtCUAqxS3tDSTLmas2j0fU-Rz2TTT7homl2O6Qg/s1600/013+%2528800x450%2529.jpg [/img]
Merc 2: Kill kill kill! I DON'T WANT TO DIE!
Thexus feats to free up the assassination run. Can't spend focus but Garryth isn't camping anything, so should be fine.
Thexus backpedals up, TK's a bunch of my things.
Left Warden runs up to be 2.5 inch from Garryth, left most Wrecker then Slams him. I land the hit and get the Slam distance thankfully, after that the centre Wrecker charges for free to Aggresive Reaction and one shots Garryth.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdowi03JQg7w_k4Ns9GgO0Xa9CS5owaoL8vEwQGrLiT2roBlOeI7U1NA8R_iLVXcuiNI2HZXsAWLkh31-HyvadqzB2U88kW4UyRg2-VAVrWXzpgqNPNUu4CfnUumoQNSNFqgXzx0QZtaQ/s1600/014+%2528800x450%2529.jpg [/img]
Me on the left.
If we immediately played a rematch I'd lose nearly every time. This should have been Gorten, who I'm unsure of into Ossyan. Some sweet sweet chickenage.
In any event, I luck out and am at 2-0.
Game 72 - Thexus1 vs Xekaar1
Typing these tourney reports out while trying to watch the WTC stream, so good luck getting coherency out of this stuff.
Had the first ever Kapital Kup qualifier, essentially a bunch of tourneys with the top 2 winners of each going into the finals event at....some point in the nebulous future?
One or two list but with no Divide and Conquer, so no reason to not bring two lists.
I contemplated various Bart builds, then the day before decided sod it and threw in Gorten to partner with Thexus. The Gorten list is my old standby with a Bunny and Bashers dropped for Drillers, Tinker and Ragman. Thexus is the same old Monstrosity horde. One day I'll paint my Drudges, but it is not this day.
Game we have some sweet Outflank action, one of those scenario's I like but getting the zones out is like...hard....man....
Into Jeffocraft, sure he was thrilled with another game to add to our mighty tally :P. He's running a single list:
Xekaar1 - Gladiator, Cannoneer, Brute, Marketh, 2x Brigands + Warlord (One Min, one Max), Paingivers, Taskmaster, Orin, Venator Catapult
At the time I had the impression it was going to be play each list once, ten players for three rounds meaning I'd be better off getting Thexus out of the way as Gorten doesn't have the same potential bad matchups (i.e. dying to Khadoran Murder Pony Squads).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCn1_c4XowzqxW5GAATbDOWOrefCRv9-GUw_CQTOEHQp420Oau3_zcHE7hrsUP-8RiXvO4ZdbVaQjFBZKPmfFgjBLOotGdKNUNt48EPb_nr8Yx5-SZwwLrnl8xM0g1AtqKiQdr6qAzA48/s1600/001+%2528800x450%2529.jpg [/img]
Merc Deploy: I won the roll and picked first. Table isn't awful for me.
I get the side with a forest and rubble, the left zone is filled with clouds.
I assign two Wardens and a Wrecker to the left cloudy zone, the rest to the right.
The two white rectangles are the Prey markers from the Brigands that end up across from them, each selecting a Wrecker.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEz4oi2vFswjnEnNmfi4wNHrZbVKuysBamSYvBUgl5x9Fj8KjcgQFbK2MUdyQfSUYKOhmdsPVpXGfra4_kgZKdkHUmPa0MWfNxYvg44VB7UgroxJh0KdNmjLmCsASPdms1ug34qyf5Lbs/s1600/002+%2528800x450%2529.jpg [/img]
Skorne Deploy: That green bloke lost in the wilderness was deployed late, ends up behind the right Brigands.
Skorne picked the side with a very useable hill and a trench across from the rubble in the right zone.
Min Brigands go on the left, beasts central, max Brigands and Catapult to the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjakTHeUkhcvDu-hTSdHyuBw4lTR3P-yfP8YYlj1wgS_cu9hCLz4JYw7kx6V_L6Xx6nmiraVnGTov2Yji-etqZLkTN1v4dVl4An1xxFLP27H1CUpev7dmn08dCQXtSjXY9Ou1942UdOnCc/s1600/003+%2528800x450%2529.jpg [/img]
Merc 1: Eliminators stab, stuff runs up. I take care this time around to ensure the Elimiantors are in range to walk and stab various Monstrosities.
The left Preyed Wrecker runs up, feeling out how the Min Brigands will go.
The right Wrecker, Preyed by the max Brigand unit, runs toward the centre.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgo2cwJe23T_xpNJ4TOEsASCtkgD5lSoj6rGQzobKxjYTPwFZCktI0_ienx2RnShNTZsml62FTNz8dcfOeW2x3R3H2ad-s-ITiIIDW8px3Dq2jJ2HUpx-dB4xZZvoChn7APtGPP7EK4Mzg/s1600/004+%2528800x450%2529.jpg [/img]
Skorne1: Things advance, Xekaar goes on the hill.
Brigands advance around at the top of the zones, right unit being larger can't help but be more forward.
Cannoneer does Animus, boosts to hit the forward Wrecker, somehow misses. I was really hoping for a hit and damage to give a Hyper Aggressive advance, oh well.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8uutW0mpufPBsjus3qcydjT_FLdJUWW_g9vQ2haim73GWzZyGzKUnEPpfA8DMTYnXD3dKeuM9numl3nekSfA7Xf_3iPZtlw_5YFhsLnN0-i48PXjaS0DM3yPHzfXb5wuWcnawUhAleO8/s1600/005+%2528800x450%2529.jpg [/img]
Merc 2: Not enough value in feating this turn, so plan is to contest the zones and wait for Skrne to advance, take some hits then smash face.
The Brigands are cagey enough that I decide to forego giving them the option of cycling Prey, so the Wreckers swap sides. Left zone gets a pair of Wardens toeing, right one gets a Warden in the middle and a Wrecker that didn't quite make it into the Rubble.
Thexus bravely floats behind the forest in Sac Pawn range of three heavies....
One Cloud goes away.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnFI07uboqZMA1EcBpMUsAz4p7EWQ-TTTU85BvSjYYl7k5KOSHeWlZ4MBq2BzlHpRAV7fYCZgGp82__D-jOYZLfhao9d4TIcMhcpnTBYwKAreILaI89qOsnoTg-VHgWamSQY0De3CBhlM/s1600/006+%2528800x450%2529.jpg [/img]
Skorne 2: On the right, Brigands hog Wild, do some pew pews, three charge a Warden and do poorly. One of the shots also causes the Wrecker to shuffle into the Rubble all proper like.
The Heavies tick on the hill, did not irrelevant pew pewing.
Xekarr moves to toe the left zone, does a double Mortality to get both Wardens contesting the left zone, maltreats to camp one. Orin moves to be a couple inches behind him.
The Brigands then shoot the Wardens, who Hyper Aggresive up the zone and engage. The Brute then charges one, lops off his arms.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEmYzhMmU3U9d9-FcqOpYYftF7WGbJi9eQPin3otP4YH3rSnDm0cq_wpebb4yorAx_i5wUE0qKp9_tQ_1isJNZ4KxqNVvmVPTDOWxVvc9fJfnZZ_J91JKmA1gWrEAifG1_IBV2AIb23mY/s1600/007+%2528800x450%2529.jpg [/img]
Merc 3: Xekaar is on one camp. He forgot to feat, pretty sure I'd kill him with it anyway, so it is time to die.
Left most Agitator advances and Instigates.
The most forward Warden, being quite undamaged, walks across and throws a Brigand at Xekaar knocking him over. Simplified everything.
Thexus moves up, feat pushes everything around, specifically pushes Orin away from Xekaar, allowing him to be TK'ed and turned around for lols, then Monstrosities get TK'ed forward.
Centre Agitator advances into forest and Instigates.
Subduer moves up, hits Xekaar, drags him in and easily munches him
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfyTwIDMOM98vPRaM-0U6wM5BWsXOhHISJrkdvVWxYUnvMBpooLTJQ3Xv79WKKZnlEnP61bfst_QEsiPWXayqANIEynN6dnolh5IJASkdITrxKmZPVG4yoATW7B8j9n020FDQMR4hyyS0/s1600/008+%2528800x450%2529.jpg [/img]
Me on the left.
I do have a pet Xekaar list I want to try (Min Grinders, Gladiator, 2x Titan, 3x Cannoneer), with the key being that Xekaar casts once. Everytime I've played against Xekaar and he's given into the temptation to cast a second spell he pops. And come on, Pursuit has to worth casting dammit.
Regardless, sweet early end game to stay out of the funsies bracket.
Had the first ever Kapital Kup qualifier, essentially a bunch of tourneys with the top 2 winners of each going into the finals event at....some point in the nebulous future?
One or two list but with no Divide and Conquer, so no reason to not bring two lists.
I contemplated various Bart builds, then the day before decided sod it and threw in Gorten to partner with Thexus. The Gorten list is my old standby with a Bunny and Bashers dropped for Drillers, Tinker and Ragman. Thexus is the same old Monstrosity horde. One day I'll paint my Drudges, but it is not this day.
Game we have some sweet Outflank action, one of those scenario's I like but getting the zones out is like...hard....man....
Into Jeffocraft, sure he was thrilled with another game to add to our mighty tally :P. He's running a single list:
Xekaar1 - Gladiator, Cannoneer, Brute, Marketh, 2x Brigands + Warlord (One Min, one Max), Paingivers, Taskmaster, Orin, Venator Catapult
At the time I had the impression it was going to be play each list once, ten players for three rounds meaning I'd be better off getting Thexus out of the way as Gorten doesn't have the same potential bad matchups (i.e. dying to Khadoran Murder Pony Squads).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCn1_c4XowzqxW5GAATbDOWOrefCRv9-GUw_CQTOEHQp420Oau3_zcHE7hrsUP-8RiXvO4ZdbVaQjFBZKPmfFgjBLOotGdKNUNt48EPb_nr8Yx5-SZwwLrnl8xM0g1AtqKiQdr6qAzA48/s1600/001+%2528800x450%2529.jpg [/img]
Merc Deploy: I won the roll and picked first. Table isn't awful for me.
I get the side with a forest and rubble, the left zone is filled with clouds.
I assign two Wardens and a Wrecker to the left cloudy zone, the rest to the right.
The two white rectangles are the Prey markers from the Brigands that end up across from them, each selecting a Wrecker.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEz4oi2vFswjnEnNmfi4wNHrZbVKuysBamSYvBUgl5x9Fj8KjcgQFbK2MUdyQfSUYKOhmdsPVpXGfra4_kgZKdkHUmPa0MWfNxYvg44VB7UgroxJh0KdNmjLmCsASPdms1ug34qyf5Lbs/s1600/002+%2528800x450%2529.jpg [/img]
Skorne Deploy: That green bloke lost in the wilderness was deployed late, ends up behind the right Brigands.
Skorne picked the side with a very useable hill and a trench across from the rubble in the right zone.
Min Brigands go on the left, beasts central, max Brigands and Catapult to the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjakTHeUkhcvDu-hTSdHyuBw4lTR3P-yfP8YYlj1wgS_cu9hCLz4JYw7kx6V_L6Xx6nmiraVnGTov2Yji-etqZLkTN1v4dVl4An1xxFLP27H1CUpev7dmn08dCQXtSjXY9Ou1942UdOnCc/s1600/003+%2528800x450%2529.jpg [/img]
Merc 1: Eliminators stab, stuff runs up. I take care this time around to ensure the Elimiantors are in range to walk and stab various Monstrosities.
The left Preyed Wrecker runs up, feeling out how the Min Brigands will go.
The right Wrecker, Preyed by the max Brigand unit, runs toward the centre.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgo2cwJe23T_xpNJ4TOEsASCtkgD5lSoj6rGQzobKxjYTPwFZCktI0_ienx2RnShNTZsml62FTNz8dcfOeW2x3R3H2ad-s-ITiIIDW8px3Dq2jJ2HUpx-dB4xZZvoChn7APtGPP7EK4Mzg/s1600/004+%2528800x450%2529.jpg [/img]
Skorne1: Things advance, Xekaar goes on the hill.
Brigands advance around at the top of the zones, right unit being larger can't help but be more forward.
Cannoneer does Animus, boosts to hit the forward Wrecker, somehow misses. I was really hoping for a hit and damage to give a Hyper Aggressive advance, oh well.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8uutW0mpufPBsjus3qcydjT_FLdJUWW_g9vQ2haim73GWzZyGzKUnEPpfA8DMTYnXD3dKeuM9numl3nekSfA7Xf_3iPZtlw_5YFhsLnN0-i48PXjaS0DM3yPHzfXb5wuWcnawUhAleO8/s1600/005+%2528800x450%2529.jpg [/img]
Merc 2: Not enough value in feating this turn, so plan is to contest the zones and wait for Skrne to advance, take some hits then smash face.
The Brigands are cagey enough that I decide to forego giving them the option of cycling Prey, so the Wreckers swap sides. Left zone gets a pair of Wardens toeing, right one gets a Warden in the middle and a Wrecker that didn't quite make it into the Rubble.
Thexus bravely floats behind the forest in Sac Pawn range of three heavies....
One Cloud goes away.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnFI07uboqZMA1EcBpMUsAz4p7EWQ-TTTU85BvSjYYl7k5KOSHeWlZ4MBq2BzlHpRAV7fYCZgGp82__D-jOYZLfhao9d4TIcMhcpnTBYwKAreILaI89qOsnoTg-VHgWamSQY0De3CBhlM/s1600/006+%2528800x450%2529.jpg [/img]
Skorne 2: On the right, Brigands hog Wild, do some pew pews, three charge a Warden and do poorly. One of the shots also causes the Wrecker to shuffle into the Rubble all proper like.
The Heavies tick on the hill, did not irrelevant pew pewing.
Xekarr moves to toe the left zone, does a double Mortality to get both Wardens contesting the left zone, maltreats to camp one. Orin moves to be a couple inches behind him.
The Brigands then shoot the Wardens, who Hyper Aggresive up the zone and engage. The Brute then charges one, lops off his arms.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEmYzhMmU3U9d9-FcqOpYYftF7WGbJi9eQPin3otP4YH3rSnDm0cq_wpebb4yorAx_i5wUE0qKp9_tQ_1isJNZ4KxqNVvmVPTDOWxVvc9fJfnZZ_J91JKmA1gWrEAifG1_IBV2AIb23mY/s1600/007+%2528800x450%2529.jpg [/img]
Merc 3: Xekaar is on one camp. He forgot to feat, pretty sure I'd kill him with it anyway, so it is time to die.
Left most Agitator advances and Instigates.
The most forward Warden, being quite undamaged, walks across and throws a Brigand at Xekaar knocking him over. Simplified everything.
Thexus moves up, feat pushes everything around, specifically pushes Orin away from Xekaar, allowing him to be TK'ed and turned around for lols, then Monstrosities get TK'ed forward.
Centre Agitator advances into forest and Instigates.
Subduer moves up, hits Xekaar, drags him in and easily munches him
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfyTwIDMOM98vPRaM-0U6wM5BWsXOhHISJrkdvVWxYUnvMBpooLTJQ3Xv79WKKZnlEnP61bfst_QEsiPWXayqANIEynN6dnolh5IJASkdITrxKmZPVG4yoATW7B8j9n020FDQMR4hyyS0/s1600/008+%2528800x450%2529.jpg [/img]
Me on the left.
I do have a pet Xekaar list I want to try (Min Grinders, Gladiator, 2x Titan, 3x Cannoneer), with the key being that Xekaar casts once. Everytime I've played against Xekaar and he's given into the temptation to cast a second spell he pops. And come on, Pursuit has to worth casting dammit.
Regardless, sweet early end game to stay out of the funsies bracket.
Thursday, September 22, 2016
Game 71 - Bart1 vs Aurora1
Jolty time!
Trying to work out what Bart list I want to go with, still rocking the early version, though I'm not convinced it's the most powerful iteration. Blah blah blah Kingmakers blah blah Kei$ha blah blah have to paint Trenchers.
Bart1 - Galleon, 3x Nomads, Reinholdt, Taryn, Commodore Cannon, Rockbottom, Devil's Shadow
Objective: Bunker
Pickup game into that pile of gears people commanded by ye old Chrisanthenum.
Aurora1 - 2x Shield Guardy floaty jacks, Corollary, Obstructors, Angels, Perforators, Eradicators, Attunement Servitors, Elimination Servitors, Enigma Foundry x2, Shield Guard solo x2
Outflank, which I like to think of as one of the more balanced scenario's. Well, in the context of usually forcing a turn 4+ game with a slower scenario threat, so balance is probably the wrong distinction to apply.
We've got a couple hills, forests and an Obstruction, wall and shallow water set up.
Merc Deploy: I won the roll and swung first. Going second with Bart is lame.
Per the usual, Galleon gets plonked behind the forest. My Jacks are all weighted to the left side, Cannon and infantry to the right (There isn't a huge amount the Devil's Shadow can contribute this game).
CoC Deploy: Fairly symmetrical line, Obstructors in the middle, pew pew medium bases on the left, sidestep unit on the right (Note that I didn't realise they were different unit types, thought both were the shooting guys).
Angels went on the left side across from my jacks, so that was a little suboptimal.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy_tOVJLxThjHU3OyHklJy_oRsPsbeudWppspYedIu0I-XNTD65CfgjrImS2yN87yfvGrPuWDfzrFMwQfepMb_lUzDF7oOS1jv_42KL7_zrsd_RvAmrJ5kkmOLRvD5vH6VNkNuuMbOAQ4/s1600/003+%2528800x450%2529.jpg [/img]
Merc 1: Everything runs up. I strongly consider throwing the Commodore with a Nomad, then decide it isn't worth having a Nomad so far behind when it is one of the models that has to perform.
Devil's Shadow run far enough to the right that they escape the soul stealing photograph.
Galleon gets Hot Shot, Bart throws up Batten because why not.
CoC 1: The cost of not as bad photos is apparently that I'll forget to take them. Alas.
The Clockotrons run up.
Aurora puts up I-can't-believe-it's-not-Transference, sits in the centre behind the Obstructors with the Corrolary in front of her.
Both zones get some Medium bases and a Vector in them, the right zone has the jack go behind a wall, on the left he goes up on a hill with a Shield Guard solo behind and Angels in front.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM0JZzF-0hm4SDq8dWwWUVM5OvdBgYtuBC7qQcb-tFbCf2DeLu4xEujJcJoa67BrFsWshbLQONhSPtUpowWlEYshpEoWQ2dLQJgwOTmsUyp6JA7KuLfJ4MjePWuD7_CNFxLCnaDeyk-98/s1600/004+%2528800x450%2529.jpg [/img]
Merc 2: Aurora is on no camp and within one inch of the Corrolary, so potentially have a 95% assassination of slamming the light over her then moving up and shooting her with the Galleon.
Alas, the Commodore is short by an inch. No regrets on that Nomad throw plan, none whatsoever.
I contemplate moving up the Galleon and doing a couple fully boosted shots, but the Harpoon is out of range and if I roll minimum attack amounts it's a might 16.15% assassination run, so sod that, pretty sure I've got better long game odds than that.
Regardless of all that, the plan is simple enough. Charge Bart up with feat, shoot something with the Galleon, contest the zones.
On the right side, the Devil's Shadow leg it back to the left. They were just futzing around, there wasn't a plan for them really.
Rockbottom gives the Devil's tough and the Cannon Money Shot.
Cannon tries to Slam the Vector behind the wall, needs a five, misses. Sod.
Taryn moves to the centre of the board, misses both shots.
Galleon moves up, rolls three shots. First two blow up the Corralary, the second misses the left Enigma foundry but cranks the Damage roll to put points on, Harpoon kills an Obstructor for giggles.
Bart casts Barrage, giving the Galleon a mini shot that hits and kills the relevant Enigma Foundry, feats and moves up.
Nomads run, one to be on the left of the Galleon, one in front of Bart, one toeing the right zone.
Not ideal positioning. My expectation that the medium bases where the same meant that I erroneously thought the right most Nomad was going to get messed up by armour piercing shots, when this was not the case.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3Xdo4P_9r8ISPrrIOL9_mTsnne1RuOXxe5WvrBtgkq6_X4TGC8I556vQNFD-IVZth3vklC_VfMmKo-pdtsPeKSLfVdvZ3mIQ-9P-y6wpOfxEszGEOpPVptXC0ApzdW5wYhx4qmOrTckA/s1600/005+%2528800x450%2529.jpg [/img]
CoC 2: Everythiing either stays still or moves up to the edge of Barts Control area.
The Angels and left medium base unit, being the actual Pew Pewers, lands eight boxes of damage on the Galleon after some miserable rolling.
Admonition goes on the right Vector, Aurora decides to walk back and hide in the forest outside of the Galleon's line of sight.
Servitors run up the extreme right, threatening the Commodore in future turns.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6s90PzN8V92BOAEH3gQQP5F3ZuBuJb8pVoLwsTfubFiiFK3jjug7Z_fPmLzwzpgM-I5neYN-6A9PzGm2USEjx1rWHtEWBG0k2AACxfwCfxrZIIqljiVIsUe-muRhfAXXLjV1fXnwotn4/s1600/006+%2528800x450%2529.jpg [/img]
Merc 3: Simple enough, I'll clear out the left and start scoring, throwaway some token contesting models. Need to keep those Nomads working, though I did contemplate moving one into the mob of stuff in the right zone.
To clear the let zone I have to kill a Servitor, the Angels, a Vector and three of the Medium base chumps.
The Cannon starts, using a Slam shot to kill two of the Mediums, one of which was in the zone.
Fully loaded Galleon advances to min scatter ranges, shoots down the Angels, drags in the Vector. Gets a shot on the Servitor, which gets guarded by the solo outside of the zone, who then dies to said shot. Bought attacks easily kill the Vector.
The two Nomads on the left side then advance and finish clearing the zone.
Bart moves across, casts Batten, hangs in the zone.
Nomad that was toeing the right runs across to be in front of Bart, Devil's Shadow charge into some stuff on the bottom of the right zone and primarily just flail away.
Mercs go to 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeEjy7pXd9Oyjc2fJoEZbRd1BokPxNBCrgWHL-xWPLk1_pXr7cgbUAEFbY2B2M3FmQGTAajVTdTTkZtJf_5Y9R-gzyAMaZYe3NBG4e_V7XsUOFVjt_VBdh8RJ8K5o1jlStqUp0cIBWT0I/s1600/007+%2528800x450%2529.jpg [/img]
CoC 3: Auriora casts Aerogenesis, feats, hides behind a wall in the right zone.
The Servitors move up and kill the Commodore Cannon crew.
Medium based peeps remaining kill Morland and Mar then hang around.
Obstructors run/charge into the left zone, three of them swing on Bart but don't break his armour.
The Vector runs across but not into the left zone.
Scores level at 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVpdt07PVmsaVLEeSZFoxQqE745Bh1rStzKQyYfqzSlBgqdUaZMRp4rJbniGbRydm-69WHsi5TwyVeCtMP2ZOfrUWVkVeoCSyballn3CqD80XW3c2X1yhY4jB5MyD5D9ytRxck8G0UAgw/s1600/008+%2528800x450%2529.jpg [/img]
Merc 4: I'm ahead on the score train, just got to keep plugging that.
I fully load one Nomad, who clears out the five Obstructors around Bart.
The other Nomads move around, allowing the Galleon to move up, harpoon the Vector, drag it in and easily kills it.
Zira and Reinholdt run to contest the zone.
Mercs go to 4 CP versus 2.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh33nG7yLKo_lDVILWxZu1byVk5JfYGBXTwlwMk1EZbVvCrpgEXe4f59U4N7IOMSapiFRgNB4CBIzDiiIzLvQtcsxOteM_X1awC6HxW7S_YPoS8Eba02InFogf9UJiAmImpOYqGeXzdGVA/s1600/009+%2528800x450%2529.jpg [/img]
CoC 4: Bits and pieces activate, about halfway CoC concedes. Fair enough, there isn't really a way to stop me from getting the scenario win, two Nomads are in charge or run range of the right zone and the Galleon easily clears them off, while nothing will survive in the left zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif_T3n-vMx-oW4-Sn3q-PVnGE_cG_bk1rJRAiM00Fx7boKNQxSTp4Up8RZj9_r_5o61zIWHnxeKNFTKZ7SFJDNUqUcP0AYX1fKgO_De2TVuTZ_HSINDhXmiPohIcdt-LO7Vr5gPSDLnqs/s1600/011+%2528800x450%2529.jpg [/img]
Me on the left.
Plan is to drop Taryn at this point. Triple Nomad has worked out alright and I don't own a horde of Talons, so will probably add Anastasia (Going first with the list is very helpful) and either repair or Lannysa.
Trying to work out what Bart list I want to go with, still rocking the early version, though I'm not convinced it's the most powerful iteration. Blah blah blah Kingmakers blah blah Kei$ha blah blah have to paint Trenchers.
Bart1 - Galleon, 3x Nomads, Reinholdt, Taryn, Commodore Cannon, Rockbottom, Devil's Shadow
Objective: Bunker
Pickup game into that pile of gears people commanded by ye old Chrisanthenum.
Aurora1 - 2x Shield Guardy floaty jacks, Corollary, Obstructors, Angels, Perforators, Eradicators, Attunement Servitors, Elimination Servitors, Enigma Foundry x2, Shield Guard solo x2
Outflank, which I like to think of as one of the more balanced scenario's. Well, in the context of usually forcing a turn 4+ game with a slower scenario threat, so balance is probably the wrong distinction to apply.
We've got a couple hills, forests and an Obstruction, wall and shallow water set up.
Merc Deploy: I won the roll and swung first. Going second with Bart is lame.
Per the usual, Galleon gets plonked behind the forest. My Jacks are all weighted to the left side, Cannon and infantry to the right (There isn't a huge amount the Devil's Shadow can contribute this game).
CoC Deploy: Fairly symmetrical line, Obstructors in the middle, pew pew medium bases on the left, sidestep unit on the right (Note that I didn't realise they were different unit types, thought both were the shooting guys).
Angels went on the left side across from my jacks, so that was a little suboptimal.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy_tOVJLxThjHU3OyHklJy_oRsPsbeudWppspYedIu0I-XNTD65CfgjrImS2yN87yfvGrPuWDfzrFMwQfepMb_lUzDF7oOS1jv_42KL7_zrsd_RvAmrJ5kkmOLRvD5vH6VNkNuuMbOAQ4/s1600/003+%2528800x450%2529.jpg [/img]
Merc 1: Everything runs up. I strongly consider throwing the Commodore with a Nomad, then decide it isn't worth having a Nomad so far behind when it is one of the models that has to perform.
Devil's Shadow run far enough to the right that they escape the soul stealing photograph.
Galleon gets Hot Shot, Bart throws up Batten because why not.
CoC 1: The cost of not as bad photos is apparently that I'll forget to take them. Alas.
The Clockotrons run up.
Aurora puts up I-can't-believe-it's-not-Transference, sits in the centre behind the Obstructors with the Corrolary in front of her.
Both zones get some Medium bases and a Vector in them, the right zone has the jack go behind a wall, on the left he goes up on a hill with a Shield Guard solo behind and Angels in front.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM0JZzF-0hm4SDq8dWwWUVM5OvdBgYtuBC7qQcb-tFbCf2DeLu4xEujJcJoa67BrFsWshbLQONhSPtUpowWlEYshpEoWQ2dLQJgwOTmsUyp6JA7KuLfJ4MjePWuD7_CNFxLCnaDeyk-98/s1600/004+%2528800x450%2529.jpg [/img]
Merc 2: Aurora is on no camp and within one inch of the Corrolary, so potentially have a 95% assassination of slamming the light over her then moving up and shooting her with the Galleon.
Alas, the Commodore is short by an inch. No regrets on that Nomad throw plan, none whatsoever.
I contemplate moving up the Galleon and doing a couple fully boosted shots, but the Harpoon is out of range and if I roll minimum attack amounts it's a might 16.15% assassination run, so sod that, pretty sure I've got better long game odds than that.
Regardless of all that, the plan is simple enough. Charge Bart up with feat, shoot something with the Galleon, contest the zones.
On the right side, the Devil's Shadow leg it back to the left. They were just futzing around, there wasn't a plan for them really.
Rockbottom gives the Devil's tough and the Cannon Money Shot.
Cannon tries to Slam the Vector behind the wall, needs a five, misses. Sod.
Taryn moves to the centre of the board, misses both shots.
Galleon moves up, rolls three shots. First two blow up the Corralary, the second misses the left Enigma foundry but cranks the Damage roll to put points on, Harpoon kills an Obstructor for giggles.
Bart casts Barrage, giving the Galleon a mini shot that hits and kills the relevant Enigma Foundry, feats and moves up.
Nomads run, one to be on the left of the Galleon, one in front of Bart, one toeing the right zone.
Not ideal positioning. My expectation that the medium bases where the same meant that I erroneously thought the right most Nomad was going to get messed up by armour piercing shots, when this was not the case.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3Xdo4P_9r8ISPrrIOL9_mTsnne1RuOXxe5WvrBtgkq6_X4TGC8I556vQNFD-IVZth3vklC_VfMmKo-pdtsPeKSLfVdvZ3mIQ-9P-y6wpOfxEszGEOpPVptXC0ApzdW5wYhx4qmOrTckA/s1600/005+%2528800x450%2529.jpg [/img]
CoC 2: Everythiing either stays still or moves up to the edge of Barts Control area.
The Angels and left medium base unit, being the actual Pew Pewers, lands eight boxes of damage on the Galleon after some miserable rolling.
Admonition goes on the right Vector, Aurora decides to walk back and hide in the forest outside of the Galleon's line of sight.
Servitors run up the extreme right, threatening the Commodore in future turns.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6s90PzN8V92BOAEH3gQQP5F3ZuBuJb8pVoLwsTfubFiiFK3jjug7Z_fPmLzwzpgM-I5neYN-6A9PzGm2USEjx1rWHtEWBG0k2AACxfwCfxrZIIqljiVIsUe-muRhfAXXLjV1fXnwotn4/s1600/006+%2528800x450%2529.jpg [/img]
Merc 3: Simple enough, I'll clear out the left and start scoring, throwaway some token contesting models. Need to keep those Nomads working, though I did contemplate moving one into the mob of stuff in the right zone.
To clear the let zone I have to kill a Servitor, the Angels, a Vector and three of the Medium base chumps.
The Cannon starts, using a Slam shot to kill two of the Mediums, one of which was in the zone.
Fully loaded Galleon advances to min scatter ranges, shoots down the Angels, drags in the Vector. Gets a shot on the Servitor, which gets guarded by the solo outside of the zone, who then dies to said shot. Bought attacks easily kill the Vector.
The two Nomads on the left side then advance and finish clearing the zone.
Bart moves across, casts Batten, hangs in the zone.
Nomad that was toeing the right runs across to be in front of Bart, Devil's Shadow charge into some stuff on the bottom of the right zone and primarily just flail away.
Mercs go to 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeEjy7pXd9Oyjc2fJoEZbRd1BokPxNBCrgWHL-xWPLk1_pXr7cgbUAEFbY2B2M3FmQGTAajVTdTTkZtJf_5Y9R-gzyAMaZYe3NBG4e_V7XsUOFVjt_VBdh8RJ8K5o1jlStqUp0cIBWT0I/s1600/007+%2528800x450%2529.jpg [/img]
CoC 3: Auriora casts Aerogenesis, feats, hides behind a wall in the right zone.
The Servitors move up and kill the Commodore Cannon crew.
Medium based peeps remaining kill Morland and Mar then hang around.
Obstructors run/charge into the left zone, three of them swing on Bart but don't break his armour.
The Vector runs across but not into the left zone.
Scores level at 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVpdt07PVmsaVLEeSZFoxQqE745Bh1rStzKQyYfqzSlBgqdUaZMRp4rJbniGbRydm-69WHsi5TwyVeCtMP2ZOfrUWVkVeoCSyballn3CqD80XW3c2X1yhY4jB5MyD5D9ytRxck8G0UAgw/s1600/008+%2528800x450%2529.jpg [/img]
Merc 4: I'm ahead on the score train, just got to keep plugging that.
I fully load one Nomad, who clears out the five Obstructors around Bart.
The other Nomads move around, allowing the Galleon to move up, harpoon the Vector, drag it in and easily kills it.
Zira and Reinholdt run to contest the zone.
Mercs go to 4 CP versus 2.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh33nG7yLKo_lDVILWxZu1byVk5JfYGBXTwlwMk1EZbVvCrpgEXe4f59U4N7IOMSapiFRgNB4CBIzDiiIzLvQtcsxOteM_X1awC6HxW7S_YPoS8Eba02InFogf9UJiAmImpOYqGeXzdGVA/s1600/009+%2528800x450%2529.jpg [/img]
CoC 4: Bits and pieces activate, about halfway CoC concedes. Fair enough, there isn't really a way to stop me from getting the scenario win, two Nomads are in charge or run range of the right zone and the Galleon easily clears them off, while nothing will survive in the left zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif_T3n-vMx-oW4-Sn3q-PVnGE_cG_bk1rJRAiM00Fx7boKNQxSTp4Up8RZj9_r_5o61zIWHnxeKNFTKZ7SFJDNUqUcP0AYX1fKgO_De2TVuTZ_HSINDhXmiPohIcdt-LO7Vr5gPSDLnqs/s1600/011+%2528800x450%2529.jpg [/img]
Me on the left.
Plan is to drop Taryn at this point. Triple Nomad has worked out alright and I don't own a horde of Talons, so will probably add Anastasia (Going first with the list is very helpful) and either repair or Lannysa.
Monday, September 19, 2016
Game 70 - Thexus1 vs Aiakos2
Day of Moonshine, tripped into some Martkaar doodz.
Having not learned squat, I've failed to click that all the local Cryx is currently running kill-the-leader-dude, so I floated out Captain Coma-bod.
Thexus1 - 3x Wreckers, 3x Wardens, Subduer, 3x Agitator, 2x Dominator + Eliminators
Insert Pirate joke attack! (Go on.....enjoy some insertion....)
Aiakos2 - Nightmare, Bathroom, Reaper, Slayer, Statistics Raiders + Middle Manager, Statistic Captain of marketing, Withershadow Combine, 2x Warwitch Sirens, Bonejack
Incursion, both sides have a hill, there's Rubble and a cloud in the guts, a couple superfluous walls and forests elsewhere on the table.
What's that? Cataract style photo is best photo? Say no more! (In theory this'll be fixed for the Saturday tourney....)
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMyXaRUaBbMjA2D5Oe51E75UenbApON09V26cf0TWKCGNBKctOU_WpSrHCCh2s81vAkH7l3qunh1mf_Zlklh-uK3FsISB-fAKOMvU90aX80yankhAfWfGCSB0Hz0LC90p29EFkhL-X5WQ/s1600/001+%2528800x450%2529.jpg [/img]
Cryx Deploy: Cryx win the roll, select first alas.
Satyxis on the right, jacks on the left.
One Proxy, the AD metal blob (Deathjack) is Barathrum.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgT6sQycU0TAZLZc7o6FUEpXCBLG8Qqx0edzKPtEOzcYxy9S3BDoCg6F-W76x-Dwi0Jp8UaWtJ0l1bI7AC4bEncjqSqIwajdrHmU4x3shVDUENt88WSHlz18QOWG5HLxbJNM4VcCNbFJXA/s1600/002+%2528800x450%2529.jpg [/img]
Merc Deploy: I picked this side out of laziness. Also because it's cool to be wrong? I didn't take into account that the Reaper has drag, the side with the Cover providing wall would have been vastly superior.
Thexus leans to the left, then it's the Wrestling Posse in a cheesy 80's line up (Picturing the commercial now. Madam, which of these Body-built-by-surgery guys stole your massage oil?).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV-1pmz0OWYyHFhyphenhyphenHlDaYIdDzgFPWRKjC46zxPj-sZGrCDbayNp_9OrxJUTBZe4idA5h3t0ENoicZUuXh62LSl43bBLle38_OK8QwSwo995e1-RE39WRQREB3Mvyyjo6PGXjw_dGCjkl4/s1600/003+%2528800x450%2529.jpg [/img]
Cryx 1: The stuff runs up. Nightmare Preys the Subduer, Barathrum gets Assail, Nightmare gets Scything Touch. Statistics Raiders space out.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVeIVoAiOsb-R8O2eLn4dUS1ozw2bTk1qlwtb3mxpzXwbUDsalESn2mioeCe3rKzHxFSDPtl7zSTFK0-xHJGCPrpnmvtNBuPLV7ruULdGLxS_747OTQgXi_bq8e56pGOAMeyP1eTm-9bw/s1600/004+%2528800x450%2529.jpg [/img]
Merc 1: I ready my usual turn of Eliminator stabbing, TK's and Slams.
The left most Warden Slams forward, I then conclude I've stuff this up royally.
Cryx has advanced far enough, and I have such a small threat range advantage (With both feats accounted for I threat 16 to his 15, assuming we both get off our relevant abilities, being TK's for me and a cycling Assail for the Undead chumps).
What I ought to have done, as astutely observed by Robinator, was allocate out with Thexus given the Monstrosities only needed to do walks.
Instead it's the substandard version of that, with stabs then walks. I decide to try baiting the Cryx feat for a few Heavies. I've also clicked that the Reaper has drag at this point, so I'll have to place Wardens such that they can stop the drag in and kill.
The Warden is going to be killed regardless, so I opt to move the Subduer into Assail/Feat range of Bathroom. I'll happily go town two heavies initially, especially if it burns the opposing feat.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkkklxutTSW_09BB4_gjaY6SAyqTul7SLqw1DW35w_Tumzo-TnZnbkaukFFdiWH-lZ3chvXsaeiXVdEST69nyaa3Tz1wLYm4YH6J1nR5l6qS38whMAVojnNfkGHVqFCJZGs7YhY2SxG1c/s1600/005+%2528800x450%2529.jpg [/img]
Cryx 2: Assassination I didn't expect time!
The Bonejack runs up, Aiakos feats, does two White Squalls. There are three Monstrosities around Thexus, plan is to thtrow two of them away, use Barathrum to kill the third then drag Thexus in with the Reaper.
Both White Squalls hit, fortunately one of them doesn't get thrown out of Sac Pawn range and the plan is torpedoed. Well, sac Pawned anyway.
Barathrum swings in and kills the Subduer anyway, unfortunate but I didn't die so that's fine by me. Prey moves to Thexus.
Reaper/Nightmare hang around the centre flag, Slayer goes to the right one.
Statistic Raiders run and jam, with a single charge on a Wrecker for some free focus.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinFUD9fu7UKQoct2NLI4r67Yim_Wna2XGjl5p1r8zFLIGR2VNABoBQyDE3Jp2SK7SL6flX_fM6Q4tvoHKzAzSe_okoJIfxSrHxHs_zNPSP4Z3p8gf_yWWDcs2DqfXP9oFTl4gO-A5bUsA/s1600/006+%2528800x450%2529.jpg [/img]
Merc 2: Plan is to kill Barathrum, the Slayer and as many Satyxis as possible.
One unit of Eliminators go, feed up the left most Wrecker with one while another goes up to engage the Arc Node and Bathroom, Countercharges on Thexus being bad news.
Thexus then floats across, feats the Satyxis into a glorious pile, Slayer forward, Nightmare/Reaper back out of Assail charge range. Then arcs a TK to move the Slayer up and spin him around.
Pair of Agitators left (One died to a White Squall flying Monstrosity) go up to the relevant locations and Instigate.
Right most Wrecker goes up and Thresher's, killing about five Satyxis, bought attacks eat the Slayer.
Left most Wrecker charges Barathrum, I need 6's.
Marmite starts saying "Miss" as I make my attack rolls. Don't do that people, it's fine once or twice, on the fourth failed attack it becomes a lot harder to keep a sense of goodwill in the game.
The last attack hits for some damage.
The left most Warden charges up, hope is that he'll save me putting a precious Wrecker into Bathroom and death range from the remaining Cryx jacks.
The Warden lands its attacks, rolls not bad damage, leaves Barathrum on two boxes.
One in Cortex.
One in its right arm.
In easy walk range of Thexus.
I have to put the final Wrecker in now, first I have to clear off two Satyxis as a Crit Knockdown Free Strike would end the game.
The remaining Eliminators go, one fuels the Wrecker, the other walks up into the back arc, hits and kills one Raider, sidesteps to the other.
Misses.
Le sigh.
The last available clearance model is a Warden, who advances up and kills a single Satyxis. Quality activation of a heavy.
The Wrecker then goes in and essentially auto kills Barathrum.
At the time I thought I was destined to lose the attrition war at this point, Nightmare can Assail in and kill a Warden/Wrecker, the Reaper can stay safely back and drag in to murder the other Warden.
Looking at it out now and talking about it afterwards, while Cryx could definitely do such a thing leaving me with support and two Monstrosities, I do pull ahead as I'll then kill Nightmare and the remaining Satyxis and end well in the lead model wise. Ergo...
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpMSkNkGu4ubY4lGod6iCP1EA7M8NgjIbMuwBiCmfVQiAA8SOP-dgxSxLa50j85SUxAbStdjXg9aVq0dAezFTYUHWqiFDsMPQzjiy_hR2TgGodhvsz8sbonWFeBR918v6OjUZ9D25j24U/s1600/007+%2528800x450%2529.jpg [/img]
Cryx 3:...it's White Squall assassination attempt #2!
Plan is to run the Arcnode around, Reaper drag in a Monstrosity, White Squall Thexus into Assail charge range of Nightmare.
Satyxis unit have a go, two of them go into the Eliminator engaging the Arc Node and fail to hit. The Captain then activates and shows them how it's done by shanking her in the back.
Arc Node runs to the pre-measured point.
Reaper moves up, does the drag shot into the Wrecker. Hits.
I Shield Guard with the Warden and the plan crumbles.
had focus been allocated differently, taking the warwitch Power up into account, Aiakos could have done a double White Squal and put up Assail (Needed to put Assail on and Squal the Wrecker then Thexus). Measured and rolled it out, would have worked.
In any event the Cryxites bowed out, from here I either kill Aiakos or every warjack, once I pop the Arc Node Thexus can hang far enough back to be safe.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhkQQuzhJjVzzqoeYvzwm4Ki9giVkfy4zxQTHyVL3RBpnDhWjANIj8Y9MREpmuaxdHNwH0AIEScW4J3rinh94yj1y1yGe6IqUczyPFmZ6ZMJRaDO3xg4xTFpoIBcTBmIyPVetkkskOYA8/s1600/008+%2528800x450%2529.jpg [/img]
Me on the left.
Note to self: THEXUS SQUISHY. AVOID ASSASSINATION STUFF.
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